Brainstorming

funky3 has articulated in a fantastic way what several of the posts (that seem to have been lost in the wash throughout this thread) were attempting to make.

On Point 1:
It is hard to believe that the mechanics would be restructured to make achieving level 65 + 100 or so AA's in a matter of a few weeks, but the point is a perfectly valid one. Even more recent versions of EQ live made this possible, and from what it sounds like it is the way many other games function (I can only speak for single player RPGs like TES where the pace is set by the player not by the game, but indeed it is quite possible to achieve end game content in a few weeks).

What is really important to think about in these scenarios is that even though end game content is accessible within a short time, the game doesn't lose its appeal because of it. Moreover, recent SoD improvements have been focused on the end game, so why wouldn't one want to make it so that that content is accessible to more people? This doesn't mean that it should be trivial to achieve Tier 11 in a few weeks by any means, but it should be possible to actually form a group of Tier 1 character without waiting 2-3 hours for the chance that 5-6 such players happen to be online.

On Point 2:
This is in fact a huge problem on SoD, and it isn't really clear why. Having been on the short end of this situation before, I personally do as much as I can to answer questions in ooc or that are PMed to me which I know the answer to. I have also on more than one occasion used my own plat to have old gear in my bank unbound so that I can give it to a lower level character who is really trying to get things moving. Sure I could transfer the gear to an alt or try to sell it to someone else who wants to twink their alt, but why not give it to someone new in hopes that when they achieve 65 they will be someone you can group with?

There really is no argument what so ever as to why you shouldn't be friendly/helpful to new players. The only reason current players wouldn't want new people on the server is because they want to maintain their hold over top tier content... one of the great things about SoD is the ability to basically own part of and/or an entire zone once you reach a particular level of gameplay because the chances that the people passing through the zone aren't already in your guild is pretty low. This 'feature' of SoD is however also it's greatest weakness. If your guild isn't online at the time you want to grind, the only other option you have is to either try to solo or box... since most of the other players of lower tier aren't equipped to handle those zones. Since I am not an active raider due to RL constraints on time, getting even relic spells is almost futile since any pickup raids are going to be with players in higher tier guilds and they are generally already claiming relics for their own or for their alts (as is their right of course, I do not dispute that). However, this leads to is situations where characters are turned down for a group because without those relics they are seen as ineffective in the zones that many of the regular players are interested in attacking. Again the issue being a lack of diversity across these tiers.

When I still played live and was in Fire and Fury (top guild on FV at the time... probably still is), we gave away gear (FV was a non no-drop server) and tips constantly to newer guilds that were breaking into difficult content so that they could get up to speed with newer stuff quicker and we could recruit good players who were experienced when we needed.

I am glad to see there are a number of new guilds on SoD popping up that are recruiting newer players (i.e. don't require 65+500AA's and 10 Tomes). Though the lifetime of many of them is doomed to be short since breaking into new tiers (not necessarily raid tiers, but just higher level characters with lots of AA's) is such a daunting process.

On Point 3:
It is inevitable that the wiki will be lacking a great deal of content when the majority of the knowledge is held only by a small group of people. Mostly because filling out a wiki page in detail is a job in on itself, and expecting a small group of people to fill out every page is unreasonable. At the same time, there is also a profitable aspect to owning that knowledge. Knowing where nice high ticket items drop lets you set the price and availability of that item. I have seen the same item appear on the same seller for increasingly higher and higher prices over the course of just a few days. Yet the item source (and sometimes the item itself) isn't listed in the wiki and an ooc inquiry doesn't generate any responses as to the origin of the item. Again it is the right of the discoverer to keep what knowledge they gain.

For sure it makes sense not to share raid strategies on a target that you are actively raiding. However, arguably the best guild of it's time on EQ live, Afterlife shared so much of it's knowledge about raid targets/tradeskill combines/quests within the first few weeks of breaking them (and they were often the first ones to do so) that not only did it help progress other guilds, but gave afterlife the status and respect that when they wanted to raid something regardless of what it was, everyone was willing to let them have it even if it was someone else's target the same day. The availability of this information, from simple quests to end game raid targets made it much more appealing for newer players who could get up to speed and play with the regulars.
 
Personally I've pretty much quit playing and it is primarily due to the lack of grouping potential at lower levels. I understand duoing is possible, but the ability to three box would be a far greater incentive for me personally.

Regardless I don't play MMOs so I can sit in an empty zone by myself or attempt to find other people to play with. Grouping makes the game much better an meeting new people is half the fun.

Also the population primarily seems to consist of over geared characters being passed around like cheap whores. Everyone's got 20 boxes of some awesome nicely geared character, what's the point for some one new ?

An trying to gear up a tank is brutal.

Which is to bad as I think what has been done with the content at least 1-55 is awesome.

There are reasons for discouraging multi-boxing. For example the more characters you log in with, the higher your server resource consumption will be. If the server is near it's limit in terms of resources, then why should anyone else have to suffer a less than quality (e.g. lag free) game just because one person has several leveled characters that they can box at once.

However more to your point on the current population. This is probably the biggest reason why no multi-boxing makes sense on SoD. When too many people have access to multiple high tier characters, what is the point in sacrificing a spot in your group for someone who may not play the same way you would play their class? If someone's only goal is to becomes the richest most awesomely geared character on the server, then 6-boxing a group of high tier characters (assuming one could even pull off such a thing) is more likely to help you in that goal than spending hours trying to fill your group with people who have unknown time constraints and varying play levels.

Really the no multi-boxing rule should encourage people to join the server since it should imply that progression requires more than just yourself to achieve. However, given the current status of the playerbase it would make more sense to not allow multi-boxing above level 55 or something. At least that way one person has some chance to progress on a reasonable time scale to the point where there are actually other players to potentially group with.

The nice part about the multi-boxing rule is that it can be completely transient based on active server population. If the player base gets to large, you revoke it for reasons of physical resources, if it is in need of some new players then you allow people below a certain level to multi-box so they can get up to speed in a reasonable amount of time.

It doesn't solve the new player issue, but it could help.
 
There are reasons for discouraging multi-boxing. For example the more characters you log in with, the higher your server resource consumption will be. If the server is near it's limit in terms of resources, then why should anyone else have to suffer a less than quality (e.g. lag free) game just because one person has several leveled characters that they can box at once.

Server resources can handle a few times more people then what we currently ever have online. This isn't a reason that multi-boxing isn't allowed.

Off that topic though, if boxing more then 2 chars was allowed in cities to load buffs it would be amazing. It's really a choice of "Do I want to spend 45 minutes loading buffs for 2 seperate characters?" or "If I box 2 chars, who will load buffs for the group?" or "Do I want to form a group now that my toons are already buffed? Because if I do then I need to get them buffs somehow."

All in all it just sucks to deal with alot of times.
 
Whenever I hear people talking about how they wish they could run 3+ clients I feel like I must be from another planet, two-boxing is enough of a chore and hassle.

For the guys talking about speeding progression I'd say you could probably see a slight increase but the faster you go the faster you burn through content. Without having the technical complexity and luxury of newer games SoD is forced to be an endless treadmill because that is all there is to do in the game; grind out exp and grind out gear in a very linear fashion. Many people that play this game will consume endlessly, whatever you put in front of them they will do. They are the people that have made things once considered near insurmountable into guild application requirements. Speeding up progression as an answer is just an illusion because what many people really want is to run with the big dogs but the reality is even if you make it that much easier to get to where they are now they are just going to end up being the same relative distance ahead of you.
 
Whenever I hear people talking about how they wish they could run 3+ clients I feel like I must be from another planet, two-boxing is enough of a chore and hassle.

I hate 2 boxing, but at times is necessary. I would just like that annoyance to not feel like a huge time sink in itself to get up and running if it's just you alone. Not only do you need 1 of each buffinf class depending on your gear level, but a second of each class if you want similar buffs soul bound on the second character.

I would love love love to see buffs last like, 30min instead of the 2-6 hours they do now. Maybe then group content could be adjusted a bit and buffs wouldn't feel like a necessity. That would be a huge undertaking for anyone though, and don't foresee it anywhere in the future.
 
Not only do you need 1 of each buffinf class depending on your gear level, but a second of each class if you want similar buffs soul bound on the second character.
This is touching on a big problem that plagues the server. You don't actually need "need" those buffs. At most it could probably be argued you need aego and JB for just exping but that depends on what you are rolling with and what you are fighting we have just gotten into the mindset that it's impossible to competently do things without these buffs, you could up everyones stats by the values of these buffs innately and people would still claim it was not an option to roll without them.
 
Multi Boxing etc...

For those who really want to burn content, if allowed, a 6 box group is quite easy once setup. This assumes the dev's do not cut such macro type setups out. Personally on my best day I find it difficult to actually run 3 full out boxes Real Life style, non-macro'd. In reality, I do not really enjoy even dual boxing much anymore, though I do it when allowed.

As many of us, I too have played on various EMU's. The great thing about them is you can really play diverse fields of development. On one server, Paladins had this auto proc that was a group heal, proc enhancement for dps, and later on a buff. This made the paladin class innate spells very nearly useless. It also made the class a great AFK type toon. Sure I played one to tinker with. Fire up a really buffed up Mage Class with Pet and then your paladin...booyaaa!!! What bothered me a lot, is that a very good friend on Live who was a heck of a paladin, was the nerf to paladin skill in play. It did more or less semi solve the ease of Getting Stuff Done though.

Some other servers adjust mob difficulty down considerably, while adjusting player abilities up some. What is difficult, is to then put in HARD content later on in the top tier progressions. The lone wolf mentality is encouraged at this point and a player who can Single Group his Cleric / *Whatever, is pretty clueless if he needs to suddenly Raid Up and really pull off a Team Effort.

So, how do you make it difficult enough, fun enough, and solo / small group-able so where that people will group enough to figure out some team work? I think we need more ideas on this front. Personally I am old school enough I can solo / duo my way to 65 pretty reasonably, and without any outside help. However, it is NOT fast, or easy, to get to the AA count you really need to be at! I really think limited enhancements to classes, with just a little more old zone tweaking can help people less able to Level Up to get to 65, but that still leaves AA. I am not really sure I even want AA to be handed out like candy to be honest. You usually have 2 more or less distinct types of players: The High Focus Group, and the Non Focus Group. The former are the high achievers who will make stuff happen, while the latter is the type who log in strictly to have a little bit of fun after a long day. Why fight this? Make the 1 to 65 / 100AA more or less easy to get. After the 100AA has been achieved then the "normal" AA exp rate kicks in and that latter group will usually make new toons to go have fun with again, since it suddenly became work. But they will still have an Upper Level toon to assist their new toons with, so not all is lost.

Another thing you could possibly do is to make a "Cookie Cutter Progression Path" that literally holds new players hands and guides them up to 65 / 100. Old players would probably avoid this because a lot of neat goodies would not be in that Fast Track, but it might encourage server population, and it would be more or less easy enough to implement.

Yet another idea is actually sort of tied to the Seeds Client, what about implementing the Wayfarers Brotherhood content? On live that was an era where it was pretty easy to get pick up groups. It was a way to semi-buy your way up, and have some fun.

Just trying to put forth some thoughts and Ideas. I also think some "semi-optimized" Duo class tweaks might be interesting to put some thoughts and ideas into.

Gary
 
quote funky3:
"In every game since Everquest, the game just takes less of my time. "
Yeah to less content.Its a mystery to me how this is a good thing.

quote funky3:
"For those of you guys spending 150+ days played on a character in a virtual game is no biggie.
Right,thats why i am here.

quote funky3:
"I cannot nor will I ever spend that kind of time on a game ever again."
Then what are you dong here?

quote funky3:
"This makes playing SoD very unappealing. "
To you.

quote funky3:
"Lower the time it takes to get 65 with AA's dramatically. "
No no no.
Go and play something else if you dont like it.

quote funky3
"IMO, getting 65 with 100ish AA's should take a decent player somewhere around 2 weeks of about 4 hours a day. "
Lol,seriously?
Why play the game at all if you dont like the lower levels.

quote funky3:
"Be friendly, helpful, and welcoming to new players. "
We already are,usually all ,even the most stupid,questions are answered patiently even in OOC.
Ya know,I go so far to even leave my nice 65s xp group to help newer players if they have proven
to be willing to put some effort in the game ... unlike you who wanted everything handed to him
on a silver plate.

quote funky3:
"Give them gear. "
Oh my.

quote funky3:
"Hand hold them through quests if necessary. "
Why ,we have the Wiki for this,in case there is missing information we are happy to help out
ingame.

quote funky3:
"limited boss encounter creativity "
What?I find more interesting game mechanism in SoD than I did on live in almost 10 years.

quote funky3:
"New content. Plain and simple. "
Dont forget the game is free,I think the devs,admins and GMs do a *FANTASTIC* job keeping
the game fresh.Maybe do some more research before doing false accusations?But I guess
you dont have time for this in the 4 weeks you want to finish the game. :)

All in all what you suggest is dumb the game down past recognition driving away the established players in the vague hope of getting new ones.
If you like fast food games like EQ2 why not go there.
 
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This is touching on a big problem that plagues the server. You don't actually need "need" those buffs. At most it could probably be argued you need aego and JB for just exping but that depends on what you are rolling with and what you are fighting we have just gotten into the mindset that it's impossible to competently do things without these buffs, you could up everyones stats by the values of these buffs innately and people would still claim it was not an option to roll without them.

I agree you dont NEED most buffs you get when forming for exp, however when you've already started doing JB, WON, RAEGO, whats another 5min-7min to load a shaman as well, or a few more minutes to load in that magician for DS.

Just every bit helps when you're about to waste several hours of your life farming for video game dollars.
 
I played SWTOR, there was hard core people who had hit 50 (max level) within the first week. Even in the casual play time I have, I hit 50 in about 3 weeks or so. By the time I quit, I had two geared out 50's, with nothing really worth doing after that. Why, because guilds died pretty quickly as people got bored and left, because they had nothing else to do (except pvp). And the part people hated most, there was only one progression path to level up. Goto this planet (zone) and level to X, goto next planet (zone) and level to Y, etc. I have no desire for SoD be anything like that, thanks anyways.

There is already a bonus to xp for the first 50 aa's, in case you weren't aware.

As for the discussion of buffs (and buff-bots), you don't need any of those buffs to go to a zone and get xp. Will they make your gameplay easier, sure, will they help cover your "oh shit I'm and idiot and aggroed too many" moments, yes. Are they at all "needed", nope. They only time you need your full slate of buffs, is when you are trying on tier raid and 6-man encounters. You don't need your full slate to go farm elds for medallions. If more people would get over that mindset, then maybe the buffs issue would become the non-issue it should be.

As for the boxxing thing, I hate boxxing in general, I'll 2-box as needed to go get xp when a group isn't available (or farming charm cash). I have no interest at all in anything beyond those 2 clients, because half the time the second toon (healer) is just standing there, or just straight meleeing anyways.
 
Rorne hit the nail on the head where buffs are concerned, it's been the mentality of the community here for as long as I've played. Some people take it to extremes (Manguadi, love you you son of a bitch, not even joking) but for the most part everyone likes to be as efficient as possible. Part of the joy of the game is realizing your full potential, and after you've gone 300mph, speed limits get painful.

That being said, I'm one of those guys. I never left town to farm green cons without full SB relic buffs, I would park Thade and Stral, and a random druid at EW orcs for 55-new 65 groups I squatted in (would've done BST too but believe it or not like EVERY EW ORC GROUP I ever did had a real live beastlord), and I even used to pretend I missed Raego when buffing up for 6-mans as a stall for time to log in a ranger for SB CotP on my toaster.

I am even that guy that used an idol of manslaughter while progressing through Spires of Saitha and even on the first kill of Rujik I was there for to squeek out that extra hair of DPS. Hell I even went and backfarmed an Ornate Stormforged Chainmail Coif because it had a faster casting Yaulp II than the t-map belt (and you bet your ass it got clicked every 60 seconds and led to enchanters being logged out ALL OVER THE PLACE because I want my GoE over Empower).


All these ideas being brought up make me happy b/c it shows there's a "next generation" out there trying to preserve the server. As long as I've played it was never the game that kept me around, it was the community. It's all about Slaying Dragons for Phats with some Friends.
 
My take on the buffs thing is that while you certainly don't need them for any content, the modicum of efficiency (however slight) granted by the buffs really starts to add up after you have 500 days played on 2 characters like I have.
 
Funny story dimmi, when I apped to tu and went on that first raid to kill eyes, I spent hours sifting through gear and augs to get my fomelo resists to some certain number to appease manguadi. Then when I was bad at pushing buttons right before we engaged and missed a key resist buff, I just said fuck it, and didn't mention it. Guess who didn't die that fight. This guy.

Then there's people like thade who twitch endlessly if any buffs but combine takes their first two slots.
 
Ulandx,

Thank you for your completely useless, troll post. Is this your way of being welcoming to players with new ideas? I'm so shocked you guys are having player base issues.

If you read the OP, the question was how to increase the player base. Not, how can we bash other people's ideas and totally look like a dick. If you actually read my post, I'm well aware that my thoughts would not appeal to many of the current player base. You guys have dedicated years of your life to this game and I understand it would be difficult to let new players reap benefits you didn't have. The question was asked and the answer is pretty simple. With such a slow leveling progression to 65 and to get the AA's / tomes necessary to play the end game content with the majority of the current pbase, there are too many varying levels of players. With the player base so small, most people (other than the top end players) have no one to group with. This is why people leave. As far as I can tell, most new players join a guild and leap frog past the tiers by being carried by their guild. If players could make new chars and reasonably get to these levels in a few weeks, people might actually play the lower end content rather than being carried through it.

Just so you don't feel the need to bash more. I am very clear that the time sinks, long progression, etc. are what brought many of you to SoD over other MMOs, but you are the minority! More people like games that don't eat away at your real life. Maybe you want SoD to stand out from the rest. So, don't go so far as I suggest. Simply increase it by a little bit. Currently, to progress to tier 7+ without much help, I'm guessing a new player would probably spend somewhere between 1-5 years. I never suggested skipping content, but I'm certainly suggesting people want to see more content faster in today's gaming.

Guess what happens when the playerbase increases? You have the opportunity to have more devs / admins which can make more content to keep old players like you and I clicking away.

Regards,
Paul (Bagok)
 
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If you actually read my post, I'm well aware that my thoughts would not appeal to many of the current player base.

I think that you could do so much for the casual player and still never have them be able to compete with the high end player, so I'm for any change the devs want to make as a concession to casuals.

Even if leveling was sped up and instanced dungeons were put in, nobody is gonna catch up to the top tier players unless they themselves max out their characters and the top tier characters are faced with no new content at all to explore. The amount of time people are willing to put into this game is insane and they are insane, as well. There is just no competing with that.
 
I think that you could do so much for the casual player and still never have them be able to compete with the high end player, so I'm for any change the devs want to make as a concession to casuals.

Even if leveling was sped up and instanced dungeons were put in, nobody is gonna catch up to the top tier players unless they themselves max out their characters and the top tier characters are faced with no new content at all to explore. The amount of time people are willing to put into this game is insane and they are insane, as well. There is just no competing with that.

So true.. also, if a 25th hour got added to the day, some of those top end people would use it to get even farther ahead (if possible).
 
Currently, to progress to tier 7+ without much help, I'm guessing a new player would probably spend somewhere between 1-5 years. I never suggested skipping content, but I'm certainly suggesting people want to see more content faster in today's gaming.

If you have the ability to raid 3 times a week and can find a guild with like minded individuals I would say 9 months to 1 year to get to tier 7 these days. I would also argue that the server perception of what is necessary (exp & charm) to complete content on tier is exaggerated (in some cases extremely). I remember a time when IP (tier 7-8) was the end game.. and it was before Codexes of Power were even introduced into the game.

More recently (prior to Ikisith's release), the first four mobs in Sanctum were the end game (Custodian did exist a long time ago but was never properly tuned & tested). These mobs are tier 11, and prior to Ikisith's release, were killed by guilds that averaged less than 5 completed tomes. Nowadays, there are guilds killing the same content that probably average 12+ tomes per main raider. There are even guilds killing Tier 9/10 content (Prestige comes to mind) that have raiders with 30+ tomes, it is ridiculous.

I would say the "barriers to entry" for end game raiding have almost everything to do with player perception and very little to do with actual game design.

Edit: With all of this being said, if the end game keeps expanding, I don't see why it wouldn't be possible to accelerate progress up to a certain point, potentially maintaining a 9 "tier" window of normal progression rates (currently from tier 4 or whatever to tier 13).
 
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My theory about charms/tomes is that people use them as a way to restrict other people from competing with them for drops. I feel pretty strongly that you could clear most of sanctum and spires with 3 codex characters and 226/550 charms.
 
My theory about charms/tomes is that people use them as a way to restrict other people from competing with them for drops. I feel pretty strongly that you could clear most of sanctum and spires with 3 codex characters and 226/550 charms.

I think everyone could make do with 226 charms with the possible exception of tanks, but you could always subsidize their 550+ with the guildbank.
 
My take on the buffs thing is that while you certainly don't need them for any content, the modicum of efficiency (however slight) granted by the buffs really starts to add up after you have 500 days played on 2 characters like I have.
Yeah I did not mean to imply they were not an advantage. I think something interesting to consider regarding JB and other longterm buffs like that is possibly reducing the advantage/stats these buffs and buffs similar to them provide and distributing the slashed stats to players innately IE: reduce JB/SB/Lich/Bard mana song values and up unbuffed mana regen in turn. This would reduce the reliance on them AND most importantly it would free up room for buffing classes to gain power in other ways since some people *cough* Woldaff *cough* think longterm buffs actually factor into overall class balance when everyone is just rolling with the buffs by default anyways whether that class is around or not.

For Raego you could also do something I suggested a while back which is tally up Raego + WoN and Raego + RFocus and move the slider over lopping some hp off raego and giving it to the other two buffs that way say somehow someone doesn't currently have a 500 hour duration SB raego on themselves and they don't like.. uhh have access to a cleric bot... (unlikely I know) settling for a druid or shaman hp buff wouldn't sting quite as bad.
 
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