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| | #32 (permalink) |
| Registered User Join Date: Oct 2004
Posts: 517
+1 Internets | Yeah I stopped playing at 58th. It just seemed to be the same thing over and over and over. There was no new strategy to figure out to pull with. There were very few players looking to group, which made things even more pointless. I had the carpet quest in my book for 3 weeks and had finally gotten lucky to be on when a couple of others were looking to do the quest. I will say on the pulling issue, that one of the best features to this day of the original EQ, was attempting to figure out mob pathing as to allow a player to be damn good at pulling, thus making a name for himself. I see players with the class armor, but I just think ho hum. Nothing in the game makes me look at a player and think, Wow, I can hardly wait to get that item. Itemization is indeed horrible. Combine that with the very weak creature AI, and the game is just a "Run down memory lane" kind of game. One last pet pieve, Dying means nothing. If I die, I am not concerned in the least. There is no danger at all, no sense of dread. If I see a dragon, instead of thinking " Oh hell I need to get out of range", I just look at it as if it were just another wolf. On that note, I am really getting tired of of the " You fight this dog gratz on 10th, look, another dog. At 58th what do I see, more dogs. Cannot the programmers at least change them a little?? Maybe you could make them,....red. Maybe you could give them scars, or deform them in some way. It amazes me that games still cannot produce variety in looks, but we can produce varities in name. I am guessing that at 70th, there are dogs called " Hound of the Superkillonechompyoudie dread". This was bad in EQ, was really hoping EQ2 might have improved on this, but I guess not. |
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| | #34 (permalink) |
| Registered User Join Date: Sep 2006 Location: Texas
Posts: 224
| This game SORELY needs the following: 1. reduce the number of spells/combat abilities : this will be done come ROK 2. Reduce classes from 24 to 12. Just combine the subclasses. It would make the game infinitely better. Also, if they did this they could actually ADD a new and unique class someday. 3. Darklight woods is a great starter area and zone in general. Do this for ALL outdoor zones. It's great because of the flow of the quests and how it leads you throughout the zone seemlessly. 4. For the love of god, increase M1 drop rates in the later tiers. As a specific example, to get a lvl 58 M1 spell, you literally need to run a Courts raid. 5. To branch off of that, please maybe incorporate how eq1 drops spells, meaning that the chest drops a no drop rune and you turn that into your class teacher for one of your spells. I loved that when PoP came out and I wouldnt mind it not being in game except for the fact that exquisites are so fucking rare in higher tiers and when you do get a M1 drop you have a 1 in 24 chance of it being for your class. 6. PLEASE PLEASE PLEASE consider both 2 and 5. |
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| | #35 (permalink) |
| Defenately Rediculus Join Date: Aug 2005
Posts: 597
| Yeah but 61-70 M1s are easy as pie to get off broker on the cheap. I think I have all masters from 60-66, and the rest for the levels I didn't get to in the bank already =P. Sad thing is even with all masters I can't hold agro very well with my SK... |
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| | #37 (permalink) |
| Registered User Join Date: May 2003 Location: Denmark
Posts: 63
| about 1-5. I agree. If they brought the number of classes down to 12 and just possibly increased the maximum raid size to 36 it would be MUCH more easy to run a guild. 24 classes and 24 raid spots is just insaniity. about your number 4. lvl 58 spells drops like candy in poets palace. it is however totally retarded to have to farm it to get those spells. I got probably 200 days played in the game and i rescently stopped logging in. What finally got me was how incredibly small and boring the raid game actually is. If you are not in the absolute top of the game your guild will have no chance at killing any contested mobs and will be stuck with FTH that takes less than 1 hour to clear, Inner sanctum that takes arround 2 hours to clear and Emerald halls you can clear in arround 1 night. My guild is casual with no mandatory raiding and we can do that (exept woushi). |
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| | #38 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 210
| Quote:
2. Never going to happen. 3. They already have done it for a lot of the zones. 4. Easier fix, 10/18/20-level rules for spells instead of 14/18/20-levels. Problem solved with RoK. 5. Sell the spell, buy the one you need. This game shouldn't give you everything instantly. 6. 2 is never going to happen. 5 is probably never going to happen either, it just means you have to work the market so you can get your spell.
__________________ Calaglin, Former Illusionist/Guild Leader of Dissolution on Nektulos in Everquest 2 Calaglin, Former Illusionist/Guild Leader of Confirmed on Unrest in Everquest 2 Calaglin, Illusionist/Guild Leader of Equestrian Prep on Unrest in Everquest 2 | |
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| | #42 (permalink) |
| Registered User Join Date: Nov 2004 Location: Irvine
Posts: 131
| I enjoyed the 2 months I got free, but that was about all I could take. The card game LoN is more fun and with the single client I can play it anywhere. The combat in EQ2 just kills me. Spam 8 buttons that pretty much just do damage and play whack a mole with the cooldowns. It is interactive, but it isn't. You interact with the interface but you aren't really doing anything meaningful. This was with a melee specced warden and an inquis. I couldn't imagine playing as a scout. Unless they fix the combat, I will never come back. Bodypulling dungeons is mind numbing. So are the raids. I think towards the end I spent most of my time playing buying and selling stuff on the broker. I got 2 friends to start a "fixed" group who had never played before during a weekend long lan. They stopped playing when Darklight ran out of quests. Legends of Norrath is fun as hell though. |
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| | #45 (permalink) |
| Registered User Join Date: May 2006
Posts: 1,045
+22 Internets | To the op, if you are looking forward to dof you are in for a disappointment, it's a horrible expansion for loot. I have done 7 instance runs and did clefts a few times and I have yet to see a non wooden chest. Eof isn't all roses either, while the instances are good, klak'anon is horrible. Barely any named and just a plain badly designed zone. Only saving grace are the armor sets. |
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