Hoorah patch says tons of new quest for solo players

Archived from groups: alt.games.everquest (More info?)

Joy for all us soloers who work funny hours, prefer to roleplay, cannot find
a group/guild, prefer a bigger challenge, like a steady pace or the myriad
of different reasons it looks like we are being looked after.

Grouping can be fun and rewarding and a great way to make friends but it is
good to see more recognition for soloers.

I am trying to do wailing cave quest and as I mention in another post I was
easily killed in the second tactician room by three greys - guys I would get
no xp from. I know they are quest end mobs but why are they grey when so
tough?

ATB
Grimchrim (Runnyeye)
8 answers Last reply
More about hoorah patch tons quest solo players
  1. Archived from groups: alt.games.everquest (More info?)

    Probably so they give trivial loot.

    "The Chris" <chris_barryNOSPAMGIT@blueyonder.co.uk> wrote in message
    news:tqeDd.57859$48.48228@fe1.news.blueyonder.co.uk...
    > Joy for all us soloers who work funny hours, prefer to roleplay, cannot
    find
    > a group/guild, prefer a bigger challenge, like a steady pace or the myriad
    > of different reasons it looks like we are being looked after.
    >
    > Grouping can be fun and rewarding and a great way to make friends but it
    is
    > good to see more recognition for soloers.
    >
    > I am trying to do wailing cave quest and as I mention in another post I
    was
    > easily killed in the second tactician room by three greys - guys I would
    get
    > no xp from. I know they are quest end mobs but why are they grey when so
    > tough?
    >
    > ATB
    > Grimchrim (Runnyeye)
    >
    >
  2. Archived from groups: alt.games.everquest (More info?)

    The Chris wrote:

    > I am trying to do wailing cave quest and as I mention in another post
    > I was easily killed in the second tactician room by three greys -
    > guys I would get no xp from. I know they are quest end mobs but why
    > are they grey when so tough?

    It depends. Grey could be one level below XP range.
    Would you have expected to win the same fight if
    they were green? More to the point, those mobs
    were grey to a *group* of your level. There's no
    way (currently) to differentiate con based on
    group/solo content -- a group mob that's green
    to level 18 is green to level 18, easy for a group
    of 18s and a lot tougher for a solo 18.

    (That's a change I'd like to see -- group mobs
    changing to solo mobs and remaining green
    longer...)

    The other issue is spells/abilities and gear, of course.
    Using all App I (or App II) abilities and grey gear
    means you're not as powerful as the average level X
    and therefore just about every mob is an "undercon"
    to you.

    Bottom line: con is an estimate, not a guarantee...
  3. Archived from groups: alt.games.everquest (More info?)

    On Thu, 06 Jan 2005 17:19:21 GMT, The Chris wrote:

    >I am trying to do wailing cave quest and as I mention in another post I was
    >easily killed in the second tactician room by three greys - guys I would get
    >no xp from. I know they are quest end mobs but why are they grey when so
    >tough?

    Because the color is only one factor to consider when determining the
    expected difficulty of an encounter. The little up/down-arrows are equally
    important.

    A mob with two or three up-arrows can be much, much tougher than the color
    would otherwise indicate. E.g., I have found that some green++ mobs I can
    beat easily, while others have killed me before I had a chance to run.

    This is a feature to make encounters less predictable, and hence more
    interesting, not a design flaw. One could argue, that it's not entirely fair
    that only the color affects the XP and bonus loot, but I suppose this was
    done to enforce/encourage grouping for some quests and to ensure that quests
    are done by PC's at proper levels, which, in turn, ensures that rewards are
    appropriate for the level.
    --
    Henrik Dissing
    Vork - Dwarven Guardian on Highkeep

    (e-mail: hendis AT post DOT tele DOT dk)
  4. Archived from groups: alt.games.everquest (More info?)

    "Henrik Dissing" <sorry@drowned.in.spam.invalid> wrote in message
    news:u5ctt09987o9qnmg610kc81j13rpif8c34@4ax.com...
    > On Thu, 06 Jan 2005 17:19:21 GMT, The Chris wrote:
    >
    >>I am trying to do wailing cave quest and as I mention in another post I
    >>was
    >>easily killed in the second tactician room by three greys - guys I would
    >>get
    >>no xp from. I know they are quest end mobs but why are they grey when so
    >>tough?
    >
    > Because the color is only one factor to consider when determining the
    > expected difficulty of an encounter. The little up/down-arrows are equally
    > important.
    >
    > A mob with two or three up-arrows can be much, much tougher than the color
    > would otherwise indicate. E.g., I have found that some green++ mobs I can
    > beat easily, while others have killed me before I had a chance to run.
    >
    > This is a feature to make encounters less predictable, and hence more
    > interesting, not a design flaw. One could argue, that it's not entirely
    > fair
    > that only the color affects the XP and bonus loot, but I suppose this was
    > done to enforce/encourage grouping for some quests and to ensure that
    > quests
    > are done by PC's at proper levels, which, in turn, ensures that rewards
    > are
    > appropriate for the level.
    > --
    > Henrik Dissing
    > Vork - Dwarven Guardian on Highkeep
    >
    > (e-mail: hendis AT post DOT tele DOT dk)

    I do fully agree variety of toughness is great it was just that as a solo
    player I spent three days finishing attempting tidying up many quest and
    generally got about zero xp despite some tough mobs.

    Personally I think greys with up arrows should still give a small bit of xp
    if one or two lvls out of green.

    There seems a small lvl change between some tough commonland battles eg
    rhinos^^ elephant and tamer^ orc mason^^ tower maiden and then they all
    becoming greys.

    One moment good battle next moment the game is telling u no move on (perhaps
    a good thing) but it is also saying this may be a tough battle and use up
    all your power and an add or two may kill you but do not bother as you are
    getting no xp - hunt around perhaps for ages to find something not too hard
    but not too easy.

    ATB
    Grimchrim (Runnyeye)
    Grouping up more
  5. Archived from groups: alt.games.everquest (More info?)

    On Thu, 06 Jan 2005 17:19:21 GMT, "The Chris" <chris_barryNOSPAMGIT@blueyonder.co.uk>

    Grim, can you put EQ2 in yours subject line next time around?
  6. Archived from groups: alt.games.everquest (More info?)

    On Sun, 09 Jan 2005 19:09:42 GMT, The Chris wrote:

    >I do fully agree variety of toughness is great it was just that as a solo
    >player I spent three days finishing attempting tidying up many quest and
    >generally got about zero xp despite some tough mobs.

    I suppose the designers would say that it was your own fault, because you
    didn't complete the quests while you were on an appropriate level. That you
    couldn't finish them alone until now was by design; they were designed to be
    group quests.

    >Personally I think greys with up arrows should still give a small bit of xp
    >if one or two lvls out of green.

    Maybe, but the effect would be a reduced incitement to group, because the
    soloers would just wait a little longer before taking on the quests. This,
    in turn, would punish the groupers, because fewer people would accept
    invitations, and it would generally be against the whole philosophy of the
    game.

    I tend to solo a lot myself. In fact, I doubt I would be grouping at all,
    were it not because some quests force me to. This would be a pity, because
    occasionally I do get into a really enjoyable group, where everybody are
    loyally trying to make the group work for everybody, and when this happens,
    life in Norrath is at its best.
    --
    Henrik Dissing
    Vork - Dwarven Guardian on Highkeep

    (e-mail: hendis AT post DOT tele DOT dk)
  7. Archived from groups: alt.games.everquest (More info?)

    "Seeq Endestroi" <seeq@tcsys.nospam.co.uk> wrote in message
    news:pja5u092f1ms4k0s00bmeip0bte811vatq@4ax.com...
    > On Thu, 06 Jan 2005 17:19:21 GMT, "The Chris"
    > <chris_barryNOSPAMGIT@blueyonder.co.uk>
    >
    > Grim, can you put EQ2 in yours subject line next time around?

    My apologies to the ng
    I have been doing EQ2 headers and then forget.

    ATB
    Grimchrim
  8. Archived from groups: alt.games.everquest (More info?)

    "Henrik Dissing" <sorry@drowned.in.spam.invalid> wrote in message
    news:p665u0p827c3ni8kd85o44tm7eatptldd2@4ax.com...
    > On Sun, 09 Jan 2005 19:09:42 GMT, The Chris wrote:
    >
    >>I do fully agree variety of toughness is great it was just that as a solo
    >>player I spent three days finishing attempting tidying up many quest and
    >>generally got about zero xp despite some tough mobs.
    >
    > I suppose the designers would say that it was your own fault, because you
    > didn't complete the quests while you were on an appropriate level. That
    > you
    > couldn't finish them alone until now was by design; they were designed to
    > be
    > group quests.
    >
    >>Personally I think greys with up arrows should still give a small bit of
    >>xp
    >>if one or two lvls out of green.
    >
    > Maybe, but the effect would be a reduced incitement to group, because the
    > soloers would just wait a little longer before taking on the quests. This,
    > in turn, would punish the groupers, because fewer people would accept
    > invitations, and it would generally be against the whole philosophy of the
    > game.
    >
    > I tend to solo a lot myself. In fact, I doubt I would be grouping at all,
    > were it not because some quests force me to. This would be a pity, because
    > occasionally I do get into a really enjoyable group, where everybody are
    > loyally trying to make the group work for everybody, and when this
    > happens,
    > life in Norrath is at its best.
    > --
    > Henrik Dissing
    > Vork - Dwarven Guardian on Highkeep
    >
    > (e-mail: hendis AT post DOT tele DOT dk)

    I can see the argument about having to group is a good thing, last night our
    group had one of each main class which was great. The problem is the
    uncertainty of can or do this solo or must I grp for nearly all quest.

    As for doing quest at the appropriate time often it is hard to be sure when
    the exact correct time is to get some xp but to be doable even with colour
    coding.

    Perhaps it is me being moany but EQ2 seems to give you too much mob info but
    there is such a small difference in lvl wether it is a no xp and likely
    death.

    Well I am going to log on now and decide wether to hunt solo or get a big
    group for Anders Blackhammer or a group for many of my other quest)

    ATB
    Grimchrim
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