Fires of Heaven Guild Message Board  

Go Back   Fires of Heaven Guild Message Board > Fires of Heaven Related Forums > MMORPG General Discussion
User Name
Password
Or, use your gamerDNA username: (more...)
ForumSpy Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Rate Thread Display Modes
Old 06-16-2007, 12:53 PM   #16 (permalink)
FulorianC
Real Life Apologist
 
Join Date: May 2003
Location: Denton, Texas
Posts: 2,037
Send a message via AIM to FulorianC
Quote:
Originally Posted by xmod2 View Post
How did the monster shroud system from EQ1 end up working out? I like the idea of gaining something unique for taking part in the mentoring process. 1) To allow higher level characters to meaningfully revisit missed content and 2) To help make better use of the existing population.
.
Pretty miserably. Nobody ever used them except as a way to delevel and powerlevel themselves in an easy area, or something of that nature. The shrouds themselves were so incredibly weak that the relative power of player vs. mob was much higher for a geared 75 than a shrouded 30. There was never any point in using it.
FulorianC is offline   Reply With Quote
Old 06-16-2007, 01:42 PM   #17 (permalink)
mek
homosexual
 
Join Date: Jul 2005
Location: Vancouver, BC, Canada
Posts: 1,926
-29 Internets
Send a message via MSN to mek
Quote:
Originally Posted by Sabyn View Post
I definitely think that with each raise in level cap, or just whenever, they should decrease the amount of exp needed for the first 80% of the levels or so (so if the new cap is lvl 100 you should have a much faster exp rate for the first 80 levels). This also helps for people levelling alts or rerolling or whatever.
That is a spectacularly good idea. In WoW, the move of the cap from 60-70 made the 1-58 experience all the more excruciating, as you're stuck grinding the "old world" and its vastly inferior content. Since they've added a few million xp at the high end, it'd be nice if they shaved some off of the zzz boring 20-60 stage. Sony already does this, though, in other ways; "hot zones" and double xp weekends and the like.
mek is offline   Reply With Quote
Old 06-16-2007, 04:38 PM   #18 (permalink)
WillzZz
NCAAB Guru
 
Join Date: Mar 2005
Location: San Francisco
Posts: 1,173
+10 Internets
Yeah, I second the early KoS solo quests. Ought to be easily soloable and get you gigantic chunks of XP that will get you into the 60's ASAP. Just go to TT solo and find all the quests you can. Almost everything will be soloable. For clarification, I hit 69 and couldn't find a group all day. I got probably 75% of 69 done that day doing those solo quests, and I had done some already. It's TONS of XP.

Some of the more difficult zones have some solo quests, too, but I don't recommend them until the 60's. It's mostly group quests, iirc.
WillzZz is offline   Reply With Quote
Old 06-16-2007, 04:43 PM   #19 (permalink)
Sabyn
I Self Lord And Master
 
Join Date: Nov 2003
Posts: 813
Send a message via AIM to Sabyn
Quote:
Originally Posted by mek View Post
That is a spectacularly good idea. In WoW, the move of the cap from 60-70 made the 1-58 experience all the more excruciating, as you're stuck grinding the "old world" and its vastly inferior content. Since they've added a few million xp at the high end, it'd be nice if they shaved some off of the zzz boring 20-60 stage. Sony already does this, though, in other ways; "hot zones" and double xp weekends and the like.


Hot zones are another way. I kinda prefer the flat modifier so you're not "forced" in to zones, but on the other hand, hot zones are good for encouraging grouping in the lower levels.
Sabyn is offline   Reply With Quote
Old 06-16-2007, 05:54 PM   #20 (permalink)
Warrik
Ive been reading these boards since noows....that makes me uber
 
Warrik's Avatar
 
Join Date: Apr 2002
Location: Rhode Island
Posts: 2,147
-12 Internets
Personally, I am a bit tired of the leveling system and wish a game would come out with a skill based system to advance like UO had.
Warrik is offline   Reply With Quote
Old 06-16-2007, 06:30 PM   #21 (permalink)
Havelock
Lead Farmer
 
Join Date: May 2005
Location: DC
Posts: 1,976
Quote:
Originally Posted by Warrik View Post
Personally, I am a bit tired of the leveling system and wish a game would come out with a skill based system to advance like UO had.
I was thinking this lately after seeing my old MMO friends spread out across LOTRO levels and thinking how much it sucks that we can't take the new folks and group them right on up to do something fun. I missed out on UO, but (and please don't laugh) SWG did a great job of letting everybody group regardless of experience; unfortunately, there wasn't all that much to do. But grabbing the new guy and taking him krayt hunting or PvPing was never a problem; he might not do great, but he could contribute something and immediately feel like he was doing something productive and making friends with lots of experienced players. More recently, EVE offers quite a bit for newer players to do alongside the old hands. Levels are a big turnoff for me these days.
Havelock is offline   Reply With Quote
Old 06-16-2007, 06:46 PM   #22 (permalink)
Faille
Fires of Heaven Officer
 
Join Date: Jan 2002
Location: Melbourne, Australia
Posts: 3,368
+25 Internets
They should have some sort of combined server for the newbie levels, so all new players start on this one server, and then once they reach the last tier or 2 of the game, they can have the option of a free transfer to the existing servers.
__________________
Faille
Fires of Heaven
http://www.fohguild.org/forums/uberw...lopment-forum/
Faille is offline   Reply With Quote
Old 06-16-2007, 06:56 PM   #23 (permalink)
Digits
The good news is that you're still alive. The bad news is that that's the good news. Also, you have no legs.
 
Digits's Avatar
 
Join Date: Mar 2004
Location: 'Merica, land of the free.
Posts: 1,268
+1 Internets
Levels narrow your playing field not only for friends, but content as well. For all the thousands of quests in WoW you probably can't have more than a dozen or two available for you at any given level, and you sure as hell don't want to bring someone who is an appalling four levels below a mob to the fight because he'd just be completely worthless.

I sure as fuck hope that the next generation of mmo designers realize how awesome skill systems are, and that making 50 levels worth of content serves only to fuck you over when people hit 50. What's the point of having all these amazing dungeons if all but three are worth anything at max level?

Fuck, man.
__________________
Hatcher
No one cares where
Digits is offline   Reply With Quote
Old 06-16-2007, 06:57 PM   #24 (permalink)
Arbitrary
Badger Diplomacy
 
Arbitrary's Avatar
 
Join Date: Feb 2005
Location: The Dairy State
Posts: 6,997
Quote:
Originally Posted by Faille View Post
They should have some sort of combined server for the newbie levels, so all new players start on this one server, and then once they reach the last tier or 2 of the game, they can have the option of a free transfer to the existing servers.
Holy fuck, that's a good idea.

Shit.

I've got to write that down on my list of mechanics that must be stolen and used.
__________________
____________
"Stupid is a strong horse. It can be ridden far."

Quote:
Originally Posted by Utnayan View Post
Tl:dr: Cuppycake fucked a guy in Vegas to get hired as a community manager.
Arbitrary is offline   Reply With Quote
Old 06-16-2007, 07:53 PM   #25 (permalink)
mek
homosexual
 
Join Date: Jul 2005
Location: Vancouver, BC, Canada
Posts: 1,926
-29 Internets
Send a message via MSN to mek
Quote:
Originally Posted by Warrik View Post
Personally, I am a bit tired of the leveling system and wish a game would come out with a skill based system to advance like UO had.
Hmm, yes, if only there was some sort of skill-based sandbox-style PvP-oriented game like UO out there. It'd be even cooler if it was in space! Yeah, gee, I sure would like to play THAT game....
mek is offline   Reply With Quote
Old 06-16-2007, 08:01 PM   #26 (permalink)
Jait
Registered User
 
Jait's Avatar
 
Join Date: Apr 2002
Location: :noitacoL
Posts: 3,645
Quote:
Originally Posted by Faille View Post
They should have some sort of combined server for the newbie levels, so all new players start on this one server, and then once they reach the last tier or 2 of the game, they can have the option of a free transfer to the existing servers.
It's the start of a good idea, just probably not the best for EQ2. If they did offer this as an option, it would hurt folks looking to backtrack and do older content through mentoring. But a far more important problem would be shared bank slots. Gold sellers however would rejoice however as this basically allows the creation of Uber-Merchants.

And no, I don't think I'd like to see shared bank slots shut off
Jait is offline   Reply With Quote
Old 06-16-2007, 08:50 PM   #27 (permalink)
WillzZz
NCAAB Guru
 
Join Date: Mar 2005
Location: San Francisco
Posts: 1,173
+10 Internets
Shattered Galaxy has worked this way for a long time. You start on the newber planet, hit level 20 and then you can't advance until you go to the next planet. After that planet you hit the last planet. It keeps things fair in fights, and gives you a nice sense of progression for you while you're playing. It also gives you an "out" if your faction is getting curbstomped 24/7, so you go level up for a while and leave to the next one. So it helps level things out (because naturally, if you want to level you have to fight and help out your faction)

It probably only holds its sense of community due to the small userbase and lack of a need for multiple planets/servers at each tier.
WillzZz is offline   Reply With Quote
Old 06-16-2007, 09:05 PM   #28 (permalink)
torrent495
Registered User
 
Join Date: Sep 2006
Posts: 150
+0 Internets
Quote:
Originally Posted by WillTR View Post
Shattered Galaxy has worked this way for a long time. You start on the newber planet, hit level 20 and then you can't advance until you go to the next planet. After that planet you hit the last planet. It keeps things fair in fights, and gives you a nice sense of progression for you while you're playing. It also gives you an "out" if your faction is getting curbstomped 24/7, so you go level up for a while and leave to the next one. So it helps level things out (because naturally, if you want to level you have to fight and help out your faction)

It probably only holds its sense of community due to the small userbase and lack of a need for multiple planets/servers at each tier.
That's a good idea, though probably limited in practice.
torrent495 is offline   Reply With Quote
Old 06-16-2007, 09:43 PM   #29 (permalink)
Roz
Registered User
 
Join Date: Oct 2003
Posts: 40
+1 Internets
Quote:
Originally Posted by Faille View Post
They should have some sort of combined server for the newbie levels, so all new players start on this one server, and then once they reach the last tier or 2 of the game, they can have the option of a free transfer to the existing servers.
That's a really good idea.

I've always thought the community suffered more from games spreading out than levels increasing. Take old EQ1 for instance. You had the Ro deserts, Innothule swamp (guk) and the feerott all adjunct to each other. There was always multitudes of every level characters running past one another either going to town, killing in the newbie area, going to cazic-thule and guk for levels 15-50...basically could fit the entire original leveling game into those few zones.

But instead of digging deeper and developing lower levels of said areas for 50-60, they decided to start sprawling the world out and cutting population down on a zone by zone basis. Granted, I don't think anyone will argue that EQ didn't start going downhill until luclin, but IMO that was due to the first time that an expansion didn't make "sense". Before, you traveled on foot and boat to the new areas. In this one you are magically whisked to the moon!!

If the would have made lower levels to guk, solusek (granted there was a sol c, but well after the game was thinning out), the hole (hell they already had the entrance made down by yael for a new area on the original zone!), 1-70 traffic would have stayed in touch more. Instead, deciding to drum up completely new continents every expansion was when you starting seeing "there is 1 player in North Freeport....you".
Roz is offline   Reply With Quote
Old 06-16-2007, 09:51 PM   #30 (permalink)
Arbitrary
Badger Diplomacy
 
Arbitrary's Avatar
 
Join Date: Feb 2005
Location: The Dairy State
Posts: 6,997
It would be a great system for a new game planning from the ground up. Dedicated newbie servers with free transfers seems like the concept of the tutorial taken to the logical extreme.
__________________
____________
"Stupid is a strong horse. It can be ridden far."

Quote:
Originally Posted by Utnayan View Post
Tl:dr: Cuppycake fucked a guy in Vegas to get hired as a community manager.
Arbitrary is offline   Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

uberguilds network



All times are GMT -7. The time now is 01:54 PM.


Powered by vBulletin® Version 3.8.0
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.0.0 RC6