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        > If you could change anything on SZ what would it be?
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Nytewind SZ
Registered User lvl1
Posts: 3
(7/30/03 3:03 am)
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If you could change anything on SZ what would it be?
Just out of curiosity, does anyone else think that SZ is broken besides me?

I have compiled the suggestions in this thread.

Here are some of the things I would change with SZ:

1. Teams that control more zones get a bigger XP bonus.
This would be incentive for people to get off their butts and pvp.

2. Teams with less active players/levels/aa's get a damage bonus the scales up accordingly.
This would prevent a team from being completely snuffed out. Players would join an underdog team knowing that if they did their nukes/dot's/melee did 30% more damage.

3. Unlock all the key/flag required zones so one team can not dominate in a safe zone where others can not. (note that 6 would mean that this feature may not be needed)
This would prevent one team from dominating entire expansions and having safe zones where they don't have to worry about the other teams. Ie evils can be safe in xp'ing in all the elemental zones until one of them forgets to train the other team on a rz raid.

4. Remove HT/MB/LB from pvp. These are really just cop out skills, these classes are fully capable of a fair fight.

5. Spells cast by an equal level player will always have at least a 15% chance of landing (ie blindness could possibly land on someone who has 500MR).
Pvp is only really fun when you dont feel invincible. The best pvp fights I ever remember happening was mid lvl game when everyone didnt have just insane resists. The resist factor could scale according to class. Ie pure melee 5% hybrids 10% casters 15%.

6. Give the ability for large raid forces to "Fortify" specific zones so that no other players from the other teams can zone in for ~3 hours.
Granted this could only be done to specific zones, but it would prevent a lot of the training of major raids. If this was implemented right it would be a lot of with out making the server seem really blue. How I would do it is any raid with 32 people in it can lock a zone. Once the raid leader selects to fortify that zone all players get a message saying that the zone is being secured. The other teams would then have 20 min to either arrive in force to stop them (get their numbers below 32 by the end of the 20 min securing time) or they get locked out.


Here are some ideas by other players:

1. Remove LoH from pvp. If they removed the death touches from pvp it would only be fair.
They could remove LoH essentially by not letting paladins use it for x amount of time from when they have been in pvp combat.

2. Remake what the teams consist of. Ie necromancers can be good if they want to be on good team.

3. Do not let players go to legends to gear up and get aa's the come back being far superior then when they left.
I agree that this is a problem, but only a minor one compared to some of the other problems sz has.

4. No gate with in x amount of time from pvp combat.
UO has something much like this. It would have its pros and cons. I think at the very least insta gate should be limited from pvp.

5. Nerf bards
No one really knows a good way to do this so that it wont need constant maintenance as the game grows. So I suppose they could just over nerf them like they did rangers ;) .

6. Faction based on zone control vs standard EQ faction.
This would be cool but I think it would take more time to implement then SoE would like. Plus it would effect alot of quests.

Edited by: Nytewind SZ at: 8/4/03 1:49 pm
Zxing
Registered User
Posts: 185
(7/30/03 3:06 am)
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Re: If you could change on thing on SZ what would it be?
You would have to add lay on hands to that list as well.

slooty
Registered User
Posts: 143
(7/30/03 3:57 am)
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Re: If you could change one thing on SZ what would it be?
2: less players, maybe, but giving more damage to people with less aa makes no sense.
3. open key/flags: can you explain how this would help?
5. that means that in 4 castingsyou have a little under a 50% chance to have any spell hit. for example druid root is 4 seconds with refresh, so within 16seconds, there's a 48% percent chance that you'll be stuck there long enough to get another spell landed on you, and basically it does down from there.

Sullon One
Registered User
Posts: 16
(7/30/03 7:21 am)
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Re: If you could change one thing on SZ what would it be?
leave my server alone




Team Hopeslayer

Eric 62 war
Cire 58 clr
Paat 58 shm
Taap 32 brd
Arica 31 enc

SZ 4 LYFE~

Naathan Kaine
Registered User
Posts: 424
(7/30/03 10:09 am)
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Re: If you could change one thing on SZ what would it be?
Keep them from coming to my server. Along with any other Zekfugees.

Nathan
65 Deciever
Township Rebellion
$tormhammer

Shadowcross 
Asst. Safehouse Admin
Posts: 11495
(7/31/03 3:39 am)
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Re: If you could change one thing on SZ what would it be?
Deny browser-access to ~95% of the people that form SZ-Boards/communities online for the rest of their lives.

Everquest:
Marauder Shadowcross Bladesong,
     Teir'dal Master Deceiver (65),
          End of Time, Kael Drakkal

Assistant Messageboard Administrator:
     The Safehouse - An RPG Rogue Community

Delicious PK
Registered User
Posts: 14
(7/31/03 5:19 am)
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klj
Only thing I'd change about SZ is that I get to be a giant robot with chainsaws that are on fire for hands.

Diabalein Avidyia
Registered User
Posts: 245
(7/31/03 5:46 pm)
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Re: klj
the single thing I would change on sullon would be to redo team make up, the moronic deity set up thats their now creates 95% of the pve issues and a huge chunk of the pvp issues as well.

3 teams, all classes, all races. thanks.

Lethdarr
Registered User
Posts: 16
(8/1/03 6:01 am)
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.
Stop letting people lvl to 65 on legends and get gear/aa, then move back to sz (nytewind) ect

Kaail Lasra
Registered User
Posts: 652
(8/1/03 11:42 am)
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Re: .
Exp bonus based on team numbers(less numbers = more exp).

No gate within 30 seconds or so of pvp contact.

HT/LB/MB gone(not much they can do about LH I don't think, unless they put no LH within 30ish seconds of pvp contact also).

Do... something about bards... omg. Acient rapture, infinate speed... HUGE dots(after aa/65 it's seriously sick in pvp).

Make people who plug end up on the other side of the zone LD.

Training is gay, do something about it... I would much prefer full scale wars for mobs, rather than constant training... it's boring.

Fix Mage fire pets ;p

_Edit_ :: And Stop insta gate ;p


--Ayanae Lo
62 Warder
Officer of Black Prophecy

Edited by: Kaail Lasra at: 8/1/03 11:43 am
Ravenwinged Angel
Registered User
Posts: 3026
(8/3/03 11:30 pm)
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Re: .
Kaail's suggestions make much more sense.

What they augtta do is make it so that when a team "owns" a region, the npcs in the area are not agro based on faction, but on your team.

I'm not sure how, in game, they would determine who "controls" a place like, say Freeport. But if they could make it work, make it so that, when one team controls Freeport, the other 2 teams are KoS to the Freeport guards, reguardless of what their personal faction might be. And people on the controlling team would be non-kos reguardless of their faction.

MARBH
Registered User
Posts: 499
(8/4/03 8:41 am)
Reply

Re: .
Its simple really, SOE will never fix because they've written it off already. I made the mistake of thinking SZ would be different, but it was the same high hand attitude that we was on VZ/TZ/RZ. They know better, and we were there to provied our monthly fee.
My number one complaint is still that full melee people are walking piggy banks for anyone with root or snare and that a rogue can be ratted out by a lvl 4 with see invis. Bleh.

Konjunktion
Registered User
Posts: 35
(8/5/03 4:50 am)
Reply

Re: .
Yeah stopping the Legends hop nonsense would make me a happier camper on RZ.

So easy to level, gear up and get that nice unfair advantage over the rest of us, then come back.

Nice and lame.

-Junk

Delicious PK
Registered User
Posts: 15
(8/7/03 4:36 am)
Reply

;lkj
Actually, the one change I would have made has honestly come to pass.

Hate and ToW aren't training each others raids anymore, we just fight. Had our first real 45ish on 45ish battle the other day, and even though we got our buts kicked, it was GREAT!!

I'm really enjoying my time a lot more now.

AThousandYoung
Registered User lvl2
Posts: 6
(8/7/03 6:07 pm)
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Re: ;lkj
I like team bonuses that change as the relative levels/numbers of the teams change...whether exp or damage or whatever.

I agree with removing HT, MB and LB. I don't know if removing LoH from PvP is necessary, fair or possible, or not.

I don't like the automatic chance of a spell landing being any higher than it is...though if you chain Snare someone enough it WILL land, even now...that's an important feature. Not 15%, but 1% might be ok.

Fortifying zones is an interesting idea. Not sure if I like it.

DO NOT CHANGE THE CLASS MAKEUP!! I like the assymetry of the teams and how well it fits into the setting.

Do not allow Legends access!!!

Don't know how I feel about the Gate issue.

NERF BARDS!!! How? I dunno.

Faction zone control is interesting...

I like Ayanae's training and plugging suggestions. Do away with them!

Mage pets shouldn't be able to Root people that players cannot...make them use PC resist rules in PvP.

Kinda lame that Rogues are so easily seen...

Oh yeah might be a good idea to combine Good and Neutrals..

Make Feign Death change your name to light blue, and to "XXX's corpse" and make your HP look like 0%.

Caffron, Wizard of <Sanctus Lumen>, the Good team PK guild.

Edited by: AThousandYoung at: 8/7/03 6:32 pm
SZmaxwell
Registered User lvl2
Posts: 6
(8/7/03 6:59 pm)
Reply

Re: ;lkj
Deathtouch... 60+ shadowknights are already arguably the most powerful PVP class w/o deathtouch.

Lifeburn... this can STILL instant shot from full hp. Fix please.

My biggest complaint is that <Hate> can exp and raid in zones that no one else even has ACCESS to, and then they can come PVP other teams when/where they want. Hate, which is composed of 95% of high lvl evils, gets to basically functun as a blue server guild except that they can take a vacation to BOT for 15 minutes of their daily pvp fix.

Maxwel
Froglok Warrior of Stromm

Konjunktion
Registered User
Posts: 40
(8/7/03 7:18 pm)
Reply

Re: ;lkj
If the resist rate was changed to downplay resists... gah it'd be even shittier to be a rogue, monk or warrior on a PvP server heh.

You do realize that when a snare or root lands it's GG? It's not like a partially resisted nuke or something, no, you're screwed.

You get to watch me fumble with pumice for the next minute while I get my ass interrupted by even the weakest pet or blow my disc on a dodge discipline so I can try and dispel it.

Snares, mezzes, roots, blinds... they need to be hard to stick because when they do it's match winning vs melee classes.

-Junk

AThousandYoung
Registered User
Posts: 8
(8/10/03 7:46 pm)
Reply

Re: ;lkj
Root and blind are "partially resistable" in that higher MR makes them last less time. It's only Snare line spells and mezzes that are crippling, and Crimson potions take care of mezzes.

Caffron, Wizard of <Sanctus Lumen>, the Good team PK guild.

Edited by: AThousandYoung at: 8/10/03 7:46 pm
largeitlargeit
Registered User
Posts: 16
(8/11/03 6:17 am)
Reply

Re: ;lkj
Nerfing bards.

Is it an idea maybe that bards cannot twist Selo's whilst twisting dots/dd on a player. That way they cannot kite you round and dot you as easy. They would risk you catching up if they dot/dd you whilst engaged.

A thought tho.


Covenant47
Registered User
Posts: 8
(8/11/03 11:27 am)
Reply

Re: ;lkj
If I had my way:

1) No keys, no flags, no level restrictions on zones. I've been saying this forever. Nobody should ever be able to earn exp in complete safety.

2) Anti training - moving or zoning breaks rez box/TL box. No DA or DA effects. Instagate gets a 1 second timer.

3) HT disabled. I'd leave manaburn and lifeburn, provided they're subject to the damage nerf.

4) Insignia rewards. Could tie in well with the upcoming LDoN gear upgrade stuff.

5) All pure melees get an innate ability (on some sort of timer) to clear a debuff off themselves.

6) Reduce speed on high end horses/AA horses/Selo's. Should be a bit faster than sow, not "omfg what was that that ran by."

7) No legends transfers. No transfers period. You build your character on Sullon or you don't play there.

8) All PvP deaths only have 50% maximum of lost exp restored upon rez.

9) Resists capped, and/or extreme diminishing returns over 200+.

10) Whenever you dual wield you take half damage from DS.
-X.

Spyder001
Registered User
Posts: 45
(8/12/03 6:48 am)
Reply

Re: ;lkj
1. Necro's: Lifeburn still one-shots you. (DD's were nerfed to only do 75% damage to you, but since Lifeburn is considered a dot, it wasnt nerfed. The problem is that Lifeburn is a DD and a DoT, and the DD portion of the spell will still one-shot you). They are only class that can still one-shot you.

2. Bards: Its amazing, if you dont have a bard in your group, and you are attacked by a bard who has rapture, you are going to die or all leave.

I've been in full groups (all level 65), and the full group has been owned by single bards. This isnt an anomoly either, it happens all the time. You cant land any spells on them other than our WD line (which they promptly run out of range, use their manaless remove magic, remove the dot, promptly come back), their resist songs are too high, AND they zoom out of range too fast, before spells can go off. They zoom in, debuff, zoom out, zoom back in, mana drain, zoom back out, zoom in dot dot dot dot dot, and you die or gate.

The problem I see with bards is that they have INFINITE mana. They never go oom, so they can do the in/out game all day if needed, and run your casters oom (drain their mana), then, run circles around whoever they want, dotting them to death after they've stripped all your buffs.

I'd suggest that certain offensive bard songs (dots, rapture, selos) use a component of mana to mitigate this, that way, they cant dot you forever, mana free, infinitely, so eventually they will run oom like everyone else, and not be able to continue the attack infinitely.

3. I know some will call me out for saying this, because I chose to be on SZ, knowing what the rules are, but. . .

Make intentional training on SZ illegal. Its just a pain and not a legit way to fight. You can have a single person with DA, (bards especially) just run train after train into your raids, killing all your people, and then making it impossible to CR as long as they keep training. Having a single bard DA chain-train you and your entire raid, preventing CR's after he wiped your raid with a huge train is not PvP, its stupidity.

I know GM's wont be able to enforce every instance of training, but they would be able to see someone chain-training a raid, and would be able to put a stop to that if bans ensued.

The end

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