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A Four Year Veteran's PvP Suggestions (Nagafen's Lover, Seliri)
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Izzypop wrote:

2 easy steps

Remove perma immunity on evac.

Make scout evac as easy to interrupt as caster evak.


2 simple steps and evac won't be such a problem. 

Yes, only Scouts should have the ability to pick and choose their targets, right? Mages are just some utter-squishy class meant to frollick at their whims. Lol. I'll never understand how Scouts, even on terms of LOGICAL LORE, are able to track invisibility at ALL. Even with totems, Scouts shouldn't be able to ever track those invisible unless within the range that invisible toons show to those without see invisibility.

Mages should also be able to track (but hey, make it spiffy for Mages and rename it to Triangulate), and they should be able to track invisibility while invisible, but not stealth, even while using totems, unless if under the range that stealthed toons show to those without see stealth. As DPS classes, both the Mage and the Scout deserve to serve cooperative functions for a group. As it is, the Scout is the end-all be-all utility for a group, and player-made accessories like Jaguar totems become utterly useless when they definitely SHOULD NOT BE.

Modifying track in this way is an awesome way to balance the dedication of utility to Scouts, but once you modify Scout's evacuate in the way Izzypop suggested, you need to give all Mages evacuate (make it spiffy too, and call it Void) flavored in the same manner.

---

 Even after all of this, top tier still needs fixing. This is only a minor aspect of imbalance, flawed vision. Regularly, top-tier PvP engagements becomes a raid-fest where the devotion and acuity a player has approached the playstyle of their particular toon and class is rendered negligible. This is due to the fact that credit is granted for quests, kill counts, and fame, even when an encounter outnumbers the enemy by more than 2. NO attribution, of ANY sort, should be granted to an encounter when it engages opposition that is less than half of their encounter size.

This means that a full group, when fighting a duo, receives no quest, kill count, OR fame credit. This means that a raid, when fighting anything less than a full group, receives no quest, kill count, OR fame credit. Testing could be done to figure whether the boundary should be that engagements only credit quests, kill count, or fame when the smaller encounter is more than half of that larger encounter (i.e. 4 vs 6 gives credit and not 3 vs 6), or whether the boundary should be that engagements don't credit quests, kill count, or fame when the smaller encounter is less than or equal to half of the larger encounter (i.e. 3 vs 6 gives credit and not 2 vs 6).

The way to ensure this encounter credit fix isn't abused, is to require that group invites take 15 seconds to complete, as does leaving a group. Such would allow confidence in that a group wouldn't immediately disband at the sight of another, seemingly stronger group, for fear of fame loss or death count.

---

Itemization for every tier still needs balancing, as resists are still heard of as an issue. Whether it's the proc (programmed random occurrence) of spell success (relative to spell quality) or simply gear having too much resists, always is it heard that resists are a difficulty in top tier that need be addressed. Avoidance, too, is heard to be weak and supposedly of barely any use, something maybe evinced by the Brawler set of classes never being used to main-tank on raids.

Something such as forced player polling (on PvP servers) for questions such as encounter credit, evacuation as a utillity for DPS classes, and resists, is something that can definitely levvy how great an impact such concerns truly are, as we all know how so many players never come to voice their thoughts and comprehension on the forums.

---

As an aside, with Shadowknights and Brawlers being generally understood to be off-tank classes, ones that support their hate-gain with DPS rather than proactively efficient taunting, Chi should be reduced to a reuse timer of 5 minutes, as should the Harm Touch line and its upgrades. Classes like Assassins and Wizards are easily seen to have abilities that have a far lower reuse timer, yet equal or greater DPS capability. Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.

---

A dream that all of us who remembered PvP activity in lower tiers equal to that of higher tiers, is that SOE would be intelligent enough to rescind its nerf to player choice, the nerf that forced adventurer XP from playerkills even when adventurer XP is locked. A secondary dream is that SOE would revamp all of the other quest rewards in T2-T6 zones so that their gear rewards are equal to those found in Timorous Deep, and a third dream is that SOE would introduce token gear for the lower tiers.

---

The fact is, not everyone has the time to devote enduring hours to level-crunching it up to top tier, just to raid and quest even more to establish a well-geared, well-funded toon that is viable for PvP. Allowing players to function alongside the fullness of lower tiers establishes the longevity of the game for each respective customer, and also the potential revenue SOE creates from each respective customer as they seek to enjoy the entirety of the content made for each tier.

Though you, SOE, may never instate the old locking scheme due to your arrogance in your aims, at least reduce the experience granted from a playerkill to that granted from a mob with no down or up arrows. Players need experience, and PvPing in the lower tiers creates that for them. When there is an active PvP community created from locking, they have a more likely chance to encounter those wise enough to aid them in understanding proper approaches for successful advancement.

---

If the fear of early player attrition rates is still keeping you, SOE -- the developers, from recreating the old level-locking scheme, reduce the XP granted from PKs, and make PvPing begin at either level 15 or 20. If you are extra savvy and keen on what it means to lengthen your game's longevity and lifespan to your playerbase, reintroduce level-locking (as it was before the nerf from GU#41) at level 30, or even level 20.

---

As it stands, the lower tiers pale on terms of developer commitment made to their creation, relative to top tier. The fact that raided mobs in lower tiers were nerfed to be heroics and less is almost repugnant, as it IS true that new players need practice for raids, practice that doesn't need to start with the gimp raids in T4. Raids can be created for all levels, in all tiers. How easily it could be, to stimulate T2-T6, with evenly balanced, itemized sets of equipment. Maybe not sub-class specific, but base-class specific nonetheless.

--

The fact is, the introductory guides given on the newbie isles, or in Greater Faydark and Darklight Woods, they JUST AREN'T ENOUGH. You, SOE - the developers - need to start a collaborative effort, one where YOU, THE DEVELOPERS create a forum for the input of veterans, input that is directed on terms suited to instruct novices. New players need to be informed of all the niche items and manners of understanding newbies will need to acquaint themselves with if they are looking for success. As it is, newbies will never truly comprehend the finer folds of PvP and the potencies available if they aren't briefed from a weathered, near-professional veteran.

Many (and by many, I mean probably 60%) players still don't know of all the totems, potions, remedies, and immunities found in player-made reusables, and these are all legitimate tools players must be accustomed to if they want to take advantage of the depth alotted for them in-game. Guides to direct new players to such things can be made creatively, interestingly, easily, and entertainingly.

BTW. Freedom of the Mind potions need to have their reuse reduced to two minutes, if not one minute (leaning heavily, 90%, toward one minute).

---

Player activity on Nagafen is stooping from what it once was, morale is always low on public chat channels, and people are regularly debating the merits of Age of Conan, on these forums, and yes, in the public chat channels on a daily basis. Focal injection of ingeniousness and intuition NEEDS initiation on your part, SOE, and for the sake of your reputation as a game developer of credence, you CANNOT ignore your PvP servers AGAIN. A server merge with Venekor MUST be undertaken if activity and player contentment stoops to even greater lows. Despite those (Hi, you good minority, Venekorians) who claim they want an atmosphere almost equal to that of PvE servers, healthy server activity needs to be retained.

With Freeport gravely outnumbered in top-tier and Exileds being massively over-powered in decked Fabled gear, even allowing free transfers from PvE servers with NO preconditions seems like something that could help restore Nagafen to a healthy state.

Your Earnest Gnome,

Dreadnaught Sentry Seliri Dar'Yanne, Legend of Norrath

LVL 56 Shadowknight ~ of Nagafen

(P.S. With many racial traits giving certain races speed boosts from 36% to 50%, a multitude of races are chosen to even exemplify the advantages of classes easily able to escape via runspeed. A quest line [like a Heritage or Epic quest] to realign your racials with that of another race  DESPERATELY needs to be added, as many players afford themselves an untouchable advantage against those who even have the commitment to afford themselves the highest quality mounts. It is to be noted, that after doing this quest, your old racials would be unavailable unless completing a conversionary quest of a type such as "Returning to Ancestry".)

(P.S.#2. Shrink effects need to be restored to PvP servers, as though there were extreme cases of massive shrinking, it is okay for usage with a cap at 50% shrink. The /target command always serves well, and I think it's mentioning as significant would be well-included in a reformed novice guide. Players HAVE spent platinum coin or actual USD (United States Dollars) on items worth over $150, JUST so they could have the shrink effect, and now their dedication to you, SOE, and your product, it is ignored without refund. Revising your policies to refunds to claiming from Legends of Norrath and in-game rewards would do your reputation GREAT good in the eyes of your consumers. !>SMILEY

(P.S.#3. A new line of adornments should be created to add to spell range, in meters.)

<---> E * D * I * T <--->

Particular items of innovation that would befit the polling scheme mentioned (with further detail in the thread) include:

 - Mini-games

       > With Legends of Norrath being a near full game on its own, one that you can't sink in-game waiting periods in while still remaining responsive dexterity, a variety of person-to-person mini-games would greatly aid in keeping the EverQuest II environment when waiting for that lagging group-member or that lengthy mob respawn.

       > Set-ups like "Jewel", mentioned (I think?), in Podcast #35, in regard to Grimwell and his Facebook addiction, would be perfect for this agenda. Multiple more additions could be appended and an assortment of at least 5-10 would truly add some spice to any less than sprawling scenarios. Polling is perfect for procuring a flavor that fits with the fantasy/medieval genre that is EverQuest II.

       > All the types of classic, 54-card deck games, along with chess, would likely be a must.

 - Perpetually repeatable, goal-oriented PvP

        > Definitions of such a styling of PvP could include minor "keeps", or bases, that would require at least one player of any three factions to secure a portion of the zone. The more players at a keep, the faster an area would be captured for your faction.

        > Options to poll on could be the variety of bonuses for controlling an area in-game. They could range from 10% flat statistical bonuses, 10% resist bonuses, 10% range bonuses, 10% offensive technique bonuses, 10% defensive technique bonuses, or 15% in-combat reunspeed. Many more areas of advancement, in this theoretical regard, remain open for contribution and collaboration.

Some substantive areas of EverQuest II that do need some formulaic focus, consist of the following:

 - Re-introducing the guide program from EverQuest

 - Revamping Provisioning to be more in-line with the standards of Alchemy

       > Pristine combines should produce 10 food items/combine. Profit levels suffer compared to other professions due to the massive time sink and the improportionate return on product creation, especically given the nature of things as Alchemists have it.

       > With potions now able to stack to 100, food and drink should also be fit to store, pile, and pack with such equal effiency.

       > Statistical modifiers should be equal to that of a full piece of gear, though without health and resists. There is little reason to purchase a general stat (str/sta/agi/wis/int) modifying provision over one that only increases regeneration rate, due to the provisions usually having statistics worth only half the typical mods compared to a regular MC item of that tier.

Though I know that these four mentioned facets of focus aren't fit solely to PvP in their nature, I do find that general EverQuest II health is part and parcel with PvP health, relative to server populations and dynamic activity therein.


Message edited by Kurindor_Mythecnea on 09/04/2008 09:17:55.


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Your post is full of Win. A lot that I agree with and a lot I disagree with. I don't want to take the time to snip, cut, copy, and paste your post to pieces (Thats better left for Izzy). But this line was awesome...

Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.


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I agree, PvP xp on kills while locked should stop at around level 25.

Infact, I agree with pretty much all of it. I'd rather they removed evac completely or made all forms of it more easily interruptable.

Oh yea, and remove titles.




General

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Jordin@Nagafen wrote:
Your post is full of Win. A lot that I agree with and a lot I disagree with. I don't want to take the time to snip, cut, copy, and paste your post to pieces (Thats better left for Izzy). But this line was awesome...

Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.

It's completely true dude, when I ask for organized duels, people say it is without honor to use the Harm Touch line in the one vs. one match. --_--" Hehehe. ;P

Message edited by Kurindor_Mythecnea on 05/13/2008 08:51:05.


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[If the fear of early player attrition rates is still keeping you, SOE -- the developers, from recreating the old level-locking scheme, reduce the XP granted from PKs, and make PvPing begin at either level 15 or 20. If you are extra savvy and keen on what it means to lengthen your game's longevity and lifespan to your playerbase, reintroduce level-locking (as it was before the nerf from GU#41) at level 30, or even level 20.]



   


    I agree!  The xp gained at lower level is so far out of balance that people AVOID pvp because they do not want to level after 10 pvp kills.  This alone makes most lower lvls avoid pvp.  Why are we playing by rules that make people AVOID pvp?????  This is counterproductive, and stupid.  How could something so ridiculous go on for so long after being implemented?  By not listening to or accepting feedback from the players!  Be open and communicative with us, the players please.


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Kurindor_Mythecnea wrote:
...and for the sake of your reputation as a game developer of credence, you CANNOT ignore your PvP servers AGAIN.
Good post. As with Swisha, I agree and disagree on points, but honestly no longer have the heart to debate matters of Sony and PvP. Which leads me to the quoted part of your post...

Sadly, I've come to the conclusion that this event, your warning, has already come to pass. Whether it's a corporate-level policy change, an understanding between developers, or just simply that Aeralik has lost his interest in EQ2 PvP, it seems quite clear to me that we've again been left to rot*.

It's a pity too, because despite its issues, the PvP system in EQ2 is actually quite robust and capable of providing some excellent gameplay. It simply needs a return to the care and attention Aeralik and Archonix once had for it. I'm not sure why they've given up on PvP in EQ2 (or if they truly have), but SOE's seeming lack of interest in this part of their own game is already infecting and alienating their players, and I find this to be quite sad.

~

* This is a reference to EQ1's PvP system which, much like EQ2's, started with a big bang from the devs and marketing types, and ended with not so much as a whimper. I assume Seliri is drawing the same comparison in the quoted part of his OP.

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I think that the majority of those suggestions are with merit.  I'd temper the group/raid/numerical advantage one, though.  You would see trios attacking full groups with literally nothing to lose but the time to rebuff.  We've still got to put up with a group of 64's trying to grey-swarm an 80, with nothing on the line for them. 



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It could be rendered so that those not within the bounds of the encounter limits would also not receive credit from kills, even if they were the lesser party, to destroy the idea of griefing with the new limitations. But, it was also a question of forced-player polling, whether 3 vs. 6 should give credit to even the lesser party, as opposed to 4 vs. 6 surely giving credit. If only encounters less than half of the larger encounter size gave credit, then trios would give credit to fullg roups and duos wouldn't (give credit to full groups).

Nonetheless, even if duos, those below the "less than half encounter size" limit, were to "krieg" (my form of zerg, I dislike Blizzard fanatics), it is the fault of the group that's hawking revive points. Hawking revive points gets your encounter krieged no matter what, and I still believe my suggestion would fix a lot of the discontent and disgruntled demeanors held in top tier over the meaning of token gains.

---

A way to structure such a position for polling is to ask:

Given the number advantage, is it a fair kill credit for a group of four to receive quest, fame, or kill count updates off of killing a solo player?

 - Yes

 - No

 - Not enough experience to judge.

Given the number advantage, is it a fair kill credit for a group of four to receive quest, fame, or kill count updates off of killing a group of two?

 - Yes

 - No

 - Not enough experience to judge

---

To ensure that polling methods don't enact discomfort to the PvP community, initial polls of 3 questions could begin for 2 weeks, of the nature:

Were the developers to begin polling you, the players, would you care about the number of questions per poll?

 - Yes

 - No

What would be a preferable question amount for a poll?

 - 15 questions

 - 20 questions

 - 25 questions

 - The amount adequate for dedicated change.

How often should polls be run?

 - Every 1 week, for the full week

 - Every 2 weeks, for the full 2 weeks

 - Every 3 weeks, for the full 3 weeks

 - As often as over 60% of the active* playerbase returns their voice.

*active - those who log in at least once every 2 weeks

---

Remember, these polls would be forced through a menu upon logging in, one that you couldn't close, cancel, or move until filling out. Only once you had filled out the poll and submitted it on one of your toons could you begin playing. Restrictions of having leveled past 15 or 20 could be made, in order to be prompted with the poll. Also, after having completed it, no more opportunities to fill it out would be given on multiple toons. Given that polls could be active for 2 weeks, the ability to "/repoll" could be granted, as through conversation one's positions may change. Repolling would be limited to two instances, and no more. Old poll submissions would be rewritten on your account and forgotten, for that specified poll.

This would not be MMOG democracy, as the developers, obviously, would still have the creative license to do whatever they wish with the results.


Message edited by Kurindor_Mythecnea on 05/13/2008 09:31:59.


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Kurindor_Mythecnea wrote:
Jordin@Nagafen wrote:
Your post is full of Win. A lot that I agree with and a lot I disagree with. I don't want to take the time to snip, cut, copy, and paste your post to pieces (Thats better left for Izzy). But this line was awesome...

Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.

It's completely true dude, when I ask for organized duels, people say it is without honor to use the Harm Touch line in the one vs. one match. --_--" Hehehe. ;P
I have a 70 SK that I haven't touched since EoF... But I still remember my fame buttom. /wink


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I'd like to get a shorter, yet equally effective form of this post so that I can copy and paste it into a /feedback.

 




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First and foremost, feedback needs to be turned into a "/petition" format so that more lengthy entries can be submitted, ones of greater substance.


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Raeyzej@Venekor wrote:

I'd like to get a shorter, yet equally effective form of this post so that I can copy and paste it into a /feedback.

 




This post is accurate and viable in making EQ2 PVP better, nice post Seliri.  But, if you expect that from Seliri I don't see it happening, as any of us that are familiar with him know that rarely is anything he writes simplistic and small in girth.  SMILEY


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Kurindor_Mythecnea wrote:

Izzypop wrote:

2 easy steps

Remove perma immunity on evac.

Make scout evac as easy to interrupt as caster evak.


2 simple steps and evac won't be such a problem


Yes, only Scouts should have the ability to pick and choose their targets, right? Mages are just some utter-squishy class meant to frollick at their whims. Lol. I'll never understand how Scouts, even on terms of LOGICAL LORE, are able to track invisibility at ALL. Even with totems, Scouts shouldn't be able to ever track those invisible except if under the range that invisible toons show to those without see invisibility.

Scouts are overpowered to the point this game has become everscout2.  That being said when it comes time to nerfherd the to end class it's best to start the operation with a scalpel instead of a battleaxe.  Try a modest nerf 1st, see how it goes, then resort to being a butcher.  I stand by my 2 step evac nerf program, and the best thing about it is most of the scouts I know would support the nerf because other scouts evak on them all the time in one on one engagements.

Mages should also be able to track (but hey, make it spiffy for Mages and rename it to Triangulate), and they should be able to track invisibility while invisible, but not stealth, even while using totems, unless if under the range that stealthed toons show to those without see stealth. As DPS classes, both the Mage and the Scout deserve to serve cooperative functions for a group. As it is, the Scout is the end-all be-all utility for a group, and player-made accessories like Jaguar totems become utterly useless when they definitely SHOULD NOT BE.

Modifying track in this way is an awesome way to balance the dedication of utility to Scouts, but once you modify Scout's evacuate in the way Izzpop suggested, you need to give all Mages evacuate (make it spiffy too, and call it Void) flavored in the same manner.

Actually I dont' think the game needs more evaks.  I would like to see any damage received cancel an evak from any character including scouts. Wizzy/warlock has mana shield so just make tank pets work for summoners and mages should be fine.

The answer is to tone scouts down, not make everybody else into a scout.  There is too much tracking in the game already, we don't need more.  If we need anything it should be less tracking, and there are some fun ways soe could go about doing it.  The best example would be to make characters who are in or underwater immune to tracking, and unable to track while in or underwater. 

 Even after all of this, top tier still needs fixing. This is only a minor aspect of imbalance, flawed vision. Regularly, top-tier PvP engagements becomes a raid-fest where the devotion and acuity a player has approached the playstyle of their particular toon and class is rendered negligible. This is due to the fact that credit is granted for quests, kill counts, and fame, even when an encounter outnumbers the enemy by more than 2. NO attribution, of ANY sort, should be granted to an encounter when it engages opposition that is less than half of their encounter size.

This means that a full group, when fighting a duo, receives no quest, kill count, OR fame credit. This means that a raid, when fighting anything less than a full group, receives no quest, kill count, OR fame credit. Testing could be done to figure whether the boundary should be that engagements only credit quests, kill count, or fame when the smaller encounter is more than half of that larger encounter (i.e. 4 vs 6 gives credit and not 3 vs 6), or whether the boundary should be that engagements don't credit quests, kill count, or fame when the smaller encounter is less than or equal to half of the larger encounter (i.e. 3 vs 6 gives credit and not 2 vs 6).

Something needs to be done as picking your fights has become more important than being good at fighting.  While I enjoy and  support your idea here, it's a bit too harsh for SOE to actually go through with it.  If it's toned down a bit it might fly.  An easy idea would be when someone dies take the # of people they are grouped or raided with and divide it by the # of people grouped or raided up who attacked them and turn that into a % to receive credit for the kills.  Example if 2 people kill 1 person 50%.  If 6 kill 2 people 33%.  If 20 people kill 2 people 10%.  If you don't get credit for the kill the person still goes on your recent list.  This would slow down sok post camping to a crawl, but still give solos and small groups incentives to avoid raids. 

The way to ensure this encounter credit fix isn't abused, is to require that group invites take 15 seconds to complete, as does leaving a group. Such would allow confidence in that a group wouldn't immediately disband at the sight of another, seemingly stronger group, for fear of fame loss or death count.

---

Itemization for every tier still needs balancing, as resists are still heard of as an issue. Whether it's the proc (programmed random occurrence) of spell success (relative to spell quality) or simply gear having too much resists, always is it heard that resists are a difficulty in top tier that need be addressed. Avoidance, too, is heard to be weak and supposedly of barely any use, something maybe evinced by the Brawler set of classes never being used to main-tank on raids.

Brawlers have dps and utility over guardians.  The sacrifice is they are not main tanks.

Something such as forced player polling (on PvP servers) for questions such as encounter credit, evacuation as a utillity for DPS classes, and resists, is something that can definitely levvy how great an impact such concerns truly are, as we all know how so many players never come to voice their thoughts and comprehension on the forums.

---

As an aside, with Shadowknights and Brawlers being generally understood to be off-tank classes, ones that support their hate-gain with DPS rather than proactively efficient taunting, Chi should be reduced to a reuse timer of 5 minutes, as should the Harm Touch line and its upgrades. Classes like Assassins and Wizards are easily seen to have abilities that have a far lower reuse timer, yet equal or greater DPS capability. Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.

SK's & Brawlers seem balanced tbh.  I would support an overall scout nerf against all fighters.  Give scouts a weakness against somebody, and fighters seem like the best choice. 

---

A dream that all of us who remembered PvP activity in lower tiers equal to that of higher tiers, is that SOE would be intelligent enough to rescind its nerf to player choice, the nerf that forced adventurer XP from playerkills even when adventurer XP is locked. A secondary dream is that SOE would revamp all of the other quest rewards in T2-T6 zones so that their gear rewards are equal to those found in Timorous Deep, and a third dream is that SOE would introduce token gear for the lower tiers.

---

The fact is, not everyone has the time to devote enduring hours to level-crunching it up to top tier, just to raid and quest even more to establish a well-geared, well-funded toon that is viable for PvP. Allowing players to function to the fullness of lower tiers establishes the longevity of the game for each respective customer, and also the potential revenue SOE creates from each respective customer as they seek to enjoy the entirety of the content made for each tier.

Though you, SOE, may never instate the old locking scheme due to your arrogance in your aims, at least reduce the experience granted from a playerkill to that granted from a mob with no down or up arrows. Players need experience, and PvPing in the lower tiers creates that for them. When there is an active PvP community created from locking, they have a more likely chance to encounter those wise enough to aid them in understanding proper approaches for successful advancement.

---

If the fear of early player attrition rates is still keeping you, SOE -- the developers, from recreating the old level-locking scheme, reduce the XP granted from PKs, and make PvPing begin at either level 15 or 20. If you are extra savvy and keen on what it means to lengthen your game's longevity and lifespan to your playerbase, reintroduce level-locking (as it was before the nerf from GU#41) at level 30, or even level 20.

---

As it stands, the lower tiers pale on terms of developer commitment made to their creation, relative to top tier. The fact that raided mobs in lower tiers were nerfed to be heroics and less is almost repugnant, as it IS true that new players need practice for raids, practice that doesn't need to start with the gimp raids in T4. Raids can be created for all levels, in all tiers. How easily it could be, to stimulate T2-T6, with evenly balanced, itemized sets of equipment. Maybe not sub-class specific, but base-class specific nonetheless.

--

The fact is, the introductory guides given on the newbie isles, or in Greater Faydark and Darklight Woods, they JUST AREN'T ENOUGH. You, SOE - the developers - need to start a collaborative effort, one where YOU, THE DEVELOPERS create a forum for the input of veterans, input that is directed on terms suited to instruct novices. New players need to be informed of all the niche items and manners of understanding newbies will need to acquaint themselves with if they are looking for success. As it is, newbies will never truly comprehend the finer folds of PvP and the potencies available if they aren't briefed from a weathered, near-professional veteran.

Many (and by many, I mean probably 60%) players still don't know of all the totems, potions, remedies, and immunities found in player-made reusables, and these are all legitimate tools players must be accustomed to if they want to take advantage of the depth alotted for them in-game. Guides to direct new players to such things can be made creatively, interestingly, easily, and entertainingly.

BTW. Freedom of the Mind potions need to have their reuse reduced to two minutes, if not one minute (leaning heavily, 90%, toward one minute).

---

Player activity on Nagafen is stooping from what it once was, morale is always low on public chat channels, and people are regularly debating the merits of Age of Conan, on these forums, and yes, in the public chat channels on a daily basis. Focal injection of ingeniousness and intuition NEEDS initiation on your part, SOE, and for the sake of your reputation as a game developer of credence, you CANNOT ignore your PvP servers AGAIN. A server merge with Venekor MUST be undertaken if activity and player contentment stoops to even greater lows. Despite those (high you good minority, Venekorians) who claim they want an atmosphere almost equal to that of PvE servers, healthy server activity needs to be retained.

With Freeport gravely outnumbered in top-tier and Exileds being massively over-powered in decked Fabled gear, even allowing free transfers from PvE servers with NO preconditions seems like something that could help restore Nagafen to a healthy state.

Your Earnest Gnome,

General Sentry Seliri Dar'Yanne, Destroyer of Undead

LVL 50 Shadowknight ~ of Nagafen

(P.S. With many racial traits giving certain races speed boosts from 36% to 50%, a multitude of races are chosen to even exemplify the advantages of classes easily able to escape via runspeed. A quest line [like a Heritage or Epic quest] to realign your racials with that of another race  DESPERATELY needs to be added, as many players afford themselves an untouchable advantage against those who even have the commitment to afford themselves the highest quality mounts. It is to be noted, that after doing this quest, your old racials would be unavailable unless completing a conversionary quest of a type such as "Returning to Ancestry".)

(P.S.#2. Shrink effects need to be restored to PvP servers, as though there were extreme cases of massive shrinking, it is okay for usage with a cap at 50% shrink. The /target command always serves well, and I think it's mentioning as significant would be well-included in a reformed novice guide. Players HAVE spent platinum coin or actual USD (United States Dollars) on items worth over $150, JUST so they could have the shrink effect, and now their dedication to you, SOE, and your product, it is ignored without refund. Revising your policies to refunds to claiming from Legends of Norrath and in-game rewards would do your reputation GREAT good in the eyes of your consumers.)

(P.S.#3. A new line of adornments should be created to add to spell range, in meters.)


It's long list of demands I'll get to comments on the rest later maybe....

Keep one very very important thing in mind

There is only 1 PvP dev, and he is overworked as it is

The lone PvP Dev



There are lots of big things wrong with the game, and minor problems that need to be fixed. 

With only 1 PvP dev doing all the work cluttering him with smaller issues just takes his time away from the big ones.




General

Joined: Mar 8, 2005
Messages: 1058
Offline

Izzypop wrote:
Kurindor_Mythecnea wrote:

Izzypop wrote:

2 easy steps

Remove perma immunity on evac.

Make scout evac as easy to interrupt as caster evak.


2 simple steps and evac won't be such a problem


Yes, only Scouts should have the ability to pick and choose their targets, right? Mages are just some utter-squishy class meant to frollick at their whims. Lol. I'll never understand how Scouts, even on terms of LOGICAL LORE, are able to track invisibility at ALL. Even with totems, Scouts shouldn't be able to ever track those invisible except if under the range that invisible toons show to those without see invisibility.

Scouts are overpowered to the point this game has become everscout2.  That being said when it comes time to nerfherd the to end class it's best to start the operation with a scalpel instead of a battleaxe.  Try a modest nerf 1st, see how it goes, then resort to being a butcher.  I stand by my 2 step evac nerf program, and the best thing about it is most of the scouts I know would support the nerf because other scouts evak on them all the time in one on one engagements.

Mages should also be able to track (but hey, make it spiffy for Mages and rename it to Triangulate), and they should be able to track invisibility while invisible, but not stealth, even while using totems, unless if under the range that stealthed toons show to those without see stealth. As DPS classes, both the Mage and the Scout deserve to serve cooperative functions for a group. As it is, the Scout is the end-all be-all utility for a group, and player-made accessories like Jaguar totems become utterly useless when they definitely SHOULD NOT BE.

Modifying track in this way is an awesome way to balance the dedication of utility to Scouts, but once you modify Scout's evacuate in the way Izzpop suggested, you need to give all Mages evacuate (make it spiffy too, and call it Void) flavored in the same manner.

Actually I dont' think the game needs more evaks.  I would like to see any damage received cancel an evak from any character including scouts. Wizzy/warlock has mana shield so just make tank pets work for summoners and mages should be fine.

The answer is to tone scouts down, not make everybody else into a scout.  There is too much tracking in the game already, we don't need more.  If we need anything it should be less tracking, and there are some fun ways soe could go about doing it.  The best example would be to make characters who are in or underwater immune to tracking, and unable to track while in or underwater. 

No offense, but my suggestion doesn't turn everyone into a scout. You've misunderstood the advocation given. What my proposal does is delineate "Tracking" into two distinctly different capabilities. Mages track invisibility, while Scouts track stealthing, and no in-between, except when in the approximately 5-10 meter range where hidden toons show to those without the ability to see them. I belive my change is one that adds great function to the reusables in-game, and I believe it is one that is vastly superior to your suggestion, in that it does not leave Scouts to be over-powered in their utility.

Having players camp aqua areas wouldn't make for enjoyable PvP, as then kiting classes get a massive advantage.

Even after all of this, top tier still needs fixing. This is only a minor aspect of imbalance, flawed vision. Regularly, top-tier PvP engagements becomes a raid-fest where the devotion and acuity a player has approached the playstyle of their particular toon and class is rendered negligible. This is due to the fact that credit is granted for quests, kill counts, and fame, even when an encounter outnumbers the enemy by more than 2. NO attribution, of ANY sort, should be granted to an encounter when it engages opposition that is less than half of their encounter size.

This means that a full group, when fighting a duo, receives no quest, kill count, OR fame credit. This means that a raid, when fighting anything less than a full group, receives no quest, kill count, OR fame credit. Testing could be done to figure whether the boundary should be that engagements only credit quests, kill count, or fame when the smaller encounter is more than half of that larger encounter (i.e. 4 vs 6 gives credit and not 3 vs 6), or whether the boundary should be that engagements don't credit quests, kill count, or fame when the smaller encounter is less than or equal to half of the larger encounter (i.e. 3 vs 6 gives credit and not 2 vs 6).

Something needs to be done as picking your fights has become more important than being good at fighting.  While I enjoy and  support your idea here, it's a bit too harsh for SOE to actually go through with it.  If it's toned down a bit it might fly.  An easy idea would be when someone dies take the # of people they are grouped or raided with and divide it by the # of people grouped or raided up who attacked them and turn that into a % to receive credit for the kills.  Example if 2 people kill 1 person 50%.  If 6 kill 2 people 33%.  If 20 people kill 2 people 10%.  If you don't get credit for the kill the person still goes on your recent list.  This would slow down sok post camping to a crawl, but still give solos and small groups incentives to avoid raids. 

A fractioned version of credit wouldn't work, as the point is to impede illegitimate credit for writ gains. You also have no idea how the fame/infamy/notoriety system works, so your proposal is kind of on iffy grounds here. Still, I believe my idea has more relevance in that it is simple and unable to be exploited.

The way to ensure this encounter credit fix isn't abused, is to require that group invites take 15 seconds to complete, as does leaving a group. Such would allow confidence in that a group wouldn't immediately disband at the sight of another, seemingly stronger group, for fear of fame loss or death count.

---

Itemization for every tier still needs balancing, as resists are still heard of as an issue. Whether it's the proc (programmed random occurrence) of spell success (relative to spell quality) or simply gear having too much resists, always is it heard that resists are a difficulty in top tier that need be addressed. Avoidance, too, is heard to be weak and supposedly of barely any use, something maybe evinced by the Brawler set of classes never being used to main-tank on raids.

Brawlers have dps and utility over guardians.  The sacrifice is they are not main tanks.

Why is it that you only mention their having a counterbalance to Guardians? Berserkers and Paladins do adequately as MTs, too. Mediating avoidance to have some worth was in no way said to make them tenable (usable) main-tanks. It's just a needed fix. 

Something such as forced player polling (on PvP servers) for questions such as encounter credit, evacuation as a utillity for DPS classes, and resists, is something that can definitely levvy how great an impact such concerns truly are, as we all know how so many players never come to voice their thoughts and comprehension on the forums.

---

As an aside, with Shadowknights and Brawlers being generally understood to be off-tank classes, ones that support their hate-gain with DPS rather than proactively efficient taunting, Chi should be reduced to a reuse timer of 5 minutes, as should the Harm Touch line and its upgrades. Classes like Assassins and Wizards are easily seen to have abilities that have a far lower reuse timer, yet equal or greater DPS capability. Heck, add a 2-second casting time to Harm Touch and make it interruptible, just make it have some actual fugging utility aside from usage to get illegitimate fame gains.

SK's & Brawlers seem balanced tbh.  I would support an overall scout nerf against all fighters.  Give scouts a weakness against somebody, and fighters seem like the best choice. 

So you think all fighters should get a 10-second reuse on a cure for arcane and trauma? Or 5-second? What is this weakness you are trying to give advice for? 

---

A dream that all of us who remembered PvP activity in lower tiers equal to that of higher tiers, is that SOE would be intelligent enough to rescind its nerf to player choice, the nerf that forced adventurer XP from playerkills even when adventurer XP is locked. A secondary dream is that SOE would revamp all of the other quest rewards in T2-T6 zones so that their gear rewards are equal to those found in Timorous Deep, and a third dream is that SOE would introduce token gear for the lower tiers.

---

The fact is, not everyone has the time to devote enduring hours to level-crunching it up to top tier, just to raid and quest even more to establish a well-geared, well-funded toon that is viable for PvP. Allowing players to function to the fullness of lower tiers establishes the longevity of the game for each respective customer, and also the potential revenue SOE creates from each respective customer as they seek to enjoy the entirety of the content made for each tier.

Though you, SOE, may never instate the old locking scheme due to your arrogance in your aims, at least reduce the experience granted from a playerkill to that granted from a mob with no down or up arrows. Players need experience, and PvPing in the lower tiers creates that for them. When there is an active PvP community created from locking, they have a more likely chance to encounter those wise enough to aid them in understanding proper approaches for successful advancement.

---

If the fear of early player attrition rates is still keeping you, SOE -- the developers, from recreating the old level-locking scheme, reduce the XP granted from PKs, and make PvPing begin at either level 15 or 20. If you are extra savvy and keen on what it means to lengthen your game's longevity and lifespan to your playerbase, reintroduce level-locking (as it was before the nerf from GU#41) at level 30, or even level 20.

---

As it stands, the lower tiers pale on terms of developer commitment made to their creation, relative to top tier. The fact that raided mobs in lower tiers were nerfed to be heroics and less is almost repugnant, as it IS true that new players need practice for raids, practice that doesn't need to start with the gimp raids in T4. Raids can be created for all levels, in all tiers. How easily it could be, to stimulate T2-T6, with evenly balanced, itemized sets of equipment. Maybe not sub-class specific, but base-class specific nonetheless.

--

The fact is, the introductory guides given on the newbie isles, or in Greater Faydark and Darklight Woods, they JUST AREN'T ENOUGH. You, SOE - the developers - need to start a collaborative effort, one where YOU, THE DEVELOPERS create a forum for the input of veterans, input that is directed on terms suited to instruct novices. New players need to be informed of all the niche items and manners of understanding newbies will need to acquaint themselves with if they are looking for success. As it is, newbies will never truly comprehend the finer folds of PvP and the potencies available if they aren't briefed from a weathered, near-professional veteran.

Many (and by many, I mean probably 60%) players still don't know of all the totems, potions, remedies, and immunities found in player-made reusables, and these are all legitimate tools players must be accustomed to if they want to take advantage of the depth alotted for them in-game. Guides to direct new players to such things can be made creatively, interestingly, easily, and entertainingly.

BTW. Freedom of the Mind potions need to have their reuse reduced to two minutes, if not one minute (leaning heavily, 90%, toward one minute).

---

Player activity on Nagafen is stooping from what it once was, morale is always low on public chat channels, and people are regularly debating the merits of Age of Conan, on these forums, and yes, in the public chat channels on a daily basis. Focal injection of ingeniousness and intuition NEEDS initiation on your part, SOE, and for the sake of your reputation as a game developer of credence, you CANNOT ignore your PvP servers AGAIN. A server merge with Venekor MUST be undertaken if activity and player contentment stoops to even greater lows. Despite those (Hi you good minority, Venekorians) who claim they want an atmosphere almost equal to that of PvE servers, healthy server activity needs to be retained.

With Freeport gravely outnumbered in top-tier and Exileds being massively over-powered in decked Fabled gear, even allowing free transfers from PvE servers with NO preconditions seems like something that could help restore Nagafen to a healthy state.

Your Earnest Gnome,

General Sentry Seliri Dar'Yanne, Destroyer of Undead

LVL 50 Shadowknight ~ of Nagafen

(P.S. With many racial traits giving certain races speed boosts from 36% to 50%, a multitude of races are chosen to even exemplify the advantages of classes easily able to escape via runspeed. A quest line [like a Heritage or Epic quest] to realign your racials with that of another race  DESPERATELY needs to be added, as many players afford themselves an untouchable advantage against those who even have the commitment to afford themselves the highest quality mounts. It is to be noted, that after doing this quest, your old racials would be unavailable unless completing a conversionary quest of a type such as "Returning to Ancestry".)

(P.S.#2. Shrink effects need to be restored to PvP servers, as though there were extreme cases of massive shrinking, it is okay for usage with a cap at 50% shrink. The /target command always serves well, and I think it's mentioning as significant would be well-included in a reformed novice guide. Players HAVE spent platinum coin or actual USD (United States Dollars) on items worth over $150, JUST so they could have the shrink effect, and now their dedication to you, SOE, and your product, it is ignored without refund. Revising your policies to refunds to claiming from Legends of Norrath and in-game rewards would do your reputation GREAT good in the eyes of your consumers.)

(P.S.#3. A new line of adornments should be created to add to spell range, in meters.)


It's long list of demands I'll get to comments on the rest later maybe....

Keep one very very important thing in mind

There is only 1 PvP dev, and he is overworked as it is

The lone PvP Dev



There are lots of big things wrong with the game, and minor problems that need to be fixed. 

With only 1 PvP dev doing all the work cluttering him with smaller issues just takes his time away from the big ones.

These are the issues. Aside from Rogues being over-powered and Summoners being under-powered, my post covered it. The point of a constructive thread is to identify these "big issues" you believe there are. Polling in the ways aforementioned, along with general player voice, is the only way to modify Summoners and Rogues correctly, and I'm not of any ability to advise with accuracy to that end.



Message edited by Kurindor_Mythecnea on 05/13/2008 10:45:28.



Loremaster

Joined: Dec 6, 2004
Messages: 1020
Offline

Kurindor_Mythecnea wrote:

Yes, only Scouts should have the ability to pick and choose their targets, right? Mages are just some utter-squishy class meant to frollick at their whims. Lol. I'll never understand how Scouts, even on terms of LOGICAL LORE, are able to track invisibility at ALL. Even with totems, Scouts shouldn't be able to ever track those invisible except if under the range that invisible toons show to those without see invisibility.

While some good points I would like to point out that in terms of Logical Lore, scouts indeed would be able to track Invised players. They are scouts and are tracking like you would an animal. You don't need to see your prey, you follow footsteps and invis doesn't make one weightless. So while over certain terain maybe they shouldn't be able to track but that is way to many server checks on player's locations ect...

But over all none of that bothers me becasue without people tracking me I would see way less PVP than I do now. (on venekor it might be different on Nag).

But I do support the no perma-immunity and intteruptable evac. (hell even standing still evac).


Message edited by Ahlana on 05/13/2008 10:48:11.

 
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