so I'm not sure what your point is.
What I was trying to say is that this codex change needed more to coinside with it for it to be more productive than destructive. This may belong in the suggestions and requests, but I would rather post it here where I feel it belongs
Imo this is what needed to be done hand in hand with the codex changes.
1. Increased tome dropage in old world zones off of mundane mobs. People need options for places to fight based on more than 1 factor such as people who play with just one friend, solo or that are lower tier as examples. That way people are not at the mercy of other people in order to play the game, tomes are far too rare in old world, well I guess in general they are far too rare, but definitely not enough in old world to justify going there and the mobs that drop them are difficult to impossible for lower tier characters, at least the very few I've seen drop them.
Adding tomes to old world zones, well in advance of this change going live, was most certainly an increase in available tomes..
By having them drop in old world zones pre- codex change , you only got less tomes by going there than if you went to BQ or Cita or even Kaesora, so the idea there was an increase in tomes due to this is probably not very accurate, because that assumption implies that people were standing by ready to group there because the "better" tome zones were taken. There was a point not long ago where I even questioned if tomes could even drop off anything but named mobs in old world zones. that is not a good sign
I would also recommend AND OR with #1, a tome vendor of some type to be put in to help control the price of tomes if it is that tomes are going to not be equal with one another. Paying almost a good charm price for 1 tome.... Sitting around asking in auction WTB Tome of the mind 2 paying 40k, 45k,50k, for weeks, months... This is a deterrent warding people away from wanting to play this game. GL getting that tome over me new player
2. Tomes should be adjusted to be more balanced with one another. They don't need to be perfect, but they need to be somewhat comparable, Critcal evo or healing versus a save tome or stat tome.... I mean do saves even do anything anymore.... Can the stat tomes the way they are even be quantified in gameplay?
3.
The CoP change is helping the new players by giving them less of a hurdle to pass into the 'tomes' segment of the game's content, as discussed previously in this thread. .
The eradication of the opus and class 3 and 4 would be my next changes. What good is access to the tome segment of the game if the vast majority of new people are likely not going to be able to or have by chance the right situation to where they will ever get access to more than 50% of what is available tome wise.
Without the codexs of power and not counting the nearly impossible to acquire emberflow tomes, there are not very many tomes and they don't take long to fill up, especially for classes that do not have 3rd class tomes. Tomes imo should have 4 parts that everyone can have access too,without this, this codex change has become the coupe de grace for alot of people xp wise and a future short run for people who are newer (assuming they dont quit before due to getting tired of trying to acquire their tomes). There is
no good reason for the servers sake as to why the majority of people playing should only have access to 50% of the available tomes when that is one of only a few universal progressive things people can do as entertainment and motivation to play this game, regardless of game play style.... This baffles me entirely.
4. Finished #3 tomes. I was surprised when this didn't go in with the codex changes.
People may not agree with me on everything or something, but I believe we both share the love of this game or we wouldn't waste time talking about it outside of playing. I wouldn't feel good if I did not state what I thought.
Changing the codexs will do nothing, nothing to help retain or draw in new players without other changes to compliment it to make the server more diverse. Diversity was why we had numbers years ago not magic, not something some guild did, it was because we had not ran everyone else off...yet.
Regardless of the post, I keep finding myself repeating the same thing over and over and over....
the root of the problem in this game and why it cannot retain players and has trouble getting people is because it does its best to have a very limited audience, but it doesn't have to be that way..
Yale
<Exodus>