Things need to be less obnoxious.

poieo

Dalayan Beginner
So, far my first impressions aren't that great. Starting off, the beginner areas need to have more thought put into them. Yeah, whatever, variety. No. What really happens is that you run around like a jackass grinding what you need in the hopes that some other mob won't aggro when you're busy and cheapshot you. This is probably the biggest thing; i cannot count how many lame, fuckjob deaths i've eaten because of this stuff. Why is any of this even aggro in the first goddamned place? Challenge? My ass. "Challenge" me when i'm not whiffing 50% of my hits on a blue mob.

That's just in the Newport beginner area, too. The one north of Grobb is so inexcusably terrible that i have no choice but to assume that no one's even bothered to consider it. There is absolutely NO point in staying there as opposed to Newport, save for the armor for the Shadow Knight quest. And even then, i've blown it off and gone to Newport.

Second, that piece of shit paladin initiate. It's not fun. It serves no real purpose other than to gank unsuspecting players for bothering to get out of the ridiculous waste of time that is Stinger's Bog. Why is it still aggro to "evil" races?

Third, mobs that run away is a concept that needs to die. It was fucking lame in UO, it was lame in every other MMORPG that inexplicably had it, and it's not fun here. Especially when you're starting out. See above. Whee, it either has no chance of escape, or it runs just fast enough to be frustrating and screw with you hitting it because of lag, or it finds a group which will then come and gangbang you. Yeah, great set of options there. Fun to be had. It's obviously an exciting gameplay element, that's why i'm so fucking fed up with it.

Another? XP debt or res sickness. Pick ONE. I'm not at all interested in dealing with both, especially when the latter is a blatant kludge for not being more specific about where you can and can't bind. I'm REALLY not fucking interested in dealing with it when it's used in conjunction with any of the above, which makes it a mandatory waste of time for things that are usually not the player's fault. It all just adds up to forcing the new player to struggle more than is reasonable or beneficial.
 
/rant off?

ROFL. Great post. 5 stars; A++.

The woes of the newbie life. I had thought that SoD was not very newbie-friendly when I started playing here.

I did come from AO, where it has 10x the learning curve, and I had a background in Teh Game previously. I hear what you are saying, though. Good luck.
 
poieo said:
So, far my first impressions aren't that great. Starting off, the beginner areas need to have more thought put into them. Yeah, whatever, variety. No. What really happens is that you run around like a jackass grinding what you need in the hopes that some other mob won't aggro when you're busy and cheapshot you. This is probably the biggest thing; i cannot count how many lame, fuckjob deaths i've eaten because of this stuff. Why is any of this even aggro in the first goddamned place? Challenge? My ass. "Challenge" me when i'm not whiffing 50% of my hits on a blue mob.

Well... you can always be wary of your surrondings, and pull to a spot you won't get adds, instead just fighting where lots of adds roam. If I were a gnoll pup, hating you, and saw you there killing something else, I'd, definetly, try to kill you when you're busy, instead waiting and being honorable... I mean, they're semi-beasts, not paladins. Oh, and latter on you'll be whiffing 200 or 300 % your hps on a blue mob. yah, I said it right... 200% or 300% your hps, unless you're a caster. And, even then, a caster will be whiffing TONS of mana, sometimes more than they have. This is why people group, you see...

poieo said:
That's just in the Newport beginner area, too. The one north of Grobb is so inexcusably terrible that i have no choice but to assume that no one's even bothered to consider it. There is absolutely NO point in staying there as opposed to Newport, save for the armor for the Shadow Knight quest. And even then, i've blown it off and gone to Newport.

False. I actually leveled a char in north of newport, another in Gfay area, another one in oggok newbie, and another one in grobb newbie. And know what? the one I leveled in oggok leveled slower to 5, then faster to 10 than anyone else (just doing one of the camps)... Another really fast option (zOMG-leveled-10-mis-ago-and-ding-already) is steamfont. Yeah, people are all wonkers about BB/warrens, bt there are lots more of leveling circuits, and they're even better, sometimes... for starters, did you knew about 30 % ZEM on Fearstone Keep, a zone where you can level up to 12 (outside) and up to 20 (inside) quite easilly? Or Miel A... heck, miel A is good xp, too... you can actually get to the 50s without leaving Miel, if not for xp penalizators. Instead trying to level same place everyone else's doing it, go and do same thing I id, find your own routes (sure this means you'll die a lot, but, even then, you'll level faster, if only from no competition)

poieo said:
Second, that piece of shit paladin initiate. It's not fun. It serves no real purpose other than to gank unsuspecting players for bothering to get out of the ridiculous waste of time that is Stinger's Bog. Why is it still aggro to "evil" races?

Well... you see.. he's a paladin sworn to kill the evil.... you can see where this is going, right? And, note previous part.. Stinger's bog is NO a waste of time, since you can get to level 10 around there as fast as you'd do in newport area

poieo said:
Third, mobs that run away is a concept that needs to die. It was fucking lame in UO, it was lame in every other MMORPG that inexplicably had it, and it's not fun here. Especially when you're starting out. See above. Whee, it either has no chance of escape, or it runs just fast enough to be frustrating and screw with you hitting it because of lag, or it finds a group which will then come and gangbang you. Yeah, great set of options there. Fun to be had. It's obviously an exciting gameplay element, that's why i'm so fucking fed up with it.

Actually, iirc, EQ is older than UO, and they run away in EQ, already... heck, they RUN AWAY in Final Realms, a mud. When you're being beat to death, wouldn't you rather flee? How comes that players CAN, and DO flee (this causing trains, mostly) but a mob can't? Do you want them to be brave and don't try getting help from his companion, who's standing behind the corner? Wouldn't you do same thing? Also:

1: About to die mobs are running slower, which means they can't outrun you.
2: There are nukes/backstabs/dots and the works to kill a fleeing mob before the brown and smelly thing hits the air moving artifact.
3: Snare IS useful... REALLY useful. A fleeing snared mob is almost unable to run, and won't attack back.
4: Root is also an option, tho it makes mob hit you back.
5: Wise planning, killing a one before, in prevision of mobs fleeing prevents trains.

So, there... 5 ways to prevent death per fleeing mob... not to mention 6th one: not every zone in game is fear enabled, this meaning they won't run in most zones, cause it's a pain to code these paths, and it's being done slowly.


poieo said:
Another? XP debt or res sickness. Pick ONE. I'm not at all interested in dealing with both, especially when the latter is a blatant kludge for not being more specific about where you can and can't bind. I'm REALLY not fucking interested in dealing with it when it's used in conjunction with any of the above, which makes it a mandatory waste of time for things that are usually not the player's fault. It all just adds up to forcing the new player to struggle more than is reasonable or beneficial.

Iirc, rezz sickness was implemented to prevent bindrush. This was an ABUSE, and, honestly, I prefer rezz sickness than people binding just in front of, let's say, the Spectral Hunter, fand ighting him with 5 "continues". xp debt... it's easilly avoidable. First off, don't die. Deaths should be penalized... and, in ORIGINAL game, you had xp loss, and equipment loss (you had to run to corpse to get all your equipment back, and try doing this naked in a high level zone... I still remember those corpse recovery runs that took hours in PoF). Second, healers will get rid of your debt for a FAIR price. Third, at low levels, just killing 4-5 mobs will mean you're free of debt. heck, even at level 65 it only takes 10-12 fights. Fourth, clerics, druids, shamans, paladins and necromancers have XP debt recovery rezz.

All this said, if you have to deal with xp debt, is cause you want to, since there are lots of ways to get rid of it. Also, if you die before getting rid of previous debt, maybe you should think about moving somewhere else... cause, if you can't kill 4 mobs in a zone without dieing, you're, definetly, in wrong zone.
 
Wow.  Just wow.

1) If you were beating on a gnoll and another is near it is going to help, unless it is green to you and then most don't.  It is called agro and learning how to work with it is part of playing a good game.

2) Paladin Initiate is for a quest, a few quests I think actually.  Guess if you are an evil class you have to be careful of non evil NPCs.  Weird that you would have to look out for things huh?

3) If you are almost dead, I bet you turn and run in hopes of living too.

4) XP debt and res sickness are the way they are because Wiz and staff find it to be balanced and an appropiate cost for death.  If you don't like it then do not die and you will not have to deal with it. =)

This isn't Live where the levels may as well be handed to you.  Keep at it and you will learn and then do very well.
 
Readers digest version:

       :dance:                                    :mad:
(low hp mob)                          (Poieo)

:mad:
                                                                                                        (Poieo)
 
Having 3 other accounts aside from my main account, I have tried 24 different race/class combos, all of which are lvl 17 and below. I'm a "proffessional noob, " I love doing the noobie quests and often will take a few hours out from leveling my mains just to mess around on a new character. I have tried all of the newb zones on SoD, none were impossible, some easier than others. I even ran a lvl 2 Wood Elf Druid from SFG to Athica, no problems at all, just take the boats and make sure you stick to the paths until you get there. While leveling all these characters, this is what I have found:

Newport: By far the easiest noob zone. Just pick a spot, while lvl 1 and 2 preferably near the guards, and pull to there. Just don't make the spot near where all the mobs congregate. Be wary of the beetles, they have bad mass aggro, so if you cannot handle, stay away until you know you have a single, no others around.

Stinger's Bog: My favorite starting place. This is some really fast leveling to 6 if you are careful and stick near to the guards. From 6 to 10 when you can kill the frogs outside Miel, it gets a little sketchy as many mobs are green and all the rest a deep red. However, scouting around carefully, I managed to get to 10 many, many times.

Athica: Very easy, right up there next to being as easy as Newport. Kill the stuff right near the guards, just in case you get in trouble.

Greenmist Jungle/Oggok: This zone is a bit tougher, especially if you are not good at breaking up camps. But the skelly camp is great until lvl 3 or 4 and if you really don't like the risk of wandering, head over to the bog.

Steamfont: By far a zone many don't bother to consider. Not a bad beginning, you have a wandering guard that kills things near the newb area, and you can run to the guards in front of Akanon if need be. Really a good zone that more should consider leveling in.

Mistwoods/Erudin: Another easy zone. Bandits are great from 4 to 8. Levels 1 and 2 can a be a bit sketchy as there aren't too many mobs wandering near the guards in front of Eruidin, but it's still very doable.

Sadri Malath: Again not hard at all. Just pull to near the guards and be cautious when you pull. Sometimes you may have to wait to get just the right pull, but it's still very doable.

Surefall Glade/Centaur Hills: Again easy, just kill things near to the guards, making sure not to pull where aggroable mobs congregate.

Halas/Everfrost: This is the only newb zone I had trouble with when I was not DC'ing. DCing here,it's fairly easy, but solo is rather tough. Especially levels 1 and 2 when most things are yellow and if you are not twinked, you cannot kill them. What I found is that the way the mobs path, it's really hard to pull near the guards without getting an add, unless you are lucky to pull and kill it before a wanderer comes by. You really can't pull out of their pathing, because then the guards kills it. But, with a lot of patience, this is again doable.

Most importantly, in all the newb areas, make sure you participate in the turn ins to the named guards outside of every town. This really, really helps you level even faster.

Sorry to hear you had such trouble, I wish I had known and could have maybe helped before you became so frustrated.
 
Not every game is easy as Diablo2 therefor EQ has some challange in it.

EQ is about being whit friendly ppl and wacking the shit out of mobs.
 
poieo said:
That's just in the Newport beginner area, too. The one north of Grobb is so inexcusably terrible that i have no choice but to assume that no one's even bothered to consider it. There is absolutely NO point in staying there as opposed to Newport, save for the armor for the Shadow Knight quest. And even then, i've blown it off and gone to Newport.

my first character here was leveled exclusively in grobb and mielech because i refused to pay half my bank account per translocator.. and honestly, it wasn't that big of a deal at all

just be glad you can move freely now, in my opinion.
 
Stinger's has one of the biggest outdoor exp mods because it's a difficult zone to level in and because Greenmist, one zone over, is much easier to level in (at the newbie hunting grounds) :)
 
I swear, if one more fuckin' moron confuses "needlessly time-consuming" with "challenge". Last thing i want to hear is some dipshit MMO sycophant implying that skill is required in a genre that's almost entirely based on behind-the-scenes dice rolls. Can't say i didn't expect the dregs of the genre to spout years of arbitrary MMORPG dogma out of their droolholes though.

I don't really care about Greenmist. It would matter if pure grinding were still acceptable, but it isn't so it doesn't. Like any sane person, i want to level off content, not repetition. Now, this has to do with quests, which i specifically didn't complain about; i saw the post saying that the focus was now on creating that content. If i wanted to ignore that, i'd also mention that the Newport grounds are also terrible grindfests, better only on a relative scale of suck.

But as it is, Stinger's is the place where relevant existing quests were for me. And it's terrible. That 15% XP bonus means jack shit when there are like 2 of a required mob on the one island you can survive on when starting out. Staying near the guards is totally impossible if you actually want to have a chance at finding one of the few necessary mobs, they were that thinly spread. This goes for the simple guard turn-in quests too, which is the main difference between Stinger's and Newport. Ultimately, with all the factors, +15% doesn't even begin to make up for the ridiculous and unfair risk, and subsequent XP debts and res sickness.

Even in going to Newport, the experience is far more frustrating than it should be. This is a simple point; with health regen as slow as Game's, i don't want to fuck around with excessive "aborts" when trying to level up from scratch. Actually, even past that i'm not retarded enough to find that appealing or acceptable, but it's even worse when all i want to do is blow through the newbie bullshit so i can get to something that's actually interesting. So either make that newbie bullshit interesting or shorten it drastically. Period. You're not charging a monthly fee, so you don't have to milk players for time via tedium and act like it's worthwhile gameplay. Downtime is not fun. Downtime is me sitting in the game while not playing the game. Strip out every inch of it possible.

And hey, guess what? Aggro in newbie areas still isn't fun. Do you like getting ganked by players as a low level char, in PvP games? No? Then why would you expect anyone to accept it simply because it's done by mobs instead?


Beyond that, i will quit if stupid shit like this is what any future content is going to be based on. It's not even a threat. Look at the industry, and look at your current playerbase. It's not a matter of "handing everything to you hurhurhur" or whatever fucktarded oversimplification you want to use to make yourself believe you're not a total loser for grinding your way up. It's a matter of getting out of the goddamned stone age of problems everyone bitched about way back when and only stomached because it was a "best yet" offering. And i don't have the slightest reason to care about leaving this server, or any other, in the dust for failing to do so. In fact, the only reason i've bothered to stick around this long is because i was impressed that the shard was commited to being something better instead of just wallowing in the quagmire of re-living the "good old days" that never really were.

And get the journal function working. What in the fucking HELL?
 
And get the journal function working. What in the fucking HELL?

You're welcome to apply to be a coder if you know C++ and want to take the time to get it working.
 
So you are against skill and challenge, and you basiclly want to have everything made mind-numbingly easy.
 
Hahaha. If you dont like this server then why do you keep playing? I think you should do everybody a favour including yourself and just leave and not look back since you are obviously not contributing anything at all to the community or the staff with your constant flames and bitching. In my, and I think alot of other peoples opinions, good riddance :toot:.
 
I would tell you to stop playing, but you're hilariously dumb. :psyduck:

You're not commited to making anything better, you just rant like a child as soon as something doesn't go your way. Completely aggro-free newbie areas? What the hell? Why not just ask for an instant bump to level 10 while you're at it?

The newbie levels are supposed to be to learn the game, and that includes learning to deal with aggro mobs.

I also love how you rant about HP regen when there's bandages for a few copper a piece that heal large chunks of HP, especially on the lower levels.
 
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