IMPORTANT POLL!

Tell us what you think!
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Lillu
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IMPORTANT POLL!

Post#1 » Mon Sep 21, 2009 10:56 am

Well it's not really a poll, but we would like to get feedback! What do you miss the most from THF? What new content/lore/whatever would you like to see?

Please give us some feedback, to help us design and set priority for new content development.

Thanks :)

Koeril
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Re: IMPORTANT POLL!

Post#2 » Mon Sep 21, 2009 11:57 am

Aside from my post on widening the scope on tradeskills, there isn't much else I really feel is missing. I'm sure there is a lot that can be expanded and enhanced of course, but overall I feel the EQ experience has been revitalize pretty well here.

What I miss from my EQ days is something that would pretty much be impossible to recreate anyways which is the newness and discovery of everything. Heck, my first character took a week to leave Qeynos! This server does give a bit of that by opening up some of the areas I never visited.

I'm sure, however, as this thread/poll develops, more will come to mind.
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Hans Poisondirk - Rogue
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Medes
Posts: 37

Re: IMPORTANT POLL!

Post#3 » Mon Sep 21, 2009 12:33 pm

I really miss working Pet Focii ;)

Beside that, i would like to see new content in GoD and OoW zones. I always had a strange and excited feeling when travelling through Kod'Taz or the Muramite Proving Grounds.
I loved the lore from the "Muramites", beings of another dark dimension of pure darkness and violence coming to take over the world.
They were extremly dangerous places, even with a full group a step too much and you saw the Loading-Screen. :)
Medes
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Koeril
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Re: IMPORTANT POLL!

Post#4 » Mon Sep 21, 2009 1:57 pm

Speaking of newness and discovery - I've never been to those places :)
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crucial
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Re: IMPORTANT POLL!

Post#5 » Mon Sep 21, 2009 2:30 pm

I think Koeril has the right kind of idea... discovery is big and i think that's one thing that a lot of people look at in a new server... your first impression is very good with the custom zone when you first come into the game.. i think if you did a few more custom zones with custom content to give players a feeling of "What is coming next?" your server well become populated very quickly and they are more out to stick around because they are thrilled to find out whats coming next.. I understand that its not exactly easy to create your own zones and stuff, but ATM most of us have seen chardok, crushbone, and kael enough times that even with custom encounters it still is kinda boring..


just my thoughts, as of how you have everything set up now i think your doing a great job i haven't seen any of your end game content yet being only 65 but i look forward to seeing whats coming next =)

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Tyler
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Re: IMPORTANT POLL!

Post#6 » Mon Sep 21, 2009 3:24 pm

crucial wrote:most of us have seen chardok, crushbone, and kael enough times that even with custom encounters it still is kinda boring..


Too true - will keep that in mind.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

Jeido
Posts: 1265

Re: IMPORTANT POLL!

Post#7 » Mon Sep 21, 2009 3:30 pm

Well Lillu already knows my opinion, but i'll post it anyway! I think the servers in great shape atm as far as long term progression for raiders, especially once PoA is out. The only problems are with some spell effects not working (lots of the high-end raid zone clicks, mostly), and difficulty of gearing up if you're not in a raid guild.

Now, the release of PoFire has really opened up the doors for new players as far as gear is concerned, but I still hope to see that other system that I suggested to Lillu implemented.

As far as content, I think it'd be best to just spend a few weeks fine tuning things that are bugged. You could make a post to have everyone post old, forgotten about bugs that never ended up getting worked out for 1 reason or another. This way you could have flawless content up to tier 4 (PoF/PoA), and that is a large amount of content. Afterwards, you could continue with adding new content once again. It also wouldnt hurt to throw in some of those scripts we're hearing about into the older raid zones. Not many, maybe 1 or 2 per zone.

Other than that, I guess give the tradeskillers what they want and don't burn yourselves out on LDoN! hehe

PS: Tacvi, tacvi tacvi!!! tier 5? :P
Jeido, Founder of Evolution

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TheBloodmoon
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Re: IMPORTANT POLL!

Post#8 » Mon Sep 21, 2009 4:39 pm

OOW zones. Some of the best zone designs in my opinion. Very large, often difficult to navigate zones with some of the scariest npcs in the game, both in looks and power. I LOVED what OOW brought to the game, and it took me a very long time to let go of it after multiple expansions trivialized a large amount of its content.

I think there is tremendous potential in every single one of the OOW zones. Bloodfields, Draniks Scar, Wall of Slaughter, Riftseeker's Sanctum, Ruined City of Dranik (awesome zone concept), Noble's Causeway, Muramite Proving Grounds, Citadel of Anguish, Harbinger's Spire (VERY cool design), and even ANY of the instanced zones off of Dranik's Scar are all so well designed, you could do anything you want with these zones.

Plus, the ominous lore of OOW is perfectly fitting for the balance of good vs evil setting on the server with one of the original methods of travel to OOW being none other than the Priest of Discord.

I strongly suggest looking into using these zones as future content.
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Ealan
Posts: 9

Re: IMPORTANT POLL!

Post#9 » Mon Sep 21, 2009 9:33 pm

I would like to see Charasis, Howling Stones implamented.
http://www.eqatlas.com/kunark/howlingstonesmap.html

This comes from very fond memories of the exploration of the first expansion on live. This zone was a huge challenge and required a full well balanced group at release. The pit traps add a ton of flavor, along with the no-rent key system to progress. The plethora of named mobs I think opens this zone nicely a loot system revamp similar to Karnors.

Part of the appeal of this zone was the feel of dropping through the scorpions and running into the temple, so ideally their would not be a port fairy directly into the zone. Rather I would enjoy seeing a ton see invisible scorpions with large HT's roaming the canyon, that you must make it past.

I also think that it would be great to make the key quest difficult, Xagloz and Chancellor could become interesting fights quite easily. I envision Xagloz as having a group of hard hitting minions surrounding him, necessitating crowd control. I see the Chancellor as having a very large spirit companion and a few interesting procs.

As for progression from one wing to the next, I liked the no-rent trash dropped keys. The final combine after killing drussel Sathir to obtain the master key always felt like a major accomplishment.

It is not clear to me where this zone should fit as far as difficulty. I personally see it as a flexible zone, perhaps each wing could approximate a tier difficulty starting with Icewell. First two wings (North and West iirc) could be single group oriented. South could require two groups and Drusilla as a raid could be a ton of fun, tight quarters always make raids interesting.

Also - this zone lends itself in my mind to leading much deeper into a much darker zone. After all, you must work hard to reach a zone out here. This had the problem of leaving tanks stranded on live - but with our gate clickies :D

One of the reasons that I think Kunark zones are great places to work (as does the dev team given Karnors, Sebilis and COM is that for most players on live they never were the place to be.

One way or the other, I sure am excited to see what comes next.

Ealan
Posts: 9

Re: IMPORTANT POLL!

Post#10 » Mon Sep 21, 2009 9:45 pm

Some other thoughts that I deem worth sharing,

The difference between Chaotic armor and Icewell armor seems to be almost entirely based upon switching from type 7 augs to type 8. Personally I think Chaotic armor should be tuned down a notch, such that Icewell provides a jump in power.

Chain quests, I would love to see class specific chain quests. Perhaps its all one quest and the reward is class specific to save time coding. The epic quests you have implemented are excellent. The charm quest is excellent.

Raid (and other) bosses with bane weps. The emp just isn't the same if you can hit him with anything.

Fabled mobs, it seems that you have a struggle to provide continued raid content to the high end players while developing content latterly. Fabled mobs make for wonderful raid targets, and encourage high end players to revisit the content you already worked hard to enable. It seems like you could go through old world content and toss fabled into already existing zones with relative ease. I can't tell you how excited I was too see fabled in crushbone. Good times! Perhaps also make them spawn for only a window of time on larger mobs, seems like a good way to intermittently reward grinding a camp for a long time as well.

:) thanks for taking so much time to poll the opinions of others!

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