Most of my gametime these days is either raiding with my Ranger, or leveling my Dirge alt. I do live events (looking forward to Nights of the Dead), but otherwise, I’m fairly bored with the runaround quest lines. Groups in the 20’s-60’s are few and far between, but that is an issue for another blog post…
Our guild is currently running Ward of Elements (I have all but shoulders and the cloak from Aiden) and we do as much x4 raiding as we can with 2 1/2 groups. That’s the first 3 named of Tomb of the Mad Crusader (including Thet) and the twins in Palace of the Ancient One. We’re probably going to start doing Kurn’s X2 because we’re pretty much blocked from doing anything else by lack of players/needed classes.
This is a chronic problem on Butcherblock, and I think other servers. At last count there were over 15 semi-casual raid guilds each about 4-8 players away from having a full raid force. Nobody wants to merge or switch guilds. And there’s never been a successful Raid Alliance on Butcherblock.
I read the EQ2 forums every day looking for news and info for EQ2Wire readers. So today I found a
couple of posts that really jive with how I’ve been feeling lately…
First up from Shianne <Tainted> @ Kithicor:
Dear SOE,
I have been a loyal subscriber since July of 2005. I have been a co-leader of a raiding guild since Dec of 2006, and an officer prior to that. In the time I have played I have seen many people come and go. I have seen good expansions and bad. I have seen nerfs and character balance issues; server mergers and many other developments and setbacks.
One thing I can say is that I have always enjoyed the game, no matter how badly my class was messed up or how many of my friends or guild mates left for greener pastures in other MMOs or guilds or just to experience the real world. However, my enjoyment is waning along with so many others.
My server, Kithicor, has suffered many guilds disbanding of late due to a lack of available players to fill out their rosters. i have lost 8-9 people of my raid force myself. The commen thread to all of the people leaving? They are bored. Most of them (including myself) have multiple characters that are level 80 and at 200 AA or close to. They have no need of shard gear. They have no need of instance loot. They don’t want to level yet another character. The only thing to log in for is raids and when you can’t get classes you need, those are getting old to since you can’t progress.
The release of GU53 did little to entice people to remain. The Achivement System gives no tangible and USEFUL rewards. Those that missed out on getting AA for various things aren’t likely to go get the achievements done as they will hold out till there is an AA cap increase. So, there is still no reason to log in. The Shard of Love offers nothing but fluff items and 1 time AA experience. A fair amount of people will do it once, then never again. Miragul’s Planar Shard – while it is nice to have another raid zone, many of us can’t clear what is already out there due to lack of population to flesh out our ranks. Then, you add items into the heroic instances to make the raids easier, so in essence creating the necessity for many people to run zones for no other reason than to collect those items. It is becoming a JOB and not fun.
If the achievement system had offered useful rewards, such as dual stat adornments, or the ability to add 2 points to an AA tree when completing an achievement, or rocking charm items, etc. This MIGHT have been a draw for those of us who want something to work towards that IMPROVES our characters.
If you had done server mergers, then at least the population wouldn’t be spread so thin. I realize that server mergers would cut into the Cash Cow transfer potions that are available thru the Marketplace, but please, understand that the economy sucks at the moment. For many people this is their entertainment. This is their hobby. This is their escape from reality. Many people are struggling just to pay the subscription fees. Throw us a bone and think about merging some servers so that we have a base of people to work with so perhaps we may find some enjoyment in the game again.
This latest expansion with its cure heavy scripting has burned out the healers. I have been looking for ONE templar for going on 3 months. I have had 2 applicants in that time and neither were able to handle the whack-a-mole curing as well as keeping their reactives up. When you spend THREE months trying to find a single class and have no success, this tells you things are not well in the land of Norrath.
In the last three months, we have lost at least two major guilds to collapse. Unfortunately, those people didn’t remain on the server. Most went to other servers or quit entirely. We have had one guild transfer here to “rule the school” and another leave to go to another server to do the same. We have at least 2 other non-avatar raid guilds on the verge of collapse and at least 2-3 others with severe recruitment issues. Much of this is being caused by people QUITTING EQ2.
Please SOE, I implore you to do something to breathe some life into the game before more people take of for Aion or other MMOs. Delaying the expansion is killing the game, fluffy GUs with no real substance aren’t keeping the interest of a vast amount of us, continued nerfs and re-defining classes isn’t the best way to hold on to people.
I see hundred of posts from people on ways to improve the game, ways to work towards class balance, ways to deal with itemization, ways to implement avatars into instanced encounters, and a majestic array of other ideas, suggestions, wants, desires,etc. People WANT to play EQ2, but they also want to know their voices are heard, that the devlopers realize the we, the players, have a borader understanding of the game than you may think. We the players are a font of knowldge, we are talented and skilled and we know what gamers want, do you?
Pervis has a nice followup which makes some great points about Itemization:
There is nothing more disapointing in raiding when you spend weeks working on an encounter to finally get the kill, only to have the one item in the chest be totally worthless. What this game needs, and what one of my primary complaints has been with TSO (paired with Research Assistants, which only add to the issue) is the total lack of any raid-based quests.
The original game was great. As soon as your guild killed Darathar, you basically took a giant step forward. Every mage and healer in the guild got a huge upgrade, and scouts and tanks got an item that was invaluable on many encounters.
Desert of Flames had the same with killing the Godking, and getting the weapons from the peacock quest series.
Kingdom of Sky had similar with the Claymore, though once you had killed Taranax you had no progression left until Fallen Dynasty was added.
Echoes of Faydwer was wasted, due to the Soulfire quest taking so long to implement. While it was great for lore reasons, it was horrible for content/mechanics reasons.
Rise of Kunark of course had epic [weapons], and as soon as you were able to kill Nexona and Druushk, you had an almost clear run to getting every mythical weapon. There is no need to even mention the difference between a raid with identicle equipment, but one with mythicals the other without.
The Shadow Odyssey has… umm… the earring from Munzok’s Material Bastion (MMB)?
There is no carrot dangling. When we kill a mob, we have no guarentee that the item it drops will be wanted. Why bother working on mobs in MMB if you know you are going to get a summoner-only item (we had the cloak and charm both drop 3 times in a row, prior to GU#53, we have no summoners).
While raiders are less interested in quests for the story aspect (in general, many raiders are as into the lore of this game as any non-raider), what they like is the guarantee that the time and effort they put in to killing encounters is going to be rewarded. Again until GU#53, I was looking at Ykesha thinking… why even bother? As a mage, he had no items that were worth me even looking at, and since he is not required for any quest update, I have no personal reason to care.
How is that good for the expansion’s end mob?
I have seen more raiders quit in TSO than any other time. Most of the players I know that have quit have done so for itemization reasons. While there are more item options and effect in game than ever before, it is how those effects have been distributed that has simply caused people to not want to bother. Its not enough to just create 100 items and throw them on loot tables at random, the placement of each item should have more attention paid to it than the creation of the item itself.
I have zero faith that the next expansion will be any better, simply because the same issues have been bought up with every previous expansion. Players have asked during beta to look over items to check for progression, and have either been not heard or ignored. Just look at how long it took to get items in to Miragul’s. If us players are being asked to test content out to make sure it is working as intended, and is set to the appropriate difficulty, we should also have someone asking us to test itemization progression.
Revisiting the same content over and over is just part of any MMO. Keeping players hooked as long as you can to keep subscription rates up is just part of the game business model. However the reliance on the Random Number Generator in gearing players up is really getting out of hand. Folks identify the best item for a slot (sometimes the best item in the game for a certain class and for a certain slot drops in an easy group zone, sometimes off the hardest raid mob in the game, it’s completely random) and then run that zone until they get the item. Then they never go back. Then there’s Healer Burnout, where healers are sticking around even though they currently hate some of the encounters just to not let their friends down.