I really enjoyed reading all of the answers. Thanks for putting this all together.
I have to say that the answers given about making NEW content specifically for TLP servers just showed how much of a disconnect the DBG team has with the TLP player base. The person asking the question was right on point in that DBG literally has TWO SEPERATE games when it comes to TLP and LIVE EverQuest.
The answers that were given indicated that the DBG team still thinks that all those people playing on the TLP servers eventually WANT to catch up to the current Live content. While there are some that do, I would wager heavily on there being a vast majority of TLP customers that do NOT want to catch up to the current Live content. They play on TLP servers because they do NOT LIKE WHAT EVERQUEST HAS BECOME OVER THE YEARS. These people play on the TLP servers up until a certain expansion, and then they unsubscribe until another TLP comes along that they are interested in playing on.
DBG should realize they have TWO SEPERATE EverQuest games in TLP and Live. They should set a line in the sand at a particular expansion, and create new expansions for the TLP servers that branch at that point. Those TLP servers would NEVER progress to another expansoin from the LIVE content from that point forward. Instead, they would have new expansions based on an alternate time line that stick to the game mechanics of the expansions prior to that branch in time.
They even have the perfect opportunity in the lore to make this happen. There is plenty of precedent for the Gods to realize their error in allowing Norrathians to enter the Plane of Knowledge (Planes of Power expansion), do some Godly voodoo magic to go back in time to the point right before travel to the Plane of Knowledge was gained, and alter the timeline to make it never happen.
In essence, on a TLP server, the progression should be:
- Original
- Ruins of Kunark
- Scars of Velious
- Shadows of Luclin
- *Brand New TLP-only expansion*
- *Brand New TLP-only expansion*
- *Brand New TLP-only expansion*
- ...
TLP-only expansion basics:
- Stick to the game mechanics that made EverQuest special; root, snare, kiting, charm, mez, split pulling, and slow.
- Level cap never goes up beyond 60.
- Expansion power growth based on bane-based weaponry/armor, AAs, spells, and abilities earned while playing through that expansion
- No HP/MP/END inflation. Instead focus on bane-based stats earned in the expansion content via armor, AAs, and buffs
- No stat bloat. Don't introduce all of those new stats on the equiptment like strike through and such. Looking at gear should not be like reading a book. Instead focus these stats in to AAs earned in the expansions' content, and make it bane-based. In other words, gaining 50% strike through in an expansion shouldn't mean you can never gain that stat ever again due to being over powered. Instead, that 50% strike through AA line you earned in expansion 1 is based on werewolf enemies. That makes it to where you can look forward to earning strike through AAs in future expansion as well and the stat is not shut down from group forever going forward.
This is what needs to happen for EverQuest TLP. Instead, the answers we got were along the line of, "if we put new content in for TLP, it will mess up the already existing content at higher levels." No. No it will not. You just have to realize AND ACCEPT that TLP players on average do NOT want to play the existing content at higher levels. If they wanted to play that content, they would be on a LIVE server instead of a TLP server \(>.<)/ <(AHHHHH!!!!!)