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EQ Things that should be "undone"Follow

#27 Aug 22 2016 at 5:06 PM Rating: Excellent
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Sippin wrote:
I think lore can also support succor spots being out of the way. But ironically, that point is off a bit really because unlike druid rings and wizard spires, MOST succor spots are NOT out of the way. They tend to be in a safe area, usually near a zone-in. Which is their PURPOSE. The purpose of a portal is to allow inter-zone travel and one could argue the landing zones should be somewhat central. Succor spots are designed to get you safely out of harm's way. Whenever I had to evac under extreme fire I never gave a darn where I land, I just want to land alive and out of danger. Out of the way succor spots are not nearly as hard to justify as some of the really "offroad" druid and wizard landing zones.


Yeah. The cool thing is that in many cases, the ring/spire is somewhere on one side of the zone (or off in the middle of nowhere), while the succor spot is almost always near a zoneout. Learning where they are makes for some quick travel in many cases, since you can often figure out how to port to a zone, then succor to the safe spot, then zone to an adjacent zone, making travel even to locations without a direct port often very quick.

One of the more annoying ones though (which has been around forever) is DL, in which the succor point is right next to the ring/spire (and the nexus portal). Which makes it less than useful for this purpose. The POK book for FV is actually closer/faster if you want to get to say KC. Ironically, even faster still is to port to Skyfire, succor to safe spot, run the short distance to the zone into Burning Woods, succor to safe spot (which is on the far side of the zone like 3 feet from DL zoneline), then zone to DL, then a short run to KC.

There's are some interesting "short cuts" you can take to get around quickly in most expansions, if you know where to look.
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#28 Aug 22 2016 at 6:02 PM Rating: Excellent
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Kunark was a great expansion, probably the best. But the rings and spires and travel in general was not great. They were no doubt designed intentionally like that to provide players with the sense of a new, formerly lost and unexplored continent. They certainly achieved that!
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#29 Aug 23 2016 at 5:21 AM Rating: Good
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gbaji wrote:
One of the more annoying ones though (which has been around forever) is DL, in which the succor point is right next to the ring/spire (and the nexus portal). Which makes it less than useful for this purpose. The POK book for FV is actually closer/faster if you want to get to say KC. Ironically, even faster still is to port to Skyfire, succor to safe spot, run the short distance to the zone into Burning Woods, succor to safe spot (which is on the far side of the zone like 3 feet from DL zoneline), then zone to DL, then a short run to KC.


The druid succor point in Skyfire is next to the Overthere zone while the port in is right near Burning Woods. Is it different for wizards? The rest of what you say makes sense.


Edited, Aug 23rd 2016 7:24am by markkuss
#30 Aug 23 2016 at 7:01 AM Rating: Excellent
markkuss wrote:
gbaji wrote:
One of the more annoying ones though (which has been around forever) is DL, in which the succor point is right next to the ring/spire (and the nexus portal). Which makes it less than useful for this purpose. The POK book for FV is actually closer/faster if you want to get to say KC. Ironically, even faster still is to port to Skyfire, succor to safe spot, run the short distance to the zone into Burning Woods, succor to safe spot (which is on the far side of the zone like 3 feet from DL zoneline), then zone to DL, then a short run to KC.


The druid succor point in Skyfire is next to the Overthere zone while the port in is right near Burning Woods. Is it different for wizards? The rest of what you say makes sense.


Edited, Aug 23rd 2016 7:24am by markkuss


The evac point is the same for wizards.
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#31 Aug 24 2016 at 1:57 PM Rating: Decent
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Oh. Maybe it's just the port in location is close to the BW zoneline then. I forget.
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#32 Aug 24 2016 at 9:12 PM Rating: Excellent
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Ironically, I was moving my group through Overthere last night (hadn't been there in years), and looked at my map to see that the evac is at Warslik's (where I was going), so I evacced. Wound up near FM, cause my map was wrong, LOL.
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#33 Aug 25 2016 at 9:43 AM Rating: Good
lol don't be asking for the undone of the maps

I love the ability to use the map drop down tab and i have like 10 different maps packages i can switch between.

Where Do I Find EQ Maps - Map Compendium
https://everquest.allakhazam.com/forum.html?forum=1&mid=1447444796254447640

#34 Aug 25 2016 at 10:11 AM Rating: Excellent
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I like in some games where the map gets uncovered as you explore the areas. Would have been great if they could have implemented something like that in EQ. I think it works like this in EQ2.
#35 Aug 25 2016 at 11:48 AM Rating: Excellent
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markkuss wrote:
I like in some games where the map gets uncovered as you explore the areas. Would have been great if they could have implemented something like that in EQ. I think it works like this in EQ2.


I've also seen this taken too far. In the old day, played Galactic Civilizations (space 4x game). They had the starmap "fogged", so you had to send your ships out blind, not knowing where the stars are. Let that sink in. You can't see where the stars are, seriously? LOL
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Michone, 115 Troll Shadowknight
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#36 Aug 25 2016 at 12:24 PM Rating: Good
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tatankaseventh wrote:
markkuss wrote:
I like in some games where the map gets uncovered as you explore the areas. Would have been great if they could have implemented something like that in EQ. I think it works like this in EQ2.


I've also seen this taken too far. In the old day, played Galactic Civilizations (space 4x game). They had the starmap "fogged", so you had to send your ships out blind, not knowing where the stars are. Let that sink in. You can't see where the stars are, seriously? LOL


Sounds likeReminds me of that old "Minesweeper" game. Clear away the squares and try to determine where the mines are from the numbers that get revealed. I sucked at that game.


Edited, Aug 25th 2016 2:36pm by markkuss
#37 Aug 25 2016 at 5:32 PM Rating: Good
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tatankaseventh wrote:
markkuss wrote:
I like in some games where the map gets uncovered as you explore the areas. Would have been great if they could have implemented something like that in EQ. I think it works like this in EQ2.


I've also seen this taken too far. In the old day, played Galactic Civilizations (space 4x game). They had the starmap "fogged", so you had to send your ships out blind, not knowing where the stars are. Let that sink in. You can't see where the stars are, seriously? LOL


I always assumed that you weren't blindly exploring to try to find actual stars, but to find star systems with planets suitable for colonization. Which you kinda wouldn't know for sure until you got there. Of course, the better explanation is that it's a game mechanic they stole from games like Civilization and just adapted for space exploration.
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#38 Aug 25 2016 at 6:17 PM Rating: Excellent
gbaji wrote:
Wizards are particularly hurt by this.


I can't begin to explain how annoying it is to know that I cannot kite in current content. My gear isn't too shabby, but try telling that to mobs. I can't even go to a TBM zone and kite.. if I tried, I'd be splattered within a minute. I solo a lot these days, not because I refuse to group but because of real life time constraints. I don't have enough time to log in and set up a group and then spend time doing stuff. I log in when I can. With that said, soloing is my only option as a wizard and this whole summon thing grates on my last nerve. Oh wells.
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#39 Aug 25 2016 at 8:13 PM Rating: Excellent
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missjackie wrote:
gbaji wrote:
Wizards are particularly hurt by this.


I can't begin to explain how annoying it is to know that I cannot kite in current content. My gear isn't too shabby, but try telling that to mobs. I can't even go to a TBM zone and kite.. if I tried, I'd be splattered within a minute. I solo a lot these days, not because I refuse to group but because of real life time constraints. I don't have enough time to log in and set up a group and then spend time doing stuff. I log in when I can. With that said, soloing is my only option as a wizard and this whole summon thing grates on my last nerve. Oh wells.


Yep, agree with you and Gbaji 100%. It's practically the only reason I started boxing, since I wasn't down with abandoning my druid main. They give us awesome tools for root/rot, or quadding, or charming, and then giving us one spot, maybe 2, in each expansion. When the big new quint nukes came out, I was so excited, though many levels behind there. By the time I actually got to the 90s, I never even loaded the spells after I scribed them.

Like you, my playtime is short, and irregular. Can't afford to spend time LFG. Wasn't satisfied with grinding in a few small areas per xpac. So it was box or quit.

I really don't get it. With the sheer size of the game world, and the lower population, and the existence of instances on top of that, there's no way to justify summoning trash. There would be as many solo camps as would be needed to support the whole EQ pop that desired it.

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
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#40 Aug 26 2016 at 5:29 AM Rating: Excellent
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It's not just summoning either, it's also mobs immune to root/snare. And it's clearly the intent of EQ/DBG to cripple kiting, quadding/quinting and root-rotting as a viable solo strategy. My best evidence is how they changed mobs on Brothers Island, a place that was ideal for quinting. They added snare-immune undead mobs and made some of the crab types into summoners. I was quinting these two types of mobs for weeks when levelling up both my druids. Now while there still are plenty of kite-able mobs you have to pick out the summoners/snare-immune mobs and this takes so much time it renders quinting too inefficient. The whole POINT of quinting is to kill "mass quantities" of mobs really quick. The setup time, which is always significant when it comes to snaring and rounding up 10-20 mobs, has to be low.

Why give casters aoe range spells without suitable target populations? What's the point?? Not like they're going to be used for raids...
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#41 Aug 26 2016 at 6:38 AM Rating: Excellent
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Another thing that has bugged me was making certain items prestige when they went to the F2P model. I understand the need for limitations/restrictions for a free account vs. a paid account, but why are these items prestige?

Deepsky Stone

Deep Sky Stone

Polished Caracite

I have all three on my main and, while I could do without or replace them, they were fairly easy to obtain. I believe I acquired them before the F2P model was introduced and didn't even notice the prestige tag at first.
#42 Aug 26 2016 at 12:47 PM Rating: Excellent
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markkuss wrote:
Another thing that has bugged me was making certain items prestige when they went to the F2P model. I understand the need for limitations/restrictions for a free account vs. a paid account, but why are these items prestige?

Deepsky Stone

Deep Sky Stone

Polished Caracite

I have all three on my main and, while I could do without or replace them, they were fairly easy to obtain. I believe I acquired them before the F2P model was introduced and didn't even notice the prestige tag at first.


I'm not sure I like the "prestige" concept at all.

But supposing it is a necessary part of making sub vs. F2P viable, I believe the tag should decay with progression... say 4 expacs back nothing is prestige anymore.
#43 Aug 26 2016 at 1:02 PM Rating: Excellent
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Decaying prestige tags makes sense.

Group gear has Type 7 augment slots and nowadays all augments that are Type 8 (raid) are also Type 7. But this wasn't always the case. Best example were Anguish augments, which were Type 8 even way after Anguish events become one-group-able meaning that groupers couldn't even use the augments unless they were able to get their hands on raid armor.
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FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#44 Aug 27 2016 at 8:30 AM Rating: Excellent
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Melody and autocircling led to bard nerfs (since now every half-competent idiots could do what used to take considerable skill & luck) removing a lot of fun from the class. I never used either so I would have been cool with removing them and working the keyboard if it meant I could still kill a bunch of mobs at once.
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