PDA

View Full Version : New Patch ? Fixes ?


Zatic
02-18-2005, 12:15 AM
<DIV> Ok what did they actually fix ? (a question most are wanting answered) I'm sure other peeps as myself have all seen bugs all over this game( such as invisible enemies and creatures who have wall sliding abilities), things that should have priority over attuning and raising prices on food and tradeskill items. So please can SOE fix things of importance instead of making modifications of things that where not of major importance?</DIV> <DIV>all i can say <FONT size=6>is.....</FONT></DIV> <DIV><FONT size=6></FONT> </DIV> <DIV><FONT size=6>                                   <FONT color=#ff0000>ATTUNE THIS !</FONT></FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT size=6>                                                                     </FONT></DIV>

theplayer0670
02-18-2005, 12:26 AM
<DIV>Ok, lets see</DIV> <DIV> </DIV> <DIV>what part of all this</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=stat&message.id=72" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=stat&message.id=72</A></DIV> <DIV> </DIV> <DIV>did you miss?</DIV> <DIV> </DIV> <DIV>Or do you have trouble reading before you post?</DIV>

Zatic
02-18-2005, 12:27 AM
<DIV>Can we all say:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV align=center><FONT color=#ff0000 size=7>ECONOMY?</FONT></DIV>

theplayer0670
02-18-2005, 12:29 AM
<DIV>This patch will fix the economy, or perhaps you missed Moorgards explanation?</DIV> <DIV> </DIV> <DIV>Moorgard posted some additional information about the upcoming fuel cost changes.quote:<BR> <HR> <BLOCKQUOTE> <P>"Some additional changes coming to Test:<BR>Provisioners will use a new kind of fuel that costs significantly less (like around a tenth) of fuels for other professions. Other types of frequent consumables (such as arrows) will follow a similar formula.<BR>Artisans of all types will be able to sell their goods back to a vendor at their cost.<BR>Almost all armor and weapons will become attunable.<BR>One of the imbalances in the tradeskill system is that there are some goods that always leave the economy (food, ammo, potions, scrolls) and others that don't (armor, weapons, shields). After a certain amount of time, there would be no need for armorers to make low-level breastplates, yet there would always be a market for food. Making armor and weapons attunable essentially turns them into consumables.<BR><BR>Attuned items will be sellable to merchants, so adventurers who use the weapons and armor will be able to recoup some of their costs. Adventurers will still have plenty of opportunities to make money.<BR><BR>The new fuel for frequent consumables will help keep costs more in line for those who need to buy food. Again, we want tradeskill food to be the standard that people buy rather than summoned or store-bought nourishment.<BR><BR>Artisans will be able to break even by selling to vendors. Artisans can make a profit by doing society tasks, guild-based tasks (in the form of status), and by selling to players. Selling to vendors will not be a way for artisans to earn cash.<BR><BR>We realize this is a big change, especially considering the level of profit some players have been making by selling to vendors. Unfortunately this has set an inflated value on items like food. Why would a provisioner be motivated to sell a piece of high-level food for less than a gold if a vendor would pay that much, even if it only cost a handful of copper to make it?<BR><BR>When all the provisioner changes are combined with the new sell-back prices, it should make food much more affordable. The inflated levels of profit should go away, but we want that to happen for the overall good of the game."</P> <P> </P> <P>Attunable is the best thing they've done yet. Hope other provisioners are more inclined to craft with lower fuel costs. Though, this would mean, IMHO, that they would need to either speed up food production or allow two to four items created at once, otherwise we will need a ton more provisioners than any other class considering how often they are consumed in comparison to armor and weapons. Before, more than enough money was made with crafting at the high priced fuel costs to make up for the time. Now, it is not so and would mean more work to make about the same amount of money overall.</P></BLOCKQUOTE></DIV>

Aegori
02-18-2005, 12:35 AM
<DIV>good first post! lets see if i can answer it for you:</DIV> <P>- Having stamina greater than 200 will now increase the character's maximum health pool.</P> <P>- Maximum power will increase when the stats used to determine it (strength, agility, intelligence, or wisdom) go above 200.</P> <P>- Melee combat arts no longer decrease in effectiveness when equipping a weapon that is blue, green, or grey to the user.</P> <P>- A bug that was giving some characters extra points in certain skills has been corrected. For example, Artisans will no longer receive 5 extra points in the skills they stop advancing when they choose a class or subclass, and Brawlers no longer gain extra Deflection at lower levels. <FONT color=#ffff99>NOTE: As a side effect of this change, all your practiced skills (even the ones that weren't bugged) will be five points lower. While you will regain those points rapidly, we apologize for the inconvenience.</FONT></P> <P>- Players will no longer receive a "mini-ding" at reaching 100% of a level if they are unable to gain a level due to a milestone requirement (such as the citizenship quest, class quest, etc.).</P> <P>- Spell casters will no longer fizzle on any spell that is blue, green, or grey to them, as long as their casting skills are maximized.<BR>- The fizzle rate on orange, yellow, and white-con spells has been reduced.<BR>- Targeted persistent hostile spells (such as DoTs) should no longer drop if the caster summons a pet.<BR>- Spectral Guard and Malefic Shroud will now last up to 10 hits before expiring instead of fading after a single hit.<BR>- Flaming Agony and Fiery Doom should now show in the maintained window once they have been cast.<BR>- Vexation upgrades are now available in from the appropriate merchants, recipe books, and loot drops.<BR>- The stat bonuses given by Geotic Brand will no longer change when a player zones.<BR>- Flameshield now does heat damage instead of divine.<BR>- Summoned pets should no longer "dance" their way into unintended aggro.<BR>- Dumbfire pets will no longer remove maintained spell effects from an encounter. This includes the following spells:<BR>   - Conjuror: Aqueous Hunters<BR>   - Shadowknight: Tainted Sacrament, Cursed Sacrament<BR>   - Necromancer: Jaul's Rotting Packhounds, Swarm of Rats, Plague of Rats<BR>   - Wizard: Protoflame<BR>   - Warlock: Netheros<BR>   - Defiler: Purulence, Eerie Avenger<BR>   - Illusionist: Construct of Order, Construct of Logic, Basten's Construct of Light<BR>- Wizard changes:<BR>   - Breath of the Tyrant and Immolation no longer share the same reuse timer.<BR>   - Ball of Flames and Ball of Fire no longer share the same reuse timer.<BR>   - Piercing Icicles and Icy Coil no longer share the same reuse timer.<BR>   - Ball of Flame now has a cast time of 2 seconds and a recast time of 6 seconds.<BR>   - Burning Intimidation now does 4 times its previous amount of damage.<BR>   - Immolation now deals 2 additional ticks of heat damage at 120% of the initial instant damage. The cast time has been increased to 3 seconds and the recast time is now 21 seconds.<BR>   - Ice Comet's damage has been increased 275%, and its reuse time is now 45 seconds.<BR>   - Freeze and Daenor's Lingering Frost now do 3 times their previous amount of damage.<BR>   - Icy Coil's initial instant damage has been increased 350%.<BR>   - Piercing Icicles now deals 200% additional instant piercing damage.<BR>- Warlock changes:<BR>   - Negative Absolution no longer shares a reuse timer with Null Absolution or Nil Absolution, and the maximum number of targets has been limited to 5.<BR>   - Null Absolution no longer shares a reuse timer with Negative Absolution or Nil Absolution, and the maximum number of targets has been limited to 5. The spell now deals additional poison damage over time.<BR>   - Nil Absolution no longer shares a reuse timer with Negative Absolution or Null Absolution, and the maximum number of targets has been limited to 5. The spell now deals additional poison damage over time and lowers strength by 5.<BR>   - Dark Distortion no longer shares a reuse timer with Nil Distortion, and its damage has been increased to 150%.<BR>   - Nil Distortion no longer shares a reuse timer with Dark Distortion. Its damage has been increased to 240% and it has a reuse timer of 18 seconds.<BR>   - Flashfreeze now has a casting time of 1 second, and its damage has been tripled.<BR>   - Noxious Bolt now has a reuse time of 6.5 seconds, and its damage has been tripled.<BR>   - Dark Emanations no longer shares a reuse timer with Torment of Shadows.<BR>   - Torment of Shadows no longer shares a reuse timer with Dark Emanations. Its instant damage has been tripled, and its damage over time has doubled.<BR>   - Dark Nebula now does 3 times its previous damage. It is an upgrade to Grievous Blast, sharing a reuse timer with Grievous Blast and Putrid Cloud.<BR>   - Devastation will now affect up to 5 targets in a radius of 10 meters with a recast time of 45 seconds. Its instant damage and DoT effect has been reduced by 50%.</P> <P>- Cold Link Greaves should now have the correct item icon.<BR>- Necklace of Doom can now be equipped in the correct slot.<BR>- The Rallosian Tunic is now light armor.<BR>- The pants for the Monk and Bruiser level 20 quest armors should no longer use the tattered legging appearance.<BR>- The Bramblewood round shield now looks like a round shield.<BR>- Inspecting Petrified Eyes will now provide text explaining bone consumption.<BR>- Vials of swordfish blood should no longer display a bug icon.<BR>- The Rod of Everlasting Flame should now have the correct appearance.<BR>- Bruise Forger Cestus now does the same type of damage as other cestus weapons.<BR>- All kukri swords now look like kukri instead of falchions or scimitars.<BR>– Holiday foods will now provide the same regeneration as other store-bought foods. This includes Aromatic Red Wine, Box of Jumjum Chocolates, Schmenko's Warm Spiced Cider, Festive Fruitcake, Nyla's Holiday Eggnog, and Jumjum Snap Cookies</P> <P>- The quality of drops from level 50 epic raid encounters has been increased.<BR>- The vertical doors in Solusek's Eye and the Obelisk of Lost Souls should work better.<BR>- Keys that allow you to progress deeper into the Wailing Caves will now be found on their respective owners' corpses rather than inside treasure chests.<BR>- Venekor's breath attack has been adjusted so that subsequent ticks of its damage-over-time spell do the same amount of damage as the initial hit.<BR>- The Vision of Vox's breath weapon does less damage, but can now affect all members of a raid party. Her loot quality has been improved.<BR>- The loot dropped by encounters in the Draconic quests has been improved.<BR>- Foulgill the Rotten's loot has been adjusted to better match the challenge of the encounter.<BR>- Raids cannot zone into the instanced dungeons in Enchanted Lands and Thundering Steppes.<BR>- Entrances to the instanced dungeons in Orcish Wastes, Enchanted Lands, and Thundering Steppes will now appear more frequently.</P> <P>- That greedy little rat Stiletto fired his scouts and is carrying out his orders alone now to maximize his profits.<BR>- Bouncer Prud can now be found more frequently.<BR>- Opponents that require two or more groups are now more likely to drop useful crafting components.<BR>- NPCs in the Open Grave Heroic zone should now be between 25 and 27, except for the boss who is a higher level.<BR>- Adjusted some of the abilities of the Drakota Niscanth.<BR>- Under Rumbler should now be spawning correctly in the Rumbler Caves.<BR>- Level 40+ epic encounters do slightly more spell damage and heal for slightly more.<BR>- Boss lifetap abilities now do more damage.<BR>- Fixed some cases where boss mobs would drop twice their intended amount of personal treasure.  <BR>- The damage done by Darathar's breath weapon has been reduced.<BR>- Stench in the Serpent Sewer should now drop items appropriate for his level of difficulty.</P> <P>- Sir Tatters will now give the Small Matter of Bristles quest to those adventurers who declined or were unable to accept the quest before.<BR>- Nillipuss will now only reward adventures upon completion of his quest. <BR>- Varski, Part III can now be completed and the appropriate rewards will be given.<BR>- Drodo will now let you complete Drodo's Goodies if you completed Curse of the Bloody Shank beforehand.<BR>- Completion of The Lost Legend of Lavastorm heritage quest will now award status points.<BR>- Targok will now give you another chance at accepting the third part of his quest if you initially declined the invitation.<BR>- The items Bendik Jonkers seeks can now be found in the Edgewater Drains.<BR>- Language quest items will now drop as corpse loot to allow those who have outleveled the creatures to complete the associated language quests.<BR>- Additional dialog responses have been added into the Bitter Brew quest.<BR>- Players will now receive a title reward for completing the "Deception" quest.<BR>- Fixed some issues with the Hostile Forge instance and lowered its reuse timer.<BR>- Corrected an issue with the access quest to the Vestibule.<BR>- Emissary Midia in North Freeport should now allow you to complete her quest.<BR>- You should now be able to find the bones of the Knights of the Swords of Flame.<BR>- Gawar the Bad should now be appearing correctly in Antonica and Thundering Steppes.<BR>- The "Deepening Barrier" quest should now be working correctly.</P> <P> </P> <P>Those along with the NUMEROUS additions people asked for... i think this is a pretty cool patch. If you're gonna waste space on these boards by being a donkey, at least have a good point.</P> <P>-Aeg<BR><BR><BR><BR></P>

Zatic
02-18-2005, 12:36 AM
<DIV>This goes out the theplayer??</DIV> <DIV> </DIV> <DIV>well... <FONT color=#ff0000>STILL </FONT><FONT color=#ffffff>my question remains what did they fix that needed to be fixed ??????</FONT></DIV> <DIV> </DIV> <DIV>ok they slowed our horses...why?</DIV> <DIV>ok they raised prices on tradeskill items.....why?  kinda screws the newbie or alt characters dont you think.</DIV> <DIV>ok they made it ti where you have to attune your items....why? kills economy and forces buyback for crap prices.</DIV> <DIV>ok they changed interface....why? ok they gave it a face lift very very important i guess.</DIV> <DIV> </DIV> <DIV>in my book these are not fixes...</DIV>

Zatic
02-18-2005, 12:41 AM
<DIV>I understand they had fixed a few minor things but it seems to sway for the higher levels....</DIV> <DIV>it doesnt help us lower levels. im glad that now its harder for me to level both adventure and tradeskill.</DIV> <DIV>inless you want to give me money. </DIV>

Aegori
02-18-2005, 12:44 AM
<BR> <BLOCKQUOTE> <HR> Zatic wrote:<BR> <DIV>Can we all say:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV align=center><FONT color=#ff0000 size=7>ECONOMY?</FONT></DIV><BR> <HR> </BLOCKQUOTE><BR> <P>we can say economy... do you understand anything at all about economics? Let me explain....</P> <P>Previously - Unlimited supply with limited demand. All demand in this market will be met and only rarest items hold value.</P> <P>Currently - limited supply, limited demand. This place value on ALL goods since there's no longer an unlimited supply of each one. This will benefit you in the fact that people will now possibly want the less favorable drops you find, and you can possibly charge a little bit more for them.</P> <P>Very simple concept... </P> <P>-Aeg</P>

Miral
02-18-2005, 06:28 AM
<DIV>god ive seen that reposted many times and it still doesnt make sense. The truth of the matter is, you still have unlimited supply! drops will keep dropping, and crafters will keep crafting... where are the limits to supply? Then the demand... well, now player-made provisions are basically a requirement, and everything but bags and furniture is now a consumable. That means unlimited demand as well. people will always need newly crafted items since hand me downs and resale are no longer possible.</DIV>

Azaik
02-18-2005, 08:38 AM
<DIV>To the OP: could you list the things you think need fixing? Beyond the invisible mobs, for example. Have you /bugged them?</DIV>

Miral
02-18-2005, 08:48 AM
<DIV>example of things that need fixed would be, for instance, abilities sometimes not advancing HOs, even though the ability itself hit jsut fine... But really I think the most important thing are these invis mobs and pathing issues where a mob can hit me from inside a wall... all NPCs should be limited by the same LOS restrictions that players are. I've had the wholesaler in the qeynos tradeskill instance hail me while I was working the alchemy table... thats just not right</DIV>

Azaik
02-18-2005, 08:52 AM
<DIV>Hmm... aside from the wholesaler hailing you, which I think we can both agree is not really important, perhaps you should /bug these things. And maybe do a /feedback too. Give as much detail as you can as to the circumstances too. They may be dungeon-specific problems.</DIV> <DIV> </DIV> <DIV>Really, unless the devs hear about this stuff, don't assume they know about it.</DIV>

Miral
02-18-2005, 08:57 AM
<DIV>ive bugged em, ive feedbacked em, ive sent GM petitions, ive even sent tells to devs on test with no action or even acknowledgement yet...</DIV> <DIV>not to mention the fact that they have been posted numerous times on the forums...</DIV> <DIV>oh yeah another major fix thats needed: MeMoRy LeAk</DIV> <DIV>Aggro also seems to not require line of sight... ive had mobs somehow know that im crouching behind a rock or standing behind a tree...</DIV><p>Message Edited by Miral on <span class=date_text>02-17-2005</span> <span class=time_text>09:59 PM</span>