Group content pathway community discussion

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dusta
Posts: 383

Re: Group content pathway community discussion

Post#21 » Sat Oct 19, 2019 1:14 pm

Omg eq2 mentoring system was 100% legit awesome stuff!!

dusta
Posts: 383

Re: Group content pathway community discussion

Post#22 » Sat Oct 19, 2019 2:09 pm

Hmm may be able set a npc up in hub when you hail them with saylinks of the tier you wish to drop to with a warning all armor must be placed in the bank or bags in order to mentor. Then use a scale/flag checker who can when hailed will scale those stats to what t3 should be. Or could allow donor gear / t9 gear to be race related where it cant be equiped if mentoring is done. Say turns warriors to elemental warriors with their stats and attack on par with tier. Being a elemental he dont meet the required races for everquest.

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xadien
Posts: 390

Re: Group content pathway community discussion

Post#23 » Sat Oct 19, 2019 7:35 pm

Guild Wars 2 would do that too. You basically get de leveled, when you enter a zone, but you still get xp at a modified rate. I was speaking more to the ability to allow me to join a raid of another guild. without disbanding my guild and joining theirs.

On the EZ server there was a way to spawn a spirit, give him Platinum and he would teleport you to an instance of every zone. 10k was a group instance and 30k was a guild instance. So each zone effectively had an open world, competitive spawns, etc, A Group instance that limited to 6 or a guild instance that limited to Y. If those can be created, surely there's a social instance that could be created for a raid.

I'd also like to advocate for group content of "uber" difficulty. Using WoW as a point of ref, you could enter into a Heroic instance, or a regular instance.

As always keep up the good work. If I can help, please let me know.
Voki
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Guild Leader

John Stark
Posts: 57

Re: Group content pathway community discussion

Post#24 » Sat Oct 19, 2019 11:45 pm

Ydiss wrote:Alternatively, what if you had 6 players online and could instead visit lavastorm mountains, kill your way through some new tier 4 content to sol A, zone into an instance for groups and dungeon crawl through to a group boss that is the group equivalent of fennin ro?

Let's say all the same gear drops. Let's say you can then flag 6 players, once per 24 hours, for tier 5. But add a challenge to it that increases risk or cost. Extreme example, you need to do a corpse run if you die or gear from tier 4 is "damaged" and needs repairing by doing a quest in the same zone to persuade the goblin repairer to fix your gear.


Your Lavastorm/SolA idea sounds great, especially if SolA is kept close to the original like you guys did with other classic zones like Sebilis and Karnor's, where they are custom zones that fit the server but are close enough to the originals to remain familiar and keep the fun of the original crawls through them.

A quest line that with a dark elf theme could be interesting, using old zones like Befallen, Najena, Mistmoore, the Overthere, and ultimately Neriak would be awesome. Perhaps only high elves, wood elves, dwarves, halfings, and those gnomes, humans, and erudites (from Erudin) who choose one of the good gods could undertake this quest against the dark elves. Going the other way, a quest for ogres, trolls, and dark elves, and evil-aligned gnomes, humans, and erudites (from Paineel) who choose on of the evil gods could have a quest that requires them to adventure in Kelethin, Felwithe, Kaladim, Erudin, and Rivervale.

Kunark had all of those goblin-oriented zones, from outdoor zones like Lake of Ill Omen and Frontier Mountains to Warsliks Woods, culminating in Nurga and Droga. A quest line against goblinkind, maybe including Runnyeye Citadel, could be a blast.

I'll say it again, what you guys did here with Shadow Haven and the snake invasion is great. More of that kind of groupable content would be fantastic.

Also, while I do understand the desire to let people work their way through the tiers with group play, I've never thought that EQ was only about raiding or advancing your character just to raid.

Even after PoP (or perhaps especially, with the AAs and gear available) and later expansions, players that didn't want to raid or didn't have the time to raid a lot still had incentive to xp, camp gear, grind AAs, etc., and there were attainable gear upgrades that didn't require a raid force. Camping your levitation cloak from Quillmane, getting your Worker's Sledge Mallet, collecting the 4 maps for your Eye Patch of Plunder, working your faction and camping the mobs for your Chardok ring, working the Coldain shawls, and even some epics were attainable, or mostly attainable, without a raid force.

Part of that equation for those who did and did not raid was camping items to sell in the East Commons tunnel, or later in the Bazaar. There were those semi-rare and rare items that other players would pay well for, like the fungi tunic, certain instant clickies like a Bracer of the Hidden or a Goblin Gazughi Ring, etc. were stuff to camp for to resell, and there was a ton of droppable gear from zones that could be camped to sell or trade to other players for their droppable gear. The twink market was a big part of EQ that made the economy go around. Not sure how this could be brought to life here on THF, given the server population and the easy availability of gear. However, it was a big part of the game, and kept tons of players Ever Questing.

dusta
Posts: 383

Re: Group content pathway community discussion

Post#25 » Sun Oct 20, 2019 2:03 am

xadien wrote:Guild Wars 2 would do that too. You basically get de leveled, when you enter a zone, but you still get xp at a modified rate. I was speaking more to the ability to allow me to join a raid of another guild. without disbanding my guild and joining theirs.

On the EZ server there was a way to spawn a spirit, give him Platinum and he would teleport you to an instance of every zone. 10k was a group instance and 30k was a guild instance. So each zone effectively had an open world, competitive spawns, etc, A Group instance that limited to 6 or a guild instance that limited to Y. If those can be created, surely there's a social instance that could be created for a raid.

I'd also like to advocate for group content of "uber" difficulty. Using WoW as a point of ref, you could enter into a Heroic instance, or a regular instance.

As always keep up the good work. If I can help, please let me know.


We do have instance code that could allow the adding to guild / group instances if they was to go that route. Same as ez just little more advanced with what it does.

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xadien
Posts: 390

Re: Group content pathway community discussion

Post#26 » Sun Oct 20, 2019 4:53 pm

Something that would make me happy... and perhaps others.. in these group instances make the mobs actually require as much as possible multi class interactions.

One of the great things about EQ was that you had to play together as a team, You needed someone to Snare, Mez, Slow, Heal, DPS, Tank.. and Pull.

It would be great if mobs didnt summon all the time so that pulling was a thing, There's a great art to splitting pulls. On this setup currently it's dont damage the mobs, and pull as many as you can, but not 25 so you dont get ported out.

It would be great to require Mezzes, and slows, and snares so that npc's didnt run away and bring extra mobs.
Voki
<Sanctuary>
Guild Leader

Ydiss
Posts: 1193

Re: Group content pathway community discussion

Post#27 » Sun Oct 20, 2019 7:52 pm

xadien wrote:Something that would make me happy... and perhaps others.. in these group instances make the mobs actually require as much as possible multi class interactions.

One of the great things about EQ was that you had to play together as a team, You needed someone to Snare, Mez, Slow, Heal, DPS, Tank.. and Pull.

It would be great if mobs didnt summon all the time so that pulling was a thing, There's a great art to splitting pulls. On this setup currently it's dont damage the mobs, and pull as many as you can, but not 25 so you dont get ported out.

It would be great to require Mezzes, and slows, and snares so that npc's didnt run away and bring extra mobs.

It's funny you should ask for that :D

John Stark
Posts: 57

Re: Group content pathway community discussion

Post#28 » Sun Oct 20, 2019 8:15 pm

xadien wrote:Something that would make me happy... and perhaps others.. in these group instances make the mobs actually require as much as possible multi class interactions.

One of the great things about EQ was that you had to play together as a team, You needed someone to Snare, Mez, Slow, Heal, DPS, Tank.. and Pull.

It would be great if mobs didnt summon all the time so that pulling was a thing, There's a great art to splitting pulls. On this setup currently it's dont damage the mobs, and pull as many as you can, but not 25 so you dont get ported out.

It would be great to require Mezzes, and slows, and snares so that npc's didnt run away and bring extra mobs.


Yes! :mrgreen:

Ydiss
Posts: 1193

Re: Group content pathway community discussion

Post#29 » Mon Apr 13, 2020 1:11 pm

Thought I'd give you all a quick update on this. We've seen a lot of you making a real effort to group up and do content together, which is so great to see. We're aware that your options for content that isn't locked to guild is limited so I think now is a good time for me to give you some news related to that.

The new rank system we recently released was the first major step towards this project. It sets the framework for allowing us to really quickly put content together. Peterigz is working hard behind the scenes on the next step, which is importing the base npc and spawn data from PEQ open source databases into THF. This means that all non custom zones will soon be fully populated!

This will coincide with the import of all the new zones after UF (they're in the Rof2 client, we just hadn't yet imported them to the server database). We intend to use many old and new zones in our future plans. But non custom zones will also be populated. The rank system allows us to quickly set an entire zone, race, npc by name etc, to whatever tier difficulty we like.

Following this development, we'll be attempting to introduce a brand new loot system (it won't replace what is in place currently) which will enable us to easily scale loot rewards based on ranks (and other factors). It would even let us add loot to non custom zones, all based on the rank of the zone. So you could go to any zone with npcs of your current rank and farm for experience and loot (albeit at lower rates compared to custom content).

This will also provide us all the tools to start rolling out the new group pathway of content. This content won't be locked to guild. There will be restrictions in place to ensure the number of times you can run zones is limited (unlike most group instances currently). But we'll have full control over the difficulty and the rewards for these zones, potentially to allow scaling based on group size, down to a theoretical lower limit of 2 (something we will trial at the very least).

Each new group instance (there will be at least one per tier) will be tied to an open "lobby" zone. For example, in t4, we plan to have solusek a as a group instance and the open zone might be lavastorm.

In the open zones, groups and solo players can kill content that will drop items such as augments and spells and minor items. There will be a main quest npc in each lobby zone. This npc will give access to the connecting group instance(s) via a quest. But in order to qualify for that quest the player must be the required rank for that tier (we won't be using rank to lock existing raid content, FYI).

Players can log in, visit the lobby zone of their current tier and start soloing content and LFG. Once a group is formed, you could help each other compete the access quest (100% contained in the lobby zone). The access npc will let you set up and enter the group content and you can then enjoy the new zones.

Groups of larger sizes will get more loot. The chances of that loot being high quality will increase with larger groups. But otherwise anyone can get involved.

The same new loot system will be introduced to existing raid content but overlaid on top. The odds of getting loot from this system will be the highest in raid zones. This keeps raid content rewarding due to the added difficulty of getting players together and progressing through the tiers but the idea of this new system will be anyone can have fun, challenging and rewarding content to play, from level 1 to tier 9 and beyond.

These lobby zones will eventually also be connected to open raid zones (open to anyone, not restricted to guild, but limited access by player rank).

We're playing with the idea that you can opt to lock any open zone into an instance at a cost of platinum (or use the open one for free).

In addition to this, we have plans to utilise the rank and scale system to add some new, exciting content (solo, group and raid) that'll provide (literally) endless content for you to beat. It'll start at level 70 and the upper limit of this content difficulty will be uncapped. The rewards will work slightly differently but will complement and extend an existing platform that exists in THF.

We'll keep you updated as we make progress. As soon as we're ready, we'll start rolling out this new group pathway tier by tier.

Megalomaniac
Posts: 104

Re: Group content pathway community discussion

Post#30 » Mon Apr 13, 2020 4:26 pm

That is all very exciting news! Thank you guys!

I wanted to throw my 2c in on this post.
I have been on THF since Janurary of 2010, I took a few years off here and there and I recently came back in Dec of 2019.
I used to play on Tallon Zek on live then Zek until I finally got annoyed with the direction live had gone.

Since I started playing on this server I always ran my monk, who has been my main, a cleric bot and a cleric box.
I only recently learned how to use MQ2 and tbh I only use it for the stick command and the cleric box heal program.
Throughout the 10 years I've been here I worked my way through every single custom zone, farming every piece of gear and augs and slowly grinding my way through the content with my little group. I honestly had so much fun and it was really rewarding. I visit some of the old lower lvl custom zones and it reminds me how much time I spent in each zone and it truly was a very memorable time. I continued solo for quite awhile, and back then guilds came and went like wildfire, I joined some and was able to eventually progress up to Tier 6, through VP and Fear and had just started to get into DSK when the guild broke up and I had no one to progress with and I had really lost my desire to play.
Since I came back in Dec, I was able to join an awesome group of guys and have progressed through VT and it has been really cool to see the higher end content I never got to.

I absolutely love the ideas you guys had been throwing around on this thread. John Stark and Xadien had some really great ideas and suggestions that I vibed with.

One of the most important thing in EQ was always finding groups, actually spending time with others progressing and struggling together through content and honestly is one of my favorite memories of EQ.
I miss having a group where you needed a puller,healer,mezzer,tank and dps.
Love the idea of PVP zones. Love the idea of faction playing a part in the THF. I also loved what John Stark said about traveling through zones, yes the porters are awesome but man nothing like running from one place to the next!
Love all the other ideas you all have contributed to this thread.
I can't wait to see what the future holds for THF.
PLEASE bring back the Planes! I miss progressing through the elemental planes!
If anyone needs help or wants to group I am usually around shoot me a tell
Hulk or Revan

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