After playing Winters Roar for a bit my overview is things still need a lot more work. While I admire the attempt to bring back some of the old things about EQ we all enjoyed I think all you really brought about was a lot of the tedioum and frustration that was EQ and left out anything that was an improvement to the old game through the expansions.
The quest system is still vague at the least. And unfortunalty due to your system of sleeping traders and npcs players who log in at game time night time have only long hours of grinding the very few and infrequent mobs to look foward too. If you wish to continue with the realism that you wish to invoke with this system then I would suggest either lessoning the game hour or having the npcs stay up later and rise early. Any experience I gained on my avatar was of course from the countless repeitive mob killings that 'Evergrind' was.
Spawns in the open lands are very spaced and seemingly infrequent, meaning half my play was spent searching for something to fight. Plus the level gradient between mobs seems very excisive. Many zones were producing mobs that were either too high to fight or too low in the same zone. Fighting them also even seemed more tougher then the EQ days. The regen on the mobs is near rediculous. Several times while healing myself while fighting and having only my pet on the mobs, the mobs were healthier then when I started to heal myself. Another fight springs to mind against a blue mob that reduced my health by 30% by the time I reduced its health by 6%. Part of the problem is due to the slow raising of skills, the extremely slow raising of skills, which means combat skills arent going to be sufficient for a player's level. The player is definatly leveling faster then their skill increasements. (note these battle observation's were on blue mobs, white was far from evenly matched and a yellow mob would chew through me and my pet, even with me pet healing)
Also I noted with my beastmaster that the pet was always being left behind. The pets run speed needs to be matched up with the players. Many times I commanded my pet to intercept a mob only to then have to sit and wait for the pet to even come into view.
The server wide ooc should be changed. I shut my down within the first day because it was becoming nothing more then the equivilant of chat spam. While there may only be a small player base, using server wide ooc still develops and incessent amount of text spam scrolling through the chat box.
Buying and selling ..well while Luclin was a very bad expansion, then market place was a very good idea. It gave players a central zone where they could freely trade, compare prices etc. The old system of auction channel is a backstep from that improvement. You have to first find the person, travel to the zone they are in, hope that its a good deal then travel to your next seller for something else. Removing a central trading hub just becomes another increasing time waster for the player. Only those that have played for sometime will also know what to buy and sell, prices set for items, and how to reach the seller etc. Having the nexus trade area was good because u could browse merchants and prices to get a fair idea on items worth selling and good prices to set. If you have set a central auction area already then that knowledge is again vague to the new player and needs to be properly passed through.
I know I wont be continuing to play, which is some ways is a shame to the game because some of the things I read about and promised in the description sounded very good. However what ever was mentioed with more quests etc seems far from the delivered product. Fighting for camps in a dungeon because its the only place where your dont have to run for miles to find a kill is not my idea of a game anymore. Nor is the countless hours of repitive killing of a mob because the tradeskill system to make a good item is vague, the quests and rewards are near non-existant and the only hope to get an item for your toon is to sit and kill the same named mob for hours on end. The gaming world has progressed past that and this emulator needs to catch up to the fun.
Sorry to say the things but hopefully it might strike some thought.
Good luck to you.
The quest system is still vague at the least. And unfortunalty due to your system of sleeping traders and npcs players who log in at game time night time have only long hours of grinding the very few and infrequent mobs to look foward too. If you wish to continue with the realism that you wish to invoke with this system then I would suggest either lessoning the game hour or having the npcs stay up later and rise early. Any experience I gained on my avatar was of course from the countless repeitive mob killings that 'Evergrind' was.
Spawns in the open lands are very spaced and seemingly infrequent, meaning half my play was spent searching for something to fight. Plus the level gradient between mobs seems very excisive. Many zones were producing mobs that were either too high to fight or too low in the same zone. Fighting them also even seemed more tougher then the EQ days. The regen on the mobs is near rediculous. Several times while healing myself while fighting and having only my pet on the mobs, the mobs were healthier then when I started to heal myself. Another fight springs to mind against a blue mob that reduced my health by 30% by the time I reduced its health by 6%. Part of the problem is due to the slow raising of skills, the extremely slow raising of skills, which means combat skills arent going to be sufficient for a player's level. The player is definatly leveling faster then their skill increasements. (note these battle observation's were on blue mobs, white was far from evenly matched and a yellow mob would chew through me and my pet, even with me pet healing)
Also I noted with my beastmaster that the pet was always being left behind. The pets run speed needs to be matched up with the players. Many times I commanded my pet to intercept a mob only to then have to sit and wait for the pet to even come into view.
The server wide ooc should be changed. I shut my down within the first day because it was becoming nothing more then the equivilant of chat spam. While there may only be a small player base, using server wide ooc still develops and incessent amount of text spam scrolling through the chat box.
Buying and selling ..well while Luclin was a very bad expansion, then market place was a very good idea. It gave players a central zone where they could freely trade, compare prices etc. The old system of auction channel is a backstep from that improvement. You have to first find the person, travel to the zone they are in, hope that its a good deal then travel to your next seller for something else. Removing a central trading hub just becomes another increasing time waster for the player. Only those that have played for sometime will also know what to buy and sell, prices set for items, and how to reach the seller etc. Having the nexus trade area was good because u could browse merchants and prices to get a fair idea on items worth selling and good prices to set. If you have set a central auction area already then that knowledge is again vague to the new player and needs to be properly passed through.
I know I wont be continuing to play, which is some ways is a shame to the game because some of the things I read about and promised in the description sounded very good. However what ever was mentioed with more quests etc seems far from the delivered product. Fighting for camps in a dungeon because its the only place where your dont have to run for miles to find a kill is not my idea of a game anymore. Nor is the countless hours of repitive killing of a mob because the tradeskill system to make a good item is vague, the quests and rewards are near non-existant and the only hope to get an item for your toon is to sit and kill the same named mob for hours on end. The gaming world has progressed past that and this emulator needs to catch up to the fun.
Sorry to say the things but hopefully it might strike some thought.
Good luck to you.