7 thoughts on “What Ails Us: Census Updates, Ascension XP Scrolls, and Public Quest Crashes

  1. Let’s not forget about the ‘Black Friday Sale’ that advertised 50% off but was only 40% off.

    The quality of EQ2 continues to decline. Itemization needs 2+ developers, not just one. That’s one of the biggest problems right there. And most of these issues have been identified since beta. Most of them revolve around one developer. He has way too much on his plate!

    1. I think Itemization intra-expansion is in a pretty good state. There are no more generic templated items like in the “hey, let’s change stats on every item in the game” era, items have good variety in looks and type and are sensibly named so you can often even see which mob drops them, and there is a clear progression from solo legendary to heroic legendary, fabled, ethereal and mythical – though why they didn’t reintroduce treasured instead of adding ethereal now that items are blocked for F2P players via the prestige tag instead of via the fabled tag remains a mystery.

      Inter-expansion however…helloooo statflation. 😐

  2. “Player power in EQ2 continues to spiral out of control with rampant statflation.” Feldon

    It’s basic ‘lazy man’s’ construction; beef it up. The comedic version is, “More Power!”, Tim Taylor.

    SOE and later DBG could have stopped inflation in it’s tracks by using a form of point system. Like main weapon (example only), 1000 (solo), 2000 (heroic), 3000 (raid) points. Each point ‘purchasing’ some packet ability, like Potency. Apply negative points for damages easily or high power cost. Something their database is useful for.

    A weapon with super high damage potential, might have less potency. Armor might have good mitigation, but less STA. And so on.

    The variety of gear would be as staggering as it is today. But players might actually use or keep stuff from years back. And players would remain challenged hunting for gear, and by making decisions on what gear to use; the right tool for the right job. The other benefit being, encounters would remain engaging for years.

    Here’s two non-game examples, Conan (1932-) and Red Sonja (1934-). Most of their Swords & Sorcery encounters, they’re in their iconic gear. Abet recently Red Sonja’s attire uses more chain armor. 😥 😉

    Like games, they gear up for the more difficult encounters. Unlike games, they’re been at it for decades (nearly a century) in the same gear.

    The downside, from a Current game developer standpoint, is everything must be story driven. After all, how many times will players slaughter 100 orcs/goblins/flavor of the expansion mobs? Do the dynamic S&S duo kill pirates every story line?

    Given the decimation of the company story tellers, I don’t see this happening. But if Daybreak Games wants to break out of the upward spiral, which increases work load and co$t, they should put a freeze on TOTAL item stats. And hire back good writers.

    After all, through story telling the mythical Scheherazade managed staving off death for One Thousand and One Nights. The real Daybreak Games should be able to accomplish the same goal for EverQuest 2. Staving off shutdown.

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    https://www.youtube.com/watch?v=s3RNsZvdYZQ
    “The line must be drawn here! This far, no further!”
    Captain Jean-Luc Picard

    “See you around, Ahab”
    Lily Sloane

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