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#1
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Presumably most people noticed by now that not all things are classic here on Project 1999, and with that said, instead of arguing what things they changed, I figured we could discuss some things that would benefit the community and health of the server, by increasing it's population and activity levels in what are now quite dormant areas of Norrath.
To start, I am one to always look for out of the way places to experience and adventure. This has pros and cons. Pros :
Cons :
Before people rebuttal that this is EverQuest and not meant to be easy, and that the pros of the out of the way places are worth it.. yes I agree, though as a community we seem to be consistently seeing (after how many years?) players (both new and twinks/alts) swamping the usual areas - EC, Guk, Unrest, Mistmoore, Karnors etc. I can understand for people who are new and do not know others, cannot afford to pay for a lot of portals everywhere and/or are short on time because of real life, that they cannot manage to make the commitment to say doing Kaesora or <insert out of the way place here>. And this is why I'd like to see two things happen : 1. Open up Surefall Glade portal. It would help breathe life back into Western Antonica, and encourage new players of all types to go back and forth for a myriad of reasons. New players may not be able to afford the Dial a Port service, however they may get a kind free ride with all the new traffic in the area. This traffic will see an increase in general activity and generate more trade /business as well. The added population will mean great zones such as Black Burrow, Qeynos Catacombs, Halas(starter lake for the win!), EverFrost and Permafrost will get more attention like they should. Subsequently Odus will be for more than just new Erudite twinks and Hole groups(which are still not as abundant as they should be). Even now, the Warrens is practically dead. There should be way more teenage level players in there, but why be an Erudite when you have to take the (sometimes broken) long boat to Qeynos, only to have to run all the way to Commonlands, if not lucky enough to find a teleport somewhere along the way, because you couldn't afford one in Toxxulia Forest, provided any one was even there to do it? 2. Increase the experience modifier in outdoor and indoor(more so) zones in out of the way places - which is OOT/Timorous, most of Kunark and parts of Velious. People who make the long journey to Dalnir for example need to be rewarded and rewarded well. And even more to a particular point, we do not spend enough time fighting miscellaneous open world mobs such as goblins on the coast in Butcherblock, or Iksar Bandits in Warsliks or ..there's just so many things to experience off of, yet they give a terribly low value in contrast to other more easy to reach/safer locale monsters, and particularly old world which are weaker, do not cast as much and take less effort to kill - and of course are closer to towns and vendors so you can sell, run back from a bind point etc. I am of the strong belief that a little focus on these aspects, would see a healthy growth on that side of the world as well as encourage what I call 'nostalgia' players(oh an EQ Emulator, cool let's see what it's like, it's probably crappy, I'll just poke around a few minutes in Qeynos and relive my first Bard experiences, but I won't expect much..let's just have a little run around for ol' times sake), to stick with it and not be put off by the fact the game isn't loaded with players like they remember it years ago, where practically everything was camped and taken at all times. Here they have some amazing advantages they never did previously, yet they can't reach or participate in them in ways that they should. Heck even something miscellaneous such as camping a cleric in a dangerous zone and then coming on for a few hours, offering rez for donations, isn't much of a lucrative venture any more because there's no business to be had. Imagine a zone full of players in Permafrost from level 20(?) right up to 58 Druids camping in the pits, or groups on the third floor of Dalnir. Kedge rez anyone? I have my issues with some of the things that are not classic here, that they've left in, yet they are what they are and we get on with it. However if the intent was to leave them in for the betterment of everyone, than that suggests to me that the developers aren't completely adverse to something 'not classic,' if there's enough of a good reason. Any ways, food for thought. | ||
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Last edited by Khaleesi; 07-10-2016 at 07:16 PM..
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#2
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What I would like too see would be use of the LFG window. I know it's not classic, and I'm not above doing a /who all 20 30 and sending tells for groups, but I sure do wish that was a better way to group up, especially for schmucks like me playing at oddball hours.
That and flying mounts, can we have flying mounts too? | ||
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#3
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The LFG function is already hard coded into the game, just activate it. People could make LFG like - LFM Kedge Keep; LFM Hole group Some of these "out of the way zone" would all of a sudden become more popular if people could actually assemble groups in a reasonable manner other then /who all over and over | |||
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#4
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The point here is that we know people are lazy and goto the common easy spots too often. We also know that if htey wanted to, even as new players with no coin for teleports or friends to help them, they can make the long journeys. The problem is that because it isn't particularly easy or convenient, then they avoid it. And with a population that's 2/3 or 3/4 less than old live servers, that means there's not many players in those areas.
If we were to have things implemented/opened in the game, it would give them incentive to not crowd areas, and start to span out to other areas. Given that the server is not 100% strict classic, then it's not unreasonable to suggest such an idea. Quote:
Realistically, doing /who commands is not that difficult.. And another reason I did not mention the use of the LFG feature, is because it's one of the concepts that eventually led to the 'anonymous' dungeon play found in modern MMORPGs. When people have /who and then /tell and discuss grouping, it's a lot more involved and thorough. I would much rather get a tell and have a talk to someone about joining a group in Kaesora(while I'm in Permafrost), to get a bead on whether it's legit/long term - worth the time investment. Anonymous LFG type systems begin to lead to laziness and then people seeing that your LFG far away from them. Therefore, just like it is now when they /who; they won't bother as you're too fair away (so they believe) - which makes the LFG feature moot yet simultaneously potentially harmful. Quote:
A) The point about a Wizard is moot - if people can afford a port to and from, then for new players, that's half the battle solved. B) To think that there's nothing of interest, especially experience wise on that side, is very ignorant I'm afraid. Even if it wasn't about leveling experience per se - simply the adventure and activities, the zones and the sites ..it's definitely worth it. And in contrast to all the worn out regurgitated areas most people go to, it's a nice change of pace. Quote:
As far a LFG window, I have mixed feelings. Its not that hard to find someone to duo or trio with, building a full group of 50+ people is tough but not always necessary. The hardest thing I ran into was absence of key classes such as cleric or enchanter to group with when building. So not sure LFG window would restore that.[/QUOTE] Right, LFG system would not resolve that underlying issue; yet how many times have you gone to /who and ask a Cleric or Enchanter to join you while in an out of the way place, and find them already grouped somewhere mundane like Mistmoore or Unrest or Karnors, and for the ones that are LFG, they don't want to experience any where that isn't one of the common easy to get to places? Quote:
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Not a bad idea - it's done on other servers. However people would probably miss out due to various reasons and in the end get frustrated to the point where they don't bother to even look at the modifier updates(provided the developers posted it[could turn out to be a secret])and end up staying in the normal spots. | ||||||||
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Last edited by Khaleesi; 07-16-2016 at 11:57 AM..
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#5
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It would be nice to see more people use empty zones, I'm all about that, I was just saying there may be a reason people don't stick around in that zone. I personally LOVE the Hole, but a ton of mobs heal through walls, so I'm not saying to avoid zones like that. I learned the zone well enough to know where I can fight mobs and pull them to. However, the pathing in that zone is phenomenal, never had any bugged or glitched pulls. For the record to the devs, that is not classic. Mobs running in circles and bringing 10 golems to your party was a major problem. Little 'quality of life' improvements are OK to keep a classic experience.
__________________
Wedar - Level 60 Grandmaster (Retired)
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#6
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Kerra Isle revamp make it a level 60 raid zone. Right now it's worthless.
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#7
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custom content
__________________
Real Life Bard
twitch/kabijitol P99'12 TAKP'15 Kittens Who Say Meow / Asgard / The Mystical Order / Forsaken / Aftermath Sacrifice*P99G* [] Tunare 2000+ Kabijito [] FippyDarkpaw TLP Radda [] | |||
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#8
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Not to mention easy to get to with amazing guilds such as Dial A Port Eh...EH?... | |||
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Last edited by Bboboo; 07-11-2016 at 01:00 PM..
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#10
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While I am not a strict-classic kinda guy, there isn't really much going on in Western Antonica in the first place. There's not really any reason to go there. If you're wondering, there is a (wizard) port to Western Karana, and if you evac from there, it takes you to WK/QH ZL which is closer than Surefall.
Aside from that I really do think there are some things that need to be considered to maintain community health. I'm not sure if the damage is mitigable at this point, but the server is churning out a ridiculous amount of 60's, due to Chardok AoE groups. The server can't really handle as many 60's as it has, and there are going to be more every day. The high end raid scene is just a cluster. Chardok definitely needs a revamp. A slightly less important point is that Bard AoE does sort of the same thing, if I were king of the server I would probably make Bard AoE only hit 4 targets. OR... at the very least Bard AoE only should hit 4 targets if they are GROUPED. Then after those two things are fixed, then I think ZEM is an important issue to touch on. Fourthly, I think we need to address the fact that the intended race for an XP bonus was human. Although it was mistakenly input as halfling for the first few years in EQ, original devs have stated that it was indeed a mistake. Every other game in existence works like this, humans are the most boring, so they get some kind of bonus - such as xp. As for the LFG window, I am not convinced. It's not classic, EQ is meant to be hard. It's not a malfunctioning or exploit mechanic such as the things I spoke about here. It's just a functionality that was not invented til much later. | ||
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Last edited by renordw; 07-11-2016 at 10:55 AM..
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