View Full Version : Feedback: Queen's Colony
arathym
01-12-2006, 08:48 AM
<div></div><div><div><p><span><strong><font color="#ffcc33">Please submit any feedback or bugs concerning Queen's Colony here. Thank you very much. Your feedback has been very helpful.</font></strong></span></p><p><span><strong>Current Internal Fixes:</strong></span></p><p><span>-Your racial Language is now set on zoning into the island rather than when you leave. :smileyindifferent:</span></p><p><span>-Red map icons are being changed to better represent their areas.</span></p><p><span>-To leave the island, instead of using the citizenship registrar, you can talk to Captain Varlos on the Far Journey. Map icon is a boat.</span></p><p><span>-The first quests given by Murrar Shar and Tayil N'Velex are being improved a bit. It will also become optional.</span></p><p><span>-Tradeskill instances are now attached to the islands.</span></p><p><span>-If you have not used the tradeskill instances when you leave the island you will work very hard on your deck swabbing skills on the way to your city, arriving at a ripe young artisan age of 3. :smileyvery-happy:</span></p><p><span>-You are also left with a note that lists the various societies that you may seek out and join. Following the quest off of this note will take you through the tradeskilling tutorial. (Basically Dreak's Note, but Dreak is no longer :smileysad<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p><p><span><font color="#0000ff">*Those of you who left the Islands recently without having your tradeskill level set may do so at the Shrine in the Temple of Life (Qeynos) or the Temple of War (Freeport). I apologize for the inconvenience.</font></span></p></div></div><p>Message Edited by arathym on <span class="date_text">01-20-2006</span><span class="time_text">08:51 PM</span></p>
Froed20
01-12-2006, 08:34 PM
Dead corpses still spawn undead when you get near them after completing the second quest "A Presence of Evil."<div></div>
Captain_Xpendab
01-12-2006, 08:46 PM
<div></div><p>The big issue I've been having is mobs disappearing in the middle of a fight. It's not just invisible because I'm not taking any damage from it while it's gone but the encounter doesn't break and I'm stuck in combat mode. I can force it to reappear by going into stealth.</p><p>It seemed to just be the sapswill(?) hunters, but later I was doing the forest ruins quest where you destroy hidden weapons caches and the gnoll that pops did it too.</p>
Mystiq
01-12-2006, 08:59 PM
<div></div><div></div><p>Quest progression seems hurried. The third quest (only the second to involve any killing) is red at level 2....that seems off. I assume that raising the exp of the previous quests will help, but not enough. Getting your butt handed to you is a pretty common occurance in that second area. Before it didn't feel like I had to grind in between quests on the island to be able to finish the next one, but now it kinda does. This may be relative to each class also.</p><p>Also, in the first quest it says something like find the Crestbreak Trading Post on the east beach, but it's really more north. And what happened to the steps up to it?</p><p>Message Edited by Mystique on <span class="date_text">01-12-2006</span><span class="time_text">08:01 AM</span></p>
Paganst
01-13-2006, 12:09 AM
<div></div>one major issue that I found (and bugged) was that if you did the quest "Diplomatic Mision" before you finished the "Ghost and Goblin" quest, the soothsayer will not talk to you about the items needed for the "ghost and Goblin" quest.
Gaige
01-13-2006, 01:08 AM
<div></div><p>I took a monk and a bruiser both through the first quest last night, and the gloves I should've been awarded at quest completion didn't make it into my inventory.</p><p>I /bug'd it in game on both toons.</p>
Liral
01-13-2006, 01:14 AM
<div></div><div></div><p>Can't do any tradeskill related stuff so that leaves a quest such as geting arrows for Predator Sha'dur impossible to complete.</p><p> </p><p>Added: Should make sure to note that you can do neither tradeskill stuff nor gather from the "wooden sticks" nodes that say you can't find any suitable wood for arows from that quest.</p><p>Message Edited by Liral on <span class="date_text">01-12-2006</span><span class="time_text">12:22 PM</span></p>
Liral
01-13-2006, 01:51 AM
<div></div>On a related note the Quest "Tainted" is bugged as I don't have enough skill to gather the "a piece of parchment" to fulfill the last part of the quest.
Liral
01-13-2006, 02:08 AM
<div></div>Talking to others in the game it seems to only affect charcaters that were made before the update as all others made after the update are able to gather and such.
StaAk
01-13-2006, 02:42 AM
<div></div><div>As for the mobs disappearing in combat -</div><div> </div><div>They're scouts. They're going into stealth. And breaking target when they go, I might add. PC's don't get to avoid NPC targeting when they go stealthy, that's not really fair <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>Also noticed fighter-type goblins taunting me. I kinda laughed a little bit to see that, dont know if there's any actual effect involved with the taunt though.</div><div> </div><div> </div><div>Also noticed a couple of the quests weren't exactly group-friendly. Luring the scout ghosts back to the cleric seemed to break if another groupmate found their way onto the scout's threat list. The cleric wouldn't rez the scout. The quest involving kicking down the goblin totems also only updates for the person who actually takes the totem down.</div><p>Message Edited by StaAk on <span class="date_text">01-12-2006</span><span class="time_text">03:47 PM</span></p>
Gharik
01-13-2006, 03:52 AM
The goblin soothsayer at the Last Stand does not give you a quest dialogue window after you have hailed all of the necessary mobs in the diplomacy quest.<div></div>
Captain_Xpendab
01-13-2006, 04:04 AM
<div></div><blockquote><hr>StaAk wrote:<div></div><div>Luring the scout ghosts back to the cleric seemed to break if another groupmate found their way onto the scout's threat list. The cleric wouldn't rez the scout.</div><p>Message Edited by StaAk on <span class="date_text">01-12-2006</span><span class="time_text">03:47 PM</span></p><hr></blockquote>This reminds me, I did this one solo and when I lured the halfling ghost, the cleric wouldn't rez him.
the sapswill invaders run far too fast, it's impossible to catch them without sprinting if you don't have any ranged attacks.<div></div>
arathym
01-13-2006, 04:19 AM
<div></div><p><font color="#3300ff">He all, thanks for all the feedback so far. Addressing some stuff below:</font></p><p>"Dead corpses still spawn undead when you get near them after completing the second quest "A Presence of Evil."</p><p><font color="#ffff00">This was left in so you could still hunt these if you like. Does it feel like it doesn't make sense for them to continue to spawn?</font></p><p>"The big issue I've been having is mobs disappearing in the middle of a fight. It's not just invisible because I'm not taking any damage from it while it's gone but the encounter doesn't break and I'm stuck in combat mode. I can force it to reappear by going into stealth."</p><p><font color="#ffff00">NPCs are going stealth now. I'm not sure if this is intended, particularly uring combat, but I will send out an email and find out. Thanks.</font></p><p>"Before it didn't feel like I had to grind in between quests on the island to be able to finish the next one, but now it kinda does."</p><p><font color="#ffff00">I am hoping to be dividing up some of the old quests that were part of the old Isle of Refuge and if they make sense on OotO or QC, I'll add them as more to do. I've increased the exp for the main storyline quests. There may also need to be some balance tweaking, I've had some problems with particular mobs as well.</font></p><p>"what happened to the steps up to it?"</p><p><font color="#ffff00">The old steps that were both here and on the old starting beach were a nightmare for lag, so an artist is currently working on lowering the poly count for them. You'll begin to see some other performance and appearance tweaks to the island, including objects to help differentiate them.</font></p><p>"one major issue that I found (and bugged) was that if you did the quest "Diplomatic Mision" before you finished the "Ghost and Goblin" quest, the soothsayer will not talk to you about the items needed for the "ghost and Goblin" quest. "</p><p><font color="#ffff00">Sending this to the designer that wrote this one. Thanks.</font></p><p>"I took a monk and a bruiser both through the first quest last night, and the gloves I should've been awarded at quest completion didn't make it into my inventory."</p><p><font color="#ffff00">Same thing happened to me last night. Haven't found the problem yet, but looking into it.</font></p><p>"Can't do any tradeskill related stuff so that leaves a quest such as geting arrows for Predator Sha'dur impossible to complete."</p><p><font color="#ffff00">Coding knows about the problem with losing skills on characters created prior to the switch.</font></p><p>"The quest involving kicking down the goblin totems also only updates for the person who actually takes the totem down."</p><p><font color="#ffff00">Writing this down to add. Thanks.</font></p><p>"This reminds me, I did this one solo and when I lured the halfling ghost, the cleric wouldn't rez him. "</p><p><font color="#ffff00">Same as above, looking into it. Thanks.</font></p>
Captain_Xpendab
01-13-2006, 04:49 AM
<div></div><div></div><blockquote><hr>arathym wrote:<p><font color="#ffff00">NPCs are going stealth now. I'm not sure if this is intended, particularly uring combat, but I will send out an email and find out. Thanks.</font></p><hr></blockquote><div>If it's intended to be stealth, then shouldn't it have a casting time, sound effect and animation? What I'm seeing is that they're just popping out, and I lose the targeting.</div><div> </div><div>And why would my going into stealth force the mob out?</div>
the flu
01-13-2006, 05:32 AM
<span><blockquote><hr>arathym wrote:<div></div><p><font color="#3300ff">He all, thanks for all the feedback so far. Addressing some stuff below:</font></p><p>"Dead corpses still spawn undead when you get near them after completing the second quest "A Presence of Evil."</p><p><font color="#ffff00">This was left in so you could still hunt these if you like. Does it feel like it doesn't make sense for them to continue to spawn?</font></p><hr width="100%" size="2">I think it would be ok, but there are to many of them spawning, at least when I ran through there on the next step of the quest- ran over two that were right next to each other. I would suggest lowering the number that spawn at the least, though it's not like that area is hurting for critters to fight.<hr width="100%" size="2"><p><font color="#ffff00"></font></p><hr></blockquote></span><div></div>
liquid8r
01-13-2006, 05:35 AM
<div>Can't do any tradeskill related stuff so that leaves a quest such as geting arrows for Predator Sha'dur impossible to complete."<p><font color="#ffff00">Coding knows about the problem with losing skills on characters created prior to the switch.</font></p><p><font color="#ffff00"></font> </p><p><font color="#ffff00"><font color="#ffffff">I was able to complete this quest by harvesting the piles of stick by the spiders.</font> </font><font color="#ffffff"> The tradeskill area doesnt work but unless i missed something in the quest it completed for me. </font></p><p> </p><p>I am also having problems with the soothsayer. I tried completing the diplomacy quest before even recieving the ghosts and goblins quest. The soothsayer will only say something about diplomacy and will not start the water and roots part. The first time I tried this quest I had both quests in the journal and was able to do the root and water collection but not complete the quest. I know I started to try a character doing the ghosts and goblins quest before diplomacy but it was early this morning after a long time awake. I will update this if i am able to complete the quest this way.</p><p>PS love the new islands, very fresh and fun approach.</p></div>
Glendral
01-13-2006, 05:49 AM
<div></div><div><span><blockquote><hr>CaptXpendable wrote:<div></div><blockquote><hr>arathym wrote:<p><font color="#ffff00">NPCs are going stealth now. I'm not sure if this is intended, particularly uring combat, but I will send out an email and find out. Thanks.</font></p><hr></blockquote><div>If it's intended to be stealth, then shouldn't it have a casting time, sound effect and animation? What I'm seeing is that they're just popping out, and I lose the targeting.</div><div> </div><div>And why would my going into stealth force the mob out?</div><hr></blockquote></span><p>You can only see them go stealth, animation and all, if you can see stealth or see invis. Obviously this is a problem since at low levels you don't have any way to see stealth. If you had see stealth you would see them in the cool looking predator mode, just like you see group mates who are stealthed.<span></span></p></div>
Captain_Xpendab
01-13-2006, 06:01 AM
<div></div>Any chance that player scouts will get a "see stealth" ability that all the NPC scouts have?
StonyStratford
01-13-2006, 06:44 AM
<div></div>As well as scout NPC's going invis at any time, they also don't break combat if you run away. I noticed it most around the Treehouse, in that I /yell and run up the steps and wait, knowing that I am now safe, but only regen 1 hp and mana per tick, despite food and drink consumed. Also happens in other places where goblins go instant invis - stuck in combat mode even if sprinted back to start. Only way out is to camp out.
StaAk
01-13-2006, 08:22 AM
<div>The item "Symbol of Vith" (drop from Vith in the Source of Evil instance) is equippable in the secondary slot only and not the ranged slot.</div>
SirWolven2
01-13-2006, 08:24 AM
<div>Where's the Fury-compatible drops? It seems every chest loot and mob drop is for every class except Fury.</div><div> </div><div>Also, the spawn rate for ghostly scouts and toxic crawlers needs an increase, desperately.</div>
SirWolven2
01-13-2006, 08:32 AM
<div></div>Nevermind about the Fury love, I just looted the Symbol of Vith.:smileyvery-happy:
Galag
01-13-2006, 08:39 AM
I dont know if this has already been said, but it seems that I have yet to run out of arrows on my ranger (Started with 40, and am lvl 6 now and havnt run out yet despite how many times ive used bow) . Despite the fact that its a great little thing, thought it would be right to bring it up in the feedback in case it was a bug of some sort<div></div>
LanatirInno
01-13-2006, 09:03 AM
<div>Started a Swashy on test today. Bugs i noticed: on the qeynos side of the island: (Race Kerran, sex male)</div><div>on gaining level 8 i can take my character trait over and over again (i chose nimble) but it doesnt add to my stats, and after 1 second the little plus comes back, asking me to pick my character trait.</div><div>Swipe (level 1 or 2) and Steel Swipe (level <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> are basically identical. they both do 17-21 damage, where swipe reduces enemies dps by 10,2 and steel swipe by 10,9. All other stats except power usage (3 for swipe, 9 for steel swipe) are identical. Is this intended? only a difference of 0,7 points dps reduction, and not a single point more damage sounds not right to me for a 7 level difference.</div><div> </div><div>On the Freeport side i made a Iksar Shadowknight. Bugs so far: (This HAS to be one, it cant be intended) Some of those bears are basically invulnerable to melee they block and parry every strike that is incoming.</div><div>The ghost lady (Reana or something) is not attackable.</div><div> </div><div> </div><div>Thats all i noticed so far, will keep testing.</div><div> </div>
Rook818
01-13-2006, 09:21 AM
<div></div><div></div><p><strong>Increased difficulty:</strong></p><p>As a veteran player I think this is wonderful but from the perspective of a new player this can hurt and can be misleading since the rest of the game is far less difficult.</p><p><strong>Voice Overs:</strong></p><p>I know a few veterans from other games that said this wow'd them (no pun intended). I <em><strong>highly</strong> </em>recommend getting the Isle voices in ASAP (since the Isle is a new players first experience, they should be added <em><strong>before</strong> </em>adding other voices to existing content).</p><p><strong>Combat Arts:</strong></p><p>Starter arts did not appear on my hotbar as a Monk, I had to drag and drop them from the knowledge book. Not a big deal but counter intuitive and newbie unfriendly.</p><p><strong>Mobs:</strong></p><p>The first mobs, Invader Goblins are moving too quickly and are difficult and borderline frustrating to target.</p><p>Message Edited by Rook818 on <span class="date_text">01-12-2006</span><span class="time_text">11:30 PM</span></p>
jasonqdavis
01-13-2006, 10:29 AM
<div>Something that happened to me is I got to level 8 and the plus symbol showed up to pick my character trait. I picked it and hit ok. Well after all the dialogue boxes went away the plus symbol showed up again asking me to choose a character trait. This just kept happening over and over again. So I think there is a bug here too.</div>
Borre
01-13-2006, 11:39 AM
<div></div>I need to add my agreement with the person who said it felt like they had to grind between quests. I started a new monk today, and I'm level 2. Both my next quests are level 3, and I definitely had a lot of issues with "Into the Tainted Forest". The mobs are level 3, and they come in pairs, which is pretty difficult for a level 2 to handle.Also the quest "Tainted" says to clear the tainted forest of all the toxic crawlers. There were definitely very very few of them around. <div></div><p>Message Edited by Borreny on <span class="date_text">01-12-2006</span><span class="time_text">10:53 PM</span></p>
StriaSnowLeopard
01-13-2006, 12:46 PM
<div></div><div>The ghosts that you pull to the cleric will break if a conj tries to pull with there pet to the cleric, she rezes them but as she casts the spell it gives a message that the encounter is broken. My conj was able to complete it but I had to dismis the pet, which put me in red several times, and probably would have killed a new comer to the game. At least as a conj I did not have problems going from one quest right into another even though the mobs were yellow to orange to both me and my pet but having the pet is most likely what kept the quests chalinging but no where near imposible, but I could see how non pet classes could have a problem with some of the mobs.</div><p>Message Edited by StriaSnowLeopard on <span class="date_text">01-13-2006</span><span class="time_text">01:49 AM</span></p>
StriaSnowLeopard
01-13-2006, 01:05 PM
<div></div>also are Conj's supposed to dual wield now? When first ariving on the island i recieve a dual wield dagger but when I found a second dual wield dagger I was not able to equip it. If Conj's are not able to dual wield it would be easier and less confusing if they recieved a one or two handed weapon instead of a dual wield dagger, or if they can dual wield they can not at the moment.
Roland The Pu
01-13-2006, 01:54 PM
<div></div><p>First off, I like the changes, it freshens up the lower level game. Sure there are bugs but these are being well reported. Mind you, I was shocked at dying at level 2 - I swear the crab was healing itself while my beserker's Wild Swing did virtually no damage lol.</p><p>Having said that, I would seriously consider whether there is any way of applying the class changes only for new characters. I logged in with a pre-rolled character and have had serious problems with my "conversion"; this has been reported by others. So much so that I will delete the character and start again.</p><p>I repeat, I like it but only for new characters. I think you are asking for a load of negative responses if this goes live for existing under lvl 20 toons.</p><p> </p>
thorvang
01-13-2006, 02:55 PM
i tried the new isle with some classes and i noticed that there's a huge difference in difficulty in what class you play. although none of them had great problems when having the appropriate level for the quests. it's somewhat like a sneak preview on how those classes solo abilities are in the higher levels.as a swashie you don't stand a chance with lvl 1 against lvl 3 mobs. gets way easier when gaining sneak and backstabs.a fury needs significant time to get one down, but is able to do so due to heals.playing a berserker mitigation is high enough to simply tank lvl 3 mobs away.i think i like that. at least it makes the isle experience a different one for each class you choose. in general i like the queen's colony way better than the original isle of refuge.lots of bugs has been mentioned here, someone mentioned that the tower is still marked as "malvonicus' tower" on the map?
CrazedMut
01-13-2006, 03:28 PM
<div></div><div>Don't know whether this is intended, the goblins needed for the Seargent's quest are running round like they just downed two pots of coffee. Impossible to attack with auto-attack at level 1. Not sure if this is a safety feature to get you to level 2 before killing them, but strange nonetheless.</div><p>Message Edited by CrazedMutha on <span class="date_text">01-13-2006</span><span class="time_text">02:29 AM</span></p>
Brannwyn
01-13-2006, 03:39 PM
Well my existing character (2nd lvl Commoner) couldn't be used. It couldn't recognize the class.I really miss the voice overs from the IoR, I hope both the Queen's and Overlord's isles get cool ones soon.Also I wish that the 1st level abilties would appear in my bar or at least have a tutorial come up to do it.I thought that perhaps talking to the Tutorial NPC's should be tied into a quest that gives exp. Otherwise I doubt that anyone will ever talk to those NPC's.Playing a Ranger on the QC, I had really no problems till the blademaster. As a lvl 4 I could get a really great shot in and half his HP's but nothing could tip him over to dead. On my 4th death in a row I logged (it was 2AM here). I enjoyed the non-combat quest (the resurreciton quest was cool and the diplomacy was cool). I think that as a stealth class the evil totems quest was a bit too easy (stealth up to the totem and you were done). Also the Stealthing mobs who never seemed to hit me after stealthing was quite frustrating.Over on the Overlords side of things I was playing a Dk Elf Necromancer. One thing about the Overlord's side of things, it was much much Slower to level than it was on the Queen's side of things. That made some of the stuff very frustrating. Also the Pet heal ability needs to say on the tool tip that it drains the character's life to heal the minion. I only got up to lvl 3 and then stopped playing.I love the changes so far. I can't wait to get off of the island to see the new content near the cities. It would be cool to see an update to the Antonica/Commonlands quests as well. I rethought quests on the isles really have me itching to play EQ2 again.
CrazedMut
01-13-2006, 03:43 PM
<div>Theres some strange stuff going on with quest colours. At level 2, one level 3 quest is red, and another is orange.</div>
Heattanu
01-13-2006, 08:45 PM
<div></div><p>There are not nearly enough mobs on the island to keep up with PC's killing them. The island seems very sparsely populated compared to what it was and the respawn times are way to long also. This was particularly annoying when doing the toxic crawler quests. People were hanging out in the area waiting for the spider spawns and KSing each other.</p><p>The final cave quest should indicate that it is meant for a group. While the waves of mobs are solo rated groups, they were pretty much impossible to keep up with solo and killed me (wizard) multiple times. With a group they were fine.</p><p>Otherwise, the new quests are entertaining and varied enough to be a lot of fun. More than just the kill x mob quests. Its good to give the new players the message that you must examine items in your inventory. This message should probably be in chat as well since the on screen message disappears pretty quick and is easy to miss.</p><p> </p>
DarkfiendLightbear
01-13-2006, 09:04 PM
<div></div><div></div><div></div><p>I played all the way up to Qeynos, and then thats another story..</p><p>First off, great job! I actually had alot of fun, and was actually not rushing to get off the Isle, the new content was fun, and interesting! </p><p>I loved the new features, so to say. The halflings that would jump up and cling on to the tree, when the wolves came, and then having to actually assist, and kill the wolves and help the halfling down -- before you got the quest -- was a really cool and unique idea. Honestly , never seen it before in any game thus far.</p><p>As for bugs -- Yes the goblins are way on crack, for the first killing quest on Queen's Colony. They were impossible to target, and I was gettin frustrated. Thats not something that we want to do to our newbs when they just start.</p><p>Stairs, as you know - a real pain. The first quest required an update up there, and I had a hell of a time getting up there to get the update. Ims ure this will be fixed, and is being fixed - just a notice of my experience in updating it thus far.</p><p>Would say about 50% of my 2hrs on the Isle, I was riddled w/ my mobs dissapearing into thin air as well. The only problem is I was getting hit occasionally by them, and for some reason my targetting would go from the Wolf that was almost dead to the Goblin. I didnt notice untill I was almost dead, that the Wolf was still alive and well, and that was cause I was then targetted onto the Goblin. Maybe their taunt does that? hmm. I died a few times to mobs dissapearing, and then still hitting me, and then trying to run away , i ended up training more stuff - as the population was quite extensive in the Abandoned camp/village area, more so near the Sapshill, and the Sorceror camp. As a veteran to the game, I was able to weave, but alot of the times it was just unmanagable to not get aggro, w/ the setup of so many mobs there. (KoS too) - A newbie would have some hard times in that area im guessing. I hadda /yell so I could get health regenning properly several times during my stay on the Isle, due to the dissapearing mobs, and the slew of mobs hitting me, and unable to get away from certian encs that were not visible to me.</p><p>The cave quest doesnt mention anything about bringing a group, sure the past we knew that, but it didnt say anything in the quest, or any indicator that I needed to be in a group. I solo'd the entire Isle, except up to when the bossmob in the cave, spawned some old friends on me, and then I was good as dead by the time the encounter could of ended. If its intended for a group, it should say that. Just another newbie heads up.</p><p>Also when the group went into the zone, I didnt go w/ them. I hadda zone in on my own. Useally a group instance you get taken w/ your group at the same time , only one needs to enter. Not sure if that was intended or not.</p><p>I did this all w/ a Paladin. I also noticed that my slashes all mostly missed, and I was soley waiting on my long retimer abils to refresh, the DD was long but mostly effective, but in the meantime, Faithful Swing seemed to miss about 65% of my 2hrs there, and kick came way to late in that I was use to at least, so All i had to do in combat was my DD, and pray I lived till my DD refreshed, as my other abils useally didnt do any damage, and my actual melee damage was 80% misses, w/ as slow as it was to even swing. I noticed finishing HO's was alot more resistful, and that would be probly tied in w/ Faithful Swing, and other HO abils reqd to get it finished resisting, or not working properly.</p><p>Also at the end of it all, the final reward being a 2handed crusader greatsword, was a 1handed graphic (wield it as a 1handed weapon), and it also had the 1handed animations. It was clearly 2handed on the stats tho, but everything else about it seemed to be 1handed to me. Maybe it was suppose to be a 1hander afterall? </p><p>Also for just a newbie indicator, When you complete the Isle, I had to hail the lady at the docks a few times , just to make sure I wasnt just suppose to cast CoQ. Maybe have the dialogue show more information reguarding, use your abil now, and good luck! Basically something that notes to a newbie its time to use your new abil.</p><p>I also noticed Sprint, Yell for Help, and some other abils when you start the game are not on your hotkeys. Also, you lock the hotkey bars as default, and that makes it hard to organize your spells, that are missing in the first place. Just another possible newbie issue.</p><p>The Mender DID work for me. I only tried it once, if thats of any help as I noticed being said that the mender did not work, or may not work. Either way, it did. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I agree the spiders, and the lost scouts are way to less in population, and would cause probs, and kill stealing out of not wanting to wait thru the 50 newbies that need there update. We dont want to enforce the feeling of stealing, right on the Isle. (or EVER for that matter). </p><p>I also didnt notice an option to skip the cave instance. Tho I agree it was awesome, fun and would give players an idea of things to come.. I worry about the late nights, or times when population is non existant on the Isle, in which a player is stuck there untill he can complete his quest. (Its possible you can, I didnt really try, but at the same time, I didnt see an obvious option to leave before doing the Cave, like it was clearly noticeable previously). So in case it is infact not an option, just a heads up on that as well.</p><p>Also, I loved the zombies coming out of the ground, that was a cool thing that Newbs should like. Its not something thats common in this genre, the dynamics of it all, its just awesome.</p><p>I also liked that each class gets their own armor right at the beginning, and can quest it out till the end. I would definitely like the idea of being able to quest for the BP, Legs, and Boots that you somehow come magically equipped of, when you start the Isle. Perhaps call it worn searidden plate bla bla, instead. That way if the mitigation is reqd, to do the Isle correctly, they have the same mit, but they will have the option to get a full armor set on the Isle, which feels fun, and an accomplishment. Also it gives newbs , and each class - a distinct, and full set of armor , which isnt a bad thing. The Isle could use more quests, too. So that could solve that problem as well.</p><p>Think thats all I can remember for the Isle, Great job!</p><p>Message Edited by DarkfiendLightbearer on <span class="date_text">01-13-2006</span><span class="time_text">08:27 AM</span></p>
Borre
01-13-2006, 09:41 PM
<div><span><blockquote><hr>Also the Pet heal ability needs to say on the tool tip that it drains the character's life to heal the minion.<hr></blockquote>Oh yeah I forgot to write that in my comment. Everytime I cast it, I thought I was pulling aggro and was pretty much ready to file a bug saying the spell gave you insta-aggro. Once I realized what it probably was doing, and confirmed that by doing a full examination of the spell it was ok, but yeah it was weird not having that info in the tooltip.</span></div>
Throbus
01-13-2006, 11:51 PM
<div><span><blockquote><hr>CaptXpendable wrote:<div></div><div></div><blockquote><hr>arathym wrote:<p><font color="#ffff00">NPCs are going stealth now. I'm not sure if this is intended, particularly uring combat, but I will send out an email and find out. Thanks.</font></p><hr></blockquote><div>If it's intended to be stealth, then shouldn't it have a casting time, sound effect and animation? What I'm seeing is that they're just popping out, and I lose the targeting.</div><div> </div><div>And why would my going into stealth force the mob out?</div><hr></blockquote>I haven't tried the new content yet; so, take this with a grain of salt. <span>:smileywink:</span>With my brigand on Live, my stealth abilities also allow me to see stealth. Could that be happening here? If the NPC goes stealth, you can't see it; but, if you're own stealth ability also allows you to <b><i>see </i></b>stealth, then you can see it when you are stealth.However, since engaged NPCs can still hit PCs when we sneak during a fight ... it seems that we should still be able to attack an engaged NPC that sneaks. <span>:smileysad:</span></span></div>
<div></div><p>You beat me to it but yea on my swash in qeynos you get see stealth on the first sneak as well and i had to deal with the bug in the cave consistantly twice in a row, on the last mob of the first grp(i dont remeber if it was the same type each time) he would disapear and not reapear unless i used sneak and didnt move afterwards, if i made any movment he would disapear again, i played with him for like 10 min befor i figured this all out. a few times he would just apear, hit me, then disapear befor i even had the target for more then 2 seconds.</p><p>I had thought it was a sneak but it didnt realy seem like it to me imo, seems more like a bug, besides why would a npc sit and stair at you in combat, hes tryin to get xp to!</p>
<div></div><div>Bug: "Qeynos Alignment" quest - If you left the island and zoned into your starter villaged but have not yet spoken to the Steward before the push, the quest remains in your Quest Journal. Because this is a hallmark quest it is undelete-able.</div><div> </div><div>Edit: The Stewards are no longer there by the village bells...</div><p>Message Edited by Ayenea on <span class="date_text">01-13-2006</span><span class="time_text">11:41 AM</span></p>
Tuppen
01-14-2006, 01:34 AM
<div>As someone already said earlier, I couldn't get the Ghosts and Goblins quest to update after gathering the water and the roots for the Goblin Soothsayer. He has the little book floating over his head, but the quest doesn't complete when he is hailed.</div>
Captain_Xpendab
01-14-2006, 02:26 AM
<div></div><blockquote><p></p><hr><p>Throbus wrote:</p><p><span>I haven't tried the new content yet; so, take this with a grain of salt. <span>:smileywink:</span>With my brigand on Live, my stealth abilities also allow me to see stealth. Could that be happening here? If the NPC goes stealth, you can't see it; but, if you're own stealth ability also allows you to <b><i>see </i></b>stealth, then you can see it when you are stealth.However, since engaged NPCs can still hit PCs when we sneak during a fight ... it seems that we should still be able to attack an engaged NPC that sneaks. <span>:smileysad:</span></span></p><hr></blockquote><p>I just checked to be sure, the Dirge I rolled on test doesn't have see stealth as part of his stealth, I didn't know Rogues had it. (On a side note, Sirens in TS use Bard abilities and can see stealth, I wonder if it's something that got overlooked for players)</p><p>The Gnolls that pop for the destroy hidden caches quest in Forest Ruins do this, so tried it out for a bit. I can beat them because I can force them out, but anyone without stealth is going to get really frustrated with this. Especially since, if you wait long enough, they repop at their spawn point, regening at full speed while your still stuck with combat regen. I don't get to take a break during a fight without breaking the encounter, why should they?</p><p>I really feel if this is going to stay in, it should not be thrown so soon at newbies. This should be held off for later levels for experienced players to deal with. Personally, I think even then it should be limited to named and dungeon mobs.</p>
Agapelove
01-14-2006, 02:27 AM
I'd like to second the problem with killing the goblins for the first quest. I was able to target them and then hit the attack key, but they would often run by without me getting a hit in. Otherwise, I've enjoyed the island.<div></div>
-vali
01-14-2006, 03:07 AM
I heartily agree that the spider area quests need to be solved. There needs to be *many* more spider spawns. On the isle I was on, it was a huge bottleneck, with tons of people just sitting around camping the spawn. KS's - yeehaw!Additionally, I agree about the first quest to kill the running goblins - they need to be slowed down a lot. Or have a few just standing still, for those classes that do not have ranged CA's to pull them.Also, the quest part involving all the parchment-examining can be a bit confusing at first. Perhaps it should be streamlined a bit.I was able to find one dual wield weapon on the island - as a drop from the named spider. It's a lore item, so you can only have one. How about inserting 1 or 2 more dual wield weapon drops?Is there no longer a vendor for cheapo weapons and armor? I know that you start with some armor now, however, not all characters should be forced to do the quest lines for additional armor. Having an option to buy stat-less armor or weapons would enrich the n00bie experience - allowing them to wield whatever weapons they choose to purchase, and obtain armor however they desire.Another thing is the tower is still called "Malvonicus' Tower" or somesuch, even though I believe Malvonicus has moved out <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Finally, I agree that skill-gains (for piercing, slashing, defense, etc) seem to be agonizingly slow, and makes it very very hard to kill some of the mobs on the island.
jasonqdavis
01-14-2006, 03:25 AM
<div></div>Wasn't sure if this has been mentioned. But I just tried to finish the quest Ghosts and Goblins. I went to all three waterfalls and collected the three roots. It said to go to the soothsayer and speak with him but when you get there even though he has the book over his head he doesn't complete the mission and just says his random quotes.
sundrop
01-14-2006, 03:34 AM
Holly Warpdrive batman, Slow them NPC's Down, so far 1/5 stars (liked the old isle better)<div></div>
Gwenae
01-14-2006, 03:53 AM
<div></div><p>I also wish to tell you about the disappearing mob bug. It happened three times in a 20 minute period of gameplay. Please do something about this.</p><p>I hope this new island grows on me. I have lots of characters on two Station Access Accounts, so I like to create new characters.</p><p>In addition, thank you for continually improving and adding to our gaming exerience.</p>
Sritt
01-14-2006, 04:09 AM
<div></div><p>Here's what I've seen so far on the Queen's Colony:</p><p>1) The invaders are hard to target, moving really fast.</p><p>2) The 1st level spells/CA's don't come on your hotbar and no message about having them, found them when checking my knowledge book at a later point.</p><p>3) No NPC to turn in the collections on the island into (figured it'd be the trainer for harvesting and collections).</p><p>4) I got about 6 chest drops with only 1 duplicate drop, all the drops that were armor where Light and above, never saw any VLA drops.</p><p>5) No discovery locations on the new island like in the old island.</p><p>6) The map still has all the markers and names for the old Isle of Refuge rather than for the new Queen's Colony (showing a buch of goblin camps, spiders where the treants are now, Bladefin's shark icon where its an octopus now).</p><p>7) The missing stairs (threw me off but glad to see that's being worked on)</p><p><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> A lack of quests, there's really only 2 quest lines, no quest starter drops (though one of the trainer NPCs at least talks about how to examine items and that some start quests).</p><p>9) Lack of items. On the old Isle of Refuge if I did all the quests and took out a few named I'd have almost every slot on my character with some piece of equipment.</p><p>10) The Tainted quest reward is a no-stats jewelry item, so is just vendor trash. This was the only quest reward on the colony that wasn't useful.</p><p>11) No tradeskilling. I assume that's because the new Tradeskill trainer isn't finished yet.</p><p>I think between 5 and 8 that's the reason the levelling is so slow. Discoveries always helped on Isle of Refuge and between the one shot, quest lines, main quest line, and dropped quest starters I'd cap out my experience on the isle before leaving, and that was without killing any unneeded mobs, just the ones needed for quests. THis led me to Qeynos where other than the first few run around mentor tasks every task I had was orange/red to me, but still not too bad since the districts have lots of errand tasks that can level you up fast enough to 'catch up'.</p><p>Updating the map with the new landmarks would be useful, the quest NPCs often mentioned an area as if you should know where it was and gave no directions, you couldn't waypoint the locations, and looking at the map didn't show them.</p>
luciu
01-14-2006, 04:16 AM
<div><span><blockquote><hr>StaAk wrote:<div></div><div>As for the mobs disappearing in combat -</div><div> </div><div>They're scouts. They're going into stealth. And breaking target when they go, I might add. PC's don't get to avoid NPC targeting when they go stealthy, that's not really fair <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>Also noticed fighter-type goblins taunting me. I kinda laughed a little bit to see that, dont know if there's any actual effect involved with the taunt though.</div><div> </div><div> </div><div>Also noticed a couple of the quests weren't exactly group-friendly. Luring the scout ghosts back to the cleric seemed to break if another groupmate found their way onto the scout's threat list. The cleric wouldn't rez the scout. The quest involving kicking down the goblin totems also only updates for the person who actually takes the totem down.</div><p>Message Edited by StaAk on <span class="date_text">01-12-2006</span><span class="time_text">03:47 PM</span></p><hr></blockquote>I was quite impressed by this - a scout managed to evade from me and I swtiched targets automatically - this is COOL.The only problem with the mobs going into stealth is they did not choose to do anything when they were in stealth. Asides from that this is a highly needed change. Scout mobs should be much more of a threat now.</span></div>
Captain_Xpendab
01-14-2006, 05:50 AM
<div></div><blockquote><hr>lucius8 wrote:<div><span></span> </div><div><span>I was quite impressed by this - a scout managed to evade from me and I swtiched targets automatically - this is COOL.The only problem with the mobs going into stealth is they did not choose to do anything when they were in stealth. Asides from that this is a highly needed change. Scout mobs should be much more of a threat now.</div></span><hr></blockquote><p> </p><p>I wouldn't mind if they used it out of combat to get the drop on players (ACK!!! encounter had 5 mobs, not 4), but in combat I think this makes them overpowered. They're virtually invincable if you don't have stealth or see stealth.</p><p>On reflection though, I do wonder if they're supposed to be using their stealth CA when they do this, but for some reason get stuck. I think that would be more reasonable, if they only stealth in combat to use the CA (and to confound the player when, in an encounter, they suddenly switch targets).</p>
Captain_Xpendab
01-14-2006, 08:59 AM
<div></div><p>I rolled a Swashbuckler on test and got an "inventory is overflowing" message right of the bat. Took a look and found 1 bag, 1 food, 1 drink, 15 poisons (plus 2 more in my charm slots), and 3 poisons in overflow. 20 poisons total.</p><p>Apparently somebody forgot that poisons don't stack. :smileytongue:</p><p>Also, the sparring partners are bugged, they keep saying "well done" several times well before the fight is over, turning off my auto-attack, but not breaking the encounter. </p>
jasonqdavis
01-14-2006, 09:20 AM
<div>I was curious to what other people thought. But does it seem that not only with the smarter NPC AI it seems they are buffer. Using abilities they never used before and harder hitting and harder to hit. I don't mind this but it just seems that the fights are tougher but with less xp gain from them. It just seems its taking a lot longer to level than it did before.</div><div> </div>
Tarya
01-14-2006, 04:40 PM
<div>First: what a great experience - I loved the new improved island.... the quests work together towards the same storyline (though not enough for the ones who just dont want to grind xp).</div><div>Second: I went through the feedback here and encounted most of them. And that sneak ability by the mobs was good to know - wondered where they disappeared. So is the idea that they sneak and run away? Or sneak/attack and be visible? This can be easily be thought of as a bug so need to have some indicator that this is intended feature. Maybe the mob could laugh and say 'You can't see me!'</div><div>Then last I didn't see as a feedback: I got the following drop Sky Essence. It says among other things: 'A great scholar may be able to help you to determine its use.' It doesnt open a quest like usually examining items like this. And so far I haven't found a NPC that would recognise this item and give a quest. Is it supposed to be a quest? At least it's lore/no-trade/no-value item.</div><div> </div>
Borre
01-14-2006, 11:15 PM
I just finished Queens Colony with a new monk. It was fun to go through the new quests. On some mobs I'd kill them pretty quick, on others they'd parry and I'd miss so much it was very questionable.I don't like how the last quest where you get a nice item for your character (from the Caves) requires a group. Not only is this going to suck when there's very few new characters starting, but even with a ton of people testing, I still had to wait around for about 10 minutes before someone let me in their group. I think the whole Isle should be soloable honestly.<div></div>
Kishia
01-14-2006, 11:18 PM
<div>First off i would like to say I had a blast on the Island I played on the good/evil side <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> tried them both.</div><div>the only thing so far I had a bit of trouble with was targeting..it seems as when I had something targeted and cast a spell I would loose the target, oh! and also are the minion suppose to get agroed don't know if it is the same as a mage's pet..seems my pet got agroed before me not sure if that is intended.</div><div> </div><div>I think the spawns were fine just a lot of people ther that is usualy not so having 36 people in 1 area, yes it seems to be not enough but, there are usually not that may people there at a given time.</div>
arathym
01-14-2006, 11:19 PM
<div></div><p>"I think the whole Isle should be soloable honestly."</p><p>This is the intent, at least anything required for the main quest series. If the instances are too hard to solo, I'll need to scale them back or slow them down a bit. Keep in mind they are supposed to be difficult, but doable around lvl 6.</p>
jasonqdavis
01-14-2006, 11:22 PM
<div></div><blockquote><hr>arathym wrote:<div></div><p>"I think the whole Isle should be soloable honestly."</p><p>This is the intent, at least anything required for the main quest series. If the instances are too hard to solo, I'll need to scale them back or slow them down a bit. Keep in mind they are supposed to be difficult, but doable around lvl 6.</p><hr></blockquote>On the whole this is true. But the one thing that I noticed was the cave mission is pretty hard even at level 6. I think with my paladin I had to level to 7 or 8 to do it and I still almost died. Then I compared it to the one in the freeport isle and I found the evil side has a cave mission which is a lot easier when compared to the queens colony.
Kishia
01-14-2006, 11:22 PM
<div></div><div></div><blockquote><hr>Borreny wrote:I just finished Queens Colony with a new monk. It was fun to go through the new quests. On some mobs I'd kill them pretty quick, on others they'd parry and I'd miss so much it was very questionable.I don't like how the last quest where you get a nice item for your character (from the Caves) requires a group. Not only is this going to suck when there's very few new characters starting, but even with a ton of people testing, I still had to wait around for about 10 minutes before someone let me in their group. I think the whole Isle should be soloable honestly.<div></div><hr></blockquote>well if you take the way it was on the old island you grouped to get the orc did you not I don't see anything wrong with this you are learning and this is part of the process and you get to see what it's like to go after an encounter once you go home to your own towns I think it's a good thing.<p>Message Edited by Kishia on <span class="date_text">01-14-2006</span><span class="time_text">10:25 AM</span></p>
jasonqdavis
01-14-2006, 11:27 PM
<div>Oh something I also forgot to mention to see if this happened to anybody else. I did the whole Goblins and Ghosts mission and got to the part where you had to get three roots and water from all three waterfalls. Well I finished that and went back to the soothsayer and he had the book over his head but he would not recognize that I had finished the mission he would just say little remarks but no finish.</div><div> </div><div>On that note I thought it was funny the mission was called Goblins and Ghosts and not Ghosts and Goblins the second name being the name of an old video game.</div>
Ariaya
01-15-2006, 12:39 AM
<blockquote><hr>arathym wrote:<div></div><p>"I think the whole Isle should be soloable honestly."</p><p>This is the intent, at least anything required for the main quest series. If the instances are too hard to solo, I'll need to scale them back or slow them down a bit. Keep in mind they are supposed to be difficult, but doable around lvl 6.</p><hr></blockquote>I'll have to go back and try it at level 6, but with my level 5 mystic the mobs are coming too fast to be able to kill. I don't expect my rate of kill to increase significantly in one level.I don't know if you can tailor the instance based on who is zoning in, but if it's supposed to be soloable, don't forget that the priest classes kill at the speed of grass growing! I haven't tried a fighter yet, just the mystic and trubador (I know that's not spelled right..)
SweetiePie
01-15-2006, 01:25 AM
<div></div><p>I tried a templar on the island and I had a lot of fun. I was able to fight quite well. I only hope that she'll be able to keep soloing once I hit the higher levels!</p><p>I'm in Qeynos now and a lot of the old city quests are not finishable. The icons are over their heads, but the choice for the quests are not there.</p><p>I really like the new stories on the island. I just need more than 10 slots on the regular server so I can play on the isle. I can't give up any of the people that I already have. :smileyvery-happy:</p><p>Linnette</p>
Borre
01-15-2006, 01:39 AM
<div><span><blockquote><hr><p>This is the intent, at least anything required for the main quest series. If the instances are too hard to solo, I'll need to scale them back or slow them down a bit. Keep in mind they are supposed to be difficult, but doable around lvl 6.</p><hr></blockquote>I definitely couldn't do it with my level 6 monk, I'm guessing it would depend on the class. Of course, the fact that I kept missing or being parried didn't help I suppose. Hopefully in the live update those problems will be fixed.</span></div>
Dawnrise
01-15-2006, 03:05 AM
<div></div><div></div><p>Well as for soloing the cave on the Good Isle, my lvl8 Templar didn't stand a chance! I could get through the undead gobbies, but then the multiple spawns of the groups of 4 undead totally wiped me, and after just 4 heals I was out of power.</p><p>Deep</p><p>Update: I finally managed to solo the cave at lvl9 with my Templar - and that was only just, after several attempts. The heals are still using up way too much power for the small power pool I have at those levels.</p><p>On an unrelated note, I found the Grimroot Legplates as a drop off the named undead treant - Grimroot. Very nice leggings - Mit 29, +2 STR, +1 WIS, +5 Power, useable at level 2. I equipped them, and they went into my CHEST slot! :smileyvery-happy: Ok, so they are a definite upgrade to my Templar's Breastplate, but I'm going to get some funny looks running around with a pair of trousers on my chest!</p><p>Message Edited by Dawnrise on <span class="date_text">01-14-2006</span><span class="time_text">03:51 PM</span></p>
Heattanu
01-15-2006, 03:31 AM
<div>I tried the final encounter 4 times with a level 6 wizard. I could do the solo groups but the waves came too fast. Each group took a chunk of my health and there was almost no time to regen between waves. I never got to the boss mob, so I am not sure if I could have done that one either.</div>
Evan51
01-15-2006, 05:28 AM
<div></div><div>I'm actually not very fond of the changes as they are at all.</div><div> </div><div>I've been playing EQ2 for about three months now, so it wasn't so long ago that I downloaded the Isle of Refuge to try out the game. The Isle of Refuge, as it was, MADE me buy the game (I didn't even want to when I downloaded it, I was just curious). I had downloaded the Trial a while before that, but the game didn't really impress me pre-combat changes. However, the speed of everything after the changes really changed my mind. For example, I started out with a mage character and went off to kill my first goblin. It took one hit to bring him down. Too easy? Maybe, but I think the feeling of power that gives a new player is very unique compared to other MMOGs, where your first levels usually involve hitting auto-attack and waiting. Unfortunately, when I started a berzerker under the new system, I spent the first thirty minutes or so doing exactly that, hitting auto-attack and waiting. No new player would find that fun, doing 1 and 2 damage to a crab for 50 seconds to get a tiny bit of exp. Heck, I've gone through thirty-seven levels of the game and even I found that to be very boring.</div><div> </div><div>The environment of the isle is also a problem, I feel. With "trainers" replacing all the colorful characters that used to welcome you and a field of goblins that almost felt like a playground now replaced by a more gloomy and gritty "tainted" welcome, the whole thing feels much less inviting and much more tutorial-like (or even instruction book-like) than game-like. It makes me wonder what will happen to the ship/dragon introduction and the whole "refugee trying to make a life for themselves" welcoming, which was by far my favorite part of the game. I still remember the warm fuzzy feeling I got when I was first welcomed to Qeynos after my "hard journey".</div><div> </div><div>I also have had reserves about the whole class changes, as well. I agree that there should be a better way for people to try out the final classes than spending several hours getting to 20, but at the same time, removing all the advancement of those levels makes them feel even more useless than they seemed to feel before. The system would obviously remove all the class advancement quests, which were some of my favorites. While this system might be good for an experienced player wanting to try something new, I think new players would be robbed of some great original game content, not to mention that picking from the game's 24 classes right off the bat might be overwhelming.</div><div> </div><div>Finally, as someone whose main character is a Qeynosian Rattonga, I have to wonder what this system will do to the betrayal quests. How can a dark elf become an illusionist if he only has the option to be a coercer? I'm sure this is a problem that's already been taken into consideration, but it made me scratch my head the second I heard about the new system.</div><div> </div><div>But, since I don't like writing posts like these just to throw eggs at an idea, I do have a few solutions in mind. The biggest one being this: Since this is a roleplaying game, why not let players choose how their lives begin? At the beginning of the game, right at character creation, players could be presented with a choice. Were they commoners taken to the isle of refuge or were they full-fledged adventures in a chosen path, out to make a name for themselves? That way, there could still be fighters, mages, priests, and scouts and all the mid-level classes, as well as low-level characters of the final classes. Since I'm assuming balance will be remaining the same, a fighter and a paladin could be side-by-side at the same level with roughly the same combat strength. From a roleplaying standpoint, this would add a cool bit of variety to the classes early on, as well, since you could be a life-long, born and raised brigand or a person who fell into the life of a scout and is still trying to find themselves. I think keeping the four base-class system in place also helps a new player understand the similarities of all fighter classes, mage classes, scout classes, and priest classes, so their isn't any confusion about their role.</div><div> </div><div>A slight variation on the idea as it is would be to give new characters the choice of the subclasses (prowler, bard, sorcerer, druid) instead of the final classes. Then, instead of advancing to the final classes at 20, they would be presented with that choice at level 10, and would also have the choice to continue leveling without advancing until 20 (for the sake of betrayal).</div><div> </div><div>A third option (though I'm not a huge fan of this) is to do what the game Dark Age of Camelot did and allow long-time players (ones with level 50 characters, for example) to instantly create level 20 characters to get a feel for classes they never tried. But like I said, I'm not a fan of this, as I find that it's a good way to destroy the early game completely as time goes on.</div><div> </div><div>So, in the end, I suppose the later game isn't going to change, so nothing is a huge deal, but I'm still not in favor of the changes on the test server going live as they are. I still think it would be nice to get the feeling for other classes, but throwing so many good things out and over-simplifying the game while bringing monotony to the earliest of levels isn't the way to do it.</div><div> </div><div>Whew, okay, I feel like I got a little carried away there! This was just supposed to be on the Queen's Colony, I suppose, but I couldn't find a better thread to let all that out. Sorry if I've offended! Just trying to help the game I love.</div>
StaAk
01-15-2006, 06:16 AM
<div>It'd be nice to see a ranged combat instructor near the general combat instructor... and then a stationary target or dummy npc to practice ranged attacks on.</div>
Rattfa
01-15-2006, 04:43 PM
the tainted sapswill sapppers in the Tainted Forest, seem to spawn on the same spot regardless of whether there are any already therethere are about 30 huddled around a dead dear right now <span>:smileyvery-happy:Anyone with a good AOE can farm a lot of XP hereI'm liking both new islands so far <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> any idea when the tradeskill instance will be ready?</span><div></div>
Ildarus
01-15-2006, 06:48 PM
<div></div><p>I LOVE IT!!!!!!!!!!!!!!!!!!!!</p><p>There are some bugs and I am sure they will get worked out, but I think some of the bugs are people that want the same thing over and over, and they just don't like change. They don't realize that one of the greatest things with this game is that it is constantly evolving.</p><p>I have created a conjurer in the Queen's Colony and have had a lot of fun. I have soloed everything so far, even the cave. What has worked for me is CAUTION!! If this game was RL, no one would run around like some of the people I see in this game. This goes for the Live servers as well, but especially on test right now in the Queens Colony. I was logged two nights ago and I seen one guy bouncing all over the island. Running every where with recless abandon. Whoops he runs into agro, dies and then turns around and complains that there is to much agro on the island. What is up with that? Come on, I know this isn't RL, but in any game with strategy you don't just run head on into a new zone. You head in, stop look around, move some more, stop look around etc..... I think you all get my point. Just because it looks like the Isle of Refuge doesn't mean it is. Besides the old Isle had plenty of agro too. The only difference is that before the progression on the Isle pretty much made it so you were equal too, or above the mobs that aggroed you.</p><p>The one complaint I do have is what happened to the xp from level 1 to 10. The first 5 levels went pretty fast. I am now level 7 and that trip from 5-7 seemed to take a lot longer than it used too.</p><p>Oh, and another thing, it would be nice if the veterans of this game would stop whining in /ooc when they are playing new characters on test. It is getting really old. First thing when I log on I see "omg they ruined this game", " the devs have totally messed this up". Please, they are doing what they feel is right to make the game better and progress it. They made the changes because the demand was there to change it. They did not do this just give people something to complain about. There is enough of that going on without a major change like this.</p>
Tuppen
01-15-2006, 07:59 PM
<div>I was able to solo the cave instance only once with the warden that I took through the tutorial. He was level six, and I am not sure what I did different that time versus the others. I tried repeatedly to reproduce my success but was unable to do so. </div><div> </div><div>The one time I managed to do so, I cleared all the totems in the room within about 10 seconds and was totally without power the last two mobs of the fight. It was a matter or hack and slash, hoping that I succeeded in killing them before they killed me. AND, I had already defeated the cave with a group at that point (with a group) so I was using the final quest reward as my weapon.</div><div> </div><div>I tried the same strategy three times afterward, and failed each time. I never even got close to winning again. </div><div> </div><div>I solo with my main level 60 warden all the time, so I had a distinct advantage over any new player who would be trying to do this instance with a warden that they had only played for the hour or two required to get to that stage on the island.</div><div> </div><div>The cave instance definitely needs to be adjusted to be less difficult, yet still challenging. </div><div> </div><div>The biggest problem I had with it, was that, if you don't try to just fly through the instance by destroying the totems, the waves of attack come WAY too quickly for you to rebuild any amount of power.</div><div> </div><div>If you do destroy all the totems immediately, you end up with about 8 mobs, including the boss, beating on you. Too many interrupts, fizzles, and resists results in failure. If you aren't a healing class, I can also imagine that health would be an issue.</div><div> </div><div>Maybe I am missing some key strategy that makes the instace easier to defeat. If so, maybe a hint to new players (and old) as to what this strategy is would be useful so repeated tries don't lead to frustration and ultimately just giving up on defeating the instace.</div>
KaiYi
01-15-2006, 09:54 PM
The majority of the bugs or issues that I experienced have already been listed quite thoroughly here. I would like to stress one that may not have been so clear yet.This is from the viewpoint of a Berserker on the queen's colony island.The issue with your skills such as slashing etc... not rising fast enough is very bad. At first with a Berserker, (or any melee character I would assume) it's pretty good. It's good till about level 3 or 4 when you start missing about 75% of the time. It's bad to get a monster down to a couple of hp's while you're still full and miss so many times that you're dead before he is. I'm just guessing that the hit/miss rate is because of the skills not going up fast enough. Thanks. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
Tuppen
01-15-2006, 10:00 PM
<div></div><p>I have to reiterate what others have said about skill ups. I decided to test it this morning. I spent an hour and a half trying to increase slashing, ordination, and subjugation skills. In an hour and a half,I got about 10 slashing skill ups, but still wasn't maxed (my max is currently 41). Rooting almost every mob, I only got 3 subjugation increases. The skill stands at a whopping 8 out of 41 now. Because I was using the sparring partners and green mobs for my testing, I didn't have much reason to heal, so ordination only went up a few points as well.</p><p>This might be the issue with the instanced area. With skills not increasing rapidly enough while levelling, by the time you get to the Source of Evil, I tend to fizzle a lot, have my spells resisted and miss most times with my weapon.</p>
Captain_Xpendab
01-15-2006, 10:56 PM
<div></div><div></div><div></div><p>Here's how I did the cave with my Swashbuckler at level 6. DO NOT do all the totems at once. That just brings everything there down on you at once. When you go in, pop the totem near the entrance, kill the first 3 goblins, then pop the other totem (if you have stealth, you can do the first 2 totems, then kill the goblins). Be careful not to move to close the the Boss, it autospawns the 4 skellies, regardless of whether your in stealth or not. Once your ready, move in to spawn the skellies, kill them, then pop the last 2 totems. The Boss will then become attackable and spawn 2 more skellies. </p><p>I should note that this was after I had already beat it with a group, so I had my dual wield rapier and the weapon dropped by Direfang. By the time I did this, my piercing skill was almost maxed out. </p><p>And Ildarus, I agree with you about the griping. I was pointing out on test last night that the patch notes state this is an ALPHA test, of course things are pretty raw. I would have been shocked if things <strong><u><em>weren't</em></u></strong> unbalanced and difficult right now.</p><p>This patch seems to be drawing a lot of people to test who don't quite get the nature of test. :smileywink:</p><p> </p><p>Edited to add: I don't know if this is a bug or not, but I did this instance a few times and sometimes the Boss and skellies will spawn at the same time as the other 4 skellies. Most of the time though, she waits until you pop the last totem.</p><p>Message Edited by CaptXpendable on <span class="date_text">01-15-2006</span><span class="time_text">11:02 AM</span></p>
Tuppen
01-16-2006, 07:19 AM
<div>Sounds like the same technique I was using. Only problem is, if you don't kill the first round of skellies that she summons as you approach her quickly enough, she summons another four. With all the resists, interrupts, and misses, it is difficult to kill them all quickly enough and destroy the totems before the second set of four spawns.</div>
The Griff
01-16-2006, 12:28 PM
Fury gloves aren't given as quest reward for the first quest either.<div></div>Everytime I logout and back in while on either isle, I have a waypoint trail leading me to the main quest giver. Is that just in case I forget where he/she is?
Captain_Xpendab
01-16-2006, 03:38 PM
<div></div><blockquote><hr>Tuppen wrote:<div>Sounds like the same technique I was using. Only problem is, if you don't kill the first round of skellies that she summons as you approach her quickly enough, she summons another four. With all the resists, interrupts, and misses, it is difficult to kill them all quickly enough and destroy the totems before the second set of four spawns.</div><hr></blockquote>Your right, I just tried it with a Troubador and it's a totally different experience. Without the DPS to finish them quickly, your out of luck. My Swashbuckler could farm this instance at level 7, my Troubador can't even come close to beating it at the same level.
I just wanted to add to others comments about the spiders. I noticed that they are a real stopping point. People are borderline ks'ing, camping, etc for them. The quest that has you start killing the spiders, then once you get the note, has you kill more of them might be made more useful if the second part was made to kill something different. Maybe some elk or something like that?
witolfire
01-16-2006, 10:26 PM
<div>I found an item bug that needs fixed as well. The Grimroot Legplates are coded as a chest item. When you equip them, they go into the chest area. The problem is that there is no graffic assigned for the chest and it removes all other graffics. As such, you are left with no clothing above your waist, save for your arms. Not to good if your playing a female character. :smileysurprised:</div>
Ariaya
01-16-2006, 10:46 PM
<blockquote><hr>Korben wrote:I just wanted to add to others comments about the spiders. I noticed that they are a real stopping point. People are borderline ks'ing, camping, etc for them. The quest that has you start killing the spiders, then once you get the note, has you kill more of them might be made more useful if the second part was made to kill something different. Maybe some elk or something like that?<hr></blockquote>Well the quest is all about how the spiders are sitting on information for the source of the taint, so it makes sense to kill spiders for it. But perhaps there could be another set of spawns or something .. it really is a bottleneck.
Ariaya
01-16-2006, 10:54 PM
Adding some comments from my newbie Ranger ...At level 2, I was unable to complete the 2nd quest in the main series. The mobs were all yellow 2-down arrow to me but came in pairs and while I might have been able to kill one, I was unable to kill 2. I've tried this 3 times and died each time. This is frustrating for me, let alone for a newbie. I think a big part of this is related to the parry issue ..The rate at which mobs parry is rediculous. At least 3/4 of my attacks get parried for white or higher mobs, and about 50% for blue mobs. I can understand the need to have mobs parry .. but they've got the most amazing skill. It makes it very frustrating for a player .. and it'll be worse for new players who don't understand what's going on.And a few bugs ..I can hail NPCs while stealthed .. and they respond. Did they all get see invis now?When I complete the first part of The Source of Evil (destroying the totems), Sorcerer Oofala doesn't have the book/quill icon over his head.<p>Message Edited by Ariaya on <span class="date_text">01-16-2006</span><span class="time_text">12:54 PM</span></p>
Grace37
01-16-2006, 11:05 PM
<div></div><p>I for one love the new changes...</p><p>And forgive me if i say something t hat has been said or replyed to already..</p><p>(didnt have the energy to read through all the pages)</p><p> </p><p>for one its the little things that count. They make a big diffrence to it all like the zonbies climbing out of the ground and the mobs taunting or going stealth. those are all small changes that make a major diffrence on improving the game. I wish you at SoE would do that more oftin (add in the little things).</p><p> </p><p>one thing that was a little anoying to me was the fact that the 2 islands were in all accuality still the very same they just had diffrent furnishings npc's and dialog but the layout and the quests seems to be all the same between the two. i do love the fact that if your an evil character you can finnaly do some evil instead of doing all the same HELPFULL stuff as the goodies do. for once i would like to see a quest that the goodies and baddies competed aggenst eachother such as the good people go the a contact and he says that there is an orc kidnapping elfs and cageing them now the goodies have to go free the captured elves while the baddies would go capture more and sell or trade them to the orc.</p><p>burning the good guys homes was fun [Removed for Content]</p><p>them burning with it........priceless lol</p><p>i do have to admit all the labeled npc's that dont say anything or do anything is a bit anoying but i keep teelling myself that you havent added there stuff yet so i dont bug it.</p><p>and rember the little things may be alot of work that you think isnt worth it but its the little things that people notice like interactive furnature or how easy it is to rp on the rp servers (about impossable)</p><p>and in the long run if and when you all get to all these little things you will see eq2 get much much more popular i promise.</p><p> </p><p>thanks</p><p> </p><p> </p>
DavidSachs
01-16-2006, 11:07 PM
<div></div>Does anyone know where to find Sapswill Hill?
Throbus
01-16-2006, 11:46 PM
<div><span><blockquote><hr>DavidSachs wrote:<div></div>Does anyone know where to find Sapswill Hill?<hr></blockquote>IIRC, Sapswill Hill is near #27 on <a target="_blank" href="http://eq2.gamepressure.com/maps.asp?ID=1">this map</a>.</span></div>
Rattfa
01-16-2006, 11:48 PM
<span><blockquote><hr>witolfire wrote:<div>I found an item bug that needs fixed as well. The Grimroot Legplates are coded as a chest item. When you equip them, they go into the chest area. The problem is that there is no graffic assigned for the chest and it removes all other graffics. As such, you are left with no clothing above your waist, save for your arms. Not to good if your playing a female character. :smileysurprised:</div><hr></blockquote>Yeah I can vouch for that. My lady half elf templar didnt much like going round with all her 'bits' on show <span>:smileyvery-happy:</span></span><div></div>
Dawnrise
01-17-2006, 01:58 AM
<div></div><blockquote><hr>themixmonkey wrote:<span><blockquote><hr>witolfire wrote:<div>I found an item bug that needs fixed as well. The Grimroot Legplates are coded as a chest item. When you equip them, they go into the chest area. The problem is that there is no graffic assigned for the chest and it removes all other graffics. As such, you are left with no clothing above your waist, save for your arms. Not to good if your playing a female character. :smileysurprised:</div><hr></blockquote>Yeah I can vouch for that. My lady half elf templar didnt much like going round with all her 'bits' on show <span>:smileyvery-happy:</span></span><div></div><hr></blockquote><p>:smileyvery-happy: Same thing with my female Barbarian Paladin - when wearing the legplates, it looked like she had gotten a little too close to that sooty forge....</p><p>I was actually so embarrassed at everyone stopping and just staring at me, that I kept on equipping a lower AC breastplate when running around, and only switching to the leggings as I entered combat! It DID show up the very nice tattoo on my naked back though! :smileyvery-happy:</p><p>Deep</p>
Sritt
01-17-2006, 03:15 AM
<div></div><blockquote><hr>Ariaya wrote:I can hail NPCs while stealthed .. and they respond. Did they all get see invis now?<hr></blockquote><p> </p><p>This happens on live on the current IoR as well. The newbie isle NPCs all ignore stealth settings. I did find thoug that the goblins you have to hail for the Diplomatic Mission quest won't update if you're stealthed. Only the NPCs with selectable responses will respond to stealthed characters.</p>
Owlchick
01-17-2006, 06:41 AM
<div></div><blockquote><hr>Ariaya wrote:<blockquote><hr>Korben wrote:I just wanted to add to others comments about the spiders. I noticed that they are a real stopping point. People are borderline ks'ing, camping, etc for them. The quest that has you start killing the spiders, then once you get the note, has you kill more of them might be made more useful if the second part was made to kill something different. Maybe some elk or something like that?<hr></blockquote>Well the quest is all about how the spiders are sitting on information for the source of the taint, so it makes sense to kill spiders for it. But perhaps there could be another set of spawns or something .. it really is a bottleneck.<hr></blockquote><p>We've lowered the number of spiders necessary for the Tainted quest. Sorry about that, I thought there were lots more (and it sure seemed that way when I had the island all to my lonesome). I'm not sure when the change will get set up for you, but the amount in the first stage is reduced by half, and the percentage drop in the second stage was raised.</p><p>Thanks for all your feedback, folks! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Odina
01-17-2006, 12:29 PM
<div></div><p>A few bugs/annoyances I have experienced.</p><p>1. The 1st quest reward, A Qeynosian Leather Gloves is not given to you after you complete the quest. You only get some copper coins.</p><p>2. The sapswill invaders runs too fast, hard to attack them if you can't taunt or don't have a nuke/ranged attack and the 2 guards standing near the barricades tends to aggro them 1st.</p><p>3. The sapswill tappers spawns in the tainted forest seemed to be out of control. There was like 10-20 of them standing in one particular location yesterday.</p>
arathym
01-17-2006, 12:31 PM
<div></div><p>1. The 1st quest reward, A Qeynosian Leather Gloves is not given to you after you complete the quest. You only get some copper coins.</p><p><font color="#ffff00">Already fixed internally. Expect it soon.</font></p><p>2. The sapswill invaders runs too fast, hard to attack them if you can't taunt or don't have a nuke/ranged attack and the 2 guards standing near the barricades tends to aggro them 1st.</p><p><font color="#ffff00">Already fixed internally. Expect it soon.</font></p><p>3. The sapswill tappers spawns in the tainted forest seemed to be out of control. There was like 10-20 of them standing in one particular location yesterday.</p><p><font color="#ffff00">I noticed this as well this weekend. I'll look into it tomorrow.</font></p>
Nerwen
01-17-2006, 06:44 PM
I was so interested in all of the new changes that I patched onto test and started my first test character, a wood elf monk. When I made her, I fully intended to be a good tester and do things like /bug reports. Unfortunately, I sucuumbed to the fatal flaw of the new test changes - I had such a great time that I started playing, and stopped testing... and I forgot, and didn't /bug or /feedback a thing. <span>:smileysad: So, here are my impressions of the new character creation process and Isle of Refuge based on a brand-new now-level-6 woodelf monk:</span><ul><li>On the character select screen, "Change your character appearance" buttons are back and they are <i><u>not</u></i> limited to a one-and-done change. This rates as a <u><i>huge</i></u> BOO-YA! This is especially important when creating a new character, when you might want to play with hairstyles, woads, tattoos, etc, or if (like some people I could mention) you are indecisive. Saves having to recreate the character 20 times while you decide whether or not you want Braid or Bun, blonde or brunette, etc. Please, please, pretty-please-with-sugar-on-it, return this feature to the live game and keep it there until such a time as the in-game hairstylists (or whatever) are ready.</li><li>My brand new monk has a <i><u>gi</u></i>! <i><u>Double</u></i> BOO-YA! You do not know (or perhaps you do) how much I have whined and cried on the Monk boards because I wanted my monk to look like a monk! She looks absolutely wonderful! One of my biggest thrills, as I ran around the island, was that my character finally looked like I wanted her to look - like a monk! She looked so <i><u>sharp</u></i>! This is what a new character <u><i>ought</i></u> to look like! Oh, I cannot tell you how excited I am! However, I do have a couple of additional general gi comments:</li><ul><li>First, the newbie monk gi graphic is actually the graphic for another gi, the Gi of the Ashen Disciple. I gather that the Gi of the Ashen Disciple is hard to get and I expect to hear some whining on the part of monks (at least those who have already obtained this gi) about re-using the graphic for the newbie monks. Please, please, please do <i><u>not</u></i> change the newbie monk graphic! Rather, the Gi of the Ashen Disciple ought to have its color changed to match the new color scheme which was announced for monks a while ago. I forget which colors went with which levels, now, but white was for newbies, and darker colors were for older and more experienced monks. At any rate, while newbie monks absolutely ought to have a cool-looking gi, older and more experienced monks should <i><u>also</u></i> have a cool looking gi! I don't believe anyone would ever mistake my level-6 monk for a level-56 monk, but I would like to make it obvious that I am a newbie, and they are not. However, <i><u>I do not want to give up the current gi graphic</u></i>! It is ultra-cool, it makes the best possible impression for the truly new player, and I absolutely love it!</li><ul><li>As a sub-comment of this, please <i><u>do</u></i> make one of the following changes to the newbie monk gi:</li><ul><li>Make it tradeable or</li><li>Ensure there is a way that anyone who has a current monk, one that has already left the island, can obtain this newbie gi. Perhaps it could be put on the same NPC's who will sell the new AQ gear to those who did the armor quests before this last change. <i><u>Please do not make the mistake of thinking that current monks will not want this gi because it is newbie gear!</u></i> This is not true, and if my current level-27 monk cannot obtain this gi, I will be deleting her and remaking her expressly to get it. </li></ul><ul><li>In short, this gi is one of the top gi graphics in the game, and if it is going to be a newbie monk gi, then all monks should be able to have it, regardless whether or not they started their monk with this new patch.</li></ul><li>The base model for this gi, with wrapped wrists and ankles, looks much better than the base model for the gi which was used for the AQ quests. I understand there are plans to add more gis into the game. Please use this gi graphic as often as you possibly can. I would love to spend my entire monk life in this gi, only watching its color change as I gained in levels. Wonderful!</li></ul><li>There were no steps anywhere. I hear this is in the process of being fixed.</li><li>This has been noted earlier, but near the spiders there are three spawn points which created sap-suckers (or whatever the undead goblins are.) When I was in the area, these points must have had twenty sap-suckers each on top of them. I suspect that the piece of code which spawns the sap-suckers does not first check to see whether or not are any sap-suckers already present. My hunch is that some coding needs to be added, something like "If Number of Sap-suckers>0, do not spawn; else wait 2 minutes, then spawn 2 Sap-Suckers..."</li><li>None of the current quest-givers seem to point to any of the trainers or sparring partners. While that may be intentional, I think it should at least be in a dialogue box somewhere, that they are out there if you want to click on them.</li><li>There are many fewer "discovery" quests than were present in the original aisle. I hope that there will be as many discovery quests on the new isle as on the old one, as they were some of my favorite quests. There were tons of these types of quests and they were one of the things that made the isle so charming in the first place. Hopefully there are more quests that will be added as the bugs are worked out of the current quests. Examples of the old "discovery" quests:</li><ul><li>The necklace quest that dropped off the crabs on the beaches</li><li>The "X mark the spot" quest</li><li>The "Goblin Saboteurs" quest</li><li>The "Kill 10 sharks for Lydia" quest....</li></ul><li>There is a quest series which is started from a halfling who stands next to a tree. These series of quests need serious review for ... well, lets call it dialogue and NPC flow. Here is the sequence, as best as I can remember it:</li><ul><li>The first quest the halfling gives is one where you have to scout the area, find out how many scary wolves are out there, and kill four of them. When you complete this quest, it sends you back to the original halfling. Fair enough. When you go back to the halfling, though, the quest updates in the quest journal, and is marked as completed - but his speech balloons do not give the completion text for the quest: rather, he repeats the text which starts the quest which you just completed. </li></ul><ul><li>To compound matters, you then magically have a new quest in your quest book, for which you never received any directions via text balloons or NPC interaction. It mentions that this new quest was given by the nearby Qeynos Scout, but if you hail the Qeynos Scout, he gives you directions on how to get to the next quest giver, whom you have never heard of at this point, and who (if you find him and hail him) will not give you any quests. </li><li>Upon completion of the new should-be-scout-but-is-actually-halfling quest, the quest journal tells you to go back to the Qeynos Scout to turn it in. Unfortunately, the scout, single-minded fellow that he is, refuses to take it, and instead tells you how to get to the next quest giver. I should mention that he apparantly feels it is unfashionable to have quills or books over his head.</li><li>Returning to the halfling again completes this quest, and now you get a new one: this quest is to take a Diplomatic Cube to Grexx (who's Grexx?) at the Last Stand (where's that?) And that's it. No directions, no background, no nothing, no help from the scout (who gives the name of the Erudite scorcerer with the two magic lightning poles) or the Erudite sorcerer, who tells you to finish your current quest. By the way, at this point the halfling does not have a quill or book either.</li><li>But lo and behold, run back in the other direction, and the cleric (who sent you to the halfling in the first place, way back when) <i><u>does</u></i> have a book over her head! Click on her and <i><u>now</u></i> you are told to go to the Erudite Sorcerer.</li><ul><li>FYI, go to the sorcerer and he has a series of quests which work pretty well as far as flow goes. Kill some totems, then kill the named bad guy, as I recall. Once you have completed his quests, he gives you text about the Last Stand, and how bravely High Chieftan Grexx has held out in his treehouse against the invaders, and how the island needs to unite with him, etc. "Here," he says, "Take this and give it to High Chieftan Grexx!" However, he doesn't put anything in your inventory. (It's a good thing that you got the cube from the halfling!)</li></ul></ul><ul><li>At any rate, the quest series kinda-sorta works, and I did get through it, and got experience and all the rewards, but I ended up with a "road construction" sort of feeling, with big orange signs saying, DETOUR!</li></ul><li>Boo-YA for not having a chest item be the final reward for the quest! I simply cannot have something cover over my lovely gi!</li><ul><li>I did get fist wraps (boo-YA, again) but their graphic is bugged. If I am not in combat, my fists look bare, as is appropriate for a monk. If I am in combat, the new quest fist wrap turns into a sort of a boxy thing, with no details, just sort of a flat, square, grayish box. It wil stay as long as my character is in combat, then vanish the moment that I am out of combat. I suspect that the 3-d mapping for this item should be transparent, and the resting part of the animation is transparent, but the combat part isn't.</li></ul><li>There are a bunch of dead, ghostly treants near the spiders. There is also a live treant, and you can target him and hail him, but he does not give a quest.</li><li>The newbie-weapons vendor has pouches which hold throwing stars, hammers, and knives. However, while he sells the pouches, and every other conceivable sort of weapon, he does not sell throwing stars, hammers, or knives. So, when you hit 6, you can purchase and equip the bag, but can't do anything with it since it is empty.</li></ul></ul>That is all I can remember off the top of my head. Great job with the island so far, I have thoroughly enjoyed it.Oh, and did I mention - boo-YA on newbie monks! Woo!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...<div></div>
Sirlutt
01-17-2006, 08:59 PM
and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do. I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor. Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , <font color="#ff0000"><font size="7">PLEASE make craftable Gi's !</font></font><div></div>
Ildarus
01-17-2006, 09:17 PM
<div></div><blockquote><hr>Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do. I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor. Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , <font color="#ff0000"><font size="7">PLEASE make craftable Gi's !</font></font><div></div><hr></blockquote>Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.
Ariaya
01-17-2006, 10:19 PM
<blockquote><hr>Nerwen wrote:Ensure there is a way that anyone who has a current monk, one that has already left the island, can obtain this newbie gi. <hr></blockquote>When I converted my level 5 fighter to a monk, she got her gi ... it wasn't nearly as good as her existing Isle of Refuge armor, but it sure was pretty.<blockquote><hr>Nerwen wrote:There are a bunch of dead, ghostly treants near the spiders. There is also a live treant, and you can target him and hail him, but he does not give a quest.<hr></blockquote>You get the quest from the Treant by going through the Tainted quest line ... I think that's the right name .. the one you have to kill all the spiders for.And add me to the list of folks who would like craftable gi's ... I think they look great for monks/bruisers and should be more available.
Dalick
01-17-2006, 10:19 PM
<div></div><blockquote><hr>Ildarus wrote:<div></div><blockquote><hr>Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do. I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor. Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , <font color="#ff0000"><font size="7">PLEASE make craftable Gi's !</font></font><div></div><hr></blockquote>Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.<hr></blockquote><p>I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.</p><p>Gi's are not suposed to be unique in themselves. The style and color of the Gi is what is supoosed to be unique. There is no reason they can not have crafted Gi's that have a differing style and maybe color to raided Gi's. MG posted a few weeks back about how they Dev team had a color system in place for the differant levels of the Monk Gi's. As far as I know there are few Gi's in the game as is. This should not be the case. A Monks Gi should be his armor. A caster wears a robe... robes are all over of differingg styles in game dropped and player made, a Warrior ( IE: Any plate tank ) has all plate armor... all kinds drop from every level of the game and player made.</p><p>I am quite happy with my armor as is right now and even if they added player made Gi's I would stick with it. ( Dont really care for the Gi look personaly ) But that dose not mean that the 100s of other Monks that do like the look should be left with the choice of wear leather or raid till your eyes pop out to get one.</p><p> </p><p> </p>
Gaige
01-17-2006, 11:08 PM
<div></div><blockquote><p></p><hr>Dalick wrote:<p>I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.</p><hr></blockquote><p>You suck at checking into things then, as I don't have the Gi of the Dark Disciple. I use a Pristine Tailored Scaled Tunic when I'm tanking in raids, and I normally wear a robe or something if I'm not.</p><p>The gi's I have are Gi of the Disciple (T5 from AoW raid), Gi of the Ashen Disciple (Treasured), and the AQ ones.</p><p>So no, that isn't why I'm not fond of the crafted gi idea.</p>
Nerwen
01-17-2006, 11:18 PM
<span><blockquote><hr>Dalick wrote:<div></div><blockquote><hr>Ildarus wrote:<div></div><blockquote><hr>Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do. I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor. Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , <font color="#ff0000"><font size="7">PLEASE make craftable Gi's !</font></font><div></div><hr></blockquote>Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.<hr></blockquote><p>I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.</p><p>Gi's are not suposed to be unique in themselves. The style and color of the Gi is what is supoosed to be unique. There is no reason they can not have crafted Gi's that have a differing style and maybe color to raided Gi's. MG posted a few weeks back about how they Dev team had a color system in place for the differant levels of the Monk Gi's. As far as I know there are few Gi's in the game as is. This should not be the case. A Monks Gi should be his armor. A caster wears a robe... robes are all over of differingg styles in game dropped and player made, a Warrior ( IE: Any plate tank ) has all plate armor... all kinds drop from every level of the game and player made.</p><p>I am quite happy with my armor as is right now and even if they added player made Gi's I would stick with it. ( Dont really care for the Gi look personaly ) But that dose not mean that the 100s of other Monks that do like the look should be left with the choice of wear leather or raid till your eyes pop out to get one.</p><p> </p><p> </p><hr></blockquote>I am completely in agreement with this.Here, let me put this in big letters: <i><u><font size="5">We need more gis!</font></u></i>And absolutely, positively, for-the-love-of-whatever-you-hold-dear, we need crafted gis! Monks who choose to want to wear gis need to be able to have them available for their entire careers. I do agree that the crafted gis ought to look different from the dropped gis and especially from the raided gis, but that is another matter entirely. The fact is that we need more gis, period.As far as only using the newbie armor through level 10.... nah, I am just going to figure my chest slot out of my combat stats, and pad everything else with the best gear I can possibly find. I need my gi!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></span><div></div>
Owlchick
01-17-2006, 11:44 PM
<div></div><blockquote><hr>Nerwen wrote:<ul><ul><li>There is a quest series which is started from a halfling who stands next to a tree. These series of quests need serious review for ... well, lets call it dialogue and NPC flow. Here is the sequence, as best as I can remember it:</li><ul><li>The first quest the halfling gives is one where you have to scout the area, find out how many scary wolves are out there, and kill four of them. When you complete this quest, it sends you back to the original halfling. Fair enough. When you go back to the halfling, though, the quest updates in the quest journal, and is marked as completed - but his speech balloons do not give the completion text for the quest: rather, he repeats the text which starts the quest which you just completed. </li></ul><ul><li>To compound matters, you then magically have a new quest in your quest book, for which you never received any directions via text balloons or NPC interaction. It mentions that this new quest was given by the nearby Qeynos Scout, but if you hail the Qeynos Scout, he gives you directions on how to get to the next quest giver, whom you have never heard of at this point, and who (if you find him and hail him) will not give you any quests. </li><li>Upon completion of the new should-be-scout-but-is-actually-halfling quest, the quest journal tells you to go back to the Qeynos Scout to turn it in. Unfortunately, the scout, single-minded fellow that he is, refuses to take it, and instead tells you how to get to the next quest giver. I should mention that he apparantly feels it is unfashionable to have quills or books over his head.</li><li>Returning to the halfling again completes this quest, and now you get a new one: this quest is to take a Diplomatic Cube to Grexx (who's Grexx?) at the Last Stand (where's that?) And that's it. No directions, no background, no nothing, no help from the scout (who gives the name of the Erudite scorcerer with the two magic lightning poles) or the Erudite sorcerer, who tells you to finish your current quest. By the way, at this point the halfling does not have a quill or book either.<hr></li></ul></ul></ul></blockquote><p>Do you recall the names of the quests involved? The first bullet point sounds like "Doggone It!" which you can get either if you've slain the Moraks around the base of a tree and helped the scout down, or if perhaps someone else has already gotten him to the ground and he's still standing there waiting to be devoured <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p><p>This quest doesn't send you to talk to any Qeynosian scouts, however, so it sounds as though in some of the other bullet points, you were actually getting updates for an entirely different quest.</p><p>If he's re-starting his initial quest offering, then this poor lost scout is definitely missing something (besides his shirt). I know you didn't keep notes, but do you recall what the halfling scout's response options are when you went back to him after doing in some of the Moraks before he sends you to scout out the village ahead?</p><p>Thanks!</p><p>PS. I'm also adding in an option to his dialog to re-get the diplomatic gift for folks who choose to follow friends to another instance of the Queen's Colony. It's set to no-zone so that you don't accidentally wander off with it.</p>
<div></div><blockquote><hr>Nerwen wrote:I was so interested in all of the new changes that I patched onto test and started my first test character, a wood elf monk. When I made her, I fully intended to be a good tester and do things like /bug reports. Unfortunately, I sucuumbed to the fatal flaw of the new test changes - I had such a great time that I started playing, and stopped testing... and I forgot, and didn't /bug or /feedback a thing. <span>:smileysad: So, here are my impressions of the new character creation process and Isle of Refuge based on a brand-new now-level-6 woodelf monk:</span><ul><li>On the character select screen, "Change your character appearance" buttons are back and they are <i><u>not</u></i> limited to a one-and-done change. This rates as a <u><i>huge</i></u> BOO-YA! This is especially important when creating a new character, when you might want to play with hairstyles, woads, tattoos, etc, or if (like some people I could mention) you are indecisive. Saves having to recreate the character 20 times while you decide whether or not you want Braid or Bun, blonde or brunette, etc. Please, please, pretty-please-with-sugar-on-it, return this feature to the live game and keep it there until such a time as the in-game hairstylists (or whatever) are ready.</li><li>My brand new monk has a <i><u>gi</u></i>! <i><u>Double</u></i> BOO-YA! You do not know (or perhaps you do) how much I have whined and cried on the Monk boards because I wanted my monk to look like a monk! She looks absolutely wonderful! One of my biggest thrills, as I ran around the island, was that my character finally looked like I wanted her to look - like a monk! She looked so <i><u>sharp</u></i>! This is what a new character <u><i>ought</i></u> to look like! Oh, I cannot tell you how excited I am! However, I do have a couple of additional general gi comments:</li><ul><li>First, the newbie monk gi graphic is actually the graphic for another gi, the Gi of the Ashen Disciple. I gather that the Gi of the Ashen Disciple is hard to get and I expect to hear some whining on the part of monks (at least those who have already obtained this gi) about re-using the graphic for the newbie monks. Please, please, please do <i><u>not</u></i> change the newbie monk graphic! Rather, the Gi of the Ashen Disciple ought to have its color changed to match the new color scheme which was announced for monks a while ago. I forget which colors went with which levels, now, but white was for newbies, and darker colors were for older and more experienced monks. At any rate, while newbie monks absolutely ought to have a cool-looking gi, older and more experienced monks should <i><u>also</u></i> have a cool looking gi! I don't believe anyone would ever mistake my level-6 monk for a level-56 monk, but I would like to make it obvious that I am a newbie, and they are not. However, <i><u>I do not want to give up the current gi graphic</u></i>! It is ultra-cool, it makes the best possible impression for the truly new player, and I absolutely love it!</li><ul><li>As a sub-comment of this, please <i><u>do</u></i> make one of the following changes to the newbie monk gi:</li><ul><li>Make it tradeable or</li><li><font color="#ff0000">Ensure there is a way that anyone who has a current monk, one that has already left the island, can obtain this newbie gi. Perhaps it could be put on the same NPC's who will sell the new AQ gear to those who did the armor quests before this last change. <i><u>Please do not make the mistake of thinking that current monks will not want this gi because it is newbie gear!</u></i> This is not true, and if my current level-27 monk cannot obtain this gi, I will be deleting her and remaking her expressly to get it.</font> </li></ul><ul><li>In short, this gi is one of the top gi graphics in the game, and if it is going to be a newbie monk gi, then all monks should be able to have it, regardless whether or not they started their monk with this new patch.</li></ul><li>The base model for this gi, with wrapped wrists and ankles, looks much better than the base model for the gi which was used for the AQ quests. I understand there are plans to add more gis into the game. Please use this gi graphic as often as you possibly can. I would love to spend my entire monk life in this gi, only watching its color change as I gained in levels. Wonderful!</li></ul><li>There were no steps anywhere. I hear this is in the process of being fixed.</li><li>This has been noted earlier, but near the spiders there are three spawn points which created sap-suckers (or whatever the undead goblins are.) When I was in the area, these points must have had twenty sap-suckers each on top of them. I suspect that the piece of code which spawns the sap-suckers does not first check to see whether or not are any sap-suckers already present. My hunch is that some coding needs to be added, something like "If Number of Sap-suckers>0, do not spawn; else wait 2 minutes, then spawn 2 Sap-Suckers..."</li><li>None of the current quest-givers seem to point to any of the trainers or sparring partners. While that may be intentional, I think it should at least be in a dialogue box somewhere, that they are out there if you want to click on them.</li><li>There are many fewer "discovery" quests than were present in the original aisle. I hope that there will be as many discovery quests on the new isle as on the old one, as they were some of my favorite quests. There were tons of these types of quests and they were one of the things that made the isle so charming in the first place. Hopefully there are more quests that will be added as the bugs are worked out of the current quests. Examples of the old "discovery" quests:</li><ul><li>The necklace quest that dropped off the crabs on the beaches</li><li>The "X mark the spot" quest</li><li>The "Goblin Saboteurs" quest</li><li>The "Kill 10 sharks for Lydia" quest....</li></ul><li>There is a quest series which is started from a halfling who stands next to a tree. These series of quests need serious review for ... well, lets call it dialogue and NPC flow. Here is the sequence, as best as I can remember it:</li><ul><li>The first quest the halfling gives is one where you have to scout the area, find out how many scary wolves are out there, and kill four of them. When you complete this quest, it sends you back to the original halfling. Fair enough. When you go back to the halfling, though, the quest updates in the quest journal, and is marked as completed - but his speech balloons do not give the completion text for the quest: rather, he repeats the text which starts the quest which you just completed. </li></ul><ul><li>To compound matters, you then magically have a new quest in your quest book, for which you never received any directions via text balloons or NPC interaction. It mentions that this new quest was given by the nearby Qeynos Scout, but if you hail the Qeynos Scout, he gives you directions on how to get to the next quest giver, whom you have never heard of at this point, and who (if you find him and hail him) will not give you any quests. </li><li>Upon completion of the new should-be-scout-but-is-actually-halfling quest, the quest journal tells you to go back to the Qeynos Scout to turn it in. Unfortunately, the scout, single-minded fellow that he is, refuses to take it, and instead tells you how to get to the next quest giver. I should mention that he apparantly feels it is unfashionable to have quills or books over his head.</li><li>Returning to the halfling again completes this quest, and now you get a new one: this quest is to take a Diplomatic Cube to Grexx (who's Grexx?) at the Last Stand (where's that?) And that's it. No directions, no background, no nothing, no help from the scout (who gives the name of the Erudite scorcerer with the two magic lightning poles) or the Erudite sorcerer, who tells you to finish your current quest. By the way, at this point the halfling does not have a quill or book either.</li><li>But lo and behold, run back in the other direction, and the cleric (who sent you to the halfling in the first place, way back when) <i><u>does</u></i> have a book over her head! Click on her and <i><u>now</u></i> you are told to go to the Erudite Sorcerer.</li><ul><li>FYI, go to the sorcerer and he has a series of quests which work pretty well as far as flow goes. Kill some totems, then kill the named bad guy, as I recall. Once you have completed his quests, he gives you text about the Last Stand, and how bravely High Chieftan Grexx has held out in his treehouse against the invaders, and how the island needs to unite with him, etc. "Here," he says, "Take this and give it to High Chieftan Grexx!" However, he doesn't put anything in your inventory. (It's a good thing that you got the cube from the halfling!)</li></ul></ul><ul><li>At any rate, the quest series kinda-sorta works, and I did get through it, and got experience and all the rewards, but I ended up with a "road construction" sort of feeling, with big orange signs saying, DETOUR!</li></ul><li>Boo-YA for not having a chest item be the final reward for the quest! I simply cannot have something cover over my lovely gi!</li><ul><li>I did get fist wraps (boo-YA, again) but their graphic is bugged. If I am not in combat, my fists look bare, as is appropriate for a monk. If I am in combat, the new quest fist wrap turns into a sort of a boxy thing, with no details, just sort of a flat, square, grayish box. It wil stay as long as my character is in combat, then vanish the moment that I am out of combat. I suspect that the 3-d mapping for this item should be transparent, and the resting part of the animation is transparent, but the combat part isn't.</li></ul><li>There are a bunch of dead, ghostly treants near the spiders. There is also a live treant, and you can target him and hail him, but he does not give a quest.</li><li>The newbie-weapons vendor has pouches which hold throwing stars, hammers, and knives. However, while he sells the pouches, and every other conceivable sort of weapon, he does not sell throwing stars, hammers, or knives. So, when you hit 6, you can purchase and equip the bag, but can't do anything with it since it is empty.</li></ul></ul>That is all I can remember off the top of my head. Great job with the island so far, I have thoroughly enjoyed it.Oh, and did I mention - boo-YA on newbie monks! Woo!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...<div></div><hr></blockquote>Yes, please, pleas, please let the newbie Gis be obtainable by current monks and bruisers. I have two that I would love to have more gi options for simply for the sake of looks, and I really can't reroll either of them get it.
<div></div><p>Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:</p><p>You must take out 4 of the Moraks around, then return to him.</p><p>You must scout the area for more Moraks, take out 4 and return to him.</p><p>You must then scout the Lost village and Moraks hill (something like that) then return to him.</p><p>He then gives you something to give to the Soothsayer in the Last Stand.</p><p>The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.</p><p> </p><p>I did find that not everytime I did the quest did the scout get chased up the tree by the Moraks.</p>
Borre
01-18-2006, 12:14 AM
Is the gi thing just for female monks or certain races? I created a high elf monk, and he was shirtless.<div></div>
Nerwen
01-18-2006, 12:27 AM
<span><blockquote><hr>Owlchick wrote:<p>Do you recall the names of the quests involved? The first bullet point sounds like "Doggone It!" which you can get either if you've slain the Moraks around the base of a tree and helped the scout down, or if perhaps someone else has already gotten him to the ground and he's still standing there waiting to be devoured <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p><p>This quest doesn't send you to talk to any Qeynosian scouts, however, so it sounds as though in some of the other bullet points, you were actually getting updates for an entirely different quest.</p><p>If he's re-starting his initial quest offering, then this poor lost scout is definitely missing something (besides his shirt). I know you didn't keep notes, but do you recall what the halfling scout's response options are when you went back to him after doing in some of the Moraks before he sends you to scout out the village ahead?</p><p>Thanks!</p><p>PS. I'm also adding in an option to his dialog to re-get the diplomatic gift for folks who choose to follow friends to another instance of the Queen's Colony. It's set to no-zone so that you don't accidentally wander off with it.</p><hr></blockquote>Yes, that is the one. Someone else (who WAS kind enough to take notes) posted this, and I am going to repost with comments, if that is all right:</span><blockquote><hr size="2" width="100%"><p>Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:</p><p>(1)...You must take out 4 of the Moraks around, then return to him.</p><blockquote><p>Correct. All text went fine for this.</p></blockquote><p>(2)...You must scout the area for more Moraks, take out 4 and return to him.</p><blockquote>Also correct. However, this is the quest for which I got the wrong text. I got the quest, itself, but the text balloons I received were the ones I had previously received from the prior quest. (Item 1 on the list.)</blockquote><p>(3)...You must then scout the Lost village and Moraks hill (something like that) then return to him.</p><blockquote> Again, correct. However, my quest journal (I don't recall how it was phrased) told me to return to the Qeynos Scout to turn this quest in, not to the halfling. Also the halfling didn't have a symbol above his head when I finished it.</blockquote><p>(4)...He then gives you something to give to the Soothsayer in the Last Stand.</p><blockquote>Yes, indeed he does! But the Soothsayer is quite the run from the Halfling, and there is no hint (in the text of the quest) that the Last Stand is actually the goblin treehouse (unless I missed it.) I *did* get this information from the Erudite sorcerer later, but I hadn't found the Last Stand between the Halfling and the Erudite.</blockquote><p>(5)...The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.</p><blockquote>Correct again, but the sorcerer fell in between for me. Again, the quests themselves worked fine, I got all experience, all quest rewards, etc. It was the actual text bubbles which (running through the quest series for the very first time) I found to be unclear. Also, I don't recall any hint to go back to the Cleric at any point, even though she had a book over her head, a small quest reward, and would refer you to the Erudite sorcerer.</blockquote><hr size="2" width="100%"><p></p></blockquote>I am very sorry that this is not more specific. I really wish I had kept better notes. I hope that this is helpful. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />ThanksJen<p></p><div></div>
Sritt
01-18-2006, 12:37 AM
<div></div><blockquote><hr>Borreny wrote:Is the gi thing just for female monks or certain races? I created a high elf monk, and he was shirtless.<div></div><hr></blockquote>The male monk gi is called a harness (was on my froglock) and leaves you barechested but gives you wrist wraps.
Sritt
01-18-2006, 12:44 AM
<div></div><blockquote><hr>Nerwen wrote:<blockquote><p>Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:</p><p>(1)...You must take out 4 of the Moraks around, then return to him.</p><blockquote><p><font color="#ffff00">You need to take out the 4 Moraks around the tree to help him down, providing someone else hasn't already done it.</font></p></blockquote><p>(2)...You must scout the area for more Moraks, take out 4 and return to him.</p><blockquote><font color="#ffff00">You get his quest then take out 4 Moraks and return to him, if he's back in teh tree he restates the initial quest dialog I believe.</font></blockquote><p>(3)...You must then scout the Lost village and Moraks hill (something like that) then return to him.</p><blockquote><font color="#ffff00">Then you need to scout the Abandoned VIllage and Sapswill Hill, plus take out 6 more Moraks. Again if he's in the tree when you return he restates the initial dialog. Also the quest states to see a 'lost scout' which is what the halfling is called.</font></blockquote><p>(4)...He then gives you something to give to the Soothsayer in the Last Stand.</p><blockquote><p>Yes, indeed he does! But the Soothsayer is quite the run from the Halfling, and there is no hint (in the text of the quest) that the Last Stand is actually the goblin treehouse (unless I missed it.) I *did* get this information from the Erudite sorcerer later, but I hadn't found the Last Stand between the Halfling and the Erudite.</p><p><font color="#ffff00">There isn't with the halflings quest which is a side-quest (like the tainted line). It is I think assumed you will find the Last Stand by exploring or by getting to that step on the main quest line (which goes from the cleric to the sorcerer).</font></p></blockquote><p>(5)...The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.</p><blockquote><p>Correct again, but the sorcerer fell in between for me. Again, the quests themselves worked fine, I got all experience, all quest rewards, etc. It was the actual text bubbles which (running through the quest series for the very first time) I found to be unclear. Also, I don't recall any hint to go back to the Cleric at any point, even though she had a book over her head, a small quest reward, and would refer you to the Erudite sorcerer.</p><p><font color="#ffff00">You should have talked to the cleric once she revived the third lost scout ghost. If you forgot to hail her you wouldn't have been sent to the Erudite for the next quest int eh main line. I think your confusion isn't in the quests themselves but that you missed a step on the main quest line and stumbled on a sidequest and thought it was part of the main line.</font></p></blockquote><hr size="2" width="100%"></blockquote></blockquote>
SirBlade
01-18-2006, 12:47 AM
<div>I LOVE the changes....... However i find it very tough to level past 10 as a caster. I think alot of this issue is a lack of groups. However, this could be fixed when crafting is brought back up. If my lvl 10 warlock had the ablity to craft himself better spells then he would easily lvl solo. I also am a huge fan of the new gi's. I do think that once the current quests are debugged that there should be more quests added. Also the biggest problem i have run across is the parry / avoid issue with mobs. I am a tank by nature so when i created a tank on the test server i found that i could barely solo a blue bear cub. Um thats crazy. So once these 2 issues are fixed i would be in heaven playing eq2 again. I have also done /feedback and will continue as i find bugs. I hope the crafting will be brought back soon so i can continue with my warlock and bug check the different area's for the teen lvl's and up.</div><div> </div><div>Thank You,</div><div> </div><div>Josh</div>
<div></div><blockquote><hr>witolfire wrote:<div>I found an item bug that needs fixed as well. The Grimroot Legplates are coded as a chest item. When you equip them, they go into the chest area. The problem is that there is no graffic assigned for the chest and it removes all other graffics. As such, you are left with no clothing above your waist, save for your arms. Not to good if your playing a female character. :smileysurprised:</div><hr></blockquote><p>I bugged this in game as well. I hope they fix it. I have not tried to where my pants above my waist since I was 3 adn trying to dress myself. Maybe the Devs are still learning *snicker*</p><p>Just playing Devs.:smileyvery-happy:</p>
SirBlade
01-18-2006, 02:04 AM
<div></div><div>Adding to my last post in reference to the high parry ratio to mobs My toon was a level 4 shadow knight. I was fighting a Cow (level 4) My strikes were parried 1/2 times and this ratio increases with the any type of bears. I personal feel that a tank type should be able to solo 2 whites at a time but with this parry ratio it is not possible. I also feel that by level 4 you should recieve another higher hitting melee attack my current one that i believe stays till lvl 7 or 8 hits for 3-5 damage ( wow that could be tweaked a bit maybe to do 5-9 dmg which isn't a big difference but would certenly help a ton if this whole parry issue is going to stay that high.</div>
SolZer
01-18-2006, 02:13 AM
I've really enjoyed many of the changes thus far, but currently my biggest complaint is the overall difficulty of killing mobs. Fighters have less problems, from my experience, but a new mage has a very difficult time even killing single even con mobs. I have died more on the newb isle in one afternoon than I have for months on the live servers. From the perspective of a new player, I would find this frustrating and irritating to say the least.<div></div>
SirBlade
01-18-2006, 02:15 AM
<div>really>? i have no problem soloing groups of yellows with a warlock but i can barely solo a blue bear with any class tank</div>
Sritt
01-18-2006, 02:52 AM
<div></div><blockquote><hr>SirBlade wrote:<div>really>? i have no problem soloing groups of yellows with a warlock but i can barely solo a blue bear with any class tank</div><hr></blockquote><p>Same experience for me, and so far on test I've played 3 classes I haven't played before. I'm sure I'd have a different experience if I played a monk (my main on live is a 57 monk). I wanted to do my best for the 'new player' experience so took classes I hadn't played: swashbuckler, warlock, and shadowknight.</p><p>My experiences:</p><p>Warlock - whites and yellows without too much problem as long as I was careful and used bind and poison cloud.Swashbuckler - careful and if I could get a stealthed attack in whites and blues, if not whites were iffy and blues were rough but doable.Shadowknight - too low melee damage (1-2 on most attacks, melee or CA) and high mob parry/block rate. Made it hard to even do blues.</p><p>Also its annoying that as a swash going into stealth I can't break the NPC targetting even on mobs without see invis but they can do it to me. I even tried turning off auto-attack so my melee attack wouldn't break stealth and still couldn't do anything except have stealth immediately broken by an attack from a mob without see invis. I like that the mobs have class abilities but I wish they worked the same for them that the do for players, stealth once combat is initiated should fail to break target (but nothing wrong with them going stealth and doing a sneak attack if nobody currently has them targetted since a player scout can do that).</p><p>Something else that might be causing a problem: my warlock seems to always have avoidance. My shadowknight has 0 avoidance until I got his defense and parry over 45 then it jumped a lot. My swashbucker had avoidance for a while then he lost it and had 0 after doing errand quests in town and levelled a couple times, leaving his defensive skills about 20 points below their cap. It seems avoidance isn't based purely on skill level but on how close your skill is to your current cap. I'm not sure if this behavior exists on the live servers but I don't recall ever having 0 avoidance with any character on live even if I hadn't built the skill up in a while.</p>
jasonqdavis
01-18-2006, 03:31 AM
<div>I was wondering what the sky essence was for. I've recieved it many a time and it says to find a scholar but I have no idea who they are talking about. Is this a missing person later to be put in or am I missing the obvious?</div>
Sritt
01-18-2006, 05:16 AM
<div></div><blockquote><hr>jasonqdavis wrote:<div>I was wondering what the sky essence was for. I've recieved it many a time and it says to find a scholar but I have no idea who they are talking about. Is this a missing person later to be put in or am I missing the obvious?</div><hr></blockquote>Not sure, I've found it in Oakmyst forest, the Peat Bog, the Thieve's way, Queen's COlony, Outpost of the Overlord. I think its a quest starter for a quest that isn't in place yet and I suspect by its name tied to KoS.
Ariaya
01-18-2006, 07:43 AM
Some more information on the vanishing mobs ...I was tackling a Sapswill scout today and he vanished on me. I remembered the comments about the mobs stealthing, so I went into stealth mode which is supposed to have see invis. No mob. I waited around for about 30 seconds then /yelled to break the encounter and went to talk to Sorcerer Oofala as I had just finished killing the Blademaster. I stayed in stealth and got my quest update from Oofala and turned to do something on another computer. About a minute later, I was being attacked by the same mob that I had previously attacked, and broken the encounter with. I was still stealth, and still standing next to Oofala. I unstealthed as soon as the mob hit me, of course. I ran the mob back through the guardian staffs and killed him.It looks like, at least in some cases, it's not a simple issue of the mob stealthing.
Rowain deWo
01-18-2006, 03:42 PM
<div></div><p>Joining Qeynos gave me the message that I lost faction with Qeynos followed with the message that I gained facton with Qeynos.</p><p>Gork(?) the left of the 2 named Goblins spawned on an unreachable location. Always got the message 'you are too far away ' when I wanted to greet him(for the Diplo-quest). He also did not get involverd in fighting the bad goblins and wolfs. His colleague had to do doubleshifts <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p><p>Luckily there was a 2nd Instance of QC in which he was moving, fighting and greetable.</p><p> </p><p>Early damage of an Illu is too low (it gets better later). Not beeing able to kill blue Mobs is depressing for a class which after all should be a good(not the best but good) damage dealer. </p><p> </p>
Nerwen
01-18-2006, 05:21 PM
A couple of other bugs I have noticed:When I start a new character (which is quite often at the moment since I am playing around with the new way they are doing the classes) one of the first things I receive is a box which asks me which character's UI I would like to select. This box does not take notice of whether or not I have deleted a character, and will not delete any of the items it shows, so it is getting longer, and longer, and longer...Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div>
Odina
01-18-2006, 10:13 PM
<div><blockquote><hr>Nerwen wrote:A couple of other bugs I have noticed:When I start a new character (which is quite often at the moment since I am playing around with the new way they are doing the classes) one of the first things I receive is a box which asks me which character's UI I would like to select. This box does not take notice of whether or not I have deleted a character, and will not delete any of the items it shows, so it is getting longer, and longer, and longer...Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><hr></blockquote>Actually, that list reflects the number of .ini files for ui settings you have in your test server folder.</div><div>It'll generate one for each character you create with a different name so to shorten that list, just delete the corresponding .ini file and voila!</div><div>The file reads like "test_charactername_eq2_uisettings.ini"</div>
Tuppen
01-18-2006, 10:21 PM
<div>I haven't made a new character for a few days, but I couldn't get that .ini selector to actually work. I chose an .ini file from the list, and nothing happened. Dunno. Maybe something did happen and I just didn't realize. All of my characters have similar UI setups though, and selecting one from the list made absolutely no difference in the default set up for the new character.</div>
ZadooEQ
01-19-2006, 12:39 AM
If Gonk is in an unreachable location and he cannot be hailed by clicking on him, I have found that if you target him with F8 and then hail him with the "h" key, it works.<div></div>
DataGodess
01-19-2006, 01:06 AM
<div>Mender was working and I was delighted that he only charged me 2c to repair all.</div>
Marillion
01-19-2006, 02:29 AM
I've just played thought the first 10 levels, with a Dwarf Mystic and a Wood Elf Dirge.I must say the new introduction to the game is awesome, compared to what it was.I have two level 60 chars, and whenever i make an alt, i just use to zip through 3 levels and zone to twink out my char in the city. But with these changes, it will keep me on the island and then doing the faction quests in the revamped zones for some time, as its very enjoyable and a challenge to play.I hope we get a new influx of players into the game, just to experience these new changes <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Tuppen
01-19-2006, 03:00 AM
<div>Maybe this already exists on the isles and I just didn't check the right vendors...</div><div> </div><div>An APP2 spell/combat arts vendor on the isle would introduce players to the concept of spell upgrades early on.</div><div> </div><div>Also, I haven't seen one Adept 1 scroll drop on the isle. For the same reason as stated above, I believe that giving a chance for these to drop (or perhaps having an adept 1 choice as a quest reward) on the island would give new players a better understanding of their upgrade options when it comes to spells and combat arts.</div>
I recently came back to game and is pretty much a newbie (only lvl 17 when quit way back in 04), I figured I'll play on test and see the improvements and give a newbie perspective.Overall, much more user friendly and soloable (well most of it). My understanding is the goal is to be able to solo the low levels.Mender = wasn't working for me ( sorry died a few times trying some things and equip at 40% now)Quests - The bow quest not sure of name but got at lvl 2 and mob to kill was lvl 3, a pair linked (ouch). 2 deaths lvl 2, went and lvled to 3 and did first try on swash.Gonk, couldn't hail him not close enough on diplomatic mission. I'll try the F8 target see if that works for me.The cave big ouch, first wave 3 skeks 1 stealths near death, second 4 lvl 6 skels and dead swash. thats as far as I got on that.The Octupus parries and blocks way too much 10 blocks/parry, 3 misses and 1 hit for a whopping 1 pt in a row = dead SwashGame play - Weapons/defense/parry skill ups really slow, spent 2 hours killing green and blue mobs and still not maxed (finally getting close though)Swash - Weapon at start 1 handed any change can't make it duel? - Cheap Shop at level 6 on screan said was App III, but when check doesn't say anythingthat's all for today.
Oopps. I forgot to add few things.I don't know why Swash gets evade so early, doesn't do me any good soloing, mob is still going to attack me.Pathfinding, I really don't see an increase in speed running around with it on.
Sritt
01-19-2006, 08:11 AM
<div></div><blockquote><hr>Guzark wrote:Oopps. I forgot to add few things.I don't know why Swash gets evade so early, doesn't do me any good soloing, mob is still going to attack me.Pathfinding, I really don't see an increase in speed running around with it on.<hr></blockquote>I saw a speed increase with Pathfinding on, remember if you're stealthed the pathfinding buff suspends. Also since you hadn't played in a while, all players now move faster overall, stealth/invis powers no longer slow you down (just suspend speed buffs like pathfinding, and SoW). I agree that evade is kind of useless at the level given since most will be solo (and the island was meant ot be solo). Also note that the stealth ability you get at first doesn't grant see invis but some higher level ones do. What I find annoying is that all mobs get see invis once combat starts. They can break target lock by going stealthed but those with stealth can't do that.
Captain_Xpendab
01-19-2006, 08:23 AM
<div></div><div></div><blockquote><hr>Sritthh wrote:<div></div><blockquote><hr>Guzark wrote:Oopps. I forgot to add few things.I don't know why Swash gets evade so early, doesn't do me any good soloing, mob is still going to attack me.Pathfinding, I really don't see an increase in speed running around with it on.<hr></blockquote>I saw a speed increase with Pathfinding on, remember if you're stealthed the pathfinding buff suspends. Also since you hadn't played in a while, all players now move faster overall, stealth/invis powers no longer slow you down (just suspend speed buffs like pathfinding, and SoW). I agree that evade is kind of useless at the level given since most will be solo (and the island was meant ot be solo). Also note that the stealth ability you get at first doesn't grant see invis but some higher level ones do. What I find annoying is that all mobs get see invis once combat starts. They can break target lock by going stealthed but those with stealth can't do that.<hr></blockquote>Actually, Swashbucklers and Rangers do get see stealth with thier first stealth, which probably means Assassins and Brigands do too. Only Bards seem to be left out.:smileysad:<p>Message Edited by CaptXpendable on <span class="date_text">01-18-2006</span><span class="time_text">08:24 PM</span></p>
Sritt
01-19-2006, 08:34 AM
<div>Hmm really? I went into stealth with my swash when the goblin I was fighting did and I couldn't see him until he unstealthed. I think there may be a bug with the stealth/invis powers of the mobs then. I assumed I didn't have see stealth since I still couldn't see the stealthed mob.</div><div> </div><div>Also I had a gnoll go stealth in a fight with my warlock who had see invis active and they were still totally hidden and untargetable.</div>
Captain_Xpendab
01-19-2006, 09:59 AM
<div></div><div></div><div>The Ranger and Swachbuckler I have on test can see all stealthed players and I have seen a stealthed goblin (though only once that I can racall). If you read the stealth spell description for both, you'll see that see stealth is in the description.</div><p>Message Edited by CaptXpendable on <span class="date_text">01-18-2006</span><span class="time_text">09:59 PM</span></p>
LadyEternity
01-19-2006, 09:45 PM
<div></div><p>I have played both newbie islands now. Evil and Good. And what struck me the most was they "look" similar in alot of ways. I mean, it is the same island pretty much. remove the NPC's and all the statics that have been added, and you are left with two identical islands. I'd like to see new textures for atleast one of the islands, this would really set them apart in looks. Good should be bright and cheery, evil should be dead and decayed. And it wouldn't hurt to have some textures on the good island to represent the "evil taint" that has crept into the islands inhabitants. You could really produce a nice looking extream collision between the "frilly good textures and the creeping taint textures" on the good island.</p><p> </p><p>I like the quests on both islands. And I enjoyed the flow. I felt the good island had a very hard "cave" compared to the evil island. Destroying the totems in the good cave to defeat the boss, I felt, was a very neat touch. And it would be neat if the evil island required the same thought that the good one had in the final cave. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I also enjoyed all the rare and unique spawns, and I thought it was nice that you made them just so they could be killed by a wise playing solo, or a group of players, instead of eliminating the soloer from the roundup completely. I played them solo, and grouped both, and enjoyed it. I also liked the random equipment drops.</p><p>All in all, I thought the new islands were very nice. I do think they need some "personality" a bit more in the art department. Personality goes a long way to making an experience memorable to the player.</p><p> </p><p>Blacksabbath</p>
UmmSu
01-20-2006, 03:19 AM
<div>this is nitpicking, i guess, but it's still inaccurate..</div><div> </div><div>if you compliment Murrar Shar on his sword, he tells you it's "Berik, Sword of Thunderrr" It's actually Ghoulbane. :robotsurprised:</div>
SirWolven2
01-20-2006, 05:43 AM
<div></div><div></div><p>Every time I zone, the intro movie plays. Plus, the menu to exit my inn room has disappeared. When I right-click on my inn room door, I only get the "access house vault" option. I'm trapped!:smileysurprised:</p><p> </p><p>Edit: I should've mentioned that every time I zone back into the Queen's Colony or Outpost, the intro movie plays.</p><p>Message Edited by SirWolven2 on <span class="date_text">01-19-2006</span><span class="time_text">05:47 PM</span></p>
<div></div><div>1. When you first create a new character, text flashes up on the screen telling you to find Murrar Shar, and a waypoint appears. However, the text only displays for a few seconds and then vanishes; it's not echoed into any of the text windows and it doesn't appear in the quest journal. A brand new player is definitely not going to have time to figure out what's going on before this text has come and gone again. I'd say the instruction to find Murrar Shar either needs to go into your quest journal, or needs to be a popup window that doesn't go away till you click OK. Perhaps it should also say to follow the glowing waypoint, since a brand new player wouldn't have any idea what the sparkling trail is supposed to be.</div><div> </div><div>2. The tradeskill Trainer Gregory Collins tells you to view your recipe book by pressing the [N] key. This is WRONG - the default key for the recipe book is B. </div><div> </div><div>3. Trainer Gregory Collins also says "An armourer forges plate and chain" -- probably would be good to change this text to say more clearly, "plate and chain mail armour". And he says that "a sage can scribe potent spells" - this is very misleading to new characters, since in fact sages only make 2 archetypes' worth of spells, jewellers and alchemists make spells also.</div><div> </div><div>4. Trainer Gurga Trueheart might also mention that agility is very important for monks/bruisers. He should also make it clear which attribute increases the power pool of which class - wisdom for priests, for example. I also find it odd he keeps saying things like "priests have naturally high wisdom" and "no-one is more intelligent than mages". This is certainly not true when you talk to him at level 1, since it depends heavily on what race you chose. He should say instead that mages should seek out equipment that will increase their intelligence, etc. -- this would make it much clearer, the way he says it now, sounds as if you don't have to do a thing to be naturally intelligent.</div><div> </div><div>5. Neither the equipment NPC nor the death NPC explain that equipment takes damage and needs to be repaired by a mender. The mender himself doesn't talk at all, which isn't helpful.</div><div> </div><div>6. the statue in the pond is called 'visage of the Queen' -- a misnomer. According to the dictionary, Visage means "a person’s facial features or expression." The statue is not a visage, it's an entire full body image of her. Suggest renaming it to "Representation of the Queen" or "Statue of the Queen" or "Image of the Queen" or "Likeness of the Queen". Visage is incorrect.</div><div> </div><div>7. Trainer Hayl McGuinness, the combat training NPC, has completely useless dialogue. Not only is it totally uninformative, it's also misleading as it implies that Erudites can't be good fighters - quite untrue.</div><div> </div><div>8. The Heroic Opportunity trainer tells you to look in your knowledge book for your trigger, but at the rank you speak to him, you probably don't have the trigger yet! We either need to get the triggers at level 1, or the NPC needs to explain that you don't get them till level whatever. The Heroic Opportunity trainer should also explain what the little symbols that appear on the HO wheel are, and how to find the matching symbols on your spells.</div><div> </div><div>9. When you get the quest from the Sapswill soothsayer to greet the various goblins, the quest journal shows 'a leisurely sapswill' but 'a sapswill survivor' actually updated this part of the quest. The quest says 'a sapswill musician' but 'a sapswill villager' updates the quest. etc. Hailing them updates the quest, but it's very unclear who you're supposed to be hailing, apart from the actual goblins with proper names.</div><div> </div><div>10. The quest progression isn't very good. When the cleric sends you out to help the scouts, you probably find the scout up the tree and help him down. His series of quests send you into the abandoned village and then to deliver the diplomatic present to Grexx. Chances are good that you've done this already before you talk to Sorcerer Oofala, who starts telling you that scouts report Grexx is still alive -- well I know he's alive, I just talked to him, I should be able to tell her that if I've done the other quests first. Oofala also sends you out to gather totems, chances are pretty certain that in the process of gathering totems you will already have killed the Dark Blademaster before she tells you to go look for him and kill him -- I'd killed him twice before she told me to go looking for him, the sequence of events just doesn't seem to work very well. Likewise, you can't get the last piece of parchment leading to the quest to kill Direspike, because Direspike (if he's up) is standing on it. So you kill Direspike, get the parchment, and ... doh!</div><div> </div><div>11. Mage heroic opportunities are still annoying in that mages get offered solo heroic opportunities they can't complete. At level 5, they do not have a spell matching one of the solo heroic opportunity chains that come up. This has been a problem since beta, but since the spells are all being redone now anyway, it really should be addressed now. Either prevent the uncompletable HO chains from coming up until the mage has all the spells required, or add in a lower level spell that will allow them to complete the HO.</div><div> </div><div>12. The NPCs all need voiceovers saying what their text says. This was a feature that made the original island very friendly, and the new island is just not friendly that way. It's friendly in other ways though -- the (old, male, human) tradeskill trainer greeted my boyfriend's male froglok with "Hel-LO, beautiful!" which was a little worrying ...</div><div> </div><div>13. Goblins blinking out of existance and getting untargetted is definitely irritating -- if they MUST do this and it's not a bug, there should be a clearer explanation of why it's happening.</div><p>Message Edited by Didi on <span class="date_text">01-21-2006</span><span class="time_text">06:07 AM</span></p>
Spuff
01-20-2006, 10:30 AM
Pretty cool changes so far. One note, and one bug though:I think the "stealthing" goblins need to go. Or at least need to quit stealthing randomly in battle. It's just frustrating, all they do is blink out of existence for a less than a second and then you just have to retarget them again. I didn't even realize they were stealthing until I finally saw the message in the battle spam (and I'm still not even 100% sure that they're doing what they're supposed to be). If it's going to be kept in, I really think there should be some sort of pop-up indicator (like with the scout in the tree) the first time it happens so that you know it's not just a graphics bug.Bug wise, I'm stuck on the totem quest. I have a Gnome Conjuror and I went through the main quest progression up until the point where you talk to that Erudite at the back of the goblin village. He gave me the quest to destroy the totems. I see the totems, but if I right click on them and hit "destroy", >nothing< happens. I've tried double clicking, hovering and pressing the "default use key", etc. So I'm stuck and can't get through the rest of what seems to be the "main story" of the Isle. No one else in the zone at the time seemed to have had any issues with it, so I'm not sure what happened with me. I even tried deleting the quest and getting it again to no avail. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /><div></div>
Neomorphius Poe
01-20-2006, 11:18 AM
<div></div><div>I wanted to see what all the changes were about and made a monk to run through the new tutorial. The old tut started your journey as a rescued refugee and immersed you into the story right off the bat. Your journey as an adventurer began too as you chose a starting class of what to be. I can do without the boat ride, but will miss seeing a dragon right off.. that was pretty sweet. I do like the new tutorial layout and the falling stars in the night sky (though a bit much) does add to the feeling of star gazing.</div><div> </div><div>As for class progression, I will probably stand with the minority on this one, but I think the old way really pulled you in. Yes it did get tideous after the 6th alt toon, but my first toon as a scout - rogue - swashbuckler really enjoyed it. I felt like I was working my way towards refining my character. Going from scout to rogue and having to sneak in and grab some plans without getting caught, I actually was nervous when the NPCs looked in my direction. Total gaming immersion I told my old EQ buds. You got told to an extent what each class was intended for before chosing, so it's not like you walked into the choice blind.</div><div> </div><div>Just my opinion and 2cp, but here is how I would refine the class progression. The first toon a true new player creates should go through a similar process, maybe scale the class choosing down to level 15 or even 10. Any alternate characters created would then be presented with the final class choosing window we see with this update. So alternate characters could skip the immersion (or tideous) part of the progression. For the initial progression, I would add more descriptive explanations and/or add quests that really show off what each class is intended for.</div><div> </div><div>Those NPCs without voice overs... please please please please please either give them something more than emotes to say or keep them silenced. Clicking 1 or 3 bubbles and hearing "hello"", hello","well met" is one thing. Clicking through 6+ bubbles and hearing the emotes over and over and over and over and over again really got annoying.</div><div> </div><div>I think SoE is on the right track with the updates if they can refine the game without removing too much of the immersion. </div>
QuaiCon
01-20-2006, 01:37 PM
<div></div>with the many players on beginner islands i noticed that the 5 minutes spawn time of direspike was slowing all a bit down maybe it would be a good idea to make her a quest pop.sapswill tappers spawn seems to be broken now after yesterdays update. before there were too many now you can't get any of them.<div></div><p>Message Edited by quaiky on <span class="date_text">01-20-2006</span><span class="time_text">09:48 AM</span></p>
drongo
01-20-2006, 01:57 PM
<div></div><p><font size="2">people camping dead deer now for the sapswill tappers - spawning too little now.</font></p>
Sritt
01-20-2006, 08:01 PM
<div></div><blockquote><hr>Didi wrote:<div> </div><div>2. The tradeskill Trainer Gregory Collins tells you to view your recipe book by pressing the [N] key. This is WRONG - the default key for the recipe book is B. </div><div><font color="#ffff00">As stated in the update notes the default key for the recipe book has been changed to the N key instead of the B key (B is now the default for opening all your bags).</font></div><div><font color="#ffff00"></font> </div><div>3. Trainer Gregory Collins also says "An armourer forges plate and chain" -- probably would be good to change this text to say more clearly, "plate and chain mail armour". And he says that "a sage can scribe potent spells" - this is very misleading to new characters, since in fact sages only make 2 archetypes' worth of spells, jewellers and alchemists make spells also.</div><div><font color="#ffff00">Techinically only sages produce spells. Jewelers and Alchemists create combat arts (two seperate tabs in your knowledge book, though most classes only get one or the other type).</font></div><div><font color="#ffff00"></font> </div><div>6. the statue in the pond is called 'visage of the Queen' -- a misnomer. According to the dictionary, Visage means "a person’s facial features or expression." The statue is not a visage, it's an entire full body image of her. Suggest renaming it to "Representation of the Queen" or "Statue of the Queen" or "Image of the Queen" or "Likeness of the Queen". Visage is incorrect.</div><div><font color="#ffff00">From merriam-webster.com:</font></div><div><font color="#ffff00"><strong>1</strong> <b>:</b> the face, countenance, or appearance of a person or sometimes an animal</font></div><div><font color="#ffff00">THis means that a statue of the whole body is still a visage as it is the appearance of a person or sometimes an animal.</font></div><div><font color="#ffff00"></font> </div><div>9. When you get the quest from the Sapswill soothsayer to greet the various goblins, the quest journal shows 'a leisurely sapswill' but 'a sapswill survivor' actually updated this part of the quest. The quest says 'a sapswill musician' but 'a sapswill villager' updates the quest. etc. Hailing them updates the quest, but it's very unclear who you're supposed to be hailing, apart from the actual goblins with proper names.</div><div> </div><div><font color="#ffff00">THis is a 'fuzzy logic' quest. THe NPCs you need to hail are emoting what they are. THe sapswill musician is the one beating a drum, the 'incapacitated sapswill' is the one laying on the ground. It's good to give the players a nudge that things aren't always going to be completely obvious and that sometimes you have to pay attention to more than the label over their heads (and some players play with those labels off so would already figure out which ones to talk to based on their behavior).</font></div><div><font color="#ffff00"></font> </div><div>10. The quest progression isn't very good. When the cleric sends you out to help the scouts, you probably find the scout up the tree and help him down. His series of quests send you into the abandoned village and then to deliver the diplomatic present to Grexx. Chances are good that you've done this already before you talk to Sorcerer Oofala, who starts telling you that scouts report Grexx is still alive -- well I know he's alive, I just talked to him, I should be able to tell her that if I've done the other quests first. Oofala also sends you out to gather totems, chances are pretty certain that in the process of gathering totems you will already have killed the Dark Blademaster before she tells you to go look for him and kill him -- I'd killed him twice before she told me to go looking for him, the sequence of events just doesn't seem to work very well. </div><div><font color="#ffff00"></font> </div><div><font color="#ffff00">THis can happen with other quests. THere's also the quest with the half elf up in the woods. If you do hers then the treant's you get sent to the soothsayer as well. They can't abort a quest line just because you did them in a slightly different order. Its also entirely possible to not do the halfing scout up the tree quest. Also when I did his quest I got the update from the cleric to see Oofala before getting the package for Grexx. Its a matter of the exact order you do them in. At least they fixed the bug that if you did diplomatic mission first that you couldn't complete the quest from the treant.</font></div><hr></blockquote>
Nerwen
01-21-2006, 03:05 AM
I just want to add that the monk starting gi graphic was changed and, in my opinion, should not have been. The other one looked much better, especially on the women. I don't know why it was changed, but please, please, please change it back.Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div>
Cremaster1978
01-21-2006, 03:53 AM
I noticed that all NPC's on the colony are Hailable in stealth mode.... they give quests and update them, just like normally... not sure this is intended... can't hail in stealth on evil island as far as i can remember...<div></div>
<div></div><div>Forgive me if this has been covered, I did a search but was unable to find a post regarding this same issue.</div><div> </div><div>I've done the "In The Name of Honor" quest up to and including the step to throw the parchment on the fire. My quest journal then tells me that Charles is going to be pleased to know that Laena is dead however when I return to him, and even though he has a "book" over his head, he will only greet me and the quest does not update. </div><div> </div><div>Anyone else experiencing this? Did I miss a step somewhere or is this a bug?</div>
Sritt
01-21-2006, 07:36 AM
<div><blockquote><hr>'Lily wrote:<div></div><div>Forgive me if this has been covered, I did a search but was unable to find a post regarding this same issue.</div><div> </div><div>I've done the "In The Name of Honor" quest up to and including the step to throw the parchment on the fire. My quest journal then tells me that Charles is going to be pleased to know that Laena is dead however when I return to him, and even though he has a "book" over his head, he will only greet me and the quest does not update. </div><div> </div><div>Anyone else experiencing this? Did I miss a step somewhere or is this a bug?</div><hr></blockquote>Hmm this is a Freeport quest and should probably be addressed over there. Did you talk to him at the nook before destroying the parchement? If not than the quest won't update as you did things out of sequence. YOu can also have a problem if you take the 'Checking up on Charles' quest before destroying the parchment.</div><div> </div>
Sritt
01-21-2006, 07:38 AM
<div></div><blockquote><hr>Cremaster1978 wrote:I noticed that all NPC's on the colony are Hailable in stealth mode.... they give quests and update them, just like normally... not sure this is intended... can't hail in stealth on evil island as far as i can remember...<div></div><hr></blockquote><p>Almost all NPCs on the Freeport side will respond to hails while stealthed. The only NPCs that won't udpate quests on the islands is the sapswills for the Diplomacy quest (the SOothsayer and Grexx will but not the ones that don't have a reply option).</p><p>This behavior is there in the Isle of Refuge on live as well. FOr some reason all newbie isle NPCs that have a reply option appear to have see invis.</p>
Freekisho
01-21-2006, 09:40 AM
<div></div><div></div><p>Doh! Forgot to quote!</p><p>Message Edited by Freekishone on <span class="date_text">01-20-2006</span><span class="time_text">10:40 PM</span></p>
Freekisho
01-21-2006, 09:41 AM
<div></div><blockquote><hr>SirWolven2 wrote:<div></div><div></div><p>Every time I zone, the intro movie plays. Plus, the menu to exit my inn room has disappeared. When I right-click on my inn room door, I only get the "access house vault" option. I'm trapped!:smileysurprised:</p><p> </p><p>Edit: I should've mentioned that every time I zone back into the Queen's Colony or Outpost, the intro movie plays.</p><p>Message Edited by SirWolven2 on <span class="date_text">01-19-2006</span><span class="time_text">05:47 PM</span></p><hr></blockquote>This happened to me too.. Camping did not resolve. I just had blank screen while the movie played. I let it play to the end and it never came back again.. I was then deposited into the game world.
arathym
01-21-2006, 12:01 PM
<div></div><div></div><blockquote><hr>Freekishone wrote:<div></div><blockquote><hr>SirWolven2 wrote:<div></div><div></div><p>Every time I zone, the intro movie plays. Plus, the menu to exit my inn room has disappeared. When I right-click on my inn room door, I only get the "access house vault" option. I'm trapped!:smileysurprised:</p><p> </p><p>Edit: I should've mentioned that every time I zone back into the Queen's Colony or Outpost, the intro movie plays.</p><p>Message Edited by SirWolven2 on <span class="date_text">01-19-2006</span><span class="time_text">05:47 PM</span></p><hr></blockquote>This happened to me too.. Camping did not resolve. I just had blank screen while the movie played. I let it play to the end and it never came back again.. I was then deposited into the game world.<hr></blockquote>I'll look into this. It should only be playing once. Also, I've updated the first post to be current. I'll try and keep it that way.<p>Message Edited by arathym on <span class="date_text">01-20-2006</span><span class="time_text">11:02 PM</span></p>
<div></div><p><font size="4"><strong>Half Elf Willow Forest Ruins "For Qeynos" quest - Campsite remains too rare and not clear.</strong></font></p><p><strong><font size="4"></font></strong> </p><p><font size="3">For Part of this quest you have to gather campsite remains in Forest Ruins. Me and another tester could only find two that spawned in the whole zone - they sapwn as a campfire (fair enough) but they also spawn as the same model used for critter dens but with no tag (not obvious at all). It also took far too long to get the gnollish note - spawns need to be greatly increased for the fully populated servers and just use the campfire models.</font></p><p><font size="3"></font> </p><p><strong><font size="4">The Caves NPC Missing.</font></strong></p><p><font size="3">There is also another quest given out by the NPC in forest ruins - he refers you to an NPC based in the caves. We could not find him anywhere and a guard did not know where he ws either! Seems to have been missedf out - his name was Consul something (cant remember)</font></p><p><font size="3"></font> </p><p> </p>
<div>Doh! above post belongs in qeynos adventure yards! sorry!!!!</div><div> </div><div><strong>Queens Colony:</strong></div><div> </div><div>Love the overall changes/feel of the colony, but <em><strong>a lot of it feels "unused" or "empty" i.e the docks where you used to start.</strong></em></div><div> </div><div> <em>For<strong> a brand new player (As I was never played a mmog before EQ2) I really did benefit from the voice overs pointing out the obvious</strong></em> such as "many monsters attack in groups of all the names glow etc" and "you have triggered heroic opportunity blah blah blah" I know its simple, but <em><strong>I cant imagine many people wanting to approach all the trainers and reading through the pages and pages of text in their little speech bubbles</strong></em>. Maybe thats just me but when I play a game I wanna get started and not have to read through lots of text from NPCS.</div><div> </div><div>Also not sure what other peoples thoughts were, but I have never died so much in the woods near the spiders! (not that it matters now we dont have shards etc -nowadays depending on where rev points are, sometimes dying is a good way to travel across zones fast!!!)</div><div>Just found that spiders were popping everywhere ambushing evryone a bit tooooo much. maybe less or make some non aggro?....</div><div> </div><div><strong></strong> </div><div><strong></strong> </div><div> </div>
Cyanbane
01-21-2006, 10:01 PM
<span><blockquote><hr>Galagos wrote:I dont know if this has already been said, but it seems that I have yet to run out of arrows on my ranger (Started with 40, and am lvl 6 now and havnt run out yet despite how many times ive used bow) . Despite the fact that its a great little thing, thought it would be right to bring it up in the feedback in case it was a bug of some sort<div></div><hr></blockquote>this has also happened to me, i thought it was intentional. Would be nice if it was until I get off the isle, or atleast someone (npc) to tell me that they are indeed finite.</span><div></div>
Cyanbane
01-21-2006, 10:02 PM
<span><blockquote><hr><div> </div><div><strong>Queens Colony:</strong></div><div> </div><div>Love the overall changes/feel of the colony, but <em><strong>a lot of it feels "unused" or "empty" i.e the docks where you used to start.</strong></em></div><div> </div><div><strong></strong> </div><div> </div><hr></blockquote>I saw a purrty boat there last night. I guess it is new?</span><div></div>
drongo
01-21-2006, 10:18 PM
<div></div><p>All in all I like the changes on the ex-Isles.</p><p>But one thing I do miss from the old version; that each class had different quests to carry out.</p><p>Now every class has the same quest line with the result that people are queuing to kill the mobs, grab the objects e.g. Direspike, the Blackguard (on the hill near the Abandoned Village?), the totems that spawn to be destroyed.</p><p>At least with Direspike all the group members get the update, but I noticed as soon as Direspike popped all the toons race to it - hoping to grab it before the other 3 toons do,</p><p>It also means a concentration of people in one area killing anything that moves while they wait for a spawn - and then vying to be the first to grab the first one that pops.</p>
Razie
01-22-2006, 01:51 AM
Not sure if this has been posted, but while talking to NPC's in the queens colony so far, they keep saying thier greeting line everytime you select an option while chatting to them. I did a /bug anyhow. Its as if your contantly hailing them, though your only selecting choices to respond to the NPC.<div></div>
Sritt
01-22-2006, 02:20 AM
<div></div><div><blockquote><hr>Razieth wrote:Not sure if this has been posted, but while talking to NPC's in the queens colony so far, they keep saying thier greeting line everytime you select an option while chatting to them. I did a /bug anyhow. Its as if your contantly hailing them, though your only selecting choices to respond to the NPC.<div></div><hr></blockquote>They put this in place to mark where they were working on voice-overs because so many were wondering if there was going to be voice-overs for the new NPCs. I think they changed this as it does get a bit annoying after a while. Though I still find it funny that they'll use flirting as well as greetings (unless 'Hello beautifl' is one of the generic hello greetings between males lol).</div>
Sritt
01-22-2006, 02:59 AM
<div></div><div></div><p>On the Queen's colony you still have to talk to the citizenship registrar instead of Captain Varlos, I prefer the Captain Varlos method as its more intresting and no need to use the call to get off the island.</p><p>You still get the following faction messages when leaving the island:</p><p>Your standing with the city of Qeynos got better.Your standing with the city of Freeport got worse.Your standing with the city of Qeynos got worse.</p><p>This leaves all new characters with 35,000 for Qeynos while on live once you have citizenship you have 40,000 faction (putting you at ally rather than warmly).</p><p>Leaving Queen's Island without going into the tradeskill instance also leaves you at level 1 unskilled with no recipes and no note to start the new crafting quest line.</p><p>Message Edited by Sritthh on <span class="date_text">01-21-2006</span><span class="time_text">02:00 PM</span></p>
Karian
01-22-2006, 03:39 AM
<div></div>I have an Problem with Scout Mobs .. sometime there going into Stealth und dont come back. So i trapped into the battle mode .. please FIX IT !
<div></div><p>Just started a Qeynosian warden today.</p><p>There were a couple art and sound related items that could use a bit of rework =)</p><p>1) The boat: its LOVELY, but the skull with wings logo seems better suited to Freeport than Qeynos.</p><p>2) Everytime I zoned out of the tradeskill instance, or if I switched to a different instance of the island, i had a glowing path leading back to the starting quest person.</p><p>3) Sound: each time I hail ANY NPC they hail me, even mid discussion! It got old fast =)</p><p> </p><p>Other than that things look pretty good, IMO.</p>
arathym
01-22-2006, 10:39 PM
<div></div><blockquote><hr>drongo wrote:<div></div><p><font size="2">people camping dead deer now for the sapswill tappers - spawning too little now.</font></p><hr></blockquote>I noticed this as well and I'll check on it today. My first guess is that yelling for help and then finishing them off might be breaking their spawns. Thanks.
ranger1
01-23-2006, 04:54 AM
<div></div>Few minor things Ive noticed. Crabs attacking guards at the beach but guards not attacking back. The crabs dont seem to like the guards cause they are doing it on their own. Also, Ive noticed a few sapswills walking around with the broken encounter tag yet aren't greyed out. Oh yeah, one more thing, the scouts attacking then going stealth and just sitting is kinda annoying. If I go attack something nearby, they attack me but if I just stand there, so do they.
ranger1
01-23-2006, 04:55 AM
<div></div><blockquote><hr>Glendral wrote:<div></div><div><span><blockquote><hr>CaptXpendable wrote:<div></div><blockquote><hr>arathym wrote:<p><font color="#ffff00">NPCs are going stealth now. I'm not sure if this is intended, particularly uring combat, but I will send out an email and find out. Thanks.</font></p><hr></blockquote><div>If it's intended to be stealth, then shouldn't it have a casting time, sound effect and animation? What I'm seeing is that they're just popping out, and I lose the targeting.</div><div> </div><div>And why would my going into stealth force the mob out?</div><hr></blockquote></span><p>You can only see them go stealth, animation and all, if you can see stealth or see invis. Obviously this is a problem since at low levels you don't have any way to see stealth. If you had see stealth you would see them in the cool looking predator mode, just like you see group mates who are stealthed.<span></span></p></div><hr></blockquote>Scout classes have see stealth when they are stealthed and when I do that, they dont have the cool looking animation.
Odina
01-23-2006, 07:11 AM
<div></div><blockquote><hr>Nerwen wrote:I just want to add that the monk starting gi graphic was changed and, in my opinion, should not have been. The other one looked much better, especially on the women. I don't know why it was changed, but please, please, please change it back.Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><hr></blockquote><p>Agreed. The new gi graphics is quite ugly compared to the original.</p>
Brannwyn
01-23-2006, 07:21 AM
Also the New Women's Gi clips into the back of the Female Half Elf model anytime it bends over or stretches in a certain way.Also I can't get Malachite to drop to save my life.I wish that the new Crafting Recipies were completely implemented. This some recipies being new and others being old, just stinks.
Ariaya
01-23-2006, 08:07 AM
I created a new froglock bezerker today on the Queen's Colony. My initial CAs appeared on my hotbar! Thanks! Now someone please explain the glowey line to new players ... The stairs look great too and it's good to see tradeskills fixed! You guys have been busy!The boat at the docks has pirate flags ... not something I think the Queen would support.I hopped into the tradeskill instance and got my free recipes and dinged tradeskill level 3! Yay! Thanks! However, I couldn't help but notice that of the 6 free recipes, only 2 are craftable from items on the isle (there's no shrubbery type nodes here), and to make those two (tin bar & tin spike) you need recipes that are not included (fossil temper) so you're pretty much stuck waiting to buy the level 3 book. At least the vendor sells the Artisan 3 book now.Focus Anger (lvl 2) has the description rephrased 3 times in the toll tip and examine window.Quest "Into the Tainted Forest" is about impossible for a level 2 Berzerker. I can't kill a single tapper before I'm dead, let alone 2. I killed mobs until I was level 3 and tried again. It was very tough but do-able.I was unable to complete the cave portion of the main-line quests solo. There was just no way I could keep up with the mobs. At the time I was level 6 and had purchased a tin 2-handed weapon from the on-island merchant.BUG: I harvested a falcon feather and examined it to add to my feather collection. I got the message 'This items is in the bank and must first be retrieved from the bank to add it to a collection.'. I did have a falcon feather in my shared bank, but at the time, I was no where near the bank and did have a feather in my inventory in my newbie backpack. It makes sense that I should be able to add the feather I have on my person into the collection.I tried again by taking a duck feather out of my bank (I had 3) and putting it in my backpack .. same message when examining the feather in my inventory. I also tried it in a base inventory slot, with the same effect. Reported using /bug in game.
arathym
01-23-2006, 11:10 AM
<div></div><blockquote><hr>drongo wrote:<div></div><p><font size="2">people camping dead deer now for the sapswill tappers - spawning too little now.</font></p><hr></blockquote>FYI I found and fixed the problem with the tappers today. This should hit Test soon. Thanks.
Nerwen
01-23-2006, 01:33 PM
<div></div><span><blockquote><hr>arathym wrote:<blockquote><hr>drongo wrote:<p><font size="2">people camping dead deer now for the sapswill tappers - spawning too little now.</font></p><hr></blockquote>FYI I found and fixed the problem with the tappers today. This should hit Test soon. Thanks.<hr></blockquote>YAAAAAAAAAAAY!Now, please find and fix the dreaded NO EARS bug! What is the NO EARS bug, you ask?In <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=grph&message.id=23184&view=by_date_ascending&page=5" target="_blank">this thread</a>, someone was kind enough to post a really good screenshot of it, which I am reproducing below.The screenshot is big, for which I offer my apologies. My comments are below the screenshot:</span><blockquote><hr size="2" width="100%"><img src="http://eq2.songstress-yuna.net/eq2_vhq3.jpg"><hr size="2" width="100%"></blockquote>Please look at the wood elf female in the center of the picture, wearing the gold armor. Notice that white spot in the center of her head?Those are her ears - or, rather, the spots where her ears should be, but aren't. This poor wood elf has holes in her head, through whichit is possible to view objects! In this case, we can quite literally "go in one ear and out the other" to see right through her head to the steps behind her!This bug is reproducible every single time and has the following characteristics:<ul><li>All races with pointed ears are affected. Haven't checked males yet, but all females for sure.</li><li>SOGA models are affected. Note some models have pointed ears in SOGA that do not have them in non-SOGA!</li><li>Ears can be turned off or on at will by using the following commands: /SHOWHELM and /SHOWHOOD.... ~BUT~</li><li>The /SHOWHOOD and /SHOWHELM commands have no effect on helmets - only ears!</li></ul>Please, please, please, pretty-please-with-sugar-on-it, do not let this bug go live. It sounds like it ought to be a simple fix:I have the impression that /SHOWHOOD and /SHOWHELM are mapped to ears (only pointed ones!) and not to helmets. Can someone please look at this?ThanksJen<div></div><p>Message Edited by Nerwen on <span class="date_text">01-23-2006</span><span class="time_text">12:34 AM</span></p>
Sritt
01-23-2006, 02:26 PM
<div>It must be female models only. My male characters on test have their ears and all have their helms hidden. One is a high elf, one a half elf, one a dark elf. I also have all SOGA models turned on. This sounds like a bug in the newbie helms and female models as all the female elves and such I've seen in the cities have their ears. Have you tried it with no helm on at all and with helms from the cities that existed already in the game. Just wondering if its an item bug like how Grimroot Leggings was going onto the chest (leaving females who wore it completely topless).</div>
Nerwen
01-23-2006, 02:47 PM
<div></div><div></div><span><blockquote><hr>Sritthh wrote:<div>It must be female models only. My male characters on test have their ears and all have their helms hidden. One is a high elf,one a half elf, one a dark elf. I also have all SOGA models turned on. This sounds like a bug in the newbie helms and femalemodels as all the female elves and such I've seen in the cities have their ears. Have you tried it with no helm on at all andwith helms from the cities that existed already in the game. Just wondering if its an item bug like how Grimroot Leggings wasgoing onto the chest (leaving females who wore it completely topless).</div><hr></blockquote>It is not an item bug, because females start with no helms at all, and I have made characters whose ears are missing from the momentthey first come into the game. Currently I have a halfling and a high elf with no helms equipped - even though they got them as questrewards - because I have no way to hide them. I can only hide their ears!(I should say here that all of my characters are on the island, so the helm involved is the newbie quest-reward helm. I haven't tried itwith other helms, but I could if the situation warrants it. However, since it happens with no helm equipped at all, I still do not think it isan item bug.)This bug seems to be immune to graphic-settings changes (the screenshot above, though not mine, is taken at highest possibleresolution,) happens on multiple computers, and is visible to other players, who also see the holes in my head if my ears are hidden. Ifthe ears are missing in the game, interestingly, and I go back in to the "set appearance" buttons, the ears are missing there too, withno way to bring them back (after all, you cannot use the /SHOWHELM or /SHOWHOOD commands there.)I have even created brand-new characters and had their ears go missing on the initial character creation screen, when they are stilldressed in their ragged old underwear and haven't even had their name approved on the server yet. But finishing the charactercreation process does not fix it - if the ears are missing at character creation, they are missing in-game.I have been extremely annoyed with this bug but I really believe it is something server-side, not client-side.Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></span><div></div><p>Message Edited by Nerwen on <span class="date_text">01-23-2006</span><span class="time_text">01:48 AM</span></p><p>Message Edited by Nerwen on <span class="date_text">01-23-2006</span><span class="time_text">01:50 AM</span></p>
Rattfa
01-23-2006, 05:28 PM
Surely it must be something client side if its only affecting a few people. I have 2 pointy eared people (1 male, one female) on the Queens Colony, and they all have ears <span>:smileyindifferent: puzzling indeed</span><div></div>
Fraenhawk
01-23-2006, 06:29 PM
<div></div>It's not just Queen's Colony. My new troll I created on test has the same missing ears/see-through head effect also. My half-elf and wood-elf in QC do <em>not</em> have that problem though. Oh, and no SOGA models running.
Nerwen
01-23-2006, 06:53 PM
<span><blockquote><hr>themixmonkey wrote:Surely it must be something client side if its only affecting a few people.I have 2 pointy eared people (1 male, one female) on the Queens Colony, and they all have ears <span>:smileyindifferent: puzzling indeed</span><div></div><hr></blockquote>If it is client-side, though, it should only be visible on the client. Other players can see the missing ears, and a number of playershave reported the problem with the bug. I agree that at least a portion of the problem may be client-side, but there must also be somesort of server interaction going on for other players to be able to see the holes where the ears should be.Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></span><div></div>
Rattfa
01-23-2006, 07:19 PM
maybe its something to do with a particular item that affected people are wearing/usinglike when grimroots leggings were set as a chest item, it meant half naked toons....maybe something similar on a different item is causing ears to dissapear on point eared people :S thats all I can think of<div></div>
ranger1
01-23-2006, 08:20 PM
<div></div><div></div><div></div><blockquote><hr>Sritthh wrote:<div>It must be female models only. My male characters on test have their ears and all have their helms hidden. One is a high elf, one a half elf, one a dark elf. I also have all SOGA models turned on. This sounds like a bug in the newbie helms and female models as all the female elves and such I've seen in the cities have their ears. Have you tried it with no helm on at all and with helms from the cities that existed already in the game. Just wondering if its an item bug like how Grimroot Leggings was going onto the chest (leaving females who wore it completely topless).</div><hr></blockquote>Ive had a barb male suffer from the no ears bug as well. Oh yeah, both that I had it happen too were on the Queen's island. I usually have my options set to not show my hood/helmet. I have also noticed that the only 2 times it happened were when I went to creat a new toon, all the setting defaults (on the char creation page that is) were in the middle. Meaning, my toon had pale white skin, no hair and all the slider bars were in the middle. My barbs had no woads, no beard. Hope this helps!!<p>Message Edited by ranger1 on <span class="date_text">01-23-2006</span><span class="time_text">07:27 AM</span></p><p>Message Edited by ranger1 on <span class="date_text">01-23-2006</span><span class="time_text">07:28 AM</span></p>
DataGodess
01-23-2006, 09:32 PM
<div></div>A Presence of Evil - quest updates to Report the bad news to sergeant Haggus when a dead soldier spawns a defiled, not when the defiled is defeated. Is this the intent?
DataGodess
01-23-2006, 09:57 PM
<div></div>Into the Tainted Forest quest. I'm lvl 3, there are 2 Tappers level 3 with down arrows. I can defeat one (ranger using stealth and Stalker Strike) but not both before being killed.
Loki_d20
01-23-2006, 10:13 PM
With the lowered spawn fix for tappers, my only issue so far with Queen's Colony now is the continual spawn of the 4 skeletons in the caves. Even at level 8/9, some classes have trouble accomplishing the cave alone because they 4 skeletons spawn continuously once you destroy the first two totems. They should possibly only spawn once for each totem destroyed, but they become way too many when they spawn one after another.<div></div>
DataGodess
01-23-2006, 11:33 PM
<div></div>Doggone It! quest: SOE - have you no ethics? Shame on you for stealing Vanguard's diplomacy idea before they have even released their product!
DataGodess
01-24-2006, 12:06 AM
<div></div><div></div><p>Tainted Sapswill Scout attacked me at 122.51, -9.41, -201.93. I engaged in combat, was winning, then it disappeared, was no longer targeted but left me in combat mode.</p><p>btw, while I was writing this it respawned in the same spot and attacked me. Then I was attacked by two passing dogs and they couldn't quite kill me and I wasn't conscious enough to kill them. Had to be rescued by other players. Then I had to camp because I could not get out of combat mode.</p><p> </p><p>Was it something I said?</p><p>Message Edited by DataGodess on <span class="date_text">01-23-2006</span><span class="time_text">11:17 AM</span></p>
Sritt
01-24-2006, 02:44 AM
<div></div>THe scouts have stealth but its not functioning properly. THey sometimes sit for half an hour in stealth and do nothing, they can't be seen with see invis or see stealth, they can't be targetted, and even if you /yell they will still aggro you when you get near again and they remain a 'broken encounter' until they are killed though they go back to full health. They also get the luxury of breaking target lock and becoming immune to AoE while stealthed.
Esaril
01-24-2006, 03:41 AM
Haven't seen it commented on yet...As of last night, the totems were not destroyable. You could right-click, and get the pop-up prompt, but when you clicked it you got no quest update. From chatter in test channel, seems several folks were getting same problem, or a problem where only one totem would give an update.I'll try later tonight, when I get back home from work (like in an hour or so).<div></div>
Sritt
01-24-2006, 04:21 AM
<div>People also reported that if they had this problem that logging out then logging back in would fix it and they could destroy the totems. Sounds like something on the client not updating (maybe the client is 'seeing' a totem where the server isn't).</div>
Loki_d20
01-24-2006, 05:16 AM
Wasn't sure where to put this and it doesn't deserve its own thread, but dirges start with a light gold chainmail set of armor, but their quest rewarded items are steel (like a troubadours). This is unlike the other classes I've played where the class quest rewards on the Isle match and complete the look of their starting armor. <div></div>
Maroger
01-24-2006, 06:47 AM
<div></div>You have changed the final encounter and it is now too difficult. Put it back the way it was. That is the level it should be on a newbie island.
arathym
01-24-2006, 10:47 AM
<div></div><blockquote><hr>Maroger wrote:<div></div>You have changed the final encounter and it is now too difficult. Put it back the way it was. That is the level it should be on a newbie island.<hr></blockquote>The only changes I've made to it so far are that I made the time between zombie waves 20 seconds longer. I also added a longer pause between the time in which you destroy all the totems and the time when the boss aggros. If there is something else going on, I'd like to know what was changed. Thanks.
Maroger
01-24-2006, 11:02 AM
<div></div><blockquote><hr>arathym wrote:<div></div><blockquote><hr>Maroger wrote:<div></div>You have changed the final encounter and it is now too difficult. Put it back the way it was. That is the level it should be on a newbie island.<hr></blockquote><p>The only changes I've made to it so far are that I made the time between zombie waves 20 seconds longer. I also added a longer pause between the time in which you destroy all the totems and the time when the boss aggros. If there is something else going on, I'd like to know what was changed. Thanks.</p><hr></blockquote><p>Yesterday with a level 7 Summoner, I destroyed a totem and zombies spawned immedidately. When I destroyed the totem next to the dais a wave of zombies spawned. But there was no mass summoning of zombies -- just like 3 came for each totem I destroyed.</p><p>Today with a level 7 dual wielding range I noticed that destroying a totem did NOT spawn mobs. I stood around and waited and non spawned. First attempt I destoryed 2 totems and no zombies spawned then I go near the dais and was overwhelmed -- as the waves came too close together.</p><p>The only time I got the mobs to fight was when I approached the Dais ( did not destroy any totems) and then the waves came so fast from the front of dais that I got overwhelmed on the 2nd wave - It was non-stop combat as a level 7 dual weilding ranger -- I just couldn't kill them fast enough.</p><p>It was like two different encounters between using the Ranger and the Summoner.</p>
khalild
01-24-2006, 11:17 AM
I've noted some issues playing through this new zone. It's not as friendly to new players as the old zone. The quests are extremely ambiguous (compared to the current Refuge Isle). The quests also seem rushed. The quests to kill the dogs (I'm sorry, forgot their real names) is red to you at level two. That doesn't really seem right.<div></div>
arathym
01-24-2006, 11:32 AM
<div>We found a problem with the amount of experience given for lower level quests (since there were none < 3 previously). Hopefully when this fix hits Test you'll see a significant increase in the exp given for them.</div><div> </div><div>I've seen the topic of the quests feeling "rushed" a few times. Is this purely because you don't level fast enough doing them, or do you think upping stuff like the required kills for the quests would help alleviate this? For example, for the first quest to kill the invaders, would you feel more accomplished and less rushed if you had to kill 5 goblins, rather than 3? This would make them take more time (less rushed) and add to the experience gained on the quests at the same time.</div><div> </div><div>Any feedback is appreciated. Thanks.</div>
Swordmage
01-24-2006, 11:45 AM
<div></div><blockquote><hr>arathym wrote:<div>We found a problem with the amount of experience given for lower level quests (since there were none < 3 previously). Hopefully when this fix hits Test you'll see a significant increase in the exp given for them.</div><div> </div><div>I've seen the topic of the quests feeling "rushed" a few times. Is this purely because you don't level fast enough doing them, or do you think upping stuff like the required kills for the quests would help alleviate this? For example, for the first quest to kill the invaders, would you feel more accomplished and less rushed if you had to kill 5 goblins, rather than 3? This would make them take more time (less rushed) and add to the experience gained on the quests at the same time.</div><div> </div><div>Any feedback is appreciated. Thanks.</div><hr></blockquote><p>I, for one, would like to see the number upped to 5. I was happier with 3 than the old 1. (specificaally the first kill quest).</p><p>On a side note: given where the starter quests are going, what level will players be if they do most of the quests in the main story line and a good smattering of the T2 ones. Right now on live, most of my characters are level 23 or so by the time they are "done" with Antonica (doing only about half of the T2 antonica quests), will this get even higher?</p>
Crippler
01-24-2006, 11:59 AM
<div></div>I dont know if its just me but while playing later in the evening on both Queen's Colony and Queen's Colony 2 I still was not able to find any tappers. I stood by the dead deer for a very long time and got nothing. I was told to try QC2 as this problem was fixed there, but at least for me it wasnt. Also dancing with the dead deer wont make them spawn just fyi, you will just get a lot of strange looks from your fellow players lol.
arathym
01-24-2006, 12:01 PM
<div></div><blockquote><hr>Crippler66 wrote:<div></div>I dont know if its just me but while playing later in the evening on both Queen's Colony and Queen's Colony 2 I still was not able to find any tappers. I stood by the dead deer for a very long time and got nothing. I was told to try QC2 as this problem was fixed there, but at least for me it wasnt. Also dancing with the dead deer wont make them spawn just fyi, you will just get a lot of strange looks from your fellow players lol.<hr></blockquote>I found this problem and fixed it yesterday, hopefully it will make it to Test soon. The problem was that the tappers were not respawning if the encounter was broken and then killed. :smileyindifferent:
Crippler
01-24-2006, 12:09 PM
<div></div><div>Ok thats great to hear about the tappers. I mustve misread what you had posted earlier then. The reason I posted this is because I am currently trying out all 24 classes on the island. Just figuring out which ones are having an easier time and what not. I got through 9 so far, so hopefully I will be able to post in a day or two about my thoughts on all these classes. Thank you for making such great improvements to the game!! Keep up the good work:smileyvery-happy:</div><p>Message Edited by Crippler66 on <span class="date_text">01-24-2006</span><span class="time_text">02:22 AM</span></p>
Nerwen
01-24-2006, 12:58 PM
<div></div><div></div><span><blockquote><hr>arathym wrote:<div>We found a problem with the amount of experience given for lower level quests (since there were none < 3 previously). Hopefully when this fix hits Test you'll see a significant increase in the exp given for them.</div><div> </div><div>I've seen the topic of the quests feeling "rushed" a few times. Is this purely because you don't level fast enough doing them, or do you think upping stuff like the required kills for the quests would help alleviate this? For example, for the first quest to kill the invaders, would you feel more accomplished and less rushed if you had to kill 5 goblins, rather than 3? This would make them take more time (less rushed) and add to the experience gained on the quests at the same time.</div><div> </div><div>Any feedback is appreciated. Thanks.</div><hr></blockquote>While killing additional mobs is probably a step in the right direction, I don't believe it will completely alleviate the "rushed" feeling.In my opinion, much of the "rushed" feeling derives from the fact that there are, by and large, only *one* set of quests on the island. Now, I don't mean this in a completely literal sense, as there are some side quests (killing ghostly treants and the halfling up the tree come to mind.) However, there are not nearly the quantity of "side" quests as there used to be on the old island. Here is a sort of list, based on what I remember:NEW ISLAND:</span><ul><li>"Main" quest to take new characters from starter point to cave</li><ul><li>"Side" quest - Kill Direspike quest</li><li>"Side" quest - Kill Ghostly Treants quest</li><li>"Side" quest - Hobbit in Tree</li></ul><li>Collection Quests (Feathers/Shells)</li></ul>OLD ISLAND:<ul><li>"Main" quest to take new characters from starter point to cave</li><ul><li>"Side" quest - clean out workshop/begin tradeskills</li></ul><li>Collection Quests (Feathers/Shells)</li><li>"X marks the spot"/Ghost Pirate quest</li><li>Kill 10 sharks quest</li><li>Complete marine life study quest</li><li>Put Together Sandy Crab Necklace quest</li><li>Goblin Saboteurs quest</li><li>Lost-Gnome-Clockwork-Parts quest</li><li>"Get Three Bone Chips for the Sarcastic Dark Elf" quest</li><li>Markable Objects ("I was here!"<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Rocks, gravestone, underwater chest, etc.</li></ul>Part of the reason that the old island did not feel as rushed was because there were a ton of quests around that had nothing to do with the "main storyline" quest - there was stuff to find, highlighted objects to click on, unexpected quests to discover, etc. After a year of play, and countless characters started, I *still* did many of the additional quests on the island - I particularly loved "X marks the spot," Goblin Saboteurs, and the "Kill 10 sharks" quests.The "rushed" feeling does not directly come from the number of mobs killed - it comes from the "Go from Point A to Point B" feeling of the main quests, without the additional exploratory side quests to draw on. It is much more linear, so to speak, whereas the previous island was more random, with stuff to do that was entirely optional and could be skipped. I know that lots of players did skip anything that was optional, but there were a few (like myself!) who truly enjoyed them.As a couple of ideas:<ul><li>Why not bring back the "X marks the spot" quest? This quest seems to be perfect for the situation (an evil necromancer on the Isle of the Queen is corrupting stuff and bringing back undead, wooo-ooooo-ooooo!) Update the mobs or the text a little bit, perhaps, but the quest as a whole could come almost straight back in, at least on the Queen's side. Perhaps the necromancer has found the Ghost Captain and controlled him (he is an undead after all) and his minions, and in order to free him (thus ending his menace) you must find his pirate chest with his beloved piece-of-8 inside. But you will have to fight him for it!</li><li>How about Lydia, the mermaid statue in the lagoon? Has the necromancer's evil even penetrated the clear blue waters of the lagoon? If she was clickable again, perhaps she would want you to kill 10 of something else rather than sharks.....</li></ul>See what I am getting at? Add some things to the Island - things to click on, quests that begin because something drops from a mob, etc. The spider quest has a part where you must look for a piece of parchment on the ground - this is a wonderful idea! Stuff an old coin in a hollow log somewhere, hide a strangely etched shell under a sandbar, put a rock with a mysterious symbol behind one of the waterfalls. Add a few quests that are not part of the "point-A-to-point-B" part of the "main storyline" quest. The rushed feeling will vanish like fog on a sunny day. Honest!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />PS. Did I mention that you need to bring back the graphic for the Gi of the Ashen Order for the newbie island, or very shortly thereafter (as a quest reward perhaps,) seeing that it *is* white, the color for newbie monks? Please, please, please, bring back this gi!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />PPS. I just read my message... gosh, I sound whiny, and for that I apologize. It seems that all I ever post is what is wrong with the game, or what I think could make it be better. Therefore let me be clear: I love the new island! I like the difference in character between the Qeynos and Freeport islands, I like the new quests, I like the new starter gear, I like it! I am having a great time! I promise... I would not whine so much if I didn't care, and I care because it really is a good, fun game. I keep wanting to tweak it to make it better, but that doesn't mean it is bad to begin with. You guys are doing a great job for the most part - I am very pleased! Keep up the good work!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Nerwen on <span class="date_text">01-23-2006</span><span class="time_text">11:59 PM</span></p><p>Message Edited by Nerwen on <span class="date_text">01-24-2006</span><span class="time_text">12:04 AM</span></p>
arathym
01-24-2006, 12:59 PM
<div></div><blockquote><hr>Crippler66 wrote:<div></div><div>Ok thats great to hear about the tappers. I mustve misread what you had posted earlier then. The reason I posted this is because I am currently trying out all 24 classes on the island. Just figuring out which ones are having an easier time and what not. I got through 9 so far, so hopefully I will be able to post in a day or two about my thoughts on all these classes. Thank you for making such great improvements to the game!! Keep up the good work:smileyvery-happy:</div><hr></blockquote><font color="#3300ff">That <font color="#3333ff">would</font> <font color="#3366ff">be </font><font color="#3399ff">great</font> <font color="#33ccff">feedback,</font> </font><font color="#66ffff">thanks</font><strong><font color="#66ffff" size="4">!</font></strong>
Nerwen
01-24-2006, 01:09 PM
<span><blockquote><hr>Nerwen wrote:<div></div><span></span>Please look at the wood elf female in the center of the picture, wearing the gold armor. Notice that white spot in the center of her head?Those are her ears - or, rather, the spots where her ears should be, but aren't. This poor wood elf has holes in her head, through whichit is possible to view objects! In this case, we can quite literally "go in one ear and out the other" to see right through her head to the steps behind her!This bug is reproducible every single time and has the following characteristics:<ul><li>All races with pointed ears are affected. Haven't checked males yet, but all females for sure.</li><li>SOGA models are affected. Note some models have pointed ears in SOGA that do not have them in non-SOGA!</li><li>Ears can be turned off or on at will by using the following commands: /SHOWHELM and /SHOWHOOD.... ~BUT~</li><li>The /SHOWHOOD and /SHOWHELM commands have no effect on helmets - only ears!</li></ul>Please, please, please, pretty-please-with-sugar-on-it, do not let this bug go live. It sounds like it ought to be a simple fix:I have the impression that /SHOWHOOD and /SHOWHELM are mapped to ears (only pointed ones!) and not to helmets. Can someone please look at this?ThanksJen<div></div><p>Message Edited by Nerwen on <span class="date_text">01-23-2006</span><span class="time_text">12:34 AM</span></p><hr></blockquote>As a follow up to this.... it seems that this bug is reproducible every single time... but only until you report it to the developers.I had this bright idea that I would log in today and try to do some narrowing down of ear questions, and lo and behold my vanishing ears stayed! I could still get the ears to alternately show through the helmet and disappear again with /SHOWHOOD and /SHOWHELM, and could not get the helmet to disappear with these commands, but I could not get the ears to vanish if I took the helmet off. Bah! I have the CCF files if this is buggy enough to still qualify as a test... phooey!Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> (Who, for once, WANTED to show off the holes in her head)</span><div></div>
Sritt
01-24-2006, 01:12 PM
<div></div><p>One thing I noticed with the flow of the tainted quest. It askes you to kill toxic crawlers (and only 4 is so much better than 7), you get an update. Then you need to kill a random amount more (I usually get it on the first or second one, no big deal). THen you have to get the parchement under the rock. Then you have to kill direspike.</p><p>The last two steps are the flow problem. YOu have to get within Direspike's aggro range to get the parchment to spawn and since its a gather item you can't be in combat to get it. This means you have to kill Direspike, get the parchment, read it, wait for DIrespike to respawn and kill again. With the high population right now there's a 50/50 chance Direspike will be gone so its not out of sequence but once the flood of testing dies off the chances of having to take out Direspike twice increases. This might not be so bad for dual-wielders if the weapon that Direspike dropped wasn't lore so you can only get one of them (it is a dual-wield item).</p>
arathym
01-24-2006, 01:41 PM
<div></div><p>While killing additional mobs is probably a step in the right direction, I don't believe it will completely alleviate the "rushed" feeling.In my opinion, much of the "rushed" feeling derives from the fact that there are, by and large, only *one* set of quests on the island. Now, I don't mean this in a completely literal sense, as there are some side quests (killing ghostly treants and the halfling up the tree come to mind.) However, there are not nearly the quantity of "side" quests as there used to be on the old island. Here is a sort of list, based on what I remember:NEW ISLAND:</p><p><font color="#ffff66">Don't forget, it's island<u>s</u> now :smileywink: . Everything below is done twice with completely different Quest themes. Playing through with an evil or a good character are very different experiences.</font></p><ul><li>"Main" quest to take new characters from starter point to cave<ul><li>"Side" quest - Kill Direspike quest</li><li>"Side" quest - Kill Ghostly Treants quest</li><li>"Side" quest - Hobbit in Tree</li></ul></li><li>Collection Quests (Feathers/Shells)</li></ul><p><font color="#ffff66">I added in some of the below quests. They should be out soon. With the old quests that were neutral to the new experiences on the islands, I divided them up between the islands (to keep the experiences differentiated). I wanted to keep the focus of the quests on the caves, so if something like rockbelly were to happen I would want it before. With that said, I did add some heroic encounters yesterday. If you'd like to group up after the cave, they will definitely be the hardest things on the islands. :smileysurprised:</font> </p>OLD ISLAND:<ul><li>"Main" quest to take new characters from starter point to cave<ul><li>"Side" quest - clean out workshop/begin tradeskills</li></ul></li><li>Collection Quests (Feathers/Shells)</li><li>"X marks the spot"/Ghost Pirate quest - <font color="#ffff66">I'll check on this one.</font></li><li>Kill 10 sharks quest - <font color="#ffff66">In.</font></li><li>Complete marine life study quest <font color="#ffff66">In.</font></li><li>Put Together Sandy Crab Necklace quest <font color="#ffff66">Coming soon (was hoping to make an equivalent for evil/good).</font></li><li>Goblin Saboteurs quest <font color="#ffff66">--</font></li><li>Lost-Gnome-Clockwork-Parts quest <font color="#ffff66">In.</font></li><li>"Get Three Bone Chips for the Sarcastic Dark Elf" quest <font color="#ffff66">In.</font></li><li>Markable Objects ("I was here!"<img height="16" border="0" width="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li></ul><p><font color="#ffff66">So the both islands side-by-side would look more like this (hehe):</font></p><font color="#ffff66"><li>"Main" quest to take new characters from starter point to cave</li><ul><li>"Side" quest - Kill Direspike quest</li><li>"Side" quest - Kill Ghostly Treants quest</li><li>"Side" quest - Hobbit in Tree</li></ul><li>"X marks the spot"/Ghost Pirate quest - <font color="#ffff66">I'll check on this one.</font></li><li>Kill 10 sharks quest - <font color="#ffff66">In.</font></li><li>Put Together Sandy Crab Necklace quest <font color="#ffff66">Coming soon (was hoping to make an equivalent for evil/good).</font></li><li>"Get Three Bone Chips for the Sarcastic Dark Elf" quest <font color="#ffff66">In.</font></li><li>Heroic encounter.</li><li>Markable Objects ("I was here!"<img height="16" border="0" width="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li><p></p><li>"Main" quest to take new characters from starter point to cave<ul><li>"Side" quest - Parchment</li><li>"Side" quest - Charles Arker 1, 2</li><li>"Side" quest - Iksar Questioning</li></ul></li><li>Collection Quests (Feathers/Shells)</li><li>Complete marine life study quest <font color="#ffff66">In.</font></li><li>Lost-Gnome-Clockwork-Parts quest <font color="#ffff66">In.</font></li><li>Heroic encounter.</li><li>Markable Objects ("I was here!"<img height="16" border="0" width="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li><p>Thanks Jen. I'm glad you're passionate about the old island, I was a part of that one too :smileyvery-happy: . We're working hard to make these islands just as memorable as the first. Thanks for the feedback! Boy it's late...</p><ul></ul><ul></ul><ul></ul></ul></font>
Griffinclaw
01-24-2006, 02:39 PM
<div></div><p>Hey Arathym,</p><p> I am so glad to see that you are adding some more of the old Island quests back in, but I was wondering if there was ANYWAY, you and your fellow co-workers could come up with at least one Archetype specific quest. I know the whole idea of archetypes is gone, but I would still love at least one quest specificaly for priests, one for mages, etc......</p>
Nerwen
01-24-2006, 02:54 PM
<div></div><span><blockquote><hr>arathym wrote:<p><font color="#ffff66">Don't forget, it's island<u>s</u> now :smileywink: . Everything below is done twice with completely different Quest themes. Playing through with an evil or a good character are very different experiences.</font></p><blockquote>Yes it is, and well done on that! I keep trying to play my bruiser and getting terribly distracted by my monk, ha ha ha! But I can already tell things are very different and I absolutely love it.I had noticed that the original island was split (my guess is very late in one of the testing phases, perhaps late Alpha) into the Good and Evil islands. Certain things hinted at the idea that the island had originally been one island meant for both good and evil classes together (for example, the ambassadors who stood on opposite sides of the table, the ship captain whose text balloons are in different positions to choose Freeport and Qeynos, etc.) and I was always the teensiest bit disappointed that the two islands weren't more different from each other, when it was so apparant to me that they had been split after they were made. This patch on test has certainly fixed that! I have liked what I have seen so far - well done!Just for my own curiousity, is there any chance that the architecture will also be changing any time soon? The reason I ask is because I am certain that there were two versions of Malvonicus tower originally designed - I can see the freeport version in the background of my dark elf on the character select screen. Was that scrapped completely, or is there any chance it might make a reappearance one of these days?</blockquote><p><font color="#ffff66">I added in some of the below quests. They should be out soon. With the old quests that were neutral to the new experiences on the islands, I divided them up between the islands (to keep the experiences differentiated). I wanted to keep the focus of the quests on the caves, so if something like rockbelly were to happen I would want it before. </font></p><blockquote><p><font color="#ffff66"><font color="#ffffff">Boo-YA! (Doing the happy dance) New quests! New quests! New quests! Yaaaaaaay!</font></font></p><p><font color="#ffff66"><font color="#ffffff">As far as Rockbelly, it absolutely <i><u>should</u></i> happen before! I am thinking that the Rockbelly quest (or at least the beginning of it) would be good to place in the "There is some evil on the island but we don't know what it is" phase. In the beginning there are hints of the great evil - the spiders are corrupted, the dead soldiers are rising as zombies, the treants are turning into ghosts. The opening phrases of the Rockbelly quest could be placed into this area, sort of like - "There was an old pirate who died here long ago. Now his ghost has reappeared..."</font></font></p><p><font color="#ffff66"><font color="#ffffff">Futhermore, there are several quests that point to the necromancer and/or the caves when completed, and the Rockbelly quest could be one of them. When he is vanquished, his quest NPC could say something like, "Only a powerful necromancer would have been able to resurrect that ghost.... Perhaps the Soothsayer can tell us more..."</font></font></p></blockquote><p><font color="#ffff66">With that said, I did add some heroic encounters yesterday. If you'd like to group up after the cave, they will definitely be the hardest things on the islands. :smileysurprised:</font></p><blockquote><p>DOUBLE Boo-ya! Ooo, can't wait to see! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p></blockquote>OLD ISLAND:<ul><li>"Main" quest to take new characters from starter point to cave<ul><li>"Side" quest - clean out workshop/begin tradeskills</li></ul></li><li>Collection Quests (Feathers/Shells)</li><li>"X marks the spot"/Ghost Pirate quest - <font color="#ffff66">I'll check on this one.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yay! I really, really think this could work well for the Necromancer! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></font></font></li></ul><li>Kill 10 sharks quest - <font color="#ffff66">In.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yaaaaaay!</font></font></li></ul><li>Complete marine life study quest <font color="#ffff66">In.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yaaaaaay!</font></font></li></ul><li>Put Together Sandy Crab Necklace quest <font color="#ffff66">Coming soon (was hoping to make an equivalent for evil/good).</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Woot! More quests = good! Yaaaaaaay!</font></font></li></ul><li>Goblin Saboteurs quest <font color="#ffff66">--</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Hrm. Guess the Goblin Saboteurs won't work so well on the current island. How about the Freeport Saboteurs? More henchmen of the Necromancer? It could even be a special sort of undead - more ghosts, for example. It could be a "side" quest, not necessary to the main plot, but complimentary to it if you happen to get it.</font></font></li></ul><li>Lost-Gnome-Clockwork-Parts quest <font color="#ffff66">In.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yaaaaaaay!</font></font></li></ul><li>"Get Three Bone Chips for the Sarcastic Dark Elf" quest <font color="#ffff66">In.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yaaaaaaay!</font></font></li></ul><li>Markable Objects ("I was here!"<img border="0" width="16" height="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li><ul><li><font color="#ffff66"><font color="#ffffff">Yaaaaaaay!</font></font></li></ul></ul></blockquote></span><span><blockquote><p><font color="#ffff66">So the both islands side-by-side would look more like this (hehe):</font></p><font color="#ffff66"><li>"Main" quest to take new characters from starter point to cave</li><ul><li>"Side" quest - Kill Direspike quest</li><li>"Side" quest - Kill Ghostly Treants quest</li><li>"Side" quest - Hobbit in Tree</li></ul><li>"X marks the spot"/Ghost Pirate quest - <font color="#ffff66">I'll check on this one.</font></li><li>Kill 10 sharks quest - <font color="#ffff66">In.</font></li><li>Put Together Sandy Crab Necklace quest <font color="#ffff66">Coming soon (was hoping to make an equivalent for evil/good).</font></li><li>"Get Three Bone Chips for the Sarcastic Dark Elf" quest <font color="#ffff66">In.</font></li><li>Heroic encounter.</li><li>Markable Objects ("I was here!"<img border="0" width="16" height="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li><li>"Main" quest to take new characters from starter point to cave<ul><li>"Side" quest - Parchment</li><li>"Side" quest - Charles Arker 1, 2</li><li>"Side" quest - Iksar Questioning</li></ul></li><li>Collection Quests (Feathers/Shells)</li><li>Complete marine life study quest <font color="#ffff66">In.</font></li><li>Lost-Gnome-Clockwork-Parts quest <font color="#ffff66">In.</font></li><li>Heroic encounter.</li><li>Markable Objects ("I was here!"<img border="0" width="16" height="16" src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif"> Rocks, gravestone, underwater chest, etc. <font color="#ffff66">Coming soon.</font></li><p>Thanks Jen. I'm glad you're passionate about the old island, I was a part of that one too :smileyvery-happy: . We're working hard to make these islands just as memorable as the first. Thanks for the feedback! Boy it's late...</p></ul></font><blockquote><font color="#ffffff">This all looks great!</font><font color="#ffffff"></font><font color="#ffffff"></font><font color="#ffffff">And yes, it is late - it is very late. I work nights - what is your excuse?</font><font color="#ffffff"></font><font color="#ffffff"></font><font color="#ffffff">Here are some pajamas and fuzzy bunny slippers, courtesy of my tailor, a nice comfortable bed, courtesy of my carpenter, and a bedtime glass of cookies and milk, courtesy of the provisioner. Go get some rest! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></font><font color="#ffffff"></font><font color="#ffffff"></font><font color="#ffffff">Good night,</font><font color="#ffffff"></font><font color="#ffffff">Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></font></blockquote><hr></blockquote></span><div></div><p>Message Edited by Nerwen on <span class="date_text">01-24-2006</span><span class="time_text">01:55 AM</span></p>
Xalibur
01-24-2006, 06:51 PM
<div>when i dinged lvl 6 i got " you have reached lvl 2 !" or whatever the levelup text says..lol...</div><div> </div>
Sirlutt
01-24-2006, 09:37 PM
<div><span><blockquote><hr>arathym wrote:<div></div><font color="#ffff66"> With that said, I did add some heroic encounters yesterday. If you'd like to group up after the cave, they will definitely be the hardest things on the islands. </font><hr></blockquote>2 Things i'd like to see a little more, and one of them maybe taken care of.First is about the loot. I havent seen any decent items or adepts, but this might just be me. Are there adepts of the lvl 1-20 spells in game ?Second, how about something groupx2 ? A new version of the cave, 24 hour lockout with something special. I know we blow through these levels pretty quickly but it would be pretty near to have something fabled or a master under lvl 10. </span></div>
<div>Been playing on Qeynos Isle again, I agree with the rushed feeling!! It is also like being thrown down a conveyor belt, killing certain things with little room for exploration (like all the extra quests that used to be there).</div><div> I used to like staying on newbie island, even with my alts and get levelled, no matter how many times I killed that [expletive haxx0red by Raijinn] orc!!! But now I think I just wanna get out of the place!</div><div> </div><div>It also doesnt teach very much about playing the game. I think on the FP isle you have to place molerats to tempt the hawks down, well, this is very irrelevant and Im not aware of this technique being used later in the game?</div><div> </div><div>I'm sure we'll see some changes in the long term as well as the short, and I love the direction it's going in, but with regards to newbie isles, something just doesn't feel "right" and it doesn't sit well with the later part of the game (Say, lvl 15 up?).</div>
Rattfa
01-24-2006, 10:20 PM
<div></div><span><blockquote><hr>Sirlutt wrote:<div><span><blockquote><hr>arathym wrote:<font color="#ffff66"> With that said, I did add some heroic encounters yesterday. If you'd like to group up after the cave, they will definitely be the hardest things on the islands. </font><hr></blockquote>2 Things i'd like to see a little more, and one of them maybe taken care of.First is about the loot. I havent seen any decent items or adepts, but this might just be me. Are there adepts of the lvl 1-20 spells in game ?Second, how about something groupx2 ? A new version of the cave, 24 hour lockout with something special. I know we blow through these levels pretty quickly but it would be pretty near to have something fabled or a master under lvl 10. </span></div><hr></blockquote></span>Yeah I havent seen any Adepts dropThere doesnt seem to be any random chest drops, which i think was like the previous island. I might be wrong there though<div></div><p>Message Edited by themixmonkey on <span class="date_text">01-24-2006</span><span class="time_text">05:21 PM</span></p>
LordDragone
01-24-2006, 10:39 PM
<div></div>Not sure what is happening but the Tappers still are not respawning. Currently there are none on the queens island and no way to get them to spawn. Fighters are stuck at this point. There is no Queens Island 2 to zone to either
Crippler
01-25-2006, 12:00 AM
<div>Ya the tappers did spawn briefly in Queens Colony 2 but for whatever reason they arent spawning again. Also the tainted Sapswill Scouts seem to have a nice little bug. About halfway through the battle they seem to sink into the ground and you cant attack them. Sometimes they will pop back up and you can try to finish them off. Other times they leave permanently and it keeps you in that combat mode so you cant regen your health very fast. You have to log off then log back in to get your character out of this mode. </div>
DataGodess
01-25-2006, 12:16 AM
<div></div>Beulah the Barbarian Berzerker did not get the spell Offensive at level 6, but when she was level 8 she got the Adept I of that spell from killing a hoodlum in The Sprawl and the spell information indicated that it was ok for Berzerker lvl 6. Posting this in the Adventure Yard forum as well. Don't know which is correct.
Brannwyn
01-25-2006, 12:39 AM
<blockquote><hr>Crippler66 wrote:<div>Ya the tappers did spawn briefly in Queens Colony 2 but for whatever reason they arent spawning again. Also the tainted Sapswill Scouts seem to have a nice little bug. About halfway through the battle they seem to sink into the ground and you cant attack them. Sometimes they will pop back up and you can try to finish them off. Other times they leave permanently and it keeps you in that combat mode so you cant regen your health very fast. You have to log off then log back in to get your character out of this mode. </div><hr></blockquote>you have 2 options with the disappearing scouts.1. Wait till the unstealth and blast them to death2. Click your "Call for Help" button to break the encounter. Doing this will place you out of combat so you can regen health and power. BTW I found that I had to hit this more than once to break multiple encounters that I had started.Hopefully they get those scouts fixed.Brannwyn
arathym
01-25-2006, 01:05 AM
<div></div><blockquote><hr>Brannwyn wrote:<blockquote><hr>Crippler66 wrote:<div>Ya the tappers did spawn briefly in Queens Colony 2 but for whatever reason they arent spawning again. Also the tainted Sapswill Scouts seem to have a nice little bug. About halfway through the battle they seem to sink into the ground and you cant attack them. Sometimes they will pop back up and you can try to finish them off. Other times they leave permanently and it keeps you in that combat mode so you cant regen your health very fast. You have to log off then log back in to get your character out of this mode. </div><hr></blockquote>you have 2 options with the disappearing scouts.1. Wait till the unstealth and blast them to death2. Click your "Call for Help" button to break the encounter. Doing this will place you out of combat so you can regen health and power. BTW I found that I had to hit this more than once to break multiple encounters that I had started.Hopefully they get those scouts fixed.Brannwyn<hr></blockquote>One of the coders fixed the disappearing scouts yesterday. Should be there soon.
msheaf
01-25-2006, 01:09 AM
WOOOOT!!!! Thanks for passing that along arathym.<div></div>
witolfire
01-25-2006, 02:43 AM
<div></div>One of the rumors floating around about the tappers is that they spawn at night. Not sure if that is true or not though
Well I found them in the second instance. They never showed up at all in the first instance. I can't remember if it was night time or not.<div></div>
LanceValerien
01-25-2006, 05:24 AM
<div></div><div></div><p>I'm still not seeing the tappers. I'll try again tomorrow.</p><p>I've gotten probably three or four good "loot" drops. One was off one of the gobbie zombie mobs. I can't remember what dropped the other one. I looted a "legendary" +6 wis bracelet last night on the Isle on a random chest drop - i.e. it wasn't a named mob that dropped it, it was a goblin up by the stairs that run from the bigger crab island area up to the cave/tree goblin area.. You really should add adept I drops for the level 1 - 6 (at least, maybe 1-10 so you might get something to look foward to using) abilities/spells on the Isle. Otherwise, unless you're a twink, you'll never have an opportunity to raise an ability level until it loses most of its value.</p><p>I can't wait to see more heroic mobs added. Right now there's no reason to group on the Isle which doesn't make sense given the need for grouping in the "real" world. Although I suppose some concessions have to be made given that you might be the only person on the isle at that time. But still will be great to have some heroic targets if there are more people around.</p><p>Looking forward to the additional quests.</p><p>Did the crafting quests/tutorials all get taken out? </p><p>Speaking of the heroic encounters.. do we have chances for Master drops? I mean, how sweet would it be to have the chance to get the Master I version of your lvl 1 - 6 abilities/spells? Is there any reason you SHOULDN'T be able to have Master I versions of those? </p><p>Message Edited by LanceValerien on <span class="date_text">01-24-2006</span><span class="time_text">04:26 PM</span></p>
Loki_d20
01-25-2006, 07:43 PM
When is the tapper fix going in? While I can still test things, helps to take each of my new race/class characters through the whole process from Island to City.<div></div>
Crippler
01-26-2006, 10:55 AM
<div>So far everything on this Island seems to be pretty good. My only problem is with the dang spiders. You get the quest to kill the spiders when you are level 2. The spiders are level 3 and many classes have a very difficult time killing them. So I usually end up killing the level 3 deer to level up my character so he can do the quest. It would be nice if maybe there was a quest in between to kill the deer or something. Anything would be nice so all these level 2's dont go walking into their death bed lol. Just not a fun way to start the game if you have never played it before. To me it would show that this game is not solo friendly if you cant even complete your 4th quest without farming. I can live with all the bugs as this is a test server. So that would be my only real complaint after going through this isle multiple times. I also made a new post for all the classes if anybody is interested. Here is the link.</div><div> </div><div><a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=44499" target="_blank">http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=44499</a></div>
CacheR
01-26-2006, 02:38 PM
<div></div><div></div><p>Well, this is my first foray into the Test server - so far, things seem pretty good. :smileyvery-happy: Going back to beginnings tho, reminds me of a few little tweaks i could recomend:</p><p>1) Why does the Chat window default to Invisible? Seems to me it would make more sense to have it at least semi-opaque.</p><p>2) What resolution is the game designed for? I run at 1600x1200, and when i created new character, several of the windows were overlaping (Group, Target, Player window, Quest Helper, Maintained Spells)</p><p>3) When takling to an NPC, the text of the NPC's narative and the buttons i can click to continue the narrative should be Top Level. I am finding that other player's comments, and even the names floating over their heads can obscure the text.</p><p>OK, i am off to explore some more :smileyhappy:</p><p>EDIT:</p><p>I am talking to Trainer Gregory Collins - in the text, he states that pressing N will open recepies -- i have changed this - is there some way to have the player's current keyboard shortcut show up in the text?</p><p>Message Edited by CacheRAM on <span class="date_text">01-26-2006</span><span class="time_text">02:05 AM</span></p>
Trand
01-26-2006, 07:44 PM
<div></div>Last nite on the good side in the Destroy the totem quest for the weapon reward. The totems could not be destroyed. I tried this on a few diffrent toons and had the same issue. There was also spam in OOC with others having the same issue.
Ariaya
01-27-2006, 09:21 AM
I created a baby Troubador on the Queen's Colony today with the idea of matching the good and evil troubs to see how the difference in the islands was.I love the way the new starter quest is going .. however I (and many others) was stuck on the second step where we had to kill a sparring partner ... they were just about un-attackable. I tried for about 5 mins and kept getting "Too far away" for all 3 sparring partners. There was a caster (druid I think) who was able to pull the sparring partner with a ranged spell. Unfortunately, level 1 troubadors don't have any ranged attacks.<p>Message Edited by Ariaya on <span class="date_text">01-26-2006</span><span class="time_text">11:23 PM</span></p>
CacheR
01-27-2006, 10:00 AM
<div></div><p>Yep - i was seeing the same thing - players with Ranged attacks (including spells like Evade, that reduce hate for Ranger) were able to start combat, but even standing on top of the partners was too far away.</p><p>Further, when standing on top of partners, i could use my Bow -- for the first shot only, then they became too close for a bow.</p>
Taisia
01-27-2006, 11:11 AM
<blockquote><hr>Ariaya wrote:I created a baby Troubador on the Queen's Colony today with the idea of matching the good and evil troubs to see how the difference in the islands was.I love the way the new starter quest is going .. however I (and many others) was stuck on the second step where we had to kill a sparring partner ... they were just about un-attackable. I tried for about 5 mins and kept getting "Too far away" for all 3 sparring partners. There was a caster (druid I think) who was able to pull the sparring partner with a ranged spell. Unfortunately, level 1 troubadors don't have any ranged attacks.<p>Message Edited by Ariaya on <span class="date_text">01-26-2006</span><span class="time_text">11:23 PM</span></p><hr></blockquote>ahh, thank you for posting. Been trying all day to move forward on the Troubador I created. Saw many others able to complete things and thought it was just me. First time I could get through the first part, rerolled her after waiting for an hour or so trying to see what I needed to do to get him to talk to me again. When I rerolled, kept getting the 'to far away' as well.
arathym
01-27-2006, 12:12 PM
<div>I made some fixes to the sparring partners today. If all goes well it will be out tomorrow.</div>
Taisia
01-27-2006, 05:06 PM
<div>Finally was able to fight one of the sparring guys, rest of the quests went well till I hit the totem one. Could only destroy certain ones even though it gave me the option, just wasen't working. </div><div> </div><div>Also have a question... I go to fill out a bug report, click on the appropiate responses, enter a summary and I never get the option to submit. What am I doing wrong?</div>
arathym
01-27-2006, 11:13 PM
<div></div><blockquote><hr>Taisia wrote:<div>Finally was able to fight one of the sparring guys, rest of the quests went well till I hit the totem one. Could only destroy certain ones even though it gave me the option, just wasen't working. </div><div> </div><div>Also have a question... I go to fill out a bug report, click on the appropiate responses, enter a summary and I never get the option to submit. What am I doing wrong?</div><hr></blockquote><p>I've seen a few posts about the totems not working. Can anyone shed any light on any specifics with what the situation was at the time?</p><p>Were you a pet class, with a pet up?</p><p>Were you in a group?</p><p>Were the totems not despawning?</p><p>Was the option to destroy always grey, or was it not grey and just didn't do anything?</p>
Trand
01-27-2006, 11:29 PM
<div><p>Were you a pet class, with a pet up?</p><p><font color="#3300ff">No I was playing a monk and paladin</font></p><p>Were you in a group?</p><p><font color="#3300ff">No I was solo</font></p><p>Were the totems not despawning?</p><p><font color="#3300ff">No all the totems were in there spots</font></p><p>Was the option to destroy always grey, or was it not grey and just didn't do anything?</p><p><font color="#3300ff">When I right clicked on the totems they option to destroy was there but it did nothing.</font></p><p><font color="#3300ff">As I posted earlier this was during the quest were you have to destroy the three totems for the sorcerer ( sorry fogot name im at work). I did have no issues with this last nite after yesterdays patch.</font></p><p> </p></div>
Luthorn
01-27-2006, 11:39 PM
<div></div><blockquote><hr>arathym wrote:<div></div><p>I've seen a few posts about the totems not working. Can anyone shed any light on any specifics with what the situation was at the time?</p><p>Were you a pet class, with a pet up?</p><p>Were you in a group?</p><p>Were the totems not despawning?</p><p>Was the option to destroy always grey, or was it not grey and just didn't do anything?</p><hr></blockquote><p>Last weekend, I had this problem with one of the totems. Curiously, all the others behaved properly (updated quest and despawned) To answer your questions:</p><ol><li>No, not a pet class (swashbuckler).</li><li>I was not grouped.</li><li>The totems were not despawning.</li><li>The option to destroy was never grey, but it had no effect when that option was chosen. The totem did not despawn, and the quest journal did not update. Like I said above, this was only happening with one of the totems near the back end of that general area (not far from quest giver).</li></ol><p>For what it's worth, I did /bug this at the time with my swashbuckler character, Bekkin. I believe I included a loc of where the problem was.</p><p> </p>
Zutan
01-28-2006, 02:43 AM
<span><blockquote><hr>arathym wrote:<div></div><blockquote><hr>Taisia wrote:<div>Finally was able to fight one of the sparring guys, rest of the quests went well till I hit the totem one. Could only destroy certain ones even though it gave me the option, just wasen't working. </div><div> </div><div>Also have a question... I go to fill out a bug report, click on the appropiate responses, enter a summary and I never get the option to submit. What am I doing wrong?</div><hr></blockquote><p>I've seen a few posts about the totems not working. Can anyone shed any light on any specifics with what the situation was at the time?</p><p>Were you a pet class, with a pet up?</p><p>Were you in a group?</p><p>Were the totems not despawning?</p><p>Was the option to destroy always grey, or was it not grey and just didn't do anything?</p><hr></blockquote>No pet, not grouped, but im sure others where cuz there where groups around.Can get the option to destroy the totem but nothing happens. The totem does not respawn. The option to destroy was not grayed out.</span><div></div>
Taisia
01-28-2006, 03:36 AM
<div></div><blockquote>No pet, not grouped, no despawn and not greyed out. Was odd, there were one or two you could actually destroy but the majority of them you could click to destroy and nothing happened. So I just waited for the ones that worked to respawn and destroyed again.</blockquote>
Nash Darno
01-28-2006, 06:32 AM
<div></div><div>I also had a problem with the totems. I have a barbarian monk, was solo and of the three totems only the one furthest from the sorceror NPC was able to be destroyed. On the others the option to destroy them wasn't greyed out it just had no effect.</div><p>Message Edited by Nash Darnova on <span class="date_text">01-27-2006</span><span class="time_text">05:35 PM</span></p>
DavidSachs
01-28-2006, 08:55 AM
<div>Trying to enteri the tradeskill instance causes EQ2 (test version) to crash.</div>
Ariaya
01-28-2006, 09:42 AM
Thanks for fixing the sparing partners! I was able to move forward with the quest ... or at least until I tried to zone into the tradeskill instance ....Here's my comments from today's play:Murrar Shar had the book icon over his head even though I had not fought the sparring partner yet. He did ask if I had done so and did not complete the quest. When I got the second quest from Murrar, he had the completion book over his head once I had received the quest, even though I hadn't even moved. Again, when hailed, he gave the correct text .. just the book was wrong.When I had fought the sparring partner, Hayl McGuinness had the book over his head to complete the quest, but the quest verbiage says to go talk to Murrar. Hailing the trainer did advance the quest and then I got sent to Murrar.I like the addition of the guidebook for new folks, but how will a newbie know to read the book? Maybe a popup like the one for the scout in the tree?<p>Message Edited by Ariaya on <span class="date_text">01-27-2006</span><span class="time_text">11:43 PM</span></p>
arathym
01-28-2006, 10:21 AM
<div>Ok I finally found out what the problem with the totems was. They were breaking if people were in a group where someone didn't have the quest. It was trying to process that quest on the person without it. Sorry for the delay, but it should be fixed soon. Until that time, try not to group with someone who isn't on that quest when you click on the totems <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. Thanks.</div>
<div></div>Arathym, I was ungrouped and having this issue as well until I switched instances from instance 1 to instance 2.
arathym
01-28-2006, 11:24 AM
<div></div>Right, but someone in front of your was most likely the one that broke them. If they didn't update your quest at all, they were already broken.
<div></div>Ah thanks! That would explain it =)
UmmSu
01-29-2006, 10:44 PM
<div>Sorry if this has been mentioned before.. harvesting roots is not updating the last step of, "Ghosts and Goblins".</div>
Arielle Nightshade
01-30-2006, 01:54 AM
<div>Not sure if this is the right place to post... My first feedback is that I would wish the WP that takes you to the NPC standing in front of the old Mage Tower would first take you to the Captain standing inside where Dreak used to be.</div><div> </div><div>I vividly remember my noobness starting this game (first MMO ever..), and being sent to him first for the tutorial information would have been most helpful.</div><div> </div><div>My suggestion is to give him the player's first WP, with dialogue that says effectively "yeah yeah..thanks..I got it..I want my first quest" as a choice in his tutorial tree for those that do want to blow past the tutorial.</div><div> </div><div>Only then would the Kerran outside the tower talk to the player and give them that first quest.</div><div> </div><div>My 2 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Liking the changes so far.</div>
Owlchick
01-30-2006, 06:23 AM
<div></div><blockquote><hr>UmmSure wrote:<div>Sorry if this has been mentioned before.. harvesting roots is not updating the last step of, "Ghosts and Goblins".</div><hr></blockquote>This has been fixed <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Won't be showing up until test is updated, though... Thanks!
spicicl
01-30-2006, 04:09 PM
Torches:1. Torches work (i.e. provide extra lighting) even when not equiped. To turn a torch "off" it must be placed within a bag (or sold). If you un-equip it and place it into one of your root inventory slots it still works (ooh, maybe this works with charm items too, will have to check that out).2. What is the logic of giving every starting player a torch? There are not any places on the starter colonies that require them and they are a major hit on frame rates.<div></div>
Nerwen
01-30-2006, 04:27 PM
This is a small thing, but I have a bugged feather.I created a brand new character, and upon zoning there was a feather spawn in between the point where the character had been created, and the first quest NPC. I picked up the feather before hailing him.Now the feather will not update. If I double-click it, it opens the collection window. If I click the "add" button, the "add" button vanishes, but the collection does not update, and the feather does not vanish. To make matters worse, when I eventually found another spawn of the same type of feather, I couldn't update it either - the same thing happened. All other feathers are fine.ThanksJen<div></div>
Vollux
01-30-2006, 06:40 PM
<div></div>it's not a bugged feather it's a feather for a collection quest...i'm guessing a duck, falcon, hawk or eagle?
Pucswift
01-30-2006, 08:00 PM
I noticed yesterday while doing a half-elf female troub (with ears =P) on the quest Ghost and Goblin or something like that.. it asked to harvest 3 roots. well every root I found on the isle I harvested.....no dings... several people were having the same problem<div></div>
Dweedleb
01-30-2006, 08:16 PM
<div></div><p>I created my character prior to the last update and can now no longer get quests from the main NPC in front of the tower. My journal says that I need to return to him and speak with him, but nothing happens when I do. I get several dialogue options, but none of them advance the journal and he still has a book icon floating over his head.</p><p> </p><p>Also, as was stated above, I am not getting root updates for the Ghosts and Goblin's quest.</p><p> </p><p>Aside from those issues, I am enjoying the new area quite a bit. The new intro movie gives a nice background, especially for previous EQ1 players</p>
Triple Black
01-30-2006, 08:45 PM
<div></div><blockquote><hr>Owlchick wrote:<div></div><blockquote><hr>UmmSure wrote:<div>Sorry if this has been mentioned before.. harvesting roots is not updating the last step of, "Ghosts and Goblins".</div><hr></blockquote>This has been fixed <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Won't be showing up until test is updated, though... Thanks!<hr></blockquote>I reported this in another thread and it is my second bug that I have helped quash! Woot Woot!
<div></div><p>OK, I tried reading this whole thread, but by page 5 my eyes started to glaze over. So, I'll just post what I found out and hopefully it's not too much of a duplicate stuff reported.</p><p>I played a Human Ranger</p><p>1. I had a hard time attacking the sparing npcs. Standing in front, behind and flanking. All it every said was you are too far from your target. I finally used my bow and I was able to start combat with it.</p><p>2. It took me a long time to find the lady to turn my collections in. Since she seemed to roam around, I never caught sight of her until I was heading to the beach looking for my last shell. The other npc that talks about Collections and harvests may want to let the player know who to look for on the island, or maybe have her pathing a smaller area.</p><p>3. Some of the higher App II Ranger Combat Arts are not on the merchant (I think starting at level 6). So, I don't know if this is intended to not to supply these after a certain level.</p><p>4. The totems for the Source of Evil quest were bugged. You could target and right click and choose to destroy, but it would not destroy and your quest would not update. Not all the totems had this problem, just a couple of them.</p><p>5. When switching instances of Queen's Colony with the Bell (I wanted to switch to finish getting destroying totems). It starts to play the whole "Movie" again. You can click the exit but to by pass, but I didn't think it was suppose to play it again.</p><p>6. The quest helper window is bugged. It only showed the first line of the quest. I had to open the journal to read what i was suppose to do. I can post a screen shot if need be to show what I mean.</p><p>What I liked/Loved:</p><p>Most of these help a lot in getting the character playing instead of futzing around with their character.</p><p>1. The whole import the UI interface from another character. Who ever thought of that should get a raise. :smileyhappy: Seriously, I wish you had that a year ago. It was so nice not to spend 10-15 minutes resetting my windows to what I normally set them to.</p><p>2. The amount of collectables on the ground. Since it is a training area, I didn't feel like I was in competition to get the "?"</p><p>3. When you start, all of your armor and weapons are equiped and you start with a bag. Nice!</p><p>4. I think the spawn rates for mobs are a good timing. I didn't feel like I had to "camp" to get a mob I needed. When I played there were about 25-30 people in my instance and there were 3 instances up. So, there was no shortage of players.</p><p>That's all that comes to mind now. If I think of others I will post them.</p><p>I didn't get a chance to Tradeskill, but I think tonight or tomorrow I will try that out.</p><p> </p><p> </p>
Dweedleb
01-30-2006, 10:30 PM
<div>If you expand the quest helper window, you will be able to see more then just the first line, but there is a large black space at the bottom of the window. That balck space is what is causing the problem.</div><div> </div><div>Thanks for mentioning that. I had forgotten about it.</div>
Swordmage
01-31-2006, 01:23 AM
<div>After today's 10am pst update, there are several problems that have crept into the game:</div><ul><li>The models on the appearance change during character creation are not updating, although the changes do take effect.</li><li>The tome that lead you through the tutorial, which was awarded as part of the first kill quest, is not being given out (good side). At least, I haven't seen it at the point where I got the quest for the cleric and the lost scouts. This really should be given out by the Murrar Shar as a first step (sort of "Hi noob, read this and then we will talk"<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />.</li><li>It seems the drop rates on chests has increased -- small sample but I got 2 shoulder pieces from the three goblins I killed on the first quest and 2 gloves from the 4 tainted deer I killed while running around. This may be too good, but it does give people a taste.</li></ul>
Nerwen
01-31-2006, 01:09 PM
<span><blockquote><hr>Vollux wrote:it's not a bugged feather it's a feather for a collection quest...i'm guessing a duck, falcon, hawk or eagle?<hr></blockquote>Sparrow, actually, but yes... however, that feather will not update the associated collection quest, even though the quest shows that I am missing that particular type of feather. With all other feathers, I can double click them and the quest journal will come up, with that collection quest ready to receive its new feather. When I press the ADD button, the quest updates, the feather icon in the journal lights up, and I get a confirmation message (I forget what it is, something like, "You have added a [hawk] feather to your collection."<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />However, now all sparrow feathers are bugged for me. If I double click the feather, it brings up my quest journal, which looks as it should, where the picture of the sparrow feather is darkened, and the ADD button is available. However, if I click the ADD button:</span><ul><li>The picture of the sparrow feather does NOT light up</li><li>The "Ding! You found a collection item!" noise does NOT play</li><li>The confirmation message "<span>You have added a [sparrow] feather to your collection" does NOT appear</span></li><li><span>The feather does NOT disappear out of my inventory</span></li><li><span>The ADD button *DOES* disappear from the quest journal window.</span></li></ul>I call a bug! Unless you know of a fix? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div>
<div>Some other things I found:</div><div> </div><div>1. When I received skill ups, I see the message in my chat window. But the on screen message and the audible "Bong" are not being played. If this is intentional, then I would like to see an option to turn this back on. I liked receiving those messages.</div><div> </div><div>2. In the Human racial quest> Finding work is hard work. The quest says I need to find her friends in Castleview Hamlet. All of the quest npcs are in Nettleville. I did not have to go to castleview to find anyone.</div><div> </div><div>3. The Quest Journal Helper window is still an issue. If you expand the window across the screen you can read he quest. If you put it back to it's normal size, the quest is cut off. It seems like Word Wrap is not turned on for that window.</div><div> </div><div>4. For tradeskilling a lot of the player made armor has the same stats for regular and pristine items. Mostly I found this out for the recipes that were automatically given to the player when you logged into the tradeskill zone. i.e Champion's Bracer, Reconnoiterer's Coif.</div><div> </div><div>5. The Tradeskill event that appears on the window is off set and not in the correct spot for the window.</div><div> </div><div> </div><div> </div><div>Some things I liked:</div><div>The Revamp of the Peat Bog. I like the new progression quest and I think the Mushroom effect is funny.</div><div> </div>
Alluray
02-01-2006, 10:44 AM
<font size="3" color="#ccffff">We have also had the problem "charactor appearance is not updating". I found that if I just finished the creation process, (even though I could not see my charactors changes from the default) picked a name, loaded on and then "camped to charactor select"- <i>I could then use the set appearance again and it would work properly</i> (<b>NOTE, this does not seem to work with the SOGA models though). </b></font><div></div>
Karian
02-01-2006, 12:24 PM
<div></div><p>I have the Problem that i dont found a Sparrow Feather. I have collected 30+ Feathers and no one was a Sparrow.</p><p>Thats not normal or ?</p>
Rattfa
02-01-2006, 02:29 PM
<span><blockquote><hr>Alluray wrote:<font size="3" color="#ccffff">We have also had the problem "charactor appearance is not updating". I found that if I just finished the creation process, (even though I could not see my charactors changes from the default) picked a name, loaded on and then "camped to charactor select"- <i>I could then use the set appearance again and it would work properly</i> (<b>NOTE, this does not seem to work with the SOGA models though). </b></font><div></div><hr></blockquote>Worked on my SOGA models <span>:smileyhappy:</span></span><div></div>
spicicl
02-01-2006, 06:15 PM
Noticed today when trying to view items dropped into chat text (i.e. double click on [uber item]). Info window would open for a fraction of a second and then close.<div></div>
Maroger
02-02-2006, 10:58 AM
<div></div><p>Spent over 1hour today and could not get a white tea leaf - they used to be sooo easy to get. Alas it is the first item you must get for your tradeskill quest. Noticed the same problem in Freeport.</p><p>All of a sudden lots of black coffee beans but no white tea leaves.</p><p> </p>
arathym
02-02-2006, 09:08 PM
<div></div><blockquote><hr>Maroger wrote:<div></div><p>Spent over 1hour today and could not get a white tea leaf - they used to be sooo easy to get. Alas it is the first item you must get for your tradeskill quest. Noticed the same problem in Freeport.</p><p>All of a sudden lots of black coffee beans but no white tea leaves.</p><p> </p><hr></blockquote>This problem was fixed yesterday. Thanks for the heads up.
Sritt
02-05-2006, 03:46 AM
<div></div><blockquote><hr>Nerwen wrote:<span><blockquote><hr>Vollux wrote:it's not a bugged feather it's a feather for a collection quest...i'm guessing a duck, falcon, hawk or eagle?<hr></blockquote>Sparrow, actually, but yes... however, that feather will not update the associated collection quest, even though the quest shows that I am missing that particular type of feather. With all other feathers, I can double click them and the quest journal will come up, with that collection quest ready to receive its new feather. When I press the ADD button, the quest updates, the feather icon in the journal lights up, and I get a confirmation message (I forget what it is, something like, "You have added a [hawk] feather to your collection."<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />However, now all sparrow feathers are bugged for me. If I double click the feather, it brings up my quest journal, which looks as it should, where the picture of the sparrow feather is darkened, and the ADD button is available. However, if I click the ADD button:</span><ul><li>The picture of the sparrow feather does NOT light up</li><li>The "Ding! You found a collection item!" noise does NOT play</li><li>The confirmation message "<span>You have added a [sparrow] feather to your collection" does NOT appear</span></li><li><span>The feather does NOT disappear out of my inventory</span></li><li><span>The ADD button *DOES* disappear from the quest journal window.</span></li></ul>I call a bug! Unless you know of a fix? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Jen <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><div></div><hr></blockquote>Check your chat logs, you'll probably see a message about not being able to perform that action on an item in your bank. If you have any sparrow feathers in your shared bank slots you won't be able to add teh feather to your collection unless you move them out of your shared bank or use one in the shared bank. This happens with all collection items that are in the shared bank slots.
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