PDA

View Full Version : Serious Problem with Freeport to Qeynos Betrayal


BlackAnvil_
02-24-2006, 12:08 AM
<div></div>Hi,I am currently unable to complete the Freeport to Qeynos betrayal quest. I have killed the 500 & named gnolls (thanks to those who helped with Dancoed of the Pine). I am now on the talkie parts and have to speak to Darvin Gallowyn in Oracle tower. Sounds easy, but there's a catch.Oracle tower has 5 lvl 25 guards outside who aggro me if I go close. Bear in mind that I'm on the betrayal quest so limited to lvl 17. No chance in a fight then. The only way I see past this just now would be to get a higher lvl Freeport character to come and combat the guards whilst I go in the speak to Darvin. This does seem rather silly though as it's Freeport I'm betraying. It would seem a lot more sensible to remove the negative Qeynos faction after killing all the gnolls in this quest so that the guards don't agro you.Has anyone else got any ideas. Also I have no idea if the same problem exists with the Qeynos to Freeport betrayal quest, perhaps someone has some info on that.(I /bugged this on test but thought I'd post here too.)xAnnapunaLvl 17 Bruiser (Hopefully on the way to Monk)<div></div>

Kizee
02-24-2006, 01:45 AM
<div></div><blockquote><hr>BlackAnvil_AC wrote:<div></div>Hi,I am currently unable to complete the Freeport to Qeynos betrayal quest. I have killed the 500 & named gnolls (thanks to those who helped with Dancoed of the Pine). <font color="#ffff00">I am now on the talkie parts and have to speak to Darvin Gallowyn in Oracle tower.</font> Sounds easy, but there's a catch.Oracle tower has 5 lvl 25 guards outside who aggro me if I go close. Bear in mind that I'm on the betrayal quest so limited to lvl 17. No chance in a fight then. The only way I see past this just now would be to get a higher lvl Freeport character to come and combat the guards whilst I go in the speak to Darvin. This does seem rather silly though as it's Freeport I'm betraying. It would seem a lot more sensible to remove the negative Qeynos faction after killing all the gnolls in this quest so that the guards don't agro you.Has anyone else got any ideas. Also I have no idea if the same problem exists with the Qeynos to Freeport betrayal quest, perhaps someone has some info on that.(I /bugged this on test but thought I'd post here too.)xAnnapunaLvl 17 Bruiser (Hopefully on the way to Monk)<div></div><hr></blockquote>Did they move the guy you need to talk to when they redid the quest? I have done the betrayal both ways before the patch and I don't remember having to go to oracle tower.

Rijacki
02-24-2006, 01:54 AM
<div><span><blockquote><hr>Kizee wrote:<div></div><blockquote><hr>BlackAnvil_AC wrote:<div></div>Hi,I am currently unable to complete the Freeport to Qeynos betrayal quest. I have killed the 500 & named gnolls (thanks to those who helped with Dancoed of the Pine). <font color="#ffff00">I am now on the talkie parts and have to speak to Darvin Gallowyn in Oracle tower.</font> Sounds easy, but there's a catch.Oracle tower has 5 lvl 25 guards outside who aggro me if I go close. Bear in mind that I'm on the betrayal quest so limited to lvl 17. No chance in a fight then. The only way I see past this just now would be to get a higher lvl Freeport character to come and combat the guards whilst I go in the speak to Darvin. This does seem rather silly though as it's Freeport I'm betraying. It would seem a lot more sensible to remove the negative Qeynos faction after killing all the gnolls in this quest so that the guards don't agro you.Has anyone else got any ideas. Also I have no idea if the same problem exists with the Qeynos to Freeport betrayal quest, perhaps someone has some info on that.(I /bugged this on test but thought I'd post here too.)xAnnapunaLvl 17 Bruiser (Hopefully on the way to Monk)<div></div><hr></blockquote>Did they move the guy you need to talk to when they redid the quest? I have done the betrayal both ways before the patch and I don't remember having to go to oracle tower.<hr></blockquote>I did the quest months ago, but he's one of the 3 you had to go to.. to get their story and console or commiserate or something.  He's right inside the doorway of the Oracle tower, or was when I did the quest.  The other one I remember was near Gnollslayer Keep and the third.. umm.. can't recall.</span></div>

Saavedra
02-24-2006, 03:10 AM
<div>5 level 25 guards outside.  Which part of "outside" are you referring to?  I can make the adjustments so long as I know which guards are causing you the problems.  I'll take a look into this today.<blockquote><hr>BlackAnvil_AC wrote:<div></div>Hi,I am currently unable to complete the Freeport to Qeynos betrayal quest. I have killed the 500 & named gnolls (thanks to those who helped with Dancoed of the Pine). I am now on the talkie parts and have to speak to Darvin Gallowyn in Oracle tower. Sounds easy, but there's a catch.Oracle tower has 5 lvl 25 guards outside who aggro me if I go close. Bear in mind that I'm on the betrayal quest so limited to lvl 17. No chance in a fight then. The only way I see past this just now would be to get a higher lvl Freeport character to come and combat the guards whilst I go in the speak to Darvin. This does seem rather silly though as it's Freeport I'm betraying. It would seem a lot more sensible to remove the negative Qeynos faction after killing all the gnolls in this quest so that the guards don't agro you.Has anyone else got any ideas. Also I have no idea if the same problem exists with the Qeynos to Freeport betrayal quest, perhaps someone has some info on that.(I /bugged this on test but thought I'd post here too.)xAnnapunaLvl 17 Bruiser (Hopefully on the way to Monk)<div></div><hr></blockquote></div>

Sritt
02-24-2006, 03:13 AM
<div>Did they put Qeynos guards outside the Oracle tower? There never used to be any up there. You are going to the right place? You're in Antonica and taking a griffon to the 'Oracle Station' then going up the hill next to it into the Oracle tower. Used to just be a handful of NPCs there and a HQ NPC out back behind the tower. Gavin should be just inside the archway on the left.</div>

ValdacilFelagund
02-24-2006, 03:14 AM
<div></div><div>I've done the betrayal a ton of times also and am in the middle of it again right now.  In addition to the OP's observation regarding agro guards there, on the final step you have to talk to a person at Southern Antonica Tower (or is it Western? One of the two just before the cabin) and tell her how bad you've been.  However, this tower also has guards at it.</div><div> </div><div>As an additional note of frustration, while I know it's optional, I tried to get the Gnoll Mastery book before killing 500 gnolls (makes sense right?).  However there are 2 agro guards at Gnoll Slayer's Keep also.  This makes it impossible to get the book (without some kind soul attacking the guards for you).  While I know some might say, "Well, you don't HAVE to get the book to complete the quest." I say "Give me a break... I'm about to kill 500 gnolls, let me have the book for goodness sake." </div><div> </div><div>I like the idea of attackable guards, and sure guards shouldn't be pushovers, but I think Sony just had a field day throwing out guards and didn't think about the ramifications of their placement and toughness.  I just love all the level 70 Epic (x4) guards surrounding the HQ points in both Qeynos and Freeport making those heritage quests impossible for the opposing city.  How about the Reaching Blade which requires you to infultrate BOTH cities... both points guarded by the same 70 Epics.  So you'll be able to get into one city but not the other... good luck completing that HQ.  Yes guards should pose a challenge, and yes the HQ should not be easy, however, if the HQ is listed as a lvl 40-45 HQ then the guards guarding the points should not be lvl 70 Epics.  It makes these quests nearly impossible to complete until you are level 70 and the item is totally worthless to you.  Sure you get some status and another Achievement, but shouldn't the idea be to do these quests when you are the level of the quest, not when it's grey to you?</div><div> </div><div>These guards were buffed up and made this way for the purposes of PvP.  However, many of us aren't on a PvP server.  If they can have different rules, I don't see why they can't have different guards.  Sony said that adding PvP wasn't going to effect the regular gameplay, however many of the recent changes have proven them wrong.</div><p>Message Edited by Valdacil on <span class="date_text">02-23-2006</span><span class="time_text">02:20 PM</span></p>

IvyFawne
02-24-2006, 03:26 AM
<div></div>I can verify that the guards are there on the live servers.  Was running my wee lvl 18 Ratonga necro around Antonica for a change of scenery and toodled up to the Oracle Tower for the discovery bonus.   At least two red-bordered red-named guards beat me down dead faster than I could blink.  I can see how that would be a great detriment to anyone doing the betrayal quest. <div></div><p>Message Edited by IvyFawne on <span class="date_text">02-23-2006</span><span class="time_text">02:27 PM</span></p>

rek6779
02-24-2006, 04:00 AM
<div>We were up there this weekend, pre-KoS going to the Isle of Refuge for some guildies to get Darathar and there were certainly guards by the entrance to the tower.</div><div> </div><div>To clarify, if you cross the rope bridge going to the oracle tower and follow the path (just like you're going to talk to the Sage of the Ages) the guards are right at the bottom portion of the tower outside. I'm assuming the OP was on the part to talk to the NPC who is right to left as you go in to the Oracle tower.</div><div> </div><div>If I remember right, these guards were down arrows, but might have been grouped.</div>

Saavedra
02-24-2006, 04:10 AM
<div>I removed the faction making these guards aggro to Freeportians.  You should see the change in a future update.</div><div> </div><div>Thank you for the feedback.</div>

the flu
02-24-2006, 05:35 AM
Would you check the guards on the freeport side of this as well? Specifically those at crossroads in the common lands. I haven't been able to log on due to computer issues (wtb magic computer smoke), but it would suprise me for one set of guards to have this issue but not the other.<div></div>

BlackAnvil_
02-24-2006, 06:06 AM
<div></div><p>Thanks for looking into this so quickly Saavedra. I'll look forward to the update.</p><p> </p>

Mythilt
02-24-2006, 10:28 AM
<div><span><blockquote><hr>Valdacil wrote:<div></div><div> </div><div>I like the idea of attackable guards, and sure guards shouldn't be pushovers, but I think Sony just had a field day throwing out guards and didn't think about the ramifications of their placement and toughness.  I just love all the level 70 Epic (x4) guards surrounding the HQ points in both Qeynos and Freeport making those heritage quests impossible for the opposing city.  How about the Reaching Blade which requires you to infultrate BOTH cities... both points guarded by the same 70 Epics.  So you'll be able to get into one city but not the other... good luck completing that HQ.  Yes guards should pose a challenge, and yes the HQ should not be easy, however, if the HQ is listed as a lvl 40-45 HQ then the guards guarding the points should not be lvl 70 Epics.  It makes these quests nearly impossible to complete until you are level 70 and the item is totally worthless to you.  Sure you get some status and another Achievement, but shouldn't the idea be to do these quests when you are the level of the quest, not when it's grey to you?</div><p>Message Edited by Valdacil on <span class="date_text">02-23-2006</span><span class="time_text">02:20 PM</span></p><hr></blockquote>This is the one that got me tonight.  The 66 guard sees through the invis/stealth of anyone in the correct lvl range for the quest. (I'm lvl 56, and could invis past him, the others I were helping were lvls 44 and 46,  might be a result of the 10 level difference always aggro thing, same that occurs if you try to invis past the snakes in nek during a betrayal.  Your invis just doesn't work because of hte level dif.)Some suggested on ogaming to let a group mate pull the guard away from the door and get killed, but that is really not a viable option if you role play.  Even if the game doesn't make death have any real meaning in terms of game playing, I do try to play like it has meaning, and death is something no one tends to react to casually.</span></div>

ValdacilFelagund
02-24-2006, 09:32 PM
<div></div><div></div><div></div><div><a target="_blank" href="http://eqiiforums.station.sony.com/eq2/view_profile?user.id=1215"><span>Saavedra</span></a> - Another problem.  On the last step you are supposed to speak with Magistrate Rachelle at the South Tower.  This tower is guarded by Sentry Deegan (25) and Sentry Secord (25) making it impossible to get to Rachelle.</div><div> </div><div>While these two guards can be fixed I think there is a better, more "global" solution.  As the OP stated, perhaps the guards in Antonica shouldn't be agro to all betrayer.  I know on the PvP side, betrayers have a neutral faction all their own, so they are agro to both FP and Q.  If that is possible, then shouldn't it make more sense that when you are betraying you are neutral.  Now from a RP standpoint, perhaps the second you show up in Antonica you wouldn't be friendly w/ the guards yet, but certainly after killing 500 gnolls and 5 of their leaders you should have earned enough respect to at least not be KoS.  So after killing the gnolls you wouldn't be a citizen yet, and thus couldn't roam around the city, but you should be good enough to not be KoS to the guards in Antonica. </div><div> </div><div>The simplest way to do this, I think, would be to require the guards inside the city walls (and perhaps even the ones guarding the gates) to have an amiable rating, and the rest of the guards in Antonica to just have apprehensive.  Then once you complete the gnolls part of the betrayal you get a faction boost to City of Qeynos that brings you to apprehensive, but not amiable.  This shows the guards aren't really sure about your yet, but they won't attack you on sight.  However, if you try to go near the city you will still be attacked by those guards.  Then once you complete the betrayal you get another faction boost to bring you to allied (or whatever is appropriate), thus allowing you to enter the city w/out being attacked.  This would seem to be an easier fix, a more global fix, and would make much more sense from a RP standpoint.</div><div> </div><div>Edit: And if you implement the change I suggested above, then be sure to set those guards at the Oracle Tower bad to attacking FP'ers, as they should be protecting their city and it's monuments.</div><p>Message Edited by Valdacil on <span class="date_text">02-24-2006</span><span class="time_text">08:35 AM</span></p><p>Message Edited by Valdacil on <span class="date_text">02-24-2006</span><span class="time_text">08:35 AM</span></p>

Rijacki
02-24-2006, 09:39 PM
<span><blockquote><hr>Valdacil wrote:<div></div><div><a href="http://eqiiforums.station.sony.com/eq2/view_profile?user.id=1215" target="_blank"><span>Saavedra</span></a> - Another problem.  On the last step you are supposed to speak with Magistrate Rachelle at the South Tower.  This tower is guarded by Sentry Deegan (25) and Sentry Secord (25) making it impossible to get to Rachelle.</div><div> </div><div>While these two guards can be fixed I think there is a better, more "global" solution.  As the OP stated, perhaps the guards in Antonica shouldn't be agro to all betrayer.  I know on the PvP side, betrayers have a neutral faction all their own, so they are agro to both FP and Q.  If that is possible, then shouldn't it make more sense that when you are betraying you are neutral.  Now from a RP standpoint, perhaps the second you show up in Antonica you wouldn't be friendly w/ the guards yet, but certainly after killing 500 gnolls and 5 of their leaders you should have earned enough respect to at least not be KoS.  So after killing the gnolls you wouldn't be a citizen yet, and thus couldn't roam around the city, but you should be good enough to not be KoS to the guards in Antonica.  The simplest way to do this, I think, would be to require the guards inside the city walls (and perhaps even the ones guarding the gates) to have an amiable rating, and the rest of the guards in Antonica to just have apprehensive.  Then once you complete the gnolls part of the betrayal you get a faction boost to City of Qeynos that brings you to apprehensive, but not amiable.  This shows the guards aren't really sure about your yet, but they won't attack you on sight.  However, if you try to go near the city you will still be attacked by those guards.  Then once you complete the betrayal you get another faction boost to bring you to allied (or whatever is appropriate), thus allowing you to enter the city w/out being attacked.  This would seem to be an easier fix, a more global fix, and would make much more sense from a RP standpoint.</div><hr></blockquote>Killing those gnolls (or orcs), though, should only have a faction boost for betrayers.  I can't remember if you have to go talk to someone after killing the 500 + named.  If you do need to talk to someone before the next step, if the devs modified that dialog to include a faction reward to make the guards apprehensive, it would solve the issue -and- not make it trivial -and- not make it so that a person of the opposite side can gain oodles of city faction for killin' stuff.But... all this might be moot.  I think they're still working on the new betrayal quest which has yet to be revealed.</span><div></div>

ValdacilFelagund
02-25-2006, 12:44 AM
<div>Right, that's exactly what I was saying.  Make the faction change not based on the killing of the gnolls, but based on the step of the quest.  Yes, after you kill the gnolls you report to Vishra who sends you to talk to the guy down by Ruins of Caltorsis... if when you report on the gnolls it changed your faction rating, then it wouldn't trivialize killing gnolls (like the Cent rating is now).  However, you're right... the new betrayal may make this pointless... BUT until then...???  Who knows how long before they do that and a lot of people may want to betray before that.  (Same as who knows how long before crafting gets changed... anyone heard?)</div>

Delameko Stone
02-26-2006, 07:58 PM
Is this after LU19 or after LU20?I betrayed an illusionist to Freeport after LU19 and no guards aggro'd, or through me out, anywhere in the city...

Shirlyn
02-27-2006, 08:47 PM
Its after LU20.I've been having similar probelems doing Reaching Blade of the Assassin. I'm going to have to be 56 b4 I can attempt the first part of the quest, since when I tried I got 1 shotted by the guards in West Freeport. There are 3 right outside the inn you need ot go into, and no way to sneak past.<div></div>

Delameko Stone
02-28-2006, 04:19 PM
Also Speak Like A Dragon, its near impossible to get the runes in Qeynos and Freeport without being level 60.  Arcane Science has 2 x lvl 60^^^ just inside the entranceway as well as 3 other 50+ ^^^ just outside, one with pet.