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Old 01-08-2008, 06:41 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by aduros View Post
That pretty much sums up the one of the core issues with EQ2 development lately. "Too much work". The decision to make healer items mostly leather, and the reasoning behind it was one of the most stupid and laziest things I've heard. The constant cutting of corners, which has been made glaringly apparent in RoK, just compounds the issue for many.

"Too much work" seems to be one of the many factors of EQ2's constant decline.
For what it's worth to him, I believe it. Itemization has always been an issue in this game because of the overly complex design. However, those classes do exist and if SOE isn't going to hire the dev army needed to develop items (art is a non-factor because copy paste is always an option and we all know the engine sucks) with the speed needed to make expansions then they need to make it so I never see that line from a dev again.
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I used my best efforts to try and be supportive of SOE and did everything in my power to try and keep things professional and courteous between SOE and it's players... I will not stand back and be blamed for the incompetence of SOE management.
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I need to stop visiting this site, but I need my seasonal dose of spectating trainwrecks.
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Old 01-08-2008, 12:54 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

A change i ouwl dlike to see.

Please no combination with defilers.

But.... on crafted armor and weapons.

say the stats on a plate helm are.

36str 35 sta 22 agi
2% melle crit 2% extra swing chance
resists
890 cold 760 disease 842 poison

( just an example)

Let the purchaser of the item re set the stats. to a combination of which ever they would like to have that piece of armor. Just make crafter changable armor take an extra rare or something

So say if my poor wifes paladin who got the short bus ride on sta could go
91 sta 1 str 1 agi
4% extra swing chance
and roll all resist into one and have three helms depending on which zone she is going in to.

Just my opinion.
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Old 01-08-2008, 01:18 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by Zaneluke View Post
A change i ouwl dlike to see.

Please no combination with defilers.

But.... on crafted armor and weapons.

say the stats on a plate helm are.

36str 35 sta 22 agi
2% melle crit 2% extra swing chance
resists
890 cold 760 disease 842 poison

( just an example)

Let the purchaser of the item re set the stats. to a combination of which ever they would like to have that piece of armor. Just make crafter changable armor take an extra rare or something

So say if my poor wifes paladin who got the short bus ride on sta could go
91 sta 1 str 1 agi
4% extra swing chance
and roll all resist into one and have three helms depending on which zone she is going in to.

Just my opinion.
While something like that is possible, it would create a lot more DB overhead, since each piece of armor would have to be stored individually. It would also cause balance issues if people could readily min-max their armor. This would also greatly diminish the value of dropped and quested gear, up through fabled.

What could work, however, is a more advanced adornment system, where items can have more than one adornment slot based on quality, so handcrafted/treasured items might each have one, mastercrafted/legendary items would have 2 and fabled items would have 3. Base stats would need to be adjusted down a bit to compensate for people placing multiple adornments but it would allow for much greater customization.
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Old 01-08-2008, 02:11 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by Caswydian View Post
While something like that is possible, it would create a lot more DB overhead, since each piece of armor would have to be stored individually. It would also cause balance issues if people could readily min-max their armor. This would also greatly diminish the value of dropped and quested gear, up through fabled.
This wouldn't reduce the value of dropped and quested gear if they too functioned in the same way. See my earlier post about ROG (Random Object Generator) loot. The idea of the game being able to generate unique magic items with stats useful to the group running an instance is appealing, no?

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Originally Posted by Caswydian View Post
What could work, however, is a more advanced adornment system, where items can have more than one adornment slot based on quality, so handcrafted/treasured items might each have one, mastercrafted/legendary items would have 2 and fabled items would have 3. Base stats would need to be adjusted down a bit to compensate for people placing multiple adornments but it would allow for much greater customization.
This too would work. But, instead of the multi-slots forcing a rebalance, instead why not create legendary and fabled items with less umph, but more slots? In efffect, the extra slots are what makes the item fabled. How about an item with nothing but six empty slots? What would that be worth?

I'd suggest the following:
Handcrafted: 2 slots (who uses it anyway? maybe with an extra slot...)
Treasured: 1 slot
Mastercrafted: 1 slot
Existing Legendary: 1 slot
Existing Fabled: 1 slots
New Legendary with lesser stats: 1 to 2 slots
New Fabled with lesser stats: 1 to 6 slots

Combine this with class-specific adornment drops and quest rewards and you have a system where devs don't have to resort to making "leather" for all healers when there is a time crunch. When the crunch occurs, simply make generic "healer" adornments and pass them out as the quest rewards. Let the players decide which suit to place the adornments on.

Last edited by Wormy; 01-08-2008 at 02:21 PM.
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Old 01-08-2008, 02:33 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Class based stat changing adornments would also make a lot of sense. As the earlier poster suggested, a paladin only adornment that changes all stat boons already on a piece of armor to STA isn't going to upset game balance, even if it also adds a secondary effect. Giving that type of adornment as a quest reward would make the playerbase smile.

Class based adornments would also allow for that customization that people keep asking for.
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Old 01-08-2008, 03:09 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

I've got a small idea that could be placed into this "large" change...

Zerker/Guard = Mitigation and mega HP, as usual. Lower avoidance severly to take better advantage of their "mitigating abilities"

Pally/SK = Dammage Reduction (both spell/skill and armor related)

Monk/Bruiser = Avoidance as usual, some Epic mobs may need reworking to adjust to NEED a Monk/Bruiser, isntead of a Guard/Zerker HP buff fest.

Wouldn't this give Pally's and SK's a REAL reason to main tank Epic Encounters/Mobs over a Zerker/Guard.

Epic mobs hitting for less dammage, but much much more often would take great advantage of a Pally/SK or Monk/Bruiser versus a Zerker/Guard.
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Old 01-08-2008, 10:15 PM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Warrior is a main tank class... crusaders more of a OT class... if you want to MT roll a warrior... i think ppl are missing out on alot of things... all classes have their use.. All classes play their part in this game.. Say if a raid guild dont use a SK.. well i bet there are some out there that does..

Im getting tiered of ppl that want to give crusaders the same powerfullnes in taking dmg. you are the best class to snap aggro? as i said if you want to MT roll a warrior then.

Its kinda much the same with all classes. lets say druids. Fury buffs for dps and can do more dmg... warden is more of a protection healer... why change it? try to understand ALL classes have their use!

if you want all classes to do the same thing whats the point of having classes? make it figther mage scout and healer then... woow what a fun game that would be...

Last edited by Ower; 01-08-2008 at 10:20 PM.
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Old 01-09-2008, 05:05 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

Here's a supremely revealing question IMO: Does the EQ2 development team regularly use or have ever used storyboards?
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Old 01-09-2008, 05:15 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

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Originally Posted by Illuminator View Post
Here's a supremely revealing question IMO: Does the EQ2 development team regularly use or have ever used storyboards?
How would that be revealing for anything but the storyline and the large scale planning?
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I used my best efforts to try and be supportive of SOE and did everything in my power to try and keep things professional and courteous between SOE and it's players... I will not stand back and be blamed for the incompetence of SOE management.
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Originally Posted by Locke View Post
I need to stop visiting this site, but I need my seasonal dose of spectating trainwrecks.
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Old 01-09-2008, 06:06 AM  
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Default Re: A Large-Scale Fundamental Change to EQ2

DING DING we have a winner.
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