Top ten problems on WR

I would love to see more zones, mabey Everfrost Peaks? even permafrost for 30-60 mobs? that would be fun. mabey even halas, where barbs can start off, and a variety of quests from there and it all contributes to the "winter" theme.

More closed rifts open!

More population in the zones. Going through eastwastes, frosthorn is BORING. mabey one mob every 10 minutes? cmon.

Mabey add Ak'Anon in as a gnome massacring zone? heheh

Personally, I am getting kinda bored with no new zones to explore in...and thats would I would like to see most
 
1) Random LD's (losing those summoned bags with loot in it when it happens)

2) Xping after lvl 50 when your not able to get a group

3) Finding a high lvl group when your not in a guild

4) No List of all WR spells as sticky (like the zone connection)

5) Zones that ar often bugged (like GD and WW that mobs apear to stand somewhere but are at another place or pets dont work)

6) jewelry (my 55 mage still doesnt have a earring/rings because he did not buy one when the earrings where still buyable in stores. why not drop bad rings at low lvls. something like a ac2 ring or something)
 
Zoning and getting booted to world select screen after waiting at the "Loading zone name" screen for 5 minutes.
That's REALLY bad. Can't even end-task EQ :(
 
1) All high level zones except cmal, have undesirable mobs to fight because of their effects. Golems/gargs in Velks ae mana drain, mobs in Akheva ae root and ae rain. Makes it less desirable to go there.

2) Lack of face/belt/rings/earring drops.

Most of the others have already been discussed.
 
1) Experience for under 56 npcs. Experience in every zone but lower seb and certain spots of Akheva is abyssmal. It's not viable for 51-59 exp, 60+ exp, or aa exp. A fairly high dps group hunted upper velks for 4 hours and I got 8.5 blue bubbles of aa exp killing non-stop with little downtime. Same with dn. Same with sg. The only way to exp anymore is with a heavy tank and 1-2 healers in 2 zones only. Soloing and duoing is terrible because of the low exp per low blue. The fastest way to exp on live used to be killing low blues at great / moderate speed. Hell, fungus grove was about 3-4 hours an aa point, that's better than anywhere for solo here (unless you are a war + cler). Most blues simply don't give enough exp. I think the dps and difficulty of higher mobs is fine and in-line with live. But the speed of 51-59 shouldn't be as hard as 60+. Also, if nothing changes, velks, dn, hole, sg, sseru, sv, cmal will be completely abandoned, as is almost the case now. I don't understand the push for slowness after 50. I'd rather see everyone 60+ and raiding personally, as there is so much unbeaten content that I'd love to try. So many are fed up with the grind that they don't log in anymore. In fact, I have trouble getting excited about logging in myself. It's beginning to feel like a second job. And I'm getting woefully tired of frogs and golems.

2) Spell Aggro: A healer/slower dies almost every mob requiring CH-chain, ala ToT. A death every fight on trash is annoying.

3) Random LDs / Zone crashes / Raid lag / General stability. Wiping to crashes isn't very fun, especially when you've almost killed a boss.

4) Equipment versus content difficulty. My lvl 60 velious monk had about 900 hp more than my lvl 63 wr monk. When SoL came out, the gap pretty much doubled. I'm not suggesting the GoD-like crazy items, or anything. But items appropriate to the dps of the higher mobs would be nice. A general increase in ac/hp gear for all slots would help, and some kind of updated planar armor that doesn't require 18+ to get (ala ToT).

5) Lack of incentive to level past 60 for both melee and caster.

6) Unfinished quests / zones (ie. cmalth)
 
Ah. I just remembered what I said here before Melwin NazEdited it, anyway I don't know why people can't comment on other players suggestions. But okayyy....
 
1) Charisma. Although I like the fact that it affects resists (I don't think there should be such a thing as a useless stat), I do wish that it would affect prices, similar to it's affects on live.

2) Tradeskills. Yes I wish there were more. I also wish the existing ones were a little more robust. As a Jewelcrafter, I'd like to see the ability to maybe make bracelets and veils.

3) Finding groups. The other day, when Eldenal's Mansion was first opened, it was up to everybody there to find a group. Having not been able to find a group in days I did a quick /who of the area and discovered I was the only enchanter. Shouldn't be a problem then, with 17 people all lfg? I ended up sitting around for 30 minutes and the closest I got to getting a group was the GotW 'group' asking me to crack and haste them.
I don't know what the problem is. Is it my class? Is it guild Loyalty? Do people just not like me? I've found this problem on all levels, but no where has it been more prevalent for me than in the higher lvls. Needless to say, this is the biggest point of ire for my WR playing time.

4) Quests. I like quests. All sorts of quests, from good item rewards to xp and faction rewards. I noticed that the xp for Kobold paws was lowered a disgusting amount. So much that it wasn't worth the time to give them unless you were doing it for faction. I'd also like to see more of the epics put in.

5) The Perfect Party. It seems that the only way to gain xp efficiently is by having the perfect party. You all know what I mean so I won't list the classes. It's frustrating that without this ideal situation, I xp faster and get more plat by soloing. Basically, I wish that xp'n would be awesome for this so called perfect party and have all groups worth joining over solo(hopefully not by nerfing solo xp).

6) Sellable items. A lot of the items (lore in particular) can not be sold to merch's. I wish they'd at least offer a couple plat for these items that I can't even seem to give away.

That's about it.
Thumbs up to all the GM's and Wiz for their hard work.
Special thanks to Prathia for putting up with all my annoying questions and Melwin for saving one of my char's from certain Database doom.

-Ibn'Al'Muhalla
 
a few twists to make WR more "Role-Playable"

Hi!

I have a few thoughts on how to make the game more "juicy" and role-playable:

1. I would love to see NPCs wandering around, not just the Erudin defenders or a mob here and there, but real named NPCs moving from A to B (with some logic behind it, of course). I think it would add great realism to the WR world (I've seen some NPCs move around in the open zones, but named NPCs in towns, huts etc. are just "stuck"). Imagine seeing Gnebas Windrummer crossing mistwoods to see his nephew Wilva in Erimal or something. It would add motivation to role-play, and sure make tracking even more usefull for us rangers :lol:

2. Another idea that crossed my mind is NPCs hailng you instead of you hailng them! Lets take this further, imagine an NPC approaching you on his own initiative (or a wizard NPC sending you a /tell with "telepathy" or something similar) and start talking to you about a quest or a job he wants you to do for him/her. It can be made on faction/charisma basis + some randomness, and there you have it! a very surprisingly alive world where (almost) anything can happen. I think surprises and this kind of unpredictable events were what made D&D such a great game, back in the days when we used to sit around the table, developing a love/hate relationship with the Dungeon Master.

3. I think what makes some of the quests so boring and tedious, is them being so technical: "helo, blah, blah, go bring me [item needed for quest], I will reward you". Thats not a real quest. It's a <kill-loot-bring back> mission. A quest involves some thinking, puzzle-solving, knowing that it's not only about killing a mob or delivering something to someone, for you to solve it.

4. Last thing i would like to suggest: some areas of towns have inns and rooms. As a player, you know that you have nothing to look for inside these rooms. Why not make some of them locked, with interesting NPCs inside them, that you can knock on their doors, or pick the lock... and while at it: in these empty rooms I saw many items, like tables, chests and closets and a bunch of other stuff. These are mere decorations. Why not make PCs able to put things inside, lock them up, move them around, find treasures inside locked/trapped chests?

Maybe some of my suggestions are not even possible whithin the boundaries of the EQ engine. But if they are, I think they will add alot of depth and role-playing to the game.

Thanx
 
I just wanted to reply and say that these are mostly very good suggestions we'll try to look into. :)
 
In no particular order and from the perspective of a new player who has played a beastlord to 33 and a bard to 53:

When you die, you get disbanded from the group. Very frustrating when your group wipes.

Lack of mid-level armor drops. I've seen a decent variety of weapons drop, but for armor I've got some pieces I've worn now for 40 levels.

People quitting around lvl 25-35ish. There seems to be something in this level range that makes people quit playing. The people I grouped with in places like warrens, shrouded island, first ruins just aren't around anymore.

The problem that Melwin said I can't mention. :)

The world is too big/travel options too few. I have a love/hate relationship with this. My explorer side loves this as I have lots of things to explore. My grouping side hates this as people generally don't want to travel to group. They want to log in and play and not run from Neth Lair to Siren's Grotto to get a group. 2-boxing rules on this server as your group is right there. I see a lot of unused/empty/abandoned zones. Travel time is one of the things I would attribute this to.

Barren/bland zones. I was able to explore Frosthorn in 2 minutes. Eastern Wastes in 3 minutes. The wakening lands has large areas where there is nothing. Give me quality of zones over quantity of zones any day of the week. I would rather see one zone packed with content than have it spread out over 3 zones.

Group exp vs Solo exp. Is there a group bonus like on live? Some of the group xp I've gotten seems slow compared to soloing. I really like how the live xp group bonus works and encourages grouping.

Lack of in-game lore/storyline. I've been searching for it, but all I've found are a tidbit here and a word there. I've enjoyed playing on WR, but if I had to pick the one thing I was most disappointed in it would be this.
 
There is definitely a group bonus.

Get in a well-balanced 5-6 person group and the xp will fly, faster than soloing. That is, unless you are a godly soloer like a bard or mage.
 
1) XP.
As Yvang said so well, I just dont see the point of the push towards grinding post 50. I think the XP requirement for all levels should be cut in half at the very least, including AA. For post 60, you can keep it how it is, I don't think anyone cares since it's worthless for melees, and post 60 spells are useless junk for the most part.


2) Non-raid armour drops.
There is a real lack of good armour drops outside of raids and quested loot. I think there should also be a quested alternative to Draconic/Stormforged aged runic pieces. The reason is, the zones which still drop these pieces are so abysmal for xp (with the exception of tov and kael) that hardly anybody hunts there. It's very difficult to get groups in those zones now, if you manage to get a group at all, not to mention the drops themselves are then quite rare. It just isn't viable at this stage for someone without a guild or highly effective DC duo to get these armours. If an alternative is put in, it is essential that the quest is capable of being completed solo, otherwise it is the same as trying to find a group to just camp the pieces in the first place.
 
Armor drops in seb and sg seem ok. Prob not as good as kael and tov but you can get good exp while doing seb/sg. Was trio'n the stuff in sg that drops the armor at like 53 w/ a 55 or 56 pally and 52 cleric.
 
3. I think what makes some of the quests so boring and tedious, is them being so technical: "helo, blah, blah, go bring me [item needed for quest], I will reward you". Thats not a real quest. It's a <kill-loot-bring back> mission. A quest involves some thinking, puzzle-solving, knowing that it's not only about killing a mob or delivering something to someone, for you to solve it.

The problem is, that by defination, a quest is something that involves going out and slaying something and bringing back proof of your deeds. Think medieval times.

In that sense, a puzzle isn't really a quest. If I make a puzzle, I wouldn't call it a quest. Making puzzles in EQ is difficult, because of the interface and limitations. Most of the puzzles would have to involve word play or logic, which a lot of people dislike. I have some ideas for visual puzzles, but it's difficult to put into working application.

Also when designing puzzles, I want to make them change dynamicly so people can't post spoilers of it, or it would defeat the purpose of the puzzle. That's pretty hard to do :|

Right now we're all pretty busy with the ToT expansion. In the next month I plan to implement a lot of stuff.

-Z
 
Jamethiel said:
Group exp vs Solo exp. Is there a group bonus like on live? Some of the group xp I've gotten seems slow compared to soloing. I really like how the live xp group bonus works and encourages grouping.

Lack of in-game lore/storyline. I've been searching for it, but all I've found are a tidbit here and a word there. I've enjoyed playing on WR, but if I had to pick the one thing I was most disappointed in it would be this.

First of all, to prevent misunderstandings, I'd like to clear the group thing up. The group bonus on WR is like...four times as big as it is on Live, so it's definitely there ;)

The second problem is not because it doesn't exist. Trust me, Wiz has a reason for everything existing that make a a lot of sense in the big picture and context of the world. I'm really sadf about this, because it's good stuff that should be available to players, but it's too low priority for him to write it up and he's the only one who can do it for obvious reasons. :(
 
Technically this isn't a debate :p

Jamethiel said:
People quitting around lvl 25-35ish. There seems to be something in this level range that makes people quit playing. The people I grouped with in places like warrens, shrouded island, first ruins just aren't around anymore.

This plays into my only real complaints.

1. Dual clients are horribly dominant here. Those who say you do it because you can't find a group, that's why.

2. There is really no motivating factor to play 25-35 without groups. If you're 25-35 and you haven't joined (and been twinked out by) one of the guilds, you might as well quit. Unless you're a soloing class, the exp train stops here. If you're a soloing class, you just get bored 35-50 or so and quit.

3. Am I think only person who sees twinking as an issue? I can't cast Valor on a level 1, but I'm allowed to give him/her uber equipment. Somehow I don't see how putting level restrictions on items would hurt anything but the twinks. Why bother putting in low-level item quests when the 'newbies' have high level gear? This will eventually scale out to where 'low level gear' is considered anything not no-drop, like live.

(this is unrelated, but it's been going on a while)

4. The spawns in unrest appear to be broken. There was some nice 20-30 gear in there, as well as the key component to the cleric helm quest. I haven't checked the imp/dwarf lately, but it seems like you never see a master preserver or lord. If they're just on majorly adjusted timers, please ignore.
 
^^^^^

1. You have noticed thats a 100 on the server population not a 1000?

2. How is this any different than Live for those who didn't grow up in the supidity of the pop+ era? And the guilds here don't exactly "twink you out" for joining.
 
Back
Top Bottom