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View Full Version : [EQ2] they are changing rings AGAIN


fildien
02-10-2006, 11:05 AM
I don't know how I feel about this but I guess I can understand to a degree.........somewhat........argh.........eesh.

From the most recent patch notes:

- Imbued rings no longer have a permanent stat buff effect. They are now all triggered with differing effects depending on the imbue type.


Why?? Permanent stat buff effect was one of the things you did RIGHT with the last update, please reconsider!


A little background first: Some time ago we used to do itemization more based on feel than a more strict objective point value system. Tradeskills, Quest Rewards, and in-game mob loot were all done by different people without a strong common system of reference. We had a vague value system but not as much was defined as solidly as really was needed in order to objectively make items in the system. We did not have a good way to ensure that an item of a given level and tier of quality would not be worse or better than another item of a different level and tier of quality.

This was bad and has since been corrected. The launch of Desert of Flames and the combat revamp taught us a number of things. One of them: Many of the tradeskill imbues as they currently exist are broken. They go far outside the bounds of the current itemization rules and in order for them to fall within line they are going to have to change. If we're to make itemization resemble anything of a system that makes sense the rules have to be applied across the board, not just for mob drops or quest rewards, but also for tradeskilled items.

The new effects on the imbued rings are an attempt to make them somewhat unique while also putting them back inside the allowed ranges for their quality, tier, and level. When an item can be gained with little risk by digging something out of the ground (if you're patient enough) and it winds up better than items found off the most difficult enemies in the game which can only be worn 10 levels later, something is probably wrong.

Note: These have gone to the test server to see how they work out. They are not going to revert back to the way they were before any of the changes and they are not going to remain as they are on live now. Both of those options are not within the bounds of the current itemization ruleset. Comments and feedback about the current state of the rings / imbues are welcome and helpful as to their present usage and effects. Comparing them against an older broken ruleset is not really valid. Comparing them against other existing rings in the same quality level (and level range) is going to end in better results.

Message Edited by Dymus on 02-09-200601:40 PM

Esbat
02-10-2006, 03:53 PM
Yes, and I can't see how anyone can really happy about it.

Thormir
02-10-2006, 03:59 PM
Shorter version: We created this game with no real planning. Now, to correct for our inability to learn from previous games and the last year, we're going to institute a major nerf against both those who wear these items and the people who make them. Please feedback your test results so we can make the changes we're going to make anyway.

Anterak
02-13-2006, 06:57 AM
Tradeskills, Quest Rewards, and in-game mob loot were all done by different people without a strong common system of reference. We had a vague value system but not as much was defined as solidly as really was needed in order to objectively make items in the system.Isn't it scary? Reminds me the problem with recipes in EQ1 where the final product was selling more than its parts to npc shops...
Nobody was checking/overviewing item creation, after what, 18 months of live and more than 1 year of beta?
Oopsy!

Lanilya
02-13-2006, 08:42 AM
The initial game design of eq2 is extremely poor. Take the AAs for example, the skills are very much worthless in them for the beta. I guess they get many feedbacks, and some of them will be corrected, but the initial design is made by someone who has never played the game I am sure. Or max until lvl 10.

Still, its a great game :) They correct the lack of quality by an increase of quantity - 6 months between expansion sets is awesome. EQ2 will see the 3rd expansion when WoW will get the 1st.

Lani

fildien
02-13-2006, 11:54 AM
The initial game design of eq2 is extremely poor. Take the AAs for example, the skills are very much worthless in them for the beta. I guess they get many feedbacks, and some of them will be corrected, but the initial design is made by someone who has never played the game I am sure. Or max until lvl 10.

Still, its a great game :) They correct the lack of quality by an increase of quantity - 6 months between expansion sets is awesome. EQ2 will see the 3rd expansion when WoW will get the 1st.

Lani

Actually I know for a fact this isn't the case. I know two devs who do play and who do listen and sometimes they change it and sometimes not. The devs aren't necessarily the ones wanting to make the changes they have a chain of command just like everyone else.

The two devs I know frequent a private chat I visit, they are good guys who enjoy the game just like we do. They gripe and complain....just like we do. They give some insight when they can but mostly if you're in beta and they know you they like to make you die very funny ways like slinging you off the islands in PoS or warping you across a zone to drown in the water. They can be mean :(

Lanilya
02-14-2006, 07:15 AM
I am speaking about things like they give 20% bonus to movement speed to druids with an AA who doesnt stack with SoW. SoW (spirit of the wolf) is a low level spell already granting 20% movement speed, why the heck do they give druids another sow?

And things like the top talent of a tree shifts heroic oppurtunity for a dirge, something that a single lvl 4 scout skill also does? Who the hell imagine such useless skills? I doubt those Devs you speak about do that, but I think those people who design the game have some serious mental problems.

Lani

fildien
02-14-2006, 08:10 AM
I don't really pay attention to other classes' abilities, actually since coming back to the game I don't pay attention to much dealing with the high end game either. I really just log in and play with my friends, and laugh my ass off 90% of the time. No more raiding for me, just good casual fun. I only know about my own class's AA and the ones I have seen are ehhh okay I guess overall a few look really good others are silly and I'm like :confused:

I have no idea where they got the idea for these AAs. But part of me does wonder if they have been around for a long time and are just now implementing them or something? Next time I see them I'm definitely asking about those druid AAs :D

I don't understand what you mean about dirges though can you clarify?

I think most people would find the devs open-minded and approachable. I have sent countless PMs to MG and BG about various things and I have even had several responded to. I never sound like a raving idiot when I contact a dev and I think if others used that approach they would see more results. I recall last week someone was complaining because a whole guild got into beta. It's not really hard to get into betas, really it's not. A dev spoke on the boards saying that he let that guild in b/c they asked him and asked him nicely and he let the whole guild in. And that guild has done allot of testing so it was a good thing.

A dev I know offered the same for many in my guild, granted my guild is full of people who run/work for fansites (TTH, CRealm) but still they could have only let in those who work the fansites and not anyone else who wanted in.

If you're in beta /feedback those AAs. Leave feedback in the testing forum, send the devs PMs do anything to raise a flag. You may think that they already know, who knows maybe they do but I'd still bring it up. You may not get a response directly but let them know anyway.

If you're ever on the boards pop over to NGD some time we tend to have allot of fun there and I'll be honest 90% of the top posters and ones who have a community presence are the ones the devs approach and listen to.

Lanilya
02-14-2006, 10:24 AM
Thats right, because 90% of the beta feedback is negative, I understand the Devs who want to stay away from them. And its good if they have a place with positive feedback.

But I guess the Devs and the Game designers are completely separate - its more the game designer that I parodized with giving an activated sow speed for a sowing class, or to give a heroic opportunity shifting skill to a class who can shift it since level 4 :)

Heroic Opportunity - you know what it is. Scouts have the ability to shift them with some skills, i.e. change a triggered Swindler Luck to randomly something else (usualy Swindler luck again :P). Now we can spend x points in AA to do that :)

Its good to see that there is a contact between devs and players, and I am glad you have met some nice devs :) I havent so far, but I dont give up hope.

Lani

fildien
02-14-2006, 11:32 AM
Well yes I know that you can shift heroic opportunities once, maybe this AA lets you do it more than once and a guarnteed to shift to something else?

Lanilya
02-15-2006, 02:35 AM
Well, no... but maybe its a beta bug :P
(even description doesnt say so)

Lani

fildien
02-15-2006, 07:51 AM
Lol :)