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observer
03-03-2005, 01:33 PM
<DIV><SPAN class=headline>Update Notes: March 2, 2005<I> 3/02/2005 8:45 PM</I></SPAN> <BR> <P> </P> <P>*** Gameplay *** <BR><BR>- Characters who have more than 100% XP in their current level but have not gained a level due to a hallmark restriction (such as the class quest) will no longer be prevented from entering zones tied to those quests. <BR>- Experience earned through questing is no longer affected by Mentoring, Vitality, or any other XP modifier (except for paying back XP debt). <BR>- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR>- Adventurers who meet their end inside the Valley of the Rogue Magi will now respawn in the Commonlands outside the entrance to the instance. <BR><BR><BR>*** Items *** <BR><BR>- Tutorial quest reward items are now flagged as No Value. <BR>- The repair costs on heritage quest rewards have been adjusted. <BR>- Sigil-Painted Linen Sleeves can now be equipped. <BR>- Sea Turtle Shell now has a proper icon. <BR>– The Fishbone Earring is now No Trade. <BR>- Thulzite Gems now cost 5 gold. Additionally, Lizardmen in the Temple of Cazic-Thule should drop them more frequently. <BR>- Bait buckets for the sabotage quests in Antonica will now appear less frequently, allowing other targets to appear more often. <BR><BR><BR>*** Tradeskills *** <BR><BR>- The price at which crafted items sell back to NPC merchants now includes a value for harvested components. The harvested items themselves, however, still have no value to merchants. <BR><BR><BR>*** Mentoring *** <BR><BR>- When one player starts Mentoring another, all maintained spells will be dropped from the Mentor. <BR>- When a player stops Mentoring, their Health and Power pools will no longer be reset to their maximum values. <BR>- A player who is being Mentored is not allowed to Mentor someone else. <BR>- If an Apprentice exits the game or leaves the group while in another zone, the Mentor will return to their original level. <BR>- The Mentor's skill values should equal those of a character with 80% XP toward their next level. <BR>- You cannot turn off Mentoring while you are dead. If the group (or the Apprentice) disbands while you are dead, you stop Mentoring but remain dead until you release from your corpse or are revived. <BR>- The bonus XP given to the Apprentice now scales instead of receiving the same bonus amount for each added Mentor. The exact values are still being tested and may be adjusted. <BR><BR><BR>*** Zones and Population *** <BR><BR>- Group encounters in Lavastorm and Solusek's Eye will now drop treasure more frequently. <BR>- Patrolling mobs should now be less likely to attack players in the Heart of Fear event. <BR>– The following zones no longer have reuse timers if you fail the events inside: <BR>- Antonica: Firemyst Gully <BR>- Antonica: Foul Wind <BR>- Antonica: Freeport 15 Guild Raid <BR>- Antonica: Qeynos 15 Guild Raid <BR>- Antonica: Vanudozalon's Lair <BR>- Antonica: Arch Lich Uludan <BR>- Antonica: Darathar's Lair <BR>- The Temple of Cazic-Thule: Screaming Mace subzone <BR>- The Temple of Cazic-Thule: Sanctum of Fear <BR>- The Temple of Cazic-Thule: Niscanith's Lair <BR>- Everfrost: Menagerie <BR>- Everfrost: Tobrin's Eyepatch subzone <BR>- Everfrost: Ar'ticae's Lair <BR>- Fallen Gate: Vault of the Fallen <BR>- Fallen Gate: Trendaloz's Lair <BR>- Thieves' Way: Den of the Darkblade Assassins <BR>- Serpent Sewers: The Serpent's Lair <BR>- Orcish Wastes: Deathfist Citadel <BR>- Orcish Wastes: Deathfist Citadel, Draconic <BR>- Permafrost: King Drayek's Chamber <BR>- Permafrost: King Drayek's Chamber, Draconic <BR>- Permafrost: Crypt of Vox <BR>- Stormhold: Tomb of Valor <BR>- Thundering Steppes: Cove of Decay <BR>- Thundering Steppes: Treaty for Treasure <BR>- Thundering Steppes: Freeport 25 guild raid <BR>- Thundering Steppes: Qeynos 25 guild raid <BR>- Thundering Steppes: Mjolni's Lair <BR>- Thundering Steppes: Rognog the Angler <BR>- Ruins of Varsoon: Chamber of Immortality <BR>- Solusek's Eye: The Infernal Forge of Ages<BR><BR>- The EverQuest II Team<BR></P></DIV>

Miral
03-03-2005, 02:23 PM
<DIV>:smileyvery-happy:</DIV>

IsmeldaLasomb
03-03-2005, 04:59 PM
<BR> <BLOCKQUOTE> <DIV> <P><BR>- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR><BR> <HR> </P></DIV></BLOCKQUOTE><BR> <DIV>That is kinda disturbing. Does only Red to lowest level count ?</DIV> <DIV> </DIV> <DIV>In raid situation that can be very bad to have to fight those grey raid x2, x3 or x4 just to get rid of them while they are grey, giving no xp to anyone but, are even grey they still ar tough and maybe even dangerous to most raiders and will ruins the raid because you have to dedicate much energy to defeat them while gaining nothing doing it...</DIV> <DIV> </DIV> <DIV>How does the average level is calculated anyway ?</DIV>

Vurin
03-03-2005, 05:10 PM
Well if its average level then one would assume you'd add all the levels together then divide by the number of members... And they prolly round up.

zDocW
03-03-2005, 06:01 PM
<BR> <BLOCKQUOTE> <HR> - If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR><BR> <HR> </BLOCKQUOTE> <DIV>I think this is to prevent lower level adventurers from grouping with much higher level adventurers in order to grey out all mobs so that they can harvest/travel through otherwise aggro areas undisturbed.</DIV> <DIV> </DIV> <DIV>If the mob would have been grey to the lowest level in the group then it will be grey to whole group anyway and non aggro. This should not effect raids unless the raid has lower level members present.</DIV> <DIV> </DIV> <DIV><BR> </DIV>

Rylight
03-03-2005, 06:02 PM
<DIV>"The price at which crafted items sell back to NPC merchants now includes a value for harvested components. The harvested items themselves, however, still have no value to merchants. "</DIV> <DIV> </DIV> <DIV>is this a sad attempt at trying to get some profit back to artisans, or am i only going to be getting like 50cp more each item i sell back to the merchant instead of 'breaking even'. I cant handle this new economy as a weaponsmith, I understand that people are going to want pristine and maybe at least forged weapons when they are to poor or scared to bu/attain  epic ones and good ones through dangerous encounters. but nobody's gonna buy my shaped and crude weapons, I need somebody to sell them too, and the vendor is no longer dishing out anymore. </DIV> <DIV> </DIV> <DIV>Aslo why is it that crude to pristine weapons have different stats on them, but they all have the same sell back price pre/post patch. if it was before the pre-attune patch shouldnt a pristine kris sell for like 20 sp , a forged for like 16sp, a shaped for 12sp, and a crude for 8sp? guess we dont have to worry about that anymore though because we all 'break even' anyways. im always gonna be poor at this rate, I can barely afford to buy fuel anymore. I never have more then 1.5G in the bank and im higher then level 30 and making tier 3 swords right now, this is a joke, but like all freeportians say, all hail the overlord right? and Thule bless the economy. (sarcastically)<BR></DIV>

Lancealittle
03-03-2005, 08:23 PM
<BR> <BLOCKQUOTE> <HR> IsmeldaLasombra wrote:<BR><BR> <BLOCKQUOTE> <DIV> <P><BR>- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR><BR> <HR> <P></P></DIV></BLOCKQUOTE><BR> <DIV>That is kinda disturbing. Does only Red to lowest level count ?</DIV> <DIV> </DIV> <DIV>In raid situation that can be very bad to have to fight those grey raid x2, x3 or x4 just to get rid of them while they are grey, giving no xp to anyone but, are even grey they still ar tough and maybe even dangerous to most raiders and will ruins the raid because you have to dedicate much energy to defeat them while gaining nothing doing it...</DIV> <DIV> </DIV> <DIV>How does the average level is calculated anyway ?</DIV><BR> <HR> </BLOCKQUOTE>If you have group members on your raid that are in an area where the yard trash cons red to them but grey to the highest level member, then you may want to leave them behind.  The lower level person would not be getting xps or quest credit in this group anyway. <DIV> </DIV> <DIV>This should not affect the raids you do. It will however affect people who group with high levels to freely travel around zones they don't belong in.</DIV>

Kizee
03-03-2005, 08:43 PM
<BR> <BLOCKQUOTE> <HR> observer wrote:<BR> <DIV><SPAN class=headline>Update Notes: March 2, 2005<I> 3/02/2005 8:45 PM</I></SPAN> <BR> <P> </P> <P>*** Gameplay *** <BR><BR>- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR>- Adventurers who meet their end inside the Valley of the Rogue Magi will now respawn in the Commonlands outside the entrance to the instance. <BR><BR><BR></P></DIV><BR> <HR> </BLOCKQUOTE> <P>They need to think of another way of distinguishing if a mob will attack or not. </P> <P>Colorblind people (like myself) can't even see the red border around the names. I am forced to look at the description window to see if things are agro as it is. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><BR></P>

aeio
03-03-2005, 08:49 PM
<blockquote><hr>Kizee wrote:<BR><BLOCKQUOTE><HR>observer wrote:<BR><DIV><SPAN class=headline>Update Notes: March 2, 2005<I> 3/02/2005 8:45 PM</I></SPAN> <BR><P> </P><P>*** Gameplay *** <BR><BR>- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not. <BR>- Adventurers who meet their end inside the Valley of the Rogue Magi will now respawn in the Commonlands outside the entrance to the instance. <BR><BR><BR></P></DIV><BR><HR></BLOCKQUOTE><P>They need to think of another way of distinguishing if a mob will attack or not. </P><P>Colorblind people (like myself) can't even see the red border around the names. I am forced to look at the description window to see if things are agro as it is. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><BR></P><hr></blockquote>Yeah what red border? I have never seen a red border around a mob's name in my life.