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Test Update #19a - 11 JANFollow

#1 Jan 12 2006 at 11:14 AM Rating: Excellent
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From the SOE page.

*** Headlines ***

- Mentor your friends without needing to change your hotbars!
- Adventure writs are now more convenient to obtain and offer clearer rewards!
- The Norrathian Express expands its coin and item delivery service between Qeynos and Freeport!
- Enjoy a plethora of enhancements to the user interface!
- House vaults gain some extra space!


*** Mentoring ***

- Your high level spells are now useable (at a reduced effectiveness) when you mentor a lower level player. No more messing with your hotbar when you want to help out a friend!
- Most spells will no longer drop or suspend when you start mentoring a lower-level player. Instead, they now adjust themselves accordingly.


*** Writs ***

- You can now select from a list of all writs you are eligible to embark upon when speaking to a writ giver.
- Characters who are not in a guild can now do writs for their city's faction.
- The amount of status awarded by writs is now based on your level in relation to the writ's level rather than your guild's level.
- Writ givers will now display quest icons appropriately.


*** The Norrathian Express ***

- Much to the chagrin of both Antonia Bayle and the Overlord, the Norrathian Express has expanded its services.
- Citizens of Qeynos and Freeport can now mail each other items and coin.


*** New Character Progression ***

- The Alpha test for the new character progression changes is now on the Test server in order to ensure existing below-20 characters will function properly.
- Full notes, along with more new character progression updates, will be on the Test server in Test Update #19b.
- You are welcome to play through the new content, and please send /feedback if you do, but expect a larger content update next week.


*** Desert of Flames ***

Quests
- Players that destroyed the Seeker's Notes before being offered the quest "I Seek Knowledge" can now return to Seeker Abdeef in Maj'Dul and ask him for a replacement note to begin the quest.
- You can now spawn the Ghost of Hadal on the final quest stage of "Secrets of a Used Skull."
- Page 15 of the exciting book "The Desert Beasts" can now be found in the Pillars of Flame.
- Players that completed "Wrapping It All Up" before completing "Delving Into Darkness" should now be able to speak to Seeker Abdeef and update the latter.
- The goblin documents will now highlight properly for those on the "Raid the Goblins!" quest.


*** Gameplay ***

- You can now jump off a flying carpet or griffon at any point along your path by hitting your jump key. Beware, as you may take considerable falling damage.
- Small obstacles and minor changes in elevation should now be less likely to prevent attacks from landing on a target. As long as your character has line of sight to most of a target's body, attacks should be likely to hit it. Please note that having the camera in first-person mode provides the best way to judge whether your character has clear line-of-sight to a target.
- You should now be able to attack NPCs that are touching or partially inside a wall.
- By popular request from those unfortunate souls who are prone to meeting an untimely demise, potion, poison, and totem effects will now persist through death.
- When a character successfully uses Safe Fall, the falling sound and "ouch" animation will no longer play.
- Going more than 50 meters away from an encounter will cause the active Heroic Opportunity for that encounter to disappear for you, freeing you to perform other Heroic Opportunities on other encounters. Returning within range will cause the Heroic Opportunity to reappear as long as you aren't participating in any other Heroic Opportunities.
- You can now see how many personal status points you have in your Persona window and earn more of them while you are not in a guild.


*** Items ***

- All creature Lore and Legend items now stack. These items are also no longer Lore.
- Language items are no longer Lore and No Value and can stack.
- Reading is fun! Share (most) of your book page finds with your friends, as they are no longer flagged as No Trade.


*** Quests ***

- You will now see how much status a Heritage quest will award when accepting the quest as well as in your journal.


*** Zones and Population ***

- Guard Waters was getting a bit chatty despite being dead off the coast of Antonica. He will no longer speak because, you know, he's dead.
- Shard recovery agents have all retired and have given up their short-lived potion business.
- NPCs just got smarter. They will now use abilities only from their subclasses and have a larger selection of abilities and spells to choose from as they level.
- The following changes were made to Darathar's island:
* Wandering orc scouts now see invis (they're scouts... they should be alert).
* The Rujarkian orcs have taken over in place of the old world's weak species.
* Rawg, Traitor of Zek and Er'aithe the Broodmother are now more challenging, drop appropriate treasures, and can see invis.
* Darathar has been practicing: He is now a little more challenging overall.
* Darathar is now aggressive toward any adventurers he sees.
* He will no longer break from an encounter to fly away.
* Be sure to pay heed to your Wands of Discordant Winds.
- Changes are afoot in Solusek's Eye, as a gnomish expedition has recently been sighted within.
* Note: Work on this zone is still in progress and will be completed in a subsequent Test update. Quest rewards are not yet in place, so you may want to wait a while to complete them.


*** Housing ***

- The Qeynos Exchange and Freeport Reserve have expanded their business and now allow those with more prestigious homes access to expanded vault facilities.


*** Spells, Abilities, and Combat Arts ***

- If you cancel the effect of someone's group maintained spells for yourself, it will not reapply after zoning.
- The examine info for damage spells will now show the type of damage that they inflict.
- Invisibility should properly reapply to your pet after zoning or logging out.
- Spells that summon items will now report to the caster if the target could not accept the item.
- Dumbfire pets will now receive damage from AoEs that do not explicitly target them.

Berserker changes:
- Open Wounds will no longer fizzle.

Rogue changes:
- Snoop will now properly grant the ability to see stealth.


*** Tradeskills ***

- The tradeskill UI will now display the stack count in the component choice window.
- You can now search for a particular recipe by name from the recipe window.
- The crafter's name will now display on stackable items as long as every item in the stack was created by the same character.
- The maximum stack size of all tradeskill-used fuels is now 100 instead of 20.


*** Art ***

- The first-person camera height for Erudites will now be at the eye level rather than their chest area.
- Halflings now appear slightly more youthful. Perhaps they obtained a certain unmentionable ring that preserves their youth...
- Particle effects will now appear on crocodiles.


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

General:
- Scout tracking abilities can now be filtered more specifically by name.
- The examine info for a spell will now say if the spell requires you to be sneaking.
- There is now a /load_uisettings command that allows you to load the UI settings from one of your existing characters. If you type the /load_uisettings command with no arguments, it will prompt you with a list of UI files to select from. You may also specify a specific file as an argument when using this command.
- Have friends on other servers or in other games? Great! You can now add friends from other games or other servers in much the same way you would send them a tell (For example, you can /friend unrest.blackguard to add Blackguard from the server Unrest to your friends list).
- Have enemies on other servers or in other games? Great! You can now ignore players from other servers or games in much the same way you would send them a tell (For example, you can /ignore unrest.blackguard to add Blackguard from the server Unrest to your ignore list).
- For those who want to see shorter combat messages, there is now a Hits Mode option (similar to EverQuest) for your chat windows in Options -> User Interface -> Game Features -> Hits Mode.
* Minimal: Shows just the damage numbers or in the case of a miss it shows miss/block/parry. Heals will also just show as numbers.
* Medium: Cuts down on the combat text a bit by removing the damage type and giving you strict basics.
* Full: This is how it exists today.
* Note: Full combat info will continue to be sent to your log file. The Hits Mode option only affects what you see in the Chat window.
- Anonymous and Roleplaying players will now be filtered properly when others perform a search:
* Anonymous characters will not show up for any specific searches made by players.
* Roleplaying characters will not show up in class, level, or race searches, but will still show up in LFG and LFW searches. They will also appear in guild and name type /who searches.
- You can now quickly change to a different character on your account by using the following command: /camp <character_name>
- Faction rewards from quests now give out the proper faction messages in the Chat window.
- There is now a short pause on the revive window (around 3 seconds) before it accepts any input to prevent accidental revives (or reviving in the wrong location) during combat.
- If you hear something in a language you haven't learned, you are now told what language was spoken.
- There is now a context menu option to select what language you would like to speak in if you right click the Chat window.
- Using the Collect Contents button in your house will no longer incorrectly report that you have no more space in your inventory if it encounters a Lore item that is already in your inventory.
- Ammo that is purchased will automatically be placed into empty slots in your quiver before going into other bags.

Information:
- Poison tooltips will now display the remaining proc count of your poison.
- Haste, DPS, and run speed are now displayed in the Persona window.
- Crush, Pierce, and Slash mitigation values will now appear in the mitigation tooltip on the Persona window.
- Examining a melee weapon and viewing the weapon's tooltip will now display its damage type.
- You can now view the amount of status reduction you currently have from the Housing window.
- When examining an item, your character's class will be highlighted in green if the item is useable for your class.

The Broker Window:
- The Broker window will now show real-time item quantities. If you buy an item, everyone who has that item on the page they're viewing will see the quantity decreasing. To avoid potential purchasing mistakes that might arise if items you see in the window are bought by someone else, items will show zero quantity instead of disappearing entirely.
- You can now Buy Stacks or Buy Quantities of items on the Broker window.
- The Broker window will now perform a search if the Enter key is pressed while the Item Name or Store Owner fields have focus.
- Class information is now displayed for items in the Broker window tooltips.
- Searching for food and drink should now be a bit simpler. For example, if you search for level 40-49 foods, you will now only see food that is appropriate for that level range.
- There is now an option to pop up a confirmation box when making expensive purchases from the Broker window. The default price is 10 gold, and the slider for the minimum price can be set from 1 gold to 5 plat. This is to prevent the accidental purchase of an expensive item. The option is available in Options -> User Interface -> Game Features -> Broker Window.

Groups and Raids:
- Raid leaders who have set group loot options to leader-only will be able to distribute loot to any member of any group in the raid.
- Raid leaders can now move a raid member to an empty slot in another existing group by dragging the character name to the desired group.
- Raid leaders can now swap raid members between groups by dragging one member's name on top of the other raid member's name.
- Selecting a raid member multiple times will now toggle between the raid member and their pet if they have one.
- Group and raid invites will no longer take focus if you are typing in the chat window.


*** UI Files Updated ***

eq2ui_gamedata.xml
eq2ui_inventory_market.xml
eq2ui_mainhud_persona.xml
eq2ui_mainhud_tracking.xml
eq2ui_newcharscene.xml
eq2ui_playerhousing.xml
eq2ui_popup.xml
eq2ui_popup_language.xml
#2 Jan 12 2006 at 11:36 AM Rating: Excellent
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Great changes overall, many fixes that makes sense, some are interesting:
Quote:
You can now jump off a flying carpet or griffon at any point along your path by hitting your jump key. Beware, as you may take considerable falling damage.

If I time it just right, I can leap from the carpet and fall into the Eye of Anuk hole in SS, falling all the way to the bottom. How very Luke-Skywalker'ish. :)

The changes seem to be drifting towards EQ1, but I would expect that. As I surmise the majority of EQ2 players are from EQ1, and they miss "the old ways".
#3 Jan 12 2006 at 11:37 AM Rating: Good
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I wonder when this will go live. It seems they have done a considerable amount to increase the fun factor in this game. What I am most impressed with are the following:

Quote:
Your high level spells are now useable (at a reduced effectiveness) when you mentor a lower level player. No more messing with your hotbar when you want to help out a friend!

Quote:
You can now select from a list of all writs you are eligible to embark upon when speaking to a writ giver.
- Characters who are not in a guild can now do writs for their city's faction.
- The amount of status awarded by writs is now based on your level in relation to the writ's level rather than your guild's level.

Quote:
Citizens of Qeynos and Freeport can now mail each other items and coin.


Now we can finally play an evil alt and not have to worry about starting completely from scratch. I might just be making a return very shortly...

I'm probably going to have to roll toons on Najena, Toxx and LD to make all you bastages happy! Smiley: grin
#4 Jan 12 2006 at 11:47 AM Rating: Good
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Tut wrote:
Great changes overall, many fixes that makes sense, some are interesting:
Quote:
You can now jump off a flying carpet or griffon at any point along your path by hitting your jump key. Beware, as you may take considerable falling damage.

If I time it just right, I can leap from the carpet and fall into the Eye of Anuk hole in SS, falling all the way to the bottom. How very Luke-Skywalker'ish. :)

The changes seem to be drifting towards EQ1, but I would expect that. As I surmise the majority of EQ2 players are from EQ1, and they miss "the old ways".


I missed that one. I think that is awesome. So many times I flew right over the area I needed only to land some 10 miles away and have to make the trek back. [:angry:]
#5 Jan 12 2006 at 12:38 PM Rating: Good
I agree with you both - there are lots of really nice changes coming up. Lots of great little details that are being cleaned up this time...

Like the increase in vault size:
Quote:
The Qeynos Exchange and Freeport Reserve have expanded their business and now allow those with more prestigious homes access to expanded vault facilities.

Also the changing of no-trade status on many items:
Quote:
- Reading is fun! Share (most) of your book page finds with your friends, as they are no longer flagged as No Trade.

And this little UI gem:
Quote:
- Ammo that is purchased will automatically be placed into empty slots in your quiver before going into other bags.


All in all, it looks like a really good batch of patches and yes, the game does keep getting better and better!

I don't know when it's going live but I did catch a notice on the SOE boards stating that Frostfell was officially ending Monday the 16th. They may combine the clearing of the decorations with the new patch... or not!
#6 Jan 12 2006 at 1:00 PM Rating: Decent
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How does jumping off griffons and carpet have anything to do with eq1, i don't get it?

Looks like ALOT of good changes. I have sent bug reports since the game started about mobs being getting into the walls and not being targetable, that will be a nice thing.

Maybe now players will be less likely to refuse to mentor since it will be easier to do. It amazes me how many people will not mentor 4 or 5 levels to green out a mob for loot (IE quest mobs).

I don't know if I like NPC's getting smarter, especially after my whole Healer mob problems. They are smart enough :/

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#7 Jan 12 2006 at 1:11 PM Rating: Good
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Quote:
The maximum stack size of all tradeskill-used fuels is now 100 instead of 20.
Ooooo...I didn't see this the first time through. Schweet! Or this one:
Quote:
Examining a melee weapon and viewing the weapon's tooltip will now display its damage type.
or:
Quote:
Groups and Raids:
- Raid leaders who have set group loot options to leader-only will be able to distribute loot to any member of any group in the raid.
- Raid leaders can now move a raid member to an empty slot in another existing group by dragging the character name to the desired group.
- Raid leaders can now swap raid members between groups by dragging one member's name on top of the other raid member's name.
- Selecting a raid member multiple times will now toggle between the raid member and their pet if they have one.
- Group and raid invites will no longer take focus if you are typing in the chat window.
This will help sooooo much.

And finally, the one that most excites me:
Quote:
You can now Buy Stacks or Buy Quantities of items on the Broker window.
I'm taking this to mean that you can also sell stacks from your house.

Smiley: yippee

Ok. I think this update has sealed the deal for me. I am logging back on tonight!
#8 Jan 12 2006 at 1:51 PM Rating: Excellent
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1,885 posts
Quote:
How does jumping off griffons and carpet have anything to do with eq1, i don't get it?

That particular one doesn't, I was observing other changes and past changes overall. It seems that many of the EQ1 functions not present at launch are coming back. Character progression, unlocked combat, out-of-party buff/heal, shorter combat messages, etc.

That little line about quest with a EQ1-like reward? That sounded like an Epic Quest without calling it that. :)

Once the new mage helms come on, I'll be able to don my robe and wizard hat (warning: graphic language) for real.
#9 Jan 12 2006 at 5:17 PM Rating: Good
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There's something wrong with me, I'm excited about getting a bigger stack of fuel Smiley: blush
#10 Jan 12 2006 at 8:47 PM Rating: Decent
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991 posts
Bluie's sig wrote:
51 Provisioner

I think I have properly diagnosed your malady. Smiley: wink2

Edit: Because quotes are teh hard

Edited, Thu Jan 12 20:48:30 2006 by Mearyk
#11 Jan 12 2006 at 10:40 PM Rating: Good
Sounds like a nice few changes. I can send my rat alt a few things, and I dont have to ride those griffs the whole trip.

The changes to language and race lore drops being stackable will help a lot. Always hate having to destroy to pick up another claw, spine, or whatever.

Edited, Thu Jan 12 22:46:45 2006 by dirges
#12 Jan 13 2006 at 11:20 AM Rating: Decent
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801 posts
Quote:
I don't know when it's going live but I did catch a notice on the SOE boards stating that Frostfell was officially ending Monday the 16th. They may combine the clearing of the decorations with the new patch... or not!


This is test update 19a, there's at least one other part to be added to test before it goes live. Frostfell is going to end on Monday independent of when this goes live.
#13 Jan 14 2006 at 9:29 PM Rating: Decent
Quote:
There's something wrong with me, I'm excited about getting a bigger stack of fuel


Now only if I could stack my aerated water to 100 as well.
#14 Jan 14 2006 at 11:14 PM Rating: Decent
Am I the only one that thinks stuff like this is slowly killing the game?


They are slowly making the game easier and easier by removing the dangers, penalties and punishments that make it what it is.


First it was the weakening of the monsters in open land areas, then they did the same thing to some of the dungeons. Now running through the steppes to the docks is just a breaze, no matter what your level is. I remeber when the Steppes were an area of mystery and danger to me as a little 16 rogue.


Then it was the debt and shard thing. Death should hold SOME penalties, it shouldn't just be "oh look I died and came back, no harm done." Shards might have been a pain but it still gave everyone a reason to strive to do their best and stay alive. And now they severly reduced debt, its like its practicaly not even there anymore.


And the encounter lock thing, being able to heal and help people in encounters without any penalties is idiotic. Its a complete refersal in the way they said they were gonna do it when the game came out. It takes away most of the difficulty in the hard quests.


And the changes in guild exp, sure its nice to be able to have any member do a writ or a heritage and get the guild some exp for it, but wheres the challenge of finding people you trust to do their job and grind out the exp? Where is the trst that forms between a guild's patrons and officers and leaders, knowing they'll always be there for the guild because if they leave they take a little bit of the guild with them?


And mentoring in general, sure its nice to be able to ask any of your buds for help fighting a mob, or some quick exp, but wheres the odl challenge in finding a group? Wheres the joy in cobbling together a group out of the dregs of the lfg pile and it turning into the greatest group you've ever seen?

It wasn't so bad when the people mentoring were actualy you're level, but now that their spells are going to be the same theres practicaly no penaltie. Sure the armor is "scaled" but even then its a lot better then the other armor of the level. And sine their gonna "scale" the level of the spells to I assume its going to be the same way. You can have an group that fights like a level 30 but gets the exp of a level 25 (roughly). Wheres the fun in that?

And the mailboxes, the cities are at war right? It makes sense that they can't send stuff to one another. Sure it was a bit of a pain having to run to the other citie in order to get something from a friend there, but it meant that you had to give something in order to achieve something. No theres no risk invloved.


Now don't get me wrong, I like some of the changes and the bugs they've fixed, but I still get the feeling that the game I feel in love with is slipping away.


For me the fun has always been in the challenge, the knowing that it was your skill, your guts, your brains and your abilities that got you the reward, got you to there when others had failed. It was in the true friendships that were formed when you experienced something amazing together, be it an impossible quest, a fight you shouldn't have walked away from or a guild that you forged out of your own sweat and tears.

Even the times you fail, when you don't get the quest finished, when you don't walk away from the fight or when you watch the guild you created crumble. Even then there is a joy in it, knowing that there are consequences for what you do, what you say, how you act. The more changes they make the more these consequences just vanish, making the game that much easier.

Have any of you ever experianced this, or is it just me? This game is supposed to be another world, and for awhile I realy felt that. That feeling that what you do has either ramificatins or rewards was part of the reason I started playing EQ2, and the lack of those just might be the reason I stop.

Edited, Sat Jan 14 23:24:02 2006 by TheDakster
#15 Jan 15 2006 at 3:59 AM Rating: Decent
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I couldnt agree more with TheDakster on ALL of his points.

SOE is shooting themselves in the foot. Aside from bugs they fixed and some other issues, the game was fine as it was a year ago. There was challenge. I remember fighting to death for my AQ's in TS, escaping those skellies, dying in the process, swearing but not giving up. Now you can solo most of it. Not ALL, so that you don't feel its handled to you, but still, those that started the game a year ago remember how it was.

I too found sending stuff between cities goes in total contradiction with the feel of the game, I mean, ok, everyone got the dwarf good troll bad part, but...it just takes away a little part of the game again that everyone got used to. Also, with the new expansion upcoming, they are going to implement PvP...I must admit i don't understand the logic behind all of that, other than making the game once again easier. Here troll friend, come and kick my *** with that uber axe i just sent you...

Some of the changes were good. Being able to sell even if not logged in was a good one, because not everyone can leave the comp open to sell. Mentoring, well, with people that know what they do, it's bound for some serious abuse...I remember having a level 50 guard mentor down to around 34-35, with a chanter that level, my gf a wizzie at around 36 and me a templar at around 33 chaining the epicX2 orcs in zek, just the 4 of us. It wasnt meant to be that easy, but the armor scaling made it that the tank could barely get hit...that was easy enough ! Now with encounters unlocked, you can keep the level 60 tank out of the group and just taunt mobs while your dps is killing it, actually lots of ppl farm newly fed with uber loot nameds in RE that way...

I always am afraid at LU like that, because (to me at least) for every good they are adding they take away 3 other things that werent meant to be out...

And i won't start with the death penalty...it became to a point you start wondering seriously if they are not going to take away armor damage upon dying soon...

Just my 2 copper
#16 Jan 15 2006 at 9:13 AM Rating: Decent
As far as mailing items/coin back and forth between Qeynos and Freeport, I think it's a good thing. You could ALWAYS mail letters back and forth, you just couldn't attach anything to those letters.

It will save people from having to bring their Freeport alts into a guild simply so they can use the guild bank to get items over to said toon (or vice versa Qeynos Smiley: wink ).

Also, since you can group with/talk to anybody of any alignment, what's the big deal?

However, I do hope SOE has the sense to disable this on the PvP servers since supposedly there will be no communication between the two cities. Time will tell.
#17 Jan 15 2006 at 9:22 AM Rating: Good
I agree with the death part, even with shards death was not much of a problem, now who cares.

The heals from outside of the encounter, I do like. I always liked being able to help others as I go by. Maybe it would work better if non grouped/raid members got a reduced heal, at a greater aggro to prevent people from standing there healing . They could also make each level have a cap on heals, so using a level 50 heal on a level 15 player only heals for what a level 15 healer could.

The guild changes dont bother me much. I have not found a worth while guild yet, so that could be why. Right now I can take them or leave them.


If done right the mentoring changes can be a good thing. I like grouping with friends, even if they are playing an alt. PUG's are great for just grinding to the next level, and you can meet new friends. But being a social game, being able to group with friends is important as well. Isnt that one of the main reasons for guilds, to get a bunch of people togeather so they can group togeather regularly. I also said if done right, it depends on how they balance scaling the abilities to keep them from being overpowered.


The mailboxes changes I like. I never understood what kept mail from being delivered from one city to another. Even in times of war the mail can get through. If you want to roleplay, they could require you meet a guy ion an out of the way place. They charge quite a bit more then the regular mail, and then charge for picking the item up on the other end. Then they could also add a random chance that talking to the guy on either end could result in being raided. Having a faction hit, a fine dependent on your assets, and then being required to do some community service for your city.
#18 Jan 16 2006 at 1:09 AM Rating: Decent
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Im not sure where the comment about outdoor zones being SAFER came from. There is now a bunch of KOS underconned solo mobs in pretty much all outdoor zones roaming all over the path. By underconned I just mean they are not your normal 1 underarrow mobs, they are usually no arrow or even ^. You also got mobs that used to be ^^ that are now ^^^ (gnolls, griffons, giants, skelitons, etc in TS). And to add to the challenge you get the snare bears as I like to call them in TS and NEk. Im not so much complaining about this, only saying that outdoor zones are more dangerous then when the game first came out. I used to easily navigate a newb toon through nek, but with all added owlbear and fire bats on the path it is ALOT more difficult.

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