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Old 06-25-2008, 03:06 AM  
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Default Re: Expansion #5: Guild Hall Land

Killing trash with a decent chance on getting something useful sounds reasonable. Heroic trash, that is.
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Old 06-25-2008, 03:32 AM  
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Default Re: Expansion #5: Guild Hall Land

No it doesn't. Killing Heroic nameds for something decent sounds good. Killing Heroic trash to get to Heroic nameds instead of having them handed to you sounds good. Killing solo mobs and getting solo quests for gear 10x better than mastercrafted (for most classes) sounds like shit to me. The mastercrafted gear has been getting better and better as they have been upgrading it and tweaking it to be more in-line with current game standards (weapon delays and such). Why would it be so far fetched to see level 82 Mastercrafted that's better than Heroic RoK Gear but horrible compared to months of raiding Top-Tier RoK [This being an example of a level 85 cap or something, but they already said they aren't raising the cap so it's just an example of how fucked up loot is, yay!]

And the poster above mafoe is right, shit just needs to be more rare like it was back in the day. Wah wah wah more talk about back in the day, but this is now! Yeah so what? Anyone remember how fucking badass you were in Kunark/Velious era to be running around with a Fungi tunic while you were soloing? That wasn't exactly a common item..

Most of the good items in EQ1 weren't.. and almost every single item that dropped from raid nameds was good to someone, everytime. Granted the dynamics of raids have changed a lot with there being 1/3 of the people allowed on a raid, but still; how many people have transmuted a lot the same items over and over in Rok Raids?

They need to stop dicking around and put up some real in-depth content. With real story line, and real progression. I don't care if it's not Velious, I honestly don't think it should be. It should be like KoS, that didn't resemble EQ1 planes for anything; and it was an awesome event the day those went live with the epic encounters.

We should be discovering new stuff and there should be a good god damn storyline to it. They have a real chance to go somewhere with this Void shit and the shadowmen taking over/invading. Or they have a real chance to give us some LDoN shit where we do instances.. over and over.. to get tokens.. to get stuff.

Neat.
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Last edited by Muph; 06-25-2008 at 03:35 AM.
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Old 06-25-2008, 03:46 AM  
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Default Re: Expansion #5: Guild Hall Land

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Killing trash with a decent chance on getting something useful sounds reasonable. Heroic trash, that is.
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Originally Posted by Muph View Post
No it doesn't. Killing solo mobs and getting solo quests for gear 10x better than mastercrafted (for most classes) sounds like shit to me.
O.o
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Old 06-25-2008, 10:20 AM  
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Default Re: Expansion #5: Guild Hall Land

Fast respawns are an artificial and fucking annoying way of making a zone more difficult. I would rather have higher con mobs, or interesting scripts, or some other challenge than making mobs respawn in 240 seconds. There is a difference between hard, and stupid. I don't mind hard. I'd like to learn the strategy, and how to clear a zone properly. Lightning fast respawns are just stupid.

Karnor's Castle respawn is like 6 minutes I think. Castle Mistmoore and Kaladim are the worst examples -- 240 seconds.
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Last edited by feldon30; 06-25-2008 at 10:25 AM.
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Old 06-25-2008, 10:55 AM  
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Default Re: Expansion #5: Guild Hall Land

I agree with Feldon. You know what would happen with an open dungeon that only had say.. 8-10 nameds in it (which considering something like SOS could be fun as hell) had 50 minute respawn timers on the nameds. Every one of them! Oh how much people would bitch; but oh how SOE would actually have to fill the rest of the zone with content.

Anyone else remember all the quests involving and inside SoS? The only really fast respawn timers should be in epic instances IMO like the original VP, the trash there was a bitch considering it respawned 120 seconds after you killed it.
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Old 06-25-2008, 02:13 PM  
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Default Re: Expansion #5: Guild Hall Land

OK, so having trawled through 7 pages of off topic stuff, do we actually know anything more about guild halls other than they are supposedly coming in GU49 in September?
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Old 06-25-2008, 02:53 PM  
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Default Re: Expansion #5: Guild Hall Land

Just the basics from Fan Faire. Up to 40 rooms. Good guild hall is instanced off of Antonica. Evil guild hall is instanced off of Commonlands.
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Old 06-25-2008, 02:56 PM  
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Default Re: Expansion #5: Guild Hall Land

Meanwhile having unnecessarily forgone gentrification, Qeynos and Freeport proper will be reduced to ghettos with high crime rates.
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