Back to the Begninning with fixes
Posted: Sun Mar 01, 2015 3:28 pm
I had a long post that got eaten by my browser, so I'll keep this one short.
I'd like to see Vanguard mostly as she was in Beta 4/5 with some significant caveats below.
This means removing all 51+ content for later (bringing back APW and the post 51 content retuned to level 50/Tiered Armor as suggested by others).
Returning the Pantheon of the Ancients and all other re-tuned/level changed dungeons back to their original levels.
Removing IoD and the later uber-quest lines such as the Hunter's Quest, whose loot >> standard loot.
Bringing back original Racial Starting Areas.
Brining back the original XP Curve - Mobs like the low-level sorta-Raid Mob Dailuk and the long quest chains for CIS weapons or original Pantheon weapons are pointless with the current Curve. As others have stated, the game was designed for slow leveling.
Bring back the more difficult quest lines at places like Lord Tseng's Tomb
Bring back the charm: Vampire Curse (mentioned in detail in another thread), Mothra, KOS factions and other things that made Vanguard feel more like a cohesive world and less like various disconnected theme parks.
The Big Caveat
I say mostly because I'd like to see it with fixes to the original content/design:
Vanguard had issues at launch, which were never fixed or made worse by SOE.
I Multi Quest Problems.
-Multi-quests. A multi-quest is a tiered questline that requires you to complete Quest A before getting Quest B and completing Quest B before Quest C. Multi-questing is a huge problem in every MMO except EQ. What happens with multi-questing is you spend far too much time back-flagging friends/new folks or far too much time running back and forth between a quest giver who is nowhere near the questing area for turn-ins. Not all multi-questing is bad: Unicorn/Flying Mount quests should be long, involved and grindy.
But they should be the exception to the rule. Multi-questing, especially back-flagging, is a BAD THING (tm) because it leads groups with open spots to refuse to add new players who are LFG because they are on Quest B or Quest C and they don't want to back-flag a new player. The Run from Town to Dungeon back to Town is a bad thing because it is needlessly boring (see my comment) and makes no sense. If tiered Quests A,B,C are all in the same place. The questgiver should give ALL three quests to the players who then can go and work through the quests without having to run back to Town (unless necessary for other reasons: healing, level advancement, etc).
EQ figured out the solution in 1999 to the back-flagging problem: all quest mobs should drop their quest objects whether or not you're on the quest. So if the Quest C requires the Head of the Giant Frog. That head drops for all people in a group. This means groups do not have to backflag, if 5 members are on Quest C and they bring on a 6 member they can go kill the Giant Frog. Everyone, including #6 gets the Frog head and the 5 players can go on their way. #6 can look for groups to complete Quests A,B at his leisure, once he completes B he has an autocomplete for C (since he has the heads).
II Loot Pinata.
Another problem with Vanguard, was intentionally or not, at times it was a loot piƱata. Fast respawn on a lot of named critters meant that lots of magical items flowed into the world. Something needs to be heavily toned down: either lower respawn rates, or lower chances of magical item drop, or some combination of the two.
III Find Your Buddies/Giant World Problem
The Rift system was a bad fix, cheap flying mounts was worse. Again, EQ solved this problem with Druid/Wizard ports - the Emu would need something similar.
My basic philosophy (insert scene from Fight Club here) is that guys want to face something that will punch them in the face, but not all the time, and only if they have a chance to fight back. So slow leveling, and tough monsters are a good thing, but the reward has to be worth the risk and investment of time. That's why it doesn't work to slow leveling but leave in the IOD/Hunter Uber items, as it blows the risk/reward ratio for early itemization.
Similar, having to run everywhere, all the time, is too much getting punched in the face, not enough getting to fight back: so there need to be some options to get places more quickly, given the right party makeup, or help from a friendly Druid.
IV Broken Systems
Enough has been said on this below: things like Rogue Poisons needed to work from the get-go but didn't.
V Continuity
Not much to say on this - but one thing lacking in Telon was continuity of lore - it'd be nice if things like CIS lore existed outside (even if just a bit) the CIS areas. It's the little details that make a world: like a member of CIS trying to recruit new followers in Khal.
Anyway, back to studying.
P.S. Bring back the ol' Hound of Gorm.
I'd like to see Vanguard mostly as she was in Beta 4/5 with some significant caveats below.
This means removing all 51+ content for later (bringing back APW and the post 51 content retuned to level 50/Tiered Armor as suggested by others).
Returning the Pantheon of the Ancients and all other re-tuned/level changed dungeons back to their original levels.
Removing IoD and the later uber-quest lines such as the Hunter's Quest, whose loot >> standard loot.
Bringing back original Racial Starting Areas.
Brining back the original XP Curve - Mobs like the low-level sorta-Raid Mob Dailuk and the long quest chains for CIS weapons or original Pantheon weapons are pointless with the current Curve. As others have stated, the game was designed for slow leveling.
Bring back the more difficult quest lines at places like Lord Tseng's Tomb
Bring back the charm: Vampire Curse (mentioned in detail in another thread), Mothra, KOS factions and other things that made Vanguard feel more like a cohesive world and less like various disconnected theme parks.
The Big Caveat
I say mostly because I'd like to see it with fixes to the original content/design:
Vanguard had issues at launch, which were never fixed or made worse by SOE.
I Multi Quest Problems.
-Multi-quests. A multi-quest is a tiered questline that requires you to complete Quest A before getting Quest B and completing Quest B before Quest C. Multi-questing is a huge problem in every MMO except EQ. What happens with multi-questing is you spend far too much time back-flagging friends/new folks or far too much time running back and forth between a quest giver who is nowhere near the questing area for turn-ins. Not all multi-questing is bad: Unicorn/Flying Mount quests should be long, involved and grindy.
But they should be the exception to the rule. Multi-questing, especially back-flagging, is a BAD THING (tm) because it leads groups with open spots to refuse to add new players who are LFG because they are on Quest B or Quest C and they don't want to back-flag a new player. The Run from Town to Dungeon back to Town is a bad thing because it is needlessly boring (see my comment) and makes no sense. If tiered Quests A,B,C are all in the same place. The questgiver should give ALL three quests to the players who then can go and work through the quests without having to run back to Town (unless necessary for other reasons: healing, level advancement, etc).
EQ figured out the solution in 1999 to the back-flagging problem: all quest mobs should drop their quest objects whether or not you're on the quest. So if the Quest C requires the Head of the Giant Frog. That head drops for all people in a group. This means groups do not have to backflag, if 5 members are on Quest C and they bring on a 6 member they can go kill the Giant Frog. Everyone, including #6 gets the Frog head and the 5 players can go on their way. #6 can look for groups to complete Quests A,B at his leisure, once he completes B he has an autocomplete for C (since he has the heads).
II Loot Pinata.
Another problem with Vanguard, was intentionally or not, at times it was a loot piƱata. Fast respawn on a lot of named critters meant that lots of magical items flowed into the world. Something needs to be heavily toned down: either lower respawn rates, or lower chances of magical item drop, or some combination of the two.
III Find Your Buddies/Giant World Problem
The Rift system was a bad fix, cheap flying mounts was worse. Again, EQ solved this problem with Druid/Wizard ports - the Emu would need something similar.
My basic philosophy (insert scene from Fight Club here) is that guys want to face something that will punch them in the face, but not all the time, and only if they have a chance to fight back. So slow leveling, and tough monsters are a good thing, but the reward has to be worth the risk and investment of time. That's why it doesn't work to slow leveling but leave in the IOD/Hunter Uber items, as it blows the risk/reward ratio for early itemization.
Similar, having to run everywhere, all the time, is too much getting punched in the face, not enough getting to fight back: so there need to be some options to get places more quickly, given the right party makeup, or help from a friendly Druid.
IV Broken Systems
Enough has been said on this below: things like Rogue Poisons needed to work from the get-go but didn't.
V Continuity
Not much to say on this - but one thing lacking in Telon was continuity of lore - it'd be nice if things like CIS lore existed outside (even if just a bit) the CIS areas. It's the little details that make a world: like a member of CIS trying to recruit new followers in Khal.
Anyway, back to studying.
P.S. Bring back the ol' Hound of Gorm.