State of the game thread.

I believe there is a client restriction on how bags work, until the most recent versions of Live Everquest. That is when they introduced 32 slot bags and the like. Even Underfoot (what 2.5 is running currently) can't do anything about the bag sizes afaik.
 
The problem i have with doing the bounty system was when i was doing rank 2s. I play when i can so i randomly did do my bounties but alot of the time i couldnt do my rank 2 of the day cause it told me that i had done it already. So i petitioned it where i was told that the last 4 bounties done i cannot accept the same bounty again. That didnt encourage me to play more so i logged of and played another game instead. I think it took me 3.5 weeks to do 10 rank 2 bounties......
 
Have not played in a few months now, but I still check up once in a while, hoping for some good changes to draw me back in.

Besides 2.5, which would be great, without having avenues of progression for new folks, it wont matter in the long run. Having said that, I think the biggest problem is progression from fresh 65 to T5ish, when people start to view you as useful. The current progression method is hit 65, hope to join a guild, mooch off them for 2 months and get some gear, and your good to go. Seen it done in our guild a hundred times.

Would drag me back in pretty fast if there was a T4-5 version of Cmal where on tier toons could scoop some loot and progress without having to scrub into raids. That option would take a lot of work, the second option would take about 20 minutes, and just extend the bounty system by allowing a few extra kills per day with a few extra gear slots available. Its great that new toons can invest some time and get a belt and an earring, but the system has potential for much more. What if there was a set of gear with similar stats of the belt to help bridge the gap between fresh 65 and usefulness.

~Enderi
 
Have not played in a few months now, but I still check up once in a while, hoping for some good changes to draw me back in.

Besides 2.5, which would be great, without having avenues of progression for new folks, it wont matter in the long run. Having said that, I think the biggest problem is progression from fresh 65 to T5ish, when people start to view you as useful. The current progression method is hit 65, hope to join a guild, mooch off them for 2 months and get some gear, and your good to go. Seen it done in our guild a hundred times.

Would drag me back in pretty fast if there was a T4-5 version of Cmal where on tier toons could scoop some loot and progress without having to scrub into raids. That option would take a lot of work, the second option would take about 20 minutes, and just extend the bounty system by allowing a few extra kills per day with a few extra gear slots available. Its great that new toons can invest some time and get a belt and an earring, but the system has potential for much more. What if there was a set of gear with similar stats of the belt to help bridge the gap between fresh 65 and usefulness.

EDIT - With extra kills available per day, people could potentially form a group, port around, kill in a whole bunch of different zones ( which I think the devs have a bit of a hard on for anyway ), have a great old time gearing up alts, and new players. With the drawback of pretty much killing raid tiers 1-4, but that stuff is dead and gone now anyway, and is basically duo'd for cash drops and ancients.

~Enderi
 
FXAcaln.png

Oh yeah also since we're mentioning random quality of life stuff in here. This is what most of the Mansion of Portals wisps look like for someone without any sort of vision enhancement. We all made fun of Bridger back in the day when he brought it up, but it's true! Not a huge issue but it *can* suck!
 
That seems kind of vague and misleading. Players' exploitation of the bounty bane augs caused the need to revise bane and bodytype damage. I think its actually kind of funny that there are still no tier13 bane dmg items, seeing as how those are probably the same people (if they still even play) who used a small developer oversight to stack dragon dmg to basically cheese sanctum bosses. Maybe this is part of the reason why Zaela is so disenchanted with his work on Bounty Hunting, which is really a great and fun way for players to progress a character outside of raids, visit underused zones they would otherwise never visit or revisit for any reason, and who have no desire or real life time to poopsock to the top. I've been semi-retired for like 2 years but I still enjoy doing a bounty now and again just because I haven't seen them all yet.

it wasn't really an exploit since you had to trade off alot of stats to do it, and in the end it was all of 6 players that even went out of their way to farm bane belts causing a revamp to an entire system of content, weapon, gear slots, and inventory slots.

Its like who ever came up with +24 dmg augs that could go in gloves and then blamed Arcibu for using them. I still face palm about that one.
 
Imo, these are my complaints and changes I would make if I could

1. It would be nice to have a "bounty" system that allowed people to actually get decent loot. the difference between high tier raid characters and low tier ones or people who do not raid is a joke. It would likely bring in a wider audience to the game, like I have said many times before, the vast majority of people who quit SoD, quit because they cannot play the game the way it is currently setup.
2. Something needs to be done about the old area penalties
3. Buffs need to last longer.
4. Raise the returning arrow percentage
5. Ban track bots like wiz used too.
6. Increase the cash loot drops in old world.
7. Ringers need to be heavily frowned on
8. Probably beyond fixing now, but it would have been nice to have to be flagged as a character to fight in certain areas, forcing people to have to progress their characters and not just hop into a guild and get twinked. Probably would be alot less people running around with a combination of t11/12 loot and BoE.
9. Accept that there is an endgame and that it is not the servers responsibility to entertain a players irresponsibility.
 
for what reason? you want buffs to last longer simply for convenience but track bots banned? they're nothing but convenience

Imo They have been being abused by people who cannot seem to control their playtime.

I don't know if you knew this but in the large print of the original post we were asked to not comment on others posts, unless it was something you agreed with. I am assuming to avoid cluttering up this thread.
 
7. Ringers need to be heavily frowned on
8. Probably beyond fixing now, but it would have been nice to have to be flagged as a character to fight in certain areas, forcing people to have to progress their characters and not just hop into a guild and get twinked. Probably would be alot less people running around with a combination of t11/12 loot and BoE.

With current population GL

hell i know dirty would take some scrubs that are 65 and willing to play to get rid of ringer's
and get said scrubs backgeared. #8 would hinder lower tier people even more not just affect people jumping into high tier.

population retention is the biggest problem with this server. Im seeing alot of older players commenting on this thread but no newer people (join date within a year or 2 highest one i seen was 2011 ). Maybe there should be conversations held in game to try and reach out to newer folks, see what they like so far and what they are hating or is discouraging to them,maybe then we'll find out what is driving away newer players.

as for keeping older players/high tier's idk thats a different ball park new content maybe?, i like the server the way it is for the most part (been playing since end of 2006 )lack of population is the only thing that i've been hating/is discouraging lately.
 
Last edited:
Buff solution :
If a buff lasts longer than an hour, and has a relic version of it, bake the non relic version stat equivellent into characters starting at level 45 then remove those buffs from the game. Keep the relic versions in place, with stat adjustments = to the current relic version - the regular version. Its Win/Win. People who just want to throw a group of people together quickly and XP will always have non relic buffs and be good enough to go. Raiders/Crazy people can still load relic buffers if they want.
 
For rangers I think something like keeping the current fletching because it is probably too hard to overhaul again. What you add is the ability to make that "Master Quiver". I feel this thing should be no drop and only obtainable my a master fletcher. You are a master of bow and arrow so should not complain about that since you arent a master of arrow without being a master fletcher. Then after you get your elael weapon and are a maxed fletcher you talk to someone and turn in your weapon as proof and receive a T4 Aug that gives the Worn Effect Endless Quiver. You receive your weapon back. Now you only have to carry your sword that procs this 12dmg arrow! I think being a fletcher and being a ranger should go hand in hand.


I endorse this whole wholeheartedly, of course I have said weapon and master fletching ;)
 
I don't have any brilliant ideas, but wanted to contribute to the feedback anyway.

The comment about players farming for charms instead of grouping definitely applies to me. Farming about 3mil plat almost exclusively while duo'ing was partially a play-style preference, but I'd be a fool to claim it wasn't also partly due to the inherent efficiency of duo'ing. If others find this to be an issue, there are certainly ways to fix it.

As has been said, the game needs to evolve to meet players' demands. The relationship between character progression and "balance" (that is, the fastidious micromanagement of character progression) should be under constant reevaluation, rather than having a default goal. The overall goal is to keep the game alive, and there may be times (such as in the past) when restricting progression is beneficial. I guess I would argue that speeding up character progression from its current state might have a positive effect into the foreseeable future (although I admit it's difficult to predict).

If we were to plot the rate of character progression against level/tier (1-65 followed by raid tier), I'm assuming we'd all agree that the rate of progression decreases as you level (more time spent at the high end for modest improvement). There's nothing wrong with this model, but if the rate of character progression is being targeted for alterations, it helps to visualize it in its entirety rather than focusing on one subset of players. Now, if the goal is to shorten the gap between new and well-established players, then it makes sense to speed up character progression inversely proportional to level/tier. 1-65 would be given the greatest assistance, and end game players would be given the least. However, the goal of consolidating the player base is predicated on the idea that people don't stick around because of their social experiences in game (or lack thereof). Another reason players might not stick around is the decline in character progression. If this is the case, the obvious solution (increase rate of progression proportional to level/tier) is exactly the opposite of the preceding solution. I think it's safe to say that both phenomena occur; people want to have others to play with, but they also want to progress their characters.

Well, if nothing else, I've at least clarified my own view of the issue for myself. I think in order to come up with a solution, it's important to come to a consensus on what issue we're dealing with. Once the issue is agreed upon, develop a general approach to handling it before delving into the particulars of how to alter the game.
 
i am on a quest for all seven dragonballs and my wish shall be to return the nerfs and return the fun to the game! because it didnt really hurt anything
 
Back
Top Bottom