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View Full Version : 2 Second cast on everything is annoying


Quda
09-13-2007, 11:46 AM
<p>Why in the world was this even  thought of?  What possible reason would this have been implemented?</p><p>Lets, see:</p><p>1.  Need to use the elevator 2 second cast2.  Oil the lever in Unrest, 2 second cast then 4 second Oiling3.  Pull the lever in Unrest, 2 second cast, then 4 second pulling4.  Play the paino in Unrest 2 second cast, then start playing casting bar5.  Throw the bones in FTH, 2 second cast6.  Pick up a L&L book, 2 second cast7.  Get pages for book, 2 second cast</p><p>Please remove this feature.</p>

The_Real_Ohno
09-13-2007, 12:02 PM
Wow, its that bad?

Rattfa
09-13-2007, 12:06 PM
Getting a tradeskill work order...2 second cast =|

Cadori Seraphim
09-13-2007, 12:09 PM
I believe this was put in place so that people would not bypass content (and by content I mean agro mobs) by using invis/stealth.

interstellarmatter
09-13-2007, 12:17 PM
Is that what that was last night?  Though I was going crazy when the progress bar kept popping up.

Quda
09-13-2007, 12:51 PM
<cite>Cadori Seraphim wrote:</cite><blockquote>I believe this was put in place so that people would not bypass content (and by content I mean agro mobs) by using invis/stealth.</blockquote><p>Nope, in one of the test notes:</p><p><b>General:</b></p><ul><li>World objects that have a casting bar will no longer remove stealth. </li></ul>

C
09-13-2007, 01:14 PM
<cite>Quda wrote:</cite><blockquote><cite>Cadori Seraphim wrote:</cite><blockquote>I believe this was put in place so that people would not bypass content (and by content I mean agro mobs) by using invis/stealth.</blockquote><p>Nope, in one of the test notes:</p><p><b>General:</b></p><ul><li>World objects that have a casting bar will no longer remove stealth. </li></ul></blockquote>Can confirm that using such an object does not break invis.  So....what was the point again?

Kizee
09-13-2007, 01:21 PM
<cite>Afton@Splitpaw wrote:</cite><blockquote><cite>Quda wrote:</cite><blockquote><cite>Cadori Seraphim wrote:</cite><blockquote>I believe this was put in place so that people would not bypass content (and by content I mean agro mobs) by using invis/stealth.</blockquote><p>Nope, in one of the test notes:</p><p><b>General:</b></p><ul><li>World objects that have a casting bar will no longer remove stealth. </li></ul></blockquote>Can confirm that using such an object does not break invis.  So....what was the point again?</blockquote>Probally another PvP change that we have to suffer for.

Illmarr
09-13-2007, 01:30 PM
Gosh darn [To control my vocabulary] PvP bastiches ruining my game again <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" />

Cadori Seraphim
09-13-2007, 01:32 PM
I have found 2 actually that broke invis/stealth.  Bug perhaps? Or working as intended?

katalmach
09-13-2007, 02:04 PM
<p>I hate the two second cast time so, so much. Okay SOE, if you want it to take two seconds to click an item to update a quest, that's fine. Annoying and redundant (as they already have the option of making quest items gatherable if they don't want it to be instant), but I could live with it. But that I have to wait two seconds (two seconds of standing still or the casting is interrupted) to get a tradeskill writ, to use a portal, to use an elevator, to look up my kill list and other such mundane tasks is NOT okay.</p><p>Please, please, please revert this change. It is awful.</p>

Guy De Alsace
09-13-2007, 02:05 PM
<p>I blame Legends of Norrath.</p><p>Come on its been a while since someone has blamed it for something...</p>

RecosIko
09-13-2007, 02:19 PM
Yea questing today some stuff was breaking stealth still on my Brig..

Dagorgil
09-13-2007, 04:37 PM
<cite>Quda wrote:</cite><blockquote><p>Why in the world was this even  thought of?  What possible reason would this have been implemented?</p><p>Lets, see:</p><p>1.  Need to use the elevator 2 second cast2.  Oil the lever in Unrest, 2 second cast then 4 second Oiling3.  Pull the lever in Unrest, 2 second cast, then 4 second pulling4.  Play the paino in Unrest 2 second cast, then start playing casting bar5.  Throw the bones in FTH, 2 second cast6.  Pick up a L&L book, 2 second cast7.  Get pages for book, 2 second cast</p><p>Please remove this feature.</p></blockquote><p>Smedley....</p><p>I forsee a great rift in the Force, as if thousands of angry players screamed out in terror, and then nothing... (*cough* NGE *cough*)</p><p> When does <b>anything</b> SOE do make sense (except when Domino does it, of course)?</p>

Cadori Seraphim
09-13-2007, 05:02 PM
<cite>Dagorgil@Kithicor wrote:</cite><blockquote><cite>Quda wrote:</cite><blockquote><p>Why in the world was this even  thought of?  What possible reason would this have been implemented?</p><p>Lets, see:</p><p>1.  Need to use the elevator 2 second cast2.  Oil the lever in Unrest, 2 second cast then 4 second Oiling3.  Pull the lever in Unrest, 2 second cast, then 4 second pulling4.  Play the paino in Unrest 2 second cast, then start playing casting bar5.  Throw the bones in FTH, 2 second cast6.  Pick up a L&L book, 2 second cast7.  Get pages for book, 2 second cast</p><p>Please remove this feature.</p></blockquote><p>Smedley....</p><p>I forsee a great rift in the Force, as if thousands of angry players screamed out in terror, and then nothing... (*cough* NGE *cough*)</p><p> When does <b>anything</b> SOE do make sense (except when Domino does it, of course)?</p></blockquote>QFT!Yes Domino has been such a huge asset to the team imo. They need to find more people like her!

Josgar
09-13-2007, 05:06 PM
Whats the point of a visble 2 second cast timer? Does it really take me 2 seconds to pick up a book in real life... and do I need to pause and do it? I think not... I normally can walk by and grab things >.>

einar4
09-13-2007, 05:16 PM
<p> I am not one to second guess the developers, but this could be basically a change of mechanics in order to encapsulate the behavior of world objects.  By so doing, basically having a default architecture, new content in the form of user activated widgets can be implemented more effeciently.  That's one possibility anyway.  </p><p> Another thing that it can be, is to prevent doing "drive by" stuff.   Running into a room full of mobs and just clicking and running out again.  If you are in stealth and the mobs can't see invis, well and good.  But for those things guarded by mobs that can see invis, then you'll have to do it the hard way.  </p><p> I do admit that changing the timer for _some_ things would be nice.  Like teleporters or grabbing a writ off the clipboard, etc.  I would just feedback the annoying and seemingly pointless ones.  Maybe a little polymorphism can be implemented to make certain objects work a bit faster now that the timer is implemented. </p>

Dagorgil
09-13-2007, 05:35 PM
<cite>Ikarri@Lucan DLere wrote:</cite><blockquote><p> I am not one to second guess the developers, but this could be basically a change of mechanics in order to encapsulate the behavior of world objects.  By so doing, basically having a default architecture, new content in the form of user activated widgets can be implemented more effeciently.  That's one possibility anyway.  </p><p> Another thing that it can be, is to prevent doing "drive by" stuff.   Running into a room full of mobs and just clicking and running out again.  If you are in stealth and the mobs can't see invis, well and good.  But for those things guarded by mobs that can see invis, then you'll have to do it the hard way.  </p><p> I do admit that changing the timer for _some_ things would be nice.  Like teleporters or grabbing a writ off the clipboard, etc.  I would just feedback the annoying and seemingly pointless ones.  Maybe a little polymorphism can be implemented to make certain objects work a bit faster now that the timer is implemented. </p></blockquote>But why add it on EVERYTHING?  If they want to add the use activated widgets, then why not have the cast timers on <b>those</b> things instead of <b>everything</b>??  It doesn't make any sense to make someone wait to pick up a book.  If I go to a book store, I'm pretty sure I don't have to stand there and think about picking something up, I just do it.

q149
09-13-2007, 05:42 PM
<p>The reason they did this is to stop people from completing quests after they are dead, in order to get AA xp and not adventure XP(pvp lvl lockers)</p><p>I made that up</p>

Gladiia
09-13-2007, 05:55 PM
<cite>q149 wrote:</cite><blockquote><p>The reason they did this is to stop people from completing quests after they are dead, in order to get AA xp and not adventure XP(pvp lvl lockers)</p><p>I made that up</p></blockquote>Sounded good tho <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Amocus
09-13-2007, 06:02 PM
<cite>Dagorgil@Kithicor wrote:</cite><blockquote><cite></cite>But why add it on EVERYTHING?  If they want to add the use activated widgets, then why not have the cast timers on <b>those</b> things instead of <b>everything</b>??  It doesn't make any sense to make someone wait to pick up a book.  If I go to a book store, I'm pretty sure I don't have to stand there and think about picking something up, I just do it.</blockquote> Probably because this way was an easier programming fix than going into the code and adjusting it item by item. Far easier for them to say "All" widgets act a certain way, than go in and fix them one by one.Not sayin' it's the way it should have been done...just sayin'

LordPazuzu
09-13-2007, 06:50 PM
Is it really that big a deal?  Is 2 whole freaking seconds really too long for you?  Someone needs their ADHD medication.

Barakuz
09-13-2007, 07:01 PM
<p>Pazuzu - those examples above are annoying as it is...how about mechanics affecting issues, such as last night in LoA.</p><p>Those wonderful flowers in Villucides Pit now take 2 seconds per flower to destroy...not a big deal if you pet pull the mob out of the pit, but it's not much fun when trying to run the encounter as it should be done in the pit itself.</p><p>So SOE devs how about removing this annoying change that seems to do provide no practical benefit - or at least having someone on the dev team look at how this mechanics change, may impact encounters.</p><p>Barakuzz</p>

Shadowdragoon
09-13-2007, 07:40 PM
<cite>LordPazuzu wrote:</cite><blockquote>Is it really that big a deal?  Is 2 whole freaking seconds really too long for you?  Someone needs their ADHD medication.</blockquote>It all adds up.lets see.. that qust that makes you gather 10 shrooms to return to theyr for mer master.. (who then makes stew of em)1 shroom = 2 sek.10 Shrooms = 20 sek.doing that part on 6 chars20 * 6 = 120 sek = 2min.and it balls up from there on other quest collections.<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Tae
09-13-2007, 08:21 PM
Unrest and Freethinkers are both instances, how could it be anything to do with PvP?

Guy De Alsace
09-13-2007, 08:47 PM
I'm sure there must be a reason but god knows what. Doesnt seem to do anything except annoy players for no good reason.

Dynaen
09-13-2007, 11:44 PM
<cite>Guy De Alsace wrote:</cite><blockquote>I'm sure there must be a reason but god knows what. Doesnt seem to do anything except annoy players for no good reason.</blockquote><p>QFT.  This has got to be one of the most aggravating and pointless changes I've seen yet.  To quote someone from a similar thread in Testing Feedback, they burned down the house to kill a flea.  I'm sure it was some minor PVP exploit that they "fixed" by slapping the entire game with this idiotic change.</p><p>There's nothing moderately cool about it.  I could care less about realism, this is a fantasy game, I don't care how long it takes you to pick up or do something in rl, I'm not playing this game for realism.  The mechanics have been the same for what, 3 years now or however long this game has been out, and now out of the blue with no reason, an annoying change with no explanation is added?  Is there really nothing better that can be done other than add in aggravating changes for no reason just because you can?</p>

megaira13
09-14-2007, 03:56 AM
Gee, I'm glad Djinn Master is in the past.  There'd be some fun clicking right there.

liveja
09-14-2007, 09:38 AM
<cite>LordPazuzu wrote:</cite><blockquote>Is it really that big a deal?</blockquote>When it's a completely pointless change, for something that could have been fixed in a different, more sensible manner .... yes, it's that big a deal.

Mercenary
09-14-2007, 10:05 AM
Horrible change, although I am happy that at least it does not break stealth/invis anymore (which it did on test at first).Only makes the gameplay more annoying <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

eq2john
09-14-2007, 02:46 PM
<p align="justify">For the areas with aggro, it is some consellation that stealth and invis does not break, as it was intended too on test. At least players without a stealth/invis class can still make use of totems if they wish, as a way around this mayor annoyance. I think totems will become an essential part of the gameplay now, just as common as buying food and drink.</p><p align="justify">But really, I couldn't see what was wrong with clicking overrall.</p><p align="justify">For the more dangerous areas, you could hardly say that you were avoiding content.</p><p align="justify">You could see the mobs you were avoiding with invis, notice the envionment and get the update. You could dash for the update without invis, gaining aggro from mobs. Either way, the quest update was with the content. Even accepting the feign death approach, you're still using a class ability, no different to what mages or scouts could use. Why punish abilities? There's no point to them being in the game if they can't be used to 'experience the content'.</p><p align="justify">Now any attempt to dash for updates in aggro areas is pointless as you will be interrupted. Anyone without a group at the time is stuffed. What to do? Ask in chat for a group just for <i>your</i> clicky update? I don't think many people will be available just for the few seconds that the quest update will take. I can see many players feeling completely inept because they cannot do the task themselves.</p><p align="justify">Bad change SoE. Your content will be ignored and quests deleted because of it.</p><p align="justify">At least the 'suicide run' approach as a last resort, taking the debt and repair cost was still a solution you could do on your own, for your own updates, without bugging anyone else for it.</p><p align="justify">Or has the requirement now become group only...?</p>

Fatkiddown
09-14-2007, 07:27 PM
<cite>Dagorgil@Kithicor wrote:</cite><blockquote><cite>Quda wrote:</cite><blockquote><p>Why in the world was this even  thought of?  What possible reason would this have been implemented?</p><p>Lets, see:</p><p>1.  Need to use the elevator 2 second cast2.  Oil the lever in Unrest, 2 second cast then 4 second Oiling3.  Pull the lever in Unrest, 2 second cast, then 4 second pulling4.  Play the paino in Unrest 2 second cast, then start playing casting bar5.  Throw the bones in FTH, 2 second cast6.  Pick up a L&L book, 2 second cast7.  Get pages for book, 2 second cast</p><p>Please remove this feature.</p></blockquote><p>Smedley....</p><p>I forsee a great rift in the Force, as if thousands of angry players screamed out in terror, and then nothing... (*cough* NGE *cough*)</p><p> When does <b>anything</b> SOE do make sense (except when Domino does it, of course)?</p></blockquote>When you leave can i have your stuff?

Valsehna
09-15-2007, 04:50 AM
Hate it.  Just one more thing to annoy to the crap out of me and [Removed for Content] me off. <img src="http://forums.station.sony.com/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" alt="SMILEY" width="15" height="15" />

Kamimura
09-15-2007, 05:33 AM
It is pretty annoying, especially without any reason as to why it was done.

Beldin_
09-15-2007, 07:12 AM
<cite>Possumu@Splitpaw wrote:</cite><blockquote><p>Okay SOE, if you want it to take two seconds to click an item to update a quest, that's fine. Annoying and redundant (as they already have the option of making quest items gatherable if they don't want it to be instant), but I could live with it. But that I have to wait two seconds (two seconds of standing still or the casting is interrupted) to get a tradeskill writ, to use a portal, to use an elevator, to look up my kill list and other such mundane tasks is NOT okay.</p></blockquote><p>Its even more annoying to look at things that don't offer anything, for example the druid ring in Zek always shines from far as a clicky .. harvest 2 seconds and you get : NOTHING.</p><p>I now really fear as next you must "harvest" every NPC before you can speak with them <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

Iseabeil
09-15-2007, 07:38 AM
<p>My guess... Feign Death.</p><p>Devs have total control over what mobs see invis/stealth, there is no such mechanic for FD, either it works on all or none. With the use of a handy brawler, you can cutt off a good chunk of time in zones like unrest as well as bypassing content and if this is a zone design they will re-use in RoK they would need to do something to prevent a repeat. They could skip this kind of zone mechanic, they could revamp how FD works, or they can change how you get the updates. Brawlers can still do it, but not as quickly and easie as before. This is just my guess, but I cant think of any other logical reason,</p><p>No matter reason tho, this change hit hard across the whole game, and no matter what they wanted to effect it was far from alone on being effected.</p>

Guy De Alsace
09-15-2007, 09:43 AM
<p>Personally speaking I have no problem with monks/brawlers or anyone else being able to FD to anything. Good luck to them. The game already has too many levellers between classes without more being introduced.</p><p>No, I dont have a monk/brawler.</p><p>Froglok chests in TT also have a 2 sec timer on them. Sigh. </p>

TheGuyWithOneArm
09-15-2007, 10:53 AM
<p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><p>threads like this need to be locked and thrown away as soon as they are made.</p><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable? </p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p>

Beldin_
09-15-2007, 11:36 AM
<cite>Iseabeil wrote:</cite><blockquote><p>My guess... Feign Death.</p></blockquote><p>Yeah .. and thats the reason why we need to harvest NPCs. </p><p>Hey .. i once passed content .. as a Freeport Character i got a Fay-Court Quest shared from a Qeynos Character (hm .. away with sharing .. this also allows bypasing content) , after finishing the quest i killed some guards to get to the NPC and didn't noticed some more guards. They attacked me .. i used FD .. and .. was able to speak with the Quest-NPC .. finish the Quest and after that the Guards where no longer aggro.</p><p>So thats the reason why we really badly need to harvest every NPC .. and give it better a 10 .. oh now .. 30 second timer</p><p>Ahh .. and  for all those who always don't get it .. that was sarcasm</p>

Da Phuzz
09-16-2007, 01:22 AM
<cite>TheGuyWithOneArm wrote:</cite><blockquote><p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><p>threads like this need to be locked and thrown away as soon as they are made.</p><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable? </p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p></blockquote>Well, I'm glad you don't have any control over if threads get locked down when you feel there is no issue... because I would have just created another thread about the timers.This poorly thought out code does more than just make us wait 2 seconds per interaction (not just 2 seconds - it is PER interaction) has broken at least one quest that I've found so far.On the quest 'Getting the Smarmy Sprocket Underway!' you have to kick the gnome-built sail unfurling device rapidly until it engages. You CANNOT kick fast enough to progress through the quest, so that renders an entire zone unreachable. When kicking as fast as possible (cursor left over the item and hitting the 'f' key to use the highlighted object), all you get is a message stating that the parts are slowing down and you need to kick it faster... but you can't.I would rather have older content that worked as opposed to content broken by a bit of code that wasn't thought out very well at all.So, this 'complaint about 2 seconds of my precious time' as you put it actually cost me about an hour in-game, what with multiple tries to find a work-around (there are none), the detailed bug report and the rest of the quest before I did the kicking part of it.

Kasar
09-16-2007, 03:36 AM
<span class="postbody"><cite>TheGuyWithOneArm wrote:</cite><blockquote><p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><p>threads like this need to be locked and thrown away as soon as they are made.</p><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable? </p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p></blockquote></span>That's 2 seconds in addition to any stifles.  Only some classes self-stifle, but if those're up, you have to wait for them to expire before you can click on anything.  When going through a zone like Zek with a toon the first time, you have to click on everything to see if it's an update for the 43 "go find" quests you get coming from the docks.They should put a 2 second delay on moving items in bags, 3-4 seconds for equipping or unequipping each item.. it's only a couple seconds.I doubt this change really was make/break for an expansion.  I do wonder if by fixing this pvp exploit, they've just created another one?

retro_guy
09-16-2007, 04:02 AM
<cite>Kizee@Befallen wrote:</cite><blockquote><cite>Afton@Splitpaw wrote:</cite><blockquote><cite>Quda wrote:</cite><blockquote><cite>Cadori Seraphim wrote:</cite><blockquote>I believe this was put in place so that people would not bypass content (and by content I mean agro mobs) by using invis/stealth.</blockquote><p>Nope, in one of the test notes:</p><p><b>General:</b></p><ul><li>World objects that have a casting bar will no longer remove stealth. </li></ul></blockquote>Can confirm that using such an object does not break invis.  So....what was the point again?</blockquote>Probally another PvP change that we have to suffer for.</blockquote>I don't know why they don't just close the PVP server(s?) noone uses them, it seems to have been a complete waste of time, better to use those resources on the core game.If people want to PVP let them play WOW or Counterstrike or something.

Femke
09-16-2007, 05:01 AM
<cite>Josgar wrote:</cite><blockquote>Whats the point of a visble 2 second cast timer? Does it really take me 2 seconds to pick up a book in real life... and do I need to pause and do it? I think not... I normally can walk by and grab things >.></blockquote>If it laying on hand height and is not hidden, yes... but when it lays on the ground (you have to stop, get through your knees and pick it up) or hidden..... In those cases 2 seconds is more the realistic.My self? I don't care too much about the seconds... it are after all just 2 seconds.Femke.

eq2john
09-16-2007, 07:28 AM
<p>The delay is only an issue for us on quest upates in aggro areas. Without, invis, stealth or a group available, it can't be updated because of interruption.</p><p>From our in game feedback:-</p><p>'No amount of arm twisting will make us experience the content when we can't even do a simple thing as click on a quest update.'</p><p>The reason we like mmos is because they are dynamic; you expect the nerfs, the sometimes unfair decisions, but overrall it still allows you to experience the game and accomplish your goals in a variety or ways. This is the first change we've seen that actually prevents it.</p><p>When the devs reasoning changes to 'you must experience our content' then it just becomes an online version of a console game.</p>

katalmach
09-16-2007, 07:47 AM
<cite>TheGuyWithOneArm wrote:</cite><blockquote><p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><p>threads like this need to be locked and thrown away as soon as they are made.</p><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable? </p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p></blockquote><p>It is two seconds of my precious time for no good reason. Okay, SOE wants to stop FDers from getting updates while feigned. That is a reason. But why does that two second cast timer also have to apply to things like writ tables, kill stats boards and teleporters? I doubt very much that anybody ever feigned death in order to get a tradeskill writ (mainly because, well, there would be no point.).</p><p>When I normally do crafting writs (one of my favourite parts of the game), I never stand still unless I am crafting. When I finish a writ, I run upstairs, I hail the NPC, choose my quest and click on the writ table ALL while midair, jumping down the stairs. I get back to the crafting station in five seconds time and that is just perfect for me, I'm in the groove basically. Now, I can't do that, because jumping or moving would break the cast timer when I get a writ. So I have to stand still for two seconds.. and believe you me, everytime I do, the thought "why am I playing this game again?" pops into my head. This change irritates and annoys me every single time I come across it - which is often.</p><p>When I do adventuring writs, when running thru NQ towards the fighters' guild, I normally click the kill stats board on the way, while running. It's just a fun little thing, checking how many mobs I've killed. Now I can't do that. I would have to stop for two seconds just to see my useless kill stats. Because I'm in a hurry to get writs (and my group certainly isn't stopping for anything), I just keep going and while it may be a small thing, this change has taken away a small part of the fun of the game for me.</p><p>I would rather SOE let the game rot away with time than implement useless, annoying mechanics, yes. A change in adventuring mechanics would be acceptable if still very annoying, but making mundane tasks such as getting tradeskill writs take longer simply isn't acceptable. This may be  a small change, but for me personally it is a make or break one. If my crafters have to stand still for two seconds every time they get a writ by the time RoK is out and they have a reason to do writs again - I just really can't be bothered to play.</p>

megaira13
09-16-2007, 06:52 PM
<cite>TheGuyWithOneArm wrote:</cite><blockquote><p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><b><span style="color: #cc0000;">Maybe for you that 2 seconds could be better used thinking out the possible outcomes of a situation before hopping in to declare that it's not a problem.In encounters where you must click something quickly to avoid an AE, while it is currently not a major handicap, it has potential to be a real problem if a new encounter is designed that does not calculate this change.   You have your guy over there spamclicking the object and the person who has designed the encounter has allowed for half a second downtime between clicks rather than the 2 it now takes due to casting time.Or, as someone mentioned above, they cannot progress in a  quest due to the 2 second cast borking up what must be spamclicked.  If, for the holidays, we have more spam click toys to play with as part of quests (rewind 2 Christmases to the Gigglegibber quest with the motor you had to spamclick there, too) - people will be on the forums griping they cannot complete them and enjoy their holiday spirit due to this issue. For raiders - a poster mentioned the Lyceum flowers - it is a good <i>example.</i>    During that encounter, flowers pop around the floor of a pit where the raid is fighting.  They must be "kicked" to get rid of them, or they start pulsing a fear that does not go away until the flower does.  In other words, if your flower kickers are not fast enough to kick, your raid is in trouble, if not toast.At the start of the encounter, you can get 10-15 flowers popping at once.  2 extra seconds per kick per flower along with finding them, targeting them through all the bodies if they pop under the raid/Vilucidae, etc.    You have 4 flower pickers each assigned to quadrants of the pit.  One kicker gets 5 flowers in his corner... 8 seconds extra downtime before he gets to that last flower.  How long before they start pulsing a fear? 20 seconds? 30?  I've never timed that part - so I'm not sure exactly how long you have to kick them.   For the old timers who are long into EoF, this is simply an inconvenience.  However, for people who are still working on this zone or new to it, it is a new hurdle to get over that is not supposed to be part of that encounter.IIRC, Djinn Master in T6 requires you to click instruments in order during the fight - new raiders coming up who run into that content get a face full of frustration because a new "quirk" has been added that was not there a week ago.   The bones in FTH require the 2 seconds cast to toss them, now...which I bet my toon's chainclad butt was not - again - intended.   AGAIN an inconvenience.  Especially when you discover it AS you're backing up and the other guy is mid-cast.Venekor in SoTL requires archtypes of certain classes to click the orb nearby to avoid an AE.  How long do they have to click it before it considers it a "fail"? I don't know, but I'm pretty sure 2 extra seconds were not calculated in, there.   Hurricanus has an orb that must be deactivated a couple times during his fight to avoid a KB AE - how long do you have to click that?   I'm sure I'm missing a couple in here.These are examples of PAST raid mobs with this mechanic that need to be adjusted if this change is going to stay.   Consider, however, the possibility of a future raid mob that requires something to be clicked quickly & that 2 seconds making it impossible to do.   It is not illogical to consider this as a possibility and a problem, and having those other encounters fixed would go a long way to settling minds.Do I care that a workbench takes a 2 second cast, or that I have to stand there for 2 seconds to pull a lever in Unrest?  God no. It's not something that'll wipe a group or a raid or completely break a quest (as mentioned above) -so in that case, no, 2 seconds of my "precious time" is no big deal (frankly, I was able to do the "new" levers in unrest without an issue with the monk, anyway - the other levers can be pulled invis, if needed).   But in the case of a raid wiping and people wasting 15 min a pop getting the problem sorted out, or possibly losing a mob to another group, then it's a bigger issue than a couple seconds downtime.It is *obvious* that some other things were unintentionally affected by the change - in that case it is perfectly justifiable and sound for people to post and bring it to the dev's attention.  It needs to be fixed.All that said - thank god they thought of doors and the exploding barrels.  That'd have been a real trip if it took 2 seconds to cast a barrel...especially if the fuse lights when the casting begins.  So it appears they did think of certain things, but others were missed.So in all, I'm not bothered about the change itself, but I do think it needs a closer look and some fine tuning.</span></b><p>threads like this need to be locked and thrown away as soon as they are made.</p><span style="color: #cc0000;"><b>The same could be said for posts such as yours that leap in to declare something perfectly fine without thinking things through.</b></span><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable?</p><p><span style="color: #cc0000;"><b>People are bothered with a bug and somehow that translates to "they hate all the changes & SOE is the devil"?   That's alarming.  Especially because I forgot to enclose my pc in a pentacle before I fired up the game today.</b></span></p><p><span style="color: #cc0000;"><b>I also like the "starving children in Africa" ending there.   "Well I'm sorry your food is burned, but how would you like to be a starving child in Africa, hmmm?"  /eyebrow raise</b></span></p><p><span style="color: #cc0000;"><b>You behave now or we'll send you back to MUDs, young man!</b></span></p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p><b><span style="color: #cc0000;">...Isn't that like saying "Gee, I'm glad the new update to Firefox crashes my browser, because it shows me Firefox really cares and is at least updating"?</span></b></blockquote>

Dynaen
09-17-2007, 07:25 AM
<cite>Possumu@Splitpaw wrote:</cite><blockquote><p>It is two seconds of my precious time for no good reason. Okay, SOE wants to stop FDers from getting updates while feigned. That is a reason. But why does that two second cast timer also have to apply to things like writ tables, kill stats boards and teleporters? I doubt very much that anybody ever feigned death in order to get a tradeskill writ (mainly because, well, there would be no point.).</p><p>When I normally do crafting writs (one of my favourite parts of the game), I never stand still unless I am crafting. When I finish a writ, I run upstairs, I hail the NPC, choose my quest and click on the writ table ALL while midair, jumping down the stairs. I get back to the crafting station in five seconds time and that is just perfect for me, I'm in the groove basically. Now, I can't do that, because jumping or moving would break the cast timer when I get a writ. So I have to stand still for two seconds.. and believe you me, everytime I do, the thought "why am I playing this game again?" pops into my head. This change irritates and annoys me every single time I come across it - which is often.</p><p>When I do adventuring writs, when running thru NQ towards the fighters' guild, I normally click the kill stats board on the way, while running. It's just a fun little thing, checking how many mobs I've killed. Now I can't do that. I would have to stop for two seconds just to see my useless kill stats. Because I'm in a hurry to get writs (and my group certainly isn't stopping for anything), I just keep going and while it may be a small thing, this change has taken away a small part of the fun of the game for me.</p><p>I would rather SOE let the game rot away with time than implement useless, annoying mechanics, yes. A change in adventuring mechanics would be acceptable if still very annoying, but making mundane tasks such as getting tradeskill writs take longer simply isn't acceptable. This may be  a small change, but for me personally it is a make or break one. If my crafters have to stand still for two seconds every time they get a writ by the time RoK is out and they have a reason to do writs again - I just really can't be bothered to play.</p></blockquote><p>Another good post that pretty much sums it all up.  Why did this idiotic change just get tossed in with no thought to the consequences on everything it affects?  Yes, I do have a bruiser, and if you devs think adding a 2 second delay is going to hinder me in getting dungeon updates or whatnot, you're wrong.  It'll cost me an extra FD.  Oh nos!  So either the entire populace has to endure this dumb change to make brawlers FD a whopping one more time, or it was done for some obscure PVP problem.  Both of which are dumb and ill thought out to say the least and a more sensible change could have been implemented to fix whatever "problem" was out there.</p><p>Writ tables?  Poet Palace mirror zoning?  Clicking on quest items such as stones, markers, tables that give absolutely nothing other than a "Close" option?  Getting books?  Does any of this make any sense as to have needed a 2 second cast time?  I don't care if its realistic or not.  ITS NOT FUN.  I've been leveling up a new character lately, and the annoyance factor has been though the roof after this change was put in because I hate grinding and enjoy questing, and seeing this ridiculous cast bar everytime I need to interact with something is downright infuriating.</p><p>And as usual, no explanation has been given for this dumb change, after the mechanics for instant clicking have been in place for over what, 3 years now?  Now, oh lets add 2 seconds of annoyance to almost every quest and interactable item in the game.</p>

evhallion
09-17-2007, 07:40 AM
<cite>Ninibi@Butcherblock wrote:</cite><blockquote><cite>TheGuyWithOneArm wrote:</cite><blockquote><p>time to take a step back people and realize you are complaining about -2 seconds- of your precious time.</p><b><span style="color: #cc0000;">Maybe for you that 2 seconds could be better used thinking out the possible outcomes of a situation before hopping in to declare that it's not a problem.In encounters where you must click something quickly to avoid an AE, while it is currently not a major handicap, it has potential to be a real problem if a new encounter is designed that does not calculate this change.   You have your guy over there spamclicking the object and the person who has designed the encounter has allowed for half a second downtime between clicks rather than the 2 it now takes due to casting time.Or, as someone mentioned above, they cannot progress in a  quest due to the 2 second cast borking up what must be spamclicked.  If, for the holidays, we have more spam click toys to play with as part of quests (rewind 2 Christmases to the Gigglegibber quest with the motor you had to spamclick there, too) - people will be on the forums griping they cannot complete them and enjoy their holiday spirit due to this issue. For raiders - a poster mentioned the Lyceum flowers - it is a good <i>example.</i>    During that encounter, flowers pop around the floor of a pit where the raid is fighting.  They must be "kicked" to get rid of them, or they start pulsing a fear that does not go away until the flower does.  In other words, if your flower kickers are not fast enough to kick, your raid is in trouble, if not toast.At the start of the encounter, you can get 10-15 flowers popping at once.  2 extra seconds per kick per flower along with finding them, targeting them through all the bodies if they pop under the raid/Vilucidae, etc.    You have 4 flower pickers each assigned to quadrants of the pit.  One kicker gets 5 flowers in his corner... 8 seconds extra downtime before he gets to that last flower.  How long before they start pulsing a fear? 20 seconds? 30?  I've never timed that part - so I'm not sure exactly how long you have to kick them.   For the old timers who are long into EoF, this is simply an inconvenience.  However, for people who are still working on this zone or new to it, it is a new hurdle to get over that is not supposed to be part of that encounter.IIRC, Djinn Master in T6 requires you to click instruments in order during the fight - new raiders coming up who run into that content get a face full of frustration because a new "quirk" has been added that was not there a week ago.   The bones in FTH require the 2 seconds cast to toss them, now...which I bet my toon's chainclad butt was not - again - intended.   AGAIN an inconvenience.  Especially when you discover it AS you're backing up and the other guy is mid-cast.Venekor in SoTL requires archtypes of certain classes to click the orb nearby to avoid an AE.  How long do they have to click it before it considers it a "fail"? I don't know, but I'm pretty sure 2 extra seconds were not calculated in, there.   Hurricanus has an orb that must be deactivated a couple times during his fight to avoid a KB AE - how long do you have to click that?   I'm sure I'm missing a couple in here.These are examples of PAST raid mobs with this mechanic that need to be adjusted if this change is going to stay.   Consider, however, the possibility of a future raid mob that requires something to be clicked quickly & that 2 seconds making it impossible to do.   It is not illogical to consider this as a possibility and a problem, and having those other encounters fixed would go a long way to settling minds.Do I care that a workbench takes a 2 second cast, or that I have to stand there for 2 seconds to pull a lever in Unrest?  God no. It's not something that'll wipe a group or a raid or completely break a quest (as mentioned above) -so in that case, no, 2 seconds of my "precious time" is no big deal (frankly, I was able to do the "new" levers in unrest without an issue with the monk, anyway - the other levers can be pulled invis, if needed).   But in the case of a raid wiping and people wasting 15 min a pop getting the problem sorted out, or possibly losing a mob to another group, then it's a bigger issue than a couple seconds downtime.It is *obvious* that some other things were unintentionally affected by the change - in that case it is perfectly justifiable and sound for people to post and bring it to the dev's attention.  It needs to be fixed.All that said - thank god they thought of doors and the exploding barrels.  That'd have been a real trip if it took 2 seconds to cast a barrel...especially if the fuse lights when the casting begins.  So it appears they did think of certain things, but others were missed.So in all, I'm not bothered about the change itself, but I do think it needs a closer look and some fine tuning.</span></b><p>threads like this need to be locked and thrown away as soon as they are made.</p><span style="color: #cc0000;"><b>The same could be said for posts such as yours that leap in to declare something perfectly fine without thinking things through.</b></span><p>at least they are updating the game even if you all hate the changes they make, would you rather just suffer with 1 expansion a year, have old content become outdated and so buggy its unplayable?</p><p><span style="color: #cc0000;"><b>People are bothered with a bug and somehow that translates to "they hate all the changes & SOE is the devil"?   That's alarming.  Especially because I forgot to enclose my pc in a pentacle before I fired up the game today.</b></span></p><p><span style="color: #cc0000;"><b>I also like the "starving children in Africa" ending there.   "Well I'm sorry your food is burned, but how would you like to be a starving child in Africa, hmmm?"  /eyebrow raise</b></span></p><p><span style="color: #cc0000;"><b>You behave now or we'll send you back to MUDs, young man!</b></span></p><p>this minor change for everybody means to me that they are at least paying attention to the game instead of letting it rot away with time</p><b><span style="color: #cc0000;">...Isn't that like saying "Gee, I'm glad the new update to Firefox crashes my browser, because it shows me Firefox really cares and is at least updating"?</span></b></blockquote></blockquote>Thx Ninibi, you saved me a lot of typing as you brought up all the points I was going to about this change. I must say "I couldn't of said it better myself" Glad others are seeing the overlooked issues as well. Devs please take notice.

Guy De Alsace
09-17-2007, 08:50 AM
<p>SOE has a history of introducing gamewide changes that dont take into account the current game. Social aggro was my first rough introduction to the ethic of "throw it in and see if they cope" approach. This is the second.</p><p>I dont mind accomodating a new approach to something thats fresh, exciting and has a good basis for being there. I do mind accomodating unfathomable changes that in no way improve the game experience and, in this case, serve to reduce it instead.</p><p>Its not game breaking certainly but one day they may "throw it in and see if they cope" a change which actually ends up being game breaking.</p>

MrFlob
09-17-2007, 12:11 PM
<p>Not sure if its already posted on this topic but might aswell repost , too tired to go trough 4 pages ...lol</p><p> Has anyone thinked about how this affects timed quest with clicking involved , theres another post in this forum section about Undead censorship being broken as this group doesnt have enough time to kill all invis seeing mobs run around clicking thingys .. and its not tagged as heroic even according to the post maker ...too long time since i did it so cant rember was it solo tagged..</p><p> How about the back door acces quest for second part of living tomb , your in very short time table even with sow /jorneyman iir i had 2sec to spare on timer when i finished it .... </p><p> How about Riddle of vault .. that must be xtra fun nowadays ...</p><p>A. They should rise the timer amount in quests or B . return clickables in timed quest to be fast .....</p><p> I fear future expansion timed quests already , tnx to the new change wich obviously wasnt thinked trough nor tested .. </p><p>thus i suggest you all /bug /feed back it and tell your friends to do the same until we can get a dev reply that they are looking into the issue or a dev who can admit here that he has gone trough those quests after change with new 2sec click...</p>

Magik01
09-17-2007, 01:23 PM
<cite></cite>Other than [Removed for Content] people off there doesn't seem to be any 'good' reason for this idiotic change and as usual we hear no explanation as to why it was even implemented.  And to add to the lengthy list of irritation-as if Neriak didn't take long enough to get around in with all the lag & zoning times, the portals (except the ts/nek ones) all have this fantabulous cast time on them as well. WHY? Qeynos & Freeport bells don't mind you, so I don't know what that's about...

Allurana
09-17-2007, 01:34 PM
<p>This change is just phase 1 of a bigger two part plan.</p><p>When phase 2 comes there will be pop up adverstisements in the game for sponsoring companies like Papa Jones, Gieko.com, Chevy, etc... during those 2 seconds.</p><p>Let them get the bugs worked out on this infrastructure change and let them get to phase 2 so we can see the benefits.  Sheesh.</p>

Kaycerzan
09-17-2007, 03:03 PM
I'm starting to think that maybe the SoE Dev team is a lot like congress. AGuy comes up with a good idea to put through for the next update.  BGuy tacks on some minor "fix" that doesn't <i>really</i> need to be addressed, but hey, why not now.CGuy has this really bad idea, but it will really only affect a few classes. Tack it on.DGuy tacks on an idea with merit, but poorly planned.EGuy comes up with something on the spot just so he can be included.And in the end, the only way anything gets done is if they all accept each addendum regardless of what they really think.And the next thing we know, Antonica has an oil derrick in it, and we're all doing forced labor for the first two hours we log in each day painting the walls of Freeport.This is a miserable change. If it's on test so that it doesn't break invis they dang well better not release it with just that.Either put it back the way it was, permit FD to still activate the 'inspection timer' or remove this potential invis / stealth update.God forbid we ever go back to the EQ1 cookie-cutter class where the holy trinity ruled, but things like this make me feel like we're being forced into the same content. We don't care what abilities you have, you should get a group to do this quest because you can get through everything but THIS part by yourself, waste some more peoples' time! hahahahah!

Kaycerzan
09-17-2007, 03:04 PM
Btw I never though In-game ads were a problem. In fact, I'm totally in favor of them as long as the amount of interference / distraction they cause it offset by reductions in my monthly account fee.

Skua
09-17-2007, 06:12 PM
<cite>Allurana wrote:</cite><blockquote><p>This change is just phase 1 of a bigger two part plan.</p><p>When phase 2 comes there will be pop up adverstisements in the game for sponsoring companies like Papa Jones, Gieko.com, Chevy, etc... during those 2 seconds.</p><p>Let them get the bugs worked out on this infrastructure change and let them get to phase 2 so we can see the benefits.  Sheesh.</p></blockquote>u mean /pizza?

TheStateFish
09-17-2007, 07:37 PM
<p>The quest: The Secret of Du'Mutef in the Peacock series is rendered impossible to complete by this change. There is a switch half way up the wall.</p><p> If it's not broken, why fix it!</p><p> This was a [Removed for Content] change that was not needed. </p><p>You might as well make quest dialogues mandatory reading and have quizzes at the end of each quest before you get your reward. It's as dumb an idea as a casting timer on pushing a button. It takes multiple mouse clicks already to click that button, so it's a poor rl button to in-game button ratio even before the 2 second casting time.</p><p>Enable casting spells while on walls, or remove the cast time on widgets.</p>

Leatherneck
09-17-2007, 07:40 PM
<cite>SkuaII wrote:</cite><blockquote><cite>Allurana wrote:</cite><blockquote><p>This change is just phase 1 of a bigger two part plan.</p><p>When phase 2 comes there will be pop up adverstisements in the game for sponsoring companies like Papa Jones, Gieko.com, Chevy, etc... during those 2 seconds.</p><p>Let them get the bugs worked out on this infrastructure change and let them get to phase 2 so we can see the benefits.  Sheesh.</p></blockquote>u mean /pizza?</blockquote>I tried that for the first time a couple of weeks ago.  Sadly, it didn't work and I really wanted some pizza...so I brought it up in my browser and ordered it that way.

Quda
09-18-2007, 12:06 PM
<p>Ok, it is seriously annoying, but when it messes up quests alowing them to be impossible, then it needs to be removed.</p><p>REMOVE THE 2 SECOND CAST!!!!</p><p>Sorry for the caps, but now I am upset.  Finnaly get a group together that grudingly goes down to the bottom of SOS, for claymore quest.  That timed quest where you gotta climb the walls click on the boxes.  Guess what, it is timed 2 seconds each click, but here is the kicker, you can't cast while hanging on the wall, so you don't even get the 2 seconds to be able to click on the box.  You can NOT complete or even do this quest.</p><p>Thanks again for messing more stuff up.</p><p>Umm, why do we have a test server if everything is going to go in live?</p>

Kaycerzan
09-18-2007, 06:48 PM
Because when you put the truly aggrivating things on Test, you have to deal with more time listening to people tell you how bad it is before you implement it anyway.

Mortac
09-18-2007, 08:26 PM
There is only one reason these delay were implemented: It delays everything making us play the game longer!- 2 seconds for everything you click.- Harvesting things takes a while.- Long zoning times.- Lots of server downtime.- Server rollbacks.- Lag on purpose.- Slow game launcher.- Too good graphics making people fall off cliffs etc.- Shamans with wards are both confusing for some and heal for less than other healers making people die more which = more deaths = more subscription $$$.Why do you think the login server is down on occasion? It is for you to crave and being unable to play, making you stick to the game for a longer time!It all adds up! IT'S A CONSPIRACY TO MAKE US SUBSCRIBE LONGER!!!

Zuiya
09-22-2007, 08:04 AM
<p><span style="color: #009900;">Please remove this excruciatingly irritating 2-second cast immediately, or I will sic my wolf pack on you!</span></p><p><span style="color: #009900;">No Tunare's Blessings on those who thought this up and put it in game. Only curses upon curses!!</span></p><p><span style="color: #009900;">Zuiya Silverfern</span></p>

Dead Knight
09-22-2007, 11:25 PM
This was a stupid change. I wouldn't mind if they actually stated a reason for it in the update notes, but they were just like, "We're putting in a 2 second casting timer on everything clickable. Why? You don't need to know, KTHXBAI."

Targ
09-23-2007, 12:03 AM
<p>My guess is this was put in to prevent those with Fane Death from running through a zone like unrest picking up the keys and then a quick FD to lose the agro. I am not saying it is a good change, just that is my idea as to why it was done. FD was allowing groups with brusiers or monks to skip through some of the content. Now when you try a pick up the key you get interrupted by the mob that is standing right on top of it.</p><p>Just my guess will see how it plays out.</p>

EtoilePirate
09-23-2007, 12:17 AM
<cite>Kaycerzan wrote:</cite><blockquote>Because when you put the truly aggrivating things on Test, you have to deal with more time listening to people tell you how bad it is before you implement it anyway.</blockquote>It was on Test.  We all said, "This sucks."  *shrugs*  As someone with three scouts (and the other two, a mage and a Fury, can both invis)... at least I got my class's defining trait to be relevant again when they stopped it breaking stealth.As others have posted, it's a truly aggravating change.  It's shocking the number of things in the world that count as "widgets."  (I just checked the kill-count sign for the first time in a few months yesterday.)I'd enjoyed the intermediate solution of making some quest updates "widgets" and making some items that had to be harvested or collected.  Yes, picking those up had a casting timer, and broke stealth, and that was how it was supposed to be -- but the clicky ones were just that: clicky.I suppose if a cogent explanation were given for why this change was perceived as necessary, I'd accept it better.  I'm not currently on any of the quests that are borked by this, so it's sort of a no-harm-no-foul situation as far as my own playing goes, but it's definitely annoying as hell.

Treggar
09-23-2007, 05:18 AM
It did fix an exploit on some world items.  Not sure if it was the intended fix of the exploit or just happened to fix it as a by-product.  If it was the intended fix, it was a very poor one. As I now have a mid-50s alt that is on the Undead Censership quest for the peacock line which is uncompletable due to switches being only reachable while hanging on walls and this new delay "casting timer" not working while FD or hanging on a wall.It doesn't hurt the feign deathers at all because mobs have a short ~2 sec reset time where they will be non agro while they walk back and turn around and reset.  So you can feign death, instantly stand, click whatever you were clicking, and be gone before the mob turns agro again.

Seffrid
09-23-2007, 06:13 AM
<cite>LordPazuzu wrote:</cite><blockquote>Is it really that big a deal?  Is 2 whole freaking seconds really too long for you?  Someone needs their ADHD medication.</blockquote><p>I couldn't agree more.</p><p>This thread is in some respects a classic example of one of the great sicknesses of the day, the "I want it and I want it NOW!" culture.</p><p>Obviously, however, there's a world of difference between those applications of this change which prevent completing/updating quests and where a fix is needed, and those applications which merely cause someone to stop for a couple of seconds. I have sympathy with the first, but not with the second.</p><p>It looks to me like there was a proper reason for this change to be introduced but that, as often happens, it was applied too indiscriminately and without adequate testing (or possibly without adequate assessment of the testing feedback).</p><p>It would be good to get an official response on it.</p>

Tylia
09-23-2007, 12:33 PM
<cite>Quda wrote:</cite><blockquote><p>Ok, it is seriously annoying, but when it messes up quests alowing them to be impossible, then it needs to be removed.</p><p>REMOVE THE 2 SECOND CAST!!!!</p><p>Sorry for the caps, but now I am upset.  Finnaly get a group together that grudingly goes down to the bottom of SOS, for claymore quest.  That timed quest where you gotta climb the walls click on the boxes.  Guess what, it is timed 2 seconds each click, but here is the kicker, you can't cast while hanging on the wall, so you don't even get the 2 seconds to be able to click on the box.  You can NOT complete or even do this quest.</p><p>Thanks again for messing more stuff up.</p><p>Umm, why do we have a test server if everything is going to go in live?</p></blockquote><sigh> So I've wasted a whole lot of time working on that quest line and now might as well just give it up.  <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />Please.. either remove the 2 second cast or fix the quests that are now impossible because of it!