Sippin wrote:
It makes sense that snakes can drop armor pieces? You know as well as me that a lot of drops make no sense at all.
It's hidden in his lair nearby on the remains of a previous victim. Geez. It's like you never read the intro chapter to the DMG treasure type tables or something.
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It's a game! The world is FANTASY which means that the "laws of physics" in Norrath differ an awful lot from those in our world. You want plausible lore? Here's a quickie: the Norrathian Gods, after seeing how the world they created is mostly void of living creatures has decided to hide special very powerful pieces of treasure in these Old World zones.
Treasure that can only be obtained by weaker adventurers who can't use them, purely so they can be handed to other characters on the same account (however that's defined in EQ, although I suppose that boat already sailed with heirloom items anyway). I don't disagree with what you're trying to accomplish here, but the very fact that the best incentive you can think of to get people to play lower level characters in old zones is by dangling powerful items they can transfer to their higher level characters innately acknowledges that the primary focus of most players is on high level play. They would not be playing to enjoy and appreciate those old zones and have fun playing in the lower levels, but so they have another route to gear up their existing high level characters.
I'd prefer to try to find some way to get players to want to play those lower level characters, in those lower level zones, for their own merits. But I'm admittedly at a loss as to how to actually do that. As I mentioned earlier, the player base has largely moved on with regard to this. The one idea I can think of is to create more story arcs that follow level progression. A game I really really liked (but unfortunately closed down) was City of Heroes, and they did this really really well. I enjoyed playing new characters, trying out new builds, and working through the story lines. Each story arc typically crossed about a 5 level range (and you couldn't get them once you leveled past them). As you went through them, your contacts would point you to knew contacts who would give you new missions and story arcs. As the game expanded, they actually added new ones at all levels, which meant lots of different story "paths" to follow.
I played a half dozen characters up to the top level range, and while I definitely repeated some arcs (cause they were fun, and frankly worked differently based on your build), I managed to do different arcs in various level ranges with each one as well. IMO, that worked. It was fun. If EQ could develop something like this, I think it would bring back interest in actually playing low level characters through those levels, and not just grind/pl them up to the highest/newest content.
You know, if we're dreaming about changes they could make. This kind of thing would require a significant amount of dev time to accomplish though, and I'm not sure they can afford it. But it would be awesome.
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I'm currently working on the Call of the Forsaken progression quests and I'm enjoying it thoroughly. I don't NEED to do this: the augment that's awarded after the completion of a bunch of time-consuming quests is nice but hardly worth this much effort. I'm doing it for fun and entertainment. So if you don't like mobs dropping elite loot, make it a long drawn-out quest, with sub-quests only doable by toons that are level-appropriate for the zones involved. They could be quests tied to the ACCOUNT rather than to the toon that first obtains the quest. This way once all the steps are completed, the final prize is awarded to the high-level toon, thus avoiding any jarring appearance problems with having the final item drop in some level 20 zone.
Why make it about loot at all? As you say, what makes those progression quests fun is the story that unfolds as you do it. I do the same thing btw. Put in stuff like that (and more of it) at all levels, and people might just start playing more characters, at all levels, for the actual fun of playing those characters through the content.
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You say players will move to other games? WHY? I'm not saying change any existing quests. I'm saying add some quests for really nice items that require you playing lower-level alts. How could this hurt anything? If the quest requires filling a full group with "real" players, I could envision a long-time player inviting low-level noobs to their group just to meet this requirement. What would help the game more than having that happen?
I said that players would move to other games if we attempted to force players to play like we did back in the day. We spent huge amounts of time and effort on gains that are miniscule by today's standards. And those standards exist entirely because game designers figured out that players enjoy getting cool stuff for their characters, and not grinding for hours to gain a half a bubble of exp, a tiny bit of cash, and not much else. EQ worked as it was because at the time there were no other games really competing with it. Once there were, those games offered faster pace advancement and cool frills and whatnot. EQ had to adapt to survive. Which is why they've cranked up the level rate and added powerful global drops to all levels. All of that is to compete with other games.
If you tried to turn back the clock to 1999, players would leave. Sorry if my response was confusing, but I wasn't talking about your drop idea with that comment, but with the whole "back in the day, we played this way, and we liked it!". We liked it because it was new and fun. But, as I said, I don't think you can go back to that time. Just having a 3d game world to adventure in isn't new and unique anymore. Modern MMORPGs have to offer more to their players. Sad, but there you have it.
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With all due respect, you're thinking too much in hidebound traditionalist terms. That attitude will ensure the death of the game, and in the near future,
I'm just trying to be a bit realistic, is all. Any ideas for improvements have to take into account that player expectations of games like EQ have changed since EQ first arrived on the scene. Back then, the only comparable game was UO, which was a 3/4 angle 2d game (and was still wildly popular until EQ arrived). It had several years to be the first and only game of its kind. It was groundbreaking, and we played it because it was groundbreaking. But it's not anymore.
I just think that EQ already struggles competitively with the "find new/better/faster ways to reward players for playing" angle. They've been adding faster advancement and more cool things for some time, and while it has slowed down its decline, it has not stopped it. So I'm questioning any solution that is still basically chasing the same rabbit (different ways for players to get "leet gear" for their increasingly powerful toons). Maybe the answer is to actually make playing those old zones fun?