Deity Ability System Removal

Bhayar

Active member
In your active buffs. There is no corresponding ability in your spellbook since it is autocast on you.
Thanks for posting a picture as well, so I know what I'm looking for. They're not showing up. Apparently, it's random. Some see them in guild. Others are saying they were there, now they're not.
 
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Radi

Active member
I would really like to see comprehensive work taking into account the specifics of the classes.
Simplification in overly complicated mechanics is good but you have to do it very carefully. Step by step. Ability after ability.
Of course, I would start not with deities but with combining parameters, for example:
Potency with fervor, multiattack with flurry and more.

But there is a problem - mechanics of this game have become too complicated for new (and experienced) players to understand.
 
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Zinj

Member
This is a mistake. There was nothing wrong with the Deity system, and provided a nice series of quests to achieve. Nor were any of the buffs game breaking. The World could use a better fantasy role playing game than the ones currently available. But that requires a good group of people who have played WoW, EQ, FF, Myst, UO, and a myriad of other games, and have good design, programming skills, and a vision of the future.
 

Cusashorn

Well-known member
This is a mistake. There was nothing wrong with the Deity system, and provided a nice series of quests to achieve. Nor were any of the buffs game breaking. The World could use a better fantasy role playing game than the ones currently available. But that requires a good group of people who have played WoW, EQ, FF, Myst, UO, and a myriad of other games, and have good design, programming skills, and a vision of the future.
The Deity TITHE system, not the Deity questlines. Those are still available.
 

Cusashorn

Well-known member
what exactly is the Deity Ability system?

No, these are different. About 10 years or so, they added a "Tithe" system, that acts as a currency in the form of XP. You'd build up enough tithe to spend upwards of 10 points on a designated ability representing each of the deities in the game. If you were a follower of that deity, you could buy the miracle 3 times, but any other miracle cost 4 points, so you could only have a max of two.

They were not exactly game changing in most circumstances, except maybe the fervor buff from the Tribunal.


Personally, I won't miss the removal of the Tithe system.
 

Tyrval

Active member
When they say they removed it due to excessive complexity I think that's true but that they don't actually mean from the player perspective of having too many things. I think it having an entirely separate currency system and the fact that the buffs kept bugging because stuff was dying on the back end is more the 'complexity' as in 'this is an incredible pain to maintain and way too complex than we need to deal with as developers'. We can tell this by like the 10 attempts or whatever to make the different passive buffs actually stop breaking and how the devs have to constantly tweak things so we don't have passive buffs fail on zoning into things now from too many effects.

From the player perspective the game is way way way too complex but that mostly boils down to casual players going 'how come when I hit my attacks I don't touch a mob but someone my level is able to do a hundred thousand times my damage on the same thing' and that's the different buffs like merc, mount, familiar and the entire cb vs cboc meta with a billion adornments, not some system a majority of the player base forgot existed. So I think it's fine and whatever but this is a 'let's remove something so the servers don't melt' than actually making the game easier to access.
 

Uwkete-of-Crushbone

Well-known member
When they say they removed it due to excessive complexity I think that's true but that they don't actually mean from the player perspective of having too many things. I think it having an entirely separate currency system and the fact that the buffs kept bugging because stuff was dying on the back end is more the 'complexity' as in 'this is an incredible pain to maintain and way too complex than we need to deal with as developers'. We can tell this by like the 10 attempts or whatever to make the different passive buffs actually stop breaking and how the devs have to constantly tweak things so we don't have passive buffs fail on zoning into things now from too many effects.

From the player perspective the game is way way way too complex but that mostly boils down to casual players going 'how come when I hit my attacks I don't touch a mob but someone my level is able to do a hundred thousand times my damage on the same thing' and that's the different buffs like merc, mount, familiar and the entire cb vs cboc meta with a billion adornments, not some system a majority of the player base forgot existed. So I think it's fine and whatever but this is a 'let's remove something so the servers don't melt' than actually making the game easier to access.
They coulda SAID that, and relieved a lot of player anxiety.

Powers, take it from a female player: admitting your tech issues are a thing is NOT a sign of weakness. Since the grand majority of us aren't Fortnite teenagers, we'll get it; many of us here are professionals along these lines somehow (on the other hand, Fortnite teens are probably fairly tech savvy as well... ;->), and can sympathize with folks dealing with a 20+ year old game with, perhaps, not necessarily the latest/greatest hardware...or if you do have access to that, maybe the latest/greatest hardware is having issues with the old game. ;)

At any rate, spaghetti code happens; we get it. We're just a wee bit jumpy about the idea of yet another thing being taken away from us without adequate -- or at least, relieving -- explanation. :-/

Uwk
 

Kithal

New member
See https://eq2.fandom.com/wiki/Deity_Tithe_System
Most players likely didn't even know it existed and even less used it :)
Wow, yeah, this is the first I've even heard of this system. All I know is that I logged in this weekend and all my characters have roughly 50% more hit points than usual. I'm not sure exactly how much. Honestly I don't analyze the wall of numbers on the character screen very often.

Although tonight I did a quest that required me to die, which was actually really hard. As a level 95 paladin, soloing a level 95 Epic x4 avatar for the last Mithaniel Marr quest. I eventually gave up since after half an hour it was quite obvious that neither of us was capable of hurting the other, so I turned around and bent over. Still took a solid five minutes for him to kill me. Anyway, after I died, that new (to me) "Divine Spirit" buff was gone. I had to log out and back in to get it to reappear.
 

Uwkete-of-Crushbone

Well-known member
How about getting rid of raid zones all together? Use the limited amount of dev hours available to give us new real working content not just rehashing old content?
The issues there are probably many: folks do have nostalgia (witness the interest in Origins); there are things besides just gear that are only available in old dungeons (like HOUSE ITEMS; grrr! 🤬); we do, on occasion, actually have new players coming in, probably wandering in lost from somewhere else and actually liking the game; even veteran players have missed on some/many/all of the older content while charging through originally, etc., etc., etc.

"Real working content" may very well mean nothing but the latest/greatest/max level stuff, which even my mains are nowhere near (my highest level toon is 122), and I think, being a casual player, that'd still be true if I had only 7 free toons in the US servers, 7 in EU, and 7 in Public Test.

And from everything I've heard, though I may be wrong, is that you can't even jump in with a new player and new character from the very beginning at anything higher than level 100...

Uwk
 

GabenBison

New member
The Deity ability system was always flawed even back when introduced in EoF. The reason obviously being tied to the fact that you had a limited amount of times one can use a spell and this causes hesitation or a feeling of waste when using it on an encounter that kills you or otherwise was trivial and felt unnecessary to use it on. Outside the pet buff, I just never found myself using it back in 06-2014...
This makes me sad. I love Everquest 2 for its complex nature.
This is a negative connotation of "complexity" and I think the better term should be 'bloat' which EQ2 is. Many systems added over the course of 20 years are completely redundant, underutilized and were usually abandoned within years of being introduced. It was nice to see the Dungeon Finder finally scrapped earlier this year after being derelict for almost 14 years since DoV.
Have not played since Dec 2007. Are these the same abilities from back than? If so, than how will there removal effect Origins as content is released? Will we get the updated version or former version?
Origins is a separate client and shouldn't be effected.
 

Nunja

Well-known member
The Deity ability system was always flawed even back when introduced in EoF. The reason obviously being tied to the fact that you had a limited amount of times one can use a spell and this causes hesitation or a feeling of waste when using it on an encounter that kills you or otherwise was trivial and felt unnecessary to use it on. Outside the pet buff, I just never found myself using it back in 06-2014...

This is a negative connotation of "complexity" and I think the better term should be 'bloat' which EQ2 is. Many systems added over the course of 20 years are completely redundant, underutilized and were usually abandoned within years of being introduced. It was nice to see the Dungeon Finder finally scrapped earlier this year after being derelict for almost 14 years since DoV.

Origins is a separate client and shouldn't be effected.
The quested deity is still in game and the miracles from altar are still available. They took out the Deity abilities that you bought with the tithe points...Erosion of will , Embodiment of truth...etc. that also gave you 100pts of cb, stamina and potency(we still have the buff but it is wonky).
 
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