Sometimes people don’t believe it, but I know for a fact that developers at Fan Faire really do listen, or at the very least take extensive notes which they reflect upon when getting home.
Some changes are relatively easy and make a lot of sense when the context is explained interactively in a conversation with the developer. Of course big sweeping changes are unlikely while the developers are already in full press mode working on the next expansion, but it’s great when open discussion at Fan Faire can trigger a small but significant improvement. So enough of that…
Olihin (PvP and Battlegrounds dev) has posted a writeup of all the changes he is currently considering or outright planning for the future. He has already indicated that the earliest we might see some of these changes is Game Update 58, but there are no promises. Further, Olihin is requesting feedback on these changes. They are far from going live, so now is your chance for constructive conversation.
From the EQ2 Forums:
I want to first thank everyone that prior to Fan Faire and during the event submitted their feedback and suggestions. We are evaluating every point and at the same time making sure it fits somewhere in our schedule. The changes that will be made will not likely hit our live servers until GU58 or later in some cases.
To begin, a few changes that are being considered or worked on at this time:
Standardize Level Restrictions – Starting cities and some of their starting zones will be set to carnage flag.
- Qeynos
- Halas – Frostfang Sea
- Kelethin – Greater Faydark
- Freeport
- Neriak – Darklight Woods
- Gorowyn – Timorous Deep
Example: In Halas, players of evil alignment will be carnage flagged. In addition, the Frostfang Sea zone will be set to carnage flag, aligned with the GOOD faction players. This zone will also maintain the immunity timers when spawning from a death. The change will allow new player to our server, a chance to progress and learn more about the game before they are assaulted by our master low level hunters. There will be plenty of young adventurer zones for you to enjoy still!
Immunity – The above changes are being done since all other zones will now be set to 8 level range. This means, there are no more UNLIMITED zones and random 4, 8 or 10 level range areas. My research shows that 8 levels appears to be the range in which competitive fights are most common. Anyone over or under 8 levels is usually not a challenge to the attackers. At this time, we are still allowing the ability for Grey con players to engage Red con players….more discussions on this topic in the future.
With the exception of a few quest hubs, all other zones will now be immunity free. This means that anyone that zones in or spawns in our 8 level range areas will no longer have infinite immunity. A timer of 60 seconds will count down and players will need to fight or flight from now on. With the addition of our various transportation methods and guild halls, the need to have this immunity is detrimental to a healthy open world PvP.
On final change to mention, and I am sure will be the topic of discussion here:
- We are considering allowing you to attack back when mentored.
- We are changing the on take hostile action to now put you in combat.
Please let me know what you think about these coming changes….I will post more on other threads to separate the discussions.
Thank you!Olihin
So, uh, dumb question, but this is for the PVP server, right? The way it currently reads is that it would be live for all servers. Which would pretty much signal the end of my EQ2 experience.
Though, I’ve always thought that if you were evil and you were in a good city (and vice versa) you should be flagged as PVP by default…
omg a developer that listens to the players. Get ready Timetraveling, that unemployment line is gunna get a lot less boring soon
Why not actually fix the big problems? Yes I know that the designers are hard at work on the next expansion but that doesn’t mean they can’t work on making battleground experience a better one.
A lot of players are tired of joining a game in Gears of Klak’Anon only to find we have no healers in our group but yet the other team has two healers or even three sometimes, now how is that in anyway fair?
Many of players agree that they need to add a HUB-SYSTEM like those found in such games like Call of Duty or Battlefield at the very least you’d be able to find groups needing certain classes in accomplishing that teams goal a lot easier! You could also add in the ability to add friends through this hub-system then you could join up with friends from other servers if you wanted to as well as your own.
Something like this needs to be done first and foremost I find many players agreeing with me that this is a priority that needs to be dealt with but it seems it will never come…