@devs, for the love of Agnarr...

Discussion in 'Time Locked Progression Servers' started by Donroy, Feb 19, 2021.

  1. Donroy Elder

    Keeping it simple. I propose a couple of little QoL improvements to my favorite server that have already been mentioned at some point or another. Anyone wishing to add to this is welcome to. And to the forum regulars that like to make their 'prison server' and 'live with it' comments, bring those too! (we all know you're going to anyway).

    1) King's Court Casino - Adjust to have it added with LDoN (instead of GoD?)
    2) Spell research restriction - reduce it from 3 expansions later to 2 (not only so that PoP spells can be researched on Agnarr but to let the TSers raise the skill past 243)
    3) Let me /claim my mounts, illusions, petamorphs etc. from newer expansions please!
    4) Consider modifications to MotM overall. May need some reanalysis of it's original intent and whether it is still a valid concept on the dev end.
    5) Bring back account to account transfers already!
    6) AoC for pre-awoken sleeper.
    7) Throw out some GM events during prime time for us players that work for a living!
  2. Dythan Ban Lev in Plane of Fire guy

    This is the kind of nonsense you get when the prisoners have internet access.
    Donroy likes this.
  3. Darchon_Xegony Augur

    I'd like to see no more Truebox on Agnarr personally...
    Indigo_Quarmite, Vedian and Gherig like this.
  4. Vedian Lorekeeper

    1) The King's Court Casino was originally released near the end of the LDoN expansion, briefly appearing on December 18, 2003 before being taken down due to bugs. Gates of Discord didn't release until February 10, 2004. After attempts to fix the issues the casino was finally released permanently on March 16, 2004. The casino should indeed be released as part of the LDoN expansion, as originally intended, not GoD due to bugs in the original release.

    2) Research is almost completely broken as a tradeskill and it's a big disappointment. This would be a great improvement for Agnarr as well as other TLPs. It's a real shame that research is the only skill that has no possible route to hit 300 on Agnarr. There is at least one person that has hit 300 in every other tradeskill (except poison and alchemy) on the same character. If changing the 3 expansion rule (which afaik isn't even consistent) isn't an option, at the very least it would be nice to see the spells up to 64 unlocked on Agnarr. That is, up to Grimy Fine Vellum Parchment - more detail has been discussed here. This would allow a path to 300 research, provide alternate sources of these spells into the economy, and not completely supersede the turn-ins since glyphs would still be required for 65. Or just unlock it to 65 would be nice too.

    3) I'd love to see these type of items make their way not only to Agnarr but all TLPs as long as it's only cosmetic and not out of era benefits. The cosmetic stuff available on TLPs seems totally haphazard and arbitrarily limited. The worst that I remember was the removal of wolf mounts only to replace them with warg mounts of identical stats but different appearance. See here. Why?


    I'd also like to MOTM removed and a second AoC for pre-awoken sleeper's. If the casino gets implemented on Agnarr it would also be nice to see it revamped a bit to add in some of the other pre-nerf or no longer available items.
    Donroy, NinjutsuMMO, Nosk and 2 others like this.
  5. OldManRiver New Member

    Removing MoTM and/or Truebox would destroy the already small Agnarr bazaar economy and further isolate people. The only few items that have any value left would essentially become worthless.

    Sure it might sound like some great instant-gratification to move from 1 - 2 characters to 6 or more but if the whole server is running around with their own 6+ box group on 1 pc and all bosses get absolutely smashed by anyone and everyone with a small group of boxes what's left of the server community would be dead in 6 months because nobody would have anything to work for.

    MoTM is far from perfect and some improvements in certain areas of MoTM would are more than overdue, but it is there to keep things in check.

    As for mounts:

    Claiming stuff from new expansions is the same thing here. There are huge stat boots that go along with certain mounts so those should never make it to Agnarr. This is pretty obvious.

    As far as physical appearance of mounts/illusions/toys I agree it would be nice to have more options for different eras.

    However there is another issue of some newer mounts having higher speeds than a standard mount. Does everyone just get a free max speed mount from newer expansion X and insert it into any old expansion Y? There's a lot more variables here than just "bro lemme get that mount on my server".

    Old ST:

    Old Sleeper's Tomb is just a lol request. What happens when you farm up 20 Scepters of Destruction and a bunch of other no-trade legacy and then transfer them all to Live or FV?

    Research:

    This isn't an Agnarr specific problem it just needs overhauled in general. It is super pointless. It could even be used for something other than Spells since getting spells is basically trivial now days on any server.

    King's Court I can get on board with, this will suck some plat out of the economy, at least for a little while, which may not be a horrible thing. Getting some of those legacy toys would be a fun goal for people or new characters. As long as they don't ruin the value of the Golden Ticket by putting in that PoK vendor who sells them (which came way later).
  6. Skuz I am become Wrath, the Destroyer of Worlds.

    For MoTM to be removed the player spell tables would need to be reverted back to the levels they were in-era, a significant reduction in power, a lot of melee changes would also need reversions, that ends up being a lot of work & was why MoTM was chosen in order to prevent content being trivialised by changes in the live game which when filtered back made player characters OverPowered in early era content.
    MoTM was a quick & dirty fix basically, but the reasons why it was required still exist.

    AoC for pre-woken ST? I think this would actually be a great idea myself & I really don't care much about the pre-woken gear vs post-woken gear arguments, I would do it so more players got to see both versions.

    If the casino is implemented for Agnarr in LDoN it gets implemented for every other TLP too, not sure the devs are interested in that & that's why it has yet to be done, you could be waiting a long time on that request.
  7. Machen New Member


    I don't think we can count on the current devs following the plan laid out by Prathun. Even IF he was actually laying out a roadmap with those comments, which I doubt, he is long gone and the vision has moved on for better or worse.
  8. NinjutsuMMO Augur

    Sleepers tomb reset makes sense since this server won’t progress anymore...

    Kings court casino makes sense.
    It was in era and removed due to being broken but most of all it allows new players and old a chance at some well known Clickys most people want.
    It’s also a nice money sink to help server health

    One day they’ll let us have access to the mounts in /claim
    “I think” it’s been almost two years since they said they’re working on that.................
  9. Xeris Augur

    please do not remove motm... that would make every old world boss trivial and boring. it's a fun challenge trying to kill those guys with small numbers. without motm, every non elemental/potime boss would become 1 groupable or less. that would be awful.
  10. Vedian Lorekeeper

    You guys clearly have no idea what you're talking about with MOTM on Agnarr. MOTM doesn't affect the difficulty of raid mobs at all. The only thing it does is increase the effective health pool. There may be a handful of bosses that would require one less dps or healer, only if a the healer's mana pool was the limiting factor. This wouldn't make a single target that currently requires a raid to require under one group. Or a group boss become soloable. Those claims are absurd. The only change it would have is to make mobs that currently take 30 minutes to whittle away take more like 20 minutes. It would be a reduction in tedium but virtually no change in difficulty.

    MOTM also has the downside of disproportionately affecting some classes over others like pet classes and rogues.

    There isn't a single good thing to say about MOTM at this point on Agnarr and you guys are either trolling or delusional to suggest otherwise.
  11. Xeris Augur

    MOTM also makes mobs more resistant, no? And increasing their health absolutely makes them more challenging. If it took me 15 less minutes I could kill AOW with 5 people, but as it stands now I cannot.

    Without MOTM, a lvl 65 mage could probably solo raid bosses like Nagafen. What you're saying isn't necessarily wrong, but my point is it'll just make all the old content even more trivial than it already is. There's no reason for removing it.
  12. Darchon_Xegony Augur

    AoW was 1-groupable in PoP back in the day. We did it often on Al’Kabor which had all the original Damage calculations and spell values. Most other targets were doable with a few groups as well.

    MOTM being removed on everything pre-PoP would be fine.
  13. Vedian Lorekeeper

    MOTM doesn't increase their resists, it just straight up mitigates a percentage of damage from spells and melee. Higher even than what's listed in the spell data. Are you listening to what you're saying? AoW would still require a group of 5 BIS characters if the fight took 15 minutes less on content from 3 eras back. That's on top of the boring and time consuming cycle to even get to AoW. Thanks for the hyperbole but that isn't trivial. If you removed MOTM people would still do a dozen different things before AoW because there are simply more rewarding and more fun things to do out there with the limited time people have to play. Don't worry guys, your AoW krono farm is safe because people don't want to do it, not because MOTM is saving the thriving AoW loot economy.

    Aren't classic dragons possible to solo now? Or does it take a massive 2-man raid force to trivialize it? If anything it would be more fun to attempt a difficult solo than to be completely trivial for two like it is now.

    Speaking of Al'Kabor, was it overrun by boxers Darchon? From what I remember hearing most people either played one or only a couple, similar to how people play on Agnarr now.
  14. OldManRiver New Member

    It sounds to me like you just want to trivialize raid content even further because you are impatient. Even if it's at the expense of what a raid actually is. Adding HP is the easiest way to keep people from smashing through large amounts of content quickly -- that's the whole reason MoTM was put in to begin with. It also adds more value to the mechanics of the fight. Such as Mana Drains, Rampage, Flurries, AE DoT's, Knockbacks etc.


    Is MoTM ideal? No. Are certain parts of it broken and need adjustments? Absolutely. Is it better than making the already scarce and easy raid content even easier by reducing HP values to completely trivial levels? I'd say so.

    This isn't just about bazaar prices of AoW loot lol. It's just a bad idea in general.
  15. Machen New Member


    MOTM does a lot more than this. It also increases how hard the mobs hit, and also reduces your resists so that their spells hit you more often. It absolutely does increase the difficulty of raid mobs, significantly.
    Skuz likes this.
  16. NinjutsuMMO Augur


    Request 1 and 3 look reasonable
  17. Vedian Lorekeeper

    I guess I'll spell it out since you guys don't know what it does and keep making false claims about it.

    Unlisted changes
    Mob HP buffed (e.g. 32k hp increased to 120k, different amounts for other bosses)
    Mob DPS buffed significantly
    Pet agro transfers to owner and nerfs pet classes ability to dps

    Mitigation of the Mighty I-V (boss)
    Mitigates melee, nukes, dots by 40% to 10%

    Presence of the Mighty I-V (player)
    Increase incoming spell damage by 25%-10%
    Decrease resists by 40 to 10 (not percent)

    Mark of the Old Ways (mage, necro, beastlord pets)
    Increase damage taken by 20%
    Decrease damage by 15%
    Decrease resists by 140
    (Starts at 11 pets and increases every 3 pets added)

    The unlisted changes are fine and bring balance to the fights, except the pet agro transfer.
    MOTM is nothing but added duration to already long fights. Virtually no change in difficulty outside of a handful of ridiculously long fights that might take 1 extra character.
    POTM is a joke and nobody would notice if it stayed or went. Probably not even worth the server processing power.
    MOTW prevents pet walling and would be fine to stay.


    It's not like fresh 65s step out of PoK and stay opening up loot piñatas. Any encounter worth noting takes time to get to, a proper setup of nearly BIS classes, and if it's not trivial now it's still a challenging fight without the added time from MOTM. This wouldn't change a loot time from 30 minutes to 30 seconds; in total it would change from like 60 minutes including travel and setup to 50, removing the most boring part of the entire process.

    Do people take the long way to drive somewhere because a 20 minute drive is too trivial but a 30 minute drive is just right?
    "I wish this 20 minute fight was exactly the same but 30 minutes instead" - said nobody ever

    These arguments in favor of MOTM on Agnarr are absurd, and I stand by my earlier comment that you guys are either trolling or delusional.
  18. NinjutsuMMO Augur



    cool post, what do you think about us getting casino for some items like dark elf masks or sleeper reset :)
  19. Darchon_Xegony Augur

    I'd really like to see the pet code removed from Velious-PoP mighty buffs. It makes sense to prevent pets from tanking in early Classic/Kunark content as pet walls trivialize those mobs.

    However once you get into Velious+ content having the pets not able to tank and sharing hate list with their owner is bad and unnecessary.
  20. Tweakfour17 Augur

    Splitting the difference is probably fine, pets can't tank future expac raid mobs either if a player is in melee range, which is a perfectly fine solution. Instead of a full 100% aggro transfer to owner it should be that if the pet is on hatelist, so is the player. So If you sent your pet in to engage naggy he would ignore the pet and come after the caster, however during a burn pet classes wouldn't have to worry about their pets stun procs causing them to grab aggro.