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Discussion in 'Time Locked Progression Servers' started by coltongrundy, Mar 18, 2023.

  1. Vlahkmaak Augur

    Increasing base spawn times alone would improve the XP rate.
    para likes this.
  2. Tachyon Augur

    what's the xpansion unlock schedule?
  3. Trox2010 Augur

    Unlock Schedule:
    Eight weeks after launch: Ruins of Kunark
    Eight weeks later: Scars of Velious
    Eight weeks later: Shadows of Luclin
    Eight weeks later: Planes of Power and Legacy of Ykesha
    Twelve weeks later: Lost Dungeons of Norrath
    Four weeks later: Gates of Discord
    At this point the schedule becomes consistent. Enjoy expansions for twelve weeks when a new level cap is unlocked, and eight weeks in expansions where the level cap stays the same.
    Overcast451 likes this.
  4. para New Member

    If they had mobs spawning faster OR increased exp rate in a lot of zones, they wouldn't have any issue to begin with. Increasing base exp rate would be a 15 minute fix that would change things immensely.
    Overcast451 likes this.
  5. Fhiele Augur


    Locks work so well, it was in EQ2 from release.
  6. KronoCatcher Journeyman


    WoW is just a totally different game which most of the loot comes from groups running PRIVATE dungeons or raids. There is a very very small open world loot. EQ on the other hand, most of group gear is not instanced and is open world.(not counting the 5 instances of lower guk) (Maybe some expansions down the road?). Raid gear is a split between open and instance with the majority of the normal non-hardcore non-try-hard ppl doing a normal instance rotation each week.
  7. Vindar Augur

    Love when people feel the need to make a new thread when one already exists for this purpose.
    Skuz and Xhartor like this.
  8. Waring_McMarrin Augur

    You can say that it learned from the mistakes of Everquest and made improvements to fix them. Not being able to get a chance at an item due to the number of people camping the sole spot it drops isn't exactly fun.
    Zrender and Laronk like this.
  9. Lamberduim Elder

    I'll be honest. I don't care about these new rules one way or the other. But it's just so lacking. Was really hoping for mischief 2.0 so I guess I'll wait for next tlp
    7arami and Vlahkmaak like this.
  10. Animosity Elder

    This or finally fixing mobs healing through walls would add a lot of exp zones.
  11. Thatoneguy666 Elder


    Fix it? Why in the world would that be considered a fix? Players can heal through walls by design, since 1999. Why not mobs?

    This illustrates the exact reason, that people with foresight, experience, and common sense want *nothing* to do with the mob locking change. It affects too much, it changes too many core mechanics of the game. It's a bridge too far in terms of what people love about classic EQ, and in addition, we understand, again, from *experience* exactly how this current dev team handles purported problems in regards to game mechanics.

    They just take a butcher cleaver, or a hammer if you will, and hack away at the game in the most time efficient, brute force manner possible as opposed to delicately tuning certain features to try and create an elegant solution.

    Serious question, when is the last time that Daybreak, or Darkpaw, has come up with an elegant, simple, and minimally disruptive system to address something they consider to be an issue? Someone earlier used the example of mobs leashing to casters when they gate, and enchanters abusing this to monopolize named spawns. Perfect example. They could have addressed this issue, if it needed to be addressed, in several different ways that wouldn't affect normal gameplay nearly so much as they did. They could have made charm just break when you gate. Simple enough. If you gate to ANY OTHER ZONE except the zone you're currently in, it works just like this. That changes literally nothing except this and maybe one or two related semi-exploits. You could have made charmed pets only not warp, but instead path there normally, which would have allowed for competing players to potentially follow and DPS race as normal. They could have flagged only certain few named, which appeared in zones one could bind in, as being charm-immune.

    All of the above solutions are reasonable and affect very little except the specific abuse in question. What does Daybreak do? Whatever they considered the cheapest, easiest, and fastest solution. ALL NAMED are now charm immune. Never mind what that might do to the rest of the thousands of named mobs across 100s of zones. Screw it, problem solved.

    Same with MoTM. A hatchet like approach that makes raiding a bit more balanced in Kunark and especially classic, and makes it an intolerable sh%t show in Velious.

    Change is not always bad. Nor is it always a good. Being willing to experiment and wanting to improve should be encouraged, and I've grudingly given the current ownership some credit for that, even if I often disapprove of the specific changes.

    But as you can clearly see, just by having a little experience, the currently proposed FTE mechanic will require dozens, if not hundreds, of tangential coding changes to even have a hope of making it a viable alternative to the way the game works now, and has worked for 24 years.

    Mobs healing other mobs and locked to an outside group? That must be addressed, and surely it will be done so in a broad, sweeping, lazy way which will wash away decades of game design.

    Out of group healers completely immune to damage, aggro, and AoEs? Also must be addressed, probably by making it impossible to heal or buff anyone not in your raid or group. Again, a terrible, wide-sweeping change which makes the game more clunky and less enjoyable to play.

    There are so many examples. I could go on. Many have been mentioned in previous threads. The point remains, DBG is absolutely *not* going to put the insane amount of man hours, dedication, and thought into this to make it work smoothly and seamlessly, without affecting the way the game is played across multiple dimensions. I'm skeptical if it can be done at all without it feeling like an entirely different game.

    This whole idea is cursed, and the person or people who came up with it are out of touch with the community and the game itself. The best possible implementation will be to radically change Everquest and how people play it. I don't think even advocates for the system actually want that.

    Whatever the perceived problems, this is not the solution. Do better Daybreak. Think outside the box. Don't try and borrow a played out and underwhelming mechanic from other titles and bring it into a game where it does not belong.
  12. Risiko Augur

    I was hoping this year's TLP would be something that would bring me back to the game.

    This rule set does not.

    Might check back next year.
  13. code-zero Augur

    I have already seen multiple comments from people who admit to training and don't seem to think it's a feature that they can't play without.

    I've not played TLP for several years and I'm not a fan of FTE but the criticisms I am seeing are pretty bad, much worse than my own "personally I don't want mob aggro messed with" as a bard
  14. Larsen Augur


    Encounter locking doesn't fix that at all, though. In fact, that mechanic makes it even harder to get loot unless you're the one running around KSing other people. When you don't get KSed, the mechanic does literally nothing. When you do get KSed, it has screwed you over. Encounter locking basically doesn't help anyone except the ones who use it to snipe nameds from under the groups camping them, and for those doing that, the mechanic is helpful. Who stands to gain from this other than griefers? Pretty much nothing positive comes of this. It gets rid of one type of PLing, which is an insignificant issue unless you're specifically trying to level in The Deep for some reason. Meanwhile, it opens up for a meta of constant serverwide KSing, as well as making it impossible for anyone to ever help anybody outside of their group. See someone in trouble? Well, you can't root that add on him or taunt something off him. Unless you're a healer, you can't help. In what world is that a good tradeoff? That's absolutely insane.
    Trident and MasterMagnus like this.
  15. Vlahkmaak Augur

    Will locked encounters prevent my box shaman from throwing out random non damaging slows/debuffs as I run by someone?
    7arami likes this.
  16. Waring_McMarrin Augur

    We don't know exactly what encounter locking will entail in Everquest and what it is actually designed to change. Until we get the next update from Daybreak that answers questions like this we don't know exactly who it will help.
    Zrender likes this.
  17. Waring_McMarrin Augur

    From the little we know I think it will prevent all detrimental spells on locked targets.
  18. Laronk Augur


    There's plenty of forum posts here where people admit to training or suggest training people they suspect of boxing (and for other reasons). There's also plenty of accidental training, being able to train other players isn't a good game mechanic.
    Zrender and code-zero like this.
  19. Obliteration Augur


    Lots of people loved the triple random loot, getting top end raid items from groupable raid mobs was fun on Mischief and still is if you want to go there.

    But its not traditional EverQuest, so it's unlikely to return outside of a gimmick every few years
    Zrender likes this.
  20. Obliteration Augur


    I'm incredibly excited to play this next EverQuest tlp since that is what this game is, I'm sure other people who play EverQuest are also excited to play EverQuest lol.

    I'm sure there are other MMO's more up your alley which might be what your looking for as they are also not EverQuest