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WTB More Social Keys – Discussion started by Community Member deft
I love having 4 hotkey bars x 10/page x 10 pages (400 hotkeys), but I've run out of social keys as it is limited to 12/page x 10 pages (120 total social keys). Any chance that the limit on social keys could be bumped to 20 or 30 pages?

Tanking Ability – Discussion started by Community Member uberdude
I know there are a ton of factors that go into this question; I really do understand that, so I will try to take away as many variables as I can.

  1. The same person plays all these toons (so the same skill goes into each one)

  2. They all have similar gear.

  3. They all have similar AA's and have maxed all defensive AA's.

  4. I understand some MOB's and zones are better for some classes than others, so just consider it in GENERAL. If ya went to 40 different zones and fought 400 types of MOB's.
  5. In the group you had Cleric, Shaman, Enchanter and YOU.

What is the list in tanking order from best to worst?

Just from what I know it would be: Warrior, SK, Paladin, Ranger, Monk, BL, Berserker, Bard, Rogue - That seem about right or am I off? And just out of curiosity, where does the Mage pet fit in there?

EverQuest Trivia #346 – Game started by Community Member Morituus, winner of EverQuest Trivia #345.

Increasing Lower Level Game Fun Suggestions – Discussion started by Community Member Dahaman
The game of EQ is mentioned to be a "mountain" to be climbed. Implementations have been made to reduce the mountain. These suggestions are more directed towards making the mountain FUN.

Suggestion #1 - Skill Points
Make the use of training skill points able to be performed from the character skill tab at zero cost. These 5 skill points per level can help a lot.

Suggestion #2 - Spell Training
Consolidate and allow spells to be "trained" at existing class guildmasters. Option the ability to filter "needed" and "all" spells. Allow the spells to be sorted by level or alphabetically.
  • Make the training reasonable, but extra cost to normal spell vendors.
  • Make most (if not all) of the spells from levels 1 thru 70 available on the guildmaster.
  • Make all Rank I spells from level 71 and up available on the guildmaster. Keep Rank II as world/quest drops and keep Rank III just as they are.

Suggestion #3 - Spell Fizzling
The maximum fizzle rate of spells should be 50% at most. This keeps original intent of spell skills, but negates undue pain.

Suggestion #4 - Exploration Quests
Implement an NPC in POK and Crescent Reach to give exploration quests. The quests send people out to zones around their level. The quests are assigned a level and only characters within 5 levels may request the quest.
  • These quests are simply meant to direct people about where to go for XPing and adventuring. Make the reward from the quest worthy, for example, potions of healing/mana regen/haste/etc., a selection of a piece of equipment (from the new armor implemented?), some consumables/cash, but not much XP.

  • The difficulty of the quest is to find and hail an NPC in a zone that gives other quests. TSS quest NPCs are naturally great first targets.

  • At level 51, the level 51+ exploration quests should give a full AA per completion (this is meant to help people climb the "mountain" in a fun way). Exploration quests are not repeatable.

  • Suggestion #5 - Zone Quests
    Start implementing quests on NPCs in every zone. The NPCs are found via the exploration quests above. Make the quests be of various types, but have at least 1 repeatable in every zone. The quests are assigned a level and only characters within 5 levels may request the quest. This gives people alternative goals to work on instead of simply leveling.

    • At all levels, rewards should be in the form of equipment and consumables/cash. XP should be noticeable (10% of a level tops). Coding permitting, rewards can even go so far as permanently increasing stats by a couple points, giving extra skill points to spend (see Suggestion #1 above), or giving initial levels of an AA line.

    • At level 51, the level 51 Zone Quests should give 1 AA and all repeats of Zone Quests should give 1 AA.

    • At level 55, the first completion of zone quests would give 2 AA and all repeats would give only 1 AA.

    • At level 60, the first completion of zone quests would give 3 AA and all repeats would give only 1 AA.

    • And so on....

    • One developer working on Exploration and Zone quests could quickly add incredible fun to climbing the mountain, since most zones already have existing NPCs to add these quests to.

    • These Zone Quests add an alternative goal to direct grindng.

    Suggestion #6 - Soloing
    The only major downfall is that there is too large a "wait" time between kills for some classes. This is alleviated by potions and OOC to a large extent. This can be improved still. Increase innate regen of hitpoints to 1 per 2 levels. This has little effect on the high end game, but immensely helps the lower end game. It doesn't prevent people from having to rest between all fights, but it stretches the time between rests and shortens them. Meditation skill should work standing up as well as sitting down. OOC would still require sitting down.

    Suggestion #7 - Tradeskills
    Tradeskills are nigh worthless as people level up. This is due to equipment inflation. There are three rather large potentials that are missing that could make tradeskills fun to level as characters level.

    • Add consumable buff recipes to tradeskill lines. Smithing for weapon enhancements (+attack buff), Tailoring for bandages (big hitpoint regen effects), Brewing for mana regen (mana regen potion alternative), Baking for hitpoint regen (regen potion alternatives), etc. Upgrade recipes could be implemented at every 25 skill or so.

    • Make certain recipes (better still would be quests) that a person can use to make a "profit" from crafting. People spending time crafting are losing out on earning potential (gold AND xp) due to time. There isn't a need to triple penalize them. Limit the profit to be akin to but less than what a person can make while adventuring.

    • Augments - Add augment recipes to the various tradeskills to create augments as people level. The lower level game is rather void of augments. Also include recipes that make self only augments that are slightly better augments than those that can be sold for extra incentive to tradeskill.

    Suggestion #8 - Add Additional Goals While Leveling
    Create additional and alternative goals while leveling. Multiple goals to direct grinding are an additive for fun. They give increased chances for senses of accomplishment during the grind. Some examples:
    • Collection Quests - Collect enough "bottle caps" to turn in and an NPC upgrades a piece of equipment you have to the next higher tier (works well on your defiant armor tiered implementation).

    • Lower Level Alternative Advancement - Distribute the old level 51 AAs across the spectrum starting at level 25. Remove all of these AAs from calculations of new low AA gain rate. Distribute the old level 55 and old level 59 AAs across all the level 50s.

    • Early Ability Quests - Add quests that allow you to obtain abilities early. Easy examples are the defense AA lines. A quest, first obtainable at level 50, that gave you the ability to learn the first level of Combat Stability (currently requiring level 55) would be an excellent quest.

    Suggestion #9 - Freeze The Lower Level Game
    After adding the defiant armor to the game, make that the last and the target level for any new lower level items. Stop the lower level game inflation. This allows you to make a time independent working game for the lower level using the above (and many other potential suggestions).

    Suggestion #10 - Add Game Information To The Game
    Game information that should be added to the game:

    • Maps should be available. All maps should include every NPC available using the Find command. Maps should auto mark all NPCs hailed. Maps should have filters to filter things such as bankers, guildmasters, vendors, quest NPCs, etc.

    • Logs should be created. Logs should include information such as quest NPC discussions, flag progression trees, keys acquired, etc. Optional additional info could be number of mob kill records, XP earned in what zone, mob data as learned while fighting, etc.

    • All character stats should be viewable. Current ones that are not are Mod2s, Mod3s, Heroic Stats, Haste, Regen, Mana Regen, etc.