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Callale
11-02-2006, 10:08 PM
<DIV> <P>***Note, I had posted this under the Combat Notes, but have moved it for visibility purposes. </P> <P> </P> <P>Just to let folks who havent tried it know, I rolled a wizard on the test server to test how the changes will affect my main on Venekor. Couple things I need to comment on...</P> <P> </P> <P>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended? </P> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P> <P>3) How can we get to Kel from Quenos? </P> <P> </P> <P>4) Oh, almost forgot, for us PVP'ers, can we get a copy of test with PVP enabled. I would like to know how the changes will affect the PVP game. Also, while on the same subject, it will take me forever to get to 55, so is there a way to have copies of our characters to play on test. Just a few questions. </P> <P> </P> <P>Ok, alittle more than a couple, I will test more when I get home from work. Hopefully the mobs will be fixed. </P></DIV>

Mirander_1
11-02-2006, 10:43 PM
<div></div><div><blockquote><hr>Callale wrote:<div><p>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended?</p><p>3) How can we get to Kel from Quenos?</p></div><hr></blockquote>You cant get to Kelethin because you're on the Test server, you would need to be in beta to go to Kelethin.  It would appear they put that part of the UI out a bit early.  The Test server doesn't get expansion material early, it gets it at the same time as the live servers</div>

Callale
11-02-2006, 10:46 PM
Ah, that makes sense I guess.

Lilj
11-02-2006, 11:20 PM
<BR> <BLOCKQUOTE> <HR> Callale wrote:<BR> <DIV> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P></DIV><BR> <HR> </BLOCKQUOTE> <P>This is a bug currently on test, there is a thread about it here on the front page somewhere. For some reason the mobs don't respawn, this is why you couldn't find anything to kill.</P> <P>It will hopefully get fixed soon.<BR></P>

Deila
11-02-2006, 11:21 PM
<P> </P> <P>And the thing about there being no mobs around to fight is a bug introduced with yesterday's Test patch. Mobs just aren't respawning anywhere.</P> <P>Bugs like that one are usually pretty quick to be fixed, since it kinda shuts most other gameplay down. Clearly we can't be testing the changes to combat when there's nothing around to fight.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Keep your eyes on the patch notes over the next day or two - I expect a fix to be forthcoming.</P> <P> </P>

Devilsbane
11-02-2006, 11:24 PM
<BR> <BLOCKQUOTE> <HR> Callale wrote:<BR> <DIV> <P>***Note, I had posted this under the Combat Notes, but have moved it for visibility purposes. </P> <P> </P> <P>Just to let folks who havent tried it know, I rolled a wizard on the test server to test how the changes will affect my main on Venekor. Couple things I need to comment on...</P> <P> </P> <P>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended? </P> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P> <P>3) How can we get to Kel from Quenos? </P> <P> </P> <P>4) Oh, almost forgot, for us PVP'ers, can we get a copy of test with PVP enabled. I would like to know how the changes will affect the PVP game. Also, while on the same subject, it will take me forever to get to 55, so is there a way to have copies of our characters to play on test. Just a few questions. </P> <P> </P> <P>Ok, alittle more than a couple, I will test more when I get home from work. Hopefully the mobs will be fixed. </P></DIV><BR> <HR> </BLOCKQUOTE>Aye, they are not allowing us to create players in Kel yet. Heck they will not even let true neutral races chose Kel (no humans allowed)! If that is to stay true to lore (land of elves/gnomes/ect). Then they will have to change Freeport as well. How can it be true to lore to let a ratonga start in Freeport. Was the commonlands the home land of the ratonga? No, they are a creation of Brell Serilis and lived in the underfoot.<BR>

ke'la
11-03-2006, 07:51 AM
<BR> <BLOCKQUOTE> <HR> Devilsbane wrote:<BR> <BR> <BLOCKQUOTE> <HR> Callale wrote:<BR> <DIV> <P>***Note, I had posted this under the Combat Notes, but have moved it for visibility purposes. </P> <P> </P> <P>Just to let folks who havent tried it know, I rolled a wizard on the test server to test how the changes will affect my main on Venekor. Couple things I need to comment on...</P> <P> </P> <P>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended? </P> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P> <P>3) How can we get to Kel from Quenos? </P> <P> </P> <P>4) Oh, almost forgot, for us PVP'ers, can we get a copy of test with PVP enabled. I would like to know how the changes will affect the PVP game. Also, while on the same subject, it will take me forever to get to 55, so is there a way to have copies of our characters to play on test. Just a few questions. </P> <P> </P> <P>Ok, alittle more than a couple, I will test more when I get home from work. Hopefully the mobs will be fixed. </P></DIV><BR> <HR> </BLOCKQUOTE>Aye, they are not allowing us to create players in Kel yet. Heck they will not even let true neutral races chose Kel (no humans allowed)! If that is to stay true to lore (land of elves/gnomes/ect). Then they will have to change Freeport as well. How can it be true to lore to let a ratonga start in Freeport. Was the commonlands the home land of the ratonga? No, they are a creation of Brell Serilis and lived in the underfoot.<BR><BR> <HR> </BLOCKQUOTE> <P><BR>Um the lore says you are Refugees from the shaddering that is why you are in Freeport, no Refugees made it to Kelethin because its a LONG way from the Shaddered Lands. That is why only those races the are Born on Faydwar are allowed to start on Faydwar.</P> <P> </P> <P>::EDIT::</P> <P>In fact correct me if I am wrong but until EoF Humans where the ONLY race to beable to start in thier home city, in fact its thier Home Cities as both Qyenos and Freeport where the starting cities for humans. As you already have 2 Home cities why begrudge the "good" races a second Home City, this expantion and the "evil" races thier Home City whenever they get thiers.</P><p>Message Edited by ke'la on <span class=date_text>11-02-2006</span> <span class=time_text>06:55 PM</span>

Devilsbane
11-03-2006, 08:18 AM
<BR> <BLOCKQUOTE> <HR> ke'la wrote:<BR> <BR> <BLOCKQUOTE> <HR> Devilsbane wrote:<BR> <BR> <BLOCKQUOTE> <HR> Callale wrote:<BR> <DIV> <P>***Note, I had posted this under the Combat Notes, but have moved it for visibility purposes.</P> <P> </P> <P>Just to let folks who havent tried it know, I rolled a wizard on the test server to test how the changes will affect my main on Venekor. Couple things I need to comment on...</P> <P> </P> <P>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended?</P> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P> <P>3) How can we get to Kel from Quenos?</P> <P> </P> <P>4) Oh, almost forgot, for us PVP'ers, can we get a copy of test with PVP enabled. I would like to know how the changes will affect the PVP game. Also, while on the same subject, it will take me forever to get to 55, so is there a way to have copies of our characters to play on test. Just a few questions.</P> <P> </P> <P>Ok, alittle more than a couple, I will test more when I get home from work. Hopefully the mobs will be fixed.</P></DIV><BR> <HR> </BLOCKQUOTE>Aye, they are not allowing us to create players in Kel yet. Heck they will not even let true neutral races chose Kel (no humans allowed)! If that is to stay true to lore (land of elves/gnomes/ect). Then they will have to change Freeport as well. How can it be true to lore to let a ratonga start in Freeport. Was the commonlands the home land of the ratonga? No, they are a creation of Brell Serilis and lived in the underfoot.<BR><BR> <HR> </BLOCKQUOTE> <P><BR>Um the lore says you are Refugees from the shaddering that is why you are in Freeport, no Refugees made it to Kelethin because its a LONG way from the Shaddered Lands. That is why only those races the are Born on Faydwar are allowed to start on Faydwar.</P> <P> </P> <P>::EDIT::</P> <P>In fact correct me if I am wrong but until EoF Humans where the ONLY race to beable to start in thier home city, in fact its thier Home Cities as both Qyenos and Freeport where the starting cities for humans. As you already have 2 Home cities why begrudge the "good" races a second Home City, this expantion and the "evil" races thier Home City whenever they get thiers.</P> <P>Message Edited by ke'la on <SPAN class=date_text>11-02-2006</SPAN><SPAN class=time_text>06:55 PM</SPAN><BR></P> <HR> </BLOCKQUOTE> <P><BR>Before the current patch did you see the new Character Creation/Selection UI. Races are separated by Good (Fae was included in this group), Neutral (Humans), and Evil (Ratonga) (plus one empty race slot!). Only reason I have come up why humans can not start in Kel is because Qeynos is no long the GOOD city. In fact Qeynos is now the Neutral city that is currently in a cold (PvE) / open (PvP) war with Freeport. And in fact if you chose qeynos as your starting city as you leave the Queen's colony your faction goes up with qeynos, up with kel, and down with freeport. Once the problem is correct with the server I will do more testing and make a complete list of which races can chose which cities. It will be interesting if Frogloks can chose Kel. I bet the Fae will be able to chose Qeynos and be stationed in Starcrest. :smileywink:</P> <P>BTW the current problems are with the character creation/selection screen. I believe it was removed because it reveled too much.</P><p>Message Edited by Devilsbane on <span class=date_text>11-02-2006</span> <span class=time_text>07:31 PM</span>

xOnaton1
11-03-2006, 09:56 AM
<div></div><div><blockquote><hr>Devilsbane wrote:<div></div>Aye, they are not allowing us to create players in Kel yet. Heck they will not even let true neutral races chose Kel (no humans allowed)! If that is to stay true to lore (land of elves/gnomes/ect). Then they will have to change Freeport as well. How can it be true to lore to let a ratonga start in Freeport. Was the commonlands the home land of the ratonga? No, they are a creation of Brell Serilis and lived in the underfoot.<hr></blockquote>I'm not sure what you've been reading, but the devs have stated many times which races will be able to start in Kelethin:<a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=echoesoffaydwer&message.id=8073&query.id=0#M8073">http://eqiiforums.station.sony.com/eq2/board/message?board.id=echoesoffaydwer&message.id=8073&query.id=0#M8073</a>or just look at the FAQ in the EoF flash site.</div>

ke'la
11-03-2006, 10:46 AM
<BR> <BLOCKQUOTE> <HR> Devilsbane wrote:<BR> <BR> <BLOCKQUOTE> <HR> ke'la wrote:<BR> <BR> <BLOCKQUOTE> <HR> Devilsbane wrote:<BR> <BR> <BLOCKQUOTE> <HR> Callale wrote:<BR> <DIV> <P>***Note, I had posted this under the Combat Notes, but have moved it for visibility purposes.</P> <P> </P> <P>Just to let folks who havent tried it know, I rolled a wizard on the test server to test how the changes will affect my main on Venekor. Couple things I need to comment on...</P> <P> </P> <P>1) The UI is great and all, and the new character selection seems easy, however during creation I selected gnome wizard (neutral race and class), and it gave Kel as a selectable starting city, however, it started me in Queens Colony, and when I zoned from the Colony, it sent me to Baubleshire, despite having selected Kel as my starting city, is this intended?</P> <P>2) When I spawned in the Colony, there were no mobs to fight. Not the training mobs, nothing. Then, in Baubleshire, there were no mobs to kill (the rats near catacombs). If we cant fight any mobs, how are we supposed to test the new combat?</P> <P>3) How can we get to Kel from Quenos?</P> <P> </P> <P>4) Oh, almost forgot, for us PVP'ers, can we get a copy of test with PVP enabled. I would like to know how the changes will affect the PVP game. Also, while on the same subject, it will take me forever to get to 55, so is there a way to have copies of our characters to play on test. Just a few questions.</P> <P> </P> <P>Ok, alittle more than a couple, I will test more when I get home from work. Hopefully the mobs will be fixed.</P></DIV><BR> <HR> </BLOCKQUOTE>Aye, they are not allowing us to create players in Kel yet. Heck they will not even let true neutral races chose Kel (no humans allowed)! If that is to stay true to lore (land of elves/gnomes/ect). Then they will have to change Freeport as well. How can it be true to lore to let a ratonga start in Freeport. Was the commonlands the home land of the ratonga? No, they are a creation of Brell Serilis and lived in the underfoot.<BR><BR> <HR> </BLOCKQUOTE> <P><BR>Um the lore says you are Refugees from the shaddering that is why you are in Freeport, no Refugees made it to Kelethin because its a LONG way from the Shaddered Lands. That is why only those races the are Born on Faydwar are allowed to start on Faydwar.</P> <P> </P> <P>::EDIT::</P> <P>In fact correct me if I am wrong but until EoF Humans where the ONLY race to beable to start in thier home city, in fact its thier Home Cities as both Qyenos and Freeport where the starting cities for humans. As you already have 2 Home cities why begrudge the "good" races a second Home City, this expantion and the "evil" races thier Home City whenever they get thiers.</P> <P>Message Edited by ke'la on <SPAN class=date_text>11-02-2006</SPAN><SPAN class=time_text>06:55 PM</SPAN><BR></P> <HR> </BLOCKQUOTE> <P><BR>Before the current patch did you see the new Character Creation/Selection UI. <FONT color=#ff0000>No I did not, did not get in befor it was shut off</FONT> Races are separated by Good (Fae was included in this group), Neutral (Humans), and Evil (Ratonga) (plus one empty race slot!) <FONT color=#ff0000>this has to do with Race not starting city, Fae are showen as the Good Race because A) they are good and B) they are the NEW race. Humans are shown as the Neutral Race because no matter where you look in High Fantacy Humans are always a Neutral Race(if you have a choice between good, evil, and Neutral). Ratonga are shown as the evil race because In most fantacy settings Ratpeople are evil so they make a good exsample of it.</FONT>  Only reason I have come up why humans can not start in Kel is because Qeynos is no long the GOOD city. <FONT color=#ff0000>Um, if you knew the lore of EQ or accually read my post, You would know that in EQlive each Race got thier own starting city or two, in the case of Humans there starting cities where Qyenos and Freeport on the contenant of Antonica(now the Shadered Lands), as such they have NO ROOTS in Faydwar and therefor don't start there, the Races that can start in Faydwar(Kelethin) are those with roots(EQlive starting cities) in Faydwar(Dwarves, High Elves, Wood Elves, Gnomes, and <STRONG>Half Elves</STRONG>)</FONT> In fact Qeynos is now the Neutral city that is currently in a cold (PvE) / open (PvP) war with Freeport. And in fact if you chose qeynos as your starting city as you leave the Queen's colony your faction goes up with qeynos, up with kel, and down with freeport. <FONT color=#ff0000>This is more proof that both Qyenos and Kelethin are Good otherwise you would not gain or lose faction with Kelethin if it was Neutral.</FONT>Once the problem is correct with the server I will do more testing and make a complete list of which races can chose which cities. It will be interesting if Frogloks can chose Kel. I bet the Fae will be able to chose Qeynos and be stationed in Starcrest. :smileywink:<FONT color=#ff0000>I doupt this and would accually be kind of upset if they did allow this as it goes against the lore of the game, the Fae evolved on Faydwar AFTER it was cut off from Antonica(now The Shaddered Lands) as such there is no way for a Fae to be "born" in Qyenos.</FONT></P> <P>BTW the current problems are with the character creation/selection screen. I believe it was removed because it reveled too much.</P> <P>Message Edited by Devilsbane on <SPAN class=date_text>11-02-2006</SPAN> <SPAN class=time_text>07:31 PM</SPAN><BR> <HR> </BLOCKQUOTE>The reason I bolded Half Elf is because they are also a Neutral Class just like Humans and as they are allowed to start in Kelethin(wich makes sence as you could start in Faydwar as a Half Elf in EQlive) what type of caractor you are(good/Neutral/Evil) as little Barring on which city you can start in other then the fact that those races consitered Evil are not Welcome in the Good Cities and the So called Good Races are not welcome in the evil city, with Kelethin having the farther restriction(do to being cut off from the rest of Norath) of only those races Native to Faydwar can be born in Faydwar.<BR>

Devilsbane
11-03-2006, 12:27 PM
<BR> <BLOCKQUOTE> <P></P> <HR> <P>ke'la wrote:</P> <P>The reason I bolded Half Elf is because they are also a Neutral Class just like Humans and as they are allowed to start in Kelethin(wich makes sence as you could start in Faydwar as a Half Elf in EQlive) what type of caractor you are(good/Neutral/Evil) as little Barring on which city you can start in other then the fact that those races consitered Evil are not Welcome in the Good Cities and the So called Good Races are not welcome in the evil city, with Kelethin having the farther restriction(do to being cut off from the rest of Norath) of only those races Native to Faydwar can be born in Faydwar.<BR><BR></P> <P></P> <HR> </BLOCKQUOTE> <P>I reconstructed the good/neutral/evil separations using the current (non test) creation screen of EQ II .</P> <P><FONT color=#66ff00>Good</FONT></P> <P>Dwarves/Frogloks/Fae</P> <P>High Elves/Wood Elves/Halflings</P> <P><FONT color=#ffff00>Neutral</FONT></P> <P>Barbarians/Erudites/Half Elves</P> <P>humans/Gnomes/Kerra</P> <P><FONT color=#ff0000>Evil</FONT></P> <P>Dark Elves/Ratonga/Iksar</P> <P>Ogres/Trolls/(open slot!!)</P> <P> </P> <P>Freeport (5 evil 6 neutral) and Qeynos (5 good 6 neutral) have 11 races to choose from. Kelethin would have 6 races (4 good 2 neutral) to choose from according to the post given by xOnaton1. So if Kelethin is the home of mostly good races. Qeynos and Freeport can not be seen as good and evil they may be the neutral cities. </P> <P><STRONG>Could A future expansion include a city for mostly evil races?</STRONG> If so I believe this would include the evil Arsai race. :smileysurprised:</P> <P><STRONG>What would be the ancestry of the half elves of Kelethin?</STRONG> If barbarians, humans, or any other race does not live in Faydwar. They would have to be either part dwarf or gnome. :smileytongue:</P> <P><STRONG>Could a group of frogloks from the Feerrott found their way to Faydwar?</STRONG> As we know groups of frogloks did find their way to the coasts of antonica (Karan) and the commonlands (D'Lere). :smileyvery-happy:</P> <P><STRONG>Would certain neutral classes be unavailable to Kelethins?</STRONG> I am not blessed with a photographic memory. Yet, I do remember some classes being grayed out after you choose the your race then Kelethin as your starting city. Since I play a fury my choices were some type of Elf, Fury, and Kelethin. Although my character found herself on the queens colony. :smileysad:</P> <P> </P> <P>Glad they corrected the login problem. Sad that we can no longer choose Kelethin as the starting city to check different information like classes availible. Note starting cities are given in racial descriptions. Although there seems to be space for 15 more sub class types on the creations screen. I did not see any change from the reference post given by xOnaton1 in regards to which city certain races can start.</P><p>Message Edited by Devilsbane on <span class=date_text>11-02-2006</span> <span class=time_text>11:54 PM</span>