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05-09-2008, 10:36 AM
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I took the red pill :(
Character: Aleraku
Server: Blackburrow
Posts: 7,426
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Re: Contested... Skill Vs Playtimes
Quote:
Originally Posted by Cracatoa
Easy fix, as previously stated: Stop raising the level cap. Voila!
EQ1 rocked because you'd be 60 for 2 years and tons more content would come out during that time. EQ2 has duplicated that only once (EoF) and it worked really well. Sad they got away from it already.
For a damn long time, people were still fighting over Hurricanus, MO and 3 Princes in EoF.
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Hear hear!
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/126 Troubador, 73/107 Coercer, 60 Paladin
An enchanter epic weapon without subjugation is like a Buckeyes T-shirt without the colors scarlet and gray.

Don't find yourself fixing things out of fear that you should have fixed out of love.
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05-09-2008, 12:31 PM
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I don't like you
Character: Arabelx
Guild: Confirmed
Server: Unrest
Posts: 1,595
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Re: Contested... Skill Vs Playtimes
Quote:
Originally Posted by Widem
Linear Progression systems are the best. Diminishing returns aparently takes too much responsibility for forward thinking for a dev. after gear is made too powerful the only course of action is increasing the level cap.
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Don't have to raise the level cap if you get rid of diminishing returns!
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05-09-2008, 01:11 PM
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I took the red pill :(
Character: Aleraku
Server: Blackburrow
Posts: 7,426
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Re: Contested... Skill Vs Playtimes
Don't have to get rid of diminishing returns if you stretch the curve.
__________________
80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/126 Troubador, 73/107 Coercer, 60 Paladin
An enchanter epic weapon without subjugation is like a Buckeyes T-shirt without the colors scarlet and gray.

Don't find yourself fixing things out of fear that you should have fixed out of love.
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05-09-2008, 01:35 PM
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Character: Gaige
Guild: Chaotic Legion
Server: Kithicor
Posts: 2,887
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Re: Contested... Skill Vs Playtimes
In EQ1 they always refused to raise the level cap because they didn't design the game with raising it in mind so everytime they did so it broke shit, especially in the beginning.
In EQ2 the game was designed to keep increasing the level cap.
So I don't think you can draw very many similiarities there. Also EQ1 had no TLC and the gear dropped from older, lower level shit stayed good throughout expansions.
Neither of which are the case here. EoF sucked imo, and the majority of raiders were NOT still chasing KoS content just because it was "current" tier.
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Cleansing the internet of e-whores since 2003! Just saying!
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05-09-2008, 01:39 PM
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I took the red pill :(
Character: Aleraku
Server: Blackburrow
Posts: 7,426
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Re: Contested... Skill Vs Playtimes
Forget what they designed for EQ2 because the con system is a nightmare on all fronts and they clearly didn't think through the long-term ramifications.
__________________
80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/126 Troubador, 73/107 Coercer, 60 Paladin
An enchanter epic weapon without subjugation is like a Buckeyes T-shirt without the colors scarlet and gray.

Don't find yourself fixing things out of fear that you should have fixed out of love.
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05-09-2008, 01:52 PM
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Character: Gaige
Guild: Chaotic Legion
Server: Kithicor
Posts: 2,887
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Re: Contested... Skill Vs Playtimes
I'm totally sure they'll just start over after this long!
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Cleansing the internet of e-whores since 2003! Just saying!
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05-09-2008, 07:48 PM
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I know you are but what am I?
Character: Phrogg
Guild: Virulence
Server: befallen
Posts: 141
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Re: Contested... Skill Vs Playtimes
The playing field will never be even at this point on Avatars. Guilds that killed avatars in T7 will have the advantage right away. Yes many rosters are different than they were 12 months ago...even 6 months ago, but usually the strong survive. Instancing then = stupid. Having more than 1 up at a time just means the strong get stronger faster, the non avatar guilds will likely stay just that. A few servers do offer competition between guilds but it seems the guilds that want to kill avatars and/or do really don't want competition.....ie Confirmed moving to unrest..they chose that server because of the fact they wouldn't have competition.
The only way to try to lvl the playing field in the future is to have set spawn times and server wide announcements that "xxxx" contested, and have the spawn time make sense for the server.....ie a US server spawn time would be 9pm est.....etc.
A cool idea would be a contested "arena" that would span all the servers. Guild 1 signs up.....guild 2 signs up and bam they enter the Arena and start trying to kill said mob. Make it so you can only enter and win 1 time every 3-5 days and make it progressive. So after 5-10 wins your guild enters a second tier....then 3rd..then 4th...each lvl the competition gets stiffer but the loot gets better.
Guilds then could be apart of a ranking system...
just some thoughts....
Last edited by Phrogg : 05-09-2008 at 07:50 PM.
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05-09-2008, 10:20 PM
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Tabula Rasa
Character: Deathswisper~last name
Guild: none atm
Server: Peagasus i think or w.e the east time zone is
Posts: 412
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Re: Contested... Skill Vs Playtimes
Quote:
Originally Posted by Phrogg
A cool idea would be a contested "arena" that would span all the servers. Guild 1 signs up.....guild 2 signs up and bam they enter the Arena and start trying to kill said mob. Make it so you can only enter and win 1 time every 3-5 days and make it progressive. So after 5-10 wins your guild enters a second tier....then 3rd..then 4th...each lvl the competition gets stiffer but the loot gets better.
Guilds then could be apart of a ranking system...
just some thoughts....
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i was thinking the same thing or if it was alwas up and the number of times you could go in during a 7day period of time
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05-09-2008, 11:39 PM
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I know you are but what am I?
Character: Phrogg
Guild: Virulence
Server: befallen
Posts: 141
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Re: Contested... Skill Vs Playtimes
getting more specific i would make it a 3-5 day lockout with a win.
48 hour lockout for a loss.
If neither guild can kill the mob in xxx amount of time...(2-3 hours) they locked for 48 hours.
Arena sign ups would be based on a 24 hour clock and match ups would be randomly assigned....for example sign ups woulld be from 8:15 eastern to 8 eastern the following evening. Match ups would be randomly between 8:15-8:30 then guilds would have 30 minutes to get to the "arena"assigned and the battle would start at a specific time..say 9pm -11:30pm est
There would be a tier system set up. Mobs would be gradually more and more difficult based on the tiers. The number of wins a guild has would graduate them from Tier to Tier.
Mobs will be difficult to start......not quite avatar difficulty but hard....the mob killed will be random and unknown til you get in the "arena".....I would have 5-10 mobs per tier with 10+ at the top tier
Guilds advance with WINS to next tier.....7-10 wins would be a fair amount....making it so a guild can advance after about a month if taking advantage of all timers and winning.
Loot of course would be tier based as well.
Guild rankings/ toon titles would be attainable based on victories gained and advancement thru tiers. Have special status items/mounts available attainable as well thru rank advancement
not like this will ever happen but it would be a cool system
Phrogg
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05-10-2008, 12:33 AM
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What? Huh?
Character: Jatul/Falill
Guild: Uprising
Server: Kithicor
Posts: 20
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Re: Contested... Skill Vs Playtimes
Am i mistaken in that "contested" means the guild that wants it more (that means get on early and put in the effort) should get it? If the non hardcore raiders want Avatars then they have to do the same shit the rest of the people who actually kill them do.
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