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All Posts by kjempff

All Posts by kjempff

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Lockjaw has appeared on the list and is locked. Unoffical comment from live stream says it goes live as soon as it is ready, probably and hopefully friday.

update: Tweet just now says Lockjaw targeted to open 11AM friday .. https://twitter.com/everquest/status/604062488955494400

And before you ask, Roshen said there will not be free transfers for now. They are still discussing if/how to merge on a later date.

Originally posted by syriinx
Originally posted by kjempff

 

Phase 3, the pressuring ... Where the players who actually play the game will try to get the stupid 6 month timelock undone. There is just about 1 maybe 2 months max of content in classic-kunarl-velious even for a casual player. The only thing that could hold this back is overcrowding, so players can't get their armor.. And behold, instead of splitting servers, Daybreak increase the number of players a server can hold - That is classic.

The reason they did this was so they would have one moderately populated server in a few years instead of two lightly populated ones.

Having two servers and merging them later makes more sense to me, but people would probably whine even worse about that. 

Last progression worked well with two servers, players were able to do their thing atleast twice as able as if it were oone server. Afaik people were expecting a merge around pop and I heard not much complaining about it. I am surpriced fippy and vulak never merged. There is only one thing that could be an issue is if servers didn't unlock at the same pace.. Vulak and fippy were a week apart at pop, so that would not have been a real issue.

Progression server, phase 2 .. The whinening and complainening.

This is how all progression servers have been, if you are surpriced you either weren't reading posts here or didn't understand it.

Progression is not classic, you will only enjoy it if you accept what it is now. If you want pure oldschool including all the bad things that were actually improved later on, go p99. Progression gets much more fun after kunark, so for me atleast I am only playing a month now for giggles, and will return once it gets more interesting.

Lvl 50ies in 2-3days, downing vox/naggy.. If you bothered to listen, this was predicted aswell.. The same thing happened on last progression servers, and gasp some people still enjoyed it... Many were wictims to phase 2 aswell, nothing new..

Move along to p99 or other games because Daybreak can't (rumour says they don't have the old code anymore), and won't attempt to produce a classic experience (that would likely cost many times more to do than thay would ever get from subs).

Phase 2, the whinening will last for a month to be replaced by ...

Phase 3, the pressuring ... Where the players who actually play the game will try to get the stupid 6 month timelock undone. There is just about 1 maybe 2 months max of content in classic-kunarl-velious even for a casual player. The only thing that could hold this back is overcrowding, so players can't get their armor.. And behold, instead of splitting servers, Daybreak increase the number of players a server can hold - That is classic.

Originally posted by Ligi

Seems I made the right decison  2 weeks ago when I started a character on the project1999 server , its free, stable, with great GM's and assistance and most of all it really provides a classical and enjoyable experience.

As I already played on Fippy server, this doesn't come as a surprise, and I am afraid more news like this will come ( mages everywhere, people playing on their little island of boxing, no player interaction, few guids rulling the server destiny).

Why don't they learn with people responsible for Project1999? They did a great job and there are a lot of players craving for a REAL classic server.

Yeah well p99 also has it's issues, so depending on how you rank those, either can be the right choice.

P99 is also controlled by a few guilds and they sit very very hard on everything, atleast on progression things will free up as the expansions come.. Expansions? Yes progression has em, p99 is stuck in time more or less, they say they will not open luclin, Kunark has been in play for years. Pathing ? p99 can't fix this important part, mobs walking and aggroing through walls yay. Oooold client with undoubtly oldschool limitations vs a much better one. Complete reset and new economy on progression servers, which is why most people are playing it. And much more.

A few things I do miss very much on progression that p99 has, the original classic zones (all the revamped zones are horrible), corpse runs. 

 

Anyways.. it is a matter of taste, I play both p99 and progression.. my scale swing towards progression as that is where I have most fun despite its obvious flaws. The reset and progression part plays the most important role in this decision, if p99 did time locked progression and moved beyond Velious (including features and changes as they come) I think that would be my choice.

There was a complete wipe. Logged in, there were still level 50ies. Daybreak gave up on fixing it today... they will attempt again "tomorrow" whenever that is.
Surprising that monk isn't any higher on the list, as monks will be OP second only to mages. Maybe the high amount of boxers (which I don't believe is reality) .. I mean if you are going to box, a melee class pick would probably go to a taunt class. Also I guess not being able to carry much loot is an issue on a brand new server.
Originally posted by ab29x

I tried p99 and the client just wont jive graphically with my laptop.

So I'm thinking about trying out this new progression server.

My questions about this version:

 

1) Are druids and wizards still used for teleporting or did they easy mode that?

2) Is rolling a druid/necro as a first character to make money still a thing? Or can every class now solo well?  Also, do druids and necros get groups?

3) Are there mercs in this version before the correct expansion comes out?

4) Is SOW still a thing or a good reason to roll druid/shaman?  Or can you sneeze and get an item that grants it? (I know about journeymen boots but I don't remember what % they were).

5) In this version will people progress kinda like in classic and camp stuff along the way like the GBS or is it just grind with whatcha got till 50?

 

See also http://www.mmorpg.com/discussion2.cfm/thread/431788/Everquest-Progression-Server-Ragefire-Launch-May-20th-2015.html

 

1. Yes, there are no fast transportation. Boats however will probably be disabled and replaced talking to a npc for a port instead.. I don't remember if they ever fixed that getting killed/kicked on boat problem on last progression.

2. The money making is likely done by mages, camping rathe hill giants (it is the revamped Rathe with rich rich hill giants).. it will be overcrowded 24/7 with drama, KS and professional plat farmers. Other way is rush into the tradeskilling business and make jewellery, banded armor and spell crafting (crafted mage and necro pets will be in high demand), and potions.. crafting business will fade out.

3. nop not till .. uhm far into the future, expansion 7-8?

4. No sow sneezing items, except for classes who already has sow. JBoots are a requirement for any decent raiding guild, but is not as hard to get as on p99.. I don't remember the exact numbers but you can look it up, but sow is a significant increase but for non travel, clicking jboots is just so easy and instacast is a lifesaver when you suddenly run out of sow mid pull. Selling sow is probably not a thing on progression, so that would not be a reason to roll druid/shammy.

5. There will be camping and gear will matter, and you can expect the top spots to be perma camped by farmers and much drama and KS'ing and training will happen.

 

If Daybreak does not take a swift stand and ban MQ'ers there will be the bad cheats such as bots, warping, spawn notification, and the lesser ones for multiboxing autofollow, autoattack, autohealing, autobuffing. Some are bothered with this, some will not care.. it will be interesting to see which of these Daybreak choose to be.

 

Blizzard are and have always been quite inactive when it comes to enforcing anti cheats. Once in awhile when they got some numbers to work with, the do the usual publicity stunt "this many accounts banned for using blahblah... we care about blahblahblah". Rarely are the bans permanent (cheaters are also paying customers), and never do they actively target cheaters outside the dedicated anti cheat publicity week.

This has been the Blizzard way ever since .. ever. Next ban round will be in 6-18 months, and the number banned will be the usual 50k-100k.

If you claim mmo's require no skill, I would argue you are not playing them right.. Or lets say playing them to theirs and yours full potential. The point of mmo is not to win or loose, it is to play and experience. You can certainly play putting in very little efford and still progressin a mmo, as opposed to other types of games where you need a specific minimum of performance to complete a level or similar.

Regardless of how you view the state of todays mmo, becomming one of the top players (whatever that means in various games) will require skill and determination to aquire said skill. You may say but it require no skill to push 4 buttons in sequence, but even that simple task may contain skill.. Timing, learning the combo, getting and knowing which gear that optimize that combo, and various optimizations of time, mana, etc. With mmo skill is often to optimize performance, which in the end may mean beating a ifficult encounter, or beating it the first time instead of the tenth time.

Now the problem is developers don't want to create content only a few will see, so they make it too easy to reach all of it, only creating harder settings of the same content. This makes content boring and performing aka being skillful not very rewarding. One problem here is developers put too much focus (and money) into heavily designed story content, so that they are forced to make it widely available as to be financially viable.. The solution is as I view it, to focus on gameplay mechanics as content instead of stories.. This is what most older games did (of all genres).

 

Oh yeah OP comment about eq requiring little skill because the demands were lower back then.. On the contrary, I have found no game where player skill has ever had a more direct consequence for your success or failure, on so many levels. No mmo I have ever played presented me with such a variety of tactical possibilities to optimize performance - knowing these things, performing them in cooperation with others, changing as situations change.. Litterally takes years to master. You can group with players who played eq for years and learn or teach new detail about a situation or mechanic. Eq is probably about 10 times more advanced than any other mmo I have played, and that is because of the sheer amount of combat elements combined with variety of situations and class combinations, knowledge, map variations, mob types.. And I could go on. If you played eq and miised all this, you should really pay more attention to detail in games.

Uhm well but you see the chicken marked does not die out. This is because there are a constant stream of younger customers who wants chicken. They have not tasted other kind of chicken, so they assume all chickens are supposed to taste like that. Also as chickens are marketed on colorful posters showing off huge chunks of breastmeat, the foul taste is not as bad.

I am not going to say OP is wrong, but hardly anything said was correct (yes you saw what I did there). The most correct thing is that mages will be OP up till Velious, and yes one mage box of 4-5 can solo Vox/Naga.. not that they will probably get to do that for awhile as the top raiding guilds will poopsock those for a long time, while creating more drama than you will ever see. 

I played the last progression server up to pop in the top raiding guild, and based on that I foresee the following:

- there will be rushers who will stay online for 72 hours to get to lvl 50 first.

- there will be 1-4 dominating guild(s), who will cockblock all raid mobs.. casual raiding will not happen till luclin where earlier expansion mobs become available. Unlike p99 those guilds will not block mobs needed for epics, so that is an advantage.

- after a month, the population will have dropped to under half, as those who want to ride the nostalgia train will learn that it is either not the same and/or it was not as great as they remembered. Those who stick around enjoy those things that are not ruined, and live with the flaws.. and those are probably also the ones who like updated client, maps, and other nice features that p99 also lacks.

- there will be boxers, not half but probably 1/4 the population, of which some are just a druid for ports. most boxers will group if they got time for it, the exception being those who play a full group (AND pays 6*15$ for it).

- there will be kill stealing, training and lots of drama in the beginning because of overpopulation for the small amount of xp mobs in classic eq. It WILL be ugly .. and elephants never forget.. the joy and curse of open world.

- there will be people who should have played p99 because they want the full nostalgia trip, they will post long broken dream complains about how progression servers suck.

- and finally the 6 month between expansions is bull, the players who are left after 1 month will not want to wait 6 months for new content. The 6 month vote are from those who think they are getting a nostalgia trip. There is not enough content classic and Kunark for 6 months each, neither really for veliuos and luclin. VT keying took less than 2 weeks on last progression server, killing Quarm was done in 4 days by average lvl 62 raid.

 

Otherwise see this faq post explaining most common questions, so you don't get surpriced that it is not the classic experience: http://www.mmorpg.com/gamelist.cfm/game/9/view/forums/thread/431788/Everquest-Progression-Server-Ragefire-Launch-May-20th-2015.html

Originally posted by Kiyoris

Reality check!

Everyone is going to multibox on that server.

It will be nothing like EQ used to be.

Reality called and left a voice mail with the following:

- eq used to have many boxers, especially a druid for transportation

- serious raiding guilds will disallow or frown upon boxing in raids

- every box will cost a sub fee of 15$

But yes there will be boxers, and yes relatively more than 15 years ago, but judging from last progression I would say 3/4 will still play one character at a time.

The serious problem is mq which makes it far too easy to box many characters, and last time they didn't really enforce banning them except a few special cases where someone monopolized certain mobs or otherwise stepped on too many toes (petitionstorm).

Manually controlling 2 chars is workable, 3 it start to get inefficient and stressfull, after that you really need extra software to handle it.. Or be one of those rare ones who can manage it by a system of hotkeys and fast fingers.. Though you will still die alot. So all it really takes is to enforce the rule of banning mq'ers.

 

It will be nothing like EQ used to be.

. That is correct, however probably not because of boxers.

Originally posted by IakXastur
If I would roll a monk, never actually played one for any length of time, is the question is if money would weigh anything at this point? Or is it going to be droppable like it was originally

Official announcement says: Money has no weight on progression server.

Also, at last progression server monks were overpowered with fists (no weapon), if that is not fixed monks will be the highest dps class by far for a few expansions - By luclin, top raid gear will start replacing fists. Poor night vision is almost eliminated by the current client, so playing a human monk is not too bad. Besides Magician, Monk will be the easiest class to level.

 

Edit:

yup monk/beastlord fists will be op like last progression server, mage pets will be op. Apparantly they can't fix it, shame.

ps. most questions are answered here: http://www.mmorpg.com/gamelist.cfm/game/9/view/forums/thread/431788/Everquest-Progression-Server-Ragefire-Launch-May-20th-2015.html

 

P99 has its charm, but despite progression servers problems, they have some (depending on taste) nice advantages.. new server with new not bloated economy, much better client version, newer character models, working collision detection (nothing walks/aggro through walls), 1000 little improvements ..naming a few, shrinking issue for large races in certain zones are fixed.. proximity pulling is possible (lesser pull aggro range than pulling with ranged attack), ability to turn the camera around while meditating to avoid getting jumped, and much more.

It is a matter of taste but personally I had much more fun with last progression servers than I ever did in P99. One note/opinion though, most of the people who wants 6 months between expansion are the ones who will quit because it is "not like it was back in the days", the remaining players will then be stuck with the decision... this is based on how the last progression servers went.

And if you consider playing here is a tip: It is not like it was back in the days, if you want a nostalgia trip you will only be disappointed, embrace what it is now and enjoy the good changes and ignore the bad ones.

If you wanted to describe the three roles you would not be without in a tank'n'spank eq group, it would not be tank heal dps, tank heal cc, but instead it would be tank heal slower. Without a slower you are just too inefficient, fortunately there were several slower classes with other support roles aswell.

But you really cant put eq into a trinity definition, because there were much more roles, many of those roles were shared by various classes, and on top of that different situations, locations, mob affinities opened up new roles (for example kiting, rooting, quadding, swarming, etc).

The trinity definition as it is today is born out of the continous process of simplifying roles. WoW has done much work in the simplification process, but others aswell. Therefore I think trinity means tank heal dps.

 

He is right and he is wrong.

The huge segment of gamers that so-called mmorpgs are targeting these days are the 15 minutes attention span players, so in that sense he is absolutely correct. As is Blizzard with their YetAnotherCard game and YetAnotherArena/Moba game.

Where he and well many others in the mmorpg industri are wrong, is not considering that gamers are more specialized in taste now, they know what they like and they play the type of games suiting them. That means you must decide what kind of game you are making, and which gamer seqment to reach.

There is still a market for Themepark mmorpgs (wow,gw2,eso..), there is a market for Hardcore PvP sandbox (Darkfall, EVE), there is a market for Fantasy world/lore based games, untapped for now (oldschool mmorpgs, upcomming pantheon), there is a market for non violent sandbox builder games (minecraft, landmark), and so on.

What all complaints on this site for the last 10 years has been about, is that this and that game aren't fitting "my" gamer seqment, "I" thought it was going to be a mmorpg by my definition, but then it weren't. Developers who make games for their target audience will have a better chance of success.

 

That said, Smedley sits on a huge pile of bad decisions and bull build up over 20 years, so don't take his word for anything but advertising their games. Itdoes raise concerns about what kind of game EqNext will be, or if it even has a future.. but hardly any news there I guess.

A friend of mine is playing pen n paper "New World of Darkness" (White Wolf?), from the stories he tells it sound like they are having great fun with it. Nice setting and ruleset and interesting versatile "classes". If it would work as a mmorpg I don't know, but we could use a good supernatural mmorpg with a modern times setting.

Good looking characters are often found in the worst mmos, so I would say that means its not the most important part of a game.

Aion had nice character customization, and I must admit I hang on to gw2 pretty far only because everything looked so good, and races actually are versatile looking. Vanguard also had a style i liked, and apart from animations eq has produced some great looking npc races over the years.. Snakes in ssra for example. I like characters that are alien looking but at the same time natural.. Also I like character customization that allows you to make ugly, fat, old, scarred as well.

Anyways, only if the gameplay is good, will character models matter. I could not enjoy eq with old models, but even wow characters were good enough for me.. What I Imagine can bring most things to life, but I need that to trigger.. Hence, atmosphere and gameplay come way before looks for me.

First what is the challenge with permadeath and mmorpg ?

It is that at some point not that many hours into a game, you will have invested so much into a character that loosing it permanently would trigger a quit. For some that is only 5 hours, for others (such as POE hardcore players) that is more like 50 hours, and only the very few EVE nutcases will accept a death after hundreds of hours.

 

The solution is to make deaths acceptable and merely a setback (I know it is not permadeath then, but permadeath is silly in a mmorpg anyways). Well here is a few ideas to how that can be accomplished:

- Bind skills not to character but to something that survive a death, so that it is not a complete restart on death. This can be skill unlocks, or skill points. Character still needs to be rebuild, levelled up or whatever.

- Make gear something that can be re-crafted after death, such that you actually don't get a piece of gear but the right to a blueprint of it. Materials will need to be re-gathered and/or stockpiled in advance. Your new character will then need to get a new copy of Sword of Awesomeness crafted.

- Crafters can be players but also hired NPC workers or crew in your base/castle/house/whatever.

- We could go even further and bind experience/levels to an item that is tradeable, so that players can sell "time" to eachother. Possibly if it is a pvp based game, the ability to loot some part of another players experience (diminishing returns and some measures to avoid being farmed by high levels).

- Resurrection of other players within a limited time (maybe 60 seconds), will prevent death but hefty experience loss on the resurrected and a percentage of this to the resurrecter - And I mean a serious loss, like loosing half of your total experience. 

 

A rescue ship has been dispatched to the last known location, but we lost all communication with that as well. A solar storm are preventing any new rescue missions at the moment.

The last communication read: Smedley was the first bitten [data loss] I am [data loss] cryosleep. Do n [data loss] end rescu [data loss].

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