Quote:
Originally Posted by Aquaojo
WB Drak! Amped up to see the new vision come to life. I've enjoyed and learned a ton from tinkering with the Eriviyn server.
I for one would welcome a return to a more original Varyndria version. Of course, I also have always liked your donation systems as well. Either way, I'll be there!
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Thank you for the warm welcome! Ruinspire is going to bring back Nostalgia for people who played the original Varlyndria. I have a lot of ideas for it. Including a custom undead infested Unrest. :P
Quote:
Originally Posted by GrayKitri
Hey Drak,
Welcome back. It looks ambitious so hopefully it turns out as hoped!
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Thank you! I'm going to make sure this server strikes home to new players and veterans alike who want a fun experience.
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UPDATE
I have been hard at work on designs and ideas as well as getting to learn the UI and controls for GMing the server again. I have a test bed now so things are underway.
Here are some things I am looking at doing with the server I haven't told anybody yet:
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Instanced Raiding with a lock on the original zone..
- Multiple raids planned within a tier so you don't just go to one place for gearing until next update.
- Each raid will have progression to get to the next tier.
- I would like to release 3 or more raids every content update.
- This will allow players to get into raids every week with no competition of a single zone.
- Restricts bosses from being farmed for all loot in 1 day.
- Adds carrot on the stick value.
- Raid bosses will be well scripted.
- Removes elitist attitudes of 'WE OWN THIS ZONE.'
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Dungeons and Solo Content
- Dungeons will be very solo/single group friendly and provide good gear upgrades.
- Dungeons will get players ready for raiding.
- Content updates and new raids will also provide some new dungeons that will get players caught up a little bit.
- Content update dungeons will NOT make the previous raid update content obsolete but they will make them easier to go through.
- Dungeons will eventually make VERY OLD raid content obsolete.
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Raid Loot - Making it fun
- Killing bosses should be rewarding.
- I plan on having augments to empower your path items drop.
- I plan on having quest items drop that can get you more PATH powers to really strengthen your character.
- There won't be random clicky effect items I am going to make that path powers only and very special to have.
- Paths will have end-game upgrades. Example: Path Epic Weapons, a new armor piece with path powers etc.
- There won't be any class specific gear besides path related stuff. This will make itemization development a lot more flexible and not so restrictive.
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Secondary Item Affixes
- All secondary item affixes on all gear will be completely removed for balancing reasons.
- Only path gear will have a clicky added to it.
- One piece of gear with an OP affix that makes class X OP shouldn't be in the game.
- Secondary Affixes will ONLY be put on augments that ALL classes can use and they will be very rare, trade fiendly, lore and attuneable.
- Secondary Affixes are things like: Kick Damage, Bash Damage, Cleave IV, Improved Heal, Improve Damage, Haste, Hp Regen, Shielding, Clickies etc
- This makes affixes and augments have incredible value and it also makes it where gear is not so dependent on a certain affix over another allowing more flexibility.
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Primary Stats on Gear
- Being lowered by 50% on all items.
- Gear with good stats will be hard to find.
- Stats are based on EQ rules and don't have such a huge impact on dps.
- Makes augment Affixes very sought after for power increases.
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Class Path Items
- Path items will scale based on level up to max level. You will no longer have a charm vastly inferior to a ring in stats etc.
- Path item clicky spells will scale based on level.
- Path spells will be SLIGHTLY stronger than other powers based on the item clicked but nothing like Eriviyn where it felt your charm/powersource spells were useless.
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Skills and Class Vision
- All classes will have taunt.
- All classes will have 5% base critical strike chance.
- All classes will have bash/slam
- Every single class is now considered a THEME and will have the option to be any role through paths.
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Alternate Advancement (AA's)
- Being removed completely.
- Causes massive balance issues and doesn't fit the theme of the server.
- Server is focused on paths not the original class which can now fit any role.
- Saves a headache on development and lets me focus on paths.
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Crafting
- Being removed completely.
- Only causes confusion and is a pain to balance with dungeon/raid content.
- Most players hate crafting and it takes too long.
- Not having crafting as an option will feel like freedom and focus players on adventuring for gear.
- Let's me focus easier on content that matters.
- Makes merchants and items found that can be traded more valuable.
- Crafting items will be removed from loot tables, merchants and deleted completely.
- Fishing will be disabled.
- Quests involved in crafting will be removed.
- NPCs selling crafting items will be removed.
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Normal Class Epic Weapons
- Being completely removed.
- Classes are now considered a theme with many roles so epic weapons do not fit them.
- Path Epics will be added later.
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Set downtime schedule..
- I plan on having a weekly downtime period starting on friday afternoons MST.
- The goal is to eliminate sporadic restarting so players can enjoy the server with no worries.
- This includes content updates so players can get excited about every friday probably having something new.
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Homogenization in Paths
- This server is about personal flavor and theme (different particle colors, various minion types, elements or whatever you enjoy)
- Some paths might play the same but I will do what I can to make things different from each other.
- I expect a lot of paths to feel the same mechanically (not fantasy) but that's to be expected with this much variety.
- Play the game and have fun with the fantasy of your class path and don't worry so much about mechanics. I am not here to re-invent the wheel.