Idea's For New Player Advancement

Bonk84

Dalayan Elder
Alright, as i am a pretty new player myself (started in late january of 05), here are some things that i had problems with.

1. Exp debt is awesome, but i dont think players should start getting xp debt until lvl 20+, as this is the area where many people figure out how to play their class.

2. Reduce agro range on many camps with clusters of mobs at low level. nothing like getting a train of mobs and dying because one "looked" like it was out of aggro range.

3. Add in more non-kos monsters to the low lvl area's, say like spiders, beetles or grass snakes for players to level on and not run around a lot besides going to major camps, or not worry about a wandering mob walk on them.

4. Make all newbie quest items a common drop and tell where they can find them.

5. Spawn all new players a book (that is open for spawners to read) of the areas zones, which gives an approx level range of all lowbie zones (say to 20 or 30) and what types of monsters they can hunt. highlight special dungeons for the players and give the ZEM for those.

6. Double the group bonus past 2 players until lvl 30ish (the 30+ players wouldnt get the double bonus, but the < 30 players would still)

7. Start players that start with spells (shaman, druids, clerics, necros, mages, enchanters, wizards, and bards) with all their 1st lvl spells scribed in their books and their two "newbie" spells already mem'd (if possible)

8. Add npc vendors that sell magic items for all slots (mainly rings, earrings, and range items)

9. Decrease respawn time in some area's.
 
Bonk84 said:
8. Add npc vendors that sell magic items for all slots (mainly rings, earrings, and range items)

I made my own +2 jewlery for hardly any platinum at like level 12 with jewlcrafting it didnt cost much, i made more than that back selling +2 rings and earrings to other players.. there's also a really nice level 15ish quest for a range item (talk to the gnome in the middle of the building near the underhill translocator)
 
Bonk84 said:
Alright, as i am a pretty new player myself (started in late january of 05), here are some things that i had problems with.

1. Exp debt is awesome, but i dont think players should start getting xp debt until lvl 20+, as this is the area where many people figure out how to play their class.

Bad idea. Debt is rather soft on lower levels, and there needs to be incentive not to die, especially with cmd bind to prevent bind rushing.

2. Reduce agro range on many camps with clusters of mobs at low level. nothing like getting a train of mobs and dying because one "looked" like it was out of aggro range.

Which specific camps? Isn't it better people learn to deal with camps when they get a debt that goes away in 2-3 mobs?

3. Add in more non-kos monsters to the low lvl area's, say like spiders, beetles or grass snakes for players to level on and not run around a lot besides going to major camps, or not worry about a wandering mob walk on them.

See 2)

4. Make all newbie quest items a common drop and tell where they can find them.

No thanks, I don't like handheld quests. Newbie quests are meant to introduce people to questing, not be an extension to the starting items.

5. Spawn all new players a book (that is open for spawners to read) of the areas zones, which gives an approx level range of all lowbie zones (say to 20 or 30) and what types of monsters they can hunt. highlight special dungeons for the players and give the ZEM for those.

Semi-good idea, though what information it contains would need to be more limited, so the fun of exploration doesn't go away.

6. Double the group bonus past 2 players until lvl 30ish (the 30+ players wouldnt get the double bonus, but the < 30 players would still)

Advancement is fast enough it is. And the group bonus already gives people no reason not to group.

7. Start players that start with spells (shaman, druids, clerics, necros, mages, enchanters, wizards, and bards) with all their 1st lvl spells scribed in their books and their two "newbie" spells already mem'd (if possible)

Why?

8. Add npc vendors that sell magic items for all slots (mainly rings, earrings, and range items)

No. Low level JC is cheap.

9. Decrease respawn time in some area's.

Will be done.
 
Greetings traveller! Would you be interested in purchasing a [Worlds of Warcraft]?


In my opinion I don't think this server should be made any easier. It's pretty darn easy to level as is.
 
/say I would not like to purchase [World of Warcraft].
/say Yes, I am [sure].

The respawn rate is the only thing I agree with. But I'm oldschool EQ, and the harder it is, the more fun it is... in some sadistic way. (However WR is waaay easier exp wise etc. than EQLive ever was.)

With the recent influx of WoW'ers and whatever /ooc'ing "OMGZoR!! WoW does *thus and such* bettar!!11!one!" I've found myself rolling my eyes, we don't (in my opinion) need to make anything easier, and I applaud Wiz for laying the smack down on the idea of gimping the game.

I've been lovin' the old style EQ play, and the helpful / friendly people I meet, tweaks are one thing, but hand-holding newbies will only lead to clueless mid-levelers later on expecting handouts then. I leveled my new SK from 1-11 in under 3 hours of play solo and duo with my friends cleric... if that's not easy enough... well... there are non-legit servers...
 
Why the rush to level?

The most fun i have is in low level zones like Blackburrow, at low levels.

I think people rush through the lower levels without having the fun, heading for the almighty ubber, been there done that, and dont want it again.

Making exp high in all zones, without rewarding travelling or any real difficulty completely destroys the point of having a world as large as the EQ world.
 
4. Make all newbie quest items a common drop and tell where they can find them.

This is something I have never liked, and never understood from MMOG's.

The concept of the rare quest drop.

Certain npc sends me out to collect bones, teeth, heads, etc. basically stuff that every mob has on them at all times.

This stuff should be dropped everytime. I got a sword, dagger, etc. I can cut, rip the stuff off the mob.

Now specific item drops I can see being rare cause your trying to find the mob that actually has the item. Or even looking for that superior pelt from a certain mob works here too.

But stuff like ruined pelts, and the above in my opinion should drop more often or everytime.

The part about telling us where to find them could be just a general area or zone. Which would help but not give away anything.

I haven't played here yet so don't know how vague the quests are, but EQlive was great for quests that just made you go out and randomly kill stuff trying to find said item. That kind of questing I don't care for and isn't fun imo. Clues to where things might be is the key.
 
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