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View Full Version : Playtest Postponed till Monday 25th 4pm PST


Glendral
09-21-2006, 11:49 PM
<div></div><div></div><div></div>Greetings all,     The playtests have been postponed until Monday so we can have a stable testing enviroment and the writs are working. Please only post in the threads if you participate in the playtest.  We want to get as many people as we can using the devices where they are now and see how everything runs. You can use whatever tradeskilling characters you already have or feel free to make a new one to see how that goes. Thank you all for your assistance.<div></div><p>Message Edited by Glendral on <span class=date_text>09-25-2006</span> <span class=time_text>11:28 AM</span>

Seffrid
09-22-2006, 03:21 AM
Do you mean Monday 25th?

Looker1010
09-22-2006, 03:53 AM
Today is Thursday, September 21st.Monday is September 25th. As to time, We are still on daylight savings time in California so the time should be listed at PDT, not PST.Now, is the playtest currently scheduled for Monday September 25, at 4:00 PM PDT?

Zheen
09-22-2006, 03:59 AM
I do think we all know what he meant. Give the guy a break.<div></div>

Kordran
09-22-2006, 06:24 AM
<P>I'd encourage everyone who can to do this and send /feedback. Lots and lots of /feedback. This ranks up there with one of the <STRONG><EM>worst</EM></STRONG> design decisions that they've considered making in the game, and they need to hear about it, loud and clear.</P> <P> </P><p>Message Edited by Kordran on <span class=date_text>09-21-2006</span> <span class=time_text>07:26 PM</span>

ZeyGnome
09-22-2006, 07:30 AM
<DIV>/feedback and /bug are currently broken on Test :/</DIV> <DIV> </DIV> <DIV> </DIV>

selch
09-22-2006, 07:32 AM
Can we also have free horses to try how many horses can block them?

Kordran
09-22-2006, 07:49 AM
<BR> <BLOCKQUOTE> <HR> ZeyGnome wrote:<BR> <DIV>/feedback and /bug are currently broken on Test :/</DIV> <DIV> </DIV> <DIV> <HR> </DIV></BLOCKQUOTE> <P>Oh, now <STRONG>that</STRONG> is useful. A test server where you can't actually report bugs or give feedback on changes.</P> <P>Brilliant. Simply brilliant.</P> <P> </P>

Daedalus Raistlin
09-22-2006, 10:17 AM
Yeh because NOBODY <u>ever</u> posts problems to the message boards, do they?<div></div>

DeathEater024
09-22-2006, 05:59 PM
<P>HEHEHE yeah I tryed to /bug because when you hit P, to check your stats the game crashes AHHHHHHHHHHH log back in /bug game crashes I wenr back to play on guk after that. But I will be back on test sooner rather then later.</P> <P>And I am all in on testing out the new writs outside or wherever they may be.</P><p>Message Edited by DeathEater024 on <span class=date_text>09-22-2006</span> <span class=time_text>08:00 AM</span>

Littl
09-24-2006, 02:33 AM
I will be there. And I have been playing on the test server. Though I am missing the fun music and tradeskill instances. :/

Calthine
09-24-2006, 09:48 PM
I'm ready <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

selch
09-25-2006, 12:04 AM
<blockquote><hr>Calthine wrote:I'm ready <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><hr></blockquote>/imagines Calthine waiting ther standing over 1 day early

Calthine
09-25-2006, 01:10 AM
Actually I've been running around finding all the stations and merchants and writ givers and such :p

msheaf
09-25-2006, 04:15 AM
Has anyone thought of scheduling this when people can actually show up?  At 4pm pacific most people are still at work or heading home still. Let's not even talk about dinner time with the family for those who are home. I'll try to be there but the wife gets whiney when food isn't served around 6 CST. :smileyvery-happy::smileytongue:

Larogi
09-25-2006, 05:04 AM
<DIV>Just a thought. In order to get a max participation, could you think about doing this on Friday Sept 29th between 9pm to midnight EST. </DIV> <DIV> </DIV> <DIV>This is usually when the majority of users are signing in for a good night of adventuring on EQ2.</DIV> <DIV> </DIV> <DIV> </DIV>

Calthine
09-25-2006, 06:23 AM
<BR> <BLOCKQUOTE> <HR> msheaf1 wrote:<BR> Has anyone thought of scheduling this when people can actually show up?  At 4pm pacific most people are still at work or heading home still. Let's not even talk about dinner time with the family for those who are home. I'll try to be there but the wife gets whiney when food isn't served around 6 CST. :smileyvery-happy::smileytongue:<BR> <HR> </BLOCKQUOTE><BR>For me that means the 3 year old gets to nap long, and hope he doesn't thwart my plans...  Baby will be on my lap.

Maroger
09-25-2006, 06:33 AM
<BLOCKQUOTE> <HR> Calthine wrote: Actually I've been running around finding all the stations and merchants and writ givers and such :p <HR> </BLOCKQUOTE> <P>That's cheating!! Suppose you were new to the game - how are you supposed to find these stations? Make them realize that it won't work if people have to run around like chickens with their heads cut off trying to find these work stations!!</P> <P>Finding them in advance isn't testing -- part of the test is how easily we can or cannot find them. </P> <P>I refuse to find them in advances -- I am testing a newbie and I intend to pester that designer with question about how to find the stuff!!</P><p>Message Edited by Maroger on <span class=date_text>09-24-2006</span> <span class=time_text>10:34 PM</span>

Calthine
09-25-2006, 08:14 AM
Well, does it count that the locations have been posted on the forums by the Dev team?  :smileytongue:

Cahla
09-25-2006, 09:15 AM
<BR> <BLOCKQUOTE> <HR> Calthine wrote:<BR> Well, does it count that the locations have been posted on the forums by the Dev team?  :smileytongue:<BR> <HR> </BLOCKQUOTE><BR>Damned cheating Devs.  :smileywink:

Despak
09-25-2006, 11:28 AM
<blockquote><hr>Larogi wrote:<DIV>Just a thought. In order to get a max participation, could you think about doing this on Friday Sept 29th between 9pm to midnight EST. </DIV><DIV> </DIV><DIV>This is usually when the majority of users are signing in for a good night of adventuring on EQ2.</DIV><DIV> </DIV><DIV> </DIV><hr></blockquote>From a devs point of view it's the perfect time. How else can you almost ensure there'll be no overcrowding, lag or player inconvenience?

Rijacki
09-25-2006, 01:11 PM
<div><blockquote><hr>Cahlash wrote:<div></div> <blockquote> <hr> Calthine wrote: <div></div>Well, does it count that the locations have been posted on the forums by the Dev team?  :smileytongue: <hr> </blockquote>Damned cheating Devs.  :smileywink:<hr></blockquote>I can help you "cheat" more, at least for most of Freeport. I started up a page (since I, sadly, think this is going to be permanent no matter what occurs on Monday) with locations in a clearer format and even screenshots: <a href="http://www.eq2alchemy.com/TEST/CityCrafting.html" target=_blank>http://www.eq2alchemy.com/TEST/CityCrafting.html</a> (North Freeport is only partly finished).There are a lot more Test people in Qeynos and most of the casual Testers will also likely be in Qeynos, sooo.. I went with cataloguing Freeport first because there will be fewer people to help on that side.</div>

Maroger
09-25-2006, 04:20 PM
<BR> <BLOCKQUOTE> <HR> Calthine wrote:<BR> Well, does it count that the locations have been posted on the forums by the Dev team?  :smileytongue:<BR> <HR> </BLOCKQUOTE><BR> They are merely trying to make it easier for fear of too much chaos which will highlight the bad design choice this is.

DeathEater024
09-25-2006, 06:04 PM
I'll be on this afternoon, I dont know if it will matter much though.

Lyriel
09-25-2006, 09:42 PM
<BR> <BLOCKQUOTE> <HR> Calthine wrote:<BR> Well, does it count that the locations have been posted on the forums by the Dev team?  :smileytongue:<BR> <HR> </BLOCKQUOTE> <P><BR>In my opinion, no, it doesn't. Not when the question is of a *new* person trying to find them, or any of the vast majority who do not read these boards. Sure, many hard core crafters read the post - but judging by the number of people who've gone looking and do read the forum, the stations are still not that easy to find even if you do read... </P> <P>It's a tad disengenuous to think everyone will go create a character on Test for the express purpose of finding the machines before it goes live so they know where they are. That goes double for any players who don't even log in for the first time until after it has gone live. </P> <P>Ease of finding the stations for the majority of players who will first attempt it without reading the forums or update notes, of which there will be large numbers judging by past updates, is a valid point to be considered and needs testing as much as the rest of the functionality.</P>

Oakum
09-25-2006, 10:00 PM
<P>As I remember it when I first started playing, I clicked on doors ect as I learned my way around so what would be new? </P> <P>The Devs could add icons to the map to show where they are if they wanted and that would help people find them. I haven't tried them yet and don't know if they already did that and TS'ed last on my young warden in WW last time I was on which was the day the notes were posted in the patcher link. </P>

Rijacki
09-25-2006, 10:14 PM
Even having played the game 2 years, being somewhat familiar with Freeport, and having the dev's post, I still had trouble finding some of the stations.  That's part of why I created the page... because I think this is going to go Live no matter what happens today and they aren't intuative or easy to find (and in -several cases- the required fuel was sold no where near the specific station).I did find a couple tables, though, that are hidden away enough they will be used for botting.  One is behind a half wall and I wouldn't have seen it if I wasn't specifically looking for things.  That's the one, in my screen shots, with the 3 iksar necros (which were also named virtually the same thing, as a side note).Plus, if you run around without NPC names hanging above the heads of everything, you'll miss the tradeskill writ givers or trainers since they're not really standing near anything tradeskill-y (one was doing the alchemist animation, but that's used in other places 100% divorced from tradeskilling).I hadn't really thought about it until someone mentioned in this thread, I also never once saw a feather on any tradeskill NPC even though the character I was getting screenshots with is a level 21 alchemist and had done writs before (until I ran out of supplies due to the difficulty of harvesting as a level 17 assassin).  The clipboards for getting the writ update/start was also not often in a very intuative or obvious spot.IF I am able to get away early today, I'll be trying to get on in both cities to take screenshots...What's the command for showing your frames per second?<div></div>

Glendral
09-25-2006, 10:35 PM
Yes I did mean today the 25th. Posting so this pops up on Dev Track again, so we can get as many people as possible to come out and playtest today. Anyone who wants to assist can meet in North Qeynos for the goodies and Freeport East for the baddies. If you want to roll a new tradeskiller for the test, the wholesalers on the islands aren't working at the moment but the trainers in the city zones will correctly set you to level two.  I would ask that if you are making a new character to make a Qeynosian and head to North Qeynos.Also we are reading and talking about the feedback people have been posting and sending in through /feedback. <div></div>

Junkisfunk
09-25-2006, 11:22 PM
<BR> <BLOCKQUOTE> <HR> Glendral wrote:<BR> Greetings all, <BR><BR>    The playtests have been postponed until Monday so we can have a stable testing enviroment and the writs are working. Please only post in the threads if you participate in the playtest.  We want to get as many people as we can using the devices where they are now and see how everything runs. You can use whatever tradeskilling characters you already have or feel free to make a new one to see how that goes. Thank you all for your assistance. <BR> <P>Message Edited by Glendral on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>11:28 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>Personally I love this change. Not for the sake of spending time in an instance but its gets people up out of the instance and adds far more realism and emersion (IMO) to the game. This was the way it was back in EQ1 and I love it there as well. I hope they add more crafting stations to other areas of the game too.  To me it wasn't a time sink to try and find the crafting locations but it was a welcome sight when I went to new cities in EQ1 and said, "hey theres a forge here.. Cool"</P> <P>Junk</P>

Tanesha
09-26-2006, 12:11 AM
I'm trying to keep myself awake to take part in the test, for it will be 1am here in Germany. If I'm afk during the test I fell asleep. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />cu,Tanesha<div></div>

Duhana
09-26-2006, 12:14 AM
<div></div>Was debating on posting anything, due to the large number of people who already have, but why not...First and foremost, please understand this is just honesty -- <b>not</b> intended to come across as "<i>do it like this or I cancel my account!! *shakes fist*</i>" or such.I play on mistmoore server -- play times are all over the map.  My main has a home in south qeynos, and is bound in nett hovel for banking / crafting in that instance.  I also craft a lot in ironforge exchange lately, since the nett hovel instance has been quite crowded since the tradeskill writs have come back.  Also, my pc is well over the minimum requirements, but is not a beast by any means.1) When there are over 25 in the instance, my amount of lag shoots up.  And I mean way up.  It gets to the point where I am unable to counter events, even.  That's when I usually go hunting for another tradeskill instance that's less crowded and hope it's better there.2) Ironforge Exchange -- rarely see more than 5 or so in there at a time, so I've been crafting there more and more lately.  Some lag, but hardly noticable as far as counting events.3) North Qeynos as a zone:  This zone is SUPER laggy to me -- right up there with Qeynos Harbor.  As an example, when I run from the ironforge exchange to the bank...  when I get to the bank, all I see is three floating doors...  then the building pops up.  It can take anywhere from 2-10 minutes for the banker npcs to load (usually around 3 minutes) -- if they load at all.  When they don't, I have to run away at least as far as the collection hand in npc (Mervos), wait for hm to load, then run back to the bank.4) My main tradeskillers current are my 65 tailor and 61 sage, so I know my way around crafting...5) [bear with me here a sec] For me, personally, when subs were in the game, it was an annoyance sometimes, yes -- or even an outright hair pulling experience [cough-inks-cough].  I even had an alchemist alt (44 conj / 42 alchemist, or there abouts, before I deleted him to make room for new alts  lol) who just made inks for the sage for cheaper cost.  I took a break from gaming and return to the no subs.  As a tailor, not that fond of it.  As a sage, LOVE it.  Was kinda meh on crafting. Then the writs return, and the love for crafting did as well...I would say that crafting is a good 75%+ of the experience for me in EQ2.  Sure, I adventure (65 warden main, deleted toons of 40's and 50's and such, can't even name all of them anymore), so it's not like I'm only looking at this from the vantage of purely crafter's point of view.Because of the lag, the removal of the tradeskill instances would mean there's an excellent chance that crafting would be over for me.  Not as a boycott, or a tantrum, but just because of the lag and where I would not be able to and even remotely come out with a guaranteed pristine [let alone timed writs, which I have no issues completing well within the time frame].  And I'm fully aware of how to get pristines -- the only times I don't are intentional (which hasn't happened since the removal of subs that I can recall), and once when a combine collapsed at the past possible second on me and completed, and I had 0 time to react.Thus, by removing the tradeskill instances, you are inadvertantly removing 75% of the draw of the game to me a a player.  I really enjoy this game -- despite its ups and downs -- but removing 75% of the fun does not condone a long relationship, unfortunately.Will I cancel over this?  Nope, still have a lot more to do and experience.  But the fun, surely, will be diminished.  Which makes me very, very sad.  =(Note: Due to a lack of hard drive space avilable at the curent time, I do not have room to copy all the files to play on the test server this afternoon for the playtest, hence my deciding to go ahead and post something about my feelings/situation.  So just pretend there's another player in NQ complaining they can't hardly move from the lag.  hehe(Note #2: Upgrading my pc, financially, is not an option at this time either, for those who would suggest that.  I wish it were...)Regards,Doan of Mistmoore

Eueadan
09-26-2006, 12:46 AM
<DIV>Glendral,</DIV> <DIV> </DIV> <DIV>Please also check the thread you made here: <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=64358#M64358" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=64358#M64358</A></DIV> <DIV> </DIV> <DIV>Since there is really not another consolidated test thread, manu of us have been posting our testing feedback there...</DIV>

Maroger
09-26-2006, 01:23 AM
<BR> <BLOCKQUOTE> <HR> Junkisfunk wrote:<BR> <BR> <BLOCKQUOTE> <HR> Glendral wrote:<BR> Greetings all, <BR><BR>    The playtests have been postponed until Monday so we can have a stable testing enviroment and the writs are working. Please only post in the threads if you participate in the playtest.  We want to get as many people as we can using the devices where they are now and see how everything runs. You can use whatever tradeskilling characters you already have or feel free to make a new one to see how that goes. Thank you all for your assistance. <BR> <P>Message Edited by Glendral on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>11:28 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>Personally I love this change. Not for the sake of spending time in an instance but its gets people up out of the instance and adds far more realism and emersion (IMO) to the game. This was the way it was back in EQ1 and I love it there as well. I hope they add more crafting stations to other areas of the game too.  To me it wasn't a time sink to try and find the crafting locations but it was a welcome sight when I went to new cities in EQ1 and said, "hey theres a forge here.. Cool"</P> <P>Junk</P><BR> <HR> </BLOCKQUOTE> <P>Crafting in EQ1 was an afterthought and not a serious part of the game. Is that what you want EQ2 crafting to be. The only place the crafting was convenient in EQ1 was in POK. So if you had a lot of crafter you lived in POK -- NOT IN THE CITIES. Also you had to queue up for the crafting stations -- only 1 player at a time.</P> <P>I think this is the worst change imaginable and I hope something can be done to stop it dead in its tracks!!</P> <P><BR> </P><p>Message Edited by Maroger on <span class=date_text>09-25-2006</span> <span class=time_text>05:24 PM</span>

Calthine
09-26-2006, 01:26 AM
<BR> <BLOCKQUOTE> <HR> Maroger wrote:<BR> <BR> <BLOCKQUOTE> </BLOCKQUOTE> <P>Crafting in EQ1 was an afterthought and not a serious part of the game. Is that what you want EQ2 crafting to be. The only place the crafting was convenient in EQ1 was in POK. So if you had a lot of crafter you lived in POK -- NOT IN THE CITIES. Also you had to queue up for the crafting stations -- only 1 player at a time.</P> <HR> </BLOCKQUOTE><BR>hah..  I remember my Qeynosian baker having to run into the Karanas for supplies!

EQ2Playa432
09-26-2006, 02:50 AM
I will be there! Are we using any specific chat channel? Or just /test?<div></div>

EQ2Playa432
09-26-2006, 02:50 AM
Double post <span>:smileysad:</span><p>Message Edited by EQ2Playa432 on <span class=date_text>09-25-2006</span> <span class=time_text>06:50 PM</span>

Rhona
09-26-2006, 03:48 AM
<div><blockquote><hr>Oakum wrote:<div></div><p>The Devs could add icons to the map to show where they are if they wanted and that would help people find them. I haven't tried them yet and don't know if they already did that and TS'ed last on my young warden in WW last time I was on which was the day the notes were posted in the patcher link. </p><hr></blockquote>As of last night on Test, the TS talkers on the Queen's island were still giving out a quest to find one of the (all listed) TS wholesaler instances in the villages.And the ship's captain still sent my newbie test toon off to a racial village.  I thought about taking her to NQ to see the new TS locations, but there's no way I could be on line at 16:00 PDT.Rho</div>

Glendral
09-26-2006, 04:46 AM
Thank you to all of you who came out to Test today to help out. Please post your feedback in a constructive manner."it sucks" - not constructive"this isnt going to work, here is why, item 1, item 2" - constructive<div></div>

Didi
09-26-2006, 04:58 AM
<P>Started a new topic specifically for today's testing feedback ... hoped it would be a clearer subject line.</P> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=64938" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=64938</A></P>

EtoilePirate
09-26-2006, 04:59 AM
Well, we certainly lagged out Qeynos but good!  <span>:smileyvery-happy:</span>So, as it stands... it sucks. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  But you heard most of the reasons why during the playtest.  The reasons why are everywhere.  So here's what I would like to see happen, based on what you told us and based on what I've heard from other players:1.) At the very least, keep the Ironforge Exchange and the Coalition of Tradesfolke as they were.  There's no logical reason not to; the crafter factions in the cities should have little dens of their own!2.) The idea of putting overland crafting in the suburbs is not a bad one.  It's the same as it is now on live, only not instanced, essentially.  There are many empty "Apartments" and "storefronts" in each and every neighborhood that could be well-used for this task.  There would need to be added brokers nearby, and writ-givers.Villages used to suspend your mount when you entered; why was this changed?  Re-enacting it would probably please more people than it would [Removed for Content] off.3.) We heard that there's going to be more overland crafting.  Well... where?  Hehe.  I still think there should be someplace to craft in Maj'Dul.  It makes sense.  They sell the advanced and regular books inside the courts, after all.  This is one I feel like pushing for, so I'll keep repeating myself.  I wanna craft in Blades!4.) I think that the stations in Freeport and Qeynos proper just need to go.  I've been playing Test only since February 2005 and I have never, ever seen everyone unanimous on something before.The reasons are given, and I know you got the feedback during the playtest.  I'm just summing up my thoughts here.<div></div>

Bre
09-26-2006, 05:21 AM
<P>Glendral,</P> <P>  I hardlocked when you called everyone to the claymore so I missed a lot of the questions. So I apologize in advance if I suggest something that was already covered.</P> <P>Constructive ideas - (assuming that crafting instances are not put back in)</P> <P>   If you guys are dead set on taking the crafting instances out of the villas, please at least put a full set of tables in each villa. Preferrably with the banker, broker, supply salesmen, writ givers and clipboards within short running distance. Not doing this will have a serious effect on timed writs.</P> <P>   Please also disallow the use of mounts and duelling in the villas. They will cause extra lag, obstruct the tables, and just plain annoy the heck out of people.  </P> <P>   Please allow at least two truely instanced craft zone per city, NQ and SQ for example. The reason? Sometimes I need to do some serious crafting, example: my guild needs a lot of raid food fast or I am making a rare set of armor. Both require extra concentration for different reasons and I will have little patience with being interrupted.</P> <P>   And now my personal feeling on the change. It has been said by you that this change was to get crafters out of the basements. To help us be more part of the community. While that is a very pretty idea, it can not be forced upon us like this without a lot of bad feelings. For proof on this read, as I am sure you have, some of the feedback that has already been sent. Please just allow us the choice where to craft, add tables to the zones. Don't take away 24 tables per villa and then stick in 6 and expect everything to be kosher. What you may see as streamlining many see as a hinderance.  </P> <P> </P> <P>Thanks,</P> <P>Brega, 70 Ranger 63 Provisioner, Test Server</P> <P>Augustin, 70 Fury 51 Weaponsmith, Test Server</P> <P> </P> <P> </P> <P> </P> <P> </P> <P> </P>

Heattanu
09-26-2006, 05:47 AM
<BR> <BLOCKQUOTE> <P></P> <HR> <P>EtoilePB wrote:<BR>Well, we certainly lagged out Qeynos but good!  <SPAN>:smileyvery-happy:</SPAN><BR><BR>So, as it stands... it sucks. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  But you heard most of the reasons why during the playtest.  The reasons why are everywhere.  So here's what I would like to see happen, based on what you told us and based on what I've heard from other players:<BR><BR>1.) At the very least, keep the Ironforge Exchange and the Coalition of Tradesfolke as they were.  There's no logical reason not to; the crafter factions in the cities should have little dens of their own!</P> <P><FONT color=#ff0000>Agreed, and please make these instances accessible to everyone. Do not requiring some mandatory faction or guild level.<BR></FONT><BR>2.) The idea of putting overland crafting in the suburbs is not a bad one.  It's the same as it is now on live, only not instanced, essentially.  There are many empty "Apartments" and "storefronts" in each and every neighborhood that could be well-used for this task.  There would need to be added brokers nearby, and writ-givers.<BR><BR>Villages used to suspend your mount when you entered; why was this changed?  Re-enacting it would probably please more people than it would [Removed for Content] off.</P> <P><FONT color=#ff0000>Agreed. This was brought up during the playtest and seem to be supported by most. It would help address the lag issue in the villages which is important if tradeskilling is coming into the main zone where people are banking, brokering and just hanging out in greater numbers than the old TS instances.</FONT><BR><BR>3.) We heard that there's going to be more overland crafting.  Well... where?  Hehe.  I still think there should be someplace to craft in Maj'Dul.  It makes sense.  They sell the advanced and regular books inside the courts, after all.  This is one I feel like pushing for, so I'll keep repeating myself.  I wanna craft in Blades!</P> <P><FONT color=#ff0000>I like this idea too. Go Blades.</FONT><BR><BR>4.) I think that the stations in Freeport and Qeynos proper just need to go.  I've been playing Test only since February 2005 and I have never, ever seen everyone unanimous on something before.</P> <P><FONT color=#ff0000>I don't completely agree with this one. The main city zones need TS stations too if you want people to move there. I just moved to SQ and would be disappointed to see the TS stations removed completely. That said, I think they could be <U>thinned</U> out a bit. Some areas are just way too cramped to accomodate the number of stations that have been placed there. One station of each type in the city zones as well as the villages shouldn't be too hard to do without crowding.</FONT></P><FONT color=#ff0000></FONT></BLOCKQUOTE> <BLOCKQUOTE><FONT color=#ff0000>5.) Another thing that was mentioned during the playtest that I would really like to see: a banker in South Qeynos. Except for SQ, all the zones with housing have a banker. A banker NPC could be added to the Lion's Mane at the unused bar at the other end from the bartender.</FONT><BR><BR>The reasons are given, and I know you got the feedback during the playtest.  I'm just summing up my thoughts here.<BR><BR><BR> <HR> </BLOCKQUOTE>The devs seemed to be concerned during the play test, but they also seemed pretty firm about cutting way back on the number of instances for tradeskilling (like one per city).<BR> <P>Message Edited by Heattanu on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>06:50 PM</SPAN></P><p>Message Edited by Heattanu on <span class=date_text>09-26-2006</span> <span class=time_text>07:58 AM</span>

Junkisfunk
10-04-2006, 08:19 PM
<BR> <BLOCKQUOTE> <HR> Maroger wrote:<BR> <BR> <BLOCKQUOTE> <HR> Junkisfunk wrote:<BR> <BR> <BLOCKQUOTE> <HR> Glendral wrote:<BR> Greetings all, <BR><BR>    The playtests have been postponed until Monday so we can have a stable testing enviroment and the writs are working. Please only post in the threads if you participate in the playtest.  We want to get as many people as we can using the devices where they are now and see how everything runs. You can use whatever tradeskilling characters you already have or feel free to make a new one to see how that goes. Thank you all for your assistance. <BR> <P>Message Edited by Glendral on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>11:28 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>Personally I love this change. Not for the sake of spending time in an instance but its gets people up out of the instance and adds far more realism and emersion (IMO) to the game. This was the way it was back in EQ1 and I love it there as well. I hope they add more crafting stations to other areas of the game too.  To me it wasn't a time sink to try and find the crafting locations but it was a welcome sight when I went to new cities in EQ1 and said, "hey theres a forge here.. Cool"</P> <P>Junk</P><BR> <HR> </BLOCKQUOTE> <P>Crafting in EQ1 was an afterthought and not a serious part of the game. Is that what you want EQ2 crafting to be. The only place the crafting was convenient in EQ1 was in POK. So if you had a lot of crafter you lived in POK -- NOT IN THE CITIES. Also you had to queue up for the crafting stations -- only 1 player at a time.</P> <P>I think this is the worst change imaginable and I hope something can be done to stop it dead in its tracks!!</P> <P><BR> </P> <P>Message Edited by Maroger on <SPAN class=date_text>09-25-2006</SPAN> <SPAN class=time_text>05:24 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P>Actually I found the crafting in EQ1 to be tolerable and enjoyed it very much. I do not want EQ2 crafting to be an after thought. I just like the change of putting crafting stations out in the citys. Personally I think they should put them in the villages too just not in the instances. I get the feeling Maroger that you want to have everything handed to you and made easy. I personally want some things to be achieved though some investigation and I like things that create emersion. I liked the instances but I like putting the crafting stations out in the cities better. </P> <P> </P> <P>Junk<BR></P>