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Buff Overwrite Suggestion – Discussion started by Community Member Delbaeth
The way buffs block each other is a source of ongoing annoyance. Countless times I have found an important buff missing even though it was just cast on me. This happens because I had a rank II with a minute left so the new rank I bounced. Or perhaps they were the same rank but the old fading spell was from a higher level and the new from a player not max level yet.

What I suggest is score buffs by a combination of duration and effect with the higher quality score winning. As they are now buffs are scored by effect. For instance HP buffs use the number of hit points with the bigger one winning. The duration score is how long the existing buff has left on its timer or how long the new buff would have on its timer.

The combination is much like a product, effect times time, but that is not the scaling most players want and expect. Instead effect is valued over duration, just not so much that a 5 minute spell is valued over a 60 minute spell with a 10% difference in what they do. Exactly how much more value for effect? How about four times just for argument's sake?

Roles, Stereotypes, & the roots of evil – Discussion started by Community Member darkpoet29
Over the last few months, these forums have turned into a series of splintered factions, of us vs them. I've been as guilty as any, but I have noticed a trend, and I think I am able to identify the root. Each class "used to" have multiple roles in which they could fill. Many of the secondary roles have dwindled in power to the point of uselessness, however each class is still being penalized for possessing the root abilities within these roles.

It is my belief that EQ cannot continue to exist with exclusive roles. Not only is this a matter of content design, but of actual game play. Game. Play. Additional roles offer additional avenues of fun.

That said, here are a few roles. Each of us has one or more.

Defense - Protecting others from harm. Offense - The delivering of damage Support - Enhancing those in offense & defense roles

Twist on Evolving Items – Discussion started by Community Member MrJekylls
I'm honestly not sure what I think about this idea. I had it about 30 seconds ago, so I really haven't had the chance to think it through. But I'm not gonna lie to you ... my first thought is wow! That'd be sorta cool." What if, for the next expansion, a great number of items evolved, but instead of the standard "level 1, 2, 3, 4, 5, and 6" set up, the player chose one of 3 or 4 'evolving paths' for the item to take.

Let's say you've always envisioned yourself a 'defensive ranger'. So Evolving Pants of Stuff drops for you, the RNG is kind to you (it's a pick up group, after all!), and bam, you have a nice set of pantaloons. You put them on, and are asked - how do you want your gear to evolve? You can see the final result for each path to help with your decision. Path 1 gives shielding, AC, and minimal other stats. Path 2 gives a healing focus, a large hit point gain, and some miscellaneous heroic stats. Path 3 gives haste and spell damage. BAM! One item branches off and becomes what the person wants it to be. Ranger A chooses defensive, Ranger B chooses offense, and Ranger C want focus and stats. Suddenly one item becomes many things to different people.

Parking in the Guild Lobby – Discussion started by Community Member Neudayan
I've finally come to understand why people park their toons in the GL rather than log off. With so many drive-by buffers or MGBs, you can come back in the morning fully buffed. I left my box crew by the throne, facing the Magus, and woke up to Temerity Rk II, Bloodworg Rk II, Cognizance Rk II and a bunch of other buffs I didn't have the night before. Sure is nice.

EverQuest Trivia #340 – Game started by Community Member Morituus, winner of EverQuest Trivia #339.