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Blackguard
06-23-2006, 01:25 AM
<div></div>This thread is for players on Test server to provide bugs and feedback for <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=136&jump=true" target="_blank">Test Update #25</a>.<span style="text-decoration: underline;"></span><span style="text-decoration: underline;"></span> <font color="#ffcc00"><b>Please do not post here unless you play on Test. Use the <a href="../board?board.id=testfeed" target="_blank">In Testing Feedback</a> board instead.</b></font><div></div>

Aegori
06-23-2006, 01:52 AM
<DIV>- Most non-tradeskilled earrings have had the Lore flag added to them. You'll know why this is the case soon.</DIV> <DIV> </DIV> <DIV>Oh my sweet lord.... are norrathians finally growing a second ear? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR></DIV>

RecosIko
06-23-2006, 02:23 AM
omg...... now i wont need to keep turning around to hear people!<div></div>

Ever-Befallen
06-23-2006, 02:47 AM
<DIV>Ebony Furniture Shelf is MIA from Adv Carpenter Vol 61</DIV>

selch
06-23-2006, 02:51 AM
<P>You know there has to be symetrical box to fill the gap when cloaks come <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P> </P>

goboy
06-23-2006, 04:01 AM
<P>Charm and Food/Drink hotkeys have been slightly re-arranged.  It appears they were moved (numerical assignment would be a guess) to make room for Cloaks and Earrings.</P> <P>Was slightly annoying - but well worth it if cloaks are coming.</P>

Aethelred24
06-23-2006, 04:02 AM
Hmm - what about 10 slots for all 10 fingers and 2 slots for boots - you might happen across one GEB or something. =P

BenDJ
06-23-2006, 04:28 AM
<div><blockquote><hr>selch wrote:<div></div> <p>You know there has to be symetrical box to fill the gap when cloaks come <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p> <hr></blockquote>The symetrical box might be for the "Clothing" slot and from the patch notes, it sounds like it works like armor dye!</div>

Red_Rock_Candy
06-23-2006, 05:03 AM
<div></div>I believe it says the new clothing items go in the chest slot and once equiped will cover over everything else you have on.<div></div>

Errie_Tholluxe
06-23-2006, 05:21 AM
<blockquote><hr>Red_Rock_Candy wrote:<div></div>I believe it says the new clothing items go in the chest slot and once equiped will cover over everything else you have on.<div></div><hr></blockquote>Which brings to mind the word 'fluff' . As in you can look real cool til its time to stick in the gear ya need to tank .<div></div>

EQ2Playa432
06-23-2006, 05:40 AM
Many on the Isles of Refuge have recieved a voice, eh? I patched LU25, and all settings are checked for optional downloads. I just ran around the little village and hailed the cook, no one talked.<div></div>

Kethaera
06-23-2006, 07:31 AM
<div><blockquote><hr>EQ2Playa432 wrote:Many on the Isles of Refuge have recieved a voice, eh? I patched LU25, and all settings are checked for optional downloads. I just ran around the little village and hailed the cook, no one talked.<div></div><hr></blockquote>Same here, and tested both good and evil side. Nothing.</div>

NiamiDenMother
06-23-2006, 08:01 AM
<DIV>I had several folks interrupt my testing to whimper about the lack of a vendor container specifically for harvestables.  Consider the whimper passed on.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I'm liking the color variety of the "fluff" clothing sets, for the most part.  However, women are going to need to remove their hand and foot slots for best look (ok, now we need dress slippers ... in every color under the sun!!  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />), and guys will have to remove their hand slot items ... and deal with funky-looking feet.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>The set at tailor level 30 seems a bit ... off. In all other cases, the male/female sets were a pretty decent matched set. Sometimes the colors were a near-exact match, in other cases, one would be brighter/darker than the other, but close enough that you felt they went together. The Landsman of the Harvest Foliage and the Maid of the Harvest Foliage, however, just don't quite cut it as a set.  Stuff them BOTH in the Landsman, or BOTH in the Maid and they'd be much better off.  {grins}</DIV> <DIV> </DIV> <DIV>Scroll down to the 3rd row in the following table to see what I mean.  It isn't horrid, it just isn't that great, either.</DIV> <DIV><A href="http://eq2.eqtraders.com/articles/article_page.php?article=g93" target=_blank>http://eq2.eqtraders.com/articles/article_page.php?article=g93</A></DIV> <DIV> </DIV>

retro_guy
06-23-2006, 08:13 AM
<blockquote><hr>NiamiDenMother wrote:<div></div> <div>I had several folks interrupt my testing to whimper about the lack of a vendor container specifically for harvestables.  Consider the whimper passed on.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></div> <div> </div> <div> </div> <div>I'm liking the color variety of the "fluff" clothing sets, for the most part.  However, women are going to need to remove their hand and foot slots for best look (ok, now we need dress slippers ... in every color under the sun!!  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />), and guys will have to remove their hand slot items ... and deal with funky-looking feet.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div> <div> </div> <div>The set at tailor level 30 seems a bit ... off. In all other cases, the male/female sets were a pretty decent matched set. Sometimes the colors were a near-exact match, in other cases, one would be brighter/darker than the other, but close enough that you felt they went together. The Landsman of the Harvest Foliage and the Maid of the Harvest Foliage, however, just don't quite cut it as a set.  Stuff them BOTH in the Landsman, or BOTH in the Maid and they'd be much better off.  {grins}</div> <div> </div> <div>Scroll down to the 3rd row in the following table to see what I mean.  It isn't horrid, it just isn't that great, either.</div> <div><a href="http://eq2.eqtraders.com/articles/article_page.php?article=g93" target="_blank">http://eq2.eqtraders.com/articles/article_page.php?article=g93</a></div> <div> </div><hr></blockquote>Yes I'd quite like a display cabinet to hold collection items also. Anyone know how many slots these house-vendors stands have? "More than a standard box" doesn't really mean anything without defination of a "standard box".<div></div>

ChaosUndivided
06-23-2006, 09:43 AM
<P>Only sony could take exisiting clothing, recolor it 15 times, and call it a day.</P> <P>I really hope their is more than 2 outfits, otherwise why bother.</P>

DobyMT
06-23-2006, 09:49 AM
Yay for 2 earringsthe rest...meh

Shadus
06-23-2006, 03:12 PM
<div></div><div><blockquote><hr>Blackguard wrote:<div></div>This thread is for players on Test server to provide bugs and feedback for <a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=136&jump=true">Test Update #25</a>.<span></span><span></span><font color="#ffcc00"><b>Please do not post here unless you play on Test. Use the <a target="_blank" href="../board?board.id=testfeed">In Testing Feedback</a> board instead.</b></font><div></div><hr></blockquote>I noticed that the broker now has Cloth, Leather, Chain, and Plate that you can search for.  Any chance we could also get Collections added into the list?  It's a real hassel to try to sort them out of the misc items list.  It would also be nice if we could search for Tradeskill goods by the tier they're for... or in some manor.</div>

Geothe
06-23-2006, 05:26 PM
<P>With the new special vender containers:</P> <P>(from test notes)</P> <P>  * Salesman's Crate: Used for all item types, and is larger than standard bags or boxes.<BR>  * Furniture Shelf: Used for furniture.<BR>  * Armor and Shield Rack: Used for armor and shields.<BR>  * Weapon Rack: Used for weapons.<BR>  * Pantry: Used for food and drink.<BR>  * Scroll Stand: Used for spell, combat art, recipe scrolls and books.<BR>  * Bag Stand: Used for containers.<BR>  * Potion Cabinet: Used for potions and poisons.<BR>  * Jewelry Box: Used for accessories.<BR></P> <P>The "breakup" of what can be sold on what seems a bit off to me.</P> <P>Example:  If you are an armorer, weaponsmith, or prov, great, all you need is one of the new vender containers to sell everything that you make.</P> <P>But, if you are, say and Alchy, you will need 2 containers to sell everything you make,  the Potion Cabinet AND a scroll stand.  (likewise with Jeweler, Tailors, etc).  </P> <P>Basically forcing some TS paths to require more containers than others.  Would it perhaps be better for there to be a new container for each TS Path instead.  ie.  one for all Alchy products, one for all Tailor products, one for all Jeweler products, etc.</P>

Etherium
06-23-2006, 06:04 PM
<DIV>On the inventory screen, I am seeing a ghost image of the numbers indicating how much of each type of coin I have.  I use the standard interface.</DIV>

Red_Rock_Candy
06-23-2006, 06:41 PM
<div></div><div></div><blockquote><hr>NiamiDenMother wrote:<div></div><div>I had several folks interrupt my testing to whimper about the lack of a vendor container specifically for harvestables.  Consider the whimper passed on.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></div><div> </div><div> </div><div>I'm liking the color variety of the "fluff" clothing sets, for the most part.  However, women are going to need to remove their hand and foot slots for best look (ok, now we need dress slippers ... in every color under the sun!!  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />), and guys will have to remove their hand slot items ... and deal with funky-looking feet.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>The set at tailor level 30 seems a bit ... off. In all other cases, the male/female sets were a pretty decent matched set. Sometimes the colors were a near-exact match, in other cases, one would be brighter/darker than the other, but close enough that you felt they went together. The Landsman of the Harvest Foliage and the Maid of the Harvest Foliage, however, just don't quite cut it as a set.  Stuff them BOTH in the Landsman, or BOTH in the Maid and they'd be much better off.  {grins}</div><div> </div><div>Scroll down to the 3rd row in the following table to see what I mean.  It isn't horrid, it just isn't that great, either.</div><div><a target="_blank" href="http://eq2.eqtraders.com/articles/article_page.php?article=g93">http://eq2.eqtraders.com/articles/article_page.php?article=g93</a></div><div> </div><hr></blockquote>Bleh, they are just recolored versions of my Ironforge Exchange Commision Deputy attire. : (Sigh, there goes a majority of the uniqueness that set had. After pumping out all those writs to earn them I had hoped they would reserve the graphic for those dedicated to tradeskilling.<div></div><p>Message Edited by Red_Rock_Candy on <span class=date_text>06-23-2006</span> <span class=time_text>07:52 AM</span>

skidmark
06-23-2006, 07:14 PM
<div></div><div></div><font color="#ffcc00"><b>*** Combat ***</b></font><font color="#ffff00">- Racial Hide Abilities: Increased stealth duration for up to 30 minutes. Reduced recast timer to 5 minutes.</font>This change has made this racial ability hands down the best for warriors and priests. While I agree that the previous version was too short, this may be too good.I forsee a lot of Wood Elf and Iksar tanks/priests being made in the future. For tanks they have the +5 Defense (+2 Defense and +2 Parry for WE) and the Racial Hide.<p><font color="#ffff00"><b>Mage changes:</b></font><font color="#ffff00"></font><font color="#ffff00">- Illusionist: Aspect of Thought: Group mental resistance will not apply to charmed enemies.</font><font color="#ffff00"></font><font color="#ffff00">- Coercer: Power of Mind: Group mental resistance will not apply to charmed enemies.</font></p><p>About time.</p><p>Message Edited by skidmark on <span class=date_text>06-23-2006</span> <span class=time_text>10:17 AM</span>

Roc
06-23-2006, 08:02 PM
<DIV> </DIV> <DIV>Racial hide is still pretty much useless cause it's stationary hide only. Before they changed it back to stationary it was somewhat useful as I could use it, instead of using invis totems, every once in awhile even though it was short duration.</DIV>

hensel
06-23-2006, 08:04 PM
I agree im sad to see my hard earned ironforge exchange faction clothes used for the new outfits <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />Commision Deputy Celet Seasmist of AB<div></div>

Bayne
06-23-2006, 08:09 PM
I am completely underwhelmed with the new tailored clothing... What a waste. Such potential thrown away with this garbage.<div></div>

ke'la
06-23-2006, 08:30 PM
<BR> <BLOCKQUOTE> <HR> Geothe wrote:<BR> <P>With the new special vender containers:</P> <P>(from test notes)</P> <P>  * Salesman's Crate: Used for all item types, and is larger than standard bags or boxes.<BR>  * Furniture Shelf: Used for furniture.<BR>  * Armor and Shield Rack: Used for armor and shields.<BR>  * Weapon Rack: Used for weapons.<BR>  * Pantry: Used for food and drink.<BR>  * Scroll Stand: Used for spell, combat art, recipe scrolls and books.<BR>  * Bag Stand: Used for containers.<BR>  * Potion Cabinet: Used for potions and poisons.<BR>  * Jewelry Box: Used for accessories.<BR></P> <P>The "breakup" of what can be sold on what seems a bit off to me.</P> <P>Example:  If you are an armorer, weaponsmith, or prov, great, all you need is one of the new vender containers to sell everything that you make.</P> <P>But, if you are, say and Alchy, you will need 2 containers to sell everything you make,  the Potion Cabinet AND a scroll stand.  (likewise with Jeweler, Tailors, etc).  </P> <P>Basically forcing some TS paths to require more containers than others.  Would it perhaps be better for there to be a new container for each TS Path instead.  ie.  one for all Alchy products, one for all Tailor products, one for all Jeweler products, etc.</P><BR> <HR> </BLOCKQUOTE><BR>a) for RP reasons it is devided like that, b) from a customer service standpoint going into a shop and knowing wich counter to goto would be handy, c) correct me if I am wrong but there still is a Limit to the number of things you can put into these crates and as such(depending on how much you craft, and what you craft) you would likly need more then one anyway. Heck as a Spell maker, you can't even stack your product unless you don't want to sell a veriety of goods, so you would need more space, on the other hand a T7 armoror really only needs 18 slots to sell most of what they make.

Ranger1017
06-23-2006, 08:51 PM
<DIV><BR> <BLOCKQUOTE> <HR> Bleh, they are just recolored versions of my Ironforge Exchange Commision Deputy attire. : (<BR><BR>Sigh, there goes a majority of the uniqueness that set had. After pumping out all those writs to earn them I had hoped they would reserve the graphic for those dedicated to tradeskilling.<BR> <HR> </BLOCKQUOTE><BR>Hate to tell you, they were already also used as the Guild Level 25 status clothing, too. I do like some of the new color combinations, but I am *really* hoping we get some new cothing models and textures, too. The male version of these outfits is very much more all-purpose than the female, some new dress and robe models, especially, are sorely needed.</DIV>

NiamiDenMother
06-23-2006, 09:47 PM
<DIV>With regards to the fact that the new clothing is "just" a re-use of existing models, but with lots of varying colors to choose from for different skin/hair tones, moods, etc., there's a technical reason regarding character models, as to why we're not (yet) seeing totally new models and such for "fluff".  I'll let a dev explain it, as they do a better job of it than me, but it is my understanding that more unique looks have to wait until those issues are resolved.  For now, though, many of us who adore fluff appreciate the filler fluff.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

hensel
06-23-2006, 10:06 PM
<div></div>I cant argue with that Niami<a href="../view_profile?user.id=11228" target="top"><span></span></a>.  And ill be getting the white on red combo as soon as i can even though i already have have the ironforge outfit.I've heard about the charachter model issue mentioned before by a dev indicating i think that dwarf legs and a few other things needed slight modifications to allow easier item creation.Now for a more important topic Niami will you bake me some cookies?  You can send them to Celet on AB  <span>:smileyvery-happy:</span><div></div>

DevilDi
06-23-2006, 10:33 PM
<BR> <BLOCKQUOTE> <HR> hensel wrote:<BR> <BR><BR>I've heard about the charachter model issue mentioned before by a dev indicating i think that dwarf legs and a few other things needed slight modifications to allow easier item creation.<BR><BR><BR> <BR> <HR> </BLOCKQUOTE><BR>Leave it to the Dwarves to mess things up.

Ranger1017
06-23-2006, 10:55 PM
<BR> <BLOCKQUOTE> <HR> NiamiDenMother wrote:<BR> <DIV>With regards to the fact that the new clothing is "just" a re-use of existing models, but with lots of varying colors to choose from for different skin/hair tones, moods, etc., there's a technical reason regarding character models, as to why we're not (yet) seeing totally new models and such for "fluff".  I'll let a dev explain it, as they do a better job of it than me, but it is my understanding that more unique looks have to wait until those issues are resolved.  For now, though, many of us who adore fluff appreciate the filler fluff.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV><BR> <HR> </BLOCKQUOTE><BR>Yes, it's true that the wide variation in the sizes of player models causes problems with the modeling of new armor/clothing and such. And I really do appreciate the filler fluff, too, I just get all excited about the idea of getting new clothes. That's that American consumer in me whining that I want them nooooow! I can't wait! (Though I know I have to!)

Chrysostom
06-23-2006, 10:56 PM
- Illusionist: Aspect of Thought: Group mental resistance will not apply to charmed enemies.- Coercer: Power of Mind: Group mental resistance will not apply to charmed enemies.NICE! Will this apply to th appropriate priest spells too?  I.E. the symbol line from templars etc?  Last update group cures stopped curing charm. This update hopefully group buff won't interfere with charms. These have been my too biggest headaches as a coercer. Life is good. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Mastera
06-24-2006, 12:31 AM
<font color="#ffcc00"><b>*** Audio ***</b></font>- Many characters on the Outpost of the Overlord and Queen's Colony have found their voice.W00T!  TYVM....I luv u<div></div>

skidmark
06-24-2006, 12:38 AM
<div></div><blockquote><hr>Rocks wrote:<div> </div> <div>Racial hide is still pretty much useless cause it's stationary hide only. Before they changed it back to stationary it was somewhat useful as I could use it, instead of using invis totems, every once in awhile even though it was short duration.</div><hr></blockquote>I hadn't seen that they changed it back to stationary. It is definitely very useless now.<p>Message Edited by skidmark on <span class=date_text>06-23-2006</span> <span class=time_text>09:06 PM</span>

Ever-Befallen
06-24-2006, 12:45 AM
<BR> <BLOCKQUOTE> <P></P> <HR> <P>retro_guy wrote:<BR></P> <P>Yes I'd quite like a display cabinet to hold collection items also.<BR><BR>Anyone know how many slots these house-vendors stands have? "More than a standard box" doesn't really mean anything without defination of a "standard box".<BR></P> <BR> <HR> </BLOCKQUOTE><BR>T7 ebony general box has 60 slots ... specalized box has 80 slots.

Salmastryon
06-24-2006, 02:47 AM
<div><blockquote><hr><blockquote>- Most non-tradeskilled earrings have had the Lore flag added to them. You'll know why this is the case soon. <img src="../../i/smilies/16x16_smiley-wink.gif" border="0" height="16" width="16"></blockquote><hr></blockquote>I understand that the reasons behind this change haven't been revealed to us yet, but I wonder if the full implications of this have been considered.  While I understand the need for lore items in game,  having most non-tradeskilled earrings lore is going to cause inconviences.  As things stan dnow with the eay th elore tag works, Lore items can not be mailed, put in guild vaults or placed in your shared vault.  The only way to give a lore item to another toon is to meet up and trade.I play on test and on Guk.  On test, I have a whole collection of alts and I primarily solo.  Already, this change has become inconvient and I can see other irritations coming out of it in the future.    For example, if I get a nice treasured drop earring while playing my onk that while not what I need for my monk alt is just what I need for my coercer, how am I suppose to get this item to my coercer.  On Guk, I can arrange with a guildie when we both aren't involved in something else to meet up and trade this item.  Which involves going to SS dock them standig there while I give them the earing and log to my other alt.  This also only works provided they don't have the earring already.  But, on test I do't have that option, I'd have to get someone I may or may not trust to help me with this trade.Another example:  In my guild we are all about helping each other out.  If we get a nice treasured drop, we link it and ask if anyone wants it.  This then gets dropped in the mail to them or put in the guld vault for them to pick up when they come up out of the dungeon they are in.  Some of these people can only play a few days a week an di often go to bed before them.  I once carried around a legendary belt that was an upgrade for a templer in our guild for a month because our schedules never intersected and he happened to be very busy with work.  I don't mind doing that with something that drops as infrequently as a legendary, but for a treasured drop?I can adapt to this and cope.  I'm not that inflexiable.  But, after all the trouble the devs have gone though to make it easier and less inconvient to trade items between guild members, alts and cities, I wondered if this aspect had been taken into consideration.</div>

Dreg
06-24-2006, 02:53 AM
<font color="#ffcc00"><b>*** Player-versus-Player ***</b></font> - If a player initiates PvP with a red con player, the red con player will now receive infamy and faction for defeating the lower level player. I hope it's not by player but by encounter so that you can assist a group/raid-mate once the red attacks them without you being exposed to losing fame because between you and the red, you did attack first.

MadLordOfMilk
06-24-2006, 10:33 AM
<div><blockquote><hr>Dregod wrote:<font color="#ffcc00"><b>*** Player-versus-Player ***</b></font> - If a player initiates PvP with a red con player, the red con player will now receive infamy and faction for defeating the lower level player. I hope it's not by player but by encounter so that you can assist a group/raid-mate once the red attacks them <font color="#ff0000">without you being exposed to losing fame</font> because between you and the red, you did attack first.<hr></blockquote>If someone in your group attacks a red, but nobody else touches them, then the red con in question can only kill that person.</div>

Finora
06-24-2006, 11:18 AM
<BR> <BLOCKQUOTE> <HR> Ranger1017 wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Bleh, they are just recolored versions of my Ironforge Exchange Commision Deputy attire. : (<BR><BR>Sigh, there goes a majority of the uniqueness that set had. After pumping out all those writs to earn them I had hoped they would reserve the graphic for those dedicated to tradeskilling.<BR> <HR> </BLOCKQUOTE><BR>Hate to tell you, they were already also used as the Guild Level 25 status clothing, too. I do like some of the new color combinations, but I am *really* hoping we get some new cothing models and textures, too. The male version of these outfits is very much more all-purpose than the female, some new dress and robe models, especially, are sorely needed.</DIV><BR> <HR> </BLOCKQUOTE> <P>Female ironforge clothes look nothing like the GL 25 female clothing (the male stuff does look the same though).</P> <P>While I was a little disappointed that there weren't many different styles of clothing and also by the fact that those females who don't really want to wear dresses are still stuck putting together a set from armor, I really like some of those recolors and don't really mind at all that they share the model with my ironforge dress, so long as they don't make one that is identical in color, it should be fine. I was absolutely THRILLED when I made them and saw they could all be equipped at level 1.</P> <P>I really would like to see more of the models in game used if they are opposed to making new ones. The dresses from freeport NPCs with that leather looking bodice would be nice recolored from that nasty drab brown as would the brownish dresses a lot of the Qeynos NPCs wear. I long for the days I'll be able to get a set like those ladies in Maj'Dul wear...but these are a good start as long as more make their way into the game as time passes. <BR></P> <P> </P>

Kessia189
06-24-2006, 01:33 PM
<div></div><div><blockquote><hr>Calendri wrote:<div></div> <blockquote> <hr> Ranger1017 wrote: <div> <blockquote> <hr> Bleh, they are just recolored versions of my Ironforge Exchange Commision Deputy attire. : (Sigh, there goes a majority of the uniqueness that set had. After pumping out all those writs to earn them I had hoped they would reserve the graphic for those dedicated to tradeskilling. <hr> </blockquote>Hate to tell you, they were already also used as the Guild Level 25 status clothing, too. I do like some of the new color combinations, but I am *really* hoping we get some new cothing models and textures, too. The male version of these outfits is very much more all-purpose than the female, some new dress and robe models, especially, are sorely needed.</div> <hr> </blockquote> <p><u><i><b>Female ironforge clothes look nothing like the GL 25 female clothing (the male stuff does look the same though).</b></i></u></p> <p>While I was a little disappointed that there weren't many different styles of clothing and also by the fact that those females who don't really want to wear dresses are still stuck putting together a set from armor, I really like some of those recolors and don't really mind at all that they share the model with my ironforge dress, so long as they don't make one that is identical in color, it should be fine. I was absolutely THRILLED when I made them and saw they could all be equipped at level 1.</p> <p>I really would like to see more of the models in game used if they are opposed to making new ones. The dresses from freeport NPCs with that leather looking bodice would be nice recolored from that nasty drab brown as would the brownish dresses a lot of the Qeynos NPCs wear. I long for the days I'll be able to get a set like those ladies in Maj'Dul wear...but these are a good start as long as more make their way into the game as time passes. </p> <hr></blockquote>Oh i think you might want to look again, they ARE the same. Sure they look different but if you take the Guild level 25 outfit (female version), and re-colour it making sure to fill in the transparent texture at the front so no skin can be seen you will undoubtedly see that they are both the SAME outfit model with just a different texture. Same can be said for the Guild level 30 outfit (male version) and the Chainweave Gi (male version also), these from what i can tell are the same model with a different texture, but most people wouldn't notice if they didn't look closely at how it is shaped and moves. <span>:smileywink:</span>I have to admit i'm a little disappointed in the use of this model for the clothing, it takes away from the uniqueness for those who earned the originals. When i read the notes i thought "Great, they made a new outfit model!!", but they didn't, should have seen it coming to be honest. At least however there is a plentiful array of colour combinations available so even though they did reuse a current model, there is enough variety to please a lot of people. Decided after LU#24 that a tailor might not be a worthy profession to pursue anymore but after seeing this i think i'll give it a shot afterall. <span>:smileyhappy:</span>I have a question though if anyone can answer it, these new boxes that are being made available to craft by Carpenters, are these the new Vendors that will be placed in housing or are they simply like strong boxes that will go into the broker window to sell with? Might even be both lol...</div><p>Message Edited by Kessia189 on <span class=date_text>06-24-2006</span> <span class=time_text>10:35 AM</span>

Catbe
06-25-2006, 04:20 AM
<FONT color=#66ffcc>Sigh,... alright of course I'm aware of the fact that certain race models make for a difficult time in designing new clothing and armor models.  It's very understood seeing as how their shapes are so different.  But we're going on Live Update #25 soon  TWENTY..... FIVE       My voice goes out to more mesh designs please.  And quickly.  SO many people are asking for new looks.  SO many people are complaining about repetition.  I have past experience on recoloring the same meshes to give different appearances to the same piece of clothing on other games.  At first it's rather fun to see all the different variety you can create merely by changing the colors but the novelty wears off.  Another idea is, if you must use the same mesh, play with transparencies a bit more.  Simply by adding different transparencies you can make the same mesh look totally different when it's colored.  I'm not saying that would satisfy us forever but seeing as how it seems to be taking so long to address the issue with the differences in racial structure, I believe just a simple variety would please us in the meantime.  While the wide variety of color schemes featured in the new clothing may seem to be a nice new feature, I can't help but to be reminded of all the complaints in the forums about how SOE can only recolor their models and aren't capable of creating new things.  I know the art team is capable but ..... it's just become expected of them to recolor.  Noone actually seems to believe things will ever change.  Just a little sad I think.  I don't want to come across as just another complaining player who gets mad about everything and is never happy.  I love EQ2.  I love the game too.  But, without a wide audience, the game could get rather lonely.  I'd just like to be around longer than Dark Age of Camelot.  Poor poor souls.</FONT>

Brigh
06-26-2006, 01:28 PM
I don't understand changing racial stealth ability timers.You still can't move. What good is stealth if you can't move.

Purg
06-26-2006, 05:44 PM
<BR> <BLOCKQUOTE> <HR> Brigh wrote:<BR>I don't understand changing racial stealth ability timers.<BR><BR>You still can't move. <BR><BR>What good is stealth if you can't move.<BR> <HR> </BLOCKQUOTE><BR>toilet breaks? camping a spot, hiding on pvp?

Badd Boy
06-26-2006, 05:54 PM
Ok, so I am not on test server. Thank you to the folks on the test server that bear it all and test stuff out. My question is this, does the new update allow a quick button way to enter your class/level. The new broker system is a pain to search.

Eveningbree
06-27-2006, 11:53 AM
<DIV>Quick test last time i responded all that i wrote had gone.</DIV>

Eveningbree
06-27-2006, 12:20 PM
<P>Now for the real meat.</P> <P>I don't get why everyone keeps wanting new looks that only allows you to change the colours or textures of whatever piece of armour or clothing that your wearing.</P> <P>A better way forward, more original, harder to pull off (for the programmers) and allows for greater diversity, control and originallity from players, is to have a wardrobe tab next to your armour slots. You can have it enabled or disabled.</P> <P>When enabled, a new slot appears next to the other armour slot. Whatever piece of armour or clothing you place inside this new slot will appear on your character as wearing it, but the armour your char is wearing in the inventory slot will still give the stat bonuses. If you leave a slot empty and enabled, your char will appear as not wearing anything in that particular slot, but again you will still have stat bonuses from the armour in the inventory slot. This would make it possible for male chars to have bare chests or bare arms as part of thier unique look or even buy tatoos by right clicking the wardrobe slot, sort of like buying new walls for your house, as for the ladies need I say more?</P> <P>EQ2 already has a very poor emote for dancing, after seeing the Guild Wars versus WoW video we could use this for EQ2 and hold the best looking or most original charcter look competitions.</P> <P>BTW if anyone can remember what site the Guild Wars versus WoW video is please post a link here, it's very funny and I think everybody should see it and possibly understand what I mean when I say we need wardrobe slots.</P> <P>I hope you guys like my idea.</P> <P> </P>

Eveningbree
06-27-2006, 12:33 PM
An addition. Wardrobe slots should enable you change clours and textures too.

Eveningsong
06-28-2006, 12:45 AM
Keep in mind that when you are "stacking" items into broker boxes, they aren't a true stack. 5 pieces of armour still take up 5 slots out of the total slots of the box, but for convenience's sake they can be stacked in the listing so that people don't have to wade through quite so many pages of items on the broker. So crafters like armours need just as many slots as any other crafter. And currently the containers on test are not visible to the consumer, so rp reasons don't apply, although I am still very hopeful that there will be house-placeable versions still, and I definitely would want those to look appropriate for rp/decor reasons <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.

RedFeather
06-28-2006, 02:54 PM
<div></div><div></div><div></div><div></div><div><blockquote><hr>Catbeef wrote:<div></div><font color="#66ffcc">Sigh,... alright of course I'm aware of the fact that certain race models make for a difficult time in designing new clothing and armor models.  It's very understood seeing as how their shapes are so different.  But we're going on Live Update #25 soon  TWENTY..... FIVE       My voice goes out to more mesh designs please.  And quickly.  SO many people are asking for new looks.  SO many people are complaining about repetition.  I have past experience on recoloring the same meshes to give different appearances to the same piece of clothing on other games.  At first it's rather fun to see all the different variety you can create merely by changing the colors but the novelty wears off.  <font color="#ffff00">Another idea is, if you must use the same mesh, play with transparencies a bit more.  Simply by adding different transparencies you can make the same mesh look totally different when it's colored. </font> I'm not saying that would satisfy us forever but seeing as how it seems to be taking so long to address the issue with the differences in racial structure, I believe just a simple variety would please us in the meantime.  While the wide variety of color schemes featured in the new clothing may seem to be a nice new feature, I can't help but to be reminded of all the complaints in the forums about how SOE can only recolor their models and aren't capable of creating new things.  I know the art team is capable but ..... it's just become expected of them to recolor.  Noone actually seems to believe things will ever change.  Just a little sad I think.  I don't want to come across as just another complaining player who gets mad about everything and is never happy.  I love EQ2.  I love the game too.  But, without a wide audience, the game could get rather lonely.  I'd just like to be around longer than Dark Age of Camelot.  Poor poor souls.</font><hr></blockquote>I wrote a post wanting this too. It's not hard to make a model with the use of transparencies in mind. In fact you can get away with making just 1 or 2 well thought out models, created in clever layers, and in applying different transparency maps come up with a multitude of unique looking armours.In Oblivion I made new armours, by overlapping peices of existing armour and using transparency maps. Then CuteUnit figured out how to set bones in new imported meshes , which paved the way for modders to import their own models!Even made a half-arsed tutorial. <span><span>:smileysurprised:</span></span><a href="http://www.elderscrolls.com/forums/index.php?showtopic=394408&hl=" target="_blank">http://www.elderscrolls.com/forums/index.php?showtopic=394408&hl=</a></div><p>Message Edited by RedFeather1975 on <span class=date_text>06-28-2006</span> <span class=time_text>04:07 AM</span>

BaruMonk
06-28-2006, 07:24 PM
<blockquote><hr>Badd Boy wrote:Ok, so I am not on test server. Thank you to the folks on the test server that bear it all and test stuff out. My question is this, does the new update allow a quick button way to enter your class/level. The new broker system is a pain to search. <hr></blockquote> <blockquote><hr>Blackguard wrote: <font color="#ffcc00"><b>Please do not post here unless you play on Test. Use the <a href="../board?board.id=testfeed" target="_blank">In Testing Feedback</a> board instead.</b></font><hr></blockquote>

LadyNigh
06-29-2006, 12:51 PM
<BR> <BLOCKQUOTE> <HR> NiamiDenMother wrote:<BR> <DIV>I had several folks interrupt my testing to whimper about the lack of a vendor container specifically for harvestables.  Consider the whimper passed on.  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I'm liking the color variety of the "fluff" clothing sets, for the most part.  However, women are going to need to remove their hand and foot slots for best look (ok, now we need dress slippers ... in every color under the sun!!  <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />), and guys will have to remove their hand slot items ... and deal with funky-looking feet.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>The set at tailor level 30 seems a bit ... off. In all other cases, the male/female sets were a pretty decent matched set. Sometimes the colors were a near-exact match, in other cases, one would be brighter/darker than the other, but close enough that you felt they went together. The Landsman of the Harvest Foliage and the Maid of the Harvest Foliage, however, just don't quite cut it as a set.  Stuff them BOTH in the Landsman, or BOTH in the Maid and they'd be much better off.  {grins}</DIV> <DIV> </DIV> <DIV>Scroll down to the 3rd row in the following table to see what I mean.  It isn't horrid, it just isn't that great, either.</DIV> <DIV><A href="http://eq2.eqtraders.com/articles/article_page.php?article=g93" target=_blank>http://eq2.eqtraders.com/articles/article_page.php?article=g93</A></DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR>Edited after reading further on....ty for the pics <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><p>Message Edited by LadyNigh on <span class=date_text>06-29-2006</span> <span class=time_text>01:53 AM</span>

foulpla
06-29-2006, 05:30 PM
<div><blockquote><hr>BaruMonkey wrote:<blockquote><hr>Badd Boy wrote:Ok, so I am not on test server. Thank you to the folks on the test server that bear it all and test stuff out. My question is this, does the new update allow a quick button way to enter your class/level. The new broker system is a pain to search. <hr></blockquote> <blockquote><hr>Blackguard wrote: <font color="#ffcc00"><b>Please do not post here unless you play on Test. Use the <a href="../board?board.id=testfeed" target="_blank">In Testing Feedback</a> board instead.</b></font><hr></blockquote><hr></blockquote>*hits your fingers with ruler* No need for that, don't be a troll.</div>

Malestrom
07-08-2006, 02:13 AM
<BR> <BLOCKQUOTE> <HR> Bayne wrote:<BR>I am completely underwhelmed with the new tailored clothing... What a waste. Such potential thrown away with this garbage.<BR> <BR> <HR> </BLOCKQUOTE><BR>I agree, I was really hoping that they were thinking along the lines of how varied the clothing was in SWG.

Kaalenarc
07-10-2006, 09:40 PM
<BR> <BLOCKQUOTE> <HR> Malestrom wrote:<BR> <BR> <BLOCKQUOTE> <HR> Bayne wrote:<BR>I am completely underwhelmed with the new tailored clothing... What a waste. Such potential thrown away with this garbage.<BR> <BR> <HR> </BLOCKQUOTE><BR>I agree, I was really hoping that they were thinking along the lines of how varied the clothing was in SWG.<BR> <HR> </BLOCKQUOTE><BR><FONT color=#ffff00>QFE. For whatever reason they are just highly reluctant to give us the armor/clothing dye we all seem to want.</FONT>

Eugam
07-11-2006, 01:46 PM
Its something how cloth works. Example: Robe of the invoker on an illusionist. The robe doesnt copy correct on the personae. What is pink on the robe is white on the personae. (And the pink emiting pink light) I saw similar things with other robes on the illusionist. It seems they dont have coloured maps but change the white part by any parameter. Look at the past LU24 cloth armour. There is a lot of white stuff. I think there is something like dye comming. And dye can only work when the maps are not predefined, but the colours are a mathematical parameter. <div></div>

Drakaran
07-11-2006, 04:09 PM
What I don't understand is why the social aggro thing isn't acknowledged in LU25. It very much effects my ability to solo... in fact, it's now impossible to solo. For something that has such a profound effect on me playing, it really needs to be mentioned... between that and the tradeskill changes in LU24, I basically don't play now. It's too much work. Did SOE forget this was supposed to be a GAME and that games were meant to be FUN??????<div></div>

Macibaru
07-11-2006, 06:10 PM
Social Aggro makes it IMPOSSIBLE for you to solo????I somehow find that very hard to believe. I solo exclusively as a defiler and have only died once since LU 24 because of social aggro. Increased social aggro, as well as the nifty stealth/accidental changes they made to mob taunts, make soloing more challenging, certainly, but they do not make it impossible. If anything, there needs to be more social aggro. Right now, there are plenty of places I can attack a white/yellow orc or goblin, who's standing right beside another and only get one while the other watches me kill it, wait a tic for mana regen, then attack him.I find soloing much more enjoyable now that I have to pay attention to the fight rather than just button mashing while watching TV, which I did all the time 5 weeks ago.<div></div>

CoLD MeTaL
07-12-2006, 12:43 AM
<blockquote><hr>Macibaru wrote:Social Aggro makes it IMPOSSIBLE for you to solo????I somehow find that very hard to believe. I solo exclusively as a defiler and have only died once since LU 24 because of social aggro. Increased social aggro, as well as the nifty stealth/accidental changes they made to mob taunts, make soloing more challenging, certainly, but they do not make it impossible. If anything, there needs to be more social aggro. Right now, there are plenty of places I can attack a white/yellow orc or goblin, who's standing right beside another and only get one while the other watches me kill it, wait a tic for mana regen, then attack him.I find soloing much more enjoyable now that I have to pay attention to the fight rather than just button mashing while watching TV, which I did all the time 5 weeks ago.<div></div><hr></blockquote>r u 70 with decent gear, or r u 50 with not so great gear? It makes a huge difference in the social aggro chagnes. they are the suxxors.

Drakaran
07-12-2006, 03:55 AM
<div><blockquote><hr>Macibaru wrote:Social Aggro makes it IMPOSSIBLE for you to solo????I somehow find that very hard to believe. I solo exclusively as a defiler and have only died once since LU 24 because of social aggro. Increased social aggro, as well as the nifty stealth/accidental changes they made to mob taunts, make soloing more challenging, certainly, but they do not make it impossible. If anything, there needs to be more social aggro. Right now, there are plenty of places I can attack a white/yellow orc or goblin, who's standing right beside another and only get one while the other watches me kill it, wait a tic for mana regen, then attack him.I find soloing much more enjoyable now that I have to pay attention to the fight rather than just button mashing while watching TV, which I did all the time 5 weeks ago.<div></div><hr></blockquote>I'm talking about my level 9 coercer in Sunken City. Mobs in there are packed tight enough I can't pull just one even when I make sure there is an optimum distance between the mob I have targeted and other mobs. I find that doesn't even matter, mobs quite a distance away will still be pulled as well.I also don't care what any 70 level [expletive haxx0red by Raijinn] thinks. The game is screwed up enough from the top level whining about needing more challenges. Maybe you guys should have slowed down and enjoyed the journey instead of rushing to the end.</div>

Kessia189
07-12-2006, 12:51 PM
The reason that you see that on your Personae is because the tint applied to armour to give it its colour is not copied across to it. All armour is white in colour by default so that a tint/texture can be applied to it. All armour dies did in EverQuest I was allow the players the ability to alter the tint applied to the base model (Though armours in EverQuest I were not base white to my recollection, but had a default colour). Maybe in the future we might see some form of personalization to armours like extra spikes, certain plate patterns, nothing to alter the colour but give some distinctive impact. Of course for that we'll still be sitting on the word of the devs that these revamped polygon models are actually in the works and not just a stall <span>:smileywink:</span><div></div>

Rimtuuk Tankdaddy
07-12-2006, 06:05 PM
<DIV>Do you have this problem in other zones or is it only in sunken city? Also, you have to remember that since the very begining of EQ1 SOE has always tried to prod players away from solo to groups. Now, I havent played my 14 necro since LU24 but I do remember that the graveyard was a good zone and the mobs weren't too close togeather for agro. Give that zone a try.</DIV>

Drakaran
07-13-2006, 05:09 PM
<div><blockquote><hr>Rimtuuk Tankdaddy wrote:<div>Do you have this problem in other zones or is it only in sunken city? Also, you have to remember that since the very begining of EQ1 SOE has always tried to prod players away from solo to groups. Now, I havent played my 14 necro since LU24 but I do remember that the graveyard was a good zone and the mobs weren't too close togeather for agro. Give that zone a try.</div><hr></blockquote>No, I also have it in The Ruins, etc. I used the Sunken City as an example. I can never pull just one pirate or orc or whatever, I get EVERYTHING within a pretty good radius of the aggro mob I'm hitting (including group mobs etc) that are also aggro. I don't remember noticing (and don't think it does happen) with non aggro mobs (indifferent etc). Maybe one fix is to greatly reduce the social aggro ring so it only effects other mobs if they are standing close, but in truth, NONE of these zones were designed with social aggro in mind, and if SOE insists on keeping this ill-planned idea, they need to retool ALL zones (or only have social aggro in certain zones where they don't want people to solo).I only can play at odd hours of the day, so I rarely get the chance to group (even though I'd prefer to do so). The zones I was talking about, I was the ONLY person there the entire time, so simply grouping was not even an option.SOE said they would make sure that people could play any way they wanted, whether casual or even solo. It's too bad they don't like people doing that, but catering to soloers and casual players was part of the deal from the beginning.</div>

delbranson
07-13-2006, 06:40 PM
Any reason why body pulls aren't working for you? Just inch in close til you aggro the one target you want, but use no offensive action, pull them away from their friends before you do anything to them.  Social mobs aren't new, and body pulls have been the way to deal with them from the beginning, no?

CoLD MeTaL
07-13-2006, 06:43 PM
<blockquote><hr>delbranson wrote:Any reason why body pulls aren't working for you? Just inch in close til you aggro the one target you want, but use no offensive action, pull them away from their friends before you do anything to them.  Social mobs aren't new, and body pulls have been the way to deal with them from the beginning, no?<hr></blockquote>No it doesn't always work because of MOB PLACEMENT. sometimes 2 or even 3 heroic mobs are occupying the same space so even a body pull pulls 3 heroic encounters (that should be labeled epic)

Macibaru
07-14-2006, 12:30 AM
<div><blockquote><hr>Drakaran wrote:I'm talking about my level 9 coercer in Sunken City. Mobs in there are packed tight enough I can't pull just one even when I make sure there is an optimum distance between the mob I have targeted and other mobs. I find that doesn't even matter, mobs quite a distance away will still be pulled as well.<div>I also don't care what any 70 level [expletive haxx0red by Raijinn] thinks. The game is screwed up enough from the top level whining about needing more challenges. Maybe you guys should have slowed down and enjoyed the journey instead of rushing to the end.</div><hr></blockquote>I believe you are correct that Sunken City needs to be fixed. The mobs in there are packed pretty tightly, and the zone was designed for a 'world' in which the zone was full of people killing things constantly. If the player population in the newbie areas were what it was when the game was released, you probably wouldn't notice the change to social aggro, but as it is not, and that zone is always empty, yes, I will concede that social aggro makes it impossible to solo, THERE. I would further concede that the same is probably true of most of the newbie zones with 'intelligent' or social mobs, because of this same problem. But, at level nine, that still leaves, city quests, CL, and a 101 other ways to earn XP solo at level 9, and therefore not IMPOSSIBLE to solo. Social Aggro is not the problem, individual zone design versus reality is, at least, in this particular situation.I will further contend that in the future you refrain from making assumptions about the people responding to you, nor dispersions on their character when you are asking the dev's to fix something that is broken. </div>

Magic
07-14-2006, 11:12 PM
<DIV>Speaking of social aggro, I noticed it with the guardians at the entrance to the ruins in the Forest Ruins the other night.  It seemed that if one or both were of the fiery type, both would come if I attacked either one.  If both were the stone type, it seemed to be a crap shoot whether or not both came at once if I hit only one of them.</DIV> <DIV> </DIV> <DIV>I usually use the body pull method but haven't tried it on those guardians because I never know when one of those captain whats-his-name grouped mobs will run in or out the door and attack me by surprise.</DIV> <P>I'm not very happy as a solo player to have mobs who aren't part of the encounter to join in the fight.  I tried Soothe on one and attacked the other but both still came at me.  What good is Soothe then?  All I can do is adjust my tactics accordingly.  I've found a way around it in that zone but other zones won't be as forgiving.</P> <DIV> </DIV> <DIV> </DIV>

Llaere
07-16-2006, 10:34 AM
<BR> <BLOCKQUOTE> <HR> Macibaru wrote:<BR> <DIV><BR>I believe you are correct that Sunken City needs to be fixed. The mobs in there are packed pretty tightly, and the zone was designed for a 'world' in which the zone was full of people killing things constantly. If the player population in the newbie areas were what it was when the game was released, you probably wouldn't notice the change to social aggro, but as it is not, and that zone is always empty, yes, I will concede that social aggro makes it impossible to solo, THERE. I would further concede that the same is probably true of most of the newbie zones with 'intelligent' or social mobs, because of this same problem. <FONT color=#ffff00>But, at level nine, that still leaves, city quests, CL, and a 101 other ways to earn XP solo at level 9,</FONT> and therefore not IMPOSSIBLE to solo. <BR><BR>Social Aggro is not the problem, individual zone design versus reality is, at least, in this particular situation.<BR><BR>I will further contend that in the future you refrain from making assumptions about the people responding to you, nor dispersions on their character when you are asking the dev's to fix something that is broken. <BR></DIV><BR> <HR> </BLOCKQUOTE> <P>The only problem that i have with this statement (not so much a problem, just a comment)  If you are a true-blue new player, the game pushes you to these problem zones, under equipped but full of hope.  Off the isle you go to your home-town, then I believe the progression is (for freeport) graveyard -> sunken city -> ruins.  I did these quests from Longshadow so it may be different for other cities.  This isn't a problem for the twinkie alt, the player behind the toon probably knows the game and is geared to the teeth.  He/she also knows there is more then one way to get xp.  The only concern I have is for the truely green player getting frustrated because the game says they should be able to do x quest at their level but social agro just makes them dead.</P> <P>There has to be some way to either re-tool the newbie zones or maybe just remove social agro entirely from them.</P> <P>That being said I see a push to make the game more challenging, and to me it's a nice change.  Death isn't a big deal now, costs a little coin and a few minutes of time lost...not like it used to be...so I guess to me dying a bit more often isn't making me get all upset.<BR></P>

Drakaran
07-16-2006, 04:54 PM
<div><blockquote><hr>Macibaru wrote:<div>... zones with 'intelligent' or social mobs, because of this same problem. But, at level nine, that still leaves, city quests, CL, and a 101 other ways to earn XP solo at level 9, and therefore not IMPOSSIBLE to solo. ...</div><hr></blockquote>NO! It doesn't! SOE ALSO took out the majority of the city tasks as well. I used to be able to do just city tasks and some of the early lowbie zones  until about level 12. THAT IS NO LONGER POSSIBLE!Maybe SOE is just showing its contempt for people starting the game. I know if I was knew to EQ2, I'd hit level 9 or 10 and give up as there is really not much direction or manageable quests. LU24 and LU25 are a freaking fiasco.</div>

DevilDi
07-17-2006, 05:20 PM
<BR> <BLOCKQUOTE> <HR> Drakaran wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Macibaru wrote:<BR> <DIV><BR>...<BR> zones with 'intelligent' or social mobs, because of this same problem. But, at level nine, that still leaves, city quests, CL, and a 101 other ways to earn XP solo at level 9, and therefore not IMPOSSIBLE to solo. <BR>...<BR></DIV> <HR> </BLOCKQUOTE>NO! It doesn't! SOE ALSO took out the majority of the city tasks as well. I used to be able to do just city tasks and some of the early lowbie zones  until about level 12. THAT IS NO LONGER POSSIBLE!<BR><BR>Maybe SOE is just showing its contempt for people starting the game. I know if I was knew to EQ2, I'd hit level 9 or 10 and give up as there is really not much direction or manageable quests. LU24 and LU25 are a freaking fiasco.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Wow.  Exaggerate much?</P> <P>Have you started a new toon and tried the <EM>new</EM> content?  The revamped starter isle, the racial quests, the class training?  What about the newbie zones like Oakmyst, the Caves?  Ringing any bells?  Have you explored Commonlands and availed yourself of the <EM>new</EM> content there?  </P> <P>The quests that were removed did nothing to progress the <EM>game</EM>.  All they did was force a player to run back and forth between zones and actually took them out of world for periods of time.  Depending on the type of system you had, a new player could get really frustrated with this game.  Tradeskill revamp is along the same lines.</P> <P>You would give up if you were new?  Now that is just silly.</P>

Macibaru
07-17-2006, 07:36 PM
<div><blockquote><hr>Llaereth wrote:<div></div>The only problem that i have with this statement (not so much a problem, just a comment)  If you are a true-blue new player, the game pushes you to these problem zones, under equipped but full of hope.  Off the isle you go to your home-town, then I believe the progression is (for freeport) graveyard -> sunken city -> ruins.  I did these quests from Longshadow so it may be different for other cities.  This isn't a problem for the twinkie alt, the player behind the toon probably knows the game and is geared to the teeth.  He/she also knows there is more then one way to get xp.  The only concern I have is for the truely green player getting frustrated because the game says they should be able to do x quest at their level but social agro just makes them dead.<font color="#ff0000">Just for the record, since someone called me a level 70 [expletive haxx0red by Raijinn] above, my highes level char is 39, I've never once bothered to twink an alt below level 10 or so, and I generally stay on the isle until it greys out, unless I made the alt specifically for tradeskills. But even as a new player, starting at release, before there were guides on 1000 websites,  I understood well before level 9 that this wasn't EQ1 and I didn't have to kill the same thing over and over, and if I came to a point where I couldn't kill something I felt I needed, by myself, I went somewhere else. I didn't come to the boards screaming that the <b>game</b> was impossible, and insulting anyone that challenged that statement. </font> <p>There has to be some way to either re-tool the newbie zones or maybe just remove social agro entirely from them.</p><p></p><font color="#ff0000">I totally aggree. I don't think that social aggro fits the reality of the newbie zones and what they are for. If it were still full of dozens of people, and you could get a group in 2 seconds just by walking by the 19 other people looking for one in the area, I would say that social aggro, at least in some cases, would make sense. But as it is, I would say that the zones need to be retooled or have this function removed entirely.</font><p>That being said I see a push to make the game more challenging, and to me it's a nice change.  Death isn't a big deal now, costs a little coin and a few minutes of time lost...not like it used to be...so I guess to me dying a bit more often isn't making me get all upset.</p><font color="#ff0000">As a defiler that solo's nigh-exclusively (only group for HQs and the one time I got bored and decided to go to RE for a couple hours), I look for every increase in challenge I can get. I am VERY happy both with the increase to social aggro and with the new mob taunt/detaunt changes. It makes encounters feel less like button mashing and more like puzzles/real fights.</font><hr></blockquote>Responses in red.</div>

Drakaran
07-17-2006, 11:34 PM
<div><blockquote><hr>DevilDice wrote:<div></div><p>...</p><p>Have you started a new toon and tried the <em>new</em> content?  The revamped starter isle, the racial quests, the class training?  What about the newbie zones like Oakmyst, the Caves?  Ringing any bells?  Have you explored Commonlands and availed yourself of the <em>new</em> content there? </p>...<hr></blockquote>Obviously YOU haven't started one any time recently. It's worse on the FP side as well. Level 9 in Commonlands? And if I'm supposed to go from the hometowns to CL, why don't they just delete the newbie zones and stop frustrating people that actually TRY this stuff? Instead of listening to people that just talk out of their a.. ignorance.</div>

DevilDi
07-18-2006, 12:48 AM
<BR> <BLOCKQUOTE> <HR> Drakaran wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> DevilDice wrote:<BR> <P>...</P> <P>Have you started a new toon and tried the <EM>new</EM> content?  The revamped starter isle, the racial quests, the class training?  What about the newbie zones like Oakmyst, the Caves?  Ringing any bells?  Have you explored Commonlands and availed yourself of the <EM>new</EM> content there? <BR></P>...<BR> <HR> </BLOCKQUOTE>Obviously YOU haven't started one any time recently. It's worse on the FP side as well. Level 9 in Commonlands? And if I'm supposed to go from the hometowns to CL, why don't they just delete the newbie zones and stop frustrating people that actually TRY this stuff? Instead of listening to people that just talk out of their a.. ignorance.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P>Optical, Illusionist.  Female High Elf.  Current Level 29 (26 Tailor).  Started approximately two weeks ago.</P> <P>Maotaduh, Monk.  Male Human.  Current Level 28 (27 Jeweler).  Was started to test the new starter island when it was revamped.  He sat there until LU24 and then was brought to the main land where he sat for a while longer.</P> <P>There are many racial and class quests that were added and I've taken advantage of them.  I have even used my mid-50 Mystic to mentor and take advantage of some AA by doing the lowbie quests.  I was low teen's and still had not done many, many quests.  I also had the Mystic become a Sage the day of LU24 and is currently 74% to level 40.</P> <P>My 70 Fury went home and completed the race quests.  I now dislike the Kerra, but, that is the subject of another thread.  Speaking of that toon, I have over 900 quests completed.  Very, very few of those quests are the ones that were deleted.  My computer is an older system and zoning can be quite a bother.  I avoid it where possible.  I quickly learned zoning for little reward was too much of a hassle.</P> <P>I am quite busy at the moment and find myself loving the crafting.  The higher level toons do the harvesting and the gear I can craft with the rares is quite good.  Even with certain pieces non-rare (some of the advanced books are hella expensive), I find myself equipped so well that <EM>solo'ing</EM> and <EM>duo'ing</EM> are pretty easy.  Nonetheless, I plan on starting a bard soon.  I do not like Freeport (why does evil have to mean dirty) so may have to pick Troub.  I am rather smitten with a certain Dirge on their boards, however, and may have to soldier up and get over my distaste for that city.  I will make it a point to do nothing but the <STRONG><EM>new</EM></STRONG> content and see what that does for me.</P> <P>I find it interesting my points about the <STRONG><EM>new </EM></STRONG>quests and revamped zones were skipped over and you jumped straight to the Commonlands comment.  I'm glad I didn't mention the work in Nek.<BR></P>

thepriz
07-18-2006, 01:27 AM
<div><blockquote><hr>DevilDice wrote:<div></div><p>Nonetheless, I plan on starting a bard soon.  I do not like Freeport (why does evil have to mean dirty) so may have to pick Troub.  I am rather smitten with a certain Dirge on their boards, however, and may have to soldier up and get over my distaste for that city.  I will make it a point to do nothing but the <strong><em>new</em></strong> content and see what that does for me.</p></blockquote><blockquote><hr size="2" width="100%">The Dirge can be played both in Qeynos and Freeport.</blockquote></div>

DeathRider69
07-18-2006, 01:28 AM
<div><blockquote><hr>Drakaran wrote:<div><blockquote><hr>Rimtuuk Tankdaddy wrote:<div>Do you have this problem in other zones or is it only in sunken city? Also, you have to remember that since the very begining of EQ1 SOE has always tried to prod players away from solo to groups. Now, I havent played my 14 necro since LU24 but I do remember that the graveyard was a good zone and the mobs weren't too close togeather for agro. Give that zone a try.</div><hr></blockquote>No, I also have it in The Ruins, etc. I used the Sunken City as an example. I can never pull just one pirate or orc or whatever, I get EVERYTHING within a pretty good radius of the aggro mob I'm hitting (including group mobs etc) that are also aggro. I don't remember noticing (and don't think it does happen) with non aggro mobs (indifferent etc). Maybe one fix is to greatly reduce the social aggro ring so it only effects other mobs if they are standing close, but in truth, NONE of these zones were designed with social aggro in mind, and if SOE insists on keeping this ill-planned idea, they need to retool ALL zones (or only have social aggro in certain zones where they don't want people to solo).I only can play at odd hours of the day, so I rarely get the chance to group (even though I'd prefer to do so). The zones I was talking about, I was the ONLY person there the entire time, so simply grouping was not even an option.SOE said they would make sure that people could play any way they wanted, whether casual or even solo. It's too bad they don't like people doing that, but catering to soloers and casual players was part of the deal from the beginning.</div><hr></blockquote><font color="#ffff00">I can actually confirm the aggro.  I have a level 11 bruiser on test and you really have to be extremely careful when pulling a mob.  What I have noticed is that it does seem bugged.   I noted in The Ruins that when I pulled one gaurd, his social would pull all guards in range of the social.  The problem is that all of those guards then pulled all of the guards in their social range and it cascaded quickly.   A good example:Mob 1 is attacked and has a 10m social range.  Mob 2-3 are within the outter edges of the 10m social range and get called in.Mobs 4-7 are within the 10m social range of mobs 2-3.Mobs 8-X are within the 10m social of mobs 4-7.   Now I pulled mob 1 and expected only mobs 2-3 as a possibility, but now due to cascades, I have pulled 8+ mobs and get killed in seconds.  Happened with the pirates in the Sunken City as well.  I thought initially it was my AE, but I zoomed out above the toon when I pulled a mob from the doorway near the first pirate batch.  What I saw was the roaming mob I was targetting saw me, then pulled the group just left inside the door, the other roaming mob just at the edge of the social range, and the group down the wall to the right.  The other roamin mob was off at 45 degrees from the mob I pulled and he pulled the groups on the wall straight back.  I was able to kill a few, but with 6+ mobs it still killed me.While it does really hose up soloing, it is still possible.I will note that it does not seem to affect pets.  My Necro on The Bazaar will only get social aggro if near the mobs.  If the pet attacks, only those in the attacked group get aggro. </font></div>

DeathRider69
07-18-2006, 01:31 AM
<div><blockquote><hr>delbranson wrote:<div></div>Any reason why body pulls aren't working for you? Just inch in close til you aggro the one target you want, but use no offensive action, pull them away from their friends before you do anything to them.  Social mobs aren't new, and body pulls have been the way to deal with them from the beginning, no?<hr></blockquote><font color="#ffff00">I tried that with my toon on test and it did not work that way since the update.  When I pull the one mob, the "yell" out and even before I hit them I can see the other mobs mobilizing.  It is what I was doing in the Sunken City as well.  I would pull Mob 1 and run out the door to a safe fighting area.  As he was chasing me, you could see the cascade of the socials "yell" and the other groups that would not normally chase me down started coming after me.  I could actually see the slight delay as I passed them outside of their range, but as the mob passed, the drew down and charged.</font></div>

DevilDi
07-18-2006, 01:57 AM
<BR> <BLOCKQUOTE> <HR> thepriz wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> DevilDice wrote:<BR> <P>Nonetheless, I plan on starting a bard soon.  I do not like Freeport (why does evil have to mean dirty) so may have to pick Troub.  I am rather smitten with a certain Dirge on their boards, however, and may have to soldier up and get over my distaste for that city.  I will make it a point to do nothing but the <STRONG><EM>new</EM></STRONG> content and see what that does for me.</P></BLOCKQUOTE> <BLOCKQUOTE> <HR width="100%" SIZE=2> <BR>The Dirge can be played both in Qeynos and Freeport.<BR></BLOCKQUOTE></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Joy! </P> <P>I've had my hands full so I have done no research.  Thank you for the tip.</P> <P>Dirge Weaponsmith ftw!  Maybe a gnome this time.</P><p>Message Edited by DevilDice on <span class=date_text>07-17-2006</span> <span class=time_text>02:57 PM</span>

Sirenta
07-18-2006, 03:14 PM
<BR> <BLOCKQUOTE> <HR> Drakaran wrote:<BR> <DIV><BR>I also don't care what any 70 level [expletive haxx0red by Raijinn] thinks. The game is screwed up enough from the top level whining about needing more challenges. Maybe you guys should have slowed down and enjoyed the journey instead of rushing to the end.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Normally I would ignore such flaming... but do you really think a now level 70 has rushed to the end?</P> <P>Enter the Realm of Norrath, post-shattering, November 2004</P> <P>September 2005, raise to 60</P> <P>Feb 2006 (or was it march) raise to 70...</P> <P>Well, one can call 10 Levels in 4 month quite a rush....</P> <P> </P> <P>Well if you are not capable of solo, here is THE clue: ltpyc</P> <P>Some locations are not quite designed to solo. Even though it is Solo-Content...</P> <P> </P> <P>I am still wondering why anyone is playing a MASSIVELY MULTIPLAYER orpg to SOLO</P> <P>But maybe thats just me...</P> <P>So maybe instead of harassing some of the veterans around here, you should  walk a while down<BR>the Knowyourrole-Blvd. </P> <P>Since most of my chars leveled along freeports outer circles and especially past LU24<BR>I know that it is possible to solo in Sunken City.<BR>This is said by Coercer, Bruiser, SK, and Necro so keep your words for yourself, bummer</P>

Drakaran
07-18-2006, 06:08 PM
<div></div><div><blockquote><hr>Sirenta wrote:<div></div><p>...</p><p>Since most of my chars leveled along freeports outer circles and especially past LU24I know that it is possible to solo in Sunken City.This is said by Coercer, Bruiser, SK, and Necro so keep your words for yourself, bummer</p><hr></blockquote>Exactly what I'm talking about. This is the feedback section for LU25 NOT LU24. The experience you had at LU24 does not apply here as the social aggro thing is more recent, it's only compounded by the removal of city quests in LU24. Try starting a new character and see what you think aobut the newbiezones post LU25 instead of just assuming you know what I'm talking about.It gets rather frustrating to try to warn people what's happening and have them discount what you are saying when they don't even know what they're talking about. If you don't believe what I say, read what DeathRider69 wrote. It confirms exactly what I said. You and DevilDice etc haven't obviously played a new character since LU25, so what you say is moot.As far as the soloing thing, obviously also NOT read my posts. I solo when I'm FORCED to, not because I prefer to. The newbie zones are almost always (and when I'm online are) totally abandoned. There is NO opportunity to group, it's not even a choice, yet zones like Sunken City can obviously only have their quests completed by a group because of the rediculous addition of social aggro in them.Again these zones were created to be hard with the aggro setup at the time they were created. They are NOT designed to accommidate social aggro and should be either retooled or have social aggro restricted to CERTAIN zones and not EVERY zone. (which I have also said before)DeathRider69, thanks for actually listening and trying it out and seeing what I meant. This will be a fiasco for TRULY new players when they hit these zones.</div><p>Message Edited by Drakaran on <span class=date_text>07-18-2006</span> <span class=time_text>07:10 AM</span>

Macibaru
07-18-2006, 06:28 PM
<div><blockquote><hr>Sirenta wrote:<div></div>I am still wondering why anyone is playing a MASSIVELY MULTIPLAYER orpg to SOLO <p>But maybe thats just me...</p><hr></blockquote>As someone that solos...Because I like the realism of the world that has other human players, but I prefer to play the game on my own schedule.Because I have real life things going on, and don't like dropping people on a moments notice at the bottom of a dungeon.Because I like the added challenge.Because I am self-reliant.Because I am a bit shy, a lot brash, fairly arrogant, and VERY crude, and don't always do well on first impressions.Because all my friends are either much higher level, much lower, or are playing on other servers.Because I get bored doing the same thing in the same way, over and over.Because I can sometimes only play for 20 minutes to an hour at a time.Because I have quests that are in areas where no other players are atm, and I don't feel like waiting around for 3 hours to get a group to do something I can do myself in 20 minutes.Because chain casting Wards, or Heals, or Taunts, or Detaunts, or Nukes, or Debuffs, or Mes/Stun, can get old.Because even the average player makes bad mistakes or gets annoying some times, and half the players are worse than the average, so in any group of six, you probably have 3 below average players. I may be forced to find out that I am one of them the hard way.Because it's a game that allows me to play the way I like, and I LIKE to solo.Because I solo'd a Cleric up to 54 in EQ1 when everyone said it couldn't be done.There's 13 reasons for you.</div>

DevilDi
07-18-2006, 10:42 PM
<BR> <BLOCKQUOTE> <HR> Drakaran wrote:<BR> <DIV><BR>Exactly what I'm talking about. This is the feedback section for LU25 NOT LU24. The experience you had at LU24 does not apply here as the social aggro thing is more recent, it's only compounded by the removal of city quests in LU24. Try starting a new character and see what you think aobut the newbiezones post LU25 instead of just assuming you know what I'm talking about.<BR><BR>It gets rather frustrating to try to warn people what's happening and have them discount what you are saying when they don't even know what they're talking about. If you don't believe what I say, read what DeathRider69 wrote. It confirms exactly what I said. You and DevilDice etc haven't obviously played a new character since LU25, so what you say is moot.<BR></DIV> <P>Message Edited by Drakaran on <SPAN class=date_text>07-18-2006</SPAN><SPAN class=time_text>07:10 AM</SPAN><BR></P> <HR> </BLOCKQUOTE> <P>Social aggro has been in since #24.  I have started new toons and played in that environment.  I have only played the Qeynos side, however, so any concerns or problems with Freeport I cannot address. </P> <P>I also started my toons on a regular server and not test so, again, if that is the trouble, I cannot comment.</P> <P>I do not wish to argue with you over this matter.  We have been addressing:</P> <P>     <STRONG>"<EM> [social aggro] very much effects my ability to solo... in fact, it's now impossible to solo. For something that has such a profound effect on me playing"</EM></STRONG></P> <P>Drakaran: <SPAN><SPAN class=date_text><FONT color=#756b56>07-11-2006</FONT></SPAN><SPAN class=time_text>05:09 AM</SPAN> </SPAN></P> <P>My posts have been aimed at giving you options.  I do not believe my points are moot.</P> <P>I will, however, bow out of this because I do not play on test.  Go ahead, shoot me.  Whatever brain spasm that put me in this discussion has passed and I realize I don't really have a dog in this hunt.  I will be happy to test these issues on live and will get back with you.<BR></P>

Magic
07-20-2006, 11:35 PM
<P>My toons on Test are newbies (combat levels 5 through 10) and were started in late June played totally solo from birth.  I feel that the social aggro adds a new challenge to the game.  I used to know which mobs would aggro and I'd adjust my tactics accordingly.  Now I learn the hard way and that makes the game fun and sometimes frustrating.  I'm learning how to use each toon's abilities to minimize personal risk while killing everything that I wish.  Having a need to think a little bit makes the game fun, does it not?</P>

Lordviperscorpian
07-23-2006, 05:52 PM
Fix bards.  Thanks.<div></div>

Magic
07-24-2006, 10:57 PM
<P>Now that I have played in The Ruins and Sunken City all weekend, I can emphaticvally say that I am very, very happy about the social aggro.  I died so many times but I learned valuable lessons and enjoyed it every step of the way.  It is a lot of fun now.  I can still solo those areas because I know which mobs are likely to help their friends and I pull carefully.</P> <P>Thank you to the devs and everyone responsible for that change!!!</P>

Te'ana
07-26-2006, 06:10 AM
Why even bother with the conning mechanism if it lies to you?  The old way just let you know in advance who was part of a social agro grouping and you could adjust to your situation as needed, now the conning system tells lies and causes problems for the average player who doesn't see dying as fun, only a waste of valuable time.

Magic
07-26-2006, 09:35 PM
<P>I wouldn't say that the conning system lies to you.  When it shows that mobs are linked, that is the truth and you must defeat every last one of the linked mobs in order to get credit for that encounter.  The system no longer spoon feeds you about which mobs will attack besides your target.</P> <P>The additional mobs who join the fight are generally linked by proximity.  I've noticed that mobs will not help unless they are either standing within range of the fight, or they wander into range during the fight.</P> <P>So now, when considering whether or not to attack a mob or group, look around you and your target.  If you can take on all the locals who might join the fight, then go for it!!!  Otherwise, either leave them alone or wait until the locals move out of range.  Be careful in that case because if your fight is not done by the time they return, you'll have them in your fight anyway.  DOH!!!</P> <P>We must come up with new strategies.  That should be fun and thinking is a good thing.  The sooner you learn a strategy against your targets, the less often you die.  </P> <P>Here's a spoiler so don't read beyond this if you want to discover this on your own.  As a tip for The Ruins, there is a single Orc near a linked group of three Orcs who are standing next to a wooden fence.  If you attack that single Orc, the group of three will always join the fight.  However, if you have a master 2 spell against Orcs, I forget the name, you can kill that single Orc in one shot.  Then the group of three WILL NOT attack you!  It's a great way to eliminate adds.  I won't tell you any other strategies so go out and experiment.  The game is fun again!!!  Thanks, SOE!!!</P>

Te'ana
07-27-2006, 06:40 PM
<DIV><BR> <BLOCKQUOTE> <HR> Aljola wrote:<BR> <P>I wouldn't say that the conning system lies to you.  When it shows that mobs are linked, that is the truth and you must defeat every last one of the linked mobs in order to get credit for that encounter.  The system no longer spoon feeds you about which mobs will attack besides your target.</P> <P>The additional mobs who join the fight are generally linked by proximity.  I've noticed that mobs will not help unless they are either standing within range of the fight, or they wander into range during the fight.</P> <P>So now, when considering whether or not to attack a mob or group, look around you and your target.  If you can take on all the locals who might join the fight, then go for it!!!  Otherwise, either leave them alone or wait until the locals move out of range.  Be careful in that case because if your fight is not done by the time they return, you'll have them in your fight anyway.  DOH!!!</P> <P>We must come up with new strategies.  That should be fun and thinking is a good thing.  The sooner you learn a strategy against your targets, the less often you die.  </P> <P>Here's a spoiler so don't read beyond this if you want to discover this on your own.  As a tip for The Ruins, there is a single Orc near a linked group of three Orcs who are standing next to a wooden fence.  If you attack that single Orc, the group of three will always join the fight. <FONT color=#ff0000> However, if you have a master 2 spell against Orcs, I forget the name, you can kill that single Orc in one shot.</FONT>  Then the group of three WILL NOT attack you!  It's a great way to eliminate adds.  I won't tell you any other strategies so go out and experiment.  The game is fun again!!!  Thanks, SOE!!!</P><BR> <HR> </BLOCKQUOTE><BR>I may be wrong, but I doubt if a new player will have a <FONT color=#ff0000>Master II</FONT> spell when going into the Ruins for the first time, especially if they left the IoR quickly.  Still and all, most people don't want to waste time dying needlessly just to figure out how to play a low-level area that will grey out quickly.  The old way is much better for new players, the social agro should be left to advanced areas.</DIV>

Magic
07-27-2006, 11:49 PM
<P><BR> </P> <BLOCKQUOTE> <HR> Te'ana wrote:<BR> <DIV><BR>I may be wrong, but I doubt if a new player will have a <FONT color=#ff0000>Master II</FONT> spell when going into the Ruins for the first time, especially if they left the IoR quickly.  Still and all, most people don't want to waste time dying needlessly just to figure out how to play a low-level area that will grey out quickly.  The old way is much better for new players, the social agro should be left to advanced areas.</DIV><BR> <HR> </BLOCKQUOTE> <P>I agree that low-level players won't have the master 2 spell until around level 14.  Once they have it, it'll make hunting those Orcs much easier.</P> <P>Death is really no big deal to me.  I've learned to deal with it and learn from it.</P> <P>I wouldn't consider social aggro to be advanced.  It's rather simple, actually.  The only mobs that will aggro socially, who aren't part of your target encounter. are KOS mobs.  If you are in an area with one or more of these mobs, expect social aggro.  Simple as that!  Learn what to attack and what to leave alone.  There are safe places to hunt.  It's up to the reader to explore and discover their favorite hunting spots.</P> <P>But a few words of caution.  Be careful in areas that seem empty of mobs, they may have been killed recently and will be spawning soon.  Observe your prospective hunting area for a while before actually killing anything, watching especially for the roaming mobs.  Don't stand in or near the paths of roamers because they'll aggro in passing and attract nearby KOS mobs.</P><p>Message Edited by Aljola on <span class=date_text>07-27-2006</span> <span class=time_text>03:51 PM</span>

Drakaran
07-30-2006, 06:43 AM
<div><blockquote><hr>Aljola wrote:<div></div> <div></div> <blockquote></blockquote> <p>I agree that low-level players won't have the master 2 spell until around level 14.  Once they have it, it'll make hunting those Orcs much easier.</p> <p>Death is really no big deal to me.  I've learned to deal with it and learn from it.</p> <p>I wouldn't consider social aggro to be advanced.  It's rather simple, actually.  The only mobs that will aggro socially, who aren't part of your target encounter. are KOS mobs.  If you are in an area with one or more of these mobs, expect social aggro.  Simple as that!  Learn what to attack and what to leave alone.  There are safe places to hunt.  It's up to the reader to explore and discover their favorite hunting spots.</p> <p>But a few words of caution.  Be careful in areas that seem empty of mobs, they may have been killed recently and will be spawning soon.  Observe your prospective hunting area for a while before actually killing anything, watching especially for the roaming mobs.  Don't stand in or near the paths of roamers because they'll aggro in passing and attract nearby KOS mobs.</p><p>Message Edited by Aljola on <span class="date_text">07-27-2006</span> <span class="time_text">03:51 PM</span></p><hr></blockquote>Exactly. I started 6 different characters on test after lu24, each of them, after completing everything on the island, doing all the quests and killing all the boss mobs consistantly were level 7 or 8. Since they removed most of the starter quests in the home towns, I literally only had a handful of quests to do, which, at max bumped my character 1 level. My ratonga coercer, once finishing the racial quests was specifically directed to the Sunken City. If you'll recall, there is a quest in that zone that requires you to go through a whole bunch of those black guard to get to a barrel. That zone is a lot different at 8 or 9 than it is at 14, I can promise you that. Any true newbie coming in there will get stuck, and without help to learn about  body pulls etc, they're gonna stay stuck. There's nothing to tell them there are other starting zones. All they will know is what they were spoon-fed on the isle. The point is, they shouldn't HAVE to go to another zone to level up to the point they can do Sunk City, etc, the designers should have fixed that or directed them to another zone to begin with.The only worse zone is the Ruins, and after finally completing the quests in Sunken City, guess where I'm directed next? At level 10, The Ruins is NOT a fun zone. </div>

Macibaru
07-31-2006, 07:15 PM
I COMPLETELY disagree that a truely new character won't try going somewhere else.My first character, started Nov 8 2004, I was directed to graveyard for just about all my newbie quests. And let me tell you, at the time, that zone was the worst of all the FP zones. I thought for sure that it was 'impossible' to solo there. I figured that out in like 10 minutes, and decided to try other places. The discovery I got exploring and the occassional kill in the other newbie zones/quests was enough to kick me up from 8 to 10/11, and from there I just skipped on out to CL.A true newbie most certainly knows that the world is bigger than their immediate neighbourhood. While I would aggree that something must be done to address the overabundance of social aggro in the newbie zones, it is not nigh unto armaggedon should it be delayed while they fix all the other things that need to be fixed.<div></div>

Magic
08-01-2006, 01:33 AM
<P><BR> </P> <BLOCKQUOTE> <HR> Drakaran wrote: <DIV>Exactly. I started 6 different characters on test after lu24, each of them, after completing everything on the island, doing all the quests and killing all the boss mobs consistantly were level 7 or 8. Since they removed most of the starter quests in the home towns, I literally <STRONG>only had a handful of quests to do, which, at max bumped my character 1 level</STRONG>. My ratonga coercer, once finishing the racial quests was specifically directed to the Sunken City. If you'll recall, there is a quest in that zone that requires you to go through a whole bunch of those black guard to get to a barrel. That zone is <STRONG>a lot different at 8 or 9 than it is at 14</STRONG>, I can promise you that. Any true newbie coming in there will get stuck, and without help to learn about  body pulls etc, they're gonna stay stuck. <STRONG>There's nothing to tell them there are other starting zones.</STRONG> All they will know is what they were spoon-fed on the isle. The point is, they <STRONG>shouldn't HAVE to go to another zone to level up</STRONG> to the point they can do Sunk City, etc, the designers should have fixed that or directed them to another zone to begin with.<BR><BR>The only worse zone is the Ruins, and after finally completing the quests in Sunken City, guess where I'm directed next? At level 10, The Ruins is NOT a fun zone.<BR> <HR> </DIV></BLOCKQUOTE> <P>I started 6 new toons on Test post LU24 too.  However, I don't agree with you about the remaining city quests raising you by only one level.  I play with my combat XP disabled at all times and my Necro is currently at level 14.  I generally leave the starter island when I'm at level 6 with all quests finished and every discovery discovered.  I go to every city and suburb zone and do every quest available to me and discover everything there too.  I went up 6 levels that way so far.</P> <P>I did the Sunken City barrel quest while I was level 5 without death.  I kid you not!  I also did the griffon egg quest in The Thundering Steppes while I was level 10 without death.  I kid you not!  Those eggs were quite a ways into the zone!</P> <P>True, the racial quests don't seem to direct us to the other suburbs, or the other hunting zones, as they once did.  But this is an adventure game and exploration is part of it.  Newbies should feel a desire to visit other zones and explore them, especially now with the additional in-game maps.</P> <P>I cannot DISagree with you more about not HAVING to level up elsewhere.  How boring do you want it to be?  I mean you can stay in one zone if you want but I want variety.  The Ruins is not a newbie zone, as some are led to believe.  Part of The Commonlands is easier than any part of The Ruins!  It's not easy to categorize the zones by level because they each have subsections of various difficulties.  I bounce around between them to stay with mobs at my level.</P> <P>Please note that I am saying all of this with respect and a smile.  I am not intentionally flaming you but I sincerely apologize if I seem to be.</P>