ZAM's E3 2015 Wrap-up

July 2, 2015

Here are today's updates:

Updated Items: Sublime Nimble Symbol of StormsElegant Long SwordFabled Chestguard of Enchanted Marble

Updated Quests: Ice Goblin NecklacesShaman Skull Quest No. 6Jaggedpine Druid CircletKraklest #2: The Thunder Gun EscapeTDS Rank III Level 105 Spells: Glowing Essence of the Citadel

Bestiary Updates: Dalikand Darkhammera Rallosian champion

 

Don't forget that big bags are back in the Marketplace this weekend, plus there's double faction through 11:59pm PT on Monday, July 6th!

E3: EverQuest & EverQuest II Progression Servers

E3 doesn't stop when its doors are closed for the day. We snagged Executive Producer Holly "Windstalker" Longdale at this year's Daybreak after-party (and again this week in a follow-up), chatting about some recent changes that hit EverQuest's progression servers as well as the upcoming progression servers and merges for EverQuest II.

July 1, 2015

Here are today's updates:

Updated Items: Hands of the DestroyerIridescent Coral Trident

Bestiary Updates: First Mate Parsons

Patch Notes - Wednesday, July 1, 2015

Here are the game update notes for this morning's patch!


*** Highlights ***
Big bags are returning to Norrath for a limited time! Special larger bags will be available on the Marketplace starting at noon (PDT) on July 2nd. Act quickly, as they will disappear after July 6th!

*** Items ***
Girdle of the Weaponmaster - The focus effect Boon of the Seeress has been adjusted to include the number of spells that it previously focused, prior to a number of data changes to AA spells.

*** Quests & Events ***

  • Aranaea the Cleaver - Fixed an issue with the use of the Arcanist's Ignitor in the Plane of War. Burn it all down!
  • Seductive Subterfuge - The task step to "Banish the skeletons, spirits, and banshees" in this Caverns of Endless Song heroic adventure now requires 9 kills instead of 10.

*** Spells ***

  • Enchanter - Corrected an issue with the way that damage shield damage from items is calculated in order to fix a problem with the Ward line of spells. Damage shield damage from items will now only be added to your total damage shield amount if your effective Damage Shield total is greater than 0.
  • Corrected an issue with player cast spells that trigger an additional spell when the first spell fades. The second spell will now properly use the original caster's focus effects and send damage messages to the correct person.
  • AoE resurrection abilities will now properly land on corpses in hover mode.

*** NPC ***

  •  Original EQ bosses are now immune to memory blur effects.
  • Most clockworks throughout Norrath now have a chance to carry saltpeter.

*** AA ***

  • Magician - Updated Theft of Essence to include the three ranks of the level 103 summoned bane damage spell "Eradicate the Unnatural" as a possible trigger for the "Theft of Essence" pet buff.
  • Magician - Corrected a bug that caused rank 6 of Extended Fire Core to extend the duration of all spells by 36 seconds rather than extending the duration of just the "Fire Core" AA spells.

*** Progression Servers ***

  • The Hole, Kedge Keep, Permafrost Keep, and Nagafen's Lair will spin up new load balanced versions when they are populated by enough adventurers. There is no hard limit to the number of adventurers that can be in any particular version of these zones. Raid NPCs will only spawn in the base instance of these zones.
  • The Commonlands can now support many more simultaneous adventurers before it is full.
  • Raid bosses will provide more of a challenge on progression servers. They will also spawn more frequently but with more randomization between spawn times.
  • The residents of the Plane of Hate and Plane of Fear will spawn more frequently.

*** Miscellaneous ***

  • /outputfile will now tell you it's complete in chat. Also if you use /outputfile with an invalid option, it will output the usage message.
  • Shadowrest - Corrected an issue that could potentially result in a player becoming stuck in Shadowrest. If the location from which you entered has been cleared, you will now be sent to your original starting location rather than your bind point.

*** UI ***

  • Merc AAs - Made the cost column display nothing when the max rank has been purchased.
  • Added the current count of players in your current /pickzone instance to the window.
  • When a player is in a load balanced zone (/pickzone) they will now display their instance number in /who.

- Changed -

*** Previously Updated ***
Corrected an issue that would cause a zone to crash if a player died from a limited use doom effect.

June 30, 2015

June 29, 2015

Here is today's update:

Updated Quests: Shadowbound Gloves

June 26, 2015

Happy Friday, everyone! Just one quick update today:

Bestiary Updates: Clockwork XXVD

June 25, 2015

TLP Servers: Upcoming Raid Changes

Aristo took to the forums late last week to explain some raid changes that will hit the Time-Locked Progression servers in July.


As Holly mentioned, we've been doing some work on raid targets and high end zones on Progression Servers. There are more active players on Ragefire and Lockjaw than there ever were on our launch servers, and right now there's too much competition for some very limited resources. We know some of you have suggested moving the raid targets into private instances, but we firmly believe that competition is a definitive component of the original EverQuest experience.

At launch, as now, there is only one Lord Nagafen and only one Lady Vox. If you defeated them, you also had to compete with a server full of people who wanted to defeat them, too. That's a pretty big accomplishment.

So, in the spirit of making raid content more available while still allowing for competition and accomplishment, here's what we have planned for an update in July:

  • Nagafen's Lair, Permafrost Keep, the Hole, and Kedge Keep are now load-balancing zones. This will let more people have access to these zones for XP and non-raid items (WTB GEBs, PST).
  • We now have a way to prevent raid targets from spawning in extra load-balanced zones. We have done this with Lord Nagafen, Lady Vox, Master Yael, and Phinigel Autropos so they will only ever spawn in the base version of their zones.
  • All raid targets (dragons, Phinigel, Yael, and gods) now spawn more often than they used to, but have a much larger variance in their spawn times so they'll be more difficult to predict.
  • We've made the raid bosses more difficult, so that they will require coordination of more adventurers to tackle them successfully. Healing and support should once again be very important in these encounters.
  • Speaking of Hate and Fear, while we didn't implement load balancing, we did reduce the respawn time of all non-raid targets by two thirds. Any mini-bosses that didn't have persistent timers (such as the Fear golems) now have them and have additional variance in their respawn times. This means that they won't necessarily be spawned when the server first comes up.

In summary, we're increasing availability so that there are more chances at the content, increasing difficulty for both a greater challenge and to require coordination of larger groups of people, and increasing variance in spawn timers so that knowledge of the last kill time is less of an advantage.

We're hoping that the combination of these changes will both relieve some of the competition for experience and item content at the top end of the server but keep the integrity and uniqueness of the race for raid targets. Thanks for playing!