Top ten problems on WR

zodium

Dalayan Elder
What do you think are the top ten problems on WR?

BULLSHIT SUGGESTIONS WILL RESULT IN BANNING, TAKE NOTE

Go. You don't HAVE to make ten, just post as many as you can. Summarize, be brief if you can. Don't rant.

Edit: Please leave out things like "lack of players" or "lack of clerics between level x and x" :p
 
1. Random LDs
2. Lack of mid-level population
3. Occurance of GM Events (nowhere near as many as when I first joined server)
4. Not all tradeskills are implemented
5. Zone crashes on raids

Aratar/Angmar
 
Lack of non DC;d heal-bot clerics. Maybe increase xp gain for clerics 1-50 for a few weeks to boost server cleric population. more to follow...
 
Please leave out things like "lack of players" or "lack of clerics between level x and x" :p
 
frustration of many people trying to get thru the mid level stretch without being able to consistantly find a group.. makes some classes rarer than they might normally be.. maybe something can be done to ease the passage thru the upper 30s to lower 50s?

Im not into the upper level game yet, I can only comment on the parts of the server I have experienced myself..
 
Ok, I'll try to make a list.

1) Random LD (both in group and raid)
2) (From what I've read on the board) Exp 50-60
3) AAexp
4) Not enough quests (finish those who is half implemented, Stormkeep quest is the one I'm thinking about (Defenders Badge))
5) hmm.... hard to find bad things about WR. Well, I guess I say Melwin just to piss him off a bit :p (yeah, it's a joke but I couldn't come up with anything)
 
3. Random, non game affecting, yet annoying bugs. Ex. A bard that casts a song will have the gems greyed out until they click the button. This includes the gems staying there if the song is interrupted, or fails on a pulse. No, not game breaking, but annoying when you can't sort "Your spell is interrupted!" into a non-spam window, and realize you haven't been singing anything for the past 20 minutes when you were supposed to be singing the mana song. :eek:

But that's really it, I think; Wiz has done such an excellent job of running and making WR that all that's really left is polish.
 
1) Random Linkdeaths

2) Holy/Unholy Spirit not being in, or any type of steed, its like our class AA, would be as if enchanters didnt get dire charm, wizards didnt get their massive crit or liveburn, come on, give us some love, I dont even care if it sucks, I just want a pet!

3) Not enough mid/high nonraid armor out there. A decent number of weapons you can farm, but not alot of armor outside of drac/stormkeep.
 
1. Faction
2. Lack of Quests
3. Lack of some slots gears. (ear, belt, shoulder, ring, face, etc.., 3 int earring on lvl 60 = win)
4. Lack of pp loot, pharming giants for armor/weapon drop is getting old, any faster cash pharm?
5. Tradeskills


----OLD----
1. Aggro
2. Resist (on lvl 1~30, stfu)
3. Leveling from 1 to 16 was pain in the ass (for caster).
4. LD
5. Not Enough Faction Mob (kael/dragon)
6. Lack of quests (any lvl)
7. Drop rate was reduced (wyvernfang quest armor isnt worth doing anymore, could get upgrades before it)
8. Lack of epic quest hints
9. Tradeskills
10. Lack of Undead / Summoned.
 
1. Not enough tradeskillz :(
2. Not enough zone variety. Too many "tunnel-like" zones (warrens, first ruins). The zones that are open don't have enough mons (or the mons are way too far apart to even pull fast enough without sow)...or maybe i haven't explored enough and they really do exist (outdoor zones).
3. Haven't seen many quests. The main one that I hear about is the wyvernfang quest...and nobody seems to think that it is worth the time.
4. Not enough people congratulating the GM's on all of their hard work. YAY YOU! <3
 
Ok, here goes. Counting down from 10.

10.) Bazzar traders are bonked
9.) Not enough outdoor zones
8.) Need more Tradeskills - (Blacksmithing/Alchemy/Fletching..any or all.)
7.) Not enough quests/epics
6.) Aggro
5.) Crashes when zoning
4.) Some spells not working.
3.) Bugs such as items deleting on player trades.
2.) Crashes when dying in the same zone you are #bind in.
1.) Random LD

I salute the staff, thank you for all your hard work. For even in presenting this list, I still log on everyday to play. Keep up the good work. :D

~DarkArtist
 
1. Lack of Variety in zones. Mostly dungeon crawls, which is fine, but the only outdoor exp zone is one based off one of the buggiest zones in Live.

2. Lack of variety in items. (This is not the devs fault...well...yes it is, but it's more important to fix the game first before working on itemization). There aren't many choices in armor period. You either do mold quest or giant/dragon quest. Droppable pieces for the most part are not attainable until mid 50's. My characters are still wearing a lot of the stuff they were wearing at 20. Also, variety in weapons is a problem. I had to buy most of my stuff. However, I have found no difficulty finding warrior weapons. Tons of slashers, few good blunt weapons.

3. Lack of doable named mobs. Though this will be up in the air for argument, this has been something that has turned me off to the game. In exp zones, I've been finding a lack of named things to kill at 55. Most named mobs are either much lower to the point of not having desirable loot, or much higher to the point of not being doable. I'm thinking a zone like Karnor castle, where there were named mobs that spawned randomly all over the place, would be a good idea. Most of these named mobs weren't so tough they would wipe your group, but some of them weren't to be taken lightly, (like the guy that drops the jade mace, he could OWN your group if you weren't ready). It seems that named mobs in the 50's range all require a cleric and a tank, which was not the case on live. In fact, I may as well post on the suggestions board about this...guess I should also add that most of the fun from attaining loot is the feeling that you EARNED it...so I don't want sissy ass named mobs, but I do want it to be a struggle or sense of excitement...anyways...enough of that for now.

4. Lack of individuality. This kind of goes along with a previous point, but oh well. Another thing I don't like is how unless you are in GOTW pretty much, most of the good stuff is not attainable. I don't have a problem with that so much; you guys design the server and pay to run it, why shouldn't you design content specifically for yourselves? However, I get bored at the fact that most characters are a carbon copy of another. With so little choice in itemization, most monks are wearing wyvernhide with underdark ulaks, etc. There is little difference between characters. The one good aspect of this is that since most people are identically equipped, players' skills show more. On live, a complete noob slack monk could get uber items defaulted on a raid and be able to outtank many warriors/outdamage everyone in the group, but not be able to split 2 mobs. That is a good aspect, however, with lack of a player base yet, there aren't many choices to begin with, so even if a player sucks, you may have to settle with them. :(

I really don't think there's anything else worth bitching about. I really enjoy the server, I just don't have time to play a lot. Well, I have the time, but I have other things that I must do, and Everquest (emulated OR live) can dominate one's life if you allow it. Plus I go back to work in a week and will be working full time again which sucks because I'll have no time to do ANYTHING, but I'll have tons of cash at least...

Anyways, I really enjoy this server, and it REALLY has made EQ fun for me again. Although my guild probably doesn't like my slack, I definitely enjoy a *free* alternative to everquest, where the GM's are actually useful. In fact...

1. GM's are always helpful and always listen to a problem.
2. GM's don't automatically assume I'm a full of shit liar.
3. Suggestions are actually taken into consideration and many times implemented.
4. I could go on all day...
 
DoctorGonzo said:
4. Lack of individuality. This kind of goes along with a previous point, but oh well. Another thing I don't like is how unless you are in GOTW pretty much, most of the good stuff is not attainable. I don't have a problem with that so much; you guys design the server and pay to run it, why shouldn't you design content specifically for yourselves? However, I get bored at the fact that most characters are a carbon copy of another. With so little choice in itemization, most monks are wearing wyvernhide with underdark ulaks, etc. There is little difference between characters. The one good aspect of this is that since most people are identically equipped, players' skills show more. On live, a complete noob slack monk could get uber items defaulted on a raid and be able to outtank many warriors/outdamage everyone in the group, but not be able to split 2 mobs. That is a good aspect, however, with lack of a player base yet, there aren't many choices to begin with, so even if a player sucks, you may have to settle with them. :(

I wasn't going to respond to any of these, but I felt this one needed a response.

We don't design content specifically for ourselves. Saying so would be the equivalent of saying that SOE only designed content for the uber guilds like FoH and AL back in their haydays, content that is now enjoyed by a wide variety of players. Yes, at first, it'll only be Ruin or GOTW that can take it, but that's how it'll always be.

With that said, we do need more lower level zones, but they're extremely tedious to design. =\
 
Or, if you dual client at entire guild (*cough*Eulogy*cough*) you can get epic level stuff :)

This leads to my major concern with WR.

WR, up until post 50, should be designed for solo/small groups. It should cater to the idea that more often than not, you will be solo or in a group under 4 people. As it stands now, it almost forces you to DC or pick a very soloable class.

While WR cannot actively increase its population, it can definitely adjust the gaming experience to allow small groups to get through the 1-50 game and come out at 50 very well equipt. This is highlighted above in response to the equipment gaps. This isn't new : WR has always had very steep equipment jumps. It is kind of funny to be wearing Othimir armor has you take down your first 60+ mob.

Also, while WR has a great gameplay mechanic, some of it also eliminates a number of techniques and strategies (also called "exploits" interchangably) used by solo/small groups, further increasing the difficulty.

The early game needs the most work, as the end game (from what I remember) is very fun and challenging, and rather deep as well.
 
Ten things hrmmm. well lets see.....

1. Unfinished epics quests. 3 or 4 already in but rest of us having to wait. (granted I know these are in works but still a problem till they are put in.


2. Missing tradeskills


3. To low cash income from mobs and sellables. The required components from spells keeps most casters tapped for cash. Dots are a good example. At 255 cha, a peridot is 13pp (rounded up), they can add up quickly in cost. Over the last week I've grouped with clerics who had to give lesser buffs due to lack of gems. I feel the lesser income also affects the number of people choosing not to do tradeskills. I realize that it is a fine line, so that you don't have people getting carried away and have to much cash income, but it might be upped just a bit at a some point.

4. The high end charms. Personally the thought of reaching 100k plus in pp is unimaginable. Perhaps making the ones with diety names on up a reward for a quest? I would much rather feel that i've earned a charm of that power through hard work of quests than farming for a year.

5. Stability in zones with raids forces. I've seen many raids come to a a grinding halt due to LD's and lag issues. Key players going LD in major fights equals wipe usually.

6. Storyline events. I realize that wiz and the rest of the dev's have been working their asses off on content and changes. And for that the games has become better. However, I miss the GM events related to the story of what makes WR special. The fact that many of the GM events I went to on WR were more story based than about showing up, killing a mob, getting elite loot. Some of the Events were not even loot invloved but the story line and were still fun

7. More Info for New players. We are getting tons of new people and it would be helpful to have something for the new players so they are not constantly asking about the differences in WR and Live. Something to list the WR special spells for each class, info about styles, things like how cha is important to all caster classes not just bards and enchanters for spell resists. I think this would be a ton of help to the new players. I just remeber having to ask in OOC about a ton of this stuff, and alot of the sarcasim that came with the replies if i did get one was not wanted. Starting on WR is like starting a new game, even if you have played Live.
I realize that some of this information is already posted, but making it a sticky like the zone maps and zone exp modifiers would be helpful imho.

8. More single mobs that are considered summoned in zones.

9. New zones for mid level players. 40 plus.

10. Players who fail to explore and learn about the different zones.
First floor of Dragonfang spire (gnoll hide armor has good stats and is All All. ) echo caverns is a good teens lvl fighting area but is always deserted. Connected to fungus grove which is also a good hunting area. Tons of quests in tmal (frog city) that vary in levels from 5th to 45th, (discovered so far) which people have yet to explore. Granted some of these quests are related to classes that frogs can be but many of them are not class specific.
 
(this is for pure spell casters only) I just found one thing that bothers me that isnt dying because getting disconected... soloing. With a group, which is not always easy to find, its easy to lvl up, but without one, you are almost screwed, because in most areas you can barely solo one dark blue monster, and in some cases when you attack one the others come after you too, so with groups you actually gain normal exp, not above average :eek: I think that exp should be easier for pure spell casters, because of all of this I just sayed :)
 
1) Most epics not in.
2) Lack of undeads (I can't really use these, but I think it would be a lot cooler, and make paladins more usable).
3) Lack of tradeskills.
4) Lack of other quests.
5) All mobs 55+ summon. There is other way of doing this. Make them immune to snare/root, and a druid/nec wouldn't be able to solo them (I think). And also, about the summons, the fact that they summon every 5 or 6 second or something is just too much. I believe it should be like this instead (for mobs that summon): Uber mobs summon every tic, named every second, non-named every third.
6) The stuff named mobs drop mostly aren't sellable (I mean rare stuff), and the ones that are sell for like 6gp.
7) GM events missing (not sure about this, but the last time I saw a GM event was in 0.4 ; There's not nearly as many as when I first started playing at least).
EDIT: Wait, last GM event was the server's birthday.
8) Random LD's (I don't really find this a big problem anymore. I don't remember LDing in a while).
9) Bazaar trade thing would be cool.
10) People keeps mocking me. ;( ;( ;( ;(
 
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