:casts raise dead spell:
What about a progression server with only a few tweaks?
1. Experience
2x/3x *whichever feels balanced but fast* exp to greatly reduce grind but still force leveling 'process'
2. Boxing
Allow mq2 boxing "though only if the gm's enforce/monitor prohibited activity. "/zone.. /afk exp-grind macros.. /ect"
3. Mobs and bosses
Slightly reduced mob/boss output to accommodate a smaller player base. *but no face roll mode.. that's what WoW is for. Overall dam output/hp of progression req bosses wouldn't really need to be adjusted IF suggestion #2 is in effect, a few people could make up a raid to take on that content.
4. Progression
I am mixed on if progression should be character flag based, or server based (alla live). Character based helps people who don't want to guild up.. but then can also really gimp them if the mobs aren't tuned to solo content. Server progression based gives the server community the sense of accomplishment.. but then could be easily made into a boring server if a group of boxers steamroll through content and open up everything.
Though, if keeping server at normal difficulty.. even a guild of mq2ers would take them awhile to gear up/ect to be able to say, finish velious progression content.
5. Gear
Increased drop rates (not insane, but who wants to sit around for 24 hours camping an item anymore when could have been exping and outgrown the item already. Say.. 2x/3x the Live-like drop rate... and increased spawn timers on the mobs/Ph's. A very basic starter gear set of items. Perhaps say, crafted set from Karana quests?
Give players a boost to start so not getting killed by rats, but not enough to feel safe, ever.
ALSO.. I'd consider making all items (other than quest rewards) tradable. Feel that helps a smaller community.
6. Crafting
I have always felt that crafting is one of, if not the most, important thing in EQ. (GM crafter across the board on live for many years). This should be given a boost to help promote crafters AND a player community. So, increased skill-up rate.. but not auto success. *nothing worse than spending a few hours farming mats for say, 50 combines, then not getting a single skill-up*.
I'd also consider putting in a few npc merchants with TS materials. Not high end/rare mats.. but grinding materials to help give starting crafters a boost into their professions.
7. Corpses
Ideally, I'd say keep it old school.. drop items on death. Though, even I admit that was a pain at worst, an annoyance at the least. I'd be ok with keeping items on death. I'd even be ok with no exp loss on death. Though I wouldn't want people to be running around fearless.. so I'd like to see something in place.. a lesser version of the two things.. or perhaps a death debuff.. dunno.
8. Custom Content
Never been much of a fan of all these customized everquest servers I have seen. I admit some are brilliantly done, don't get me wrong.. but we mostly come here for the nostalgia, right? At least that's my 2 cents. A little bit of custom content as needed would be fine.. (to help the server stability, or progression, or the small community.. whatever).
9. Premium accounts / donations
I have donated to many emu servers over the years.. I understand that they are paying for hosting, ect.. and I don't mind helping out. Though I have gotten a real sour taste in my mouth over the years because of all the Wow private servers that are clearly P2W servers. Wouldn't want to see a server like that. *and remove the point of progression, right?*
Though to reward people who donate, sure, of course.. that's a fair thing. Exp potions/buffs.. an item of choice *ONLY from current unlocked expansion*.. I could live with that.
10. really can't think of a 10th suggestion.. sure I'll think of something later and edit it in.
But that's just my thoughts. Chew and spit out.
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