The Game
Some of my guildmates have expressed feelings and ideas that I
feel are very pertainant to EverQuest as a whole. These
thoughts and feelings have been developed from years of playing
Everquest. After reading them, I felt compelled to put them out
so everyone can read them. While this is a bit long, It is well
worth the read. These are probably the most lucid and well
thought out overviews of what is wrong with the game as a
whole. I am not just saying this because they are my
guildmates. Just a note; These come from a thread we used to
help Tikker prepare for the summit. Some of the concerns have
already been addressed. The ones that have not are the reason I
am posting this.
Seanlan
TimeSinks
Blatantly tacked-on,
artificial timesinks have got to go. Back in the day, keyed
areas like VP and Sleepers were once-an-expansion endgame
zones. Today keys, flags, and trials are not the exception, but
the rule. The newest and most uncreative of these methods is
the lockout. I could understand a lockout on success, to
simulate respawn period. But now the lockouts come on failure,
too. Uqua gets to be attempted less than twice per week. No
jolly gnomes sending us on key quests, or having us fight 500
trash mobs in a trial to "prove our worth." SoE has cut out the
pseudo-role-playing middleman and gotten straight to the point:
Click, you're locked out. Come back in 3 to 5 days. This
content WILL last until the next release. Things weren't always
this way.
Scars of Velious is generally considered the best
raid expansion to date. Most of the endgame content could be
instantly accessed, or cleared to, within an hour. The
notable exceptions to this would be Sleeper's Tomb, Tunare,
and (circumstantially) Yelinak.Sontalek, Klandicar,
Zlandicar, Dozekar, King Tormax, Dain Frostreaver, Velketor,
Wuoshi, Telkorenor, Gozzrem, Lendenaira and Vindicator all
fit into the category of easy accessibility. Statue of Rallos
could be fought a half hour after Vindi died, and the Avatar
of War a half hour after that. The North ToV gaggle o'
dragons would average out to less than an hour per boss.SoV
had all this content without keys, trials, hours of trash, or
lockouts. OMG, danger. Yet, amazingly, the expansion was not
cleared the week it was released. It had no problem
entertaining most high-end guilds for a year, and is still a
favorite of many.The difference was (mostly) good design, and
inherent timesinks rather than clunky, barely-integrated
corporate turnstiles that are slapped in front of the content
before it goes out the door. Most SoV mobs had one perfect
timesink; their innate difficulty. It is still the best. You
could hit Sontalek or AoW or Yelinak a couple months after
release. Then you'd die. Guilds realized that in order to
beat Ubermob X, they'd need to "power up". Queue the Rocky
training music. A month or two later, guilds could come back
with thurgadin quest armor, or primal weapons, or the entire
population of taiwan, and try again. Players recognizing work
that needs to be done, and choosing to pursue same, is the
most palatable and 'natural' timesink.
Once the baseline is re-established, occasional
key zone or quest zone exceptions can be interesting. Trials,
Rings, Quests, and Mobbed Dropped Keys are all interesting
concepts. Just don't overdo them. Everyone loved the
innovative "Ring 10 War" from Velious. Players voiced their
appreciation, and SoE responded with with RING EVENT MANIA
for the next 2 years. Too much of a good thing. The new drug
is Trials. Since PoP, served 3 meals a day. Spiced with
lockouts to suit.
Don't re-balance, but uncap previous
balancing
A few years ago, class
balancing was done to make several classes more group and
raid friendly. One key element was to give group buffs to
those classes. Paladins could raise HP, rangers boosted our
ATK, and SK/necros were given tap-buffs. Beastlords later
came along and were given Spiritual Dominion. All casting
classes have received new buffs since then. Many new items
are being introduced which have right-click buff effects.That
previous balancing is capped by the buff limit, and not
evenly across all classes. After basic HP buffs, mana
regen/haste, and resists, the remaining buff slots are at a
premium. AEing bosses are common, and that means we are
rarely working with even 15 spots (leave room or the AE will
make room). There is no careful picking and choosing, because
all buffs are not created equal. The result is something
similar to the 'Holy Trinity' that used to make some
potential group members more equal than others. Some buffs
are more equal than others. In a raid situation, 99% of the
time I must immediately click off any fewl Nec/SK buff icon.
I like the extra AC that rangers can give me with CoR, but
often don't have room. SHM charisma might help those Divine
Interventions, but I get few requests. No room. Ditto for
mage DS, various tap-recourse buffs, potions, non-shortbox
songs, and the list goes on.I'm not proposing *new* stuff for
anyone. Buffs were a part of class balancing. Uncap the 15
buff limit so that balancing can be fully realized.
Depth and Context
Our current raids feel so
disconnected from classic Everquest. They are
computer-generated maps re-using the same 25 room, hall, and
corner art files. Loaded with golems in neon Tron suits,
alien ghosts, and one or two other leftovers from Sony's SWG
cantina. The story of Norrath is lost in these. It needs to
be brought back. Alot of the fun of the game is feeling like
your the "Hero" out to save the world. I believe the Ikkinz
trials all use identical maps and creatures. It is often
difficult for members of our guild to identify which trial we
are raiding. I shit you not! If someone said, "the one that
ends with the golems", they'd never be lying.
But this is about more than mob selection.When
I crept through the mino area of LGuk, I knew that place
had a story. A war of attrition between liveside and
deadside, each with its own heirarchy of rulers and
celebrities. The cast also included free agents, like an
Evil Eye who'd become a squatter in the frogs' DMZ. Several
different environments. Caverns. Mazes. Stone parapets.
Underground rivers. Hand-drawn textures. The place had its
own story and depth, and kept more or less within the
context of the world around it. These elements made that
"collection of graphics that hit my character" more
interesting than the space alienz we fight daily in
soulless Gates of Discord. Lore does help, and I'm no
role-player. Not by a longshot. Yet, simply reading that
Trakanon had ambushed Irontail's navy, hundreds of year
before, and killed Rile Sathir, somehow made fighting the
green lizard more interesting. When they take it further
and make the lore visible and in-game, it truly fleshes out
the character's depth and influence. I can look behind King
Tormax and see the skull of Hsagra, his enemy's wife, or
visit the lair of his banished sorcerer Velketor. This is
simply a bad guy that someone created for a game. But they
cared enough to give his existence a palpable impact on the
world around him. The entire SoV expansion is like that. It
felt like they wrote the story and plot outline *first*,
and made sure it was a good one. The LDON and GoD storyline
reads like an afterthought that they used to patch together
a bunch of random trials. That generic Wayfarer device
could be force-fit onto any of the expansions. The PoP
storyline was interesting until PoTime, when it gave up on
itself. Did the original designer quit? The deus ex machina
with Druzzil was beyond cheap.Context. Lore. Depth. Give a
damn, and maybe we will too.
The Velious Smoochfest Continues.....
Scale # of drops to match
raidflation.Back to my pal, King Tormax. Three years ago,
thirty-ish would kill ole' Tormy. The entire raid, including
trash clearing, could be done in under an hour. Tormax would
load 3 to 4 drops. Those thirty-odd people would typically
get three high quality rewards from KT's loot pool (crown,
head, caster ring or sash, melee piercer, boots or gloves).
He had one booby prize, the 2H slash. Most of the other
Velious bosses loaded three drops. Low to mid-thirty was a
typical raid size for that expansion. In SoL, guild sizes and
corresponding headaches went up to support a mid-fifties raid
size. In PoP, raid sizes went up yet again. When the
corporate content block was finally lifted from Rathe, you
came with a full raid (72 people) or stayed home. LDON
abruptly and briefly cut the raid limit to 36. Now GoD has it
back at 54.The number that doesn't change is three. If we are
lucky, that's the amount of rewards a boss will load. Often
it is only two rewards. This is okay for a mid-thirties raid.
It is not okay for double that many. A 72 person raid needs
to drop 6-8 quality rewards. Scale for raid sizes that fall
between those two. Add another drop to the load for each
(hour > 1) of raw trash clearing. Those brain-numbing
extra hours COUNT. Rather than see the extra loot, I'd prefer
this guideline serve as incentive for designers to cut the
boring scenes from their movie before showing it to the
public. All mobs become easier in time. Smaller numbers and
less effort will become possible. This should never be a
consideration when balancing the initial mob and its loot.
Single groups now kill Tormax. They receive 3-4 pieces of his
3 year old loot. Big deal. If the original content designers
let that scare them, maybe now we'd be talking about
wholesale under-itemization that began in Velious, rather
than Luclin.
Telegareth
Pushing untested and
uncompleted content live before it's time. That has to be the
biggest problem I have at the moment. They just don't test
stuff very well and send it live anyway, the date is more
important than the game.The designers have some really good
ideas on making interesting encounters, except for one. They
normally take too damn long to do. Interesting does not equal
4 hours long. I think there are some great elements in Uqua
that make it both challenging and exciting. The problem is
they are overused, and the raid is about twice as long as it
has to be. Once you beat the traps and make the pool room,
what's the point in more traps? Kill the door golems and then
more traps? Kill rage and fury and more traps? They are put
there to add time, not difficulty.
I wish there was a list of things players want to see in a
raid. Personally I would like:
-
Encounters to be less than 2 hours, so
you can do more than one per night.
-
There were more drops per event, or
more drops on the boss mobs. 4-5 hours in Uqua for ...5
bits of loot. Barxt should drop 4-5 items himself. The
bosses of the KT raids should drop 4-5 bits of loot. That
doesn't include geomancy stones.
-
I'd like to see the raid limit or
expedition limit stay at 54, but I’d like the
ability to add people at any time during a raid, even for
flagging/keying stuff.
-
I wish dx9 stuff would work, I ran from
Natimbi zone to Yxxta zone in KT on the wrong side of the
zone wall, because I bumped through it. Looked cool, but
c'mon....
-
I wish quests had meaning in EQ again.
The only question about quests these days is "what's the
reward?" Usually it's not worth doing, even for a
twink.
-
I miss the story of the world, I miss
seeing Al'Kabor in GM events and making fun of him. What
happened to Mayong Mistmoore? Exactly what are the
vampires in Tenebrous up to? They have anything to do
with Mayong?
-
I miss the exploration, landing in FV
for the very first time, landing in Iceclad and
immediately getting killed by the snow dervs thinking
"welcome to Skyfire v2.0". Even exploring Luclin wasn't
bad. The world was big, getting lost had
repercussions.
StoryLines
I have a hard time with the storyline that
began with LDON. It worked well for LDON, as you were
exploring the ruins of lots of new stuff and helping to
discover stuff which would need to be archived and
catalogued, etc. LDON cast the players as explorers, the
"Indiana Jones" type role. GoD is where it gets messed up.
Suddenly Norrath is being invaded by this race/tribe/type
(I’m not quite sure anyone knows for sure) of
creature(s) that want nothing but to take over, enslave
everyone, and kill. However we are still the lap-dog of the
wayfarer's brotherhood. We can go out and kill stuff,
collect stuff, and find new stuff, but the brotherhood
already knew about it, pieced stuff together and they are
clearly leading this expansion. I can just imagine the
final event in GoD to have Morden and his merry band show
up at the end and KS the raid, it would all make sense to
me then. In a nutshell, I’m disillusioned
with the storyline in GoD because I’m not a hero
anymore. I'm not siding with a faction in Luclin, exploring
Kunark's nooks and crannies, never really had the option of
siding with either Seru or Katta, I’m just a soldier
for hire, led around by shiny baubles and trinkets by
better people than I am who are a part of the wayfarer's
brotherhood. I want my character to mean something again, I
don't want to play second fiddle to an NPC.
Reynaldo
Raid limit at 54 I could
see getting rid of, but have mobs operate like Bristlebane,
so that engaging more than 54 (or thereabouts) will give the
mob special abilities. I like the idea of reinforcements to
the fight, without having to turn people away from encounters
due to too many people.Luclin was at least fun in the sense
that you could bounce around raid targets...start in Ssrae,
go hit up burrower in the deep, come back to Ssrae. Now you
are locked into 1 event per night.
***OLD WORLD OLD WORLD OLD WORLD***
There is sooooo much that could be done with Antonica
rather than keep chugging out random retarded lore like
this wayfarer crap. Especially now with the transportation
system installed with LDON, plenty of content could be
added to the original continents. Have the Heretics take
over Kerra Ridge in Odus with some hotshot negrodite leader
and make it a raid zone. Open up the bottom of The Hole to
the Plane of Underfoot or wtf-ever with undead dwarves. Put
Mistmoore catacombs actually IN Mistmoore and make the
tower a portal to an even larger vampiric castle, like
PoMischief.
Basically stop using resources to try to create
100% new stuff and re-use some older zones to spawn new
content. EQ became what it did today because the old
game/zones were fun. Each brand new thing drives people
away. Swords and sorcery baby, not mutants and outer space.
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