Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Why i dont fight in certain zones (feedback for Brad)

1 view
Skip to first unread message

Parricide

unread,
Jan 4, 2000, 3:00:00 AM1/4/00
to
Upper Guk- Always hard to find a group(since the beginning). Faily
good items for the level, but at level 36, i still tend to pull a full room
of greenies (ie- aggro set too high). Trains galore if your not careful.
Sol A- What can i say? Every single thing there attacks me at level
36. I ran out of mana using Enstill-Atone combo. I was in the bar once..
good exp there with a full group, but the frustratingly high aggro doesnt
justify it.
Permafrost- This is my all time "hate" zone. I hate it, i hate it, i
hate it! The level 18 goblin at the entrance will aggro on me sometimes...
and from there, they all aggro. Im not really interested in getting my ass
beat by a room full of level 25s if you get my drift. The only bug ive seen
is the one at the entrance where they teleport at the corner. Makes you
root faster is all. I grouped with a 43 SK for the king room once and got
all the items Perma has to offer... i have no desire to go back at all until
the aggro is fixed.
Mistmoore- This place would be great if it wasnt buggy as hell. I got
on and played for 2 straight hours without killing a single thing because
the trains are so bad there. The ghost NPCs, the AoE-lets-pull-the-castle
bug, zoning bugs, npcs stay at zone for 20min before they leave, etc etc
etc. I have no desire to go there except to help out with guild events.
Aggro isnt too high there though ;-)

Places i like-

Unrest- Fun fun fun. You cant beat the exp in the pit. The Tower is
kinda hard to get situated in because it pulls the barroom too, but theres
and easy jump out the window for you. Its very easy to pull stuff from
inside the house to an awaiting group outside. There are lots of trains,
but nothing impossible if everyone teams up (unlike MM)
Paw- The revamped Paw is excellent. Great exp, no people, those silly
gloves sell for 1kpp. What more could you ask for? I started having a hard
time finding a group towards the end of level 35, so i moved to LGuk, but i
still like it in Paw.
Lower Guk- If you can make it past the aggro froggies in upper Guk,
lower guk is the place to be. Lots and lots of items to be had, minimal
trains, great friends, etc etc. I believe that this is my favorite zone in
the game. The assassin room is great to pull to... no trains. The Exe room
is great to pull to.. no trains. The Sav room sucks kinda cause your right
in the train path. The spiders are cool, the bedroom is cool, ... hell even
the hallway leading to the entrance is cool. The live side is great exp
too. Theres a reason there are 90 people here all the time, this place
rocks. Even though you are slowly nerfing everything here (manastone, mask,
etc) to try and move people elsewhere, people are going to stay. Its just a
great place to be.
Sol B- Just got here and it is great too. Everyone helps each other,
great loot, and easy escapes. Phenomenal exp here too.

In closing, i hope you dont take all i wrote here and twist it into
something silly like normally happens (yes it happens all the time). I
read a thing on EQVault where someone was trying to tell you not to change
the spawn 10 min either way because KSers dont mind staying an extra 20 min
to get something. He suggested 30min, 2 hours, 4 hours, 15 min, 3.5 hours,
etc. and you replied to him saying it wouldnt be 10 min either way, it
would be 50 min either way. That is one of the top 10 ignorant replies ive
heard. (no offence) The guy TOLD you not to do the spawn time like that and
you said you were going to do it anyway. That doesnt do anything to fix the
problem. If it spawns every 8 hours, what is staying 2 hours instead of 20
min going to do? Nothing.

To show you how bad it is, heres some examples...
Assassin - 45 min spawn.
Champion- 38min
Sol King- 24 min
Cleric quest item- 7 hours
Goblin warlord- 18min
continue to infinity...

People know exactly how long something is for spawning, because as soon
as they kill it, they start a timer. This way they can tell how long they
have to pull before a room spawns. Its down to the minute in most cases,
which is pretty sad. He was trying to tell you how to fix it and you threw
it back in his face. Here you are asking for suggestions and then you
ignore them.
Im going off subject... sorry.

Anyway, to get people to move to other zones you have decrease the aggro
of those zones, maybe increase the loot of those zones, or you just have to
make it worthwhile to go to the zone in the first place. If you want to
move people out of LGuk, make someplace better than LGuk, dont make LGuk
suck so bad that no one wants to go there.

2 cents..
--
Parricide Skullcracker<Na Koa> (Eci, 36 Cleric)

jkprice

unread,
Jan 4, 2000, 3:00:00 AM1/4/00
to
Brilliant post. This pretty much somes up the dungeons and pseudodungeons
of the game exactly.

A couple things I would add to your post:


Upper Guk: Just a note about how bad the agressiveness/stupidity of the
frogs there is. At level 40, I will start pulling a train with me enroute
to the lower guk zone the first time I step too close to a level 20
Ton...hell, occasionally a level 15 Gaz decides to take a swing at me the
instant I get near him...

Mistmoore: Aggro not too bad? Level 17 initiate familiars are still aggro
on my level 40 monk 100% of the time. One of the biggest problems with
mistmoore, even at high levels, is absolutely every damn thing you get too
close to attacks you. Thats why level 50's die in trains in mistmoore...2
dozen level 17-20 greenies CAN kill you when you are trying to deal with
that one nasty level 40 mob...

"Parricide" <parr...@fastmail.ca> wrote in message
news:84t0k0$26v$0...@206.162.38.106...

phalen

unread,
Jan 4, 2000, 3:00:00 AM1/4/00
to
Excellent Right on the MONEY!!!

Mason Barge

unread,
Jan 4, 2000, 3:00:00 AM1/4/00
to
>If you want to
>move people out of LGuk, make someplace better than LGuk, dont make LGuk
>suck so bad that no one wants to go there.
>
>2 cents..
>--
>Parricide Skullcracker<Na Koa> (Eci, 36 Cleric)
>

One of the best posts I have seen anywhere. There ARE adults who play EQ!

Post this on the EQ message board and I will bump it every day for a year.


"If this is coffee, please bring me some tea. If this is tea, please bring me
some coffee."
- Abraham Lincoln

Keith Wells

unread,
Jan 4, 2000, 3:00:00 AM1/4/00
to
A wonderful post! All should take note when posting....

Well done.
Lanashara of Prexus


Ned Berg

unread,
Jan 5, 2000, 3:00:00 AM1/5/00
to
Perfectly stated. As a 24 Mage on Tribunal I have not been to Guk yet, but I
can attest to (and hate) how stupidly aggressive things are in other
dungeons. 6th level skeletons still chase me in Feerrott and Commons. 6th
level! I still cannot sit down in Befallen without pulling a few rooms of
skeletons and mummies.

Uteq Travarian

> make it worthwhile to go to the zone in the first place. If you want to

<DL>

unread,
Jan 5, 2000, 3:00:00 AM1/5/00
to
Nice intelligent, well thought out post. I guarantee you that Verant
won't learn anything from it even if someone does bother reading it.
I haven't been to all of these places, but I totally agree with you on
the ones I have visited. The exact same reasoning applies to lower
level zones. If a zone is too difficult (re. high aggro) people don't
have fun playing there so they avoid it. If the zone doesn't reward
the players with decent loot or experience they will go elsewhere.
That's why half the zones in the game are empty. They just aren't
fun. What's the point in dying to a train of green mobs that give
little loot and next to zero exp? None, but it is far too common in
many zones in the game right now.

Verant has said they will be adjusting and tweaking the zones to even
the player distribution. I expect they will take the route of ruining
the good zones instead of fixing the worthless zones. This is based
on their past attempts to balance play such as the mobs that can see
through anything and attack you even though you can't see or attack
them.

Always expect the worst, that way you get pleasant suprises on
occasion when events don't lower themselves to your expecations.

<DL>
<Narise and Narsse on Karana>
<The easy arrogance of a cat is an art.>

Brian Evans

unread,
Jan 5, 2000, 3:00:00 AM1/5/00
to
wrote in message <38741ffa....@news.uswest.net>...

>Nice intelligent, well thought out post. I guarantee you that Verant
>won't learn anything from it even if someone does bother reading it.
>I haven't been to all of these places, but I totally agree with you on
>the ones I have visited. The exact same reasoning applies to lower
>level zones. If a zone is too difficult (re. high aggro) people don't
>have fun playing there so they avoid it. If the zone doesn't reward
>the players with decent loot or experience they will go elsewhere.
>That's why half the zones in the game are empty. They just aren't
>fun. What's the point in dying to a train of green mobs that give
>little loot and next to zero exp? None, but it is far too common in
>many zones in the game right now.


A lot of these zones are getting more popular as players get
better. Sol A is a great place if you have good control over
your fights and don't have any weak group members. Not
a place for pickup groups unless you like to die.

Enchanter : all attack the same one please
Warrior : it's ok, I can take this one solo
<ranger snares the one the rest of the group is on>
Ranger : Snared
<greenie the warrior was on runs>
Enchanter : ack!
<hugh train comes back>
<enchanter casts AE mez>
<enchanter enthralls ones missed by AE>
<warrior see enc in trouble>
<warrior starts trying to get mobs off enc>
<enc gets entrall to stick on hard monster>
<war hits it and wakes it up>
<repeat two or three times the Enthrall loop>
<enchanter dies>
<stuff starts to become unmezzed>
<group dies VERY quickly>
Warrior : I hate this place and I am leaving!
<warrior disbands after getting corpse>

One thing thing to learn is : control in a fight is MORE
important than getting a few extra swings in. Do not
attack until things are sorted out some and make sure
you assist one person. Nothing worse than having the
enc have trouble mez'ing an extra, finally get it to stick
and having a tank 'save him' by waking it up.

I think a lot of players don't have the skill for these places
and the risk/reward is such that most don't think it would
be worth the effort to aquire the skill. For those that do
have the skill they are nice uncrowded places to hunt in.

Noslom


Morgan

unread,
Jan 5, 2000, 3:00:00 AM1/5/00
to
"Brian Evans

>
> A lot of these zones are getting more popular as players get
> better. Sol A is a great place if you have good control over
> your fights and don't have any weak group members. Not
> a place for pickup groups unless you like to die.
>
> Enchanter : all attack the same one please
> Warrior : it's ok, I can take this one solo
> <ranger snares the one the rest of the group is on>
> Ranger : Snared
> <greenie the warrior was on runs>
> Enchanter : ack!
> <hugh train comes back>
> <enchanter casts AE mez>
> <enchanter enthralls ones missed by AE>
> <warrior see enc in trouble>
> <warrior starts trying to get mobs off enc>
> <enc gets entrall to stick on hard monster>
> <war hits it and wakes it up>
> <repeat two or three times the Enthrall loop>
> <enchanter dies>
> <stuff starts to become unmezzed>
> <group dies VERY quickly>
> Warrior : I hate this place and I am leaving!
> <warrior disbands after getting corpse>

You were there!

I was in Sol A with my group and a high level Paladin friend of one
of the group came in to "help". He helped by attacking mesmerized
goblins, and the above scenario ensued.

--
Morgan
Xymarra, High Elf Enchanter on E'Ci

(crossposting all posts to rec.games.computer.everquest)

Stupid

unread,
Jan 5, 2000, 3:00:00 AM1/5/00
to
On Wed, 05 Jan 2000 14:57:55 -0800, Morgan <mor...@misleading.com>
wrote:

>You were there!
>
>I was in Sol A with my group and a high level Paladin friend of one
>of the group came in to "help". He helped by attacking mesmerized
>goblins, and the above scenario ensued.

I'm amazed how many players simply do NOT understand how to play thier
class. Enchanters that don't even LOAD Tashan or Enthrall. Wizards
that insist on mana dumping on a non-targeted MOB. Any flavor of tank
that doesn't know how to /assist.

Good groups are hard to find.


<DL>

unread,
Jan 6, 2000, 3:00:00 AM1/6/00
to
On Wed, 05 Jan 2000 14:52:09 GMT, "Brian Evans"
<brian<nospam543>@promaxis.com> wrote:

> wrote in message <38741ffa....@news.uswest.net>...

>>Nice intelligent, well thought out post. I guarantee you that Verant
>>won't learn anything from it even if someone does bother reading it.
>>I haven't been to all of these places, but I totally agree with you on
>>the ones I have visited. The exact same reasoning applies to lower
>>level zones. If a zone is too difficult (re. high aggro) people don't
>>have fun playing there so they avoid it. If the zone doesn't reward
>>the players with decent loot or experience they will go elsewhere.
>>That's why half the zones in the game are empty. They just aren't
>>fun. What's the point in dying to a train of green mobs that give
>>little loot and next to zero exp? None, but it is far too common in
>>many zones in the game right now.
>
>

>A lot of these zones are getting more popular as players get
>better. Sol A is a great place if you have good control over
>your fights and don't have any weak group members. Not
>a place for pickup groups unless you like to die.
>
>Enchanter : all attack the same one please
>Warrior : it's ok, I can take this one solo
><ranger snares the one the rest of the group is on>
>Ranger : Snared
><greenie the warrior was on runs>
>Enchanter : ack!
><hugh train comes back>
><enchanter casts AE mez>
><enchanter enthralls ones missed by AE>
><warrior see enc in trouble>
><warrior starts trying to get mobs off enc>
><enc gets entrall to stick on hard monster>
><war hits it and wakes it up>
><repeat two or three times the Enthrall loop>
><enchanter dies>
><stuff starts to become unmezzed>
><group dies VERY quickly>
>Warrior : I hate this place and I am leaving!
><warrior disbands after getting corpse>
>

>One thing thing to learn is : control in a fight is MORE
>important than getting a few extra swings in. Do not
>attack until things are sorted out some and make sure
>you assist one person. Nothing worse than having the
>enc have trouble mez'ing an extra, finally get it to stick
>and having a tank 'save him' by waking it up.
>
>I think a lot of players don't have the skill for these places
>and the risk/reward is such that most don't think it would
>be worth the effort to aquire the skill. For those that do
>have the skill they are nice uncrowded places to hunt in.

I'll agree with you 100% on this. Nice scenario you painted up above
btw. Most of us can easily relate to it. Of course for meleers
soloing any aggro green dungeon is an effort in futility. Even with
snare, it's a pain in the ass to solo many of these areas. In group
situations often you just don't have a good blend of players like
having a bard or enchanter to lull/mez the extraneous fodder while you
concentrate on one or two mobs.

evoke

unread,
Jan 6, 2000, 3:00:00 AM1/6/00
to
> I'm amazed how many players simply do NOT understand how to play thier
> class. Enchanters that don't even LOAD Tashan or Enthrall. Wizards
> that insist on mana dumping on a non-targeted MOB. Any flavor of tank
> that doesn't know how to /assist.
>
> Good groups are hard to find.
>

and the number of bards that don't know what songs to play, and how to play
several at once..
and the melee classes that can't taunt things off properly (admittedly, the
people that need saving at the time are not helping by stopping their
attacks and not running away)
or the casters who gate out when the trouble comes without bothering to tell
the group..
some times a good player is not the one with the highest level char, but the
one who gives a crap about their party members. it is a multiplayer game
after all. and some people don't want to play it that way.
how unfortunate.

Mason Barge

unread,
Jan 6, 2000, 3:00:00 AM1/6/00
to
>
>and the number of bards that don't know what songs to play, and how to play
>several at once..

Agreed. Bard is theoretically one of the most useful PC's to a group, but the
character is almost always played poorly. They will insist on tanking, too.

>and the melee classes that can't taunt things off properly

I will say, I have never seen this. As a mage, if I pulled a mob and nobody
even tried to taunt it off me, I'd leave ASAP.

>(admittedly, the
>people that need saving at the time are not helping by stopping their
>attacks and not running away)

Your syntax is unclear, but this is a lesson that any DD caster needs to learn.
It's a matter of trusting teammates. This behavior can also prevent healing.

>or the casters who gate out when the trouble comes without bothering to tell
>the group..

I have approached this problem from the opposite direction and have often been
the only group member who dies. Tanks sometimes don't understand how fast a
caster will go down when the team runs.

I will say that if a caster gates, he should have already informed the team
that he is under 20% mana. They should be able to see that his HP are
collapsing. He should have also bound inside the zone so that if he gates, his
pet will continue to fight.

But still, you are 100% right, any team member who leaves the fight should
inform the group as priority #1.

Alasdair Allan

unread,
Jan 6, 2000, 3:00:00 AM1/6/00
to
<DL> <dleo...@uswest.net> wrote

But that is the point.

If a dungeon *requires* a class specific skill (i.e. AE Mez in Mistmoor or
Sol A) then that dungeon is *not* tuned correctly. Hell, without AE Mez or
Stun, Mistmoor can be a deathtrap for people who the whole dungeon is green
to.

This is *not* "good design" this is a fuck up. Fine if you are an Enchanter
with a couple of regular friends you play with, fucking broken if you play
odd hours and mainly use pick-up groups with "who wants in" class selection.

--
Alasdair Allan, Ibrox, Glasgow |England - Country where Marx developed
x-st...@null.net | the basis of Communism
X-Static's Rangers Webzine |Scotland - Country where Smith developed
http://www.x-static.demon.co.uk/ | the basis of Capitalism

0 new messages