Vitali
Dalayan Master
To me the biggest failure of this server is that best and most fun dungeons in this game are completely worthless once you join the l33t raid scene. So you get newbies join the server and have a lonely boring experience getting through the levels, and they remain a noob at 65 because the difference between 65 and a high tier 65 is gigantic. And there is no way for them to progress because that point in the game is empty. So as soon as possible they join a raid guild and get dragged along by the experienced players and become high tier douchebags in no time.
Saying there is no way to progress is just silly. Your version of progress and mine must be incredibly different. Doing literally anything besides sitting in Athica is worthwhile. You seem to be implying that if you can't do things at the same level as a high tiered person who has put years into their character, then it is progress. R1 bounties are incredibly fun, and meant for just those people. Not to mention they can craft pretty great items out of the process. R2 and R3 bounties get harder, yes, but the difference is two boxing and getting a group to do it. Also assuming everyone who gets to high tier is also a jerk is pretty narrow sighted. I will use myself as an example, because I don't want to put anyone on the spot, when I create exp groups I literally don't care who comes. Yesterday my group was Acepar, Chiz, Fulgrin as DPS (all beastlords, and all "low end" in relation to tomes and exp) then me boxing Vitali and Crynel. We had a final member, but I don't remember who. Maybe my alt leeching exp. Either way, we all went to FR and killed Bloodfires. Is that the best group? Absolutely not, but it didn't matter. We had fun and hung out for a while killing monsters together. Sure there are high tier people who would see those tells and think to themselves "Uh, nope not class X with Y tomes, not worth taking" but not everyone is that way. I genuinely enjoyed my group with them, and others I find just LFG in ooc.
But the problem with that, is that it instantly ruins the majority of this game, and makes the most fun dungeons become worthless. Places like Cmal (whatever it's called here), Catacombs, even just Eldenals itself is really challenging with normal characters. But most people here have forgotten what normal characters feel like and what the base game even plays like. You stand next to one of those mobs with your 950 AC and 2000hp and the Hp just plummets as soon as you take a single round of damage. The wizards that use ice comet have one shotted some of my characters. That is what this game was supposed to be like. Splitting suddenly becomes important, and crowd control is important (does anyone even remember spells like mez?), and in places like that cmal you need to explain to each other how you are going to handle the next fight, who is going to mez what, which mob to focus first etc, then you rise up one of those pillars of water and the action happens. It is very exciting and very fun. I only did that place a few times but loved it every time. But last time I played it was impossible to find anyone to go there, because the whole place is made pointless and obsolete by the other content. Nobody wants those clicky heal gloves because the raid gear is so much better, and nobody wants the mediocre exp from a normal group when you can just afk in a group with whoever is doing the treants or get in a guild group with some old overpowered pally who pulls half of First Ruins in one pull and you watch all your AA's flood in.
The problem here is lack of new blood really. It boils down to there being so few new characters that making a guild or even a group without some sort of combination of new and old can't happen. So you will have a fresh group with some healer sporting 80 tomes, or a tank with 9k hp. The problem isn't the characters, but the mindset of the player. Is it worth 30 minutes to buff, then a 15 minute run to an obscure zone to get okay exp but relive a nostalgic period of my play here in SoD? Or do I spend 30 minutes buffing and 3 minutes running to a zone that is newer, so more polished and a bit more friendly to new players? That is the question you have to ask yourself or others when you're making these groups. Most of the time people don't want to waste their time zoning 7 times to get to an obscure place without some sort of motivation.
This server has become raid obsessed and the problem is that it ruins the rest of the game. It's all business and very little talking anyway on a raid so you really don't get much of a different experience compared to a normal group of 6 individuals. But my favorite time in EQ was the Kunark/Velious era and grouping is mostly what people did. Sol b, Lower Guk, Karnor's, Seb, Howling Stones, Velks, Chardock, new players had an amazing journey but then newly high level players had a dozen or more dungeons to go to and they got your raid experience right there. Doing 'Disco' with a bunch of normal geared people, wizzy in an SMR etc.. it is no less challenging or interesting than you nerds doing an uber high tier raid. In fact most of the raids have known strats so there isn't even anything to work out most of the time. I spent my first week in Seb just doing the entrance and a few deadly excursions further inside. It was only a week or so later that I managed to get to 'Disco' and I had to go many times until I got my robe. I had been playing in there for ages but only managed to do the Hierophants Cloak camp a few times (and I never got the cloak). I could have spent a month or more in that one dungeon, same goes for all the dungeons. This game has all those dungeons but nobody goes, and if they do they are ruined by overpowered characters that trivialise the entire experience. It's annoying because the kind of people who raid tend to think they are the elite, and they are deserving of the best gear because it is raid gear and therefore the ultimate achievement. But in reality, the opposite is true. The ultimate achievement is the group of level 30 something noobs who go to Lower Guk with chainmail and cloth shit and the tank's weapon is some crappy 11/34 runed falchion with no other stats, and they spend a month in there getting geared enough to just to reach the other side of the dungeon and face the king or the GL. Put that group then in a kunark dungeon but with old world gear, that is a real achievement. And that is what made the game popular in the first place, and that is what got ruined by later expansions, and SoD is like a reproduction of what ruined EQ in a mini version.
I agree with some of this, but again I can definitely feel the venom literally dripping from the words in this. You are upset with the current state of the game, and it is all high tiered players fault. The people who've played this game religiously for years and years are clearly the reason people have moved on and left.
While I would love to see some way for people to really progress in a meaningful way outside of raids, it's a slippery slope and hard to balance anything around. How much out of raid time equates to in raid time? How much effort should getting gear solo be, compared to getting an item 17 other people need to help you get? If I can get a Healing 5 item with a week's worth of effort, can I get a Healing 6 item with 2 weeks? healing 8 with 4? Where do you draw the line. Anyone can have a meaningful and fun experience in SoD without raiding, but what it sounds like is you want everyone to share in your vision of fun, whether they want that or not. You want it to be like the good old day, where things were super hard and challenging and would love to see other people enjoy that style again too. The problem is, what if I don't like that style of play? What if I actually enjoy where I am now, able to heal well and melee some monsters with a cane that heals my party. I like my clicky items, and I like my spells that had to be farmed by killing hard high tier raid monsters in a tower. Everyone wants something different, and what you consider fun isn't what others might.