November 5th Patch Notes

Here are the notes from today's patch: November 05, 2003 3:00 am ------------------------------ ** Quests, Adventures and Encounters ** - We have added one more new LDoN raid to Stormhammer. This raid was created with Elemental capable characters in mind. - Changed the minimum required number of group members to request an adventure from 4 to 3. - We have increased the consolation prize on level 65 hard adventures from 19 to 26 to match the increase in reward points for success (raised from 76 to 105 with the last update). - Verrell Cogswin can help convert red dragon scales into green dragon scales. - Fixed the Undead and Fire event in the Plane of Time. There was a bug that could cause some of the minions to fail to spawn. - Raotin Teawel will always give out the correct robe for completion of his quest. - Thought Destroyer has returned to the Plane of Hate. - Check with the Town Crier of your home town for news. There is information about the recent activities of the Wayfarers that should prove interesting. - We have made some improvements to the Plane of Air avatar rings. We have added a random interval to the respawn time of the Plane of Air avatar rings, placed apparitions at the avatar spawns so that it is possible to tell when the event is available, and the Avatar of Smoke will now respawn properly. - The Mujaki event in Plane of Nightmares was completely rewritten. It should now be a lot more intelligent about where it sends players. - Increased the number of items found at the end of a successful LDoN raid. ** Skills and Alternate Advancement ** - Channeling Focus was not giving bards the proper reduction to the chance of missing a note. It is now fixed and gives messages to indicate when it is has helped. - Corrected a problem that was causing Alternate Advancement buff duration increase abilities and duration focus effects to negatively affect lull spells. - We have fixed a bug that could cause pick pocketed items to not show up on your cursor until you zone. This could also sometimes cause the client to crash. - Added /stoptracking command so that you no longer have to re-open the track window and hit cancel if you want to cancel your tracking quickly. - Activated AAs from Planes of Power were not working if the user did not have Shadows of Luclin registered. This has been fixed. ** Spells and Pets ** - The Aura of Pain Recourse can no longer be removed by Radiant Cure. - When the character changes size (through illusion), other players will no longer see the mounted player separate from their horse. - Magician Pets will no longer attack the caster who summoned them. - Hitting your own pet while in a PVP area or while you have the PK flag on will no longer kill it. - Cataclysm of Ro has had its movement rate bonus removed to fix a stacking issue with the Selo's line of movement rate songs. - Cassindra's Chant of Clarity and Cassindra's Chorus of Clarity now lasts 3 ticks instead of being instant. - Cloak of Luclin, Cloak of the Akheva and Frostreaver's Blessing will no longer be overwritten by Call of the Rathe. - There are still some issues with Frostreaver's blessing being overwritten by some spells. We are aware of the issue and hope to get it resolved soon. - Protection of the Cabbage, Protection of the Glades and Protection of the Nine will block Temperance, Aegolism and Virtue. - Ice Flame of E`ci now has the standard 2.5 second recast time. -Reclaim energy should now function properly on the pet summoned by Child of Bertoxxulous. -Beastlord warders focused by Summoner's boon should now look as they should. ** Interface ** - We have added the consider color to the Target window. The art used to display the consider color can be removed or edited via XML by custom skins. - We have also added a 3D target indicator. The ring color indicates the con color of the target. This can be turned off in the Options window. A new settings file in the UI folder can be edited by players to customize the appearance of the indicator, including different animated textures for each con color and other interesting settings. - Added /fontface command (usage /fontface , e.g. /fontface Courier). This will change, on the fly, the fonts used by the interface (and over character's heads). Fonts can also be selected in the General Options page. - Added /tell windows. Each time you get a "tell" from a new character, a new chat window would open. That window will only display "tells" from the particular character, and any message sent from the chat window would automatically be sent as a "tell" to that character. You can turn this option on and off in the Options window. If you have the maximum number of chat windows open when a new tell is received, the tell will go to the main chat window - Temporary pets will no longer send their buffs to the pet window. Generally they have none, and they would replace the buffs of any standard pet. - The buff display portion of the pet window will now fade. - The Auto-inventory area of the Inventory window now fades with the parent window. - The Dump button in raid window now creates the proper, non-blank, file. - We have also added time-stamp to Raid Dump output file. - Pop-up dialogs no longer close when you press ESC. This will prevent the rez dialog from being closed accidentally. - Lay on Hands will no longer "gray out" the Inspect and Open hot keys in the Hotbutton window. This was fixed earlier in the Actions window, but now it is fixed in the Hotbutton window as well. - Alt-tabbing in and out of EQ should no longer cause mouse issues. - Fixed a bug that sometimes left charmed pets health bar in the group window after the owner of that pet is killed. - Find trader can now be cancelled in bazaar. ** Items ** - The Copper Medal of Rapture now gives a bonus to Int. instead of Wis. ** For the New Player ** - Left-clicking on an NPC prints out a message indicating what type of NPC they are and indicating that you should right-click on them. This message can be turned off in the Options window. - New characters will now start with a bag. - Added a tip window that pops up when you invoke the Quantity window that explains the use of Shift and Control when selecting items. - All characters will gain a Sense Heading skill of 200, if it was below 200. All new characters will start with a Sense Heading of 200. ** Miscellaneous ** - Explore mode works properly again. ** UI Files ** * Changed * EQUI_OptionsWindow.xml EQUI_TargetWindow.xml EQUI_Animations.xml * New * Targetindicator.ini TargetBox.tga TargetIndicator.tga

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Verrel Cogswin Found
# Nov 12 2003 at 9:27 AM Rating: Decent
One of my guildmates noticed him and asked what he was for.

Verrell Cogswin is located at neg800, neg500, in North Ro, he is standing next to a stone obelisk a little south of the barge dock.
This patch broke the cleric pet
# Nov 10 2003 at 6:08 PM Rating: Decent
43 posts
This pet was finally worth something in
LDON and then they patch and now it poofs
and it doesn't matter if the target is not rooted
not snared or a lil greenie in the way.
The hammer poofs and doesn't do anything anymore.
EQ
# Nov 07 2003 at 5:35 AM Rating: Default
In terms of LDoN I really wish they would make something for single player/duo peeps that do not want to deal with other people and the probs that go with them...If they made more aspects of the game non group dependent, maybe the game would not be dying so fast...I know a boatload of folks who do not/will not play because they simply don't want to HAVE to group...
RE: EQ
# Nov 08 2003 at 11:24 AM Rating: Default
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5,311 posts
There are tons of places in the game where you can solo or duo hunt.

They dropped the LDON group size requirement to 3. If that's still too many people for you to deal with, perhaps such a social game really isn't for you.
RE: EQ
# Nov 10 2003 at 8:48 AM Rating: Decent
There are many other social aspects to the game that do not require group hunting. Just because someone does not choose to hunt in groups shouldn't mean that they should quit the game.

Catering to all the different play styles would be in the best insterest of not only the player base that chooses to play this way but in allowing for the game to continue it's longevity and leveraging SOE's investment.

Some folks don't want to group. An open ended game shouldn't punish you for that. There a alot of adults with families and real lives outside of EQ that would love to play for a 30min-60min time frame as well as explore some of the new content.
RE: EQ
# Nov 13 2003 at 7:36 PM Rating: Decent
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5,311 posts
You're absolutely right. The game tries to cater to different playing styles.

LDoN was an attempt to accomodate both single groups and raid forces. Some people seem to be missing that point.

As I said before, there is abundant content for solo players in this game. LDoN is not.
RE: EQ
# Nov 25 2003 at 10:17 AM Rating: Decent
***
2,342 posts
/agree Yanari

Personally, I love LDoN and grouping. I think people who don't like to group either play a class few people look for when forming a group, or simply don't feel comfortable around strangers.

As for the time it takes to get a group... again, depends on your class. My 55 warrior gets groups pretty quick most of the time, but my 24 cleric has gotten group invites litterally seconds after going LFG. It also doesn't hurt to build a network of contacts outside your guild to extend your grouping options.

Just my 2CP.

Ktok Th'Rooks
<Portent of Luclin>
FV Server
RE: EQ
# Nov 29 2003 at 9:46 PM Rating: Decent
22 posts
In my case, I prefer just grouping with my husband and leaving it at that in most cases. Why? Many reasons but primarily focused on the fact that many pick-up groups that I have been in have gotten me or themselves killed due to the sheer stupidity and refusal of a few to understand the term "OOM" or "no mana to heal you" in their desire to pull as many mobs as fast as possible. They chastise me if they die even though I told them I had no mana to heal them and then try to place the entire blame of their death on to me even though they were told several times not to pull.

I've gotten to the point where I just outright refuse to group with certain classes and races that have consistantly caused problems for me unless I know the player behind the toon.

I agree, there are plenty of areas to solo or be in a small group outside of LDoN. LDoN was designed for grouping and if you want to go in there, you group. Only a few of my chars have done LDoN so far and I was in some pretty good groups as well as a few extremely bad groups. Luck of the draw I suppose. My Druid still hasn't been in LDoN as she is much better suited for the outdoors.
Verrell Cogswin
# Nov 06 2003 at 6:32 PM Rating: Decent
I would really like to find this guy.
Does anyone know where he is?

Tanilophren Silverbranch
Luclin Server
RE: Verrell Cogswin
# Nov 06 2003 at 8:07 PM Rating: Decent
Another patch today?
# Nov 06 2003 at 8:13 AM Rating: Default
Is it an emergency patch today, or something? I've been trying to get into EQ for about an hour now thinking yesterday's patch was over. I haven't been on in about 5 days (Excepting a total of 4 hours, peiced together) and am really anxious to see how it all is. I want to get my cleric to 49 and level my 32 warrior as closely to her as possible. Since they're on separate accounts, this means I can have a good warrior cleric team for getting my spells. *Grins* Hey, it's not like anyone else is helping me. They're too busy in LDoN or sitting in PoK making money. =( Oh well. Hey, if anyone on Innoruuk wants to hang out with a 32 Warrior or any of my multiple lower-level alts, send Gamina a tell. Besides LDoN I like grouping in any zone I can reach. *Waves* good luck all. I kinda like what I'm hearing about SH and targeting. Too bad I can only make one more new char on Inny. Lol. I filled up both accounts already.

TotN
BPH
Mercinary Furhyre of Tholuxe Paells
Gamina and Tigrede Lanoche of Innoruuk
Keishan Mirra
stop with the patches
# Nov 06 2003 at 6:47 AM Rating: Default
i wish they would **** off with all the patches and let me play the game in the only hours i have time too
viiofix
# Nov 06 2003 at 5:45 AM Rating: Default
they added nasty terror in the pit in permafrost. his spawn point is the safe spot. .

he seems not to see invis.
you go up the first ramp. drop down and turn around 180 degrees and run to wall. that was the safe spot.. you need a full group ,. he flurrys in the 500dreds.

anyone know what hes there for.
too easy
# Nov 05 2003 at 11:39 PM Rating: Decent
well i like the change i am on stomrhammer with a 65 shaman as main but when i play my alts it is very difficult to find groups for adventures since there are so few people who are under 60 on that server.
3 player adventures
# Nov 05 2003 at 1:23 PM Rating: Default
LDoN adventures were already hard to complete with only 4 people. Now you can get them with 3... is this just for the ridiculously twinked, or what?
RE: 3 player adventures
# Nov 11 2003 at 3:47 PM Rating: Default
I did a 3 person adventure before the patch, and it was easy. And I'm not lying, 3 people left mid-adventure.
RE: 3 player adventures
# Nov 05 2003 at 11:35 PM Rating: Default
I would really like to see solo adventures myself. Seeing how so many toons that I have run across are self involved jerks. Those kind of players seem to think if others don't play like they do then the "others" don't know how to play EQ. But this is just my opinion...hehe
RE: 3 player adventures
# Nov 05 2003 at 10:59 PM Rating: Decent
43 posts
LVL 65 Time enabled 200AA char could do ldon on normal with 3 that is why i think they did this.
RE: 3 player adventures
# Nov 05 2003 at 10:40 PM Rating: Decent
I haven't tried an adventure with 4 people, yet, but it can be done easily with the right combination of classes. Also the dungeon is loaded up according to average level of the group as well as the number of group members. My main is a shammy and I'm defintely going to try a 3 person adventure with a necro and probably drood, chanter, or cleric.

There's all kinds of combos that can pull off a 3 person group though. The dreaded necro/shammy duo with a third; tank, cleric, and a high DPS caster; you could probably even get by with just a beast, mage, and necro (which I want to try a pet only adventure soon lol). It can be done though and you don't need a bunch of toons twinked so much they only have to look at mobs to get them to drop.
RE: 3 player adventures
# Nov 05 2003 at 10:28 PM Rating: Decent
**
508 posts
On the other hand lots of people complained that they couldn't hunt in there with groups smaller than 4. Just goes to show you no matter what SOE will do, people will complain.

We hunt LDoN all the time with 4, and get about a 50% win rate but thats also getting better. No twinks either, mid 50s group.

Three can do the dungeon itself, but are less likely to get the adventure rewards. That is a fair tradeoff, considering they have fewer people to split the same loot with.

more loot/player in smaller groups, more chance of adventure points in larger. Sounds ok to me.

RE: 3 player adventures
# Nov 05 2003 at 9:05 PM Rating: Decent
I have not had the chance to explore many non-full-group adventures, but from what I have seen, there used to be no difference between trying and adventure with 6 or 4 (aka, the dungeon and mobs were the same, no matter what). Can anyone confirm this? Do three people adventures work in the same way?

And to answer the above question... it all depends on group composition, your equip, even the match between classes and theme. Some missions are ridiculously easy with 4 people, some are very hard. In particular, I remember a Ruj adventure where cleric went LD at the beginning and didnt come back. Warrior got pissed and left. The 4 of us, 2 necros, bard and wizzie, were able to kite/pet tank and win with over 15 min left (kill mission). And that was done with "bazaar gear".
RE: 3 player adventures
# Nov 05 2003 at 2:28 PM Rating: Default
You're out of your mind. 4-played adventures are insanely easy if you have ppl who know what they're doing. And you end up grouping with fewer morons. Which is always a plus.

RE: 3 player adventures
# Nov 05 2003 at 10:58 PM Rating: Decent
****
5,311 posts
Gee, now you just need a tank, healer and crowd controller. We just don't need the rest of you. Thanks SOE. Thanks a ton.
3d targeting ring
# Nov 05 2003 at 1:06 PM Rating: Default
Anyone know how to make this work?
RE: 3d targeting ring
# Nov 05 2003 at 10:30 PM Rating: Decent
**
508 posts
Target something normally. You should see a target ring on the ground around the mob. Some people had posted that they aren't getting the ring though.

I have it on test server, and like it. For one thing, you can see the mob location easier in poor light conditions (night, under water).
RE: 3d targeting ring
# Nov 05 2003 at 11:01 PM Rating: Decent
43 posts
im not getting the ring either but it may be spell effects.
RE: 3d targeting ring
# Nov 05 2003 at 2:38 PM Rating: Decent
From what I understand it is based on Spell effects being on. I have not tried it myself yet but that is what I am being told by those who have been on today.

Thanks
Pale
Sabrecat
# Nov 05 2003 at 1:05 PM Rating: Default

I have noticed so many of the former "HOT" zones for leveling are virtually empty. 2 players in LOIO?? 4 players in OT?
I see and hear players from 20-55 constantly say how hard it is to get groups now that everyone has at least one level 65 char with 100 AA's.

Where has the lower level game gone? People get very attached to their mains with all these cool new features. But in doing so, the ability to easily find groups from the above mentioned level range is gone.
Makes me kinda sad to run through zones and basically see them rotting from lack of use =(
RE: Sabrecat
# Nov 05 2003 at 1:39 PM Rating: Default
There's still a huge crowd in Paludal Caverns, and often a lot of people in Highhold Keep.

There's not much point in going anywhere except LDoN zones after level 20, until you can hit PoP zones... anyplace where there's items worth getting, you're more likely to find someone's main there farming them, than to find people an appropriate level to group with to get it yourself. Most people have already twinked/bought those items anyway, long before they reached the level where they drop.

Welcome to XPquest.
Too easy...
# Nov 05 2003 at 12:08 PM Rating: Decent
</stand on soap box.>
OK, maybe it's just me, but EQ has slowly been cheapening the new player experience. I've been slowly playing this game since retail (Apr. 1999 to be exact), and so many "enhancements" have been made that the game just doesn't seem to be that challenging for the lower level or new player anymore. Maybe that's the point, and if so, I disagree with that strategy. When my main character, a cleric, reached 35th and no longer had to stare at the spell-book while meditating, it was cause for celebration. When my sense heading maxed out at 200, I swiveled in my chair and downed a beer. When my swimming hit 200, I sent a guild message and heard many Congrats!
Has the focus of the game changed to get new characters to 50th as quickly and easily as possible? I hope not, as that's where you find the people you group with for later adventures.
</get off soap box>
Flame away ;-)
RE: Too easy...
# Nov 06 2003 at 9:21 PM Rating: Default
as someone that has been playing since 2001, when you still lost xp and had to find your body at lvl 1, i think some of the new stuff is good. the sense heading thing makes sense and the bag and bandages. and even, yo a small extent, the shared bank. the rest does make the game too easy for those that don't want to work at it, but then those people would probably be begging all the time for tweaks anyway. I for one ignore most of the "improvements". I still farm for quest items and spend time running across the world a certain component for a recipe. Don't have much time to play, and went through a few toons before settling on one to be a main, and when she hit 20 and could get her last name i was overjoyed. i did it the hard way and would do it the same if i had a choice.
*sigh*
# Nov 05 2003 at 6:06 PM Rating: Default
I think it's sad that the awesome old zones like blackburrow and the Karanas are dead, one thing that aided in this is all the high lvl power players being so rude to new players who need some help, sony has made an attempt to fix it with the newbie quest armor and such but the new game experience is just lacking, i have played since beta and i in most cases like playing 20-40 lvls better for the fact that you dont have to have 4 hours set aside to get some freaking planes group, i'd rather play the game than be able to say im the best ogre wizard on the game with 600 AA's and 12k health with never ending mana, i'd rather say look at this cool quest i found and this sword i was rewarded with.

have fun flamin |:')
RE: Too easy...
# Nov 05 2003 at 1:44 PM Rating: Good
Here's my theory.

I've heard that Sony is shipping Everquest pre-installed on their VAIO computers. My guess is that not enough new players are sticking with the game after the 30-day free trial period, and the feedback that Sony is getting is that the game is 'too hard'. So the order came down to SOE to make it easier on new players, which they have done.

Unfortunately, as many have already said, this means that new players don't really learn the intricacies of the game until they've blown through the trivial levels, when they have the death penalty to contend with along with everything else. I really wish that, instead of handing these things to beginners, they had made them simple quest rewards. They could have been a neat way to get newbies hooked on quests, instead they are a freebie.

SOE has an inherent conflict of interest here. If players burn through the game too quickly, they eventually run out of things to do, because there is only so much high-end content. So it isn't in their interest to speed players to 65, either. AA points were added to the game to give those already at 65 something to achieve, and to slow the progress of everyone from 51+.
RE: Too easy...
# Nov 05 2003 at 12:23 PM Rating: Default
I agree to some extent. They have made the first 10 levels trivial, you gain those levels so fast now, when you turn 10 and go for eleven it puts you in shock as to how long it takes. The sense heading thing eliminates that whole aspect of the game, now everyone will know what direction they face. And with maps you have the arrow pointing your direction. Oh well.

The added bag and badages is good in my opinion, so hard before with no bag no way to heal (unless caster with that spell at start). And no starting money, you would kill a few mobs and have to go sell, kill a few go sell, til you finally could afford a bag or two.

Main thing it does is bump the learning curve from level 1 to 5 or so to 10-15. Thats when suddenly death has meaning cause loose exp, and you have to start learning to remember where you are when you die so you can find your body again.
RE: Too easy...
# Nov 06 2003 at 2:55 PM Rating: Good
I need to start a game at the beginning of its life cycle rather then halfway near death. This is the second game I came in at near the end. UO was the first, now I see a repeat in EQ.

EQ is dieing and let me explain to you what’s going to happen.

The slow death of EQ began with the over uberness of PoP and Sony's efforts to maintain a strong high end game.

The high end game dishes out more plat, more uber items, higher lvl characters. The characters distribute their wealth to the economy via the Bazaar. The result is the new player doesn't need to quest for items at their level. It becomes more economical to purchase items from other players.

LDON is the finishing nail. LDON is very fun, but in global game terms it will accelerate everyone to the 50+ range in no time flat. More of the popular zones will begin to vacate as more and more people venture to the higher zones.

LDON also generates lots and lots of plat. UO began to die when everyone had 10 million gold in their bank account. Ldon creates a lot of money, and although the average player may not see it because they spend it fast….the plat is not LEAVING the economy. If everyone has 10k of Plat and high end armor then prices will continually go down and down…I’m sure many of you have seen this already.

The big problem is not 200 sense heading for all, the big problem is there is nothing left to do of ‘value’ below lvl 50 besides things that contribute to the ultimate demise of the game as we know it.

If Sony is on the ball now they will create more Plat Sinks to get rid of the money in the game and revamp the old world zones and others bit by bit to ensure that a lvl 20 character can quest for decent lvl 30 gear, rather then lvl 15 gear.

Theres more to the game then becoming Time enabled, it’s a fantastic game but its loosing direction.
RE: Too easy...
# Nov 12 2003 at 1:26 PM Rating: Decent
"I need to start a game at the beginning of its life cycle rather then halfway near death."

This is the start of your "EQ is dying" premise. The problem is that you never actually explain yourself, and describe WHY EQ will die. You suggest that plat does not leave the economy and prices will drop. Yep, I certainly see that happening.

You also describe that UO had the same phenomenon and it died. Yep, I'm with you so far.

I was waiting for you to draw a line between those two... oh well.

"The slow death of EQ began with the over uberness of PoP and Sony's efforts to maintain a strong high end game."

Sony had been doing this since day one. The "epics" were the start of it. Before epics, you did not NEED a guild for just about anything.

In Velios huge high-end time-sinks were added.

In Luclin, high-end guilds had to work for six months to get into Vex Thal.

In PoP, the teired planes were the ultimate expression of that progression... so far.

What PoP did do definitively, which is unique, is to move the high-end players into areas that people of the same level, but outside of the uber-guilds cannot get to at all. In Luclin only Vex Thal was that way. PoP created, in essense, another game that you could get to from EQ.

This has been beneficial for those of us who raid less often and see the game as a social event rather than a numbers-farming exercise (not that the latter is bad, it's just another way of playing). Now, we don't compete with those guilds much at all if ever.

LDON was a stop-gap. It tacked on a few high-end raids when it became clear that PoTime guilds were going to beat Quarm before the post-LDON expansion was out.

This is all in line with the ebb and flow of EQ, and people have been predicting its death since LONG before you started playing.

"The high end game dishes out more plat, more uber items, higher lvl characters."

Well yes, yes and no. Characters don't really progress a whole lot past the first 65 levels and 100AA. Yes, you get better, but at a much more incremental pace than you did before. Equipment is what it's all about in the high-end game.

"The characters distribute their wealth to the economy via the Bazaar."

No. They do not. Most items from the elemental plains and EVERYTHING from PoTime are nodrop, so that process takes quite a while. If by "high-end game" you mean post-50, then yes. But see below for my analysis of why post-50 isn't what it used to be, and why that's good.

"The result is the new player doesn't need to quest for items at their level. It becomes more economical to purchase items from other players."

You're sing a change in the way EQ stratifies. That's good for the long-term, not bad.

"LDON is the finishing nail. LDON is very fun, but in global game terms it will accelerate everyone to the 50+ range in no time flat. More of the popular zones will begin to vacate as more and more people venture to the higher zones."

Ok, here is where you start to lose me.

I've been playing the game for a long time, and I've seen people level from 1 to 50 in a few weeks since Luclin and probably before. It's all a matter of how much time you want to put into it. What HAS changed is what "50" means.

You say that the game will suffer when people leave "lower level zones".... have you counted up the number of post-50 zones in EQ? It's a staggering number. What's more, let's look at what being level 50 means:

It means that in one more level you can start doing AA.

It means that you have 15 levels ahead of you that require more time and effort than the 49 that came before.

It means that you can start to use some of the equipment that costs a lot of plat now (yes, the Wurmy is now junk, but at 50 you start to get into the "new mid-level" gear, which is NOT junk and which IS maintaining a fairly constant price range).

In terms of overall advancement, the space between 50 and 65+100AA+flags+all spells+equipment is so huge that you might as well have just started two new level-1 characters with the intent to level them to 50 each. Throw on top of that class-defining quests like epics (that people still want to do, even as their acutal value in-game wanes); trade skills (the grand-daddy of all time-sinks); faction work; and helping out friends and guild mates with all of the above... you're talking about a game that will continue to give you "things to do" for at least 2-4 years after you hit 50, which is plenty of time for Sony to add even more content to the game!

"LDON also generates lots and lots of plat. UO began to die when everyone had 10 million gold in their bank account."

Why? What connects those two events? In EQ plat is worthless beyond a certain point. You simply cannot advance past a certain level in terms of gear, using plat. Why does the availability of plat cause a problem?

"Ldon creates a lot of money"

It creates a situation where people have an added incentive to farm the money, but it actually has no more money than say, a very active Sebilis-clearing. In the same 90 minutes+ that I spend in LDON I can actually get MORE plat in Sebilis or PoG or BoT or a large number of other zones that have good cash drops and/or good bazaar-fodder.

"If everyone has 10k of Plat and high end armor"

10k plat won't buy you the SHOES for high-end armor. But again, that depends on how you define high-end.

"Theres more to the game then becoming Time enabled"

Yes! A *lot* more. I wonder if you realize how much time and effort is spent getting from 50 to Time-ready. Even if you have some god-like PC power-leveling you, it's not a quick process. There are levels, AA, flagging to be done. It's work and time, and for most of us, that work and time is the fun part, not the "you have been flagged for uberzone 27" message.

I, for one, have played this game since just after Velios came out, and I see no changes recently that make me want to stop.
RE: Too easy...
# Nov 07 2003 at 3:24 PM Rating: Decent
***
3,128 posts
RE: Too easy...

Edited, Fri Nov 7 15:25:05 2003
RE: Too easy...
# Nov 05 2003 at 10:36 PM Rating: Decent
**
508 posts
Sense Heading was obsolete when LoY added mapping. It had moderate value before that, but was never really well implemented. Its no big loss to the game at all, especially since people just automap it so its going up all the time anyway.
RE: Too easy...
# Nov 05 2003 at 2:14 PM Rating: Good
*
64 posts
I think they probably nerfed sense heading because there are a whole pile of websites that basically say...

Okay, map sense heading to your arrow key. Run in circles till it hits 200.

RE: Too easy...
# Nov 06 2003 at 8:09 AM Rating: Decent
Um, that never would have worked. Sense heading was always lvl based, you could only get 5 points per lvl. I hate the fact that they are getting rid of it and I have no idea why they even bothered to leave the hotkey in the game at this point.
RE: Too easy...
# Nov 12 2003 at 12:58 PM Rating: Decent
Since I had a character with 200 sense heading at level 10, I'm going to suggest you check your facts.... not all skills are level-locked.
verrell cogswin
# Nov 05 2003 at 11:13 AM Rating: Default
does anyone know where to find this guy? :)
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