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Old 07-17-2015, 12:11 AM
Ketzerei84
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Originally Posted by knowom View Post
This could be used as like a base point idea to enable weak/normal/strong versions with 25%/50%/25% drop rate chances on items by expanding upon rare mob loot tables.
http://wiki.uosecondage.com/Item_ID

It's not so much that it's needed, but it is a potential way to enable players to enjoy the content that is there for longer periods and ease their way through it a bit more fluidly while lessening the dependance on servers needs for boxing/botting in order to do instead you'd have a avenue to farm locations longer, but be more rewarded for it overall and I think the real bread and butter of the game is the solo and group content while raiding is sometimes more challenging and can be fun it also can be more tedious to synchronize.
I agree with this to a certain extent. I found that the method behind raids in DoN was more suited to the 'current state of the game' as it were. There were 12, 18, 24, 42 and 54 man raids. Considering the state of eqemu, I propose retuning raids to be 18man appropriate. It isn't precisely 'classic' but it fits with a re-envisioned eq -progression atmosphere. I'd also retune group instanced content(admittedly it's not a thing pre-ldon) for 3 players instead of 6. This could easily be done by reducing mob hp only, while leaving abilities as they are. Making it challenging, but appropriate, for smaller teams.
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Old 07-17-2015, 04:29 AM
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knowom
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Originally Posted by Ketzerei84 View Post
I agree with this to a certain extent. I found that the method behind raids in DoN was more suited to the 'current state of the game' as it were. There were 12, 18, 24, 42 and 54 man raids. Considering the state of eqemu, I propose retuning raids to be 18man appropriate. It isn't precisely 'classic' but it fits with a re-envisioned eq -progression atmosphere. I'd also retune group instanced content(admittedly it's not a thing pre-ldon) for 3 players instead of 6. This could easily be done by reducing mob hp only, while leaving abilities as they are. Making it challenging, but appropriate, for smaller teams.
SoD has made me hate 18 man raids on small player base populations basically indefinitely. It had no real in between that server was bottom and top heavy with no middle like a intro and a climax with no filler. If your going to scale raid sizes scale it to 12 man it better fits EQemu player sizes and is far more casual to organize considering EQ has a horrible clunky raid UI in contrast to most raid games antique as hell dunno if newer clients fixed that or not.
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Old 07-17-2015, 12:22 PM
Ketzerei84
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Originally Posted by knowom View Post
SoD has made me hate 18 man raids on small player base populations basically indefinitely. It had no real in between that server was bottom and top heavy with no middle like a intro and a climax with no filler. If your going to scale raid sizes scale it to 12 man it better fits EQemu player sizes and is far more casual to organize considering EQ has a horrible clunky raid UI in contrast to most raid games antique as hell dunno if newer clients fixed that or not.
A thought on chronological releases: Starting this server at Classic, then moving upward over time, when we get there I think PoP/LoY should be released simultaneously, followed by Gates/LDoN being simultaneous.

12-man seems... doable.

Perhaps for 'most' raid content, but tune up expansion end-bosses for 18, or even 24? That'd be.... I'd say classic would be all 12-man, if we're counting planes in classic. Afterward:

Kunark: Phara Dar

Velious: either all 12man, or bump up Halls of Testing(I think it's open to debate, but HoT is considered end-game for Velious by many)

Luclin: Aten Ha Ra (and Emp SSRA?)

PoP/LoY: Quarm (or all of Time?) - side note, the 'raid' mobs from LoY should be tuned for 6man groups, which, for this server, with group content tuned for 3 players, would be the equivalent of a small raid.

GoD/LDoN: Tunat (OR Zun`Muram Tkarish Zyk's(txevu) AND all of Tacvi?)

OoW: Mata (OR all of CoA)

DoDH: Mayong (OR all of Demi)

PoR: Ayonae Ro (OR all of Deathknell)

Etc. I think that's a solid list for starters, and provides a good couple years worth of content for a progression emu server, there's room for debate on most of it, the idea might be scrapped entirely, and if we go with it - it's entirely possible for us to flush out the list well ahead of the time TSS and beyond are 'released'
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