EZ Server

General Category => General Discussion => Topic started by: Raygan on December 30, 2018, 04:10:15 pm



Title: T11
Post by: Raygan on December 30, 2018, 04:10:15 pm
Is there any plans on making a T11 in the near future? ??? Been a few years....  http://ezserver.online/forums/index.php?topic=4872.msg63960#msg63960


Title: Re: T11
Post by: Sarthin on December 30, 2018, 05:48:19 pm
It would be really nice to have something new to look forward to. There hasn't been too much news or relation between staff and players(users, as Hunter would have put it) the last year in my experience, which I am sure has it's good reasons. I am sure the community would get involved in any way possible to help speed some new content on the road. I don't care if it's a one year project, as long as we have something to look forward to, that would be cool. I have the upmost respect for people dedicating their limited spare time for free to create content for us EQ addicts, and hope only for some news not too far in the horizon. I've heard many good ideas this past year, some I am sure does not even require too much fiddling to make work. I am sure new content also would bring back quite a few players that has fell off the road the past year and half due to lack of content / bored.

And as always, very thankful for the work you put on keeping this server going Akka/Rent ;)

/crossing fingers.


Title: Re: T11
Post by: GebbonEQ on December 30, 2018, 06:12:23 pm
*Votes Sleepers Tomb for a small quick T11*

Since we cant zone in there and stuff, you know ;p


Title: Re: T11
Post by: Rakharth on December 31, 2018, 08:06:28 am
If they are thinking of sof + zones tss expansion had some nice zones sof also like steam factory is a nice zone.


Title: Re: T11
Post by: Akkadius on January 02, 2019, 03:57:46 am
T11 has been something on the docket for us for sure, it's been a matter of time and life priorities for the both of us. Rent has had a new house being built and I had a big career change this past year that has had us both beyond busy. There are also some other technical challenges that have needed to be taken care of first as well...

I would encourage everyone to express what they liked / didn't like about T10 pre-revamp post-revamp, previous content in general and what they'd like to see in the idea of a T11 as we certainly take things into context when we execute on fixes and new content

T11 we've mulled over conceptually and laid things out, but there is nothing active for it right now. But that's not to say that once we have planning done that we can't steamroll our way through getting things developed. Most of the time is put into planning, concept layout, numbers etc. which is how the T10 overhaul went over and it went over quite smoothly


Title: Re: T11
Post by: warrior5 on January 02, 2019, 11:46:14 pm
Assuming there are no technical hurdles... I’d really like to see T11 in an old world zone like innothule swamp or sleeper. Swamp would be good since it’s connected to Guk and we still need Guk for FG. Not a remake of an old world zone like old commons, but an actual old world zone. It’s better for performance, and we have enough custom zones from newer content. I like the T10 model of having one pub zone and then instances cost $$. I think pub should have a special boss ala ancient dragon which takes an army to kill. I’d suggest you go with more HP / nukes and less rampage this time around. The insta raid kills are never fun, just annoying, but losing single toons to dd is fun - and when MT goes down that’s it. New Halloween does this well apart from trees (it just makes them no fun to kill). Lewt must be Uber, but I’d like to see a trend towards more Uber items dropping for non-MT toons as well (blazing earring+ comes to mind) - it would be nice if we had a zone specifically designed to boost caster and support DPS. Maybe ultimate augment upgrade tokens or something to get our asses out of mindless noob mini dungeons? Please no weapon quest or 1,000 kill count quests - if we want a time sink I much prefer the T5 model of boss kills.

TLDR: old world zone and old world npcs (elite moss snakes and frogloks), t5 boss kill model, good DPS-related drops for non-MT toons as well maybe another source for ultimate augs (or maybe ultimate armor augs *wink wink*), no crazy rampage - stick to brutal dds. T10 instancing model.


Title: Re: T11
Post by: Kwai on January 03, 2019, 09:32:59 am
A focus on instanced version vs Co-op ... please. 

Like War 5 notes... perhaps the public instance is the only one where the uber end game boss is easy to spawn.  But I would still make it possible for guild mates to spawn it in the instance.  I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.

No OOR archers/Wizards w/e.  Anything that can hit you should be reachable by your caster or archer.

If you do go with the 1000 kills for a task completion, I would suggest a mini mile stone every 100 or so.  Something like an aug that is upgraded with drops from trash.  The old HoH UC formula would work for me.


Title: Re: T11
Post by: Rakharth on January 03, 2019, 10:15:01 am
  I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.


Agreed or why did i buy the fwp, same with summon raid clickies.


Title: Re: T11
Post by: Otto on January 03, 2019, 11:30:21 am
I would like to see T11 drop some sort of "catch-up" item. If i decide to make 4 enchanters, perhaps 1 item per character would make them eligible for Tier10 (Thinking one-zone behind current)

By this point, we have more than pounded our heads into old content. Not a complaint by any means, just a wishful suggestion.

Cheers!


Title: Re: T11
Post by: Raygan on January 03, 2019, 01:35:23 pm
I would like to have a way to keep UA gear from T10...maybe make armor combines where you can add sarnak,gnoll,orc + new armor mold or T10 UA+ new armor mold (that way you have an edge if you took the extra time to UA your toons in T10).....then make a new UA quest (similar to T10) for T11. I would like to see custom content similar to HW in T11...something to make it interesting. I would like to see something change to the UW model currently used. The way HW did for HW UW....so that you dont have to back pedal on UW's in old content. Not that any of my toons dont have an UW but kinda sucks for newer players who feel they have to play catch up. Maybe make it so that you have to have UA on all toons to access T11? Just a thought.


Title: Re: T11
Post by: Raygan on January 03, 2019, 01:51:03 pm
Also maybe make some kind of Type 30 UW aug to put in a MT's UW...... :o


Title: Re: T11
Post by: gnonim on January 03, 2019, 03:09:39 pm
I like the HW boss chain structure.  Would be cool to have that in T11 somewhere.


Title: Re: T11
Post by: Akkadius on January 03, 2019, 07:33:13 pm
I would like to see T11 drop some sort of "catch-up" item. If i decide to make 4 enchanters, perhaps 1 item per character would make them eligible for Tier10 (Thinking one-zone behind current)

By this point, we have more than pounded our heads into old content. Not a complaint by any means, just a wishful suggestion.

Cheers!

I get the idea, but "catch-up" items have come in the form of "Zone Pull, "Double Loot and Triple Loot" items that have showered throughout the Halloween and other events. I'd rather people have power ups than just skip through content, the time sink is not near what it was for a long of things as it is. The enjoyment of the process is actually going through the motions, in games especially if you get little power-ups that definitely give you that feeling like you're blowing through progress much more rapidly than normal, that is a far more fun and enjoyable process as a player


Title: Re: T11
Post by: Sarthin on January 04, 2019, 12:36:01 am
What Akkadius said. Only takes 3-5 days to reach T10 now if you have the resources available (DL/TL items, zone pulls and a T10 crew already)
-------------------------------------------------

The first thing that comes to mind when I'm thinking about a new tier is that it should be really tough and require a lot of time and effort to finish various quests and milestones. I tend to find many of the older zones boring both graphic wise and npc model wise, but I'm sure there are some exeptions. Performance is an important issue though. Ideally a balance between something a bit fresh and visually sweet, and with good performance. I will probably plow through some zones and make some suggestions at some point, but would be nice to know from a devs perspective what is important to look for/not look for. I prefer open area zones like T10/HW zone/OC contrary to water zones/tight areas like Abyss, ToV and Anguish.


- I like the mechanism of having a chance to spawn a boss or chain of bosses when killing certain npc's, like the T10/ Halloween zone.
- I like the action messages and effects (rumbling) that we've seen both in T10 and the new Halloween zone.
- The way you aquire armor in T10 is fine with me. The idea of different armor sets for different class roles is very nice in theory, but needs a lot of thought put into it. Right now, you're best off using the orc armor for your classes with a few exeptions.
- The majorioty of the players that have broken into T10 runs anywhere from 12-24 characters on a normal basis, and currently I find myself (and I know others are in the same situation) mostly using the main warrior for dps, and perhaps only using the other toons for some utilities like DA, skin, buffs and finishing off some last mobs. I know this is partly due to a powerful UW and UA, but it's also due to high damage rampage. I'd say more focus on various troubles for main tank and less for the toons assisting. I know we've all done our share of mass ressing toons every other minute in Sunderock. And maintank dead = entire raid dead, quite often.
- Announcements for finishing major events are fine, but small stuff like Citrine upgrades is not necessary.
- I like when a tier has a final boss, like in Anguish or the Halloween zone.
- I also like that a zone has mechanisms and npc's that makes life really hard for you, and makes you have to find abilities, spells, and strategies to remedy it. Could for example be bosses with adds that needed to be killed in a certain order or they would start a hell, backstabbing mobs is always fun :p and I am sure devs imagination is good in this area.
- Focus on benefits of building up resistances. I understand that npc's like Goops are there as a barrier, which is fine. However when adding new annoying spells and abilities in a new tier, it would be sweet if some of them could be countered or partially resisted by working hard on resists.
- I am fine with T11 having a hub like T10, but I think it is a must have to be able to run instanced versions of the zone.
- Instead of having a new level of hp augments, maybe we could add a new Power source item or an augment for another slot that could be upgraded over time, giving heroic stats(not resists).
- There is no denying the end players have gotten their share of UW's, essencially rendering our 20+ strike augments useless. Maybe the UW13 could have a slot for the strike augments, so we could put them to use again.
- I like the idea of mini milestones during long lasting quests.
- Always get angry when Thunderpants mess up the oncoming or ongoing night cycle by spawning and setting game time to midday >:(
- Quests have always been a big part of this game and should continue to be so. It would be nice with previews of rewards, much like the quests in the HW zone, so we could determine who gets what first.
- Jugg spell skyrocket, skyjump or whatever it's called it retarded ;D
- Oh and last but not least, all this tied down to Rents good storytelling for questlines.



TLDR/Suggestions:
*Chain spawning bosses mechanism like HW zone
*Action messages and effects
*Various armor sets are fine as long as they give a clear benefit to different classes.
*Wild rampages or effects that wipe the entire crew on a regular basis should be avoided. If not alltogether, at least once you have geared up resistances and armor pieces.
*Less announcement spam unless it's a major event.
*More focus on gaining a benefit by building up resistances.
*A final boss in the new tier.
*Smart mechanics that keeps you on your toes and work strategies and abilities to counter.
*Quest for a high speed mount.
*Quest for an item for Power source slot.
*Quest for an augment that you can keep upgrading for higher heroic stats.
*UW13 (with 1 slot for strike augments, like the Mixlor club that HW end boss drops)
*No water zones or too many tight areas.
*Instanced version as well as a hub of the new tier.
*Preview of quest rewards.

That's what I can think of at the moment. Will update when more stuff pops to mind.


Title: Re: T11
Post by: Ryndon on January 04, 2019, 07:41:13 am
  I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.


Agreed or why did i buy the fwp, same with summon raid clickies.

Free Waypoint v2! Combine 10 Free Waypoints in your magic box to create. The v2 will even make free T10 instances!


Title: Re: T11
Post by: Rakharth on January 04, 2019, 09:13:49 am
  I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.


Agreed or why did i buy the fwp, same with summon raid clickies.

Free Waypoint v2! Combine 10 Free Waypoints in your magic box to create. The v2 will even make free T10 instances!

ummm no ty


Title: Re: T11
Post by: Warrchar on January 04, 2019, 03:47:52 pm
Washing some ideas through the guild this weekend on T11. Should have some juicy bits up early next week, when I can make the post not read like a excited 12yr olds christmas wish list.


Title: Re: T11
Post by: Warrchar on January 07, 2019, 11:45:43 am
Thanks go out to  Gumboo/Devoure/Hardtime/Seego/Arkain/Kuatank/Ripscale/Zert for their ideas, feedback, and complaints that helped shape this T11 concept.

 Great Divide(T10.5) Kael Drakkel(T11)Plane of Mischief(T10.5Exp)


Great Divide (T10.5)
Trash mob levels 81 bosses 83+

        We quest three factions from three camps,  Dwarves/Giants/Dragons working progression quests similar to T10 and Abyss. Kill X amount of mob types and X amount named bosses, triggered  from timers/random trash kills/kill all. Any one of these 3 faction quest-lines upon completion, unlocks access to the Kael Drakkel zone.
          Each faction has  a quested item. Ranged from Dragons, Belt from Giants and Ring from Dwarves.  Each of these quest-lines become available on completion of their respective faction, could be a multi-tiered item with each quest upgrading the previous version to a more powerful level.(Maybe a item that grows like an old LDON Charm from completion of faction quests?)
 
          Bosses in Great divide drop armor slot specific T10.5 augs  that fit into the slot 25 hp augs in T10 armor and also fit in a new aug slot type 26 on UA  armor. Keeping UA armor ahead of T10 but allowing a path to survival for partial UA alts. Some kind of new accessory quest drop like your T10 bandit crystals, dropping from only certain mob camps.(Maybe a coldain ring event that drops random accessory pieces?)


Plane of Mischief(T10.5 Exp)
Trash mobs 80 bosses 82+

            Instance for helping partial UA  geared folks get ready for Kael Drakkel content.  Bosses can rare drop hive shards with Bristlebane (always? 50% chance?) of dropping 1 gss. Should require full UA warrior to tank Bristlebane. Will need a long lockout period probably 5 days or longer,  to prevent making this a easier path to gss over T10 farming.


Kael Drakkel(T11)
Trash mobs 82+ Bosses 84+

(Boss drops for illustration purposes)

                               Dungeon crawl. Trash respawns fairly quickly, mob types have different abilities heavy healing and damage debuffs, timed DT abilities, AE feign death on players(sorry had to keep this idea), AE high Damage spells/dots, Wild Rampage, etc.  Basically abilities you dont want to effect your raid at the same time to discourage mass pulls and easy clearings. Trash and bosses can drop essences.  

                         King Tormax drops your helm/arm T11 augment upgrades. Derakor The Vindicator drops your T11 wrist upgrade. The Rallos Zek statue drops hand/feet  augment upgrades. Additional named can drop accessory pieces to upgrade your T10.5 accessorys to T11. AoW can drop your T11  Leg/Chest augment upgrades, T11 epic books and always 2? 3? essences.

                           Revamped bosses should be very difficult, thinking like a juiced up blazeclaw with adds spawning that fade agro and run around to random toons.

Full T11 Augments and 11.0 epic required for level 80 flag.


UCv4
Quest  to loot named giant head drops from Kael Drakkel  named, similar to anguish style uc2. Requires multiple turn-ins for each named head.  Drop rate not 100% chance.





Title: Re: T11
Post by: Ryndon on January 11, 2019, 11:40:05 am
That's a great write-up, Warrchar. I do like the idea of using some older zones. Maybe it is the sheer size or just since they are newer zones, but in LP, OC, and sunderock, I take a severe performance hit. I turn things down but the settings usually reset at some point.


Title: Re: T11
Post by: Sarthin on January 16, 2019, 03:51:33 am
Would also be nice if the NPCs in the new tier didn't attack each other, like the different races do now in Sunderock and Old Commonlands.


Title: Re: T11
Post by: GebbonEQ on January 16, 2019, 10:45:53 am

 I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.

Would also be nice if the NPCs in the new tier didn't attack each other, like the different races do now in Sunderock and Old Commonlands.

These


Title: Re: T11
Post by: Chunka on January 17, 2019, 08:40:52 pm
The reason for lack of free instances in T10 was an attempt at artificially forcing grouping. Will let you all decide on whether or not it worked or was worth it.


Title: Re: T11
Post by: Sarthin on January 18, 2019, 01:51:21 am
I've played on EZ since 2009 and it has always been a boxing server where you can conquer the content alone. This should never change in my opinion. That's not to say one shouldn't gain benefits from working together. Most people I've seen in T10 do the content solo, or perhaps dragging some friend along for free faction kills, I would not say that it has revolutionized the way we play on EZ, but I guess in a way it has promoted some sort of team play, which is fine with me.

So I'd like to see focus on solo boxing when creating new content first and foremost, with perhaps some added bonuses and benefits for teaming up.


Title: Re: T11
Post by: Mixlor on January 29, 2019, 08:55:21 pm
I am all in for something in Kael Drakkel. Loved that zone due to the giants trodding around and it was perfect to me even on Live because they hit hard and felt like a challenge. I think that they would make a great addition to the mobs we already encounter in the game, especially for T11.


Title: Re: T11
Post by: Otto on January 31, 2019, 04:43:23 pm
I've played on EZ since 2009 and it has always been a boxing server where you can conquer the content alone.

Maybe in 2009 it was just transitioning to that point, but it was in fact created as a raid server. Members of Order of Sin, or Berlin Crime would single or 2 box. The 6 boxing shift didn't happen until around the revamp of Tier2 from Anguish to Plane of Storms.

I think focusing on a 6-character team would be amazing, but that's just because i grew tired of feeling like I needed 18+ once I started to grow past Tier 7.


Title: Re: T11
Post by: gnonim on February 01, 2019, 08:57:59 am
It's a tough balance.  Would be nice if it's doable with 6, granted, don't want to make it too easy for people with 18 either.  Myself being a 6 boxer, understand that it should probably take at least 4 or 5 UW12s, obviously full UA and everything else on the MT.  I'm working towards 6 UW12's of course, but that's gonna take several months the way i play.  I'll be interested in seeing if I can take out the HW boss at that point.  If he's an indicator of possible T11 bosses, then i'll have to decide whether i can try to setup for more toons or call it at t10, and just mess around occasionally, which is ok too.  It's been fun playing here for the past 10 years and will continue to be i'm sure.  Took me forever to break into t10 with my 6 crew, should take at least equally as long to t11 i'd think, but hopefully doable!


Title: Re: T11
Post by: Sarthin on February 01, 2019, 09:35:10 am
It's a tough balance.  Would be nice if it's doable with 6, granted, don't want to make it too easy for people with 18 either.  Myself being a 6 boxer, understand that it should probably take at least 4 or 5 UW12s, obviously full UA and everything else on the MT.  I'm working towards 6 UW12's of course, but that's gonna take several months the way i play.  I'll be interested in seeing if I can take out the HW boss at that point.  If he's an indicator of possible T11 bosses, then i'll have to decide whether i can try to setup for more toons or call it at t10, and just mess around occasionally, which is ok too.  It's been fun playing here for the past 10 years and will continue to be i'm sure.  Took me forever to break into t10 with my 6 crew, should take at least equally as long to t11 i'd think, but hopefully doable!

I think it would be fair to say that it should be possible to do the T11 content with 6 well equipped boxes (top UW and UA gear)
The added bonus of having more toons would be to kill stuff faster, safer and more efficient.


Title: Re: T11
Post by: Akkadius on February 03, 2019, 09:45:31 pm
  I disagree with the cost per.  Instances should always follow waypoint guidelines.   Free, if you have it.


Agreed or why did i buy the fwp, same with summon raid clickies.

Free Waypoint v2! Combine 10 Free Waypoints in your magic box to create. The v2 will even make free T10 instances!

ummm no ty

Try to keep in context that T10 was initially done completely different and by someone else at the time with a lot of different ideas at the time

The idea with T10 is that instances will become free when the next tier is available. There is a lot that was meant to be a gut-check with T10 originally that was very much lowered or made more reasonable with the massive revamp

Whether or not later tiers will follow the same paradigm of not being "free" is to be decided but all design decisions made especially with T10 revamp have all been in favor of enjoyment of the game without making progression extremely trivial

Originally, pre-revamp, T10 was not meant to be instanced, at all. It was originally designed to be one public zone in which all things available to the zone are equal, fair play and up to players to come together to overpower obstacles

Obviously along with our revamp, a lot of things drastically changed and that included offering the option to at least have a few public instanced zones, which we ultimately opened it up to folks being able to create their own for a cost


Title: Re: T11
Post by: Akkadius on February 03, 2019, 09:54:26 pm
Assuming there are no technical hurdles... I’d really like to see T11 in an old world zone like innothule swamp or sleeper. Swamp would be good since it’s connected to Guk and we still need Guk for FG. Not a remake of an old world zone like old commons, but an actual old world zone. It’s better for performance, and we have enough custom zones from newer content. I like the T10 model of having one pub zone and then instances cost $$. I think pub should have a special boss ala ancient dragon which takes an army to kill. I’d suggest you go with more HP / nukes and less rampage this time around. The insta raid kills are never fun, just annoying, but losing single toons to dd is fun - and when MT goes down that’s it. New Halloween does this well apart from trees (it just makes them no fun to kill). Lewt must be Uber, but I’d like to see a trend towards more Uber items dropping for non-MT toons as well (blazing earring+ comes to mind) - it would be nice if we had a zone specifically designed to boost caster and support DPS. Maybe ultimate augment upgrade tokens or something to get our asses out of mindless noob mini dungeons? Please no weapon quest or 1,000 kill count quests - if we want a time sink I much prefer the T5 model of boss kills.

TLDR: old world zone and old world npcs (elite moss snakes and frogloks), t5 boss kill model, good DPS-related drops for non-MT toons as well maybe another source for ultimate augs (or maybe ultimate armor augs *wink wink*), no crazy rampage - stick to brutal dds. T10 instancing model.

Quote
Assuming there are no technical hurdles... I’d really like to see T11 in an old world zone like innothule swamp or sleeper. Swamp would be good since it’s connected to Guk and we still need Guk for FG. Not a remake of an old world zone like old commons, but an actual old world zone.

Nothing wrong with old world considerations as long as it makes sense for us to include in whatever it is. Dungeon crawler expedition content is a lot easier to fit easy and repeatable "Mission style" content into this paradigm as you can pluck out any zone and set a very story context pretty easily and use it how you want

Quote
It’s better for performance, and we have enough custom zones from newer content. I like the T10 model of having one pub zone and then instances cost $$

I think this decision will ultimately weigh on how the layout of the content is zone wise

Quote
I think pub should have a special boss ala ancient dragon which takes an army to kill. I’d suggest you go with more HP / nukes and less rampage this time around. The insta raid kills are never fun, just annoying, but losing single toons to dd is fun - and when MT goes down that’s it. New Halloween does this well apart from trees (it just makes them no fun to kill). Lewt must be Uber, but I’d like to see a trend towards more Uber items dropping for non-MT toons as well (blazing earring+ comes to mind) - it would be nice if we had a zone specifically designed to boost caster and support DPS. Maybe ultimate augment upgrade tokens or something to get our asses out of mindless noob mini dungeons? Please no weapon quest or 1,000 kill count quests - if we want a time sink I much prefer the T5 model of boss kills.

I don't have a problem with 1k kill quests as long as there is enough to break things up. Grinds are only worthwhile when there is really something to work towards, but it helps to break that up along the way.

So what I'm hearing from this is maybe a rotation of raid mobs that are public contest? One of the things that comes to mind immediately is how annoyed players will be about having to fight over spawn rotations. PvP in Overthere as a public contested example has never been anything but a pain in the ass for so many people involved. I think this is one of those things where the idea versus the reality with our content model may not play out all that well but I'm open to hear what others think about this subject


Title: Re: T11
Post by: Akkadius on February 03, 2019, 10:06:38 pm

truncated...

TLDR/Suggestions:
*Chain spawning bosses mechanism like HW zone
*Action messages and effects
*Various armor sets are fine as long as they give a clear benefit to different classes.
*Wild rampages or effects that wipe the entire crew on a regular basis should be avoided. If not alltogether, at least once you have geared up resistances and armor pieces.
*Less announcement spam unless it's a major event.
*More focus on gaining a benefit by building up resistances.
*A final boss in the new tier.
*Smart mechanics that keeps you on your toes and work strategies and abilities to counter.
*Quest for a high speed mount.
*Quest for an item for Power source slot.
*Quest for an augment that you can keep upgrading for higher heroic stats.
*UW13 (with 1 slot for strike augments, like the Mixlor club that HW end boss drops)
*No water zones or too many tight areas.
*Instanced version as well as a hub of the new tier.
*Preview of quest rewards.

That's what I can think of at the moment. Will update when more stuff pops to mind.


Lots of good points made in this post, thanks for putting it together Sarthin. We take note of all of this stuff when drumming things up


Title: Re: T11
Post by: Akkadius on February 03, 2019, 10:19:31 pm
I read a lot of things in here and have had folks mention many good ideas or just general notes. Warrchar did a lot to project some of his ideas as well that is good to see

I still want to hear more about content styles that folks like to see, even if it relates to things they played on Live that they really enjoyed (Not just nostalgically and actually sucked). Do folks want to see more mission, task style content, keyed progression, armor progression etc.

What type of content was enjoyable on EZ, what type of quests were enjoyable are all things that we're opening to hearing at this point in the thread

What we're not looking to do is radically change the content pattern of EZ and reinvent a ton of concepts and force our current content styles into molds that just doesn't work.

Rent and I had done the T10 revamp and the Halloween zone with the same idea in mind and we're not planning on changing that. The goal would be to keep content true to form but bring new things to the table


Title: Re: T11
Post by: Otto on February 03, 2019, 10:24:42 pm
Akka, do you think there is an open possibility of some sort of catch-up mechanic for players in Tier10+?

Even if there were item drops that allowed players to obtain an Epic 5.0 stone without grinding Abyss, it would be an absolute godsend.

Outside of that, I had an idea of random chance boss spawns similar to how PoDragons works with mini-named NPCs. This would help break up the grindy grind, and add a bit of surprise and fun!


Title: Re: T11
Post by: Akkadius on February 03, 2019, 10:30:55 pm
Akka, do you think there is an open possibility of some sort of catch-up mechanic for players in Tier10+?

Even if there were item drops that allowed players to obtain an Epic 5.0 stone without grinding Abyss, it would be an absolute godsend.

Outside of that, I had an idea of random chance boss spawns similar to how PoDragons works with mini-named NPCs. This would help break up the grindy grind, and add a bit of surprise and fun!

I believe I already responded to the "catch-up" inquiry earlier

If there are reasonable suggestions on some bridge gaps we'll consider them, otherwise I'm a firm believer of people playing new toons through the content even if you are powering through it which there have been plenty of mechanisms made available to do this


Title: Re: T11
Post by: Otto on February 03, 2019, 10:35:08 pm
Somehow I had missed that post. Thanks!

I totally get that you'd prefer people to go through the content. When we have several ultimate weapons, you can be sure we have exhausted most of the zones, but anyway, i 100% get your point here.

Looking forward to seeing some new great ideas in action.


Title: Re: T11
Post by: Rakharth on February 04, 2019, 07:50:20 am
Demi Plane of Blood was good raid zone also not the mechanics of that raid cause boxing with emote to single players would be insanely hard, but the layout of the zone was cool. If we are gonna do 2 tiered armor i like the idea of seperating the zone according to gear. The faction based kill quest i dont really go crazy over but it isnt terrible, one thing i would do is maybe not make the faction not a quest i personally have missed hails and toons are all different lvs of faction now lol. I do like the idea of power sources that was always a cool feature imo cause the different power sources changed how the armor was. If we do power sources make them rechargeable and not crazy hard to recharge plz. Could also do a evolving armor were the starting armor dubious faction and as your faction gets better so does the armor.


Title: Re: T11
Post by: Kaide on February 04, 2019, 08:19:57 am
I really liked depths of darkhollow, with the sets of 5 tasks that unlocked more areas etc.. finally getting that lvl 68 spell for each class was awesome at the time. also the random chance for unique items like the shrink earring was nice.  I can't really tell if that is nostalgia talking or it was actually good content. Those tasks were my first attempt at boxing effectively so most likely nostalgia.

also im a fan for climbing towers. like Tower of Rot, pillars of alra, Gyrospire etc..

maybe these are just markers for masochism.


Title: Re: T11
Post by: Sarthin on February 04, 2019, 03:10:32 pm
Tossing out some more thoughts about T11.

Tier type:
Personally I don't want a new dungeon crawler like Anguish. I think it's repetitive and gets old pretty fast. Only exception being if it was just a smaller part of a quest or key progression.
For me, Sunderock is pretty good in that it is a large zone and has a hub where you find various quests and tasks to go to diff. areas to explore and kill. I also like the respawn timer on the mobs. That's not to say one couldn't include smaller zones for off-quests for either progression items or keyed for certain events. Would actually be really nice to switch zones once in a while for a variety of scenery, while still working on the new content.

I like the idea of keyed progression. The way I look at that idea is to have a hub zone which serves as the main area, and at some point after dying/raging and farming, you get flagged for a mini zone, like Fear Itself or some other smaller zone, where you fight various mob types progressively harder than the last, with a chance for chain spawning bosses and top it with a collect quest off end chain bosses to help spawning a final end tier boss.

Quests:
It would be nice if some of the quests were related to other zones, i.e. Fear Itself, shortname: thuledream. It's a really cool zone, but too small for a new tier alone. Also important to remember that some have 20+ characters and like to used them all. Nice if some quests follow the same idea as in T10 where being in raid gives credit. It would be interesting if some of the tasks had a timer on it to make it more exciting. Not strong enough? Not worthy of the reward, keep grinding :)

Armor/items:
I think this is a tough one, really. We have been actively farming for Glowing Sun Shards for quite a while now, one of the rarest items in the game, even more so than the GSoA. I guess I am trying to say that UA should still be important in a way, besides when breaking into the new tier. Perhaps a quest to upgrade the UA pieces in addition to a new armor line for the rest of your characters. I do think the new tier should be balanced around having at least main tank with Ultimate armor and UW12.

For the new armor line I think T10 is good in that you actually need to work to get the reward. Sure you can hang out with a partner and snag kills to get faction, but it's still a better option than to buy the loot drops from other players.

Difficulty:
I'm sure everyone will agree with having the new tier super challenging. It's not fun if you aren't dying, working on tactics and strategies to counter this and that. I just hope we can get some mechanics that can be countered with time, gear, strategies, positioning, buffs, AA's and what not. I guess what I'm saying is the obstacles shouldn't be stupid with no means to avoid it eventually with time and effort.
The new tier should be full of surprises and I think it would be good of many of the surprises focused on main agro. Dead tank usually leads to dead raid. Also abilities that target specific classes, like healers. Some could be more merciless than others. Some could just give out emote warnings and it's up to you to act accordingly before it's too late. Anything to put your skills to the test, as I believe in having knowledge about how the classes play and what their abilities are, should reward a player.

Maps:
Dusting off my EQEmu server these days to check out various zones because some of the zones up to RoF are not available on EZ currently.
These may or may not serve much purpose, but I will keep updating when I find zones that might be interesting in the following weeks.

Dragonscale Hills - Large outdoor zone

http://everquest.allakhazam.com/db/zones.html?zstrat=539

Fear Itself - Smaller outdoor zone

http://everquest.allakhazam.com/db/zones.html?zstrat=756

Beasts's Domain

http://everquest.allakhazam.com/db/zones.html?zstrat=810




PS: Contested spawns only available in a public zone sounds good in theory, but it won't work on EZ in my opinion. It would just lead to too much drama.


Maybe this will be a new quest mount? Looks awesome ;D
(https://i.ibb.co/2qTzPBC/mount.jpg) (https://ibb.co/G7qZkj8)



Title: Re: T11
Post by: Dimur on February 04, 2019, 05:15:15 pm
I know when tier progression was discussed when Hate was working on T10 rollout, his vision was to keep things to a +5 level gut check.  Basically he was saying that T5 is a check point to prune the players who weren't in it for the long haul from the hardcores.  T6+ zones were harsh at the outset, but once you spent time in the zones gearing up they became pretty trivial and you could hit the next one. T10 was supposed to be another point where the hardcore could stick it out by grinding hard but anyone who put time into it could still proceed at their own pace. 

I guess in order to give feedback that the dev team (Akka and wru Rent?) is looking for, we kind of need to know what the vision is for the next tier(s) going forward.  Like is T11 going to be more of a catch up and bridge to the next tier? If T11 is a prelude to a T12, it could have it's own itemization independent of Ultimate Armor with armor on par with T10 UA that won't be able to be upgraded while also dropping UA upgrade pieces.  Or is T11 going to be the next big bad that we'll be farming into the unforeseen future (considering T10 is nearing 3 years old)?  Though I haven't been active in this thread, I've been following the feedback given. In order to give my own, it would help to know some of the baseline parameters.


Title: Re: T11
Post by: Akkadius on February 04, 2019, 05:30:32 pm
I know when tier progression was discussed when Hate was working on T10 rollout, his vision was to keep things to a +5 level gut check.  Basically he was saying that T5 is a check point to prune the players who weren't in it for the long haul from the hardcores.  T6+ zones were harsh at the outset, but once you spent time in the zones gearing up they became pretty trivial and you could hit the next one. T10 was supposed to be another point where the hardcore could stick it out by grinding hard but anyone who put time into it could still proceed at their own pace. 

I guess in order to give feedback that the dev team (Akka and wru Rent?) is looking for, we kind of need to know what the vision is for the next tier(s) going forward.  Like is T11 going to be more of a catch up and bridge to the next tier? If T11 is a prelude to a T12, it could have it's own itemization independent of Ultimate Armor with armor on par with T10 UA that won't be able to be upgraded while also dropping UA upgrade pieces.  Or is T11 going to be the next big bad that we'll be farming into the unforeseen future (considering T10 is nearing 3 years old)?  Though I haven't been active in this thread, I've been following the feedback given. In order to give my own, it would help to know some of the baseline parameters.

Whether T11 is a bridge tier or not is up for debate and entirely depends on material and the feedback we hear from you guys. T11 could certainly end up being a soft bridge tier for keying into T12 but that is yet to be determined

Ultimately, we're going to be fine with whatever it is we end up making. But, this community belongs to you guys and you have every right to chime into your playing experience


Title: Re: T11
Post by: Warrchar on February 05, 2019, 01:13:24 pm
Whether T11 is a bridge tier or not is up for debate and entirely depends on material and the feedback we hear from you guys. T11 could certainly end up being a soft bridge tier for keying into T12 but that is yet to be determined

Ultimately, we're going to be fine with whatever it is we end up making. But, this community belongs to you guys and you have every right to chime into your playing experience
[/quote]

When I originally got together with the guild and we hashed out the T11 concept we tried to make the best thing we could without adding to many new zones or content ideas out of a fear of development time being much to long to be practical.

         Now I have not been on this server very long, I don't know anything about adding content to these servers or how hard it is to make up a new task or quest or instance zone. Could we get some kind of development timeline it would take or idea of what the limit should be as far as how many new instances or zones,quests etc. we can work with. I wouldn't want to see us try to squeeze so much new content into a T11  that we end up taking 3 years of Rent and Akkadius free time to built out, even if it did end up being the most amazing content.

We could all probably make a near endless laundry list of things we would love to see or have in a new zone or content  but I think we need to really narrow down the scope of what exactly were working with. Some kind of a rough framework that we can then fit our ideas into and decide what can stay for a T11 and what should be pushed to a future tier of content if that makes sense.  






 



Title: Re: T11
Post by: warrior5 on February 05, 2019, 08:06:10 pm
After giving this additional consideration, I’m thinking more and more we’re due for a “bridge tier.” T10 was a gut check, and honestly not one I would want to repeat right now. I think T11 could afford to be a more fun spirited and less “grindy” experience more in line with T4, T6 or T8. I also imagine it’s less taxing on Akka and Rent to produce a “bridge tier.” A smaller zone with simple progression and some nice UA/UW augs / other drops would be fun. Personally, I would rather Akka and Rent spend more time coming up with cool new items than complex progression schemes and intricate quest lines.


Title: Re: T11
Post by: Sarthin on February 06, 2019, 08:44:20 am
After many years with no new tier, I think the most important thing from a players perspective is to get new end game content going as soon as time and RL permits. I wouldn't want us to make huge concepts either, if that means burning out devs and taking ages to complete, if we could do a smaller bridge tier that contains some of the ideas we toss around in here and have a more realistic time frame on it.

I do think we have quite a few ideas on what we want to see more of in the coming tier though. So I guess it more or less breaks down to if it should be a bridge to T12 or a larger tier like T10. I like both ideas, really. Though I would probably prefer the option that has the fastest implementation.





Title: Re: T11
Post by: Warrchar on February 15, 2019, 03:51:52 pm
We might be better able to narrow down some ideas on what T11 should be based around with a series of forum votes.


Title: Re: T11
Post by: Mersedez on April 24, 2020, 05:21:19 pm
I'd like no armor upgrades, if you want better armor go get the T10 UA. But if Armor needs to drop it's inferior to the UA. Accessories upgrade would be nice.

Ssra was my favorite zone and I wouldn't mind seeing the same Ssra but a brutally hard Ssra, that involved getting keys and stuff like Live.

And can we have no more robes for Druid and monk ever again?


Title: Re: T11
Post by: Raygan on April 25, 2020, 05:41:12 pm
I think monks look awesome in robes!


Title: Re: T11
Post by: kendiian on May 07, 2020, 11:17:16 am
I was just thinking about how much time it takes to get UA maybe the T11 could have dropped armor better then T10 and Upgrade quest to make UA better that way you can't just bypass the UA but can upgrade your Tier armor. I like Vex Thal or Umbral plains


Title: Re: T11
Post by: Raygan on May 07, 2020, 01:48:33 pm
I think a bridge tier with quests for UW augs (like how you can't fill every aug slot on a warrior for example) and new type augs for gear. We have UCv4 in 10.5 but maybe add something that will combine various old quest items that are no longer used to make new valuable items...although that is a lot like going back to do old content and some people don't like that....so take it with a grain of salt.  ;)


Title: Re: T11
Post by: stales on May 07, 2020, 09:10:27 pm
I think a bridge tier with quests for UW augs (like how you can't fill every aug slot on a warrior for example) and new type augs for gear. We have UCv4 in 10.5 but maybe add something that will combine various old quest items that are no longer used to make new valuable items...although that is a lot like going back to do old content and some people don't like that....so take it with a grain of salt.  ;)
The old range item that is Obsolete would be one I would like to see upgraded.


Title: Re: T11
Post by: neccos on May 18, 2020, 11:03:28 pm
 A new updated item that utilizes the SOI's in conjunction with AA's maybe would be awesome, unfortunately this subject has been brought up many times before and ignoredi/squashed.  There were a lot of really good ideas and suggestions too, shame.  I'm sure the drop rate would of course be nerfed way down from the current, but at least it wouldn't be a useless ah shit when u see them drop so frequently.  Totally ancient item that could become something new, decent and fun to pursue.  I also agree as do so many others, why the extra UW slots without anything available to put in them ?


Title: Re: T11
Post by: Mersedez on May 22, 2020, 02:50:08 pm
All great suggestions. I'd also like to add can we see rogue UA chest piece show on the character. Monk T9 outfit instead of robes. We want to see cleavage on the female toons  :D


Title: Re: T11
Post by: Ekiir on May 23, 2020, 07:28:05 am
All great suggestions. I'd also like to add can we see rogue UA chest piece show on the character. Monk T9 outfit instead of robes. We want to see cleavage on the female toons  :D

There are no T10 UA robes

https://imgur.com/a/7J6JV26 (https://imgur.com/a/7J6JV26)



Title: Re: T11
Post by: Mersedez on May 23, 2020, 04:38:28 pm
All great suggestions. I'd also like to add can we see rogue UA chest piece show on the character. Monk T9 outfit instead of robes. We want to see cleavage on the female toons  :D

There are no T10 UA robes

https://imgur.com/a/7J6JV26 (https://imgur.com/a/7J6JV26)



I'm saying T9 Monk outfit is the best outfit. No more robes ever on a Monk in t11-t1000


Title: Re: T11
Post by: Poker-ecaf on May 24, 2020, 04:05:55 am
i favor the Robes on Monks !!!


Title: Re: T11
Post by: WatchYouDie on August 23, 2020, 03:27:27 am
I would like to see that you could not use the UW Until you beat the zone.


Title: Re: T11
Post by: wolfegunr on August 26, 2020, 12:09:10 am
*BUMP* How can we help in getting this out? What is needed? There are many people here willing to help out with ideas, coding, testing. What do we need to get T11 going? We are in desperate need of more content to rejuvenate interest in this server, ez is the best time waster I’ve ever loved and by far the most time I’ve ever spent on a single game. Something on the order of 100x second place.
I would also like to suggest that Dimurwar specifically would be a fantastic resource to this game as helpful designer/ gm. He has an established reputation for being rigidly reliable, trustworthy, helpful and knowledgeable. There are many others who are software/ developer savvy on this server capable of helping. What would it take to get this off the ground?


Title: Re: T11
Post by: wolfegunr on August 30, 2020, 02:14:15 pm
Just a thought about T11. Should UA be required? I mean, at least 1 piece of UA per toon perhaps, certainly no more than 3 (We want our buffers in and shouldn't have to full UA every toon.)

However, the upgrades in T11 and on should be augs. No more amor changes, but augs that ONLY fit in UA armor. Make new slot is easiest so we don't have to play the swap game/disregard hp/resist augs etc. This way, we can still have upgraded hp/resist augs in game.

So... you need UA in order to progress your armor, but not to get into zone. T12 etc just have replacement armor augs, not whole new armor set needed each tier.


Title: Re: T11
Post by: Akkadius on September 14, 2020, 04:25:55 pm
*BUMP* How can we help in getting this out? What is needed? There are many people here willing to help out with ideas, coding, testing. What do we need to get T11 going? We are in desperate need of more content to rejuvenate interest in this server, ez is the best time waster I’ve ever loved and by far the most time I’ve ever spent on a single game. Something on the order of 100x second place.
I would also like to suggest that Dimurwar specifically would be a fantastic resource to this game as helpful designer/ gm. He has an established reputation for being rigidly reliable, trustworthy, helpful and knowledgeable. There are many others who are software/ developer savvy on this server capable of helping. What would it take to get this off the ground?

People keep suggesting Dimurwar like he's volunteered himself, I've asked him on occasion here and there and it's been reluctance to be able to offer the time due to life circumstances. I would leave that for him to speak on his own behalf

Once you start working on content you cross a gray area where to start to forfeit your innocence as a player and that's not something that everyone is willing or wanting to do

I'm not opposed to bringing in outside help but it can't just be any outside help in general.

You still go through the process and content design process and everything has to go through a sane design process


Title: Re: T11
Post by: Dimur on September 14, 2020, 10:06:32 pm
I like being a player.


Title: Re: T11
Post by: neccos on April 15, 2021, 12:34:28 am
Be nice if T11 relied on more of what we have all grinded for - UW's, Earrings, UC, UA, HOS items, resists, instead of the perks provided by one class - otherwise what are we farming all this useless crap for ? Death touch AE wipes the entire raid in 1 second = lotta fun (


Title: Re: T11
Post by: Chunka on April 27, 2021, 05:20:04 pm
(https://pbs.twimg.com/media/BrVMNa5IQAEKG8L.jpg)

I like penguins. Even if they explode.


Title: Re: T11
Post by: Ginge on April 28, 2021, 12:47:58 pm
(https://pbs.twimg.com/media/BrVMNa5IQAEKG8L.jpg)

I like penguins. Even if they explode.

Crikey, that's a name from the past :o

Tankus/Licra


Title: Re: T11
Post by: Abuelo on May 04, 2021, 08:59:31 am
I've been on the server less than a year but I started here just a month before the last event. I do not like the idea of having something drop that will flag you for previous content but the longer I play here the more I realize why some want this. I've done content through t9 for 8 chars now and its a pain in the ass without having items mentioned like Zone Pull stingers, Double and Triple tokens to be able to flag new chars. I've never had the opportunity to farm these items so that I could make alts or chars easier. I know that some people abused the last event but for us new players we haven't really had the opportunity to experience it or be able to get those items. It would be a shame to have to wait till October still to get that.

I've also seen some quality of life improvements mentioned like stacking items and things that should seriously be considered. Expeditions are extremely buggy having to create an instance just to get the expeditions and such. I know this is true for Bloodmoon and Sunderock.

So my suggestion for t11 is more of a "can we address issues now instead of planning for new content" sorry.

My only other 2cents going forward would be that there seems to be a huge gap in the ability to kill mobs going into Sunderock from OC. I've had a ton of help along the way and handouts from long time players and even with that starting out in this zone has been extremely daunting. Some additional quests or content to help bridge that gap would be extremely helpful. An Ultimate Weapon does me no good when my chars cant even take a couple hits of Rampage damage so I'm not sure what else would help.

I realize this post didnt provide any useful information moving forward for future content so here:
*Stack-able quest items for large turn in amounts
*Not such a large content gap to be able to progress from T10.5 to T11 easily. Or provide additional content to bridge the gap.
*Open, large, outdoor content or large dungeon much like Crystallos, Lair of the Awakened (One of my personal favorites since Dragonscale Hills was mentioned but we already had a SoF zone so its been played out already) Arcstone was cool or Korafax.
*Upgraded Ultimate Weapon quests. From what I know Sleepers weapons like the dagger perform better for rogues than UW so the appeal for creating that weapon doesn't exist anymore. (Id rather progress to T10.5 for a weapon than farm all previous zones for something sub-par. Get what I'm saying?)


Title: Re: T11
Post by: Draca on May 26, 2021, 05:23:30 pm
Tier 11 development has been effectively paused at this point, as I work on a few smaller ideas to get a better idea of what the tuning feels like on EZ Server, from a development point of view.  Once I feel comfortable that I can do a full Tier 11 justice, I will make some further announcements around that, in this thread.