View Full Version : New Betrayal
Feconix
05-11-2006, 10:21 PM
<div></div>Hello everyone,I would appreciate if anyone that tries the new betrayal series and finds a bug to please post it in here, so I can address it.Thanks a lot and I hope you all like it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div><p>Message Edited by Findin on <span class=date_text>05-11-2006</span> <span class=time_text>11:22 AM</span>
Deila
05-12-2006, 03:55 AM
<P> </P> <P>Trying out the Qeynos to Freeport betrayal, and seem to have hit a bug, or at least a hitch.</P> <P>On 'The Concordium's Delivery, my first task is to eavesdrop on Augerer Phineas, who comes out at night outside the Mage Tower in SQ. Good good - got there, and found him. Stayed back near the wall at HIdden Location (mwah hah ha), and get a chat message that 'I should be able to use my voice modulater to overhear the Mages without being caught.'</P> <P>Only problem is - I haven't been given a voice modulater. (Which, by the way, really looks like a typo to me. Shouldn't it be a 'modulator'? Certainly, that's how Marvin the Martian pronounces it, so it <EM>has to be right</EM>.... )</P> <P>Okay, well, Vernon Tinworthy said that Towser back in Elddar Grove was someone I could trust when he gave me the quest, so I thought maybe I'd go see him about a voice modulat.... whichever. He's a gnome, theorist, and modulatorless. Though he did give me another betrayal quest to break into a lockbox - for which he did give me a Gnomish Key Replicator.</P> <P>Still modulatorless, I went back to Vernon to see if I could shake him down for a voice modulator, but he wasn't interested in giving one up. That's when I got nasty.</P> <P>Tried /shakedown - didn't work.<BR>Tried /gimme_the_questitem %t - nope.<BR>Tried /extract_voice_modulater_%t_netherregion - nada.</P> <P><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>So, Vernon doesn't want to hand out the voice modulators. I think he deserves to be punished.</P> <P> </P>
Feconix
05-12-2006, 04:08 AM
That should be fixed with the next update. Not sure why he offered you another quest though, I'll check into that.Thanks.<div></div>
Deila
05-12-2006, 04:17 AM
<P> </P> <P>To clarify - Vernon did not give me another quest, Towser gave me a quest (when I went to see him, hoping he'd give me the voice modulator).</P> <P> </P>
Kadurm
05-12-2006, 04:20 AM
Got to the same stopping point as Vyviel in the Qeynos to Freeport quest. Cant offer up much more info on it other than that. Will look into the secondary quest and see if I get that one as well.
Ceruline
05-12-2006, 04:32 AM
There's a very similar issue with the first step of the FP->Q-town quest - you don't seem to be given any listenomitrons to use in the spots that have orange Strategic Location popups.<div></div>
Deila
05-12-2006, 05:08 AM
<P> </P> <P>The quest from Towser Flizgibbert (Q > F), 'Unlocking the Plans', doesn't seem like it's supposed to be offered before completing 'The Concordium's Delivery'. The initiating dialogue option is 'The information I heard was so sketchy. What do you need me to do now?', and seems like it's referring to the eavesdropping info from Delivery. Though as noted above, I was given this quest just fine without having been able to eavesdrop yet.</P> <P>Also, when returning to Towser to hand in the secret document to complete the quest, he again gives me the possible convo response noted above - by using it again, you return to the initial quest convo progression, get another Gnomish Key Replicator, and are asked to go to the Mage Tower again. The quest journal doesn't revert or anything - just repeats the conversation progress as if you hadn't begun the quest yet.</P> <P>Next step after completing Unlocking the Plans sets me as Exile - the other reason it doesn't seem right to have done this without the previous one (or more). It's essentially allowing me to bypass Vernon's quest(s) to proceed. So, I'm going to clean out my inn room, and wait for the next patch to get my voice modulator before proceeding.</P> <P> </P>
Ceruline
05-12-2006, 06:16 PM
<P>I went ahead with an alt and pushed through the exile step even though I was still stuck on the modulator.</P> <P> </P> <P>Observations (Slightly Spoilery)</P> <P>I really love the concept of the new betrayals - unlike the old version, you are actually made to deliberately act counter to the best interests of your city in order to be exiled. I'm not sure if I like where the warnings and confirmation dialogs come into the process though - I'm not really sure there OUGHT to be a warning before being exiled. </P> <P>Let me explain a bit - I understand that there needs to be a warning before the part that resets all of your skills to App I - but I understand that this takes place when you repatriate to the opposing side, not when you exile. Operating under the assumption that once you get into Haven you can work towards repatriating to either city, I feel that exile should come without an out-of-character warning (IE, it *should* be possible for someone to just blunder into it. Shame on them for just mindlessly doing whatever quest NPCs ask them to without thinking about it! :smileyvery-happy<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>This can be mitigated by putting the various confirmations at whichever point they would be committing to a course of action which would actually cause the loss of skills. This would allow a character to inadvertanly be exiled (Getting swept away by the events, so to speak) and then have to work to regain their citizenship. I think that this would make for a much more interesting dynamic to the quest - and maybe make more people pay attention to what exactly a quest is asking them to do!</P> <P>In any case, a lot is speculative, as trying to zone to Haven currently crashes the EQ2 client, so comments on what might happen after I get there are, I suppose, premature.</P> <P>Comments on the actual end of the quest:</P> <P>I liked the color/egg puzzle in the instance a lot. That said, once I solved it, the rest of the instance was trivial due to having stealth (Nothing in the instance could see stealth) Would be nice if the mobs can be set up so that some of them see invis, but it would still be possible to get around them using stealth with some degree of effort (Don't force us to fight - just force us to use some ingenuity to avoid fighting)</P>
Naknek
05-13-2006, 12:52 AM
<DIV>Deila said:</DIV> <DIV> </DIV> <DIV>Also, when returning to Towser to hand in the secret document to complete the quest, he again gives me the possible <FONT color=#ff3300>convo</FONT> response noted above </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>__________</DIV> <DIV> </DIV> <DIV>Um, what's a convo? </DIV> <DIV> </DIV>
Deila
05-13-2006, 12:57 AM
<BR> <BLOCKQUOTE> <HR> Naknek wrote:<BR> <DIV> </DIV> <DIV>Um, what's a convo? </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Fancy dev-speak shorthand for "conversation text with NPCs". At least in some circles.</P> <P> </P>
CB_Swami
05-14-2006, 04:44 AM
I managed to complete the betrayal portion but when I was loading into Haven, I got a Crash To Desktop.I reloaded the client and again CTD trying to load Haven<img src="http://i51.photobucket.com/albums/f361/mswaja/Error13may06.jpg">I did perform a full scan and still get the same error.This is occurring at the stage when the client is creating the zone.<p>Message Edited by CB_Swami on <span class=date_text>05-15-2006</span> <span class=time_text>09:33 AM</span>
CB_Swami
05-16-2006, 05:55 AM
Haven is working well now, thank you Devs.but one thing you may want to add, is some more clues as to where you find the NPC you need to talk to to gain favor with your new city. the current clue of either antonica or commonlands is a bit vague to say the least<p>Message Edited by CB_Swami on <span class=date_text>05-15-2006</span> <span class=time_text>09:56 PM</span>
Feconix
05-17-2006, 02:09 AM
<div><blockquote><hr>Ceruline wrote:<div></div><p>(IE, it *should* be possible for someone to just blunder into it. Shame on them for just mindlessly doing whatever quest NPCs ask them to without thinking about it!</p> <p>This can be mitigated by putting the various confirmations at whichever point they would be committing to a course of action which would actually cause the loss of skills. This would allow a character to inadvertanly be exiled (Getting swept away by the events, so to speak) and then have to work to regain their citizenship. I think that this would make for a much more interesting dynamic to the quest - and maybe make more people pay attention to what exactly a quest is asking them to do!</p><hr></blockquote>Once you become exiled, no matter whether you go to the other city or back home, all of your spells will be reset by the end. By losing your citizenship you lose your spells. I know the notifications kinda break immersion, but unlike single player games, people can't save and go back, so it's important they know what is coming. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>
Feconix
05-17-2006, 02:10 AM
<div><blockquote><hr>CB_Swami wrote:Haven is working well now, thank you Devs.but one thing you may want to add, is some more clues as to where you find the NPC you need to talk to to gain favor with your new city. the current clue of either antonica or commonlands is a bit vague to say the least<hr></blockquote>I'll add better directions to each. Thanks for the feedback.</div>
Ceruline
05-17-2006, 06:56 AM
Right now, Kettle didn't lose any of her skills when she initially got sent to Haven. Since I'm planning on keeping her there, that's perfectly okay by me! (I always wanted a swashy, but wanted out of that goody goody town) For those who want to move their characters to Haven full time, I guess this is pretty important. Right now, it works very well for them, as they'll only lose the skills if they go back.<div></div>
Deila
05-20-2006, 05:51 PM
<DIV> </DIV> <DIV>When my baby Warlock first arrived in Haven (betraying from Qeynos to Freeport), during the conversation with Kivrin, at one point I have only one option to speak - "So, I can't convince those trying to reach Freeport of their mistake?"</DIV> <DIV> </DIV> <DIV>Seems just a bit reversed to me. If I myself am betraying Qeynos to get to Freeport, shouldn't I be thinking of convincing those trying to go back to that wretched Qeynos of the error of their ways?</DIV> <DIV> </DIV> <DIV>Has anyone betraying from Freeport to Qeynos noticed if their conversation options are reversed at this step?</DIV> <DIV> </DIV> <DIV> </DIV>
Kethaera
05-20-2006, 07:51 PM
Freeport to Qeynos:<ul><li>After killing the commander in the instance, you're supposed to go talk to one of the squires and receive a bomb to blow up the supplies. There is currently no way to get that bomb, and the squire's conversation acts as if you already had it; she tells you to blow up the supplies before she'll give you the second bomb. Of course, without the bomb, you can't blow up the supplies, and therefore the quest hangs. This happened to a guildmate of mine, too.</li></ul><ul><li>As you go around listenint to the guards, there's redundant chat text after the first conversation. I /bugged it, but I don't remember exactly what it was now. One of the NPC's from the first conversation says something to the effect of "He's the one between the East and West gates?" and this line repeats in the middle of the chat text in all the following conversations you overhear.</li></ul><ul><li>The mobs in the instance may be a <i>bit</i> too hard. I had to twink out my level 13 dirge's armor and spells before she was able to defeat the blue ^ commander. In my mind, this would be a bit prohibitive to anyone truly new to the game who would not have the coin to be able to twink out their character. This is just my opinion, and as it's my first time to play a dirge, perhaps I just suck! I'll be interested to see what others' opinions are on this instance.</li></ul><div></div>
nat_lyte
05-21-2006, 11:13 AM
other things of note if during the qeynos tower instance you destroy 1 generator die or otherwise make an early exit, return and destroy the other 2, when told to return to your friends the NPC who spawns to smite and banish you does not spawn, in some cases exiting and returning did work, in other cases deleting the quest and starting over was required the quests to gain FP faction: at the mailbox at the tavern in NQ there is a spawn point for both beaker of lye and vials of acid that is floating in the air, also a bag of flour spawns in the mailbox for the toxic flour quest. also if the nodes(or whatever the update items would be called) if they are contested ya may wanna increase the spawn rate, as there are not enough for one person to make in and out ad a decent exchange rate(thats at 70) horrible pain and suffering trying to scavange the city at a lower lvl having to deal with more than a guard or 2 other than that, love the new betrayals good work lucky <div></div>
Bhagpuss
05-21-2006, 01:03 PM
<div></div><div></div>I ran through the Qeynos to Freeport Betrayal quest yesterday, as far as arriving in Haven. Most of the glitches and bugs that I encountered are already mentioned above, but I do have some thoughts on the experience. The one real technical problem I ran into which hasn't been mentioned is Line of Sight issues in the Red tower during the final event. As a conjuror I have some extra problems already with pet line of sight, but the tight, convoluted layout of the Red tower made it virtually impossible for either I or my pet to find a spot where we could avoid being attacked by something we could not target. I died twice trying to do the red tower, both times because an untargettable mob was killing me. The only way I managed to get LoS in the end was to drop back down through the teleporter into the main room, but by then it was too late. I was able to complete the Red section, however, by the simple expedient of running past the attacking mobs, destroying the generator while they were attacking me and then dying. This only happened in the Red tower - the Blue and Yellow ones were fine and I was able to complee them first time without dying. Overall, I enjoyed the Betrayal quest, but even though I realise that it is much, much faster than the old version, I think it has some very artificial, irritating longeurs. While it makes some Lore/RP sense to do all the eavesdropping and sneaking under cover of darkness, this is completely defeated by the fact that Qeynos does not get dark at night and the Mage Tower is blindingly brightly lit 24/7. On top of that, there is a mage standing right next to the box that you are asked to steal from and he is there day or night. I am not at all against having these activities limited to nightfall, and indeed the Augurers are only present at night, even if night in Qeynos is as bright as day. In the mage tower, though, it would be good if the lights were dimmed at night and some of the mages actually went home to bed. I really can't see any reason for the night-time events having to be carried out on successive nights, however. There is nothing in the text that indicates this, and both I and another player were stuck on the section where you have to replicate the key because, as it turned out, we were trying to do it on the same night that we had eavesdropped on the Augurers. If a player is fast enough to get 2 or even 3 of the activities done in a single night, I can't see why he should be penalised for efficiency. I also thought the characterisation of Towser was a bit inconsistent, in that he seemed genuinely hard-don-by when first met, but later seems quite sleazy and nasty. Of course, he could be both, but I found the abrupt change a bit jarring. Haven itself is fantastic. In fact, rather too fantastic. Is it going to be possible to remain Exiled as a permanent state on PvE servers? If so, I can foresee Haven ending up with a bigger population than Freeport and Qeynos combined. It seems to have everything anyone outside of a serious Faction-oriented guild could need: It's a small, single, well-signposted zone; It has a bank, mailbox, guild registrar and all general vendors close together; Qeynos and Freeport Broker side by side in a convenient location near bank; It has a complete tradeskill area that you don't need to zone into, that is <i>in the same zone as the bank; </i>It has direct zone exits to Antonica. Commonlands, Nek Forest, Steppes and Shifting Sands (which means that if you ahve your house in Maj`Dul you are no more zones away from it than you would be from your starter village to a Qeynos or FP townhouse) Basically, Haven is too good to be true. A lot of players who are interested in convenience and efficiency and couldn't care less about the backstory will see Haven as the base they always wanted. If that's intentional, then fine. If not, then i think Antonia and Lucan are going to have to take some serious steps to hold onto their existing subjects and citizens. <p>Message Edited by Bhagpuss on <span class="date_text">05-21-2006</span> <span class="time_text">10:05 AM</span></p><p>Message Edited by Bhagpuss on <span class=date_text>05-21-2006</span> <span class=time_text>10:25 AM</span>
EtoilePirate
05-21-2006, 07:14 PM
<div><blockquote><hr>Bhagpuss wrote:<div></div><div></div> Haven itself is fantastic. In fact, rather too fantastic. Is it going to be possible to remain Exiled as a permanent state on PvE servers? If so, I can foresee Haven ending up with a bigger population than Freeport and Qeynos combined. It seems to have everything anyone outside of a serious Faction-oriented guild could need: It's a small, single, well-signposted zone; It has a bank, mailbox, guild registrar and all general vendors close together; Qeynos and Freeport Broker side by side in a convenient location near bank; It has a complete tradeskill area that you don't need to zone into, that is <i>in the same zone as the bank; </i>It has direct zone exits to Antonica. Commonlands, Nek Forest, Steppes and Shifting Sands (which means that if you ahve your house in Maj`Dul you are no more zones away from it than you would be from your starter village to a Qeynos or FP townhouse) Basically, Haven is too good to be true. A lot of players who are interested in convenience and efficiency and couldn't care less about the backstory will see Haven as the base they always wanted. If that's intentional, then fine. If not, then i think Antonia and Lucan are going to have to take some serious steps to hold onto their existing subjects and citizens.<hr></blockquote>Seriously. Half the exiles on Test are planning to remain there permanently. The point from the powers that be, all along, has been that you can choose to remain exiled but that it will be a hard life. Well right now it's "a hard life" like having a stay in the Ritz-Carlton penthouse paid in full for the rest of your life would be "a hard life." Should the exiles really have it better off than Lucan and Antonia's loyal citizens?</div>
HaCkHaCkER
05-22-2006, 02:18 AM
There is still no houses there, there is also no way to broker stuff in there at the moment. Also no way to get to Sinking Sands or majdul unless you have call of ro.I like it for the real easy travel between zones, as well as the exit ports near the spires. Only thing I don't like is there is no way to access DoF without city faction to access the carpet. Or call of ro
Kethaera
05-22-2006, 04:21 AM
<div><blockquote><hr>HaCkHaCkER wrote:There is still no houses there, there is also no way to broker stuff in there at the moment. Also no way to get to Sinking Sands or majdul unless you have call of ro.I like it for the real easy travel between zones, as well as the exit ports near the spires. Only thing I don't like is there is no way to access DoF without city faction to access the carpet. Or call of ro<hr></blockquote>Actually, I swear I saw a crystal ball thingie that takes you to Sinking Sands. It was in the room with the shiny collector guy. Unless I'm totally losing my mind, which is possible.</div>
Heattanu
05-22-2006, 09:33 AM
<P>I completed the whole betrayal from Freeport to Qeynos today. I started on Friday with a level 14 brigand, and now have a level 17 swashbuckler who is a citizen of Qeynos. </P> <P>I did the initial betrayal of Freeport mostly on Friday evening. As some people have mentioned the final instance with the commandant was a bit too difficult. I was in all crafted armor with crafted weapons and app II spells. It took me 9 tries, and the only reason I succeeded at all was that I dinged 15 while in the zone and was finally able to barely defeat the 13^ commandant. Otherwise this part of the quest series was bug free and fun.</P> <P>But then I had to do the faction quests for Gill McMartin. I had 5 choices of quest, but really I only had one choice:</P> <OL> <LI>I could sabotage things in the Commonlands. Not a real choice since there were no directions to the things I was supposed to sabotage and it was a big zone. I did find some, but they never repopped and I didn't get enough to update the quest. Not sure what would have been enough since the quest also didn't tell me how many I needed. Plus this option only gave half the faction compared to other easier quests.</LI> <LI>I could sabotage things in the outlying districts of Freeport for 1000 faction for each run. To gain enough faction I had to do this quest 50+ times. I can't express how UTTERLY, TOTALLY MIND NUMBING this quest became. While the names of the targets changed at random, changing the color and shape of the boxes DOES NOT MAKE IT A DIFFERENT QUEST.</LI> <LI>The third choice was to take an assignment to kill a solo named mob. This took longer than option 2 for the same faction, but offered more variety of scenery. Unfortunately, after 8 of these contracts, the quest giver started sending me to Nektulos forest. At level 16 everything is red, most of it very red. Now the mob that I was sent to kill was scaled to my level, but to get to where they spawned, I had to go into sections of Nek that were deadly to level 16, so that was the end of that option. </LI> <LI>There was an option to "really impress" Qeynos which I checked out, but that involved taking on two or more mobs at a time which was always enough to kill me. Maybe with a group, but I didn't have a group (and many won't). I don't know if this instanced zone allowed a group, but it should or only twinks will do this option.</LI> <LI>There was an option to steal secret plans in the central city districts. After sneaking around and avoiding red see-invis guards and epics, I came to the conclusion that the plans must be behind the guarded areas and this quest was meant for very high levels.</LI></OL> <P>Most people will choose option 2, but this option quickly becomes dull, boring, repetative to a ridiculous extent when done 50 times. If you didn't want people burning out on Harclave, you really don't want to force people to do the village run 50 times. The first day I was bored, but it made me want to write a funny story about my hardship. The second day just made me want to quit the game. It is punishment enough to lose all your spell upgrades, the repetition of these quest is NOT FUN.</P> <P>I suggest that you do one or more of the following:</P> <UL> <LI>Cut the amount of faction you have to gain from 60,000 to 30,000 or double the faction gain per run. 30 quest runs is plenty to discourage people from doing betrayal casually.</LI> <LI>Add more solo faction quest options, but it still is a lot to ask to do 60 quests to betray.</LI> <LI>Send people over to Antonica midway through the faction quest. Give them more quest givers to go to. The Haven welcome quest indicated there was a Knight-Captain Mendel in Antonica, but I searched pretty thoroughly and was not able to find him. If he is there, we need better directions, because I wasn't the only one who couldn't find him.</LI></UL> <P>There is a bug in how the faction quests end. When I got to amiable, the options I received from NPC McMartin were exactly the same as all the other times - same 5 options- and I picked the district quest again, but when I looked in my quest journal, it listed "Becoming a Qeynos citizen" and listed it as complete. That wasn't the quest I signed up for and it was confusing.</P> <P>The final quest for becoming a citizen of Qeynos were fine and fun, but it was hard to really enjoy them when I was so burnt out. Please PLEASE lighten up on the faction quests. I don't ever want to do that many repetitions again.</P><p>Message Edited by Heattanu on <span class=date_text>05-21-2006</span> <span class=time_text>10:38 PM</span>
Deila
05-22-2006, 05:48 PM
<BR> <BLOCKQUOTE> <HR> burgesaj wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> HaCkHaCkER wrote:<BR>There is still no houses there, there is also no way to broker stuff in there at the moment. Also no way to get to Sinking Sands or majdul unless you have call of ro.<BR><BR>I like it for the real easy travel between zones, as well as the exit ports near the spires. Only thing I don't like is there is no way to access DoF without city faction to access the carpet. Or call of ro<BR> <HR> </BLOCKQUOTE>Actually, I swear I saw a crystal ball thingie that takes you to Sinking Sands. It was in the room with the shiny collector guy. Unless I'm totally losing my mind, which is possible.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>There is a dragon orb looking thing that takes you to Sinking Sands in Haven now.</P> <P>Obtaining housing in Maj'Dul for a low level character would require a bit of twinking with court tokens, but isn't terribly difficult to do. Get enough for a bit of faction, pick up a single-room residency license, and housing (and vault sales) for Exiles is now covered. Come to think of it... I've never actually tried doing Tears Grifter quests for tokens and coin on a very low level character - wonder how low level those will scale? Might not take twinking at all.</P> <P>I presume that Exiles only have a shared bank access with other Exile alts (as my Exile betrayer lost access to my Qeynos shared bank), in the same way that Qeynos and Freeport shared banks work. Though guild vault access is there, so there is still a way to pass goods between characters. And rain, sleet, hail or snow, the mail always goes through. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>So, way to get to Sinking Sands... check. Housing, check. Broker sales, check. Looks like Exiles have every amenity available to them.</P> <P> </P> <P>Edit: typo</P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Deila on <span class=date_text>05-22-2006</span> <span class=time_text>06:57 AM</span>
Ceruline
05-22-2006, 08:47 PM
<DIV>Actually, with the broker changes coming in soon, I don't even think we'll need a residence to sell things - eliminating that downside of Haven.</DIV> <DIV> </DIV> <DIV>Maybe the real cities need to be made a little bit *more* convenient if a cave can outdo them so easily.</DIV>
Feconix
05-23-2006, 03:03 AM
I really appreciate all the feedback... We are making Haven a little less convenient. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />I up'ed the faction rewards on the Exile quests, fixed that Mage Tower bug with the guys that boot you to Haven, fixed a rack of other bugs and made both the Mage Tower and Militia instances a little easier.That all should go with the next update.
Dyeana
05-26-2006, 04:50 AM
<P>Decided to post this also here in an attempt to get it fixed, since it relates to the etrayal and Haven.</P> <P> </P> <DIV>Have a problem with the Bone Bladed Claymore quest ..... WHen get to the point to kill 1000 sentient beings, it drops Call of Qeynos and gives Call of Haven in it's place. No change to spells. Qeynos faction shifted to minus 50,000, the same as Freeport for me, a Qeynos character. I visited Haven and returned to Antonica OK, so no problems noted there. </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Now when portion of the quest concerning the killing of the 1000 sentient beings is completed, the next portion has the player examine the BBC again, only to be sent to find the original weilder of the BBC. At this point, Qeynos Faction went back to about 40,000 plus, - Ally as it was originally. I did not get Call of Qeynos returned and Call of Haven removed from my abilities as it should be. Also even though I am ally to Qeynos, I am getting messages from the guards and merchants as if I was kill on sight. I am Kill on sight some of the guards in North qeynos, south Qeynos, Elder Grove, and Qeynos Harbor, Still. I can not rebind in Qeynos, I get the message "Only a citizen of the city can bind in this location". When returning from Maj'Dul, it only allows me to return to THundering Steepes as my point of origin. </DIV> <DIV> </DIV> <DIV>Rechecked after completing my Bone Bladed Claymore Heritage quest on my character Madam, 65 conjuror, still no change.</DIV> <DIV> </DIV> <DIV>Hopefully we can get this corrected without me now having to go through a betrayal quest to regain my Qeynos citizenship. I don't want to lose my Master and Adept spells. </DIV> <DIV> </DIV> <DIV>Thanks</DIV> <DIV> </DIV> <DIV>Dye</DIV>
Aeralik
05-26-2006, 04:58 AM
<DIV>I would petition for a gm to fix that. The problem that caused that should no longer exist but you will need some outside help to straighten out the citizenship.</DIV>
menolly1
05-27-2006, 12:32 AM
There seems to be a problem with the quest The seed of Tunarbos. When you zone into the instance there is a door on the bottom floor that can't be opened.The door highlights and you get the hand icon when you mouse over the door and you can right click to get the use option but, neither way will open the door. The door does not say that it is locked. I believe the tree i need to complete this quest is behind that door.
Glendral
05-27-2006, 10:59 PM
The door should be telling you it's locked, I'll check on it. But for now I suggest seeing if maybe he leader of the house might have something to unlock the door.<blockquote><hr>menolly1 wrote:<div></div>There seems to be a problem with the quest The seed of Tunarbos. When you zone into the instance there is a door on the bottom floor that can't be opened.The door highlights and you get the hand icon when you mouse over the door and you can right click to get the use option but, neither way will open the door. The door does not say that it is locked. I believe the tree i need to complete this quest is behind that door.<hr></blockquote><div></div>
Dyeana
05-30-2006, 05:26 PM
<P>THanks Guys .... Feels good to get Writs once again. No problems noted in the repair of Madam.</P> <P> </P> <P>THanks</P> <P> </P> <P>Dye</P>
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