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Old 09-10-2006, 09:21 AM   #181 (permalink)
Utnayan
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Quote:
Originally Posted by Jait
But to the person playing, some actually like not having 10,000 uber_doods around 24/7.
Nice justification.

And those Mcdonalds comparisons were for producers trying to save their ass. I had never seen such idiotic discussion in all my life about why a game wasn't getting subscription revenue. Ultimate spin at it's finest.

You may find it fun, and that's fine. But if it was as fun for everyone else as it was for you, a shitload more would still be playing it. Instead, it just got passed up by Ultima Online in it's current state. And that game as it stands right now is an absolute disaster.
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Old 09-10-2006, 12:30 PM   #182 (permalink)
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Nah UO isnt a disaster Ut, the only people who really think it is are just the old original players that hate what it has become. I logged into UO about 4-5 months ago and those still playing happen to really love what EA has done and is doing with the game. I notice most of them though have only played for a few years at most.. I know a few that played on opening day like I did that still play but those people are few and far between.

They have tried to take alot of whats popular from other games and add them to UO which is why the current 150k or whatever player base loves it.. and those of us that loved UO for what it was hate it. You use to be able to dress your character based off style and still be a monster in PvP and PvE. Now its all about stats and resists, and artifacts.

Truth be told its all great additions. Its added alot of life into the game but as someone who played the original Ultima 1 (dating myself I know) it feels EA is finally driving the final nails in the Ultima series coffin.. and its just a little hard to watch
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Old 09-10-2006, 01:45 PM   #183 (permalink)
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If their was any doubt about how bad EQ2's itemization is this will erase it.

My guild World Firsted the Direvine Matron Friday night, the hardest encounter in the game. It was semi-bugged/cockblocking for a while then some adjusments made it doable.

3 Months of attempts and wipes on this mob and this is the loot we got:




See the pattern? for all our efforts and hardwork we get items With Flowing Fucking Thought.

Now keep in mind, Flowing thought has a 105per tick Cap, of which only half can come from items. A Bard and Enchanter in your group alone provide a combined 90 Regen Per tick. Meaning you need approxamitely 15 points of flowing thought to hit cap.

The Epic Questline from DoF provides a weapon with 14Ticks of Regen and is still used by priests/mages. 15 Points is insanely easy to make up.

Basically the procs on the items are completely retarded and useless and the people who itemize the game need to be fired.


I would kill for something different.


Oh it also dropped this 1 per server Mythical item (equivalent to Orange)


See that regen 6 on it? That means every 6 seconds the wearer regenerates 6 hit points. 6 Fucking hit points. That is so insignificantly crappy that I cannot begin to describe, when your tank has 13k hit points buffed, and is getting healed for 1200-1500 per second, does anyone actually think 6 fucking hit points every 6 seconds makes ANY difference?

The people who itemize the game have no fucking clue.

Last edited by Khalan; 09-10-2006 at 01:48 PM..
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Old 09-10-2006, 05:11 PM   #184 (permalink)
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I am so sorry Khalan

Yet another reason I'm glad I never want to touch the raiding game of any game ever again that doesn't have me hacking away at another players skull.
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Old 09-10-2006, 05:26 PM   #185 (permalink)
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I'll never understand why SOE decided to use such high numbers for resists. +700 to cold? On one item!? That's ridiculous.
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Old 09-10-2006, 05:33 PM   #186 (permalink)
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I never did understand the whole hitch on Hit Point Regen. It's been a fucking useless stat for a decade and it continues to makes its way onto items. Gah!
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Old 09-10-2006, 05:35 PM   #187 (permalink)
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lol cuppy, 700 is pretty mid-level to be honest. I've seen multiple items with 1200+ to 2 different resists on them.
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Old 09-10-2006, 05:43 PM   #188 (permalink)
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You can pretty much divide your resists by 10 and you're looking at regular eq stats. Same effectiveness anyways.

1000 fire in EQ2 = 100 fire in EQ1
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Old 09-10-2006, 05:51 PM   #189 (permalink)
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Yeah but I still find it annoying and unnecessary. They should've just kept stats on the same (or close to) scale as EQ1 instead of constantly trying to show us "HEY LOOK ITS A DIFFERENT GAME"!".
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Old 09-10-2006, 05:55 PM   #190 (permalink)
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Yep, exactly what I mean Ham. It looks sloppy and cluttered and dumb too =/
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Old 09-10-2006, 07:57 PM   #191 (permalink)
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It's because resists scale. 1000 resist at level 20 is uber, 1000 resist at level 50 sucks shit.

It avoids the old problem of "hey, I have resist gear that brings me to 300, now I never need more ever again!" that WoW has run into.
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Old 09-10-2006, 07:59 PM   #192 (permalink)
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That's why you don't make low level gear (level 20) have high resist on them. If you release an expansion where max resist would make your new content to easy you simply raise the resist cap with the expansion.
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Old 09-10-2006, 08:04 PM   #193 (permalink)
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quick question about the pvp.
is there level caps like eq1? (4 or 6) levels above and below your own level?
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Old 09-10-2006, 09:44 PM   #194 (permalink)
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FT and Regen dont seem as important when you have the out of combat regen rates. They were great in EQ1 because they reduced downtime. I never run OOM in a fight in the first place, so what good would FT do me? So after the fight I only have to wait 30 seconds instead of 36 seconds? Srsly.

Oh, and where did you get UO has more subs then EQ2? According to mmorpgchart, EQ2 is still a bit ahead of UO.
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Old 09-10-2006, 10:12 PM   #195 (permalink)
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[quote=Utnayan]
It isn't going to change until they find the people that should not be developing these games, and replace them with people that want to learn the systems, want to make positive changes, are willing to put forth the effort to understand the concepts and mechanics before doing so, and then making it happen while communicating with each other.

As it stands right now, you have about 60 ego's all clashing trying to come up with the newest game concepts for EQ2, regardless of game mechanics, trying to prove themselves so they can advance in the company without addressing why the game isn't fun to begin with and completely ignoring valid and legitimate concerns. It's why nothing gets fixed, and it's why less and less are subscribing and putting up with it.


They need to be more team conductive, and it shouldn't have to be forced. Until you fix those basic game development tactics, SOE will continue to shuttle out mediocre at best titles.QUOTE]

Ok, as much as I love how you fag up these threads, I want to dispute your assumptions here. Ut I won't begin to guess what you do for a living but you have some bad guesses on how a corporation runs. I would think you have never seen exactly how team conducive a large company really is. It probably isn't 60 egos competing, more the opposite. Like the workplace in general large companies have been watered down to ineffectiveness from "team" behavior. Everything is a team coming to agreement and cutting off any offensive hard edges of an idea. We can't alienate anyone or hurt any feeling m'kay. Don't want anyone feeling hurt so good ideas tend towards getting thrown to the wayside since someone will rail against them or feel they have been stepped on. They have probably already thinned out anyone with strong opinions and revolutionary ideas since the team doesn't want one cocksure asshole taking over and bossing people around. Leadership is dead in the large corporations or is only tolerated at the very top from one guy. That is whats lacking here, they lost their innovators and are left with the sheep, all in team agreement on every decision.
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