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Oleis · Producer Emeritus · admin

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Oleis
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  • Re: EQ Crown

    As for only making the crown apply to PvE: I'd wager that most crown owners would ask for a refund at that point. 

    Context is king here. This is not "allowing an imbalance because the rest balanced." This is acknowledging that the current imbalance is much more stable than the cascade of changes we'd have to number crunch and implement to account for the crown's absence. What's more, this isn't even a no. It's a not yet. 

    If there's one overarching issue we've been faced with, it's how to get more people into PvP. The need for crown at the highest end of EQ combat isn't even in the top 5, because it's dwarfed by toxic interactions with existing fighters, a fear of failure and an inability to cope with the frustration of loss, intimidation at the enormous amount of information involved, and the need for an automated or semi automated offense. 

    Those are problems we can try to fix that would have greater impact on the health of the game and more benefit to average players. They're just not as easy to scapegoat as an artifact. 
    XeniaTiurRizgar
  • Re: EQ Crown

    If there's one overarching issue we've been faced with, it's how to get more people into PvP. The need for crown at the highest end of EQ combat isn't even in the top 5, because it's dwarfed by toxic interactions with existing fighters, a fear of failure and an inability to cope with the frustration of loss, intimidation at the enormous amount of information involved, and the need for an automated or semi automated offense. 

    Those are problems we can try to fix that would have greater impact on the health of the game and more benefit to average players. They're just not as easy to scapegoat as an artifact. 
    *Detached PvP from the World* I must admit, this game has draconian PK rules. Now do not get me wrong, I am not someone who looks favorably upon killing people repeatedly for no reason or without RP. And I do understand some rules are just there to encourage people to participate in PvP and do not become a target of retribution. But these heavy rules also prevent from other types of playstyles to flourish. Take Holy War rule...that means the weaker side can never employ mercenaries or sellswords. So you cannot RP a mercenary in this game easily on religious level. Consider no retribution on Ylem fights...takes away from the RP-impact of those battles. So I will think that fighting on those fights are just sport, have no impact on the world or it does not matter whether your attempt on extraction is thwarted or not. And then add Sect of Blades, a glorified league of PvPers with benefits. As I played longer, the PvP in this game appeared more a "subgame of a game" rather then "a seamless part of a fantasy world" It feels completely detached to me and ICly I started to struggle taking seriously of any battle which might occur.

    Now I am not trying to a grim picture here, but just wished to share my current perspective as a newcomer to the game.
    I really appreciate your insights as a new player. One thing you may discover as you get more familiar with the game is that while the rules themselves are written in a cut and dry manner, there is a great deal of discretion and forethought in their execution. Holy Wars are an especially stark example given the letter of the law, but the mechanic itself simple doesn't get used. I can agree with your example of ylem in that it restricts mercenary play, but I would argue that it conversely encourages people to get involved with PvP because they know they won't be mercilessly hunted for wanting to participate.

    If there's one thing we definitely agree on, it's that not enough players are generating and fostering spontaneous in-character PvP, because they've grown accustomed to relying on the conflict systems.
    Lin
  • Re: Voting for Aetolia

    We got the super shoutout for a great couple months! Would love to make that happen again.
    FezzixPazradymXeniaKynaKelliaraFyrrenSibatti
  • Re: We're Revamping Our Curing -- Don't Panic Just Yet

    I like this change, though I do have concerns.

    My concerns are. if scarcity is to be seemingly a forced thing, what this will do to the economy of curatives.
    While of course the prices are going to increase, more than likely, what concerns me the most is the "what ifs" a potential Novice lock outs.

    And by that I mean: The availability of a novice being able to get what they need outside of the Academy and able to get things on their own without having to always rely on other, more experienced players. -- Now, I know that comes with being more experience and taking care of the newer players/new characters, but as we all can agree, it is prudent to be able to fend for oneself and take care of yourself too. If that makes sense.

    And is this change a few months out? Just around the corner?
    That's something we're looking to keep a careful eye on -- Ultimately, it's NOT a bad thing if novices are relying on the assistance of more experienced players. It's one of those things that helps build relationships and gives cities a good day to day purpose. However, we don't want things to be so prohibitively expensive for new players that they struggle to keep up.

    The changes are VERY close.
    LeanaTenshyoIshin
  • Re: We're Revamping Our Curing -- Don't Panic Just Yet

    Unifying the weird mess that is concoctions/reanimation would be very welcome to see. Bit worried about those scarcity comments, curatives are too important, having them more expensive or even unavailable doesn't sound like a good idea overall, even if it does help the game economy. Guess we'll see once the changes go live.
    The goal is to give them some value, with the acknowledgement that they'll be a little pricy for the first couple months while people build a supply. The long-term effect is eventual devaluation as the supply starts to outpace the demand, but with the current unlimited supply from harvesting and reanimation, there's no possibility for scarcity.
    FyrrenLeanaIshin