Raid Accessibility & Content Relevance

Wall O' Text incoming:

There is a slew of issues with an old game like this, none of which would be solved by a server wipe. If you wipe the server, the dedicated power gamers that return will do what they do best, power through to end-game and farm it endlessly. Sure, they will be low level for a bit, but not for very long. As they will be busy working on their main toons, they won't even be messing around on alt that might group with these new people. So any new people you gain will still be left to their own devices. At the same time, you will lose many casual players who have no desire to "go through it all again". (I am in that camp.) And then there would the loss of tradeskillers, many of which are more than happy to throw together low level equipment for free or cost of materials only. And what about the people who keep toons in DB just to give away low level equipment to new players and such? even if they continue playign, they will be busy gearing their own toon, so won't want to give that stuff away any more.

And just where do you think you are going to draw these 250+ new players from? Even with a wipe, do you think you will draw others from their established accounts on other emu servers? And how long do you think they will stay, especially after things re-stratify? Or perhaps they will just run when they see the charm plat sink, compounded with the low cash drop rate. Or when the "power vets" tell them about tomes, perhaps? never mind the slow leveling, which hasn't been faster than "live" in years.

Or maybe you think you'll advertise a bunch, and bring in new players. Ha, that is a good joke. There isn't much call for a 15 to 20 year old game and its out-dated systems compared to modern games. Who ever said about trying to find the 35+ year olds to market to them, that may work. Except, most of those people have families and jobs now, and this game has a huge time-sink element to it. Getting buffed takes time, getting spell components if you need them (why is this still a thing?) takes time, getting to a "camp" takes time, finding raid targets up takes time, getting to and killing them takes time. Then there is the time spent farming cash to get the charms, they aren't the plat sink they were thought of, a place for excess cash, now people farm cash just to buy the next big one.

Most new games don't have all those time sinks involved. They keep you involved in the action for the most part. Most games these days don't even bother with stat buffs like EQ, they rely more on auras supplied by party members. Or, if they have a longer lasting buff, it is a relatively minor effect that is a nice boost, but is far from required (unlike haste, hp/ac, regen, damage shield, etc is here). For example, a couple other games I have played.
In Star Wars: The Old Republic (SW:ToR), each of the four main classes has a different minor buff (5% to stats, crit chance, etc.), that lasts for an hour. In Marvel Heroes, you may get auras from your heroes skills, or from others in your group who have them. Or, being near people not in your group that have them. But the moment you are out of range of others, those minor stat boosts are gone. Again, these are minor effects that are nice to have (boosts to defense, hp, accuracy, damage), but are by no means "necessary" to do the content. And other spells/abilities are used in combat and have very short durations, whether a buff or a detrimental. You log in, go fight stuff, use what you need, and move on to the next fight. When out of combat, both health and mana/spirit/force (etc) regen extra equip, either naturally, or by activating a special ability that exists for that reason. And most of the games take advantage of instanced content being available for solo/group, and for raids. SWtor has flashpoints (4-man group stuff) and operations (raids 8/16man). Marvel heroes has terminals (solo/group of 5), and raids (10-man). Both of those games have plenty of quests for leveling, open world fighting (for xp, and leveling), and open world named to take down. And since raids are instanced instead, they limit the farming by using lockouts on them, set to each being once per week. This also limits the effect of "nothing is up, because a raid group in an earlier time zone took down all our targets." You set a raid time that is good for most of your members, log in, go kill stuff, then go do other things.

I have tried to come back numerous times after playing these other games. And each time the reality has hit me, I need to log in buffs, I need to get peridots for Savagery, I need to find a group/load a bot, need to find a place to kill, need to get there... ugh. I don't have tons of time to spare right now though, Screw it, I'll go play something else that is quicker to get in and get going on. The reality is, everything here just goes too slow by comparison now. I don't mind earning stuff, but I despise "grinding" it.

TL; DR:
A server wipe solves nothing if the game mechanics stay the same. Archaic time-sink game design drives away new people in an instant-gratification google-based world. Many of those who played original EQ lack the free time, due to RL concerns, to jump through the hoops it takes to excel here. Newer games lack the buffs (and need for them) in favor of a faster pace, including heavy use of instancing so that nobody ever misses out on content due to spawns and time zone differences.
i feel previously (years ago) you could BOE into tier 6/7 so the game started at tier 6/7. Now with suffiniciant ringers or just players it starts at 9/10.
Example: Spires you need 3 clerics 1-2 /MT and random dps rain loot. do this a few times and your n00b force is geared. in the process they need exp so they will fall behind there. With a half played raid force of 18 u will down content being only dependent on aa's.

So whats the point?
You want to have fun, for some its questing, and for some souless creatures its tradeskilling. me? I enjoy raiding. thats fun to me, it can be frost, spires tuj or valor, to me thats fun thats what i like to do; but raiding with a purpose be gearing up some new players guildies friends w/e it may be.. I only wish there was other options for people to well play catch up? Outside of bounties perhaps odd and ends item that are exp based to a tier 7 level? This would accomplish a few goals i feel. groups exp socializing in the process a community will be born, or rather reborn.
 
Not quite sure why you quoted me, as it doesn't seem that your comments have much, if anything, to do with mine.. Though I will say, you seem to think that socializing will happen if everyone is leveling up again. And a little may happen. But most of the power-gamers will quickly out-level people new to the server, as they already will know the best places to get xp, to level up and get back to the raid game you (and they) enjoy. Newer players are more apt to explore, and use "less-optimal" zones, and therefore fall behind. In the end, not much will have actually changed, except for low tier content being beat-down more than it is now.
 
Basically, the game design is archaic. There are too many massive investments of time that could easily be shortened. A lot of the systems are very clever and fun but compared to a newer game, pretty awful and annoying to deal with.
*Logging in buff bots got super old super quick but if you didn't use them you weren't being anywhere near as efficient as you could be. Couple that with most new players will never be given info to bots or won't even know who to ask to gain access until they somehow find a guild.
*You could remove charms completely and remedy one reason new players feel incredibly overwhelmed. Most xp they will find as a fresh 65 will either be slowly 2boxing their characters or leaching xp and getting no split(because hey, that guy needs his charm!).
*You could increase all XP rates by about double or triple because compared to games these days it is incredibly slow. The normal AA grind with needing to grind out a ton of tomes? Yea, tell me what new players are ready and willing to grind that out on a small emulated server of an almost 20 year old game.
*Relics/ancients could just, ya know, drop off trash or any named for that level range. I mean, call me crazy, but having to track a raid target(regardless of it being "low tier") and find people willing to come to get a spell for you isn't the easiest thing in the world.
*Most item drops in content I was able to duo were so bad I just sold them to a vendor.

Now, don't get me wrong. I LOVED SoD for the duration I played. I absolutely loved it. I would love to come back and play my beastlord and cleric again but I know what that will require me doing. But SoD hasn't changed in the two years I was gone so I suppose none of the five points I outlined were causes for the population or the accessibility to raid content.
 
I agree with some of what was said above the charm thing needs to stay it's really the only thing keeping the economy on life support and even that's debatable. I think relics should sell for 100p and not 1000 and should drop off of named spawns in all zones 62+This would help increase that problem. As far as exp goes depending on your class you get by without a silly amount of tomes. You won't crit as much or do more damage then others of the same assuming you both have the same player skill. These are factors.
 
i play this game because i like grindy games.

i do not play new games because they are too easy and you can make it to the finish line way too fast and i never really enjoy it.
 
asically, the game design is archaic. There are too many massive investments of time that could easily be shortened. A lot of the systems are very clever and fun but compared to a newer game, pretty awful and annoying to deal with.
*Logging in buff bots got super old super quick but if you didn't use them you weren't being anywhere near as efficient as you could be. Couple that with most new players will never be given info to bots or won't even know who to ask to gain access until they somehow find a guild.
*You could remove charms completely and remedy one reason new players feel incredibly overwhelmed. Most xp they will find as a fresh 65 will either be slowly 2boxing their characters or leaching xp and getting no split(because hey, that guy needs his charm!).
*You could increase all XP rates by about double or triple because compared to games these days it is incredibly slow. The normal AA grind with needing to grind out a ton of tomes? Yea, tell me what new players are ready and willing to grind that out on a small emulated server of an almost 20 year old game.
*Relics/ancients could just, ya know, drop off trash or any named for that level range. I mean, call me crazy, but having to track a raid target(regardless of it being "low tier") and find people willing to come to get a spell for you isn't the easiest thing in the world.
*Most item drops in content I was able to duo were so bad I just sold them to a vendor.
I agree with you to an extent. But you have to think about it from the context of this is a free game that is grindy, but gives players stuff to do for many years. Original EQ had a monthly subscription with new paid extensions every 6months to 1 year. SoD is one of the few games I've played / ever heard of that can keep me progressing on my main even after playing this for 5 years. Charm funds, exp are part of the intricate balance that makes the playability so long. Out of 5 things you shared. I would say it all adds to the complexity / grindy / long term game play that makes SoD what it is. The only thing that I agree with you could definitely be changed is the part about buff bots. And there has been development in this effort, there are buff bots in some cities. Granted, they could use a "buff" in terms of making them more accessible / cheaper, etc.
 
The time it takes to log in and out of the game has increased quite a bit from 2.0 -> 2.5 this has increased the time it takes me to buff two characters to a point that is simply unreasonable. Buffs need to be fixed in this game desperately. Please fix this problem before anything else in this thread.
 
3 logged in toons in a cities i believe would fix the problem.

hell eisley was 3 boxing for years and nobody ever got him!
 
3 logged in toons in a cities i believe would fix the problem.

hell eisley was 3 boxing for years and nobody ever got him!
yeah eisley was 3-4 boxing the event he got banned for but it never really got brought up. He'd also frequently buff with a third character in. Or 3-4 box on raids to go duo shit while raiding. Or port with a third character, gate neck it, and leave it sitting in town for hours. Or load a third client to key into the ethereal brojo.

anyways buffing is lame as fuck and should be reworked
 
Just get a dev on speed dial and have them DI10 full Sb buffs on you when you need it.

Or put augurs in all cities that can fully DI8 you for like 100-200pp (with the good buffs. Like relics. And make it one augur, not JUST a <insert class here> augur.)
 
they had/have a dark-elf npc that you can hail in sadri near the augment vendor that used to give you 2ish hour sb-raego, focus, goe and something else but when 2.5 happened it was all buggy (buffs it cast on you faded upon zoning).

maybe fix and put more of those in some of the major cities and add sss/sv/regen to its buffs casted and would help those looking for quick exp groups or duoing/questing but long haulers would still need to do buffs.
 
The time it takes to log in and out of the game has increased quite a bit from 2.0 -> 2.5 this has increased the time it takes me to buff two characters to a point that is simply unreasonable. Buffs need to be fixed in this game desperately. Please fix this problem before anything else in this thread.
Make buff npc with di 8 exist in athica b where u c an set your buff request for a fee this would be an upgraded augers that roam. But would counter the buff qq complaint? I think Karit had them working. On 2.5 beta at a point why not just release them
 
Make buff npc with di 8 exist in athica b where u c an set your buff request for a fee this would be an upgraded augers that roam. But would counter the buff qq complaint? I think Karit had them working. On 2.5 beta at a point why not just release them

it takes time to acquire DI 8. The complaint went from being buffs are a pain in the ass to hey these buffs that i'm getting are not the very best this isnt fair!
 
One option would be to give the npc several levels of ability to buff and a quest or unlock fee. Or perhaps base it off of progress in the main quest.

Would it be possible to create an NPC that instead just stored casted buffs. So for instance you would login several buffers and cast it on the NPC then log in your 2 boxes and hail/interact with the npc to drop the buffs on your boxes/group/raid.

Or has there been any thoughts of creating a Guild Hall type zone. Perhaps you could work a buff npc/teleporter/guild bank into that type of zone. Maybe there's a guild quest or some way to upgrade said npcs.
 
it takes time to acquire DI 8. The complaint went from being buffs are a pain in the ass to hey these buffs that i'm getting are not the very best this isnt fair!
All buff duration does is allow you to exp longer why would we not enable this?
 
I like the idea of a Guildhall approach/solution to a number of these issues. If it was like the house or you had to raid or quest to enhance your guildhall, that'd be super sweet and you could work together to say rescue an auger from a dungeon zone, bring it back to your Guildhall then go on a quest from this new npc to upgrade it's abilities. I think perhaps a number of amicable solutions could come from a Guildhall mechanic
 
All buff duration does is allow you to exp longer why would we not enable this?

So the problems shards has is
You require too much exp to get anywhere!
Loading buff bots sucks

The solution is -
Buff bots with unlimited time so you can exp more...?!
 
I like the idea of a Guildhall approach/solution to a number of these issues. If it was like the house or you had to raid or quest to enhance your guildhall, that'd be super sweet and you could work together to say rescue an auger from a dungeon zone, bring it back to your Guildhall then go on a quest from this new npc to upgrade it's abilities. I think perhaps a number of amicable solutions could come from a Guildhall mechanic
I like this idea
 
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