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EQ2: SoE swinging the nerf bat again

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

 

I've got three characters who are all crafters. In one sweep SoE has taken
away one of them (Alchemist), whilst also runing the entire tradeskill
community.

No longer will I see a need to chat and make friends with fellow crafters,
the community is now going to be ruined as everyone will craft for
themselves.

Fighters have been made more like tanks than tanks/dps characters which is
good, but sadly the scouts have been screwed over at the same time. Great
news for magic users though 300% increase in effecitivness.

I'm simply amazed at SoE with this patch, it really does make me wonder if
they listen at all to the community.

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Cheddar wrote:
> I've got three characters who are all crafters. In one sweep SoE has
taken
> away one of them (Alchemist), whilst also runing the entire
tradeskill
> community.
>
> No longer will I see a need to chat and make friends with fellow
crafters,
> the community is now going to be ruined as everyone will craft for
> themselves.
>
> Fighters have been made more like tanks than tanks/dps characters
which is
> good, but sadly the scouts have been screwed over at the same time.
Great
> news for magic users though 300% increase in effecitivness.
>
> I'm simply amazed at SoE with this patch, it really does make me
wonder if
> they listen at all to the community.

Have you tried it on test? I haven't, but wouldn't be suprised if
crafters can make their own components, but at a cost (resource) that
is more intensive than buying it from an alchemist. It wouldn't
suprise me if they make it so that alchy produced components are better
quality.

Wait and see what happens, it might not be as bad as you think.

Reply to Anonymous

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

 

"Cheddar" <me@there.net> wrote in message
news:CM5Pd.4869$666.2755@fe72.usenetserver.com...
> I've got three characters who are all crafters. In one sweep SoE has taken
> away one of them (Alchemist), whilst also runing the entire tradeskill
> community.
>
> No longer will I see a need to chat and make friends with fellow crafters,
> the community is now going to be ruined as everyone will craft for
> themselves.
>
> Fighters have been made more like tanks than tanks/dps characters which is
> good, but sadly the scouts have been screwed over at the same time. Great
> news for magic users though 300% increase in effecitivness.
>
> I'm simply amazed at SoE with this patch, it really does make me wonder if
> they listen at all to the community.
>
Oh, I don't know. Let me see if this sounds familiar?

We want more solo content - don't make us group - let us do it alone.
So SoE makes tradeskill more solo friendly and .. THEY DON"T LISTEN TO US!!!

Sheesh...

Reply to Anonymous

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

 

"Cheddar" <me@there.net> wrote in
news:CM5Pd.4869$666.2755@fe72.usenetserver.com:

> I've got three characters who are all crafters. In one sweep SoE has
> taken away one of them (Alchemist), whilst also runing the entire
> tradeskill community.

Regarding this change, I am certain it does come from listening to the
community. No longer will I be force to pay exorbitant prices for the
privilege of advancing my Sagecraft. Alchemists can still make the melee
equivalent of what I can make as a Sage, they just do not get the added
benefit of being the only ones able to make inks and washes and such. As
a sage, I expect to lose the sole ability to make patterns, and, quite
frankly, it will not bother me in the least, as I will no longer be the
one who is slowing down my guildies from advancing their tailoring and
armormaking.

>
> No longer will I see a need to chat and make friends with fellow
> crafters, the community is now going to be ruined as everyone will
> craft for themselves.

What you see as ruin, I see as making things fairer. I already have two
tradeskills covered, and was contemplating making an alchemist in
addition just so that I could actually get the items I needed without
having to pay so much for them that I could never make a profit selling
the resulting items, or having to wait on a poor overburdened friend to
make them for me.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 24 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 19 Craftsman

Reply to Anonymous

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

 

On Fri, 11 Feb 2005 17:16:52 -0000, "Cheddar" <me@there.net> wrote:

>I've got three characters who are all crafters. In one sweep SoE has taken
>away one of them (Alchemist), whilst also runing the entire tradeskill
>community.
>
>No longer will I see a need to chat and make friends with fellow crafters,
>the community is now going to be ruined as everyone will craft for
>themselves.
>
>Fighters have been made more like tanks than tanks/dps characters which is
>good, but sadly the scouts have been screwed over at the same time. Great
>news for magic users though 300% increase in effecitivness.
>
>I'm simply amazed at SoE with this patch, it really does make me wonder if
>they listen at all to the community.

*rolls his eyes* How did I know some idiot was gonna whine about this?

Sorry, the level of interdependency is absolutely stupid. This change
is a -GOOD- thing. And your alchemist is FAR from useless. Maybe you
ought to see what some of those other potions can do...

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Protect free speech: http://stopfcc.com/

Reply to Anonymous

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

 

Dark Tyger <darktiger@somewhere.net> wrote in
news:lq7q01t7mq05osse668t8q99b3uakp0k6c@4ax.com:

> On Fri, 11 Feb 2005 17:16:52 -0000, "Cheddar" <me@there.net> wrote:
>
>>I've got three characters who are all crafters. In one sweep SoE has
>>taken away one of them (Alchemist), whilst also runing the entire
>>tradeskill community.
>>
>>No longer will I see a need to chat and make friends with fellow
>>crafters, the community is now going to be ruined as everyone will
>>craft for themselves.
>>
>>Fighters have been made more like tanks than tanks/dps characters
>>which is good, but sadly the scouts have been screwed over at the same
>>time. Great news for magic users though 300% increase in
>>effecitivness.
>>
>>I'm simply amazed at SoE with this patch, it really does make me
>>wonder if they listen at all to the community.
>
> *rolls his eyes* How did I know some idiot was gonna whine about this?
>
> Sorry, the level of interdependency is absolutely stupid. This change
> is a -GOOD- thing. And your alchemist is FAR from useless. Maybe you
> ought to see what some of those other potions can do...
>

Not to mention essences...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 24 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 19 Craftsman

Reply to Anonymous

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

 

Dark Tyger <darktiger@somewhere.net> wrote in
news:lq7q01t7mq05osse668t8q99b3uakp0k6c@4ax.com:

> On Fri, 11 Feb 2005 17:16:52 -0000, "Cheddar" <me@there.net> wrote:
>
>>I've got three characters who are all crafters. In one sweep SoE has
>>taken away one of them (Alchemist), whilst also runing the entire
>>tradeskill community.
>>
>>No longer will I see a need to chat and make friends with fellow
>>crafters, the community is now going to be ruined as everyone will
>>craft for themselves.
>>
>>Fighters have been made more like tanks than tanks/dps characters
>>which is good, but sadly the scouts have been screwed over at the same
>>time. Great news for magic users though 300% increase in
>>effecitivness.
>>
>>I'm simply amazed at SoE with this patch, it really does make me
>>wonder if they listen at all to the community.
>
> *rolls his eyes* How did I know some idiot was gonna whine about this?
>
> Sorry, the level of interdependency is absolutely stupid. This change
> is a -GOOD- thing. And your alchemist is FAR from useless. Maybe you
> ought to see what some of those other potions can do...
>

Yep damn them to hell, now alchemists are only as useful as say, Sages
for instance...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 24 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 19 Craftsman

Reply to Anonymous

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

 

Talk of Nerfing...my two pennyworth.

I know I'm not a crafter, however all I can say from all the EQ2 patches
I've experienced is that I have noticed a difference.

A positive one.

A few days before the "big patch" a few weeks back, which introduced
more solo content, higher armour points, tabbed chat windows, I went up
to Fippy's Hill, decided to test what my level 15 guy was capable of
against a group of three blue conned Gnolls. They took me out in
seconds, I hadn't even made a dent on one of them.

The day of the patch, I returned to them, and tried again. The mystic
was a minor struggle with his healing, but I defeated him, and his three
warrior friends went down in seconds. It was almost the same blue conned
mob except they had one more warrior.

Some would say this makes it too easy, but I felt it was just enough to
give me a bit of encouragement. I knew I could still get my arse handed
to me by guys further into the zone, the game hadn't been handed to me
on a plate, I was just left with a slight sense of achievement, and a
hint that the game was slowly gaining some of the aspects I enjoyed from
EverQuest 1 (though I can't really put into words how this is, it just did).

--
Michael Greenhalgh
---
www.tripleb.co.uk | Weblog
www.loonygooncircus.com | {LgC} Clan Site
www.suta.co.uk | Swansea University Tactical Airsoft Society
---
MMORPGs
EverQuest:
Miglok | Half-Elf Ranger | Venril Sathir

EverQuest 2:
Miglok | Half-Elf Predator | Lavastorm

City of Heroes:
Shadow Ranger | Mutation Scrapper | Virtue
---

Reply to Anonymous

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

 

<snip>
> Interdependency was a great thing for the crafting community, it brought
> people together and made them chat and trade etc. Without it you just have
> people churning out items on their own. I've lost count of the number of
> people I have met and made deals with through the system.
>
<snip>
I think this is the point the current system MAKES people come together, out
of necessity.
Most people I know who play EQ/EQ2 do so as an escape from the outside world
of rules and boundaries and having to spend time with people you don't like
just so you can eat.
I personally don't mind, I like people, but those that are more solo
orientated should be allowed to follow their needs, to be able to explore on
their own sometimes without the complications of a group, to be able to be
selfish from time to time.

Yes EQ/EQ2 are social games but we shouldn't loose sight of the fact that it
doesn't need to be in every aspect.
Before I even started playing EQ my partner was playing and I used to spend
many a long night watching him being (mostly) alone in the world of norath,
he travelled from Qenos to Freeport and then on to Faydark by himself (died
down a big pit on the way and explored and I think became a better player
because of it.

I think what EQ/EQ2 needs is a system where people are rewarded for grouping
but solo players aren't penalised, where the people who need to group most
of the time can do so, the people that don't really want to interact can do
so and those that want to do a bit of both are able to.

Yes the players of EQ and EQ2 are in an online world full of people but why
can't they be alone when they want to and be with people when they want to
(as so many of us do in RL)

Just my two peneth
Ceri :o)

Reply to Anonymous

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On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net> wrote:

>Interdependency was a great thing for the crafting community, it brought
>people together and made them chat and trade etc

-FORCING- people to deal with others in the extremes they went to is a
-BAD- thing. I don't deny that some interdepency is good, but it is
ridiculous right now. It's the number one complaint about crafting.
Maybe you like being forced to beg for ingredients, but most sane
people don't.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Protect free speech: http://stopfcc.com/

Reply to Anonymous

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

 

"Dark Tyger" <darktiger@somewhere.net> wrote in message
news:qher01548sad5hu6f6n3i0gd0hlk6bl9j6@4ax.com...
> On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net> wrote:
>
>>Interdependency was a great thing for the crafting community, it brought
>>people together and made them chat and trade etc
>
> -FORCING- people to deal with others in the extremes they went to is a
> -BAD- thing. I don't deny that some interdepency is good, but it is
> ridiculous right now. It's the number one complaint about crafting.
> Maybe you like being forced to beg for ingredients, but most sane
> people don't.

Like I said the system wasnt perfect but it was getting better. SoE needed
to tweak a few classes and it was set. Instead they totally changed the
game.

So from what I can gather pretty much everyone can make anything. So it is
now possible for the likes of Sages to level through making carbon spikes
etc. What's the point of the class system if you can simply make anything
you want.

Are SoE now going to get rid of interdependency for adventurers? After all
i'm a Ranger why shouldnt I be allow to cast spells like a mage? It's not
fair that I can't heal myself, why can't I do everything with one character?

For what it's worth it seems SoE have now clarrified the situation and it's
not as bad as the inital post suggested. However I would still like to now
see them fix the alchemist class and actually make their potions/poisons
useful.

Nobody is going to pay 1g for a power increase that doesn't work and only
lasts 3minutes.

Reply to Anonymous

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

 

"Cheddar" <me@there.net> wrote in message
news:vjmPd.22084$w45.21731@fe75.usenetserver.com...
> So from what I can gather pretty much everyone can make anything. So it is
> now possible for the likes of Sages to level through making carbon spikes
> etc. What's the point of the class system if you can simply make anything
> you want.
>

You can't. A sage isn't suddenly going to be able to make vanguard armor,
for example. Only the base _components_ needed for their own recipies. The
interdependency that was there was extreme.


> Are SoE now going to get rid of interdependency for adventurers? After all
> i'm a Ranger why shouldnt I be allow to cast spells like a mage? It's not
> fair that I can't heal myself, why can't I do everything with one
> character?

See above. They aren't making the crafting classes able to create anything
they wish, so trying to compare that to a Ranger casting spells like a mage
has no validity.

Reply to Anonymous

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

 

On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net>
wrotC:DRIVE_E

>
>Interdependency was a great thing for the crafting community, it brought
>people together and made them chat and trade etc.

By 'chat and trade', you mean:

\gu I need some boxes!
\gu Well, I can make some, but I need resins and oils.
\gu OK, I'll get my alchemist mule on.
\gu Thx.


*----------------------------------------------------*
Evolution doesn't take prisoners:Lizard
"I've heard of this thing men call 'empathy', but I've never
once been afflicted with it, thanks the Gods." Bruno The Bandit
http://www.mrlizard.com

Reply to Anonymous

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"Lizard" <lizard@mrlizard.com> wrote in message
news:r7ts01182aeecql8usskaidls113p2l6f5@4ax.com...
> On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net>
> wrotC:DRIVE_E
>
>>
>>Interdependency was a great thing for the crafting community, it brought
>>people together and made them chat and trade etc.
>
> By 'chat and trade', you mean:
>
> \gu I need some boxes!
> \gu Well, I can make some, but I need resins and oils.
> \gu OK, I'll get my alchemist mule on.
> \gu Thx.
>

No I mean people chatting and making deals via the chat and trade groups. I
have found more friends via the crafting channels than I have found
adventuring.

Sya what you like I believe this was simply down to the interdependency
where you get to know people and what class they are etc. I have crafted
items for people many times for free, simply because they have helped me out
at some point and havent ripped me off when it came time to trade.

Reply to Anonymous

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

 

Dark Tyger <darktiger@somewhere.net> wrote in
news:qher01548sad5hu6f6n3i0gd0hlk6bl9j6@4ax.com:

> On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net> wrote:
>
>>Interdependency was a great thing for the crafting community, it brought
>>people together and made them chat and trade etc
>
> -FORCING- people to deal with others in the extremes they went to is a
> -BAD- thing. I don't deny that some interdepency is good, but it is
> ridiculous right now. It's the number one complaint about crafting.
> Maybe you like being forced to beg for ingredients, but most sane
> people don't.
>

Yep, if they had just made it so that in order to create the best items you
needed to use things crafted by others, rather than forcing several
different tradeskill classes to have no choice at all but to
buy/trade/create an alt.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 24 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 19 Craftsman

Reply to Anonymous

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

 

Lizard <lizard@mrlizard.com> wrote in
news:r7ts01182aeecql8usskaidls113p2l6f5@4ax.com:

> On Sat, 12 Feb 2005 01:43:02 -0000, "Cheddar" <me@there.net>
> wrotC:DRIVE_E
>
>>
>>Interdependency was a great thing for the crafting community, it
brought
>>people together and made them chat and trade etc.
>
> By 'chat and trade', you mean:
>
> \gu I need some boxes!
> \gu Well, I can make some, but I need resins and oils.
> \gu OK, I'll get my alchemist mule on.
> \gu Thx.

Lol, yep, except you left out...

/gu Yeah, as soon as I finish making up the resins for X, the washes for
Y, and the Oils for Z, I can make up some for you too...


--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 24 Dwarven Mystic, 22 Sage
Aviv, 12 Gnome Brawler, 21 Provisioner

Reply to Anonymous

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

 

On Sat, 12 Feb 2005 02:48:18 GMT, Ceri Jones wrote:

>I think what EQ/EQ2 needs is a system where people are rewarded for grouping
>but solo players aren't penalised

That's a self-contradiction. Rewarding grouping always has been, and will
always be, seen by soloers as penalizing soloers.

I've even heard questions like: "Why should I be penalized for only being
able to play the game one hour per day?"

People will scream and scream to persuade SoE to make the game easier and
more solo-friendly until it's no longer worth spending time on, it seems.
--
Henrik Dissing
Vork - Dwarf Guardian and Weaponsmith on Highkeep
Member of Knights of Knowledge
(e-mail: hendis AT post DOT tele DOT dk)

Reply to Anonymous

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

 

On Sat, 12 Feb 2005 00:13:00 -0800, Dark Tyger wrote:

>-FORCING- people to deal with others in the extremes they went to is a
>-BAD- thing. I don't deny that some interdepency is good, but it is
>ridiculous right now. It's the number one complaint about crafting.
>Maybe you like being forced to beg for ingredients, but most sane
>people don't.

The interdependency is only a problem when it becomes prohibitive, i.e.,
when you cannot get done what you need to do, when you want to do it, and at
a price that leaves a reasonable margin of profit for yourself.

Rather than throwing away a brilliant idea, I think they should have done an
effort to make it easier for buyers and sellers to interact without having
to be online and do nothing else. I constantly find myself in situations
where nobody's currently offering the interims I need, but I'm sure that
there must be dozens of crafters who would like to make a buck selling from
their stock to me; they're just not selling at the moment. And when I
advertise for the service of a woodworker, I usually only get one reply, if
any at all, so it's seller's market in the extreme.

You should able to place both orders and goods on the market and let bidders
fight it out while you go hunting mobs or turn off your computer to get some
sleep. Market economy only works if there is a functioníng market in the
first place.
--
Henrik Dissing
Vork - Dwarf Guardian and Weaponsmith on Highkeep
Member of Knights of Knowledge
(e-mail: hendis AT post DOT tele DOT dk)

Reply to Anonymous

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

 

> I think this is the point the current system MAKES people come together,
out
> of necessity.
> Most people I know who play EQ/EQ2 do so as an escape from the outside
world
> of rules and boundaries and having to spend time with people you don't
like
> just so you can eat.
> I personally don't mind, I like people, but those that are more solo
> orientated should be allowed to follow their needs, to be able to explore
on
> their own sometimes without the complications of a group, to be able to be
> selfish from time to time.

True, those who would rather solo should be allowed to follow their needs,
but then what about those of us who'd rather group? I mean, we've all
played in eq (or maybe even eq2) with that one guy who has solo'd up into
his mid 20's or early 30's and now has no idea how to function in a group.
Do we want someone like that in all our groups? Of course, many people have
friends and guildies that they group with frequently and that work well with
them, but there will always be new people that you group with and if they
have solo'd their way up to where they are they will have no idea how to
function as part of the group.

I guess what I'm saying is that you can't have a game that pleases everyone.
If a game is advertised as group oriented then it should be group oriented.
There's enough options out there that everyone should be able to find what
is most fun for them. If EQ doesn't float your boat, try something else.

Reply to Bob
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