Something to speed up playing

I guess maybe but I would worry about a slippery slope. People idle in non-city zones all the time, waiting for group members to show up or raids to form. Is it fair to penalize people for waiting closer to their destination? And then pretty soon people will be arguing that buffs should only tick down while you're actually fighting things.

Buffs are dumb but we're stuck with them and we have to draw the arbitrary dumbness line somewhere.

Well, I know live (yes it isn't here) went the route of "the guild lobby" where buffs never count down at all. But there (and the attached guild halls) was the only place they allowed that. Step out into PoK, and they start ticking off. I am not sure that could or would happen here, as it seems the devs are not interested in many people using the same city zone(s) all the time, I.E. Nightmarr affliction in Athica and Sadri.
 
I think the Class aura idea would be AMAZING. I would love to see buff bots go away.

1. Free up some buff slots and make classes have that spell give an aura to the group/raid
2. Have buffs of classes that arn't in the group (NON CLICKIES) striped. I love clickies!
 
I think players seek three core values in EverQuest:

(1) Character strength (assessment of accomplishments, gear scores, class ranking) attained through (3) which is determined by a metric of time investment.

(2) Reduced time investment through increasing (1) and (3) with the desired end-result of greater yielded rewards.

(3) Player's ability to kill monsters.

Here's what reduces this, making Shards of Dalaya much, much slower paced than other much more successful games:

I) Buffs
Any and all. Nearly all modern MMOs now have what Zaela mentioned - Auras.

II) Travel Time
Class dependency for non-raiding and raiding zone travel, the risky Mansion of Portals.

III) Class/Level/Area constraints
Levels 1-20 have a much, much larger learning curve compared to all other MMOs. Players inability to group with friends or other characters outside of their experience range inhibits broader cooperative play - this is most-likely a client issue with mentoring unavailable at the moment. Level 65 zones which cater to characters with more time invested creates a rift between the newer players and those whom have played longer.

IV) Alternate Advancement, Tomes
Player strength greatly increases with accomplishment of Alternate Advancement levels, Codeces of Power net a 20% increased yield to player strength with a very large time-investment.

V) Health and Mana Regeneration
Meditating for mana for extended periods, having a small natural health regeneration. It drastically slows the pace of the game.

I'm sure there are a great deal more which slow the pace of play, which do not currently come to mind.

My suggestions?

Remove the antiquated system, (V), Health and Mana Regeneration.

Many things could change for the better. Levels 1-20 won't be as daunting any longer due to reduced downtime. Experience per time yields will increase across the board as grouping will be encouraged to promote nonstop killing. Regeneration items at the 65th level have practically no benefit, and I have always thought Flowing Thought is a ludicrous implementation for the benefit of being out of combat. A game shouldn't reward you with the ability to have a lower downtime the longer you have played the game.

Make buffs auras.

What Zaela has mentioned on this perfectly sums up why this should be implemented. Lore-wise, since SoD is heavily lore-based, I think that it makes no sense that a character can be pillaging through a landscape with the blessings of six different character-classes whom may or may not even be present at the time. Practically, it is just poor game design to promote buff-bots and increased time spent in raid recovery. Those vocalizing, 'using the buffs available from the classes in the group' should, by that logic, be in advocacy for auras I would think.

Tomes and AAs are a mixed bag of tricks and treats.

On the one hand, AAs and tomes require such a huge time investment and yield such great improvements it is somewhat to be seen as 'unfair' to the new crowd that they must also put in the time investment to achieve the same level of standard that now exists. On the other hand, perhaps with the aforementioned changes I have proposed, perhaps attaining them might be less insufferable and instead seen as a more positively viewed metric of character improvement.
 
auras are totally fun and worth it (remember those from live actually), every class gets a unique one. And would certainly end the buff bot idea.
 
I apologize in advance for the rude and trollish tone,but I am REALLY tired of hearing this crap.

quote nullify:
"Meditating for mana for extended periods, having a small natural health regeneration. It drastically slows the pace of the game."
It is totally up to the player if there is downtime caused by the need to med,if thats an issue
for YOU (for me it isnt 99% of the time) then you kill too hard stuff.

quote nullify:
"Remove the antiquated system, (V), Health and Mana Regeneration."
Yeah,instead of using your brain (you have one,yes?),come here and whine.
 
Auras would be great!

Seems like something that could fairly easily be implemented too since tomes like Euphorbium Mastery are basically auras.

Then again a boatload of ancients/relics would be null and void and you can guarantee trying to balance 15 auras to make each class desirable will go perfect with no conflict whatsoever.

Speaking of changes that make people hate their character, have class envy, and reroll how about "speeding up playing" by giving Platinum donors the ability to eat another characters (on the same account of course) AAs/Tomes. Digestion is an imperfect process so you'd probably lose like half of the AAs/Tomes and of course the character being eaten would die, but atleast you would get something out of your time investment and the server would raise funds and the forums would be full of a lot less whining about class changes/requests, so not a total loss.

I suppose a lot of people would gravitate towards the same couple of classes... which seems like more of a commentary on defunct class balance than anything else.
 
I agree with Uland in that mana and hp ooc should not insta fill or fill at a very fast rate, if so then what is the point of ft and mana regen buffs. This is to help balance where you can exp and efficiency.
 
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