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10-31-2007, 02:33 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 1,969
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Re: expansion of mentor rules
Quote:
Originally Posted by Laodaron
They'd still have to level above the content in order to make it trivial. This idea in threory would be awesome, but in EQ2, I just don't see it being practical. PLUS, I enjoy being able to train through zones, I don't wanna have to actually pay attention when I'm running through.... lol
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I agree it may not really work in eq2, now. At least not without some work. As an idea if a game was designed with this in mind from the beginning. It could be a pretty cool feature.
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10-31-2007, 02:37 PM
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You are not your parse
Character: Sotanyavejin
Guild: Old World Guardians
Server: Guk
Posts: 87
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Re: expansion of mentor rules
Not only no, but hell no.
There's a number of problems with this idea. Some of them could be addressed by changing game mechanics or fixing bugs. Others would be intrinsic to the proposal.
First of all, consider what happens to all of your buffs when you mentor and then unmentor. Do you really want to have to recast your buffs every single time you travel from a lower-level zone to a higher-level one? I sure as hell don't. Now, this could be fixed by fixing that bug. But it's still a problem.
Second, consider the consequences of making all mobs everywhere, regardless of level, effectively con to you. Travel would take twice as long, as you'd have to either train or fight your way through every single zone between you and your destination. Do you really want to have to train or fight through the entirety of Lavastorm and Sol Eye to finish the Ro deity questline, for example? Or fight through every. single. fucking. mob. in every. single. fucking. zone. in the entire. fucking. game. to get all your statues? Fuck that noise. Maybe this appeals to some people. It sounds like a great way to get me to quit for good.
Finally--and this is the real killer for me--it completely eliminates most of the point of having tiers. Why bother killing level 25 goblins to get to the next tier, when I'm going to be the same effective strength against them as I am against level 35 goblins in another zone? It almost entirely eliminates the feeling of progression, of getting measurably stronger. You get to level 30, and then you cap out for that zone--you'll never be stronger than that. Again, fuck that with a rusty cheesegrater.
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Sotanyavejin
OWG Fury
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10-31-2007, 02:44 PM
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HoOT!
Character: Dorland
Guild: Validus
Server: Splitpaw
Posts: 138
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Re: expansion of mentor rules
Something of this nature would completely take away the goal of hitting max level, which is what a huge chunk of the game population want. When they hit the cap they roll another alt and do it again. Under this system sure you would hit the cap but what is to stop you sitting in Oakmyst Forest and grinding to 70?
In my opinion one of the driving factors of AA's in the first place was to make it so you almost have to do some quests and search different zones to level your AA's. Therefore more of the unused zones become used again and people don't just mindlessly grind to the cap.
It would also open the door for countless farming and exploiting and frankly isnt needed.
Why not just offer a lessened amount of AA for grey quests and mobs?
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10-31-2007, 02:44 PM
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Shooter of Arrows
Character: Drodin
Guild: Rapture
Server: Blackburrow
Posts: 560
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Re: expansion of mentor rules
this could be a good idea for instance zones (raid, group or solo). but for public dungeons and overland zones - not so much.
A house item or something to click to adjust your level for whatever reason would be a nice alternative to the farmers who dont have two accounts =/
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10-31-2007, 02:49 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 1,969
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Re: expansion of mentor rules
Quote:
Originally Posted by Sotan
Not only no, but hell no.
There's a number of problems with this idea. Some of them could be addressed by changing game mechanics or fixing bugs. Others would be intrinsic to the proposal.
First of all, consider what happens to all of your buffs when you mentor and then unmentor. Do you really want to have to recast your buffs every single time you travel from a lower-level zone to a higher-level one? I sure as hell don't. Now, this could be fixed by fixing that bug. But it's still a problem.
Second, consider the consequences of making all mobs everywhere, regardless of level, effectively con to you. Travel would take twice as long, as you'd have to either train or fight your way through every single zone between you and your destination. Do you really want to have to train or fight through the entirety of Lavastorm and Sol Eye to finish the Ro deity questline, for example? Or fight through every. single. fucking. mob. in every. single. fucking. zone. in the entire. fucking. game. to get all your statues? Fuck that noise. Maybe this appeals to some people. It sounds like a great way to get me to quit for good.
Finally--and this is the real killer for me--it completely eliminates most of the point of having tiers. Why bother killing level 25 goblins to get to the next tier, when I'm going to be the same effective strength against them as I am against level 35 goblins in another zone? It almost entirely eliminates the feeling of progression, of getting measurably stronger. You get to level 30, and then you cap out for that zone--you'll never be stronger than that. Again, fuck that with a rusty cheesegrater.
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For one green con mobs have a reduced agro radius. You can effectively train through those zones with little to no extra work. Seriosuly what tier 7 zone currently gives you any issues traveling through? With griphons, runspeed, mounts, evac, druid portals/wizard spires, stealth/invis. If you really think all of a sudden some green mob 10 levels lower will hault your progress you need to learn to play better. I really do not see where this would make traveling an issue. As traveling has NEVER been an issue in this game even during appropriate level content. And as many have pointed out while mentoring you are still at a slightly increased effectiveness vs lower level content. So when you are leveling you are still improving.
And leveling allows you the ability to kill higher TIER content with better loot while continually trivilizing older tier content.
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10-31-2007, 02:54 PM
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Nobody
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Re: expansion of mentor rules
Quote:
Originally Posted by Sotan
First of all, consider what happens to all of your buffs when you mentor and then unmentor. Do you really want to have to recast your buffs every single time you travel from a lower-level zone to a higher-level one? I sure as hell don't. Now, this could be fixed by fixing that bug. But it's still a problem.
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They fixed this already.
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10-31-2007, 02:55 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 1,969
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Re: expansion of mentor rules
Quote:
Originally Posted by Layra
Something of this nature would completely take away the goal of hitting max level, which is what a huge chunk of the game population want. When they hit the cap they roll another alt and do it again. Under this system sure you would hit the cap but what is to stop you sitting in Oakmyst Forest and grinding to 70?
In my opinion one of the driving factors of AA's in the first place was to make it so you almost have to do some quests and search different zones to level your AA's. Therefore more of the unused zones become used again and people don't just mindlessly grind to the cap.
It would also open the door for countless farming and exploiting and frankly isnt needed.
Why not just offer a lessened amount of AA for grey quests and mobs?
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If someone wants to kill bears in oakmyst forrest for months why shouldn't they? It will probably take them years off solo green mobs 10 levels lower then then to get to lvl 80. The desire to level now would still be the same to see and play in higher level content. If your trying to say that that a major point of seeing new content was to level, then your effectively saying there is really no point to playing when you hit 80.
Every farming and exploit with this rule would already exist with or without this rule. All it becomes is an extension of the same rule.
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10-31-2007, 02:57 PM
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Pixel Pervert
Character: Fuck off SOE
Guild: Sold to GMWORKER.COM
Server: Hello Kitty Online
Posts: 647
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Re: expansion of mentor rules
It is kind of lame. Mentoring and fighting the lower level content is much easier. First off, higher level people often have nicer gear than you did when you were running through the Commonlands and Ruins of Varsoon. If you got auto-mentored, it would only save you the trouble of finding someone the appropriate level to go in there.
In order to farm easy crap you should at least have to put forth a little effort even if it is logging in a dual boxed character or *gasp* talking to someone else and using them to farm the place.
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10-31-2007, 03:01 PM
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Visitor
Character: Checkov
Guild: Troops of Doom
Server: Guk
Posts: 56
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Re: expansion of mentor rules
Worst idea ever. My reasons are pretty much the ones already listed in the dissenting posts.
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10-31-2007, 03:11 PM
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L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 1,969
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Re: expansion of mentor rules
The funny thing is mobs never really went grey in eq1.
Its funny to see so many raiders want the easiest path.
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