IMPORTANT POLL!

Tell us what you think!
crucial
Posts: 0

Re: IMPORTANT POLL!

Post#21 » Thu Sep 24, 2009 7:11 pm

one thing I really would love to see is more content that's faction based say like the Giant War outside thurgadin back in the day!

Jeido
Posts: 1265

Re: IMPORTANT POLL!

Post#22 » Thu Sep 24, 2009 11:19 pm

crucial wrote:one thing I really would love to see is more content that's faction based say like the Giant War outside thurgadin back in the day!


haha yeah, Tyler what happened? When I brought this up before you tried to move me away from the idea as if it was already a WIP... : P
Jeido, Founder of Evolution

Secrets
Posts: 129

Re: IMPORTANT POLL!

Post#23 » Fri Sep 25, 2009 1:54 am

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


Our tradeskilled group zone will feature both bane weapons and protective shielding required to beat the NPCs.. which, in turn, are both tradeskilled! This is more of a fun zone, where you progress to get higher tradeskilled loot, tradeskill epics, and more. BUT! The boss is going to be pretty tough. You'll see why, but it involves bane weapons... ;)

Jeido
Posts: 1265

Re: IMPORTANT POLL!

Post#24 » Fri Sep 25, 2009 3:14 am

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


Our tradeskilled group zone will feature both bane weapons and protective shielding required to beat the NPCs.. which, in turn, are both tradeskilled! This is more of a fun zone, where you progress to get higher tradeskilled loot, tradeskill epics, and more. BUT! The boss is going to be pretty tough. You'll see why, but it involves bane weapons... ;)


Will it be possible to do the zone without a group full of tradeskillers? For example, if I wanted to help Jerant with the mobs could I do so even though my tradeskills are very low skill?
Jeido, Founder of Evolution

Secrets
Posts: 129

Re: IMPORTANT POLL!

Post#25 » Fri Sep 25, 2009 3:30 am

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


Our tradeskilled group zone will feature both bane weapons and protective shielding required to beat the NPCs.. which, in turn, are both tradeskilled! This is more of a fun zone, where you progress to get higher tradeskilled loot, tradeskill epics, and more. BUT! The boss is going to be pretty tough. You'll see why, but it involves bane weapons... ;)


Will it be possible to do the zone without a group full of tradeskillers? For example, if I wanted to help Jerant with the mobs could I do so even though my tradeskills are very low skill?


You will be able to do the group without a full group tradeskillers/tradeskillers with low skill, but gathering materials will take longer, and you lose the advantage of the crafted items you can make there (such as the wooden guardians you can spawn as pets) because all primary resources will be going to making bane weapons/supplies to stay alive in the zone. Otherwise you'd be getting repops/have a chance of dying. You can waste resources on the aforementioned, but it will take longer, and as such, the NPCs will repop. So, you will have to find a perfect balance between the two. The more people you have in a group that can harvest supplies from nodes and NPCs, the better. Any and all resources will be important in getting to the boss and getting better bane weapons. Any extra resources may help you fight NPCs that attack you, by either having another NPC distract or kill them.

The idea is, it is doable by a solo player/non-crafter, but to even be able to beat the zone fairly quickly requires a tradeskiller. Also, you may want to bring adventurer friends for the boss, he is intended for a group. Not everything in that zone is going to be group oriented, though. In addition to all of this... There are adventuring and tradeskill rewards being added to the zone. The tradeskill rewards will help with repeating the zone, and the adventurer rewards will be tier 1 quality.

Also, the bane weapons you get are temporary, this is to prevent the exploitation and flow of bane weapons. When I add in the NO-ZONE serversided flag, items will disappear when you zone out of the area. They are completely tradeable in any regard other than those two facts. The challenge will be getting the skill, luck, and resources to defeat the NPCs. Since we do not have corpses, temporary will mean something. :)

Another thing to note, with Lillu's permission I will be designing the zone as Neriakd, which in the world of EverQuest is Neriak Palace. Neriak Palace will be changed to Neriak Cavern Forest.

I hope that clears up some of the ideas for that zone, and I look forward to making it!

Jeido
Posts: 1265

Re: IMPORTANT POLL!

Post#26 » Sun Dec 06, 2009 5:50 am

Lillu wrote: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 :)


Old poll, not really related to content but rather itemization. I loved toV because augs dropped off the raid mobs, it was very convenient. Even though they weren't guaranteed, there was always that chance. Could you re-implement this into future raid zones? ST augs are great, but it's still nice to be able to get augs off of common raid mobs. I know there's one from an avatar in PoA now -- But the ToV system where they were on a 100% separate loot table was much better imo.
Jeido, Founder of Evolution

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Tyler
Posts: 4365

Re: IMPORTANT POLL!

Post#27 » Sun Dec 06, 2009 9:33 am

The idea is, that Tov provides you with a basic set of raid augs. Easy to acquire. If you want better augs now, you will need to work harder to get them.

If you get everything first try

a) you are bored fast again
b) no sense of accomplishment

Now i don't want everyone to kill 10000 raid mobs to get a set of augs. But it wont be 22 mobs either.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

sarcon
Posts: 257

Re: IMPORTANT POLL!

Post#28 » Sun Dec 06, 2009 12:50 pm

what i would love to see added is Kerras ridge ( preferably non combat zone ( quest hub or maybe tradeskills), or at least non custom zone pixie offer a port there ( always loved the zone), plus bikinis for all!!
Sarcon -Evolution Officer-

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Lillu
Posts: 11301
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Re: IMPORTANT POLL!

Post#29 » Sun Dec 06, 2009 3:20 pm

yep, fun zone, and I love the bikini show too. but for now, we already have The Hidden Vale (rujg) as 2nd hub zone for TS and Adventures waiting for launch. but will keep Kerra Isle in mind. :)

Criimson
Posts: 20

Re: IMPORTANT POLL!

Post#30 » Tue Dec 08, 2009 1:56 am

Well I am relatively new to the server, but one thing I have noticed in my time playing (as an enchanter) is that there is no real need for a player to play an enchanter. What I mean is, the role of an enchanter in the encounters that I have seen can easily be boxed. There is no real need to have a player on high alert with the chanter class. One of the things that I liked about being a chanter on live was that feeling that I was useful and needed. Not to say I am not enjoying the class here..the DC ability for one is way more useful now.

As to content, as many have said exploration is great. Being an old school RPGer I have a fondness for the dank caves of the world and would love to see some DoD zones being used. They were beautiful in concept and have so much that could be done with them.

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