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Raid Time Sinks – Discussion started by Community Member aaneras

    Is there any positive game purpose in keeping the timesinks intact for older raids? There is no need to modify the scripts themselves, but I see a lot of merit in opening access to permit a broader spectrum of people to see these events. So, here's a proposal:

    1. Remove all solo/group access restrictions on raid content a year or more old. That would mean removing the requirement for Anguish signets; DSK access missions (make it open); the group component of the Vule key; FC/AG fractioning and group mission requirements for participants; Sverag/ToB access - make them accessible to all with Daosheen (first) and SZ (second), etc.

    2. Streamline pre-raids and increase the rate of gatekeeper drops on raid content two years or more old. This would mean permitting DP access with Emperor and Queen (rather than all 5 blood events), doubling the drop rate for AE blockers, and adding more backflags. For DK, drastically increase the drop rate for keying pieces, perhaps considering a planar projection approach. No changes for TSS/TBS (yet).

    These changes would have a substantial positive impact on the accessibility of older raids without compromising the underlying scripts. And there is a lot of goodwill to be gained by doing so. I'd be interested in what folks have to say about this.


Alliance Raiding and Restoring Clans – Discussion started by Community Member Gnomereaper

    Alliances
    One of the most enduring aspects of EverQuest are coalition raiding forces, or alliance guilds. Each guild functions as a small sub unit, but then comes together for larger weekly or monthly functions as a "normal"/conventional guild. There are also many guilds that maintain separate guilds for applicants to the main guild.

    • Enable making an "alliance" between guild leaders, with a limit on guilds by 10.

    • Alliance Channel

    • Organizational Benefits

      • "Alliance" bank that's available inside of each guild's instance.

      • Toggles to allow guilds into other guilds' instances within the alliance.

      • Coalition Banner-Knocks down all existing guild banners within the alliance, however it functions for all alliance members as a conventional guild banner.

    Restoring Families/Clans/Tribes
    There are people that play with their wives, children, husbands, real life best friends, or some folks that have played so long together they have a kinship. However, Fellowship limitations, Guild limitations, etc… keep them a part. At a time there was also roleplaying guilds, troll only guilds, dark elf only guilds, and etc. Today they are near non existence sadly and have all but died out as the needs of guilds progressed. A new "non guild, non fellowship" mechanic could restore them to some power. So you can be in a guild and a "clan" at the same time, just like guilds in Europe.

    Mechanically a "supra" guild that's formulated by "blood, kinship, and marriage." A type of roleplaying organization that can exist and be selective on who they want to let into the "clan or tribe" that's been dead from EverQuest for a very long time. Yet, in modern EverQuest there needs to be mechanically a benefit.

    • "Clan" titles, such as "the Founder of Xth," Clanleader, and ect.

    • Clan channel.

    • Set up a "home city" that establishes where the Clan is "from" and get:

      • Innate faction modifier boost.

      • A clan AA that teleports you to the home city, regardless of race/class.

    • Clan traditions or bloodline traits, a system that allows an alternative advancement system. The "Founder(s)" setting up choice selection of a tree that gives special attacks and skills that all members can progress and gain access to as they "progress" in the clan. A way of having "racial traditions" in the game, but not quite. Perhaps a number of trees with themes or some such.
    • City Alliance

      • EQ2 "guild progression" mechanic that allows for people to access special mechants, raids and quests by having a clan in high standing with the city. Bringing glory to the clan, brings glory to the city. Faction ups for being a part of raid encounters, completing tasks, and ect.

    • Descendants- Male and female of the same race or human-wood elf or 2 half elves has a "child" or specifically you pick a "child" that boosts their available traits averaged out by the "parents." Think Pokemon eggs here, only with alts and mains.

    What are your thoughts on social infrastructures within the game?


Veteran Reward Ideas – Discussion started by Community Member Gwon

    My suggestions for the 9th would be:
    • Illusion of some type, use graphics from the global file or from local zone file. It should have some decent benefit +5% melee/spell damage/healing.

    • Summon Mirror image. Summons a short term pet that has all the player abilities and graphics and fights anything the player fights.

    • Access bank once a day from any zone.

    • Beacon. Drop a temporary bind beacon that can only be used once to gate back to it, fades after 24 hours.

    • 1 Free Divine Intervention per day.



EverQuest Trivia #320 – Game started by Community Member caixa, the winner of EverQuest Trivia #319.