Forum Settings
       
Reply To Thread

Better PvE server !Follow

#1 Jan 23 2009 at 11:03 AM Rating: Good
Lets break powerleveling and twink gear server!
1. Every weapon, armor and spell is no drop with a required level and recommended level within 5 of the required level on the gear.
2. All zones are designed for a certain level range only lets say a 5 level range. Say your in the 20 to level 25 dungeon, there is no level 75 bot helping PL you killing all mobs for a drop your looking for. Lets make a group come together again to accomplish stuff.
3. You can turn off xp if you choose. Say your happy at level 25, and missing the nice short sword from the level 20 to 25 dungeon. I would like to finish the level 20-25 gear before I advance to a new level.
4. Buffs only last as long as buffer is in group. There is no such thing as temp for a level 1 toon.
5. A boss mob in every zone, designed so a full group is need to take the titan of the zone down.
6. A call to group usable if at least 2 people already in group. The fun is in the action, not waiting 20 minutes for a group member to get to you.
7. Kill the potions on vendors and player made skinspikes, instead have them drop in zones. 8. Level 50 is max, there are AA lines starting at level 20 to work on. Lets slow down the level pace. 9. No currency at all!!! Your diety grants you food and drink.
#2 Jan 23 2009 at 11:32 AM Rating: Decent
***
2,689 posts
Most of that was implemented int he original EQ2. There were potions, mostly only player made. Not everything was No Trade, but alot of it was, or at least Attunable, and had very narrow level ranges, usually 10 at the maximum, which was generally player made armor and/or weapons. Dropped gear, generally had 5-8 level range between required and recommended.

Zone were designed for specific levels, but higher and lower levels could venture in them, however, the experience system was quite a bit different. To start with, fights were automatically locked to the person / group that did the first damage to a mob, then no one out of the group could assist, although I think they did allow healing outside of group originally, hard to remember for sure. Anyway, a group could only get experience from mobs that were no more than 10 levels below the highest player in the group.

And, if I remember correctly, there was a narrow level gap for grouping to get any experience, whether the mob was in the experience range of the highest player or not. There were things you could do in this system, but I never thought they were out of line with the concepts. Basically, you could use a high level to make mobs in a zone grey (non-experience) to you, and thus not kos, just to get thru a zone, but you wouldn't be able to get experience with them. Even without the group restrictions, the same thing could be done out of group, by having the higher levels, clear anything in the way.

The only buff I remember that you could keep out of group, was SoW. Everything else, was an song / aura type of buff, where you had to be in the group and in close procimity.

Pretty much everyzone had descent mix of mobs, including nameds. Also, mobs didn't spawn chests if they weren't experience mobs to the person / group / raid. They would only drop their body loot, which was generally just tradeskill or quest items, nothing really of value. This was a great implementation, as with the huge number of quests, you could easily get out of the experience range of the quest mobs, but still complete it.

No call to the group, at least that I can remember at lower levels (<50) with the original game.

There was the option to turn off experience, but it didn't work on quest xp, only mob xp .. however, you could get around that too, by dieing several times, to get an experience debt built up, to absorb any of the quest xp.

The original EQ2, beta, and first release were great, other than fights weren't challenging enough. I didn't like the mechanics changes that came about with the first expansion, but at least the fights were slightly more challenging ... still nothing like it should of been.

AAs didn't start till the 1st expansion at 50+, however, there were lots of spells and skills to get at each level, and racial and class abilities to choose from as you progressed.

But overall, you basically described the original EQ2. Just some of the restrictions done in a different way.

Yther Ore.

==== EDIT ====
I'm still hoping for an EQ3 eventually, with most of the UI and mechanics of EQ2, but with wider experience mob range, and much more challenging content (thus the wider experience range, for those not up to the difficult stuff, or would rather solo).
==============

Edited, Jan 23rd 2009 2:43pm by Yther
#3 Jan 23 2009 at 1:50 PM Rating: Good
Nice writeup Yther. I read the combat pace is a lot faster in EQ2. I like the combat pace in EQ1. I doubt my machine would run EQ2.

EQ now seems to be about leveling as fast as you can with the best twink gear you can wear. I wish a game company would try to go back to days of old kunark era EQ style PvE. 1st person view is a must. Heck make it DX7 game so people with ancient machines can jump in. Make the world small and cozy with people interested or rewarded for helping other toons. Make us work for our gear.

All the new fantasy online games are about flash and give me leet items now, so I can zerg everything solo. Give us old school players our golden era back please. I'm not asking for classic EQ. One SOE doesn't care to go backwards, two everyone would know what to camp etc, so I'm sure it would be rush to 50!

Someone give us classic EQ PvE clone please!
#4 Jan 23 2009 at 6:17 PM Rating: Good
***
3,212 posts
Some of us have played continuosly for years and still haven't maxed level on toons. YMMV, I have been in no rush to get to 85 but then Im not in a guild that demands raids or leveling.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 133 All times are in CST
Anonymous Guests (133)