LDoN Interview with Ryan Barker

We were given a chance to sit down and ask questions of Ryan Barker about the new Lost Dungeons of Norrath expansion. He is one of the game designers for the new expansion whose specialty area is the spell system. He touches on a number of the new features being added with this expansion, and gives even more detail on what to expect for everything from the instanced dungeons to the trapped chests to the augmented items. Here are the questions and answers: ---------------- Q: I understand that you are the one in charge of the new spells being added for the expansion. How do you decide which spells to introduce for classes at this point in the game? RB: Adding spells is always a tricky business. You have to give players something new and interesting that they’ll work to obtain without giving them new abilities that could potentially unbalance the game. I spend a lot of time reading over many of the more popular messages boards and there are always several ideas for new abilities that the players would like to see. Many of those ideas that began on the boards ended up in game in one form or another. Other spells start as an idea or a random lunchtime conversation with the other designers. Every class has at least one knowledgeable representative here at the office, so I get a lot of feedback and ideas from them Q: Do you ever find it hard to add new spells given how many spells there already are? Where do you get your inspiration for spell names? RB: It’s crazy if you look at the number of spells in the game. There’s currently over four thousand spells in EverQuest with almost two thousand of them being player spells. Every once in a while we’re able to add a radically new type of effect which is always exciting for me as it gives me new tools to present to the players. That’s the challenge of my job -- to find new ways to adapt the spell system to keep player and monster abilities interesting. The naming is often a creative challenge. I usually try to tie it in with something that already exists in game or will exist in the near future. I think it ties players into the game world when their spells relate to that world instead of just being called “fire ball” all the time. Even just throwing a character name on the end of it like “Ice spear of Solist,” creates much more personality for the spell. Players want to know who Solist is and why he has a spear named after him. Q: Are there any spells in EQ that you really wish didn't exist, or worked differently? RB: There aren’t any spells I would completely get rid of, but there’s definitely a few that I wish worked differently. Complete heal is the obvious one that usually is brought up. Some of the higher percentage slow spells are other ones that I wish worked differently. Any single spell that requires designers to dramatically modify their content around it is probably one that needs to be changed. One thing I do wish we had was some sort of sliding scale on the effectiveness of “all–or-nothing” effects like Enthrall, Snare, etc. Right now it’s very restrictive to give upgrades for these kinds of effects because it’s just yes or no -- it either works or it doesn’t. I wish we had a system for these effects to have a more dramatic effect on level-appropriate NPCs. For example, I wish Enthrall wasn’t hard-capped at a single level, but rather shortened its duration on mobs that were above the level “cap,” instead of entirely not working. Q: If there were one thing about the spell/magic system in EQ that you would change given unlimited manpower and resources, what would it be? RB: I think the thing I’d want the most is the system I described above with dynamic durations and effects based on levels. I work closely with the programming team to build new and better spells and systems. We are continually adding functionality when we come up with new ideas. Q: What is your favorite element of the spell/magic system of EQ? RB: Well it’s not really a specific part of the system so much as I just love the role-playing aspect of it. I love naming the spells and coming up with unique messages that the players see when they cast it. The great majority of my job ends up being systems-related with a lot of math involved, so it’s a nice change of pace to be creative with the names and messages. Q: Can you tell us what your goal is with the Lost Dungeons of Norrath spells? How do these relate to the new instanced dungeons and new items? RB: My goal with the LDoN spell lineup is to provide new spells for each class that help augment effectiveness in groups and in the dungeons. I'm also focusing on group effectiveness overall. The spells don’t relate as much to the instancing mechanics as they do to just plain old-fashioned dungeon crawling. Every level range should find at least one or two spells that are useful additions. Q: You have announced a new item type that will allow players to upgrade and customize existing equipment. Can you explain in more detail how that will work? Will the customized items be no drop? If they can be sold, will there be an easy way for the buyer to know which stats have been adjusted short of inspecting the item, or will there now be 15 different types of each item available for sale in the bazaar? RB: The new item class is called an Augmentation. An Augmentation is a magical item that attaches itself to a slot on an existing item on your character. To attach an Augmentation to an existing item, you must first find one that is compatible with your existing item. Once you have your augmentation and item, you combine them in a special container much like normal trade skills. Augmentations are very similar to normal items, so you can inspect the augmentation to see what benefits and restrictions it has to offer. Initially, the Augmentations will be no-drop and available only in LDoN. Q: Will you be able to do more than one customization on a single item? Will the use of those items be skill based? Will they be usable on all existing EQ items, or only a limited number, and if limited, can you give us an idea of which existing items would be upgradeable? RB: Yes, it will be possible to add more than one Augmentation to an existing item. However, it does depend on the specific item. Each item currently in EverQuest may have a different number of slots that accept Augmentations. Some of the items that accept augmentations include armor and weapons. Items that can be stacked and containers cannot have Augmentations. Q: In that same line, what types of upgrades will the new items add? Will it just be stats, or will you also be able to add procs, spells and focus effects? If so, can you give us an idea of what types of spells and effects could be added with the new items? RB: Augmentations are able to improve all item stats and even possibly add spell and focus effects. Q: Lost Dungeons of Norrath will also include what you have termed interactive items. These include traps that go off if you have not disarmed them. Can you give us an idea of the types of spells that may be triggered by these traps? Are they just damage spells of various sorts, or are there other conditions that could happen if you set off a trap such as being teleported or being inflicted with some physical or mental condition? RB: I’m planning to use almost the entire range of the spell system to create effects for the traps. The traps are going to be harsh generally, so you’ll want to be careful about messing with the objects. Of course, you’ll want to get the items that could be inside, but if you aren’t careful you might end up destroying what’s inside when you destroy the chest. Q: Will the treasures found through the interactive items be unique to those items, or will they be pulled from the general treasure lists? RB: There’s potential for both. We haven’t discussed limiting the types of items you’ll find in chests in any way. I know there’s at least one set of chests that contain keys that you’ll need to progress through one of the levels. Q: Will players also get access to traps that they can place in a dungeon to catch NPCs and Mobs? And can NPC’s and Mobs set off the existing traps if you pull them over to them? RB: Besides the traps on the chests, we haven’t changed the way traps work at all. It’s an idea we’ve kicked around before and I think it would be a cool addition. Maybe we’ll get a chance to add that in the future. And no, monsters won’t set off the traps in the dungeons. Q: Why the new (published) limit of 36 people for Raiding content in Lost Dungeons of Norrath? Especially given that many guilds have had to bulk up to 60 to 72 people to be able to advance in Planes of Power? RB: It's another option for our players. Planes of Power definitely increased the size of an average raid. Now that we're making raids for 36 people, players have the option to test their skills with a larger group of friends without the necessary coordination required for the really big events like the ones in Planes of Power. As a player, I always felt that my contributions were much greater in smaller raid settings. For me, when there are fewer people, I get a better sense that my actions have a profound impact on the outcome of the events. For us, one of the best things about having a specific number limit is being able to tune things knowing exactly how many people will be involved. Q: How are raids handled in Lost Dungeons of Norrath? What in your opinion, is the best element of gameplay coming with the expansion? What element are you looking forward to the most as a content developer? As a player? RB: Raids are essentially going to be special adventures that require between 18 and 36 people to initiate. Raids are going to be vastly different from each other in how they work. Some have strict time limits, while others might not. On one you might have to kill a boss; on another, rescue hostages. There’s quite a bit of variance as to what you’ll be doing. My favorite thing in terms of gameplay is being able to set up an area for my group or raid to play in. This is also my favorite aspect as a content developer. Being able to set up a specific area allows you a lot more freedom in development. You don’t have to worry about other players coming in and messing with the raid, so there are some new types of mechanics we can use that were not possible in a traditional setting. Q: Can you describe how the instancing dungeons will work. I understand that there are different dungeons and that each dungeon has different difficulty settings depending upon the party. Does each dungeon have a different set of mobs? Different set of treasures? How do you determine the setting of the dungeon your party is going to enter? Will the layout and distribution of Mobs be randomly generated, or preset in each dungeon? RB: There are two difficulty settings for each level range, normal and hard, that you can choose when you’re selecting your adventure. The hard setting has the same layout, but the creatures inside are harder to deal with and the rewards are greater. You’ll see similar monsters across the different maps of each theme, but they might not act the same at different level ranges. The items are each designed individually so they fit in well with the theme they are in. You can count on getting unique items in each zone. You’ll also be gathering “favor” points which allow you to purchase items from certain vendors. The concept of earning an expendable form of favor with these NPCs is relatively new, but it should feel like a cross between faction and currency. Q: Will there be a place where players can gather to form groups and enter the dungeon? If so, will there be banks, vendors and soul binders available there? RB: Yes, there’s a camp where you’ll have NPCs that assign adventures, and another set of NPCs that offer rewards for players that accumulate enough favor points. Most of these camps are relatively close to a city and we haven’t decided if we’re going to have the full range of merchants, bankers, etc. in these camps or not. Q: What happens if a player goes link dead while in the dungeon? How will he be able to retrieve his corpse once the dungeon expires? Conversely, what happens to a party that has someone go link dead? Will they be able to fill that slot from outside the dungeon? RB: Once the dungeon expires, your corpse is kicked out to the zone-in point. If a player goes linkdead while in a dungeon and the dungeon expires, he’ll be kicked out to that same point. You won’t be able to add players into your adventure once you’ve started it, so you’ll either have to forge on without them or go out and gather a new group to start a new adventure. Q: I understand that the dungeon that spawns will be tailored to the level of the party. How does this affect the treasure table of the dungeon? Will all treasure be randomly spawned with the dungeon, or will specific items be set to drop off of specific mobs? Could you theoretically spawn a dungeon that has little to no good loot, or conversely an unusual amount of great loot? RB: Don’t confuse this system with any sort of random content generator. Each of the maps, datasets – there are several hundred of them, NPC placements and behaviors are all handcrafted. This content is no less detailed or deliberate than anything we’ve done in the past. It’s actually quite the opposite. These dungeons are extremely detailed. Treasure and favor point rewards are all scaled to the level and difficulty of the adventure. There’s a bit of both types of drops. Some that drop off specific “rare” monsters and some that are random from certain monster types in a zone. The loot you get can vary, but you’ll get similar reward amounts from any of the dungeons you spawn. Q: How will you handle rare drops in Lost Dungeons of Norrath? In other zones rare drops stay rare because they drop off a single mob who can only spawn a set number of times. Instanced dungeons could theoretically have 50 of the same mob spawned at once. How will you handle the drops from that mob to keep them rare? RB: Theoretically, there can be 50 of the same monster up at once, but you’ll still have to do just as much work to get to them and obtain the loot, so it shouldn’t be too much of a concern. One of the major rewards is going to be the favor points you accumulate by completing adventures, and not necessarily the drops off of specific mobs in dungeons. Q: What influenced the decision to use these 5 themes to build the adventure system around, as opposed to some other theme? RB: All the themes we selected for Lost Dungeons of Norrath were ones that we either loved playing through back when we first started -- Guk and Mistmoore come to mind -- or they were areas that had always been alluded to, but were never put in game. We’re excited to be adding all these zones and we hope they’ll be some of the new favorites for the players as well. Q: Can you give us an idea of what new tradeskills to expect? Will this just be an expansion of the existing skills through new recipes, or will new skills and/or new ways to utilize old skills be added as well? RB: We’re not adding any new skills for this expansion, but there’s going to be a number of new recipes available. Specifically, Paul Carrico and Jason Mash are working on some new recipes that fill a few gaps in progression for fletching and smithing.

Comments

Post Comment
hell yea
# Sep 03 2003 at 4:17 PM Rating: Default
"You're in Our World Now!" Okay, that was the understatement of 1999 when I bought Everquest. This game has owned me since my buddies convinced me to put away Quake and try it out. And for good reason, its immersion factor is insane. The fear of /con 'ing a red mob and getting aggro'ed gets my ticker pounding even 4 years later. Reading about this expansion.... I think many Old School D&D'ers will be pleased. Dungeon Crawling, No more place holders, No more kill stealing, No more camping! I'm buying into the hype -- hope it is going to be all they are advertising.

Crazz, 59th Cleric of Rallos Zek
animal mez
# Aug 28 2003 at 12:34 PM Rating: Default
if mages get a elemental snare druids should get a animal only mezz spell!
RE: animal mez
# Sep 20 2003 at 3:14 AM Rating: Decent
Yah Yah. Casters like to complain about all their new spells. The biggest let down in this game is for the melee types. Where is OUR upgrade. Every expansion sees casters getting stronger, more versatile and more powerful with new spells. Wars get stuck mashing the same old TAUNT, MonkS FD, (rogues do finally get to pick locks etc).
yea
# Aug 26 2003 at 11:48 AM Rating: Default
I gave up on tradeskills a long time ago. About the only thing I fool with is baking cause its easy. Seems like any higher level tradeskill requires you to hunt a ton of newbie stuff for rare drops, or pay 10X what its worth in bazaar. Also unless you got a 250 in a tradeskill you really can't make much of anything worth its price. FS armor is a good example, have to have some tailoring for the leather pads, then have to spend 50pp to attempt a peice. Then if you do make it, who wants to buy it? Considering how poor the loot is in the POP now, I can't afford stuff like this. In a weeks time of hunting in POP I made a big 25pp.
RE: yea
# Aug 26 2003 at 6:30 PM Rating: Default
where were you hunting....ive made 20k in a week...
bingobunnie
# Aug 26 2003 at 9:55 AM Rating: Default
This is my last cost in EQ if this doesn't work out better then last 2 expansions. Is time to fix more problems in the bulk of game not keep adding new areas for lag, errors, and content bugs. Also getting tired of haveing to log off to find out what is what in the game. why can't tradeskill recepies be found in the game by say clicking on a item that was made with a trade skill.
RE: bingobunnie
# Aug 26 2003 at 6:32 PM Rating: Default
the whole point is to find the recipe (there are books that tell you) and how do you think the people who posted the recipes found out? they tested it for themselves - a while ago if the recipe wasnt right you lost all the items, imagine 400pp worth of stuff and then accidently putting in 2 water flasks instead of 1 - think before you complain
RE: bingobunnie
# Sep 03 2003 at 1:14 PM Rating: Decent
Some people just want the entire game handed to them, 250 all tradeskills, lvl 65, 500 AAs, a million plat....

It took me 2 years to GM tailoring, and that was when you would lose items if you put the wrong things in the kit.
I agree....think before you complain. If you don't like tradeskilling, don't do it. I'll gladly sell you whatever it is you are trying to make but don't have the patience for.

Yes, you CAN earn plat in this game but guess what - you have to EARN it. Whatever money I get doesnt just spawn in my bank, I earn it.

my 2 cents.
Elemental snare
# Aug 25 2003 at 11:36 PM Rating: Default
Quote:
I spend a lot of time reading over many of the more popular message boards


OK...i dont care if i sound like an idiot..if anyone of authority reads this, pretty pretty please give mages an elemental only snare =)
RE: Elemental snare
# Aug 28 2003 at 12:35 PM Rating: Default
If mages get a elemental snare druids should get an animal only mezz!
#Anonymous, Posted: Aug 25 2003 at 5:44 PM, Rating: Sub-Default, (Expand Post) Yea I remember that whole horse thing and being ticked. I had the same arguement when I got Luclin. I don't even think the first couple of horses even have sow, they just give you a bit of mana regen don't they? I too hate all these download expansions. I think if there going to require you to download these expansions they should include a small program that will let you copy the files to a CD-R. Lets face it now adays most people has a cd-r drive and its not like people can pirate or "Warez" Everquest files. I really feel sorry for the 56kers out there. It wouldn't take much for them to have a small windows program that would copy the download expansions to a cd for you. They could at least release a list of all files for download expansions telling you what files to copy to a CD-R. Another thing they should have done in the past is made sub-directorys for each expansions. Then we would have nicely labeled KUNARK, VELIOUS, LUCLIN, etc folders in the director instead of about 2 gigs of files in 1 directory. Point being is there is several ways they could have made it easy for people to copy the downloaded expansions to a CD-R, but they have not. Guess they expect us to pay for the expansions AGAIN.
sounds promising; let's see
# Aug 25 2003 at 5:27 PM Rating: Good
All the stuff here sounds kind of promising, but we'll all have to wait a little longer to see.

So the uber mobs in LDoN will take only half a guild to take down; that's still an improvement. And now individuals have the option to join pickup groups and pound LDoN countless times to save up brownie points or whatever they'll call them and possibly get some neat treasure without having to buy it second-hand from the bazaar or without engaging in guild politics.

I remember picking up the Luclin box and thinking "wow! horses will help me travel faster? no more 30min walks just to get my slow-*** SoW-less character back to her corpse? I'm there" Of course they didn't say that if you didn't start playing 3 years ago or don't have a 60+ character to generate income you'll never save enough to get a horse.

The LoY box made me swoon thinking about how fun charms would be... sigh

My point? Everything from this interview sounds promising; then again, it could just be the next "horse". They should really put a sticker on the box that says "if your main character is not yet level XX or if you aren't in a large established guild, save your money and don't buy this".

Anyway, I'm looking forward to it... anything new should be cool.
keeping up
# Aug 25 2003 at 4:46 PM Rating: Good
**
674 posts
This concept is FAR from new... I mean if any of you have ever played Diablo or Diablo II its very much the same idea. There are certain elements that are the same, maybe like map layout, and others change.

A better example of this is Anarchy Online. In that you can do a single person mission or a group mission (a dungeon). As a group you all get a key, there is also a Key generator, and you can duplicate the key (and or leave and come back until the boss is killed) In AO, for every mob you kill you get a % of a chance for a Token, The token is a reward system to upgrade your game title and your status in the game, also raises your top end stats at a certain point.

In that game you have a slider bar you can pick easy/difficult - order/chaos - xp/money - hidden/open... ETC. So more chaos might be more monsters, less npc. The reason I am talking about that is it sounds VERY similar. There are x amount of rooms and 3 floors for a group. Various feels from an office type to a lab etc.

The reason I mention it is its very obvious EQ has been kicked in the pants to keep up with all these other games. Example, window in window and more slot options, bank space. I am not saying they dont have orginal ideas, I am just saying every other game has these elements. However EQ might bring some new fresh ideas to the table.

Another crazy example (which I dont like but some might) Is that there are 9 'backyards' - basically 9 noobie grounds, each with their own mini boss. I personally think you would promote more social aspects only having one. BUT, that mini-boss drops items usefull to all, and is
ready available.

On a side note, it does sound like the rogue class will shine. Also, I play sometimes on PVP, I certainly hope you cant pvp in a dungeon. lol.

** Personally I am really put off by the download the latest thing, I feel really ripped off that

1. Yakesha was what? $21.00, and I get no CD or book or anything.

2. Then what... 2, 3 months later EVERY single EQ disk is offered for $30 ??? That sucks. Call me weird but I love the box and the book and so on. I felt ripped off, I am REAL leary of downloading it. Sorry... Maybe if it was a download with a shipped disk. A whole $2 off the company.... if that.

Edited, Mon Aug 25 18:01:51 2003
____________________________
· 'Valdon Gravedancer' Terris-Thule. Dwarven Cleric 34th circle.
· 'Junglebug Sugarpants' Terris-Thule. Halfling Druid. 52nd season.
· 'Shinook Eldergod' Terris-Thule. Troll Shaman of 32nd rite.
· 'Soultree Vixen' Terris-Thule. Woodelf Ranger of 34th season.
sounds good
# Aug 25 2003 at 4:31 PM Rating: Default
It kills me these people talking about how EQ has become to easy. Yea at lower levels it has with all the expensive stuff being cheap now. I personally never enjoyed dieing. Way to much of a penalty for dieing. I am not one of those charactors that has 100k in the bank, so paying a cleric 100pp or more per rez gets old. Nothing worse then walking into a zone to do a quest, kill a mob, etc and finding out its on a 1 week timer and was just killed yesterday or that it is being camped. I actually know of alot of people who ended up quiting the game over there epic quests. They always preach how we need player unity, but what are players going to do when there is a ton of people wanting loot from a mob on a 1 week timer? Also get sick of all the good camps being taken everytime you walk into a zone, that is the biggest thing I look forward to in this expansion. I paid $30 for POP and I use POK, POT, and POJ. My 53 warrior seldomly can get a group in PON and POD cause Im always told IM TOO SMALL, even though it don't matter too much as long as you got a slower. What few times I have tanked on PON I did just fine. So I have a $30 expansion that I actually use to hunt in 1 zone most of the time. Since im not in a ubber guild I can forget seeing any of the elemental planes, or any of that ornate armor. Least this expansion is tailored to every EQ player, not just the ones that play every waking hour and enjoy 8 hour raids. I think this is going to be the best expansion yet. I feel cheated on both POP and LOY. Once again having a warrior for a main LOY is very unfriendly. Have to buy invis potions and sow potions to get anywhere there, and 90% of the time all you see in the zone is, once again, high level's farming.

I beleive the BASH command will be useful in opening the treasures, but its a very dangerous way of doing it according to the LDON website.

I just hope every one of these augmentations are not going to be restricted to players well over 50. All the examples they have showed have been for armor for level 55+ players.

ick
# Aug 25 2003 at 9:56 AM Rating: Excellent
**
262 posts
This seemed like a real good interview until near the end.

1. Loot from the dungeons will be just as rare as in any other EQ zone. That includes random drops from yard trash, random chance of loot from boss mobs, and it suggests that some of the named mobs are rare spawns as well. So yes, you could in fact get an instance of a dungeon with very little loot.

2. They've done absolutely nothing to see that certain boss mobs only spawn a certain number of times per week, so there's nothing to ensure that those drops stay rare. He does suggest, though, that boss mobs won't drop anything very good, which makes it a non-issue.

3. They've given no thought to where and how pickup groups will form up before heading to one of the LDoN dungeons. They don't even know if there will be bankers at the camps.

How can we believe these dungeons are 'detailed and deliberate' 'handcrafted' experiences when the designers haven't even considered how they'll be used, and the spawns and loots are just as random as ever before?



____________________________
-- Sylphan Ducambrius, Master Artisan and Enchanter on Cazic-Thule
RE: ick
# Aug 25 2003 at 1:07 PM Rating: Excellent
***
2,553 posts
there are spells which appear to be oriented to traps (though not assigned to classes yet).

I highly doubt that groups without a given class are locked out of retrieving rewards. (wouldn't make alot of sense to require that all groups have one of the 14 classes in EQ)

Quote:
How can we believe these dungeons are 'detailed and deliberate' 'handcrafted' experiences when the designers haven't even considered how they'll be used, and the spawns and loots are just as random as ever before?


And this is different how? the point he was trying to make I believe is that the instances of dungeons are not just some randomly-thrown-at-you computer generated content. the placement of mobs, the size of pulls, the feeling, theme, and difficulty of the dungeon is all hand-made. As for drops, just like the rest of areas you can hunt in, you may get variable levels of rewards depending in part on the effeciency of your group. As for banks, etc, I don't really see what that has to do with finding a group before doing an adventure. There's an excellent LFG tool, and plenty of places to find people.

____________________________
--Illia
Fumus, draco magus incoluit mare.
Myrx - 70 Holy Priest, Myr - 70 Resto Shaman, Gryd - 70 Prot Warrior
RE: ick
# Aug 26 2003 at 12:02 PM Rating: Excellent
47 posts
I was looking at the new spells. What I figure is that if you have a thief they can disarm the traps or trunks or whatever. If you dont then there are spells the casters will have to do it. I think. Now of course if this is the way it is, lets hope the spells are readily available. As in the let down for your LOY spells. I know mostly mages because that is what I play, but a level 52 spell you need a full group to get the pieces or be about 61 or higher to get on your own? So lets just hope and pray you dont have to be about level 45 to get the level 14 spells.
RE: ick
# Sep 05 2003 at 10:47 AM Rating: Decent
*
80 posts
The mage spells required a full group? Hurray!!! For once it wasn't the hybrids that were screwed. My 54 Pally soloed both LoY spells. I know the Enchanter spells required either a full group or a 60+ Enchater to obtain too.

Either way, full group, solo or purchase, is good as long as they are consistant across classes.
RE: ick
# Aug 30 2003 at 10:16 AM Rating: Decent
Referring to Elemental Empathy obviously.

I feel your pain...
RE: ick
# Aug 25 2003 at 11:37 AM Rating: Decent
*
55 posts
Interesting points. What I was also wondering is, if you don't have a rogue are you @#%$-out-of-luck when it comes to chests and traps? There isn't always a lock picker around to throw into a group. If we can't get one, are the groups going to seriously handicapped? Not for the DSP aspect but the Find/Remove Traps and Lock Picking.
RE: ick
# Sep 05 2003 at 10:52 AM Rating: Decent
*
80 posts
Bards can disarm traps and pick locks too, just not as well. It may come to be known that you just don't let a Bard do this because of the danger it poses. An earlier post theorizes bash could be useful in opening locked objects if a pick locks class is not available.

The only problem I have is SOE's somewhat undefined policy on player initiative. If someone figures out a safe way to open a trapped chest that SOE didn't consider will they label it a exploit and trash your reward, ban you, etc.
Good and bad
# Aug 25 2003 at 6:38 AM Rating: Excellent
While I am personally SICK of all the "camps" being taken in the game as it is, and I am interested in how spawned dungeons will change all that, the one thing I worry about is this: Since each dungeon will be spawned new for the group that enters, how long before there are guides for each dungeon that say exactly what direction, what order, etc to do what in. Then we end up having a boring, predictable dungeon progression for XP. Ie. "Do dungeon X like this, this and this, 15 times in a row to ding 41." The upside to the massively multiplayer zones like a Plane of Nightmare, is you lose track of the spawn cycle, you get trained by someone else, etc. It mixes things up into a very non-linear format, keeps things interesting. I just hope the spawned dungeons arent patternable like a Pac-Man game.
RE: Good and bad
# Aug 25 2003 at 1:39 PM Rating: Decent
I think it'll be difficult or impossible to get a guide or map for a particular dungeon if there are enough of them. You hopefully won't have any control over which layout you get, and he stated there are hundreds of them.

Even if hundreds of guides are produced, one per layout, figuring out which one you're in will probably be tough...until you've played them an awful lot.

It sounds highly enjoyable to explore a dungeon without a map...if they're not too cheesy. The traps concern me, I'll bet the annoyance factor is super high. Think of all the irritating things the designers have done...now arm those bas#$%ds with traps...ugh.


RE: Good and bad
# Sep 01 2003 at 9:00 AM Rating: Default
While it'll be almost impossible to map out every set up of the dungeon, concidering the vast possibilities that present themselves, it'll be quite possible to obtain singular maps of the layout.That in itself doesnt seem like such a big idea, BUT, through means available, of which I will not list it is quite possible to explore some zones outside of EQ, and, through those means you can take overhead screen shots of the zones, or explore them, which could help you find highly decorated or large rooms that would most probably be the lairs for the bosses. With this knowledge you could then take your group and blaze a direct trail to that particular room and not deal w/ the rest of the dungeon.

Another question presents itself however, say for example: you constantly group with the same people, who are all lvl 65, would you repeatedly see the same dungeon if you where to hit the guk section repeatedly? Is the average # of A.A. taken into effect? Consider the difference between a ranger with no AA and a ranger with Endless quiver and AM3. Same goes for Caster classes as well I'd dare to say. Not everyone has or can afford to have their spell book completely filled, right?

My primary concern though deals with the locked / trapped chests / items within the dungeons themselves. I don't have anything against rogues or bards mind you, but if you take a look at how difficult it is to get around some of the kunark zones thanks to SOE trying to up the value of rogues w/ the large number of locked and keyless doors... Hopefully the spells geared torwards unlocking these interactive items will be vendor sold and not made a rare drop off of a rare mob, or only obtainable through a quest requiring a group of people 3x the level of the spell.
RE: Good and bad
# Aug 25 2003 at 7:44 AM Rating: Decent
Well people may post guides to zones, but you don't have to read them do you. Hopefully with spawned dungeons then each dungeon will have a different layout of mobs each time, making it difficult to read them. I hope this is a good thing. In my opinion EQ has become too easy, what with all the ways to port around in seconds and how readily available new items are. I mean how many level 1 super-twinks are there now compared with when Luclin came out?
Maybe SoE can add a limit to how many times one person can do a certain dungeon to stop people doing the best ones over and over. Although I know this isnt likely to happen so how about a system where by once you've done a dungeon once, then the next time you go in with that char, the successes you get are lessened. Still I don't think SoE would do something like this, it would probably run the expansion out too quick, and they would lose all their precious money.
Well at least SoE have added something for everybody this time rather than all the high end content that only the so called "uber" guilds (or whingey annoying kiddies guilds)can complete. About time SoE.
RE: Good and bad
# Aug 26 2003 at 6:40 PM Rating: Default
most of the twinks are at least lvl 2, i mean...how many kills does it take to get to 2...5,6? :P
make epics woth it?
# Aug 24 2003 at 7:13 PM Rating: Decent
I wonder if any of the augmentations will be say weapon specific in order to make getting your epic even worth it these days. Rogues tend to get off easy since the quest is relatively easy, and you get a fairly decent poker, plus it requires few if any multi group encounters. But for other classes, ie. warriors/ paladin/ shadow night, other than the graphics (i still love the sk epic), what is really the point of all that work? I think it would be nice to say put in lvl appropriate quests/adventures to get augmentations that upgraded particular weapons to a point which would make them worth pulling out of the bank.
RE: make epics woth it?
# Sep 05 2003 at 11:02 AM Rating: Decent
*
80 posts
There are weapon augmentations, they say that in the interview.

However, I've read in other posts from developers and beta players that epic weapons are specifically not allowed to have augmentations.

Whether this is true or makes it to production, we'll have to see. But even if it is true, it could change down the line.
spells?
# Aug 24 2003 at 3:23 PM Rating: Default
I'm more interested in new spells, as a necro. Looks like i'll get some pet rune shield (which is useless in a group), and some damage reflective shield (useless in a group too). Will they add anything USEFUL?
RE: spells?
# Aug 24 2003 at 7:36 PM Rating: Decent
Where did you get this spell info?
RE: spells?
# Aug 25 2003 at 7:20 AM Rating: Excellent
Not that it is etched in stone yet or anything, but if you want to keep up with spell changes head on over to http://lucy.fnord.net

On the left hand side, 3rd box down, all the spell change information is posted. Check more specificaly Aug 6th 2003 Spell Updates <LIVE> for a listing of new spells that went live (but are still not available) with the Aug 6th patch.

Edited, Mon Aug 25 08:20:57 2003
Dungeon
# Aug 24 2003 at 1:06 PM Rating: Default
I played anarchy online once or twice about a year ago, are the dungeons going to be the same set up like in AO?
Bring Both Your Accounts: LdoN is coming
# Aug 24 2003 at 9:44 AM Rating: Default
Personally, I think it is brilliant marketing on thier part. By requiring a minimum of 4 toons, to play, they virtually mandate 2 boxing. So if me and my buddy wanna log on and hang-out in ldon, we better both bring our 2 fav's. Fortunately for me, I already 2-box a 63 shaman/mage combo. If you havent tried it, get ready....lol
RE: Bring Both Your Accounts: LdoN is coming
# Aug 25 2003 at 1:11 AM Rating: Good
Yeh cause making three friends in the game is just too much work! :p
something for everyone
# Aug 24 2003 at 8:11 AM Rating: Default
From what I read its geared at raid parties of 18 to 36 people, although I have read that single groups can also explore. In the past that has meant being able to zone in and kill some things but not the whole dungen. You can zone into solb for instance and fight with a single grp in alot of area's but you wont be killing Naggy with that grp.
As for specific class upgrades I think what they have in mind is a system of favor that you can buy items from a specific merchant, the more you play the more points are earned, allowing anyone to be able to get exactly what they want. The better the item the more points it will cost. The good news is you can say goodbye to rolling on loot under this system. Everyone walks away at the end of the session with something. Its all up to you what you buy with your points.
About the upgrade slots on items I think that rocks! sure at lower levels the amount of stats changes wont be great but it is perhaps a chance to upgrade a weapon that is only just now losing some of its effectivness.Armor slots will be cool also to help between the sets of armor .
All in all its not as powerfull as PoP was but its a upgrade to zones and adventures that most can benifit from.
After 3 years of playing I can tell you that when I started this game, there was not a fraction of the content or items that you have available to you now. Be happy and enjoy the game. This will help alot of people who dont have the time to play much, to be able to accomplish something without to much delay.
RE: something for everyone
# Sep 05 2003 at 11:04 AM Rating: Decent
*
80 posts
Supposedly dungeons are built based on the number of players entering so this shouldn't be the case.
RE: something for everyone
# Aug 25 2003 at 5:04 PM Rating: Default
Raids were an after thought for this expansion.

The main focus was groups of 4 to 6 players. They basically had those about ready to go when guilds in the Plane of Time started killing Quarm.

I suspect that got someone at SoE thinking about what those guilds would be left doing between now and the expansion after LDoN is done. Someone then waved a magic wand, and suddenly LDoN got raid content.

Problem is, guilds had to expand to deal with the Luclin and PoP content. Most guilds added people until they had 60+ people on every night. And the raids in LDoN only support 18 to 36 people. So LDoN will be leaving this big gap between the 60+ people that will be on, and what the LDoN raids will support. Basically, if they want to raid in LDoN, they are going to need to setup 2 raids, and fight 2 totally distinct fights. I dont think thats going to go over too well.
wahoo love it
# Aug 24 2003 at 5:45 AM Rating: Default
i love this idea.. i play regular with 5 mates (forming a constant 6 man group) who we set up to level together and only together.. this expansion is the answer to our prayers giving up 2 maybe 3 dungeon raids a week we can do with no risk of finding a guild raid in progress when we zone in ;-))

WOOT EQ doin something I want at last )))

Mallakith 53 necro Vallon Zek
Bigcheesy Manjobs 32 Mage Vallon Zek
RE: wahoo love it
# Aug 25 2003 at 2:54 PM Rating: Decent
My thoughts exactly. I am starting a "Chick's Night Out" in my guild, a group of female's only to adventure together once a week. This will be perfect!
woot
# Aug 23 2003 at 6:00 PM Rating: Decent
WAHOOOOOOOOOOOOOOOO THIS GONNA BE FUNNNNNNN
Solo
# Aug 23 2003 at 5:24 PM Rating: Decent
I guess my biggest gripe with the new instance dungeons is that none of them you can go in solo or even pair up with a friend. As I understand you need to have at least a 4 person group to enter any of them.

RE: Solo
# Aug 24 2003 at 7:39 AM Rating: Decent
*
222 posts
In one of the interviews I read, someone (I think it was Absor) said that they are looking at doing instanced versions of the dungeons that were soloable, but that the 4 person minimum had a lot to do with server load and traffic; they don't think they can handle all the dr00ds and necros making their own dungeons for pharming phat l00ts.

Smiley: bah
RE: Solo
# Aug 24 2003 at 11:57 PM Rating: Decent
I knew when I started hearing about how LDoN was going to be, that the people who absolutely can't do without soloing would start complaining.

Please don't.

Just focus your mind on the fact that hundreds and hundreds of people are now going to be moving to their own customized dungeons, leaving all those old zones filled with tumbleweeds. You soloers can enjoy that to your heart's content.

But please don't ruin this for the people that enjoy grouping. For once... I don't have to worry about coming along and KSing or ninja stealing.

Thank God.

"Z"
sss
# Aug 23 2003 at 1:37 PM Rating: Default
Is the drops there is easy to get or u have to camp like 10 to 16 hours to get the rariest drop???
RE: sss
# Aug 24 2003 at 12:43 AM Rating: Default
I rember readin somewhere that the mobs you kill wont respawn so you just go foward and kill all that there.
RE: sss
# Aug 23 2003 at 10:33 PM Rating: Default
I think one of the main focuses of this expansion is eliminating those long camps for a rare mob. You enter a dungeon with your group, you do what the adventure you chose asks, and you get out accumulating points upon success to turn in for loot. There will be loot along the way, but no camping for rare spawns.
/cheer Casters
# Aug 23 2003 at 9:19 AM Rating: Default
Wow, sounds like a lot of fun stuff for the casters and hybrids. What about the Rogue/Monk/Warriors?
RE: /cheer Casters
# Aug 25 2003 at 3:25 PM Rating: Default
Sony hates melee for some reason..... I see alot of focus on spells and spell casters so they don't get "out of balance" with each other. How about adding something for melee to catch up with them??? There are times when I can't find a group and I would love to solo SOMETHING..... but, (laughing my head off) a warrior solo? Balance..... just a funny word I guess.
RE: /cheer Casters
# Aug 23 2003 at 5:39 PM Rating: Default
Of course there won't be anything for us melee's there hasn't been in so long why should we expect any kind of balance now? Nope us melee's are doomed to be screwed as is their intention.
Anything for low Level Chars?
# Aug 23 2003 at 4:44 AM Rating: Default
Hi

I'm a neewb with a L23 SHM as main char.

Why should I purchase the new addon LDoN?
Is there anything interesting in for me?
I mean I'll never touch such a powerfull treasure, I'm far away from the new Augmentations and I also doubt that I'm high enough to make raids or that enough player like me are there to group with me. I'm on SolRo btw.

Thnx for any answer and greetings from switzerland
Loopan
RE: Anything for low Level Chars?
# Aug 23 2003 at 6:16 AM Rating: Decent
From what I have read, it is for characters of a little bit higher than 23, but you can easily gain enough experience on a couple of weekends to get high enough to play. As a shaman, you have a great line of spells to buff others, so you have a better chance of grouping with others:). Pauladil Caverns is still good at your level and it gives a good xp bonus. One of the good thins about this game is that you can group with just about anyone:) I have been playing for more than 2 and a half years and I am still meeting new people and having fun. You will too :)
-May Tunare bless you and keep you safe from harm.
RE: Anything for low Level Chars?
# Aug 23 2003 at 12:16 PM Rating: Default
Actually, the publicity material says levels 20 and up, and one of the main points is that the mobs will scale to match your group's level. It is possible a low 20s group could get drops nobody else would. Beyond that, from what this interview says, it sounds like the best stuff is the rewards the Wayfarers Brotherhood gives out for completing tasks for them, so starting early might be worth your while.

I see he leaked one detail, the 4th dungeon set is a Mistmoore theme, which I figured from the 'mm...' files I've been downloading. Still not sure what the fifth will be, though. Kobolds, maybe? Befallen?
Alchemy
# Aug 23 2003 at 2:06 AM Rating: Decent
just a comment about the last question asked:

Q: Can you give us an idea of what new tradeskills to expect? Will this just be an expansion of the existing skills through new recipes, or will new skills and/or new ways to utilize old skills be added as well?

RB: We’re not adding any new skills for this expansion, but there’s going to be a number of new recipes available. Specifically, Paul Carrico and Jason Mash are working on some new recipes that fill a few gaps in progression for fletching and smithing.

are they gonna do anything about the huge 20 and 30 point gaps in alchemy? And are they ever gonna take the cap off? Maybe let us shamans actually get over 200 in the skill?
RE: Alchemy
# Aug 23 2003 at 9:44 AM Rating: Default
**
508 posts
I don't understand why that has anything to do with the LDoN expansion. Maybe post those kinds of questions in an appropriate forum. When they fix/change existing skills, they have to make it available to everyone, and not force you to buy an expansion just to get that issue. They typically don't do skill/class changes in an expansion for that reason. It doesnt add to class balanacing or issue fixes, it makes it worse since you then get two types of players. Then, future changes are that much worse.
RE: Alchemy
# Aug 24 2003 at 10:04 AM Rating: Default
almost every new expansion has new recipes for all the other trade skills, why cant they just add a few new recipes here? would that really through balance of the classes out of wack? no, it would just make the pp I spend on alchemy not go to so much waste.
RE: Alchemy
# Aug 25 2003 at 5:14 PM Rating: Default
Quote:
We’re not adding any new skills for this expansion, but there’s going to be a number of new recipes available. Specifically, Paul Carrico and Jason Mash are working on some new recipes that fill a few gaps in progression for fletching and smithing.


Your skill at comprehension has decreased (-1).
Post Comment

Free account required to post

You must log in or create an account to post messages.