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What has changed in EQ2 after its first 6 months (when i played)?

fadeprooffadeproof Member Posts: 13
Im just curious about any improvements, or lack of, that EQ2 has went through since last fall/winter.  I loved that game but after a while people just wouldnt want to hunt/quest with you and I ended up being solo all the time (not very fun after soloing for a month+ straight).  I did have a guild (the TEMPLAR KNIGHTS) but they seemed busy with something already so I didnt bother to ask if I could mission with them (mostly cause they were in areas i didnt have access to yet).   Im thinking about rejoining so if anyone has noticed some good things that have happened...I'd love to hear about em...

Comments

  • tu_uilwentu_uilwen Member Posts: 794
    dude go to the EQ2 page, it has a list of EVERYTHING added, and to me it looks like alot has been added.

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    WoW
    -Rhalon 85 B.E. rogue
    -Rhalon 81 UD Mage
    -Doneski 85 Orc death knight

    "Everyones life has a beginning and an end, No one can change that."-Hiko
    "If you wish to taste the ground, then feel free to attack."-Kenshin Himura
    ---------------------------------------------
    image

  • scaramooshscaramoosh Member Posts: 3,424

    They say alots been added, nothings been added that has changed the gameplay soo much you'll suddenly love the game!

    Only thing im happy about is the email system and the selling offline.

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    image
    Don't click here...no2

  • spydermr2spydermr2 Member Posts: 336

    I'll disagree with the idea that all the content/changes haven't changed the gameplay. I played EQ2 originally when it came out, and left. It just wasn't fun, it was clearly geared entirely toward grouping (hence zones that you couldn't even enter unless you were in a group), and there were some serious oversights in managing things like quests and so forth (especially collection quests).

    I've now returned to EQ2, and I'm having a blast. The changes have made it easier to track information, has put information there that wasn't there before (HUGE help), have opened up the world so it makes more logical sense (no, you can't go into that basement, I know you have the key, but magically I the door can tell you don't have six people who all have red hair and green shoes so you can't come in!!). Guess what? If I want to enter a place that's deadly to me -- I should be able to make that mistake, and learn from it. My favorite experiences in EQ1 were going where I shouldn't, and feeling the sense of life-threatening doom all around me. Sneaking from Queynos to Freeport at a low level was HUGELY exciting. EQ2 when it came out was all about keeping you corralled in -- they've opened up the world a bit more. It could use more zones, and larger zones, and new starting areas to really flesh out the geography, but they're headed in the right direction.

    What's changed? A veritable barrage of quests, including language quests (so you can understand you opponents better); collection quests with their own page and visual display to show you your progress (VAST improvement); and, to me, better differentiation (at least in feel) between subclasses. And more.

    Give it a shot. Are the encounters still locked, thereby eliminating anyone from playing the "wandering Paladin" role (helping people for the cause of helping people)? Yup. Hate that part. They need to keep the encounter lock, but remove the restrictions on the lock and let people cast heal/buffs on the PLAYER in the encounter. I'd like to replicate my wandering Froglok Shaman who roamed the world helping people because it was his mission from the Gods -- but that ain't gonna happen until they revamp the encounter-lock methodology they're using.

  • TansTans Member Posts: 240


    * The Splitpaw Saga begins!
    * Examining an item now shows which classes can use it!
    * Track the progress of your skill growth with the revamped skills window!
    * Take 360-degree screenshots of your characters!

    (For more details on these enhancements, go to Live Update #11, June 28, 2005)

    * The quest to rescue the frogloks has begun!
    * Experience a new instanced adventure area in Everfrost!
    * Explore a new instanced adventure area in the Feerrott!
    * Solo writs available for level 45+ players!
    * You can now customize your in-game music!

    (For more details on these enhancements, go to Live Update #10, June 8, 2005)

    * Gnolls are on the move and abducting adventurers!
    * Track your collection quests easily in the quest journal!
    * Cleaner, smoother fonts added to the user interface!
    * Many new waypoints have been added to overland zone maps!

    (For more details on these enhancements, go to Live Update #9, May 26, 2005)

    * Experience two new quest-based instanced adventure areas for soloers and small group players!
    * Explore a new four-group level 50 epic raid adventure!
    * Face danger when traveling on the high seas with new boat rides!
    * Managing your guild is even easier with our new improved Guild window!
    * New treasures added to many epic boss fights!

    (For more details on these enhancements, go to Live Update #8, May 4, 2005)

    * Entrance areas to many dungeons now more fun for small groups!
    * Command your minion with our improved Pet window!
    * Experience smoother griffin rides!
    * New guild writs now available for Level 45-50 adventurers!
    * Earn guild status points for defeating epic encounters!
    * Get the benefits of illusion spells without changing your appearance

    (For more details on these enhancements, go to Live Update #7, April 20, 2005)

    * Sell your merchandise when your character is outside your home or offline!
    * New quest paths available for adventurers in many outdoor zones!
    * Tradeskills more rewarding with new crafting events!
    * Zone maps now show where other members of your group are located!
    * Crafted food now gives handy stat buffs!
    * Now you can raise your harvesting skills twice as fast!
    * Potions now give you longer-lasting benefits!
    * Live Event: A terrible plague infects Norrath!

    (For more details on these enhancements, go to Live Update #6, April 6, 2005)

    * The Bloodline Chronicles has arrived!
    * All EverQuest II subscribers now get two additional character slots!
    * Stay in touch with your friends with our in-game mail system!
    * Share house rent among multiple characters and pay rent in advance!
    * Crafters can use new recipes to make enchanted weapons, armor, and items!
    * Evaluate the potency of weapons easily with the new Damage Rating!
    * Understand your defenses better with separate Avoidance and Mitigation ratings!
    * See the level of quests when they're offered to you or listed in your journal!
    * Experience a new solo/small group adventure in the Invasion of the Vale
    * Turn your Heritage quest rewards into trophies to display in your home!
    * New level 50 heroic zone: Return to Nektropos!

    (For more details on these enhancements, go to Live Update #5, March 21, 2005)

    * Act as Mentor for your lower-level friends in our new Mentoring system!
    * Improved treasure is available for solo players and small groups!
    * Grouping made even better with a reduction in shared XP debt!
    * Solo and small group XP increased even more, especially for players over level 30!
    * Artisans can let buyers know they're available with the new /LFW (looking for work) tag!
    * Quest coin and experience rewards have been increased!
    * Experience a new level 50 epic battle in The Deserted Mine!
    * Enjoy a new solo instance in the Commonlands: Valley of the Rogue Magi!

    (For more details on these enhancements, go to Live Update #4, March 8, 2005)

    * See your enemies in a whole new way with our new /con system!
    * Short-term group buffs now last 10 minutes! Single-target buffs last 15 minutes
    * Less fizzles on spells meaning more damage more often
    * Shorter timers and fewer restrictions on instanced zones
    * No more fizzles on spells that are blue or lower to you, and less fizzles on other spells!
    * House pet naming
    * All tradeskill classes can now refine their own materials and components
    * Wizards and Warlocks go nuke happy with more damage
    * A new con system that allows you to see important information on enemies before you attack
    * Tanks now tank better with increased mitigation
    * Greatly increased solo and small group experience rewards
    * Four new level 50 epic raid zones have been added.
    * You can store empty bags inside other bags!
    * Improved examine information for spells, arts, potions and more!
    * Sabotage quests that allow you to strike at your rival city

    (For more details on these enhancements, go to Live Update #3, February 17, 2005)

    * Revamped Heroic Opportunities, making them more fun and visually dynamic
    * Lots of new armor looks
    * More encounters added for soloers and small groups, including advanced solo encounters
    * Vitality indicator added to your XP bar
    * Tabbed chat windows have been added to organize your conversations
    * See what your target is attacking with the new Implied Target window
    * More precise, informative AC values
    * New heritage quests, including Golden Efreeti Boots and the Crown of King Tranix
    * DoT spells are now much more stackable

    (For more details on these enhancements, go to Live Update #2, February 1, 2005)

    * Tons of new quests, many for solo players
    * Two new dungeons available for level 25 to 30 groups
    * Training spells added as yet another way to personalize your character
    * Brawlers get built-in shields
    * Guild followers can now spend the status they earn at city merchants
    * Easier to equip rings, wrist items, and weapons
    * Maps now show your current heading
    * Lots of UI tweaks and enhancements
    * More bug fixes than you can shake a moss snake at!
    * Lots of artisan recipe and ability fixes!
    (For more details on these enhancements, go to Live Update #1, January 6, 2005)



    This is from the Everquest 2 website.

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    Why are you reading this? This is crap compared to what's above.

  • bverjibverji Member UncommonPosts: 722
     

    I soo don't care what was added. After being ripped off when the game was released almost completely broken (particularly the crafting) I won’t play another SOE game. It wasn’t as bad as SWG, but still completely unacceptable to of been released in the condition it was. SOE is a bunch of thieves IMO

  • brostynbrostyn Member, Newbie CommonPosts: 3,092
    I signed back up at the end of June, and already got bored of it. I can't place my finger on it, but its just a boring game. Maybe because all the gear is the exact same unless you get fabled, which 90% won't see.
  • EnigmaEnigma Member UncommonPosts: 11,384

    *** Headlines ***

    - The Bloodline Chronicles has arrived!

    - All EverQuest II subscribers now get two additional character slots!

    - Stay in touch with your friends with our in-game mail system!

    - Share house rent among multiple characters and pay rent in advance!

    - Crafters can use new recipes to make enchanted weapons, armor, and items!

    - Evaluate the potency of weapons easily with the new Damage Rating!

    - Understand your defenses better with separate Avoidance and Mitigation ratings!

    - See the level of quests when they're offered to you or listed in your journal!

    - Experience a new solo/small group adventure in the Invasion of the Vale!

    - Turn your Heritage quest rewards into trophies to display in your home!

    - New level 50 heroic zone: Return to Nektropos!

    *** The Bloodline Chronicles ***

    - The EverQuest II team is pleased to announce the launch of our first Adventure Pack: The Bloodline Chronicles!

    - This Adventure Pack is intended for characters that are levels 30 to 45.

    - New weapons, armor, spells, combat arts, and tradeskill recipe books are available in the new zones. Players who don't purchase The Bloodline Chronicles can buy these and other goods from adventurers who explore the caverns below Nektulos Forest.

    - Subscribers who have chosen not to purchase the Bloodline Chronicles can download a new zone, the Tombs of Night, at no additional charge.
    - To download the necessary files, run EverQuest II and click "Download Options" on the launchpad.
    - To receive only the optional new zones, check the box next to "Additional Live Game Content" and select whether you want to download the files immediately or receive them in the background.
    - To receive all Adventure Pack files, check the box next to "Adventure Pack #1: The Bloodline Chronicles" and select whether you want to download the files immediately or receive them in the background. Choosing this option will also download all the "Additional Live Game Content" files.
    - When you are finished, click the "Save Changes" button.

    - The Bloodline Chronicles is available via digital download only. It can be purchased online at The Station Store: https://store.station.sony.com/

    *** Two Additional Character Slots ***

    - All EverQuest II subscribers have been given two additional character slots. You can use them to try out different race/class combinations, or make characters on other servers to play alongside your friends.

    - Subscribing to EverQuest II provides a total of six character slots, while our Station Access subscribers have a total of ten slots.

    *** The Norrathian Express ***

    - Now you can exchange messages with your friends via the new in-game mail system.

    - You can send and receive mail at Norrathian Express mailboxes located in East Freeport and Qeynos Harbor, as well as all districts and villages.

    - If you have unread mail waiting for you, you will see a mail icon in your Spell Effects window. This icon will always appear in the first slot, and mousing over it will inform you that "You have unread mail."

    - Members of guilds that are level 15 and higher can purchase their own mailbox through status merchants.

    - Clicking on a mailbox will open the Mail window, which has two tabs: Inbox and Send.

    - Mail will be deleted 3 days after opening it, while unread mail will be deleted after 30 days. The time remaining until deletion is shown to the right of each letter.

    - Letters can contain money or an item, shown below the text of the letter. You can accept these parcels by clicking the Receive Gifts button.

    - To reply to the sender, click on the Reply button.

    - You can send along one item or any amount of coin with your letter. To send money, click the Give Coin button and enter the amount you wish to send. You can change your mind by clicking Give Coin again and clearing the amount. To include an item, drag the item you wish to send from your character's inventory onto the slot in the gifts area. You can change your mind by right-clicking on the item and choosing to remove it, or by dragging and dropping it onto an open section of the screen.

    - You can only send gifts to another character that is a citizen of the same city you are, though you can send text-only messages to anyone. Items sent through the Norrathian Express cannot be Lore, No Trade, No Zone, or Temporary.

    - Your Inbox is limited to a total of 50 messages. If someone tries to send you a message when your Inbox is full, they will receive a message telling them so.
    - Plain text letters or those with coin attached cost 10c to send. Letters with gifts attached cost 50c. There is no charge to read mail that has been sent to you.

    - You can send messages to your friends on other servers, or to those who play EverQuest and Star Wars Galaxies!

    - To send mail to someone on another EQ2 server, enter the name as servername.charname

    - To send mail to a friend playing EQ, enter the name as eq.servername.charname

    - To send mail to a friend in SWG, enter the name as swg.servername.charname

    - Players in SWG or EQ can send mail to EverQuest II players by entering the name as eq2.servername.charname

    *** Shared Housing Upkeep ***

    - Housing upkeep can now be prepaid and shared among characters. To prepay rent, just press the "Pay Upkeep" button before your next upkeep payment is due.

    - To share rent, use the account that is now linked to each house. Any character with Friend access or higher can contribute coin, status, or both to the account. Characters with Trustee access or higher can pay the upkeep fees from this account.

    - The account retains a history of who has contributed to it (up to 250 people), how much was contributed in total, how much was contributed in the last deposit, and the date of the last deposit. The account also retains a history of the last 52 rent payments made from the account, who paid them, and when.

    - The housing menu is accessible from outside by friends and trustees when upkeep is due.

    - You can only pay housing upkeep up to 28 days in advance.

    *** New Harvested Items and Recipes ***

    - There are new types of uncommon harvested items to be found. They can be gathered from existing harvesting nodes and are identified as glowing, sparkling, glimmering, or luminous depending on their level range.

    - New recipe books are available for purchase at the camps of the Hand of Marr and Brethren of Night. Those wishing to buy the books will need to first earn favor with the merchants.

    - Using these new recipes and new harvested items, Alchemists can create magical extracts that other crafters can use to make new items or enhance existing goods.

    - Armorers and Tailors can combine the magical extract with certain pieces of pristine armor and make new types of enchanted armor. When the wearer is attacked, chest pieces have a chance to proc a heal-over-time spell and leggings have the chance to proc a damage spell.

    - Weaponsmiths and Woodworkers can combine the magical extract with certain types of pristine weapons and make new types of enchanted weapons. These weapons have the chance to proc a damage spell in combat.

    - Woodworkers can combine the magical extract with certain types of pristine shields and make new types of enchanted shields that have a chance to proc a damage spell during combat. They can also use the magical extract to infuse wands with an activated damage spell.

    - Tailors can use the magical extract to create hex dolls that cast a detrimental effect on an enemy. The dolls also provide a minor stat buff to the user.

    - Jewelers can combine the magical extract with certain types of pristine rings and make new types of enchanted rings that provide activated buffs to strength, agility, wisdom, intelligence, or stamina.

    - For weapons, armor, and shields, the quality level of the creation process determines the potency of the magical effect attached to the item. All quality levels of enchanted weapons, armor, and shields retain the stats of the pristine item used to make them.

    *** Damage Rating ***

    - Weapons now display a Damage Rating that makes it easier to judge the relative base damage of a given weapon.

    - The higher the Damage Rating, the better a weapon's base melee damage output.

    - The Damage Rating does not take into account stats, procs, or effects, so there may be circumstances where a weapon with a lower Damage Rating is more desirable.

    *** Avoidance and Mitigation ***

    - Instead of displaying a single value to express your character's defensive capabilities, your Persona window now separates AC into Avoidance and Mitigation.
    - Avoidance represents your chance to avoid physical attacks. Mousing over the Avoidance value on your Persona window will show your overall chance to avoid attacks, and will indicate the value of your various avoidance-based skills and your shield if you have one equipped.
    - Mitigation indicates how well your armor will absorb incoming physical damage. Mousing over the Mitigation value on your Persona window will show your overall absorption percentage against attacks at your level. Examining a piece of armor will show its relative mitigation value based on level, quality, and type of armor.
    - Shields now display a Shield Factor to represent their relative usefulness.
    - Both Mitigation and Avoidance percentages are based on defending yourself against an average opponent of your level. You will tend to mitigate and avoid better against weaker opponents and worse against stronger ones.

    *** Return to Nektropos ***

    - Groups of high-level players can experience one of our most popular zones in a whole new way: Nektropos Castle!

    - Those who have defeated Maltus Everling will encounter an old elf outside of the Nektropos gates who is seeking their assistance. He knows a dark secret: that this cursed castle summoned forth the cursed souls that were once defeated within.

    - Be warned, this is a much more challenging place than most level 50 zones. The opponents will be tougher, but the rewards will be great.

    - Experience a linear storyline progression, defeat scripted encounters, hunt for keys to go deeper into the castle, and find lots of new high-end treasure.

    - Like the original Castle Nektropos, this version is intended for a single group. But be warned, the Return to Nektropos will test the mettle of even the most seasoned adventurers.

    *** Mentoring ***

    - The Target and Implied Target windows now only show the character's effective level when Mentoring.

    - Effective level, actual level, and class name are shown in the Persona and Inspect Player windows.

    - Mentors should no longer gain combat XP if they have it disabled.

    - Players should now receive quest rewards correctly when Mentoring.

    *** Gameplay ***

    - Characters revived underwater will now appear with a full breath bar.

    - Corpses and chests that were slightly out of reach should now be easier to loot.

    - Attempting to swap items by dragging and dropping them should now work more consistently.

    - Mini-dings now occur every gold XP bubble (10% of each level) instead of every other. Skill increases will still happen every other bubble.

    - The Disarm Trap skill now has a 50% chance of going up anytime you disarm a chest regardless of the level of the encounter that dropped it.

    - The red border around an aggro NPC's name should no longer change when the encounter is locked.

    - "Find NPC" is now the default action when interacting with guards, and the guards will now tell you where an NPC is anywhere in the zone.

    - Corrected an issue that caused low-level characters to display an inflated AC value that decreased as they gained levels. AC should start out lower and increase with level gain.

    - When an enemy stops chasing you, it should no longer retain you as its implied target.

    - Guild leaders and officers can promote and demote members if they are in another zone or not currently online.

    - Guild leaders can now remove other guild leaders from the guild.

    - Pursuit rules that NPCs follow have been changed:

    - If you break an encounter and try to flee from an opponent, it will now follow you a set distance regardless of whether it was a stationary encounter or a wanderer.

    - When the opponent reaches that set distance, it will immediately stop following you and return, at run speed, back to the point where it was aggroed.

    - As the opponent runs back to its point of aggro, it will be invulnerable to attack and will not add any other player to its hate list.

    - Jumping should be more consistent regardless of your framerate.

    - Crusaders, Paladins, and Shadowknights can now use Axe and Great Axe weapon types.

    *** Zones and Population ***

    – The Niscanith encounter should now present a greater level of challenge.

    - Guard Dirdra and Guard Virik in The Orcish Wastes should no longer attack each other.

    - The roads in Nektulos Forest should be a bit safer to travel, and solo content should be more easily accessible.

    - Mooshga now lives within the Commonlands.

    - Bloodskull masons in the Commonlands will get back to work after being distracted.

    - The Incubator has become more mobile.

    - Doors in the Obelisk of Vul should open properly.

    - Certain camps of the Dervish Cutthroats are now more suitable for solo play.

    - Player housing can now be purchased in the Seafarer's Roost in East Freeport.

    - "A Cave Slink" and "A Pustular Scout" in Fallen Gate can now be targeted more easily.

    - Venekor and Vaz'Gok are now level 54 to be in line with other epic content.

    - Some contested epic encounters that did not drop master-quality loot every time will now do so.

    - Non-repeatable and challenging instanced encounters in the Draconic quest should now have treasure commensurate with their challenge.

    - Ladon has an improved chance to drop rare crafting components.

    - The levels of overland miners, overland woodcutters, and traitorous farmers in Antonica, as well as infected cows in the Commonlands, have been adjusted to better match the zones they inhabit.

    - Tremblar the Behemoth's breath weapon will cause less item damage and he will use it less often. The Super Behemoth will also cause less damage, though players are advised to heed the coercer's warning. If Tremblar is defeated, he has a chance to drop certain items in which crafters will be very interested.

    - Sneaking past the guards in Qeynos in order to relinquish a player house should be much easier to do.

    - Stench in the Serpent Sewer is now level 21 instead of 25, and is now a rare spawning boss encounter.

    - The encounters with Dythra and Articae have been modified slightly.

    - Gil McMartin should now respond to players when hailed.

    - The Octagorgon encounter in the Cove of Decay should no longer spawn an infinite amount of skeletons.

    - King Zatan and the other members of his entourage should now be using the correct appearances.

    - Devout Thule Sattar and Dread Sattar should be much more rare.

    - A swine fiend in Nektropos Castle should now have a correct appearance.

    - The range of the Vision of Vox's ice breath ability has been reduced.

    - Kayva Illbrax should now be a female.

    - Entering Tallon Hording Halls should no longer crash the player back to the login screen.

    - Doomsquall will no longer roam near the entrance to the Ruins of Varsoon.

    - Lady Vox's will no longer despawn in her crypt.

    *** Items ***

    - Examining an item will now give you an indication of its rarity. Certain items are labeled as Handcrafted, Treasured, Legendary, Fabled, or Mythical. Common items will have no label.

    - Expendable or utility items (ammunition, potions, horse whistles) should no longer take damage, either through the effects of death or due to an NPC spell.

    - The regenerative effects of certain very valuable items (including Prismatic weapons, Golden Efreeti Boots, and Robe of the Invoker) should now work whether the character is in or out of combat.

    - You can no longer interact with an item that is being traded or sold, nor can you sell or trade an item that you are interacting with.

    - Sharpscar and the Scorched Wood Staff are now attuneable instead of No Trade.

    - The Fishgut Ring can now be equipped.

    - There are now versions of faction reward armor that can be worn by any class. These are listed on the merchant lists as Ceremonial and will provide little protection to the wearer. For example, mages can wear a Ceremonial version of the Freeport Militia plate armor.

    - Examining the Translucent Elixir of Vitality should give you the same information whether or not it is equipped.

    - Ghoulbane's examine text should reflect that it is extra effective against the undead.

    - Bladewarder and Tonfa of Bladewarding should now proc a slashing resist buff on the wielder.

    - The Albino Snakeskin Bag is now No Trade.
    - Ortallian Blackhook Tunic should now equip in the chest slot instead of the leg slot.
    - Vanguard Sabatons of Fortification will now reduce slashing/crushing/piercing damage by a smaller amount.

    - The drop rates of the Muculent Bracers and Totemic Kite Shield have decreased.

    - Hand to hand weapons now use the crushing skill to determine how well you wield them. The damage type of cestus weapons is piercing, metal claws are slashing, and metal knuckles are crushing.

    - Soft Fur Shoes, Sturdy Leather Boots, Pickbringers Brigandine Boots, Qeynosian Chain Boots, Qeynosian Pioneer Slippers should now equip in the feet slot instead of the leg slot

    - All variations of "Dagger of Depression" should no longer despawn after zoning.

    - Self-heal weapons procs with "Soothing of the Ancients" glyph should now heal approximately once per minute.

    - Fulginate materials should no longer drop off of raid encounters.

    - Orc Eye Earring is now attuneable.

    - Ring of the Nightblood's power regeneration effect should now work correctly.

    - The proc on the Screaming Mace should now be fixed.

    - Heritage furniture house items no longer give status reduction for upkeep costs.

    - The following items now display the correct icon: Snakeweave Banded Shoulder Pads, Klakrok Elytra Pauldrons, Manticore Scale Shoulder Pads, Orc Centurion Chainmail Mantle, Vallon Miner Shoulder Pads, Ettin Platemail Pauldrons, Gnawler Fur Cowl, Feather Woven Shoulderpads, Pickbringer's Brigandine Mantle, Qeynosian Chain Mantle, Snakeweave Banded Shoulder Pads, Ettin Platemail Pauldrons, Gnawler Fur Cowl, Klakrok Elytra Pauldrons, Manticore Scale Shoulder Pads, Orc Centurion Chainmail Mantle, Vallon Miner Shoulder Pads, Viroc's Bloodletter, Sea Turtle Shell.

    - Roundshield of the Archon's health regeneration effect should now work correctly.

    - The following armor pieces should be equippable: Bark Coated Chain Mantle, Coral Coated Pauldrons, Dragoon Sentry Spaulders, Netted Kelp Cape, Patchwork Flesh Shoulder Pads, Rustic Brigandine Shoulder Pads, Steppes Bear Shoulder Pads, Feather Woven Shoulderpads, Pickbringer's Brigandine Mantle, Qeynosian Chain Mantle, Snakeweave Banded Shoulder Pads, Ettin Platemail Pauldrons, Gnawler Fur Cowl, Klakrok Elytra Pauldrons, Manticore Scale Shoulder Pads, Orc Centurian Chainmail Mantle, Vallon Miner Shoulder Pads, Flowing Robes Of Dlyle, Gloves Of Vigor, Headband Of Vigor, Fishgut Ring, Nymph Glyphed Cowl, Qeynos Pioneer Shoulder Pads, Sigil-Painted Linen Sleeves, Woven Treant Root Shoulderpads.

    *** Quests ***

    - The fifth stage of the Glowing Black Stone quest should now properly take the Palladium Torque.

    - Sir Valinayle's intro quests should now correctly display their quota count on updates.

    - J.P. Feterman in the Commonlands has some new quests to offer: "A Hunter's Tool" and "Grizzlefang's Mane".

    - Those working on Bendik Jonkers' quest will now be able to enter the Murkwater Nook. Adventurers can enter the zone again after they have completed the quest.

    - Varski will now allow players to complete his third and fourth quests out of order.

    - A Tallon lugger in Oricsh Wastes has been changed to a Vallon lugger in order to allow completion of a quest.

    - The Amazon Thunderbow quest now requires only ten crater fish to complete.

    - The Bloody Fistwrap quest now requires only one metal stud and one metal clasp to complete. Instead of killing a ghost to complete one of the steps, you will now be tasked with killing orcs.

    - The Giant Slayer now requires only one club head to complete. It also directs players to find the wire on a giant.

    - Gnoll Weaponry now requires only one blade to complete.

    - A Bloodstained Blade now requires you to kill a Dragoon lieutenant to progress the quest.

    - The Veriche Maul quest now requires you to kill a Deathbone Savage to progress the quest. The target for stage three of the quest has been changed to an Infernal Rock Heap.

    - The Rage will now direct you to kill ten Gul'Thex Rage.

    - Strange Mutations will now progress when you kill mutated rats.

    - Shadows of the Past can now only be progressed by killing undead within Nektulos Forest.

    - A Heavy Lockbox now requires one set of keys to be found instead of requiring you to kill ten raiders.

    - Something Sounds Rotten now directs you to inspect the item rather than seek another out.

    - The following quests can now be properly completed:

    - Kleron's Ring

    - A Rat Divided

    - Can't We All Just Get Along?

    - Love Will Find the Byway

    - A Hard Man to Please

    - A Hunter's Tool

    - Seer Stone

    - Hyena Jerky

    - Soup De Jour

    - Wisp-er Sweet Nothings

    - Rhino-rific

    - O' Mugwump Where Art Thou?

    - Overlord's Omelet

    - Packyderm Punch

    - The Giant Slayer

    - Outland Brigade Reports

    - Proof is in the Pudding now has more descriptive text in the quest journal.

    - Far From Home now has the appropriate reward and dialog.

    - Mooshga's Good Eats and The Bloody Fist Wrap are now listed in the quest journal under the Commonlands.

    - Oversized Troubles can now be advanced by killing giants.

    - Forgotten Enemies will now require you to kill Gul'Thex clerics instead of any skeleton in Nektulos Forest.

    - A Bloodstained Blade now requires you to kill an arachneidae spiderling instead of an arachneidae widow.

    - Veriche Maul now requires you to kill deathbone knights. It will also advance correctly when killing rock heaps.

    - Trouble About should now be easier to complete.

    - Grizzlefang's Mane is now a level 20 quest. When Grizzlefang appears, he will now lock to the player who is on the quest.

    - A Hunter's Tool is now a level 15 quest.

    - Encounters related to the access quest for the Chamber of Immortality should spawn more frequently.

    - Completing the boat portion of the Feerrott access quest now completes all the "Save the ship" versions of the quest to account for players that may be still carrying the old versions of "Protect the LMS Intruder/QSS Bootstrutter."

    - The Invasion of the Vale quest will now be flagged as completed when the character enters the zone.
    - Ellowys Laceleaf and Chel Morgan's quests now reward bags which are more in line with the challenge of the quest and to avoid impacting the crafted bag market. Bags that were previously awarded have not been reduced in size.

    - The title of "Xaliea's Request" should now appear correctly.

    - The level-based restriction has been removed from Holly Rowan and Sarma Singebellows.

    - Logan Belchbottom will once again talk to anyone who found his Lost Friend in Fallen Gate.

    - Players can now repeat "A Key to the Past" quest in order to receive a reward.

    - The following items will now properly gives players a quest: a decayed scroll, a glowing orb, and a rust covered key.

    - Karnath the Forgotten should now work properly.

    - Players should now receive an extra reward after completing stage two of the Potion Making quest.

    - The Broken Halfling Skull quest will now provide an additional coin reward.

    - The chest that begins the encounter with Master T'Lys will now despawn when the encounter is completed.

    - NPCs that are a part of the Journal of Elkare quest should now appear an appropriate respawn rate.

    - The completion text in Far Seas Requisition Special Contract #TS023 has been modified slightly.

    - The journal and helper information involved in "Thundering Bear Claws" has been corrected.

    - Items related to the following quests will be removed from inventory once the quest has been completed: Hail to the Derris Heroes, Hail to the Sullon Heroes, Hail to the Tallon Heroes, Hail to the Vallon Heroes.

    - "Potion of Earthwalking" should now be purchasable.

    - The completion text in "The Return of the Light" quest has been corrected. Additionally, voiceover has been reattached to Cannix Silverstone.

    - Various Heritage quest ambushes have been set to despawn after 10 minutes.

    Message Edited by Moorgard on 03-21-2005 05:32 PM

    ===========================
    Steve Danuser, a.k.a. Moorgard
    Game Designer, EverQuest II

    03-21-2005 07:38 AM

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    Re: Live Update #5: March 21, 2005 (The Bloodline Chronicles) Options

    Moorgard
    Game Designer
    Posts: 907
    Registered: 11-07-2004

    Reply 2 of 3

    Viewed 43480 times


    *** Spells and Combat Arts ***

    - Ward spells will now work properly against the damage of DoT effects.
    - You can now recast/refresh a spell that uses concentration without needing to cancel it first. Bards are so happy, they just might write a song about it.

    - Maintained hostile group spells (like the Coercer spell Dreadful Awe) should no longer drop from all target encounter members whenever one member of that encounter takes damage.

    - Toggleable maintained spells will now begin their reuse timer when cancelled. They should block any other spells that are upgrades/downgrades of the same line while active, and should begin the reuse timers on those upgrades/downgrades when the blocking spell is cancelled.

    - Casting single-target spells on an implied target (e.g. casting a heal on the enemy attacking you so that you get the heal) and auto-target spells (such as pet-only or caster-only) should now display where the spells are actually landing.

    - Resurrection spells can now be cast on fallen members of your raid party.

    - Hostile spells that have a chance to break (such as root) should no longer break when someone in the group casts a beneficial spell.

    - The pet window will no longer open when summoning pets that can't be controlled. Pets that do not accept commands will not verbally acknowledge them.

    - Non-maintained pets can now zone with you.

    - Stamina debuffs should now properly decrease the target's stamina.

    - Examining spells and combat arts that increase in power without an upper limit will show (Unlimited) as their mastery skill level.
    - The range of damage shown when examining most spells or combat arts that initiate a melee attack will no longer change based on the weapon equipped. There are are few spells/arts (such as the Berserker's Fury art) that vary based on weapon type, but the overwhelming majority of spells and arts are not affected by weapons.
    - Examining spell and combat art scrolls will now show the actual stats of the spell, not just the description.

    - Examining a spell or combat art will now tell you the skill name and skill level required to both cast and master the ability.

    - Examining a spell's description will now indicate if its effects are suspended during combat.

    - Crusaders should no longer get an error message when sitting after they dismount their holy or unholy steeds.

    Assassin changes:

    - Spitting Viper (Adept I) now has the correct name (Spitting Viper vs. Killer Instinct).

    - Assassin's Shot and Head Shot no longer share a reuse group with Hager's Befuddling Strike.

    Brawler Changes:

    - Thundering Fists will now stun your enemy and display a message in the chat window.

    Bruiser Changes:

    - Shrug Off now mitigates a more appropriate amount of damage.

    Defiler changes:

    - Baleful Countenance will now display a chat message when the fear proc goes off.

    Fury changes:

    - Toxic Quills' description now indicates that it decreases the attack speed of the target.

    - Savage Mask's description now indicates that it increases the caster's power pool.

    - Feral Salve should now increase damage potential and agility, not just slashing damage.

    - Seizing Brambles: the snare portion of the spell is now also AoE.

    - The description of Feral Pulse should now better match the illusion it gives and properly describe its benefits.

    Mystic changes:

    - Fading Spirit's proc should now go off 100% of the time.

    - Runic Shield's description is now more accurate.

    - Path of the Grey's description now indicates that it regenerates the health and power of your ally.

    Paladin changes:

    - Ancient Wrath now inflicts a small slashing DoT effect.

    - Holy Sunder now inflicts a small slashing DoT effect instead of heat.

    - Judgment Strike now inflicts a small slashing DoT effect.

    - Condemnation's slashing and crushing resistance modifiers now match.

    - Summon Squire no longer shares a reuse timer with other spells.

    Ranger changes:

    - Longshank: If you turn auto-attack off before the attack lands, you will go into stealth mode. Your target will also be ensnared when this attack lands.

    - Lunging Thrust will now appear in the maintained spells window.

    - Raven Embers now has the appropriate duration.

    - Natural Selection's icon background is now green to indicate that it is an AoE spell.

    Shadowknight changes:

    - Sorrow will now unleash an AoE disease attack in addition to the DoT. It has a five-meter radius and can hit up to five targets.

    - The Grim Harbinger spell should now be working correctly.

    Swashbuckler changes:

    - Flight of Fancy now gives a greater amount of hate reduction.

    Templar changes:

    - Greater Intercession now adds AC appropriately and will no longer erroneously display the "No Eligible Target" message.

    - Combative Faith's description now indicates that it also has a DoT effect.

    Warlock changes:

    - Aspect of Vul will now display the name of the caster in the chat window rather than the recipient.

    - Paralyzing Fear and its related spells now have a chance to break when additional hostile actions are taken against the target.

    Wizard changes:

    - Surge of Flames no longer displays an interrupt message each time it is cast.

    - Benumb and Enfeeblement will now appear in the maintained spells window.

    - Distorted Visions' description should now indicate that it slightly snares the target of the invisibility.

    *** Tradeskills ***

    - When harvesting from stones at all levels, rare clusters and gemstones will now be found about twice as often.

    - There are now additional types of harvesting tasks available for alchemy and culinary components.

    - There are now harvesting tasks available for higher-level players that call for items from level 30+ zones.

    - Wholesaler society tasks will now be issued based on the character's highest harvesting skill rather than their adventurer or tradeskill level.

    - New recipe books that make use of Fabled components will now drop from certain epic encounters. The items crafted from these recipes will be highly coveted.

    - Tier 2 recipes have been added for daggers, great spears, war hammers, cudgels, and kite shields. These recipes can be found in Craftsman Essentials Volume 14, Outfitters Essentials Volume 14, Advanced Outfitter One Handed Weapons Volume 12, Advanced Craftsman Volume 14, and Advanced Outfitter Dual Weapons Volume 14.

    - Changed the name of cinnamon, honey, and cardamom to raw cinnamon, raw honey, and raw cardamom.

    - Changed the Ebon Vanguard Spaulders recipe to require 3 paddings and 1 pattern rather than 1 padding and 3 patterns.

    - Corrected the recipe for Carbonite Vanguard Spaulders to require a Carbonite Sheet and a Carbonite Stud instead of a Canvas Padding and a Generic Canvas Pattern.

    - Totems now show their minimum and maximum skill requirements in Magic Affinity.

    - Culinary reaction arts should now scale properly so that they grey out at the same rate that other reaction arts do.

    - Reduced the level and difficulty of Teak Round Shield to match the book it is found in. It is now level 42 with 210 difficulty rather than level 47 with 240 difficulty.

    - Rune of Killer Instinct was renamed Rune of Spitting Viper, and should be reflected correctly in the recipe book.

    - Fixed several situations when crafting that could result in a blank tradeskill window after the message "The components you selected are invalid. Trade skill process halted." is displayed.

    - Apothecary events should now display the correct icon so that congeal and liquefy events will now work properly.

    - Tradeskill-created turned lumbers are now stackable.

    - Changed Timbercraft-created paper from requiring an "Engraved Desk" to "Sawhorse" to better match the direction of Timbercraft.

    - The names of harvested item now reflect their rarity. Lowercase names are common, uppercase names are rare.

    - Added the recipe for Ruby Ring to Advanced Jeweler Volume 44.

    - Added the recipe for Agate Orb, Carbonite Idol, Carbonite Censer, Carbonite Tablet, and Gold Symbol to Jeweler Essentials Volume 22.

    - Added the recipe for Opaline Orb, Feyiron Idol, Feyiron Censer, Feyiron Tablet, and Velium Symbol to Jeweler Essentials Volume 32.

    - Added the recipe for Bloodstone Orb, Fulginate Idol, Fulginate Censer, Fulginate Tablet, and Diamondine Symbol to Jeweler Essentials Volume 42.

    - Added the recipe for Palladium Symbol, Palladium Tablet, Steel Idol, Jasper Orb, and Steel Censer to Advanced Jeweler Volume 22.

    - Added the recipe for Feysteel Censer, Opal Orb, Feysteel Idol, Feysteel Tablet, and Ruthenium Symbol to Advanced Jeweler Volume 32.

    - Added the recipe for Rhodium Symbol, Ebon Idol, Ebon Censer, Ebon Tablet, and Ruby Orb to Advanced Jeweler Volume 42.

    - Geomancy Shape now has -40 progress instead of -48

    - Orb recipes should now properly use metal sheets.

    - The quality of planed lumber used in a recipe will now affect the quality of the final product.

    - The following reaction arts were adjusted to be more consistent:

    Weaponsmith

    - Toughen: changed from +9 progress -3 success, to +18 progress -6 success

    - Solidify: changed from +9 progress -6 success, to +20 progress -6 success

    - Vitrify: changed from +5 durability -15 progress to +5 durability -10 progress

    - Drawing Metal: changed from +10 durability -30 progress to +10 durability -20 progress

    - Anneal: changed from +28 progress -6 success to +18 progress -6 success

    - Indurate: changed from +10 durability -12 power to +10 durability -10 power

    - Braze: changed from +15 durability -14 power to +20 durability -20 power

    Provisioner

    - Awareness: changed from +8 progress -6 power to +9 progress -5 power

    - Realization: changed from +10 durability -12 power to +10 durability -10 power

    - Foresight: changed from +18 progress -14 power to +18 progress -10 power

    - Apprehension: changed from +15 durability -14 power to +15 durability -15 power

    - Constant Heat: changed from +24 progress -9 durability to +27 progress -9 durability

    - Slow Simmer: changed from +5 durability -12 progress to +5 durability -10 progress

    - Rapid Boil: changed from +16 progress -6 durability to +18 progress -6 durability

    - Reduce Heat: changed from +10 durability -24 progress to +10 durability -20 progress

    - Seasoning: changed from +16 progress -6 success to +18 progress -6 success

    - Spice Up: changed from +10 durability -6 success to +10 durability -3 success

    - Pinch of Salt: changed from +16 progress -6 success to +27 progress -9 success

    - Dash of Pepper: changed from +15 durability -8 success to +20 durability -6 success

    Armorer

    - Steady Heat: changed from +15 durability -9 success to +10 durability -3 success

    - Stoke Coals: changed from +15 durability -9 success to +20 durability -6 success

    - Angle Joint changed power cost to 5.

    - Bridle Joint: changed from +10 durability -12 power to +10 durability -10 power

    - Corner Joint: changed from +15 durability -14 power to +20 durability -20 power

    - Hammering: changed from +5 durability -15 progress to +5 durability -10 progress

    - Smithy: changed from +10 durability -25 progress to +10 durability -20 progress

    Jeweler

    - Mind over Matter: changed from +7 progress -3 durability to +9 progress -3 durability

    - Precognition: changed from +14 progress -6 durability to +18 progress -6 durability

    - Psychokenesis: changed from +15 durability -25 progress to +15 durability -30 progress

    - Round Brilliant Cut: changed from +6 progress -6 power to +9 progress -5 power

    - Square Cut: changed from +10 durability -12 power to +10 durability -10 power

    - Oval Cut: changed from changed power cost to 10.

    - Radiant Cut: changed from +15 durability -14 power to +15 durability -15 power

    - Focus of Spirit: changed from +14 progress -3 success to +9 progress -3 success

    - Center of Spirit: changed from +15 progress -4.5 success to +10 progress - 3 success

    - Fixation of Spirit: changed from +14 progress -3 success to +18 progress -6 success

    - Convergence of Spirit: changed from +5 durability -1.5 success to +20 durability -6 success

    Tailor

    - Knots: changed from changed power cost to 5.

    - Binding: changed from +10 durability -12 power to +10 durability -10 power

    - Cord: changed from changed power cost to 10.

    - Tether: changed from changed power cost to 10.

    - Dexterous: changed from +10 durability -6 success to +10 durability -3 success

    - Ambidexterity: changed from +15 durability -9 success to +20 durability -6 success

    - Stitching: changed from +14 progress -3 success to +9 progress -3 success

    - Embroider: changed from +10 durability -25 progress to +10 durability -20 progress

    - Braid: changed from +10 durability -25 progress to +15 durability -30 progress

    Woodworker

    - Measure: changed from +16 progress -6 success to +18 progress -6 success

    - Weigh: changed from +10 durability -6 success to +10 durability -3 success

    - Estimate: changed from +16 progress -6 success to +27 progress -9 success

    - Appraise: changed from +10 durability -6 success to +20 durability -6 success

    - Handwork: changed from +8 progress -6 power to +9 progress -5 power

    - Crafting: changed from +10 durability -12 power to +10 durability -10 power

    - Whittling: changed from changed power cost to 10.

    - Detail: changed from +15 durability -14 power to +15 durability -15 power

    - Cutting: changed from +8 progress -3 durability to +9 progress -3 durability

    - Chipping: changed from +10 durability -24 progress to +10 durability -20 progress

    - Chiseling: changed from +8 progress -3 durability to +18 progress -6 durability

    - Carving: changed from +10 durability -24 progress to +15 durability -30 progress

    Alchemist

    - Experiment: changed from +6 progress -6 power to +9 progress -5 power

    - Assay: changed from +18 progress -13 power to +18 progress -10 power

    - Speculation: changed from +15 durability -13 power to +15 durability -15 power

    - Reaction: changed from +14 progress -3 success to +9 progress -3 success

    - Synthesis: changed from +10 Durability -6 success to +10 durability -3 success

    - Results: changed from +21 progress -4.5 success to +27 progress -9 success

    - Cessation: changed from +5 durability -1.5 success to +20 durability -6 success

    - Theory: changed from +14 progress -6 durability to +18 progress -6 durability

    - Assumption: changed from +14 progress -9 durability to +27 progress -9 durability

    Scholar

    - Lettering: changed from +6 progress -6 power to +9 progress -5 power

    - Scribing: changed from +18 progress -13 power to +18 progress -10 power

    - Penmanship: changed from +15 durability -16 power to +15 durability -15 power

    - Notation: changed from +14 progress -3 success to +9 progress -3 success

    - Record: changed from +7 progress -1.5 success to +18 progress -6 success

    - Scripting: changed from +10 durability -3 success to +20 durability -6 success

    - Spellbinding: changed from +21 progress -9 durability to +18 progress -6 durability

    - Incantation: changed from +21 progress -9 durability to +27 progress -6 durability

    Apothecary

    - Stir: changed from +6 progress -6 power to +9 progress -5 power

    - Agitate: changed from +10 durability -12 power to +10 durability -10 power

    - Blend: changed from +18 progress -18 power to +18 progress -10 power

    - Mix: changed from +15 durability -21 power to +15 durability -15 power

    Weaving

    - Cure: changed power cost to 5.

    - Preserve: changed power cost to 10.

    - Strengthen: changed power cost to 10.

    - Reinforce: changed power cost to 15.

    Geomancy

    - Imbue: changed power cost to 5.

    - Infuse: changed power cost to 10.

    - Permeate: changed power cost to 10.

    - Ingrain: changed power cost to 15

    Timbercraft

    - Carve: changed from +6 progress -6 success to +9 progress -3 success

    - Whittle: changed from +10 durability -6 success to +10 durability -3 success

    - Chisel: changed from +16 progress -6 success to +18 progress to -6 success

    - Shape: changed from +10 durability -6 success to +20 durability -6 success

    - Stain: changed from +8 progress -3 durability to +9 progress -3 durability

    - Laminate: changed from +10 durability -24 progress to +10 durability -20 progress

    - Enamel: changed from +8 progress -3 durability to +18 progress -6 durability

    - Glaze: changed from +10 durability -24 progress to +15 durability -30 progress

    - Sand: changed from +6 progress -6 power to +9 progress -5 power

    - Furbish: changed from +10 durability -12 power to +10 durability -10 power

    - Scour: changed from +18 progress -18 power to +18 progress -10 power

    - Burnish: changed power cost to 15.

    *** Commands, Controls, and User Interface ***

    - The number of slots in the Maintained window has been increased to 30.

    - When you are asked whether you wish to accept a quest, the quest's level is now displayed.

    - In the Quest Journal, the quest's level is now displayed before its name. Within a given category (i.e. Collection, The Commonlands) quests are now sorted by level.

    - The Inventory window now has an area that lets you drop items to be moved into your inventory.

    - Added the /house_kick command which allows the owner of a house to remove an unwelcome guest. Just typing "/house_kick" will remove the targeted player, while "/house_kick NAME" boots a specific character. Only house owners can use this command. The kicked player will appear outside the home as though they had left normally.

    - Using the /togglebags command or a hotkey to open all your inventory bags will no longer open containers inside other containers.

    - A raid window toggle has been added to the default keymap options.

    - Maintained spells now show Concentration used if applicable.

    - Skill increase messages now show your character's current and max skill levels. The skill gain message stays on screen one second longer.

    - If your target is immune to an attack due to weapon level or quality, a message to that effect will be displayed in the chat window.

    - The option setting for "allow windows offscreen" will now save properly.

    - "Druid Ring" is now spelled correctly on the Orcish Wastes map.

    - The list of respawn locations should now be sized correctly within the window border.

    - The right-click option to buy items from the Market window has been removed.

    - The Guild window will now sort on the last online column and will remember the online only state.

    - The map for Lavastorm should now work properly.

    - The zone selection window is now better able to accommodate longer zone names.

    *** Art ***

    - Fixed the teeth on those nasty kholrats.

    - Corrected some weighting issues with vanguard armor on human males.

    - In-combat "ouch" animations should be triggered more consistently when you (or your opponent) are hit.

    - Characters should no longer stand on top of their mounts when crouched.

    - Visual effects for AoE spells have been adjusted to allow better framerate.

    - Fire effects on flaming creatures should look better from a distance.

    - The catoplebas' name should now be directly above its head.

    - Venekor's name should be higher over his head.

    - Added missing cast and result visuals to many persistent spells.

    - Optimized a result visual used in many Mage spells.

    - Added missing result visual effects on the following Guardian spells: Do or Die, Return to Battle, Braksan's Desperate Rally.

    *** UI Files Updated ***

    imageswidgets03.dds

    imagesiconsicon_is61.dds

    eq2ui_fonts.xml

    eq2ui_gamedata.xml

    eq2ui_ImageStyles.xml

    eq2ui_journals_active.xml

    eq2ui_journals_quest.xml

    eq2ui_loginscene.xml

    eq2ui_mainhud_mail.xml

    eq2ui_mainhud_openedmail.xml

    eq2ui_popup.xml

    eq2ui_popup_setprice.xml

    eq2ui_popup_setpricestatus.xml

    ===========================
    Steve Danuser, a.k.a. Moorgard
    Game Designer, EverQuest II

    03-21-2005 07:38 AM

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    Re: Live Update #5: March 21, 2005 (The Bloodline Chronicles) Options

    Moorgard
    Game Designer
    Posts: 907
    Registered: 11-07-2004

    Reply 3 of 3

    Viewed 31899 times


    Two items were missed from this morning's update notes:

    *** Invasion of the Vale ***

    The sun slowly disappeared and shadows grew long while the lilt of voices from the Windstalker tavern could be heard on an occasional breeze. The aged tracker had heard of strange comings and goings near the vale, and had come to find answers. He scratched his chin and hunkered down into the copse of trees as he had done so many times before. A large shadow moved near the mouth of the valley, and old instincts immediately took over, honed by years of chasing prey through the forests around Antonica. He watched as the shadowy figure darted from where it was hidden and began trotting warily along the road. The hunter dropped to a crouch and loosened his long hunting knife in its sheath. This would be over quickly….

    Before he could give chase, a low rumble came echoing down the mountains, then grew quiet. "Strange, doesn't look like rain." thought the old man as he looked up at the stars blinking in the clear night sky above. He shrugged and turned his attention back to his quarry when a bright flash of light bounced along the rocky cliffs. "Not good,.." he thought, quickly deciding to let the messenger go this time. "Heh, wolves will get 'em." he decided. Steeling his jaw, he turned back to the pass, notching an arrow as he padded toward the shadows of the mountains.

    - Invasion of the Vale is a new instanced adventure area designed for soloers and small groups in the level 15 to 20 range.
    - The Black Magi from the Freeport Sprawl have allied themselves with the brutish Giantslayers to make a push for recognition among the bigger Freeport factions. They think one possible way to do this is to reactivate the magic of the old druid portals. Unfortunately, they appear to have bitten off more than they can chew and it seems in everyone's best interest, both Freeport and Qeynos, to stamp out this Black Magi uprising.
    - Seek out the Shattered Vale entrance in Antonica and learn more from the messengers in the mountains. Beware the wild animals in the area!


    *** Heritage Rewards ***

    - All Heritage quest rewards (except the Bag of Sewn Evil Eye) can now be turned into furnishings for your house or inn room. When inside your home, right-click your Heritage item and use it to decorate your home. To turn it back into a usable item, just right-click on it again and select the option to pick it up.
    - Characters who completed Heritage quests but sold the rewards to an NPC merchant will be given the option of buying them back (at a loss) in an upcoming update.



    *** Headlines ***

    - Sell your merchandise when your character is outside your home or offline!

    - New quest paths available for adventurers in many outdoor zones!

    - Crafting even more rewarding with new tradeskill reaction bonuses!

    - Zone maps now show where other members of your group are located!

    - Crafted food now gives handy stat buffs!

    - Many instanced adventure areas are now even more accessible!

    - Now you can raise your harvesting skills twice as fast!

    - Potions now give you longer-lasting benefits!

    - Lots of new UI improvements and customization options!

    - Hundreds of spell/combat art fixes and updates!

    - Breaking news: A terrible plague infects Norrath!

    *** New Quest Paths ***

    - New quests paths have been added to many of our outdoor zones. These quests can be completed by solo players or groups, providing fun and interesting quests to all players.

    - Quest givers each have a series of quests, which in turn lead you to quests from their friends in the same zone.

    - Even if some of the quests are below your current level, we encourage you to do them anyway. Not only do they still provide nice XP and monetary rewards, but some quest givers will see that you've helped their friends before and will offer you additional quests they might not otherwise give you.

    - As you complete quests and gain levels, quest givers will let you know who to talk to next and tell you where they're located.

    - Additional solo quest paths in higher-level zones will be added in future updates!

    - Talk to the individuals below to get started on these quest paths. The quest starters are easy to find when you first enter a zone, and they will lead you to other quest givers when you're ready to help them.

    - The Commonlands: Seek Mooshga at the Crossroads.

    - Antonica: Find Matsy Rollingpin near the Sayer Outfitters.

    - The Thundering Steppes: Look for Jacques as you enter from Antonica.

    - Nektulos Forest: Mugwump is just across the bridge.

    - The Enchanted Lands: Deputy Nettlebrine near the docks can help you.

    - The Orcish Wastes: Mess Sergeant Akseltz has some tasks for you.

    *** Offline Selling ***

    - Characters can now list items for sale out that are located in their house vault. These items will remain for sale even when they leave their house or exit the game. You can now sell items while your character is offline!

    - When you open your store by interacting with your Market Bulletin Board, your store window now shows the contents of your house vault in a separate tab. You can set prices for these items just as you would items in your inventory.

    - While you are in your house and your store is open, items in your vault and items in your inventory that are flagged as being for sale will be listed on the city market. Other players can enter your home and buy items from your house vault and your inventory, just as they normally would.

    - If your character logs out or leaves your house, items in the house vault tab of your store window will still be for sale. Items in your character's inventory will no longer be listed for sale on the market, but items flagged for sale in the house vault will be available for purchase through city brokers and fences. These items will show only the seller's name, not location, since the goods can only be purchased through the brokers.

    - If goods in the house vault have sold while the seller was away, the Sales Log window will automatically open when the seller returns home to show any items that have been sold. All coin that has been earned will instantly be moved into the seller's inventory.

    - Only one character per account can have items for sale at any one time. If you flag items in Character A's vault as being for sale, then log in Character B and flag items in its house vault for sale, items in Character A's vault will no longer be available for purchase.

    - Items in the house vault will remain on the market 24 hours after the seller logs out, after which time the items will be taken off the market. When the seller logs in, the 24-hour timer will restart and the vault items will be listed for sale again automatically.

    - As with your personal inventory, only items you flag as being for sale can be purchased by other players. You can continue to use your house vault for item storage if you wish.

    - Only the owner of a house can sell items located in the house vault. Friends and trustees cannot access the house vault, although they can continue to sell items in their personal inventory while online.

    - If the server is restarted for any reason, items marked for sale in your house vault will remain on the market (as long as you have been back to your home within the last 24 hours). There is no need to log your character back in after a server restart unless the 24-hour timer has expired.

    *** Tradeskill Reaction Bonuses ***

    - Beneficial events can now occur during crafting which will prove very useful for tradeskillers. There are three different events, each providing a handy bonus for the skilled artisan.

    Technique Buff (Uncommon)

    - Countering this event gives +150 progress and +150 durability to the item you're making. It also gives you a 5-minute buff that increases your crafting technique by 25.

    - Benefit: This is very useful for crafters preparing for a tricky combine. For example, you may warm up by creating some components that trigger a Technique Buff, so that your final product will take advantage of this handy skill bonus.

    - Failing to counter this event gives +150 progress and +150 durability to the item you're making.

    Complete Efficiency (Rare)

    - Countering this event will cause the item you're currently making to instantly become pristine by adding +1000 progress and +1000 durability. Note: In the next Live Update we will also add a secondary effect that causes no components to be consumed in the production of the item.

    - Benefit: Think of this as being like a critical hit for tradeskillers. An instant pristine item!

    - Failing to counter this event gives +350 progress and +350 durability to the item you're making.

    Favor of Innovation (Extremely Rare)

    - Countering this event will cause the item you're currently making to instantly become pristine by adding +1000 progress and +1000 durability. It also provides the crafter a rare harvested item appropriate to their level range and profession.

    - Alchemist: Precious Metal

    - Sage: Precious Metal

    - Carpenter: Wood

    - Provisioner: Root

    - Armorer: Ore

    - Tailor: Pelt

    - Weaponsmith: Ore

    - Jeweler: Precious Gem

    - Woodworker: Wood

    - Benefit: Think of this event as the gods of Innovation bestowing favor upon you for your skill and ingenuity. Not only do you get a pristine item, but a valuable harvested component as well!

    - Failing to counter this event gives +500 progress and +500 durability to the item you're making.

    *** Live Event: The Plague ***

    - Reports indicate that a mysterious ailment has begun infecting Norrath's citizens.

    - According to our sources, both the Overlord and Antonia Bayle believe finding a cure for this plague to be the top priority of every citizen.

    - Although the source of this disease remains unknown, it is believed that only the joint efforts of adventurers and artisans will be able to cure the people of Norrath.

    - Opportunistic individuals may be trying to take advantage of the sick by offering supposed cures for sale at high prices. Beware: These salesmen are not licensed by the cities, and the effects of these remedies may not be what you expect.

    - Inhabitants of both cities are discussing this plague and may offer theories and advice on both the cause and the cure. But until solid information is released by city officials, be dubious of such rumors.

    - While the infection does not seem to be life-threatening at this point, the plague is highly contagious and has a visible effect on most everyone who encounters it. Traditional forms of medicine seem to offer temporary relief, but until a universal cure is found, reinfection is very likely.

    *** The Bloodline Chronicles ***

    - Ravenous feeders in the Tombs of Night should be slightly stronger.

    - Creatures that spring from broken vases in the Tombs of Night and Dire Hollow are a bit tougher.

    - Waypoints should now work properly when trying to retrieve shards in Adventure Pack zones.

    - Keryx Darkblade and Bernd Frostbeard will accept quest turn-ins in Nektulos again from people who have already completed their quests.

    - The number of grinnin needed to be killed for the Luring Out the Evil and a Bloody Coup quests has been reduced.

    - Blackmarrow will now drop loot in The Underrot Caverns: Moldy Crypt.

    - A Piceous Gargoyle in The Underrot Caverns: Moldy Crypt should now pose more of a challenge.

    - Mustcoat within The Underrot Caverns: Moldy Crypt will no longer be betrayed by its Sun Prowlers.

    - Potions and elixirs found in the Tombs of Night and Crypt of T'Haen are now stackable.

    - Quest Journal entries for the Missing Scouts and A Small Sampling quests now give more information on where the targets can be found.

    - If the raid force perishes in the Release the Hounds event, the dogs should now wander the room rather then running back to their starting point.

    - Exploration quest rewards in the Bloodline Chronicles no longer defray as much status costs for housing upkeep.

    *** The Norrathian Express ***

    - The Norrathian Express is pleased to announce that they have expanded their popular message delivery service! There are now mailboxes in all city zones as well as most outdoor adventure areas. Nothing will keep these brave couriers from their appointed rounds.

    *** Gameplay ***

    - The benefits of food and drink will no longer disappear when your character dies.

    - Harvesting skills (Fishing, Foresting, Gathering, Mining, and Trapping) are now over twice as likely to increase when you attempt to harvest.

    - NPCs following player characters (such as pets) should now behave better when the player's movement speed is enhanced or reduced.

    - Colliding with another player or NPC while auto-running will no longer cause you to change direction.

    - The effects of potions and poisons will be suspended while Mentoring if they are above the level that you Mentor down to. The effects will resume when you cease Mentoring.

    *** Zones and Population ***

    - Rain is now in the forecast for Qeynos and the surrounding area.

    - The level required for entrance into the Orcish Wastes and the Enchanted Lands has been lowered to 30. Characters level 30 and above can now buy tickets to Voyage by Sea.

    - The Sullon Mines, the Tallon Hoarding Halls, the Dark Den, the Rumbler Caves, a Pirate's Hidden Stash, an Open Grave, the Cave of Wonder, and Cavern of Tangled Weeds now allow players of all group sizes to choose if they wish to enter the normal or heroic versions of the instances. Creatures guarding the entrances are now solo encounters instead of groups.

    - The Condemned Catacombs and Gobblerock's Hideout can now be entered by players at level 20 instead of 25. End bosses inside the zones now have fewer hit points.

    - The population in Fallen Gate has been changed to progress in a more linear fashion. New named encounters have been added, and the Bull Pit should be a more lively place.

    - Sheila Everling now drops some additional items.

    - The encounter with Regent Grozmag should now function correctly.

    - Bouncers Hurd, Prud, Fug, and Flerb now wear ghostly armor and use ghostly weapons. Spooky!

    - Resonating echoes in Everfrost should be less likely to wander into walls.

    - Rats nests and snake dens outside of the Qeynos gates should no longer float.

    - Forest leapers on the beach in Nektulos Forest are no longer aggro, but Foulfeather is.

    - Local 858 members in Thieves' Way will no longer drop rare tradeskill components or equipment as often as they used to.

    - Players will now be able to revive at the Smoldering Shore after releasing upon death in the Maiden’s Gulch.

    - Molt and a Dusky Owlbear both now carry personal treasure.

    - The elevator in the Academy in North Freeport should again be functioning correctly.

    - Fallen adventurers should now be able to retrieve their spirit shards from the Buccaneer's Rest.

    - Players should no longer have problems exiting The Return to Nektropos Castle.

    - Maltus Everling in Nektropos Castle should now have the proper appearance.

    - Players should now be able to hail Sali Va`ah in the Thieves' Way and Hired Guard Gazzuk in the Serpent Sewer.

    - Mariner Guard Balstrom is now male.- The following instanced zones now only require one group member to have the access quest completed to allow all members to enter:

    - Antonica: Firemyst Gully

    - Stormhold: Tomb of Valor

    - Temple of Cazic-Thule: Sanctum of Fear

    - The Commonlands: Zarvonn's Valley

    - Everfrost: Miragul's Menagerie

    - Everfrost: Icespire Summit

    - Fallen Gate: The Vault of the Fallen

    - The Feerrott: Trembling Lagoon

    - The Thieves' Way: Den of the Darkblade Assassins

    - The Serpent Sewers: The Serpent's Lair

    - Deathfist Citadel

    - Permafrost: Drayek's Chamber

    - The Vermin's Snye: Sepulcher

    People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.

  • herculeshercules Member UncommonPosts: 4,925



    Originally posted by bverji
     
    I soo don't care what was added. After being ripped off when the game was released almost completely broken (particularly the crafting) I won’t play another SOE game. It wasn’t as bad as SWG, but still completely unacceptable to of been released in the condition it was. SOE is a bunch of thieves IMO



    LoL you are boring us.I seen you post on every single SoE made game forum on this site repeating yourself like a parrot.

    "i hate SoE".Ok here is your badge and a drum now head to the white house and sing it .

    Try saying something different for a changeimage 

  • EnigmaEnigma Member UncommonPosts: 11,384


    Originally posted by bverji

    I soo don't care what was added. After being ripped off when the game was released almost completely broken (particularly the crafting) I won’t play another SOE game. It wasn’t as bad as SWG, but still completely unacceptable to of been released in the condition it was. SOE is a bunch of thieves IMO

    not true

    Ive played since release. I dont remember anything "broken"...particularly the crafting. In fact EQ2 had the smoothest launch in mmorpg history.

    Not defending SOE in any way, but if you're going to not like a game, at least bring some truth into your post.

    Saying stuff like you dont like the graphics, or the computer requirements are a turn off or you dont like the MOBs or the Exp system are all legitamate issues to be upset about (if you are upset about them)

    But it just seems like you made that stuff up.

    I went from a lvl 1 Artist to a lvl 29 weaponsmith from November to January and I never experienced one bug in crafting....never.

    People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.

  • SaigonshakesSaigonshakes Member Posts: 937

    I agree. Whether you like it or not you have to admit Eq2 had a very cleam launch. I've also yet to experience any bugs while crafting. Why would someone make up issues just to bash a game? It seems so pointless.

  • scaramooshscaramoosh Member Posts: 3,424

    I played in beta for 4 months or so :P I was like OMG this game is amazing for awhile, then i just realised when you hit level 20 it becomes boring because you have to group for everything! I always have problems finding groups, specially on my server because theres noone on it! The game is like a ghost town and the cities feel even more like that.

    Sure it's an ok game but i was hyped up for something much more!

    In the end it's like CS 1.5 - 1.6 or CS 1.6 - CSS :P

     

    I think what would make the game fun is:

    •  Entertainers/healers in the city, similar to SWG to make cities more itneresting and people actually using them pubs!
    • They will be in the city making money because theres now perma damage in the game which they have to heal :)
    • Chose from artisan or enterainer on Ilse of refuge :P

     

    I'd think that would make it soo much better and bring up the communitys spirit from boring, non talking old farts to SWG's community.

    ---------------------------------------------
    image
    Don't click here...no2

  • scaramooshscaramoosh Member Posts: 3,424

    I played in beta for 4 months or so :P I was like OMG this game is amazing for awhile, then i just realised when you hit level 20 it becomes boring because you have to group for everything! I always have problems finding groups, specially on my server because theres noone on it! The game is like a ghost town and the cities feel even more like that.

    Sure it's an ok game but i was hyped up for something much more!

    In the end it's like CS 1.5 - 1.6 or CS 1.6 - CSS :P

     

    I think what would make the game fun is:

    •  Entertainers/healers in the city, similar to SWG to make cities more itneresting and people actually using them pubs!
    • They will be in the city making money because theres now perma damage in the game which they have to heal :)
    • Chose from artisan or enterainer on Ilse of refuge :P

     

    I'd think that would make it soo much better and bring up the communitys spirit from boring, non talking old farts to SWG's community.

    ---------------------------------------------
    image
    Don't click here...no2

  • SaigonshakesSaigonshakes Member Posts: 937

    It's not really a ghost town scar. Eq2 has a healthy population. I jumped on today and found a runnyeye group in seriously 5 minutes. Maybe you've had some crap luck or something. BTW, sometimes my work has weired hours so I'll play late at night which means I may have to solo. I'm a level 35 now and I solo quite well. Of course the big quests require groups. I wouldn't want it any other way. I'm sorry if the game doesn't cater to your playstyle but some of us enjoy it.

    On another note like many of us have already posted, the community is really good. You keep going over the same arguments and alot of us who play simply don't see what you're talking about. When you descrobe Eq2's community and it's numbers it's like you're describing a completely different game than I'm playing.

  • EnigmaEnigma Member UncommonPosts: 11,384


    Originally posted by scaramoosh
    I played in beta for 4 months or so :P I was like OMG this game is amazing for awhile, then i just realised when you hit level 20 it becomes boring because you have to group for everything! I always have problems finding groups, specially on my server because theres noone on it! The game is like a ghost town and the cities feel even more like that.


    Hmm

    Ive been soloing creatures since level 1 and I am currently lvl 43. Dont get me wrong...I group as well. The current wait for a group for me was always around 1-4 minutes. All I had to do was /ooc Anyone wanna group?

    Seconds later you get a tell. I never, in 8 months of playing, had to wait more than 7-10 minutes to find a group.

    Also, I never seen any EQ town to be a ghost town. Heck, even the noob zones (wailing caves, forest ruins, the ruins, etc) are even packed...even at 2 am.

    I dont mean to defend this game or anything like that....but these comments just sound fishy to me. I can even find a group to take out the Orc on the Isle of Refuge....even at 4 am (As I done that once)

    EQ2 is not dwindling down from what I see.

    People who have to create conspiracy and hate threads to further a cause lacks in intellectual comprehension of diversity.

  • RavenmgsRavenmgs Member Posts: 155

    Nothing game changeing from what I can see. I still hate the attune nerf, and paladin horse nerf. They have added a fare amount of soloing content and it's easyer to level now though, I would play it if the servers wern't so sparsely populated. Can't find a team after hours of LFG as a paladin, duno, mabey people hate paladins now or something.

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