Akheva Ruins

Yesterday was a mixture of gaming, in the later evening. I was restless and not sure what I wanted to do. Not because of anything going on in game but it’s just been one of those weeks. You know the ones, that just don’t end quite fast enough for you. I spent some time briefly finishing off book quests for Silhouette in Ruins of Varsoon, adding two more to her collection. The kills were easy and I managed to harvest a few shinies to put for sale. Nothing really of note. Once that was done I headed to Kylong Plains with Kasul to help him get started with the RoK quest chains – namely the sokokar quest.

It wasn’t long (maybe an hour) after working on those I decided I would head to EQ1 for a few hours before bed. Binxs was already there, making his way to the 50-55 hot zone.

“The Akhevan City of Ka Vethan, better known now as the Akheva Ruins, was built long before Vex Thal and served as a stronghold for the shadows of Luclin. Its current state can be attributed to a civil war among the Akhevans.

After their arrival and establishment on the moon, the Combine began building structures and outposts on Akhevan territory. The reigning High Priestess at the time, Akel Ha Ra, demanded that her fellow Akhevans not interfere with the imposing Norrathians. This caused some dissention among their ranks. Before long, an Akhevan named Aten Ha Ra emerged as the leader of this resistance and led her faction in a civil war among the Akhevans. One day, Aten Ha Ra summoned a storm of incredible power and used it to destroy the city of Ka Vethanat, an event which led to the death of Akel Ha Ra, many of her minions, and the end of the civil war.

Currently, one can find a countless number of Akhevan spirits lingering among these age old ruins in addition to a host of mind wurms, stonegrabbers, and centis.”

I asked if he wanted some company, and decided to tag along on Ishbel. She was still sitting at level 51, and I wanted 52 before Friday night’s dragon play. The pulls to the zone line were fairly painless. I managed to ding my 8th aa on Ishbel, and both Binxs and Ishbel hit level 52. Since EQ2 is down for a few hours with the GU47, I decided I will probably go back, this time with my beastlord / druid combination, and see if I can’t get the beastlord to ding a few levels, as well as gain some aa / buffer on the druid. So far I’ve just been hanging out at the entrance, and the one thing I dislike is the fact that everything wants to run away from me at 20% or so.

By now of course I expect it, but it makes duo’ing with my cleric / beastlord combination a pain at times. The cleric does get a root, but I find it wears more often then not. At least with the druid I can put down a snare or two (or three).

I’m hoping tomorrow night we get a great turn out as far as dragon-killers go. Gnewton should be there and that’s always a sure sign of some fun at least. If all goes well, we’ll get the last bit we need and the level cap will finally be lifted. It will be nice to be able to move to 55 instead of the 52 people have been sitting at for quite some time (does us no good to want to kill dragons if we’re getting banished left right and center).

Which reminds me, I need to look up spells, for the beastlord, druid, and cleric. Eventually, I’d like to get my necromancer a few levels as well. We’ll have to see how that goes though.

A Few Changes

I’ve been playing EQ2 since release, and EQ1 before that though admittedly not for long. Both games for the past six years and of course like everyone out there I have my thoughts and opinions when it comes to game play, content, and mechanics. Here are a few of the very basics.

  • Players need something to do that feels like progression

What I mean by this is that once you’re 80/80/140 (adventuring, crafting, aa) you’re out of things to do except work on gear (which can tap out depending on your play style) and make an alt. So many players I know have more then one level 80, in fact I’d almost say a majority have at least two, and quite a few range between 3-4 now depending on their commitment to the game. There are some (what I see as) very simple and easy solutions to give players the illusion of progress even if it is meaningless. Well take it.

Number one would be extend the achievement lines. All of those racial abilities that people are offered such as extended drink and food, 4% melee or spell crit chances, the ability to breath under water, a 15% bonus to run speed while invis – off those as achievements instead. Make each one or each rank of one cost a number of points rather then just one. Give everyone the same opportunity to personalize their characters. Is it really going to hurt if a high elf has extended food or can breath under water? It gives players something to aim for, a goal, that makes it feel as though they are making progress. All mmo’s need this. You should not be able to say you feel as though you’ve completed an mmo. The achievement line in EQ1 is a very fine example of this – and I realize there are flaws such as guilds requiring you to have a certain number of aa before you can join. However, I am not talking about game-play changing aa here, I’m talking about very basic ones that will not alter or change the way the game works in any drastic measure.

Another example of the illusion of progression would be to implement a Lost Dungeons of Norrath era in EQ2, or at least monster missions, or some other sort of mission that rewards the player with coins, points,  tokens, or shards that can be saved up and traded in eventually for gear, spells, adornments maybe – something, anything. Even having a tracking board to see who has beaten the most missions, have them scale by level and have different difficulties exactly like the LDoN in EQ1. Promote group play! With RoK solo quests rewarding things on par with grouping (the cloth gloves in Kunzar Jungle as just one example, the waste hunter line items as another) what is the point. Bring the game back to promoting group play. This does NOT mean neglect solo play since players need something to do in between grouping, but there should be a higher risk vs. reward if you’re grouping.

Even if a player KNOWS it is simply ‘busy work’ they will take it. At least it is progress of some sort.

  • Stop trivializing your own zones

This one is more difficult. What I mean by this is that in EQ1/VG/WoW none of the zones ‘grey out’ per say. Sure, the lower level encounters no longer give experience as a reward, but they do all still drop loot. Yes, this means that lower level mobs and zones can be farmed – but as your player base levels up, this is almost needed in order to keep zones active and busy. If you allow zones to grey (such as they do in EQ2) you allow them to become empty of players – unless you are expecting players to level alts or always have a high flow of new players to the game (which is almost impossible these days with so many new games on the market).

I have ventured into so many ‘old world’ zones where there is not another soul in them. Not even that old per say – Steamfont mountains is only one expansion away and it’s quiet. Crushbone Keep, another example. If higher level players could still obtain anything at all from these zones (aside from shinies) we might actually see the population spread out a little, and see PEOPLE in zones. Wouldn’t that be great?

It’s not without its flaws. Yes, this means that lower level characters may have a difficult time obtaining what it is they need, but how would it be any different then any other game out there whose zones do not trivialize. They will find a way to make it work. Players are not stupid they can be resourceful. They don’t need to be hand fed as much as they are.

  • Promote grouping

This is another trickey one. There’s a balance between solo content and group content that’s slightly out of whack these days in higher end zones. Aside from instance runs there’s no reason to group. What happened to the good ‘ol days of EQ1 where you’d sit in BoT or some other zone and camp for hours with a group. There needs to be more heroic content (separated from the solo content) with a significant bonus to being in a group. Something that won’t take away from the solo players. Perhaps an increase to the experience you obtain from a group encounter. Right now the difference in experience from killing a mob solo vs. group (in RoK at least) is so insignificant, it’s barely noticeable.

I realize this is not the case for all expansions and that from 1-60 running through dungeons in a group is probably the fastest way to level up. It is not the case certainly with RoK.

  • Rare gear should be just that, rare

This one is a little difficult to explain. Does everyone remember Prismatic 1.0? It was quite possibly the MOST difficult quest chain I have ever done. It required numerous raids, and a long ‘speak as a dragon’ quest that at the time of the level cap (50) was really hard. The quest required at least 6 different raids, and fabled gear was almost unheard of – in fact I don’t believe it was even implemented in game back then.

The reward from all that hard work? Was legendary.

That’s right, we all worked for those prismatic 1.0’s and they were legendary.We were SO proud of those weapons.

Granted, they were some of the best darn legendary out there, but still. Now a days, everyone wants fabled. People can even obtain mythical if they complete raids. What happened to keeping those things rare and out of the reach of the average player. Legendary has become the new treasured. Fabled has become the new legendary. Mythical has become the new fabled. There’s only so many ranks of gear that can be introduced, and the easier they are to obtain, the more players want the next rank up.

There are solo quests now that reward fabled. There are group quests that reward fabled. This rank of gear should have never been allowed to become so common. The more common it is, the more it loses it value. Now, I realize that there is probably an outcry from people who do not raid, who also want to be able to obtain these levels of gear and perhaps that’s why they were made more common. As both a raider, and a none raider – I personally feel that there is no reason why fabled should drop anywhere aside from raids. There IS a difference between players. It’s not a bad one. It does not mean that one is any better or worse then the other. Personally, I don’t think the casual player should be wearing gear equal to or close to a raider. It is not a matter of deserving it or not, but simply the fact that raiding is heavily involved, it requires things that grouping and solo play does not. It’s not harder per say – but it is more involved. I’m a firm believer in rewarding people who take those steps, and I understand that not all players can do so. It’s complicated I suppose in the end.

Anyhow, those are just a few basic thoughts and ideas I had about gameplay and EQ2. No doubt more will follow, I didn’t want to ramble on for too long today.

Silhouette’s Library V2.0

Revamped it and tweaked it a little bit more… it still looks far better in person…

Now all that’s missing is all the books I need…

Lots and lots of books needed..

Changed the look of the seating area some

The rest of the house is very much a work in progress, but I’m pleased with how the library area turned out at least for now!

LoN House Items

I had three booster packs unclaimed in LoN (which don’t sell for nearly as much in EQ2 as they do in EQ1 at least not on the Najena server) as well as an unclaimed cloak that gives you a purple tinge (I did not particularly care for the cloak) so I decided to set up a few trades within LoN and see what I could get.

I left the trades up for only a day before I’d gotten everything I wanted. Now, maybe it is because all I was looking for were house items (and a new cloak) and perhaps that’s silly of me, but I do love the items you can get.

I ended up getting three new house items plus the new cloak for my three boosters + old cloak (those boosters may or may not have had something interesting inside of them, I don’t know). There’s a trick to getting items you actually want from LoN – and that’s NOT to open the booster packs. The chance you’ll actually get a loot card can be very slim. If you’re one of those people who only stumbles across them from time to time you’re going to be far better off actually saving up those booster packs and creating specific trades instead of hoping for a chance that you’ll get what you want out of the package.

I enjoy playing the LoN game, though I am not that good at it. So the boosters I suppose could have been handy had I opened them – but with 1400 cards already in my collection, I didn’t see a reason to. I managed to get two paintings I did not have (pictured above) and a gold book (also a house item of course) that is filled with images of the paintings that came with LoN.

The cloak I traded for gives a reduced falling speed for the wearer (not that I really need that portion) and it also has an effect of a halo that hovers above the player (which is why I wanted it at all). You can have the effect on while you’re not wearing the cloak, which is nice.

The only issue for me now is who to claim the cloak on. I was contemplating Silhouette, just because it would be amusing to see a dark elf coercer with a halo above her head – but the utility of the cloak (reduced falling speed) would be completely wasted since dark elves come with the ‘hover’ ability that allows them to float. So ideally, I’d put the cloak on someone who didn’t already have that ability.

It’s not often I get LoN (Legend of Norrath) house items, and a lot have been released since the game came out. It’s nice to be able to add to my collection every so often though.