As far as I can tell..

Daakist

Dalayan Beginner
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.
 
Actually, I feel a lot of the concerns he brings up - trade system excepted - are valid issues that I think I'll look into.

But yeah, if you're going to quit, bye I guess.
 
I have to say the reduced movement speed (compared to players) can be annoying for sure when travelling. Run 100 yards, wait for pet, run 100 yards, wait for pet...
 
Winter's Roar is a work in progress, much like any project you might face. Some of the points you bring up are definitely valid. It's a shame you quit so quickly but I am glad you voiced your dissapointments and your accolades. Take care and good luck in RL.
 
I personally hated the bazzar and felt the luclin patch in general ruined EQ live. Back when I played the EC tunnel was the trade hub. The bazzar contibuted to massive twinking and helped ruin the in game economy. In the old days in the tunnel it was all haggleing, and trading for the best deals. I actually made a living buying low and selling high. You could always get a good deal in jsut required a little patience, and human interaction. Whats wrong with that? Id rather strike a deal with another player and maybe trade him something than farm plat for hours on end to buy something from a bazzar vendor. I like the vendors here, big money sinks as they should be, and you have to do some searching to find good deals. There may not be a trade hub yet but 90% of the time I buy something off another player we meet at the newport bank. (seems like a good hub to me) Please please dont ruin the game economy and kill the human interaction that made EQ great.
 
WR != EQ lite.

WR is close to what EQ could be if you could turn up the difficulty level somewhat. Less documentation, or more difficult to find, fewer or no spoiler sites, less hand holding, and the timesinks that have been taken out of EQ are in WR (traveling, selling).

Also when complaining about skill increases you have to realize that you can't have it both ways. You can't have fast progression and less grind, and not have skills that horribly lag behind. The skillup model EQ used was based upon leveling taking much longer than it does now, combined with lots of downtime to enable spellcasters to 'practice' their spells to get skill ups. Only way to fix this would be to make skillups near automatic (like EQ2, etc)... Also what race was the OP playing? Don't play an Ogre and then complain about skill increases... :p

WR is the way it is because that's the way the creators wanted it to be. And quite a few other people enjoy it as well...
 
Boden said:
I personally hated the bazzar and felt the luclin patch in general ruined EQ live. Back when I played the EC tunnel was the trade hub. The bazzar contibuted to massive twinking and helped ruin the in game economy. In the old days in the tunnel it was all haggleing, and trading for the best deals. I actually made a living buying low and selling high. You could always get a good deal in jsut required a little patience, and human interaction. Whats wrong with that? Id rather strike a deal with another player and maybe trade him something than farm plat for hours on end to buy something from a bazzar vendor. I like the vendors here, big money sinks as they should be, and you have to do some searching to find good deals. There may not be a trade hub yet but 90% of the time I buy something off another player we meet at the newport bank. (seems like a good hub to me) Please please dont ruin the game economy and kill the human interaction that made EQ great.

We're not putting in the Bazaar system. Don't worry.
 
Bazaar didn't kill the economy...plat duping / plat farming did. SOE constantly adding new "uber" droppable loot kileld the economy. Level 65's farming everything in level 35-40 zones killed the economy.


Back to OP's concerns:

I feel his point about grinding is valid. Grinding and time sinks were the MAJOR problem with the EQ game design. They were made that way to make people continue to pay...err play. In a game that is essentially "free" things like this should possibly be looked at in future expansion plans.

It would take a lot of time and reworking and quite possibly is not a conceivable option for the server. I know when I ran a NWN server (and later when I began the EQEmu server) it started out mirroring the EQL model, but I slowly had to phase that out (due to hating the EQL model...hehe). It took a LOT of time in just the design phase do to it being basically a MORPG, but ignoring the "rules" of all the MMORPG's. There were a lot less generic mobs, quests were worth more exp, and "monster killing" was an event. There was no level grinding. There were trash mobs in places, but they had long respawn times.

Spawns for quests with immensely long respawn times are fine. Spawns with long respawn times, PH, AND rare drops....sucks.

I think the future of WR lies in the adept code. Not necessarly making everything have to be a red con, but making it so certain mobs can't be farmed as green cons.

These are just my ideas of course and sometimes when I've been involved in a game project my ideas get a little TOO ambitious. But if anyone wants to throw some game designs back and forth, gimme a shout. :)
 
Daakist-

It is a shame you would write a complaint of that magnitude about a game that is FREE. There are huge corporations out there with huge resources and huge player bases that can't make a game function to save their lives. They ignore you, they talk down to you and basically do whatever the hell they want without giving you a second thought.

I don't look at WR as being another EQ. It isn't at all, and as stated all over the place, it wasn't meant to be. I actually look at it like a baseball game in the neighbor kid's backyard. He has made a baseball diamond, provided the equipment and invites you to come play. If you want, you can bring some new stuff to help like mitts for everyone or a few new bats (read donations), but it isn't required. If you say "Hey, this rule sucks!!" He will listen to what you had to say and chances are, if your idea makes sense and is doable, he will go ahead and change the rule.

melwin even stated that all but one of your gripes was valid and he was going to look into them. What more could you ask for?

excuse my rambling but, wow....
 
What's worse is actually writing out an intelligent post that brings up what I consider to be valid concerns and then regressing back to 8 years old and saying "I quit".

If you're taking the time to write all that out, take the time to listen to replies and give the game some time to see where it goes after your "suggestions".
 
Gavving said:
WR != EQ lite.

WR is close to what EQ could be if you could turn up the difficulty level somewhat. Less documentation, or more difficult to find, fewer or no spoiler sites, less hand holding, and the timesinks that have been taken out of EQ are in WR (traveling, selling).

I couldn't agree more. These inconveniences are the things that kept me from getting too bored with the game. Now, I did take a break for EQ burnout every now and then but that was strictly due to the outrageous camps required for any of the monk quests. Other than that, it's all flavor.
 
Daakist said:
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.

I like the day and night thing.

Daakist said:
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)

I don't know about this. Where were you hunting?.

Daakist said:
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.

Filter that shit bro.

Daakist said:
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.

No. Now you are just spoon feeding the game now. If you travel to say... Oggok, you might find some great deals and new items on the vendors all the time. Travel and some great deals.

Daakist said:
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.

Bye. But as far as quests go, yeah some of this needs be addressed somehow. I'm starting to "camp" stuff and stuff isn't popping or dropping. I'm looking at you Barbtail or Insane Brownie without Earthen Staff! Or factioning for quest items, not talking about something like the port necklaces, stuff like the Dawnstone quest.
I bought you three stacks of head bands, come one now! Tell me about the Dawnstone.
Damn make those darksun head bands an uncommon drop. Like one in five, not one in fifty.

I think it discourages people from questing certain things because they know its a big hassle.
 
The quest system is still vague at the least.

It's better to figure out a quest yourself then to be given a map as to where to go. Obviously normal commoners don't know where the uber sword of slaying lies.

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.

You can buy almost anything you could buy during the day from night merchants and spell merchants. You can also sell.

Any experience I gained on my avatar was of course from the countless repeitive mob killings that 'Evergrind' was.

As stated on the website, quests will be made a more viable way to gain experience. But, you already level much faster here than EQ. It's no fun to just give you level 65 characters when you start. Time = better avatar.

Spawns in the open lands are very spaced and seemingly infrequent, meaning half my play was spent searching for something to fight.

Fight elsewhere, say, a dungeon.

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.

I've found this to be true sometimes, but, the server population is small, so there's no point in a 1-10 level dungeon. Therefore, many dungeons span from 10-40 sometimes, and result in steep increases in difficulty. This can be solved by figuring out where that step up in difficulty is and stay back, or fight elsewhere.

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%.

You're imagining things. I fought a sanctum braugwar in Sirens Grotto, and I had to leave my computer due to an emergency. The mob was at like 2% hp so I thought I'd be fine. I came back and I was dead. I go to Newport, buy a ruby, run all the way back to Sirens, go afk here and there. At least 30 minutes later, the mob I was fighting was only at 53% hp.

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)

So you're saying we level too fast and too slow? Yes, some skills are silly (pickpocket is one, never seen that skill raise once), while others you'll max by 65. It's just like live.

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.

When your beastlord is high enough you can sow it. You also get a summon companion spell.

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.

If you don't like it, turn it off. I like it. I hated MMORPGs such as DAOC, Shadowbane, and well, just about every other MMORPG other than EverQuest because there were no wide-spread chat channels and I always felt alone. This is not fun to me. It's a social game.

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.

Have you ever been to Newport or Oggok?

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.


We've had a 33% population increase in the past month, so obviously you're in the minority for feeling this way. Good-bye.
 
Reading that, I disagreed or just didn't care with what he had to say. Pets run slower? Who gives a fuck. Not enough mobs in an out door zone? GO SOMEWHERE ELSE. The list goes on, but I honestly don't care enough to keep spouting off retarded rebuttles.
 
As far as quests go there's a whole team of people working very hard for no compensation whatsoever to make quests and they've made plenty that are nearly ready to be implemented. If you don't have the patience to wait on promised content that is actually delivered for FREE instead of forgotten or ignored like in live where you paid for the priviledge of being lied to then by all means leave, please. You're wasting bandwith for people with patience and appreciation for all the hard work put into the server for free.
 
Rambler said:
Reading that, I disagreed or just didn't care with what he had to say. Pets run slower? Who gives a fuck.

I care, and I am sure other pet class players care. What I don't care for is the FOH board style dissing and swearing.

If you admit that don't care about an issue, then why don't you do the right thing and shut up? Somebody else will certainly have something meaningful to say that actually contributes to the discussion.
 
Behave. And yeah, Rambler, most of the issues you're whining about him mentioning sound at the least worth investigating to me.
 
Wow, hmm made 2 posts just to quit, hmm yeah real real smart. Well... I don't think any Server for that matter is totally finished, including Live. They are still including things on live, so really I guess Winter's Roar is the same, they are still improving. Well sorry WR wasn't good for you, buh bye!
 
Back
Top Bottom