State of the game thread.

Rorne

The sad fish is a reactionary creature; an enemy o
This is probably going to turn out real long so I'm sorry.

This thread is for your ideas, as a player, of how you would improve SoD or what you think the current problems are. I recently came back and started playing for a bit, for a long time I thought the population talk was a bunch of hype but in playing for a while again I realize it's very true and I have spent countless hours on a fairly fresh level 65 character trying to find anything to do other than solo at a depressing pace. Whether it's the natural course of the game to eventually fall in decline as it shows its age of it people have been driven away I can't say but lets see what we can come up with as far as improving the game and maybe attracting and retaining some new blood.

I ask that you use this thread to post your ideas or thoughts and not to comment on the ideas and thoughts of others. If you support an idea just include it/echo it amongst your own and maybe give credit to the original person saying it so we can get a rough idea of how popular an idea is but please don't derail this into disagreements and commentary on how wrong someone is. If their sentiment isn't valued we won't see it echoed.

BUFFS
1)Who likes loading a million dudes to buff for a group. We have become so used to rocking every god damn buff when exping they're practically considered default past a certain point in the game. A lot of kooky ideas have been thrown around about how to fix this like making buffs wear when a class drops the group but I think that is going the wrong direction. Most buffs are no longer a part of individual class balance, they stay on for hours and having them on has very little do with the casting class beyond briefly loading them in to cast that spell, they are no longer assets to the classes that can cast them so here is my proposal: Split off a large portion of the stats we get from buffs that players have innately such as HP/regen/mana regen and give part of those stats to the player directly as they level. A buff that gives, say, 800 hp would be split down to 400hp and the remaining 400hp taken off would be something the player gains as he levels up. The net total would be the same but the buff itself is providing him less benefit vs his base stats. This creates less dependence on buffs and in turn makes players feel freer to go without. Does this reduce the power of the buffing class? No, because as we talked about before that power isn't even owned by the class as it stands. It doesn't benefit them directly to cast that buff and 9 times out of 10 it doesn't determine their placement in a group (very low duration buffs like cunning withstanding).

2)Rebuffing is terrible and a big time waster, this doesn't add a single thing to the game it just adds time you have to spend casting a bunch of bullshit if you're unlucky enough to be a shaman or a beastlord or something, here is what should be done about that if it's possible: A buff cast by a class while in the group stays up for as long as that class is in the group and the countdown for wearing off only begins when they leave, this is effectively the way it is already just that some poor sap has to sit down for a second then spend half a minute recasting everything then sit down again. It's really unnecessary

3)Low duration buffs (sub-1 hour) combined with lack of group versions makes playing at lower levels really terrible. I'm definitely thinking of shaman here. Show some damn kindness, once again recasting a buff every half hour adds nothing meaningful to your experience, I'm sure someone will disregard the thread purpose and tell me that someones live and wife has been saved by being on the ball and recasting a 30 minute buff right before it wore off but whatever.

CHARMS
1)Charm farming sucks dog balls. That's the reality, it just does. It was a really poor idea to use charms as a plat sink but what is done is done. Lets look to the future and the poor saps who are starting on this daunting road of farming more digital money than they will ever see in their lives because if they have a supreme they probably don't have a job, although I guess they could be lottery winners... but you get my point. Here is my stupid awful idea that someone will tell me to shove up my ass: Since charms are primarily beneficial for raiding anyways implement some kind of credit system where killing raid creatures within brackets allows for a discounted purchase of a tier-appropriate charm. You'd still be able to farm just like you were and straight up buy a charm above what is classified as tier appropriate but this way you can earn one in a more natural way as you progress. As for people who bought charms already give them an exp bonus or something that equates to the charm they bought. This game is way too afraid of giving players exp but I am getting to that

QUESTS
1)Is the purpose of quests at 65 to A) earn an item you will use B) earn nothing at all, or c) earn something you will immediately put on the destroy button and you probably only did this stupid thing for faction. If you're not sure either welcome to the club. Call me crazy but I have always felt that a quested reward should be slightly better than the gear you'd need to be wearing to complete the quest itself but sadly this is often not the case for a lot of them. Many 65 quests (ikisith especially) where I have managed to use the reward has been because I either got the item on an alt with the help of overgeared characters or the reward had some kind of value outside of being worn like being a clicky or whatever. The reality of the game now is that you can spend days camping for quest pieces or you can often spend less days camping for money and just buy something pretty damn near OR you can just not fucking quest at all and raid and live in fear of the day when you're going to have to do something really really stupid like refuge faction or the vah. How gross is plane of lore, oh just what was needed another low stat ring item (p.s. please stop making magic rings as rewards). Oh damn let me just get my guild together to kill this total bullshit so I can get something I won't use by time all the planets have aligned and I have all the drops and a month has passed. Enough!

2)Don't tie low level quests that have multiple steps to poorly planned out rare spawns. Take the centaur ranger quests where you have to kill a specter at the skeleton camp for some crap. So okay, we can presume you are intended to do this quest while leveling. Skeletons are what, blue until level 12 or so? So we have a rare spawn, who only spawns at night, are you beginning to see the problem here? Why should anyone ever waste their time? I could spend my time earning hard cash in athica cybering players and buy a million better items in the time I could hypothetically be waiting for that one stupid specter to spawn. It's okay for quests to be work, it's okay for them to be challenging, but there are ways to accomplish that beyond throwing the player to the whims of a purely random system. Why can't there be some kind of condition that says okay if this asshole kills 45 skeletons the stupid mob spawns as a safeguard? Is that somehow babying a player? (Hello grognards). Would that not be enough chorework and pain for a piece of green chainmail or whatever the hell? This is just an example but I'm sure it applies in a lot more situations!

MORE TOMES THAN A BOOKSTORE AND THE EXP MONSTER
1)So, I probably don't even need to state this one but I guess I may as well. The goal posts in this game are insane and it's daunting as hell to take on the exp requirements that only ever seen to go up. There are people that play that, they take breaks occasionally, but they play the game like a job and they end up as the standard by which you can be measured. Not always, sure, but it can happen and I'm sure if we're being honest we've all been in position where we've realized just how retarded standards have become. How much time investment is really required. Don't get me wrong, if you want to be #1 you can definitely get there, I'm not saying you can't, but it could be a little less painful to be like... #12 or something. Why is exp such an enemy? There is so damn much to use exp for in this game does it matter if we get it a bit faster? I can almost hear the dudes saying how that will lead to the ruination of the game and that's "easymode" or whatever but if the current way is so great, why does it seem like the server is dwindling? Maybe it has SOME relation to that? People want to take part in content but as the population has become lower and some characters never leave circulation where is the place for the shitty dude with 100AAs? How does he get to 200AAs? Why should he even bother if it's just going to be a constant struggle

ADEPT ALTS
1)I have no problem with you guys, I really don't care at all how people play the game. The problem this IS creating though is that for people who don't know about this subculture or who don't want to partake they are up against some seriously well-equipped and AA'd level 65s when these guys finally decide to jump out of the small pond. I mean they probably emerge as what used to be about tier 4 right when they hit 65, in contrast that is going to make a real fresh 65 look like chopped liver. Is this a problem? Does it matter? I don't know but I have seen a few fresh 65s around and those poor guys can't seem to get a group for the life of them. Something is up here

Anyways those are a bunch of my awful thoughts nobody will probably read.
 
Well charms was a good idea as a plat sink back in the days when top tier was Inner Prison.....aka when it really didnt matter if u had a 500plat or a 36k charm. But nowdays well they are so needed for tier 11+.

Rezzing and wipes on raids give all rezz clickers and rezz spells a casting speed of 1.0 nothing is as boring as watch the lifeward/Krawlaw ear has 10 secs casting. Crucible of Reincarnation has 8.0 (says wiki). Lightbearer has 6.5 casting time(mielb droppable clr only). Boots of the returner has 5.0 casting (thurgadin quest clr). Also make the rezz spell have a mana cost of 5 so if a person doesnt have a clicker he can just start rezzing right away when hes gotten 1.
 
Rezzing and wipes on raids give all rezz clickers and rezz spells a casting speed of 1.0 nothing is as boring as watch the lifeward/Krawlaw ear has 10 secs casting. Crucible of Reincarnation has 8.0 (says wiki). Lightbearer has 6.5 casting time(mielb droppable clr only). Boots of the returner has 5.0 casting (thurgadin quest clr). Also make the rezz spell have a mana cost of 5 so if a person doesnt have a clicker he can just start rezzing right away when hes gotten 1.

I feel like I remember some rez items cast time being increased too, instead of an over all decrease on items. I could be wrong though. I just wanted to express my appreciation for your post. Rezzing IS part of the raiding scene, but why does it have to be such a chore/ take so long?
 
The Blazewind rez clicky had it's cast time increased from like 2 seconds up to 10, and had the percentage of the rez decreased as well. It should have been the other way around for sure... Every other rez spell/clicky brought up to be similar, rather than it being nerfed to awfulness.

Great OP. There's been threads dedicated to all of these topics before though and the only thing that comes to mind as ever being implemented as a result is the NPC buffers, lol. So I'm not holding my breath this time around but you never know.
 
Everyone has different ways of playing the game and I feel that charms arent that much of a problem. People again have this huge misconception that you need to have a 1.2 mil charm to do anything in the game.

Charms: OP has stated that farming charms is a terrible thing. OP 's best charm is a Charm of Tarhyl which can be got just by exping. to say that the OP has put work into his character outside of raids is rather crazy. i really do think that before you start to criticize something you should give it a good ole try before you attempt to say the system is broken. You can now easily make 4k+ splits from exping with cool random dudes in Kaesora, BQ, Cit, FR...

EXP and Charms: I really do like the idea of the ROHK book from back in the day. Make an item that takes a fuckload of exp but gives a reason for people to continue to exp / group / do something other than do circles in your town of choice. Take charms and make them this... If you cannot make it because charms have augs and whatnot then do something like the following .. Make an exp bank on your character and when the character has enough exp then you do /cmd upgrade and it upgrades the charm. It will not upgrade if there is an aug placed in the charm so you dont have to replace peoples augs.

Buffs - Not every buff is required to do something. many times people load endless amounts of buffs because they want to not because they need to. The only thing I can say about this is that there is no reason why haste shouldnt last 3 4 5 hours whatever. make every relic / last / raid buff last the same amount of time. (Raego, Won, Rfocus, GOE, SV, pancakes)
 
The game desperately needs some high end XP content. Higher end than BQ or FR or wherever else, those were "high end" at tier 7-8.

High tier people keep going into those mid-tier XP zones and dominating them, so then the staff nerfs high end gear since it's trivializing the top tier XP content. They also give XP penalties for farming the same zones, forcing those high tier players to settle for even lower end XP zones to make any decent headway.

Once upon a time a dev made some high end XP content in Overgrowth in the giant section. It was immediately met with nerfs to XP and Cash drops. Citadel used to be great XP for a high tier group - also nerfed.

Devs should be balancing NEW content around the highest tier players, not the old content.

To me, Shards tries too hard to be "balanced" (read as: nothing is trivial no matter how hard you work at your character) and it passes into the unfun territory.
 
Those NPC buffers are a flat out rip off. Who in their right mind uses them? I would like to see some statistics if they are available.
 
Charms: OP has stated that farming charms is a terrible thing. OP 's best charm is a Charm of Tarhyl which can be got just by exping. to say that the OP has put work into his character outside of raids is rather crazy. i really do think that before you start to criticize something you should give it a good ole try before you attempt to say the system is broken. You can now easily make 4k+ splits from exping with cool random dudes in Kaesora, BQ, Cit, FR...
This is a completely valid point, I considered cash farming a suckers game from very early on and decided it wasn't something I wanted to put time in to but unfortunately because so many people ARE willing to sink an immense amount of time in to doing it, it has become expected and that's where the problem is I think.

If you take your example of a 4k group split and use a very conservative estimate of earning that in 2 hours of exping that is still 600 hours of cash farming or 25 straight days of playing, over a year and a half straight of dedicating 2 hours a night to playing/getting cash, so on and so forth. The only reason I was able to even reach the level of play I did with such a "crappy" charm is because I played in a guild that I was friends with and that didn't care. Hell, you and I were in the same guild and you don't think I put enough effort in so imagine if you or someone like you was part of a guild recruitment process and I came to you as an unknown with that level of charm and no desire to toil for a very long time to get better. Chances are I would be looked down upon because I don't want to spend hundreds of hours to do something I don't enjoy so I can hopefully do the things I do enjoy. That doesn't strike you as a problem in a game?
 
Sorry I'm not sure how to edit posts on the new forum so let point out those figures are for a Supreme charm which is obviously the extreme example, I'm not trying to pull anything, but there is expectation that people will arrive there eventually. I'm sure a guild would be more than fine with a non-tank sitting at charms a few steps below those but they are still very large cash and time investments and ones that a player feels obligated to make to do the things they want to do because the importance and benefits of charms are so large that it's not really seen as a true decision whether you get one or not.
 
Those NPC buffers are a flat out rip off. Who in their right mind uses them? I would like to see some statistics if they are available.
In concept they are such a good idea, but the fact that 65s can't get relic buffs is meh...

Buffs - Not every buff is required to do something. many times people load endless amounts of buffs because they want to not because they need to. The only thing I can say about this is that there is no reason why haste shouldnt last 3 4 5 hours whatever. make every relic / last / raid buff last the same amount of time. (Raego, Won, Rfocus, GOE, SV, pancakes)
I agree with upping the duration of some buffs to make life easier.
To be honest I typically log off from xping/farming when there is a wipe in any Ikisith zone (or the key buffs run) because it is always a bitch to get everyone back to the zone, and we have to spend all the time rebuffing first. I feel some buffs are pretty much required if you want to do any group content at a decent pace. Most people will not xp, for good reason since some buffs have such a large impact, without a minimum of 3/4 of the following buffs:
Required
Haste - Arguably all classes could benefit from haste...
JB - 11/14 classes have mana...
DS - every group is going to have at least 1 person getting beaten on, and in many situations it is pretty large DPS...
Almost required
HP Buff(s) (Focus or WoN, Raego) - There is a huge survivability difference with/without Raego...
Blades - This can really add some decent DPS for a group...
SoW/SoE - QoL stuff for travel, but most vets have clicky SoW.


My suggestion to retain current players is to make Ikisith travel easier:
Why is Ikisith such a pain in the ass to travel to and bind in? Seriously. Getting someone to Ikisith who is not bound there and who might be new to the expansion content is a time wasting fucking disaster. I get the access quest and it's a cool quest and idea, so keep it. When the quest is completed, open MoP access in the major cities and make binding there easier... MoP already makes druid/wizard ports nice instead of a must have, so why does this not extend to the expansion? This might not draw new players, but it would certainly make life less obnoxious for people who currently play. I'll add that Sea of Swords and Storm Sea should not require a stupid boat ride and instead employee NPC porters. This would be nice for newer guys doing quests and maps.

So yeah, my suggestion for helping to keep the game fun and social is to help reduce non-fun stuff like travel times.
 
A lot of these issues or whatever you want to call them are all related to time. I do agree a few things could use some changes, not just for newer players but for ones at the top end as well, such as the ones i'm about to list, but really a lot of these things you don't like are just a matter of, how much time do you have to spend and how much of that time can you put into this dumb virtual game.

Charms: Like deein said, i don't think you can really complain about how hard it is to farm charms when you have a 38k. Even then, at the end of the day, you can get by on almost any raid content, besides max tier, end game raid content, with a 225k, and these are really not that big of a time sink or hard to acquire. With a little effort and a small amount of play time you could farm one of these in a month by just having trackers and sniping names in whatever zones. Granted, not everyone has a toon capable of doing so, but if you can't manage to down names in easier 65 zones, then well, you probably don't need a good charm to begin with. The only real pita charm to acquire is a supreme (which is not even necessary for a very very large amount of people) but even then this relates back to my first sentence. It's all just how much time you're willing to spend killing shit for money. I don't think charms need to be changed, this is actually one aspect of the game I really like.

Tomes: Again, time sinks, but here I can actually agree how these might turn off newer players. Not all tomes, just COPs. These are sooo slow and sooo demotivating for the newer 65 player who just grinded a ton of AA to even start one. At the same time, I can't think of a way to really change these. These set your toon in a different bracket, that's well, 20% better than anyone else who hasn't completed them. Really a toon with 5 cops and a 225k charm is capable of tackling up to tier 11ish raid content. I suppose the real issue here is how important these tomes are for a HUGE amount of raid content. Maybe cut down the amount of exp required to complete one? This might motivate people to stick around in the post 65 raid scene since they're seeing more tome numbers and exp bars move, faster. People would probably cry about how long it took them to finish their cops"back in the day" but eh, they'll get over it.

Quests: I don't think these are too big of an issue aside from maybe having some, "funner" quests for newer players, but i do think we could use just more quests in general with good rewards. In the end, the important quests are the main quest, vah quest, and like, i dunno dreadlands so you can get to citadel faster? Shrug. Even then, Dreadlands quests "are" the main quest so that makes an even less amount of important quests. I'm sure i'm missing some good ones but you get the idea, there's really just not that much stuff to quest for , it's really just a lot of convenience items (i.e. murk gate clicky, never ending canteen, etc.)

Buffs: Eh, really just a little extra time standing there. What group of 65s doesn't have access to their buddies toon who is an insert class who can cast this buff here. I guess for new players it actually matters but idk how you'd change that other than your suggestion on buffs which i don't see happening.

Adepts: I don't think there's an issue here short of not having enough new players at one time to kill these things on the way to 65 and have some nice gear when they get there. That is probably why the guys you are referring to are naked. Maybe implement 6 man versions of adepts to adjust to the servers low population, and do something to make these more noticed by newer players, because short of the wiki, there's no way a new guy is gonna know that there's a giant tree next to shrouded island that drops phats if you're at that level range.

This is all just my dumb opinion on things prob is off topic and doesn't even make sense but hopefully some people thought it was interesting
 
The edit button is on the lower left of your own post, right next to the 'Report' button and posted time.

Maybe something is messed up with the Staff Emeritus forum permissions. Anyways, good posts so far, even the ones that disagree with me and mock my pitiful sad charm.
 
So many of these problems are all perception. I'd be willing to bet that if you split 5 cops into 20 that each give you 1% people wouldn't hate them nearly as much. If you left xp pretty much exactly the way it is, and took out the wording in the yellow messages saying penalty, 99% of the server wouldn't even realize it was the same. Maybe with charms, if there were a few more charms to bridge the more daunting gaps (damn I'm not looking forward to the 6-700k I have to farm to get my next one someday...).

I've pretty much been on the side of, if the rest of us did the work, so should new folks. Unfortunately the reality is now that the server pop. is getting almost critically low. It's time to start making people happy even if in subtle ways (even if that just means responding to ideas). Most of the nerfs actually do have a good reason behind them, although the timing is usually pretty brutal. Right now however, unless they're pretty much breaking the game, no small amount of balance is worth driving someone else off. Maybe that whole strat could be re-evaluated when/if the server pop. recovers, but so many of these fixes over the last couple years have done more harm than good, no matter the intent.

Seeing this server turn into another live or wow is one of the last things I wanna see personally. That being said, I damn sure don't wanna see anymore of my friends disappear.
 
Good thread. Starting to see a pattern of increasing staff presence on the server and I think that is vitally important to bring people back and bringing people in. Staff discussion on the boards (not just IRC), new content (windstone, 2.5 progress, pariah aug, newbie quests, etc.), GM events, Dev's playing the game and interacting with people; that's cool and appealing to the gamer. Who doesn't love meeting and getting to know the gm's of a game?

I think an active staff that shows it cares about the game and wants to see it thrive overall will attract and retain people more than changes to things like exp, tomes, buffs, etc. (Although that is all part of it - not knocking anything said on the thread so far. A lot of great stuff!)

On the other hand, I am totally too busy with life to commit to raiding two nights a week - Running the server is a different bbq and I understand the limits of what's doable.
 
Buffs: Eh, really just a little extra time standing there. What group of 65s doesn't have access to their buddies toon who is an insert class who can cast this buff here. I guess for new players it actually matters but idk how you'd change that other than your suggestion on buffs which i don't see happening.
I don't really see any benefits of the buff system in this game whatsoever. There is just simply nothing about buffing in this game that is a plus when compared to any other MMO out there. When I'd farm anywhere I'd have an entire buffbot army camped there, and buffing was still a headache and felt like a completely unnecessary hurdle in a game that already has way too many other things that slow everything down. Baking the main buff stats into characters innate stats or charms or something and then tweaking class balance if necessary would be amazing. Maybe the new client will open up other types of short duration buffs or auras or something that could be utilized for this, I'm not sure.
 
First off, I just want to say thank you to the devs for keeping this server up and running and to the community for helping to make it what it is.

I have played sod off and on since 2007. I've always kept a low profile and am currently in one of my "off" phases, but I always end up coming back. No game for me, new or old, has been able to capture the ambiance, challenge, and sheer fun that eq offered and Shards of Dalaya perfected. Hopefully, my perspective as a long-term casual player will be helpful in keeping this server alive and thriving.

To be clear, I've never been involved in the high end raid game. I have a few characters that I've leveled to the high 50's and a few more in the 20-30 range. Aside from a few well-traveled zones, I was almost always alone and 2 boxing. Even when the population was ~400, many places accessible to my level range were simply deserted. I know that the game is supposed to be difficult. I know that you are supposed to join a group. But, with server populations being what they are now, relying on groups at pre-65 levels seriously detracts from one's ability to play and enjoy the game. While playing the game un-grouped with one or two toons can be extremely challenging and fun, it can also generate extreme frustration--I believe enough frustration enough to turn a novice off altogether.

I'm just going to go ahead and say it:

Allow 3 boxing.

Allow casual players like me an opportunity to experience more of the game, and entice people that have left to give the game another try.

Thanks
 
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The Blazewind rez clicky had it's cast time increased from like 2 seconds up to 10, and had the percentage of the rez decreased as well. It should have been the other way around for sure... Every other rez spell/clicky brought up to be similar, rather than it being nerfed to awfulness.

just to clarify: blazewind range was changed from 96% 2.0 cast time to 50% 4.0 cast time, while mountain king ear (kralaw idol) was changed from 7.5 to 10 seconds, years ago.

this post deserves a more comprehensive reply, but I was told I would be banned if I continued to be critical of staff decisions on the forums, so I'll pass. I'll just reiterate what Gerick basically said in so many words: it's not hard to see the trends of where our current actions are taking us, and it's clearly not upwards. We either have to accept we like things the way they are and just let the game just run it's course and die, or make drastic changes. I am fine with either honestly - but that's the basest way to put it.
 
Big difference between being told to stop being a dick/troll to staff and being "told I would be banned if I am critical of staff". But since you have shown for a very long time that you can not do one without the other, I appreciate you knowing your limits and bowing out with a short comment.

Moving this post to balancing discussion. Some good ideas so far. I know Slaariel has been throwing a few around in dev chat, so I will let him post for the dev team as a whole.
 
I think the problem is there is nothing enticing to make a new player continue playing. As the bridge between low and higher player increases there has not been any introduction of new things that would help the low player bridge that gap. People sit around lfg all day. I really think you should maybe put a exp bonus maybe like 5-10% extra per person in group just so a high lvl farmer would take in some lowbies just so he could get bonuses and this helps out the lowbie. Maybe introduction of some LDoN instanced style dungeon with ranging difficulties for more or less points to buy gear so that new player can get to a desirable tier thru 6man groups and can enjoy his toon. Don't really see point to caps on bounty system except to stop a high tier player from over farming but your essentially capping a low tier players ability to catch up, honestly speaking if you know the right people you just fly up in gear in 1-2 weeks.
 
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