Charms, Necklaces, Bazaar LD Bugs, and Cranky Pets

Alicia

Dalayan Beginner
1) Recently the Charm of the Mind was given a +5 int stat bonus. Please consider adding a +5 wis bonus as well.

2) Improve the Platinum Black Sapphire Necklace. This item represents the culmination of a very difficult and expensive tradeskill, but it's very anticlimactic when successfully made. Please consider the further encouragement of all tradeskills by improving the payoff.

3) Many of us respect the decision to not implement a trader solution like in EQLive, but also find it too tedious/impractical to 'manually' sell the items that we find. Please consider allowing us to link entire bag contents in order to more easily sell our items.

4) Consider allowing pet buffs to remain after logging/zoning in the same way that character buffs do. On many raids recently we've been infected by the dreaded 'LD bug'. The only known fix for this seems to be camping the entire raid group. The result is having all of our mage, chanter, shaman, necro pets lose thier group buffs, rendering them not half as effective as they were before they camped out. I think everyone agrees that increasing the no-rent decay time to 30 minutes was a great improvement to the server in that it replaced the tedium of having to resummon items(sometimes for the entire raid group) without really changing gameplay. Please consider furthering this gesture by allowing pets to retain buffs between zones and after logging in just the same way players do.

5) Lastly as the server population increases, camp contention is becoming more of an issue. It's something that everyone avoids talking about, but is a large detractor to the 'fun' of playing. Usually people have in mind a particular zone/camp/mob that they would like to tackle for whatever xp/drop/faction they are looking for. It's a major hassle to learn that another group/duo has already occupied that camp. Especially when the 'alternative' camps are also taken. Increasing the world size was a nice step, but players will tend to choose whichever camp offers the best reward/risk ratio. It would be nice if more than 1 or 2 locations at a particular level could have that same ratio, and also be in roughly the same travel distance from nexus. Dungeon instantiation(LDoN) is a great idea, but may be overkill or too hard to implement. It would be incredibly cool if a particular group/person could actively instanciate thier own dungeon, though it would probably be too hard on the server. It's a difficult problem, but please try and spend some thought on how to better allow players to enjoy WR without having to bicker/argue about who has rights to a particular camp.

Thanks, :)

Sincerely.

-Alicia
 
5) I don't think this is true. The world was already too big before ToT (many zones were empty except for a few popular ones) and now you can run through the new zones and never meet anyone. Maybe you shouldn't stick to the old popular camping zones and instead explore a bit?

When comparing to live the current size of the world should be able to support more than 1000 players.
 
5) I don't think this is true....Maybe you shouldn't stick to the old popular camping zones and instead explore a bit?

At the risk of sounding very anal I'd just like to point out that while exploring in everquest is fun, it's also extremely dangerous. More often than not it's the people who explore new territories that end up /ooc'ing for rezzes etc.

I suppose it's partially my fault for being so addicted to the xp-grind part of the game that I'm always expecting a minimum ammount of movement from my xp/AA bar for every hour I'm playing the game. But, then again, I'm like most players in that I tend to play according to the structure of the game. Years of running around and turning blind corners only to be wiped out by whatever aggroed you, and then spending the next two hours working off the xp debt can leave a very strong impression that it is bad to go anywhere without first having consulted maps, forums, guildmates etc. and doing everything in your power to minimize the probability of the above happening(Wow, I'm a dork :lol: ). Anyhow, the good/bad thing about WR is there is little/no information on the web about these newly populated terriroties. This is great in that it keeps the game fresh and exciting, but also very hazardous and time consuming for those of us don't enjoy following every new moment with 2 hours of fixing the xp debt it cost to go exploring in the first place.

I think anyone who's played EQ long enough(especially in the old days with 2hour CRs etc) would agree that not knowing where you're going can leave you spending the rest of the night just trying to get back where you started. :roll:
 
I fully agree with you, exploring is dangerous. I guess, it always depends on your class if it's worth the risk or not. Classes with FD should never claim that they don't explore because they might die. Same with classes that have SoW + invis.

If you've never played one of the "scouting" classes (rogue, monk, maybe bard), it may already be too late though, since it takes a LOT of time to get used to mob movement, aggro radius and the likes. After being the main puller (monk) for 3 years I rarely die while exploring, even in very dangerous areas. NPCs are very easy to avoid if you know how. (I'm not playing a monk here though).
 
Exploring is dangerous, and I have to admit I'm far from being good at it...however, if we never had those few that set out into the world and explored to begin with, we would'nt have the xp grind sites and all the info posted on leveling guides and maps, etc. I have noticed that during the evenings the primary xp spots ARE becoming crowded and I have witnessed the first "Paludal Caverns" immature fight for a camp in First City, one of the main reasons I dislike EQ. So...even tho I'm new to the game and I'm not a brave adventurer I am going to take the time to do it anyway, this way when a bunch of you are spending your time fighting for experience camps and not getting xp, I'll eventually stumble upon a new place to gain experience and level just as quickly, if not faster. I'm sure I'll have many dissappointing nights of coming up empty or even dying and having to work off a debt, but in the long run; I'll come out on top because I will have information others don't have AND I won't have the even bigger aggravation of fighting for a place to level. Some how, to me, it's less aggravating to die and pay off a debt (Espcially when I DON'T have to go on a corpse run) then to spend a few hours fighting among others over a game that is supposed to be fun to begin with. Then again, I'm playing a game for fun, so if I'm not 65 in a week, it just doesn't bother me; matter of fact it would be disappointing, then the fun of the struggle to get there is gone, along with all my fun. Just my two copper.

Vonoria <Level 32 Necromancer><Court of Glory>
 
Add to this the fact that xp debt doesn't stack, so no matter how often you die, you only have to work on your debt once.
 
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