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Old 12-17-2002, 08:39 PM
exdruid
Fire Beetle
 
Join Date: Sep 2002
Posts: 27
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*guess what, if a zone loads 20lvl, its a junk zone, with less zones in mind to start with, you can expand better accodingly

So a zone as giant as gfay, tox, the karanas, or just about any outdoor kunark zone is 'junk' unless it supports a very small number of levels? In a server with a max number of players that will virtually never go above 100, I don't see why anything would be a junk zone. While we're on the subject, just what is defined as a junk zone?

*you are right, but mines are pre-made based on the eqlive which would require less brain storm to screw up

Once again, the arguement here is that a lazy admin wouldn't have to put as much thought into a server. That's not exactly a good thing.

*sorry, no, how can a cleric snare? he slow?, a warrior heals? LoH? HT? abilities of a class are learn from experience(lvl) which higher lvl will have less struggle to build the class(there is only one path for a class anyways) at lower lvl you only need a dru/shm or clr for heals(lvl1 to 20ish) where as your lvl goes up, cleric is the the only class that can heal properly(unless you are 30 in a camp of 20s...), i said before, either you will need months of time to have everything sketch, or it will never be made, WR is no different from EQlive if you look closely, only few additions spells which helps or useless, some of them breaks the class quite abit too(all spells within the period of a debuff will crit innate on a mage?...)

I honestly have no idea what the last part meant. I happen to play a mage on WR. I doubt you'll find anyone who will say it's no different from EQ Live. Try playing on it sometime, if it ever goes back up.

*no, its different, zero #command, everything past the char creation will be legit, only different is that you will have a unique class of your choice that doesn't over lap others too much at the start, like a lvl1 mnk/war, etc.. low lvl game is a slaughter fest and you can't change too much from it, you can't raid a mob for 2mins at low end, caster will oom, tanks are dying, raid wipe, not even waves of mobs, lack of abilities of lowbies on a raid mob will be a zerg raid, tell me how much different is WR(or make one up w/ examples) than EQ at lvl 1 to 10?

Once again, and this still has not been answered, why can't the classes start out unique? Everything will overlap eventually, but there's still nothing that says 'Level 30 is where the game starts.' The spells, classes, stats and abilities are not hard-coded into the client. You might as well pick any arbitrary number and say that the game starts at that level.

is there anything changed other than slaughtering trash mindlessly? i don't see how it is different, rats, bats, snake? same thing, bandits? orc? same thing, changing the names/zone lvl, etc are good idea, which you will need to do so for any legit server anyways

Dragons, demons, gods... Kill, loot, and repeat. This is how EQ is. While that can be changed to some degree, it's just how the game is played. Citing 'raids' or 'epic encounters' is pointless, as these can be done easily at lower levels. This is one area where WR shines. Once again this is sounding like an arguement for wanting uber characters. Level 1 is not inherently any more or less fun than 65.

*the difference is the skill you acquired that you should have as a pal/sk/rng/mnk/rog/....
those times are waste of time, there is no character development during those period, melees are melees, not tank/dps class/CC class, casters are casters, not nec/enc/wiz/mag, etc etc


Last I checked, and my character is only 15, Wizards did one heck a lot more damage than I did. Enchanters could certainly buff better than I could. Necros could kill more efficiently with less agro than I could. It's been this way since level four.

a lvl 20 default should have gotten something like full leather(dru/mnk/bst) banded(shm/rng/rog) plated(pal/sk/war/clr) and robe classes, tune the stats all you like, if you want solo game, make it /shrug

Thinking back to release, that's insane. Maybe full rawhide, with a few bits of banded and a fine steel weapon. That was before the days of twinking began in full. Quite frankly, I'm not upset that I don't meet up to the standards of EQLive's world. I've got a +2 INT dagger (high teens rare mob drop in WR Unrest) and a +10 Mana totem (drop from an uncommon named kobold in WR Tox) and I'm damn proud of them. I'm still wearing my newbie robe, though, as I haven't gotten a cloth shirt yet.

i am not requesting for full suit of VT armors at lvlx0, i just want an armor that suit my need to at least protect myself and with the skills that i should have for my class, say.. 20 with plate, 30 with ro, 40 with ro w/ haste 50 in dw armor w/ better haste, 60 in full set SS/kael, as well as the spells that define my class, like heals, stun, buff for paly, sow buff ds for rng, as well as skills, like track, hide/sneak, flying kick(skills for monks are total BS before FK...), war get ripotes, etc etc(pal is not a LoHable war, either as 1heal cleric at lvl 1 to 10), those shady lvls can be skip at once instead of going back again

So you want to skip both half the levels of the game, as well as getting an incredible collection of armor. Once again, why not just enable #level and #summonitem? Imagine EQ twink-free, and then try to imagine how unbelievable that setup would be.

i use pal b/c i have a 63 in eqlive, i can use a monk or war or wiz or sk if you like, all are 50+ and a 60, lowbie guild though, only few hours a day(3-)
ohoh, mentioning time.. not everyone has the time to play hours a day


Once again, EQ Live doesn't apply here. I personally don't have a whole lot of time to play, but when I do play I hardly want to start out with it all. Accelerated experience curving off into the teens helps with those first few levels, and the removal of 'gravy' exp mobs helps with the rest. I hardly want to miss out completely on 60 levels of content in order to be uber on day one.
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