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Old 05-20-2018, 12:54 PM
Sorce08
Fire Beetle
 
Join Date: May 2009
Location: LA
Posts: 15
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In case you couldn't tell, I had a ton of fun on the Dungeon Runner server. You did a good job at creating the custom items and to me the rarity was just right. The items found in the higher tiers made you want to try other classes. Not to mention the augment system and item buffer/crafter.

Having said that, here are my thoughts on your questions, for what it's worth:


What are your thoughts on a 6-box limit, when the most challenging and rewarding content will be tuned for 18 players?

I like the idea of having raids that take groups but I personally don't like more than 2 box normally, 3 box max. However, that is a personal preference, other players that want to 6 box have no bearing on my fun. Though I do think being able to 6 box makes the lower end challenges fairly trivial if it is tuned towards solo/duo(ish)




Which do you prefer, Dungeon Runner style, or Sandbox, and why?

I would prefer a sandbox style server with rare itemization like in DR. I like the idea of open zones to explore for loot and/or rare spawns, where options are available if a named spawn you need is camped. Also, one thing i've noticed through all these years on EQEmu is when players start finding the good stuff, the server quickly fills up with those items, provided they are not no-drop, which eventually shortens the life span in some cases.




Do you prefer a hub zone with teleporters, or a custom zoneline travel-based world?

I am on the fence with this one. I like the idea of having custom zone lines depending on how they are done but I also like the idea of being able to go back to the hub when needed and be able to jump back into the fray as quickly as possible.




How do you feel about limiting class choices?

This also depends on how the classes are done, if customized, and the longevity each class has when gearing up and obtaining AAs.




How do you feel about completely deleting class abilities and customizing from the ground up?

I have played on some servers in the past that have done this and the ones that got it right were a lot of fun. I would certainly welcome the new experience. Having custom classes lends longevity to the server as well, in my opinion.




How do you feel about introducing donator weapons as the only piece of gear obtainable via donations?

Like most have said, I have seen donation items become a slippery slope. I have never ran my own server so I cannot speak to that end, but even though I had a lot of fun with the items I received when donating, it kind of became a have and have-not server and ended up mostly a handful of the same people on it. Once a server has a reputation as pay to win, even if it is not, I would assume it becomes a turn-off for many. Depending on the level of power the weapon comes with, it could give a big advantage as weapons seem to be largely the most needed item. One possible idea could be to offer a different look to the weapons found in the game and even with a minor clickie effect.




What are some tasteful rewards for donations that I can implement that are NOT pay to win?

I always have liked the idea of appearance items, potions, useful clickies for low to mid-tier game, and even a donator zone that has some of the rare spawns, that are also obtainable in the regular zones (i.e S2k) Experience potions are really nice as a donator item but I think it would have to be a fairly low percentage as to not allow someone to jump too far ahead and horde the camps, but would help those that don't have a lot of time every day to grind it out. I don't know if this is possible, but if it is, you could offer one-time use tokens that create an instance zone for x amount of time if someone is trying to farm specific gear. Lastly, custom titles are always fun, too.

I understand not everyone that donates has the same agenda, but I always see donations as a way to say thank you for the work and if I play more than 30 days its no different than me buying a new game off of Steam.
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  #2  
Old 05-20-2018, 05:09 PM
Sorce08
Fire Beetle
 
Join Date: May 2009
Location: LA
Posts: 15
Default To Clarify

When you mentioned "Dungeon Runner" I thought you were also Manx, Sonikboom, etc. It was that server I was referring to in terms of customization, etc.
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  #3  
Old 06-06-2018, 11:46 AM
Dogmai9
Sarnak
 
Join Date: Jul 2017
Posts: 45
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What are your thoughts on a 6-box limit, when the most challenging and rewarding content will be tuned for 18 players?
2-3 characters per ip is the ideal sweet spot for me. This gives you the opportunity to make use of the holy trinity. I do not like servers that allow more than 3box This creates a situation where you are running around by yourself all the time and if you invite other people to your group, one or more of your toons fall behind. It is harder to make friends this way as well.

Which do you prefer, Dungeon Runner style, or Sandbox, and why?
I like a mixture of classic Everquest and custom content. I do not want to have to learn every single zone, every single class, every single quest, every single spell all over again. At the same time, if I wanted a purely live like experience, I would go download the live servers. Imperium is my home server and IMO they do it very well, classic content up to max level and then custom content becomes a thing.

Do you prefer a hub zone with teleporters, or a custom zoneline travel-based world?
Again a combination of the 2. I never want to have to run more than 2-3 zones to get to my target. Comparing to Imperium again (since that is what I prefer) #zone with cords is very nice to have, but it is also locked behind progression flags. You cannot #zone potimea if you have not finished PoP progression.

How do you feel about limiting class choices?
This is likely to be a major deal breaker for me. I LOVE mmos with LOTS of class options and dislike mmos that use still trees like WoW and PoE. One option I saw on a server was a prestige system. Get to max level, run a quest, reset to level 1 with your gear and skills but pick a new class, and continue. This is an interesting concept to me.

How do you feel about completely deleting class abilities and customizing from the ground up?
This is fine with me as long as it is the only major mechanic I have to relearn. If I also have relearn what zones are level appropriate and how to get to each zone, that would be a deal breaker for me.

How do you feel about introducing donator weapons as the only piece of gear obtainable via donations?
I am vehemently against pay to win of any kind what so ever and donator weapons are pay to win.

What are some tasteful rewards for donations that I can implement that are NOT pay to win?
I am for a MTX shop that offers cosmetic and QoL options. Visages, weapon and armor ornaments, and larger bags are all good options. I am also ok with some cross class buff clickies such as a wizard who can purchase a clarity style clickie item. On Imperium I see people who play a tank class, load up a 2nd account to shaman buff their main, then load an enchanter to buff their main, then load a cleric to buff their main, then back to their "main box" all time. This is just silly imo and can be done away with by buff clickies without being game breaking.

Lastly, although you did not ask about it, I wanted to add one of the things I enjoy most is custom created lifetime quests. Incredibly long and involved quests that lead to straight up OP items or always evolving items is something that keeps me around after having "maxed out" everything else. (Think about Breakdown in Communication, back when Gates of Discord was current, and just how stupidly long and involved that quest was. This will give you an idea of what I am talking about.)
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