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Gallenite
07-20-2007, 02:54 PM
<p>For those who have seen Antonica and Nektulos in their GU37 version on TEST SERVER <b>(please do not comment on the current state of live here! This is for the test update that just went to Test Server this morning!)</b>...</p><p>As with the Commonlands thread from last time, which generated many useful posts, let's do the same thing this time for Antonica and Nektulos.</p><p>* Any quests that have none or too-few targets?</p><p>* Non-kill quests that can't be completed?</p><p>* Anything else outright broken?</p><p>* Anything else that should be addressed?</p><p>Thanks,</p><p>- Scott</p>

Sassinak
07-20-2007, 03:17 PM
Hi Scott, The patch notes weren't clear on how these zones changed.  Was it just a population change, or should we also be looking for new geometry issues etc.? Thanks and I'm looking forward to testing this.

adolf102
07-20-2007, 03:19 PM
Not sure how it is on test server. But quest I found bugged on live. Nektulos one "Maid for the Mist" can not be completed. You can zone into ship. Kill all waves of enemy, then speak to captain. It tells you to ring the bell and stay there. Quest does not complete when you ring the bell. Just stays in journal. As it is not needed to access Enchanted Lands, would be nice if it would give some other nice reward <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> EDIT: Ignore above. Just tested and quest is indeed fixed. Part below is still important though. PS<i> (off topic but I can't resist <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) Can you please have a look at: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=371363" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=371363</a> And fix or at least comment on Disappearing Shadows bug? Please <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </i>Thank you for reading.

Kalyai
07-20-2007, 03:32 PM
<cite>adolf102 wrote:</cite><blockquote>Not sure how it is on test server. But quest I found bugged on live. Nektulos one "Maid for the Mist" can not be completed. You can zone into ship. Kill all waves of enemy, then speak to captain. It tells you to ring the bell and stay there. Quest does not complete when you ring the bell. Just stays in journal. As it is not needed to access Enchanted Lands, would be nice if it would give some other nice reward <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> PS<i> (off topic but I can't resist <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ) Can you please have a look at: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=371363" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=371363</a> And fix or at least comment on Disappearing Shadows bug? Please <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </i>Thank you for reading. </blockquote>This quest is not bugged.  you finish up with the boat, zone to EL...go to TS Docks.  On TS Dock...around teh big pole is a NPC. Scholar Melnik or something. speak to him and yoru qeust will be completed and out of your journal.  he gives you a reward

Tyndaleon
07-20-2007, 03:34 PM
This is just a suggestion/feedback post as far as Antonica goes if this hasn't been addressed in what was done and is on test, but just to toss this out there.....one thing I've always felt is that Antonica could really use a major boost on named mobs to at least be semi-comparable with what you find in the Commonlands.  I'd venture to guess there's at least 5 times as many named mobs (creature or humanoid style) to be found in CL than there is in Ant.

iceriven2
07-20-2007, 04:21 PM
<span style="font-size: x-small; font-family: arial,helvetica,sans-serif">Karath the forgotten- Weald wovles needed are too rare</span> Really wish i remember the name of another but it has you kill beavers that are extremely rare too

Finora
07-20-2007, 07:06 PM
<p>I've just been poking around Antonica a bit.</p><p>Like Commonlands, it looks like pretty much everything was made into solo mobs, which while I don't really like it myself, I can see a reason and need to do that at this point in the game.</p><p>I also noticed something that IMO is a bad idea even from a new to game newbie standpoint. There were NO encounters. No groups of solo VVV or V mobs or anything linked together. That isn't helpful for newbies. Encounters are a huge deal and frequent occurance in the game and there should be encounters at all levels of play if for no other reason than to let new players know what is to come in the rest of the game.</p><p>On that note, I suggest making some of the critters (the gnolls near gnoll camps for instance) encounters and make them downarrow mobs if need be.</p>

Deggials
07-21-2007, 01:19 AM
In nek the forest leapers could use a shorter respawn (writ mob), also only noticed 2 spots for cackling cadavers which had 2 at each spot (so might  need a few more of those, writ as well)

Maroger
07-21-2007, 02:10 AM
<cite>iceriven2 wrote:</cite><blockquote><span style="font-size: x-small; font-family: arial,helvetica,sans-serif">Karath the forgotten- Weald wovles needed are too rare</span> Really wish i remember the name of another but it has you kill beavers that are extremely rare too </blockquote> I can usually spawn weald wolves in about 20 minutes. I have done the quest where they are required but you just have to kill everything in the area and theywill eventually spawn.

Sassinak
07-21-2007, 05:00 AM
Scott, Nothing appears to have changed in Nektulos Forest near Darklight Wood.  I think this area should be a high priority to ease the transition from Darklight into Nektulos.  Here are some of the issues that I see here: <ul><li>The respawn tent nearest to Darklight Wood is surrounded by aggro roamers.  If the zone is red to the player, then it is almost impossible for the player to survive the run back to the road and out of danger. </li><li>The roaming mobs in this valley are way too high, given its new proximity to Darklight Wood.  In GU36 you reduced the level of the static camps here - but the static camps are a lower danger!  The roamers are the main danger here.  Please revisit them. </li></ul>Suggestions on how to improve this part of Nektulos: <ol><li>Move the level 25-28 aggro mobs into the highlands around the periphery.  There is lots of real estate in the highlands here (some of it currently unpopulated).  Use it for all of the mobs that are above level 25. </li><li>Along the road leading from Darklight Wood, make the population level 20-24, at least as far as the Bear Caves, or even as far as the Funeral Pyre.</li><li>Gather some of the existing quest NPCs at the Darklight Wood entrance, so newly arriving players have some tasks to work on.  May I suggest: Kleron Asana, Theeral the Nomad, and Vanquisher Sharhan.  It would also be logical to put Jaeta H'arn on this side of the zone.</li><li>Finally, I was criticized last time I suggested this, but please add a "Bear Caves" griffin tower somewhere in this corner of the zone, for use by people travelling to/from Darklight Wood. </li></ol>

liveja
07-21-2007, 09:19 AM
<p>I haven't had a chance to go on Test yet, but ..... if by "Nek Forest has been made more playable" you mean it's been nerfed even MORE, then all I can do is <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Vatec
07-23-2007, 09:31 AM
<cite>livejazz wrote:</cite><blockquote><p>I haven't had a chance to go on Test yet, but ..... if by "Nek Forest has been made more playable" you mean it's been nerfed even MORE, then all I can do is <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote><p> Live version is still =way= harder than TS, even though they're supposed to be comparable.  Not only is it a harder zone to navigate, due to the trees, but also the mobs are an average of 3 levels higher with a higher percentage of heroics.  If Nektulos is supposed to serve the same purpose for Freeport as TS is for Qeynos, it =needs= to be "nerfed."  I will try to log onto to Test and check it out soon....</p>

ZexisStryfe
07-23-2007, 01:18 PM
Vatec wrote <blockquote><p>Live version is still =way= harder than TS, even though they're supposed to be comparable.  Not only is it a harder zone to navigate, due to the trees, but also the mobs are an average of 3 levels higher with a higher percentage of heroics.  If Nektulos is supposed to serve the same purpose for Freeport as TS is for Qeynos, it =needs= to be "nerfed."  I will try to log onto to Test and check it out soon....</p></blockquote><p> Agreed. For most quests at this level I solo (on live), like most of the players in Nek it seems. While I am a necro and have a hand up on most other classes as far as soloing goes, this zone is extremely difficult. At lvl 30 my quests are beginning to grey out and yet I cannot complete them because they require killing lvl 26-30^^^ mobs. A perfect example is calling in the forest and the Dragoon Lieutenent (I could understand this when it was an access quest and everyone needs to do it and therefore easy to find a group to complete it, but that is no longer the case).  </p><p>The writs for this zone are also are not the correct lvl. Lvl 24-26 solo writs shouldn't have you killing lvl 30 mobs, and yet the writs for sentinels, bees and treants all fall in this level range and yet the mobs are lvl 29-30 or 26-28^^.</p><p>I hope the current changes on test have addressed this (haven't had a chance to play nek yet) and if they don't, they need to be addressed.</p>

liveja
07-23-2007, 01:37 PM
Vulkoor@Antonia Bayle wrote: <blockquote>A perfect example is calling in the forest and the Dragoon Lieutenent (I could understand this when it was an access quest and everyone needs to do it and therefore easy to find a group to complete it, but that is no longer the case).  </blockquote><p> When I finished A Calling In The Firest recently, the Dragoon Lieutenant I killed was a ^ Heroic, with 5-6 adds. My 33 Troubie killed the Lieutenant for the update, but died to the adds.</p><p>I've had no trouble soloing & questing in Nek Forest with either a 27 SK or my Troubie, who was 30th when I began soloing in there.</p><p>Nek Forest, as it currently is on the Live servers, is simply not dangerous enough. Neither is TS, for that matter.</p>

Armawk
07-23-2007, 02:03 PM
<cite>livejazz wrote:</cite><blockquote><p>I've had no trouble soloing & questing in Nek Forest with either a 27 SK or my Troubie, who was 30th when I began soloing in there.</p><p>Nek Forest, as it currently is on the Live servers, is simply not dangerous enough. Neither is TS, for that matter.</p></blockquote><p>Nek Forest is a 20-29 Zone. Ergo your 30 should be able to easily do most things and manageably do everything there. For a 20 Theres a LOT that will eat you alive.</p><p>For my tastes not enough aggro mobs mind, but if you are looking for fights the place is quite hard enough for its intended audience. </p>

ZexisStryfe
07-23-2007, 02:10 PM
<p>At 33 I will be able to kill the lieutenant as well, but considering the quest is lvl 25ish you shouldn't have to wait untill 33 to do a part of it. As you stated, you were 27 and 30 respectively when you started doing things there solo, but Nek is supposed to be a 20-29 zone and should be soloable at these lvls. While portions of this zone can be done just fine, in my opinion no part of the zone should require you to be over lvl 30 to complete a solo quest in it, and currently there are entire portions of this zone that are poulated by nothing but heroics (such as near the docks with all the heroic groups of Gul'thex and shadowmen). I have no prob with heroics and epics in the zone, but not making up entire portions of the zone.</p><p>Thats just my 2cp though...</p>

Sassinak
07-23-2007, 03:18 PM
More feedback - Too many "a crumbling watcher" and not enough "a patchwork man" on the road to Nektropos Castle!  Currently these mobs share spawn points, and after a few players have been through here, there will be more than 50 crumbling watchers and no patchwork men at all.  The patchwork men are needed for several quests in this zone, including 2 of the FSR quests from the dock.  The crumbling watchers have no related quests, drop no loot, and are harder than their counterparts (mostly level 30^).  Please change some of the spawn points to be exclusively patchwork men, or add a set of extra patchwork men somewhere nearby.

liveja
07-24-2007, 01:57 PM
Vulkoor@Antonia Bayle wrote: <blockquote><p>At 33 I will be able to kill the lieutenant as well, but considering the quest is lvl 25ish you shouldn't have to wait untill 33 to do a part of it.</p></blockquote><p>Calling In The Forest is a level 28 quest. I almost certainly could have killed the Dragoon Lieutenant before 33; I didn't, because it took me that long, what with all sorts of other things, to even find a Dragoon Lieutenant.</p><p>I have every confidence that my 27 SK could solo Calling, tho the area around Nek Castle itself might be rough. & finally, I've never had a problem soloing in Nek, with any of my characters, even back when it was MUCH more dangerous than it is now.</p><p>I think Nek Forest is bordering on "too easy" now. I think it would be a shame to see it nerfed further than it already is. </p>

Sassinak
07-24-2007, 02:13 PM
Nektulos may have been nerfed too much in the past, but A Calling In The Forest is actually tougher today than it was before the revamp.  The mobs around Nek Castle used to be a mix of solo and heroic; now they are all heroic. Given that this is no longer an access quest, I think it makes for a good "introduction" quest to the zone, since most of it is just exploring.  With that in mind, I think there should be some non-heroic lieutenants available (as there were before the revamp!).

liveja
07-24-2007, 02:15 PM
<cite>Sassinak wrote:</cite><blockquote>With that in mind, I think there should be some non-heroic lieutenants available (as there were before the revamp!). </blockquote><p> I'd go along with that, & it wouldn't hurt the quest if the mobs around Nek Castle itself were made non-heroic.</p>

Sassinak
07-24-2007, 02:16 PM
Gul'Thex Mystics.  One of the FSR quests on the dock requires you to kill about 30 Gul'Thex Mystics.  These guys were practically eliminated in the last Nektulos revamp, for reasons unknown.  Today they are only found as rare spawns in the Gul'Thex Citadel (all heroic).  If any more of them were added on test server for GU37, then I haven't been able to find them.  Please add a significant population of these guys, and make them non-heroic since the rest of the FSR series is non-heroic!  Or, as an alternative, change the FSR to target Dragoon Captains instead (who are found in good quantity and are 30^).

xOnaton1
07-24-2007, 03:45 PM
I ran through Nektulos Forest for a few hours this morning and here is what I saw. It looks to be entirely solo now, with a few single ^'s around. There are certain quests that are very, very hard to do since the <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=253109" target="_blank" rel="nofollow">Nektulos revamp of LU#24</a>(6/2006). These quest mobs appear in the same places still so the problems still exist. Much of the difficulty is a result of the "shared spawn" mechanic. On the road that leads to Nektropos Castle the <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=10404" target="_blank" rel="nofollow">crumbling watchers</a>, <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=434" target="_blank" rel="nofollow">patchwork men</a>, and <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=2175" target="_blank" rel="nofollow">decaying flesh beings</a> share the same spawns. There are a lot of quests for patchwork men and decaying flesh beings but zero quests for crumbling watchers. This results in everyone killing those two and leaving only crumbling watchers. Usually if you go through this area it's full of crumbling watchers and you would have to clear them all out to be able to spawn any patchwork men and decaying flesh beings. There are normally very few <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=601" target="_blank" rel="nofollow">Sullian fairies</a> near Bone Lake. If you don't have tracking you will have a hard time finding any at all. The Sullian fairies are required for the following quests: <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=635" target="_blank" rel="nofollow">Scribe Zizwold's List</a> <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=1121" target="_blank" rel="nofollow">Far Seas Requisition #NF0551-SCO</a> <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=1043" target="_blank" rel="nofollow">A Bitter Brew</a> <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=1658" target="_blank" rel="nofollow">Festering Forest</a> Several of these quests rarely update when you kill a Sullian fairy, but instead, give you the "You did not find any quest items" message. This problem is compounded by the fact that there are far fewer Sullian fairies than before LU#24. If a player does not know that they share their spawn with other creatures in the area they would most likely only find one or two and then give up in frustration. The quest <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=1118" target="_blank" rel="nofollow">Far Seas Requisition #NF0771-SCO</a> already has its own thread here: <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=360927" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=360927</a> The quest requires 12 vials of ash-dust from Gul'Thex mystics. This requires killing roughly 30 mystics. One Gul'Thex mystic appears near the top of N'Marr's Ascent and sometimes you can find a couple near Gul'Thex Citadel (since those are sharing spawns.) Currently on the live server they are all heroic. It looks like this FSR was changed to be designated as heroic. On the test server the Gul'Thex mystics seem to appear in the same locations but they are now solo like the rest of the zone. My feeling is that they are still far too rare and hard to find for this type of quest. Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere

Kizee
07-24-2007, 04:00 PM
<cite>Vatec wrote:</cite><blockquote><cite>livejazz wrote:</cite><blockquote><p>I haven't had a chance to go on Test yet, but ..... if by "Nek Forest has been made more playable" you mean it's been nerfed even MORE, then all I can do is <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote><p> Live version is still =way= harder than TS, even though they're supposed to be comparable.  Not only is it a harder zone to navigate, due to the trees, but also the mobs are an average of 3 levels higher with a higher percentage of heroics.  If Nektulos is supposed to serve the same purpose for Freeport as TS is for Qeynos, it =needs= to be "nerfed."  I will try to log onto to Test and check it out soon....</p></blockquote><p>Are you kidding me? </p><p>I could take a level 5 character and set him on autorun and go afk and come back 10 mins later and not be dead. 99% of that zone is non agro now (on live) </p><p>I can't believe they nerfed this zone even further. <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> </p>

Sassinak
07-24-2007, 04:51 PM
<cite>Kizee wrote:</cite><blockquote>I could take a level 5 character and set him on autorun and go afk and come back 10 mins later and not be dead. 99% of that zone is non agro now (on live) <p>I can't believe they nerfed this zone even further. <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> </p></blockquote> Exaggerate much?  The safe/nerfed areas are just the roads between CL - N'Mar - beach.  Head outside these areas and there are aggro mobs approaching the same density as before the great nerf.  The eastern third of the zone is at least as dangerous as before, and more dangerous in some areas. Anyway, <b>xOnaton1</b> has nailed it.  The shared spawn mechanic is the problem. Last night on live, I took my level 70 character to Nektulos Forest.  The road to Nektropos Castle was 100%  crumbling watchers.  I cleared it all out and the next spawn gave me 60% crumbling watchers, 25% decayed flesh beings, 15% patchwork men.  This is silly since patchwork men are in greatest need by the players. I then went around Bone Lake where there was 1 Sullian fairy up.   I cleared all non-treants around the lake.  After respawn the result was 5% ash wraiths, 5% murkblooms, and 90% blacktimber treants!  How would an uninformed player ever know that his quest mobs spawned here? This zone desperately needs a few guaranteed spawns for quest mobs.  Specific quest mobs that are easily "farmed to extinction" include: <ul><li>shade spinners</li><li>mist grinnins</li><li>Sullian fairies</li><li>patchwork men</li><li>murkbloom watchers </li></ul>One easy way to solve this would be to have some spawnpoints "recycle" periodically, so that they don't stay in a bad state after a few players have farmed them out.

liveja
07-24-2007, 05:37 PM
<cite>Sassinak wrote:</cite><blockquote>The shared spawn mechanic is the problem</blockquote>That, I can definitely agree with. I would rather see that issue fixed, tho, then to see the zone made any "easier" than it currently is.

Captain_Xpendab
07-24-2007, 11:55 PM
<cite>Finora wrote:</cite><blockquote>I also noticed something that IMO is a bad idea even from a new to game newbie standpoint. There were NO encounters. No groups of solo VVV or V mobs or anything linked together. That isn't helpful for newbies. Encounters are a huge deal and frequent occurance in the game and there should be encounters at all levels of play if for no other reason than to let new players know what is to come in the rest of the game.</blockquote>When I went to Antonica today, what I saw was several Gnoll camps where they weren't linked but they were social. Which is something just as important for a new player to learn about. In one sense these camps will be tougher on players who haven't figured out body pulling. Edited to add: I do think there should be a few more linked non-heroic encounters though. Glade of the Coven particularly. I was kind of disappointed to see just single mobs standing around. Having groups of witches working a boiling cauldron created a better atmosphere I think.

Vatec
07-25-2007, 03:08 AM
<cite>Kizee wrote:</cite><blockquote><cite>Vatec wrote:</cite><blockquote><cite>livejazz wrote:</cite><blockquote><p>I haven't had a chance to go on Test yet, but ..... if by "Nek Forest has been made more playable" you mean it's been nerfed even MORE, then all I can do is <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p></blockquote><p> Live version is still =way= harder than TS, even though they're supposed to be comparable.  Not only is it a harder zone to navigate, due to the trees, but also the mobs are an average of 3 levels higher with a higher percentage of heroics.  If Nektulos is supposed to serve the same purpose for Freeport as TS is for Qeynos, it =needs= to be "nerfed."  I will try to log onto to Test and check it out soon....</p></blockquote><p>Are you kidding me? </p><p>I could take a level 5 character and set him on autorun and go afk and come back 10 mins later and not be dead. 99% of that zone is non agro now (on live) </p><p>I can't believe they nerfed this zone even further. <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> </p></blockquote>And I will respectfully disagree. On Live Servers the crabs at the docks are aggressive and capable of killing a level 15 conjuror in one hit.  Agelidaes is still in his nice spot near Bone Lake and capable of killing a level 40 in a couple of hits.  I could go on, but I am confident in saying that, at level 40 I was completely safe in Thundering Steppes (unless Grimfeather was up) and still in at least a little danger in Nektulos.  Furthermore, it's a lot easier to avoid aggro in TS because it's mostly wide open spaces. I will point out that the OP specifically states that we should be discussing the way it is on TEST, not the way it is on LIVE.  So I'm going to bow out of this discussion until I've ventured there on the Test Server ;^)

Wilde_Night
07-25-2007, 03:16 AM
I am not sure how Agelidaes even matters to the main quest areas of the zone, since the epic spider is located in a little niche away from the Torrent River on the way to the Bloodlines cave.

Gallenite
07-25-2007, 03:52 AM
Thanks for the feedback on all of this so far.   There are still more fixes going on, but so far the following quest targets mentioned here and in /feedback from test server have been taken care of in Nektulos.  By "taken care of" I mean that there should now be sufficient dedicated targets that don't require you to camp unrelated creatures.  I agree with the observation that having quest targets on shared spawns just doesn't make for good gameplay. Addressed in the initial test update: * Beavers (from one of the earliest posts) * Forest Leapers (from one of the earliest posts) * Cackling Cadavers (from one of the earliest posts) * Non heroic quest targets around Nek castle * Savage Mist Grinnin Addressed in our dev build, not on test yet: * Patchwork Man * Gul'Thex Mystics * Decaying Flesh Being * Sullian Fairies * Shade Spinner * Mist Grinnin * Murkbloom Watcher * Nerius Hermit * Spiders on the beach whose name I forget More to come.

Fasett
07-25-2007, 06:56 AM
<p>There is also a lack of Shadowmen.</p><p>One quest near Commonlands gate asks you to kill Shadowmen to obtain some item  (sorry at work now and dont remember the name of the quest and NPC)</p><p>Nowdays there are only 2 herics mobs with shadowmen. The nonheric ones near Commnland gate are gone since last change of Nec.</p><p>This quest require you to kill LOTS of them to get update and its hard to kill heric groups solo. Actually I never got update for this quest for any of my chars.</p><p>(I know there are some Shadowmen in north part but they are of a much higher level) </p>

Firecracker
07-25-2007, 10:31 AM
<p>In Nektulos, not seen anyone mention this but how many times has someone ask 'Where are the Nightfall Giants?' I went to check general loaction that says on my map to find them and no luck and even waited around at night time and don't see any. They are also reuqested on quest(s) and also share spawn spots with I want to say Skeletons in one of the areas that list location on map. Also maybe even change the quest to say they spawn at night for I am not totally sure that it mentions that.</p><p>Also this not about these zones you mention but feel that it needs to be addressed for it is the only mob in this zone I speak of that has problems and that is in the 'Graveyard', the Graverobbers needed for quest share spawn with other mobs at night and since this was change few months back for before they just spawned at night and since that change it has made it almost impossible for the named Graverrobber to spawn and the quest that calls for them needs to mention something that they spawn at night too for seen many ask where they are as well.</p>

liveja
07-25-2007, 11:25 AM
<cite>Cinnimon wrote:</cite><blockquote><p>In Nektulos, not seen anyone mention this but how many times has someone ask 'Where are the Nightfall Giants?'</p></blockquote><p>A very good question. There use to be a lot of them, up in the far north of the zone. The last time I went there, couple weeks ago, looking for them, I saw exactly one.</p>

einar4
07-25-2007, 12:01 PM
<p> Those giants are generally in the SE of part of the zone now (more or less). </p><p> I just wished and hoped that Nektulos might actually start to make _sense_ again.  This poor zone has gone through so many changes over the past 3 years it has become schizophrenic.   The silliest thing is that you still get a message when crossing the broken bridge relating to the firelight shrillers, but the shrillers are no longer hiding in the trees.  </p><p> I fear this will be another pass with the ugly stick though.   This zone needed to be hit with the Lore stick before it is hit with some level design changes again.  It just doesn't make sense anymore, it's more like a holding zone for quest mobs now. </p>

liveja
07-25-2007, 12:21 PM
<cite>einar438 wrote:</cite><blockquote><p> Those giants are generally in the SE of part of the zone now (more or less). </p></blockquote>Interesting, I'll have to check that out. I've been all over the SE part of Nek, & haven't seen a single NF Giant, but I could easily have just missed them. Anyway, thanx for the heads-up!

Agaxiq
07-25-2007, 12:46 PM
yes, I found some nightfall giants on the hill just to the west of Mound lake.  This is the hill just to the east of the path going from the griff tower up to the spire.  Did seem kind of out of place. A lot of the quests in the timeline have you kill/catalog mobs that *used* to be close to the beach.  Now they are spread across the zone. (e.g. ash owlbears, firelight shrillers)  Its a decent amount of traveling and can be a timesink, even with a griff ride. Not sure why they moved em, the ash owlbears along the main path really defined the zone in my opinion.  Now they are tucked away in a corner that we never used to bother going to, and we are left with occasional wolves and a snake. And yes, the zone needs more shadowed men.  Bunch of quests for them and they don't update all the time. There is one other solo quest line from near the griff tower which wants you to kill Nerius Pirate Captains until you get a VERY rare update.  The quest is called <b>Mercenary Contract - Down With The Ship</b>.   Took me hours and hours to get this update. Probably could use a griff tower by darklight woods if that hasn't been planned.  That area is too rough for a lowbie coming from neriak.  agressiv

xOnaton1
07-25-2007, 12:48 PM
All the <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=567" target="_blank" rel="nofollow">nightfall giants</a> migrated to the <a href="http://maps.eq2interface.com/poi.php?action=view&id=28271" target="_blank" rel="nofollow">hill south of Mound Lake</a> in LU#24 (6/2006). There are only three of them and they were there on the test server yesterday. I didn't mention them because they used to be required for the Freeport AQ6s but I believe those quests were all changed with <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=347692�" target="_blank" rel="nofollow">Morticus' last changes in 2/2007</a>. On the live server I think <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=345" target="_blank" rel="nofollow">shadowed men</a> appear <a href="http://maps.eq2interface.com/poi.php?action=view&id=28519" target="_blank" rel="nofollow">near the druid ring</a> and the <a href="http://maps.eq2interface.com/poi.php?action=view&id=28912" target="_blank" rel="nofollow">D'Morte Burial Chamber</a>. On the test server I noticed that there weren't any at the D'Morte Burial Chamber. I'm not sure how many of the quests still require them now since I haven't done those recently. I think the issue with the <a href="http://eq2.allakhazam.com/db/mob.html?eq2mob=606" target="_blank" rel="nofollow">Nerius Pirate Captain</a> is more a quest issue with <a href="http://eq2.allakhazam.com/db/quest.html?eq2quest=916" target="_blank" rel="nofollow">Mercenary Contract - Down With The Ship</a> rather than a population issue. The captains can appear in the three main pirate camps but that quest is a random update and it can take quite a lot of captains to get the single update. Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere

Sassinak
07-25-2007, 03:08 PM
They say a picture is worth a thousand words, so here is a diagram of Eastern Nektulos. <img src="http://members.shaw.ca/cranberry/nek-unpopulated.jpg" border="0"> <img src="http://members.shaw.ca/cranberry/nek.jpg" border="0"> Summary of proposed changes: <ul><li>All mobs between Darklight Wood and the nearest respawn tent become level 20-22 (just copy the spawns near Commonlands).</li><li>All level 26-28 mobs that were in this region are moved to the highlands, most of which are currently unpopulated.</li><li>The level 23-25 population is expanded slightly to give a smooth transition from Darklight Wood.</li></ul>

Wilde_Night
07-26-2007, 01:22 AM
einar438 wrote: <blockquote><p> I just wished and hoped that Nektulos might actually start to make _sense_ again.  This poor zone has gone through so many changes over the past 3 years it has become schizophrenic.   The silliest thing is that you still get a message when crossing the broken bridge relating to the firelight shrillers, but the shrillers are no longer hiding in the trees.  </p></blockquote> Actually, the rustling sound/message you get when crossing the bridge was for an old quest that triggered an attack by treants when you crossed the bridge.  I do not know if that quest is even in the game anymore.

Gallenite
07-26-2007, 04:41 AM
More bug and feedback changes coming in the next test update: Antonica:     Writ with missing target is now for Darkpaw mystics. Nektulos:     Nightfall giants appear to be moving into the forest in larger numbers.     Firelight shrillers are more dominant than previously.     Shadowed men begin to exert more influence over the forest.     Tome: The Monsters should once again be completable.  Targets changed slightly.  Still highly monstrous.     Quest: A Calling In The Forest - No longer stealth-adds itself to journal while crossing J'Rais bridge.  It's now offered via popup.     Quest: Mercenary Contract - Should be much less frustrating to finish the part that requires a Nerius Pirate Captain.     Shinies/Sparklies/Call 'em what you want:  All the recent giant activity has unearthed more of these rare treats.  Not saying where or how many.     Sass:  Agree that the forest could use some love similar to what you've described, but there's unfortunately very little "simply" when it comes to large scale population changes like that.  That goes beyond the scope of this current round, but again, I think you're nearly right on the money. :) - Scott

Sassinak
07-26-2007, 05:09 AM
<cite>Gallenite wrote:</cite><blockquote>Sass:  Agree that the forest could use some love similar to what you've described, but there's unfortunately very little "simply" when it comes to large scale population changes like that.  That goes beyond the scope of this current round, but again, I think you're nearly right on the money. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote> Scott, at the bare minimum, can you give the Bear Cave respawn tent a clear path back to the road? I have about 1 in 3 success rate in getting a level 10 character out of there after an 'inadvertent' death.

Martrae
07-26-2007, 11:43 AM
I always thought it funny that you could betray at 10 but once you go into exile the exits from Haven drop you into areas of Nek and TS that are deadly.

Gallenite
07-26-2007, 12:02 PM
<cite>Sassinak wrote:</cite><blockquote><cite>Gallenite wrote:</cite><blockquote>Sass:  Agree that the forest could use some love similar to what you've described, but there's unfortunately very little "simply" when it comes to large scale population changes like that.  That goes beyond the scope of this current round, but again, I think you're nearly right on the money. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote> Scott, at the bare minimum, can you give the Bear Cave respawn tent a clear path back to the road? I have about 1 in 3 success rate in getting a level 10 character out of there after an 'inadvertent' death. </blockquote> Thanks - I forgot to mention that.  Archonix moved the respawn point nearer to the Darklight entrance, and (for PvP) tweaked the alignment of another respawn so that moving Bear Caves respawn wouldn't cause problems.

Captain_Xpendab
07-26-2007, 01:39 PM
<cite>Gallenite wrote:</cite><blockquote>     Quest: A Calling In The Forest - No longer stealth-adds itself to journal while crossing J'Rais bridge.  It's now offered via popup.     </blockquote>Any chance we can get some non-heroic Dragoon Lieutenants to kill for this quest? Either that or make sure the quest is properly flagged as heroic?

Cardasi
07-26-2007, 07:20 PM
<p>I didnt find any Sabertooth Rune Caster anymore in antonica to update the lord grimrots scythe quest. there are only sabertooth battlers in the camps and after serveral kills it seems they are not phs for rune casters . maybe they got moved to other places but i searched antonica pretty well.</p>

Devilsbane
07-27-2007, 08:55 AM
<p>Here are the few issues with Nek and Antonica that I can remember off hand:</p><p>Quest starters that drop from NPCs need to be increased in both Antonica and Nek</p><p>More Collectables (?) please - in Antonica basically if an area is bordered by road you can find only one ? per area, in Nek it is almost impossible to find even one ? every couple of hours and that one is usually stuck in a tree!</p><p>Named NPCs - Please add a few more in Antonica or at least add AA experience to the ones that currently do not give it, like the named NPCs that spawn in the mini ring camps </p><p>Antonica and Stormhold - the risk vs. reward is unbalanced when compared to Commonlands and Fallen Gate</p><ul><li>named NPCs in Antonica & Stormhold have no legendary drops which forces transmuters to adventure in Commonlands & Fallen Gate (seems to be a balancing issue in PvP)</li><li>Tomb of Valor - needs to be more straight forward with rewards on par with Vault of the Fallen</li></ul>

denmom
07-27-2007, 09:23 AM
<cite>Captain_Xpendable wrote:</cite><blockquote><cite>Gallenite wrote:</cite><blockquote>     Quest: A Calling In The Forest - No longer stealth-adds itself to journal while crossing J'Rais bridge.  It's now offered via popup.     </blockquote>Any chance we can get some non-heroic Dragoon Lieutenants to kill for this quest? Either that or make sure the quest is properly flagged as heroic? </blockquote> The ones that walk in a circle near by Funeral Pyre aren't triple ups, they're single, tho they tend to be in a 3-4 group and tend to overlap walking with another 3-4 single up group. A bit risky, yes, but better than trying for the triple ups in Gul'Thex Citadel.

graxnip
07-27-2007, 09:45 AM
(edit: regarding nek forest) I'm surprised that nobody has mentioned the private doopy remains that are quest bits from various mobs. Those quests when you examine them are labeled as lvl 20. (fixed easily by moving doopy to in front of the castle) Id like to see a lvl 20 go over behind the citadel to hand them in, as doopy is located right by the named lvl 30 skele ^^^ required for the mercenary contract. also I think the mercenary contract bit should be reversed at the end. - the last bit is the pirate captain (lvl 22-25 ish mob??, cant recall), but the step before is killing X many heroic lvl 28/29 ish skeletons, plus a named. Also the step before requires high guards which i found after numerous hours inside the citadel itself when I was finishing the dragoon heritage. I remeber that the quest used to be to kill a heroic that wandered the path from the citadel to the beach. At some point this guy was removed and the quest updated to kill a new mob. So I would suggest that high guards be added to the various skeletons that spawn in the back of the citadel. Also there are various solo named that do not give any AA,  a named treant north of N'mars ascent comes to mind. I do not think he is for a quest so im not sure if that is a bug or not. There is a kerran NPC who gives out a variety of quests (located on your way to the current owlbear locs) These quests do not reward AA, as well as the item rewards are fairly useless by the time you actually finish them. Glad to hear that the shadowmen population will be increasing, that was needed.

Devilsbane
07-27-2007, 11:33 AM
<cite>graxnip wrote:</cite><blockquote>(edit: regarding nek forest) I'm surprised that nobody has mentioned the private doopy remains that are quest bits from various mobs. Those quests when you examine them are labeled as lvl 20. (fixed easily by moving doopy to in front of the castle) Id like to see a lvl 20 go over behind the citadel to hand them in, as doopy is located right by the named lvl 30 skele ^^^ required for the mercenary contract. </blockquote> The problem is not turning them in since the quests do not gray out until you reach level 30 (plus it is easy to get on top of the ledge from the beach path and walk around the back of the citadel without aggro until you get to Doopy, run down turn it in then jump down up the ledge). The problem is getting all the various bones that are quest starters. They need to be increased in drop frequency like all the other no-trade quest starters!

Sassinak
07-27-2007, 03:18 PM
<cite>graxnip wrote:</cite><blockquote>There is a kerran NPC who gives out a variety of quests (located on your way to the current owlbear locs) These quests do not reward AA, as well as the item rewards are fairly useless by the time you actually finish them. </blockquote>This is Kleron Asana, and yes, his quests need some attention: <ul><li>his quests should reward AA.</li><li>his quests should update on every kill or harvest. </li><li>given the targets of his quests, his quests should be rated level 24.</li><li>Kleron should move to a better location - his current spot got a lot more dangerous in Live Update 24.  How about the Commonlands camp?</li><li>the rewards are anemic - you could double all of the stats and they would still be below their level. </li></ul>I think that the Watcher of the Fields quests in Thundering Steppes are the analogue of the Kleron quests - and those Watcher quests have the exact same problems - e.g. no AA rewards.

Bozidar
07-27-2007, 04:26 PM
<cite>Sassinak wrote:</cite><blockquote><cite>graxnip wrote:</cite><blockquote>There is a kerran NPC who gives out a variety of quests (located on your way to the current owlbear locs) These quests do not reward AA, as well as the item rewards are fairly useless by the time you actually finish them. </blockquote>This is Kleron Asana, and yes, his quests need some attention: <ul><li>his quests should reward AA.</li><li>his quests should update on every kill or harvest. </li><li>given the targets of his quests, his quests should be rated level 24.</li><li>Kleron should move to a better location - his current spot got a lot more dangerous in Live Update 24.  How about the Commonlands camp?</li><li>the rewards are anemic - you could double all of the stats and they would still be below their level. </li></ul>I think that the Watcher of the Fields quests in Thundering Steppes are the analogue of the Kleron quests - and those Watcher quests have the exact same problems - e.g. no AA rewards. </blockquote>Oh my dear lord, both of those quests need updates like nobody's business...

Cardasi
07-27-2007, 05:20 PM
hmm dont no what time you guys did the watcher of the field and kleron quests but i did them with a couple of alts in the last month and got aa exp for all of them.

xOnaton1
07-31-2007, 06:55 AM
<cite>Sassinak wrote:</cite><blockquote><ul><li>Kleron should move to a better location - his current spot got a lot more dangerous in Live Update 24.  How about the Commonlands camp?</li></ul> </blockquote>Are you playing on the test server? Kleron Asana and Noxhil V'Sek were moved to the area next to the Commonlands bridge. Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere

Seraki
07-31-2007, 09:14 AM
<p>I spent over an hour in Nek and found a total of 7 haze stalkers ( wolves) that are required not only for the help the guard quest line but part of every class's freeport 20s armor quest series as far as I know.   I found a nice vamped up nest of spiders but the wolf popularion seems to have suffered in the wake of this.  They also took their time in respawning.   I traveled from commonlands gate, to the docks, accross behemoth pond island for those I did find.</p><p> On the queens colony I noticed that harvest skills are a bit more sluggish to advance.   Also some harvest nodes were despawning as I approached them. </p><p>What in the world is with the eyes?   I changed two characters from light to dark colored eyes because they were so shiny that they looked like they were buldging out of the eye sockets. </p>

Sassinak
07-31-2007, 02:13 PM
Feawin@Antonia Bayle wrote: <blockquote><p>I spent over an hour in Nek and found a total of 7 haze stalkers ( wolves) that are required not only for the help the guard quest line but part of every class's freeport 20s armor quest series as far as I know.   I found a nice vamped up nest of spiders but the wolf popularion seems to have suffered in the wake of this.  They also took their time in respawning.   I traveled from commonlands gate, to the docks, accross behemoth pond island for those I did find.</p></blockquote>I looked around Blackwater Lake, N'Mar's Ascent, and in the highland beside Mound Lake.  No new populations of haze stalkers.  In all my travels, I only saw one of them (along the road near ulteran spires).  I can't think of anywhere else to look for them. To the devs: there is tons of nearly-unpopulated space around Blackwater Lake.  How about making it the home for a population of haze stalkers?  That region is the right level range for them.

Lortet
08-04-2007, 06:01 AM
<p>This one is for the Commonlands revamp - just started a new Freeport character</p><p>Quest "Armadillo Hides" - given by Nipius Malchus in SF - requires BANDED armadillos, of which only one spawns - at -1019,-50,-11. heaps of burly armadillos, only one banded.</p><p>edit - one more at -961, -48,-71</p><p>further edit - have found a few more dotted around it seems they had been killed by other players - still only 4 total found so far, and have been running around for over 90 minutes looking</p>

Caelvarn
08-04-2007, 02:51 PM
<p>This is my first post, but I felt I should launch into the turmoil and the recent modifications to Antonia warrent such a comment I think.</p><p>My path to experience (as a Qeynos citizen) follows the the Forgotten Ruins, Qakmyst Forest, and the Cave.  Antonica was an area I thought which would be good for about level 15 characters and then go to toward the Steppes.  This seeemed logical.  When I saw the update to make Antonica more playful, I was shocked.  Antonica is a challenge and should have remained so as characters begin to move toward more higher levels.  It is now a sad echo of what it was.  Navigation through the zone required some degree of knowledge, skill, and a little luck sometimes.  It was fun.  Now it is not playable in the sense of the word, but weakened to a state that provides a sizable gap for characters trying to obtain higher levels.</p><p>The lack of gnoll mobs, the lack of Klicknik groups, broken tasks, and the now almost unchallenged path through the caves have just made Antonica weaker that Oakmyst, the Peat Bog, or the Cave.</p><p>My recommendation - make Antonica playable.  This is not playable by giving it a "nice' feeling, but make it the challenge it should be.  I have over 30 years experience in the role playing areas and players need the challenge and the ability to think.  Bring Antonica back.</p><p> Thank you.</p>

Armawk
08-13-2007, 07:53 PM
<p>Id throw my weight in on the side of rolling back part way the changes.. sure, ease it up a bit but antonica/commonlands are now both far far too light on any danger. Naturally its good that solo quests have solo mobs that are manageable, but you didnt need to remove almost everything that was a bit tough to kill!</p><p>Good idea but taken too far</p>

Runestone
08-14-2007, 07:49 PM
I disagree with everyone that is crying about it. It's the reason I stopped playing the game with my family in the first place.. if you want to be hardcore.. race to level cap and raid to your hearts content. You all look at this as some horrible injustice because you had to do it.. so should everyone else.. hogwash! Yeah yeah, you walked 8 miles through heroic mobs in the snow with no shoes.. whatever. The fact is I have tried time and again to get my family to play this game. Try and explain to your kids that are not 'gamers' what all the different 'cons' mean.. or find a mob in the zoo that Antonica once was (without getting trashed). It might be fine for you, you may have no life.. My kids (teenagers) who I enjoy gaming with do not think being trashed at the beginning of a game as fun. The recent changes to the game have my entire family playing. Thank-you SoE. I have no problem with content ramping as you make your way through.. 4-5 quests in the starting areas before you were tossed into what was Antonica was horrible progression. Stop thinking only "gamers" play games.

thepriz
08-15-2007, 12:38 PM
<cite>DamnLag wrote:</cite><blockquote>I have no problem with content ramping as you make your way through.. 4-5 quests in the starting areas before you were tossed into what was Antonica was horrible progression. </blockquote>This used to not be the case. There used to be over a hundred quests in the starting areas but they where all removed and you now see what the result is.

Vith
08-15-2007, 01:59 PM
<cite>Sassinak wrote:</cite><blockquote>Feawin@Antonia Bayle wrote: <blockquote><p>I spent over an hour in Nek and found a total of 7 haze stalkers ( wolves) that are required not only for the help the guard quest line but part of every class's freeport 20s armor quest series as far as I know.   I found a nice vamped up nest of spiders but the wolf popularion seems to have suffered in the wake of this.  They also took their time in respawning.   I traveled from commonlands gate, to the docks, accross behemoth pond island for those I did find.</p></blockquote>I looked around Blackwater Lake, N'Mar's Ascent, and in the highland beside Mound Lake.  No new populations of haze stalkers.  In all my travels, I only saw one of them (along the road near ulteran spires).  I can't think of anywhere else to look for them. To the devs: there is tons of nearly-unpopulated space around Blackwater Lake.  How about making it the home for a population of haze stalkers?  That region is the right level range for them. </blockquote>Are you clearing off the spawn table? I've harvested heavily in Nektulos (for my bevy of crafting alts, oh my), and when I was still in level range for the aggro mobs, I'd clear off aggro mobs until it was all non-aggro spawn in my target areas. So you'd see no wolves or spiders in a large swath of the Forest. Kill the non-aggro stuff, the bats and snakes, and new aggro stuff would fill in. Sure, not an instant response, but that's how the spawn tables work. If nobody else is hunting in the target area, kill everything with impunity and you'll see more of your target mobs in the same span of time. As for making the old overland zones more friendly to casual play, big thumbs up from me.

Veland
08-16-2007, 12:36 AM
In Nek Forest, Rumbleroot Saplings were gone. I cannot complete "Slash and Burn" (freeport, arcane scientist task). Please change the spawn table or task itself.

Sassinak
08-16-2007, 02:01 PM
Vith@Oasis wrote: <blockquote>Are you clearing off the spawn table? [...] If nobody else is hunting in the target area, kill everything with impunity and you'll see more of your target mobs in the same span of time. </blockquote>This revamp was supposed to provide us with guaranteed spawns of quest mobs, so we would not have to clear spawn tables.  This is the case for most mobs that used to require clearing the spawn tables (e.g. mist grinnins, shade spinners, Sullian fairies, etc.), but haze stalkers and shadowmen seem to have slipped between the cracks.  There are less of these than before, unless we've missed some somewhere, and the quests that require them are even harder to finish now.

Grimwell
08-28-2007, 01:49 PM
Just a quick note - I've removed the sticky from this thread.Thanks to everyone for all the constructive feedback, please feel free to provide more here in this thread - or in game via the /feedback command should you note something specific while adventuring.Thanks!

Agaxiq
08-28-2007, 02:05 PM
<cite>Sassinak wrote:</cite><blockquote>Vith@Oasis wrote: <blockquote>Are you clearing off the spawn table? [...] If nobody else is hunting in the target area, kill everything with impunity and you'll see more of your target mobs in the same span of time. </blockquote>This revamp was supposed to provide us with guaranteed spawns of quest mobs, so we would not have to clear spawn tables.  This is the case for most mobs that used to require clearing the spawn tables (e.g. mist grinnins, shade spinners, Sullian fairies, etc.), but haze stalkers and shadowmen seem to have slipped between the cracks.  There are less of these than before, unless we've missed some somewhere, and the quests that require them are even harder to finish now. </blockquote>FYI - Shadowmen are plentiful to the left of the old Lavastorm Entrance - near the Obelisk of Lost Souls Entrance.Haze Stalkers seemed to be rare when the LU went live but I had no problems finding the 10 I needed the other day, so they might have tweaked it since the update.  Shade Spinners are very plentiful now.agressiv

Vatec
08-29-2007, 12:39 AM
Deadly rumbleroots are extremely hard to find in Nek.  And you need 18 of them for one of the advanced Nek requisitions.Also, I haven't seen a Sabertooth Tormentor since GU38 either.  These used to appear in a group with Sabertooth Elders after you wiped out a Battler/Runecaster group.  I think they're still need for the heavy armor AQs, too.