View Full Version : Game Update #40 Feedback
Gnobrin
11-19-2007, 04:32 PM
<p>This is where you can give the development team your feedback in regards to <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=392676" rel="nofollow" target="_blank">Game Update #40</a>!</p><p>~Gnobrin!</p>
Ristan
11-19-2007, 05:09 PM
<p>Racial traits are unbalanced, as you've probably seen on several posts. Give humans some love...make more variety add some extra ones so we aren't all taking the same 8. </p><p>I like alot of the changes...but the racial traits have to be my biggest one. Also the Non switching items in combat. For casters this hurts, since we have alot of CHARM slot items that can't be swaped out, such as the pet clicky from shard of fear, hex dolls, mana charms...ect.</p><p>So what is the point in having multiple charm slot items...if we can't swap them out durring a 10 minute raid mob fight to save us some power.</p><p>My suggestions: Give us more racial traits to choose from, so that eq2 follows what it advertised "any race can be any class"...give some combo of spell casting, tradeskill, and melee bonuses for racial abilities.</p><p>Allow us to swap out charm slot items as well as the weapon/ranged.</p><p>Also - Healers did not get a HEAL spell for their M2 choice at level 75....I know several of my healer friends were upset about this since that is their job...to HEAL...not DPS.</p><p>Otherwise it looks good <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Crolack
11-19-2007, 05:12 PM
<p>Aren't a lot of those clickies 'Charm optional'?</p>
dragontamer619
11-19-2007, 05:19 PM
<cite>Ristan@Crushbone wrote:</cite><blockquote><p>Racial traits are unbalanced, as you've probably seen on several posts. Give humans some love...make more variety add some extra ones so we aren't all taking the same 8. </p><p>I like alot of the changes...but the racial traits have to be my biggest one. Also the Non switching items in combat. For casters this hurts, since we have alot of CHARM slot items that can't be swaped out, such as the pet clicky from shard of fear, hex dolls, mana charms...ect. </p><p>So what is the point in having multiple charm slot items...if we can't swap them out durring a 10 minute raid mob fight to save us some power.</p><p>My suggestions: Give us more racial traits to choose from, so that eq2 follows what it advertised "any race can be any class"...give some combo of spell casting, tradeskill, and melee bonuses for racial abilities.</p><p>Allow us to swap out charm slot items as well as the weapon/ranged.</p><p>Also - Healers did not get a HEAL spell for their M2 choice at level 75....I know several of my healer friends were upset about this since that is their job...to HEAL...not DPS.</p><p>Otherwise it looks good <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" width="15" height="15" /></p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=393105" rel="nofollow" target="_blank">http://forums.station.sony.com/eq2/...393105</a></p><p>The swapping charm items has been addressed.</p><p>The racial traits. I like them the way they are. Some people weren't so lucky but that's what happens when you have an Ogre Scout and a Dark Elf Scout. Dark Elves are built to be Assassins. My Ogre is a Templar, and I get an extra 2.5 second stun. It's great! I got lucky there. </p>
FluffyPuff
11-19-2007, 05:21 PM
Tradeskills:- Crafting bonus's (insights) are not working. (Icon doesn't display and no benefit is given to player)- Advanced Carpenter volume 70-79 books are very scarce in the lands of ROK, adding them equal with other tiers in ROK would be helpful.- New Tradeskill window, like the new window, however the tooltips now cover-up the spell that we need to counter, could tooltips for tradeskilling be put below the icons vs above? (Don't want to change adventure tooltips to fix tradeskill tooltips)- Tradeskill writs are now between 4% to 5% for T8 and 4% for T7 writs, believe they have been hit a bit too hard, somewhere in between GU39 and GU40 levels would be a nice compromise.- T8 rare strong box was missing in beta, are there plans to have this item in game?Adventuring:- Mobs continue to show they are lootable, even though they have been looted (bug in beta as well)ThanksEdit1: Forgot to add that all of these have been /bugged or /feedbacked
Tyndaleon
11-19-2007, 05:32 PM
Please, consider changing the 100+ Achievement point restriction to where it's possible to continue to receive achievement xp and accumulate Achievement Points below level 70, but just not be able to <b>spend</b> over 100 Achievement Points until reaching level 70.The way you have it now, you're basically causing those in the range from whatever level they hit 100 AP's at to level 70 to basically lose out on achievement xp on any quests, named, discoveries etc. they accomplish during that timeframe. You can still restrict people from benefiting from the extra AP's until they reach level 70 by not allowing to spend any points over 100 until then, I don't think most people have any gripe there.....but please don't cap achievement xp at 100 below 70.
Sydares
11-19-2007, 05:51 PM
Racial abilities are still lacking, particularly the "Camoflage" ability of Wood Elves and Iksar.The ranger ability "Coverage" is still more or less worthless.There is a massive amount of melee "+Double Attack", and yet a similar amount of "+ranged Double Attack" is not available.The quest 'Round Up' is very finicky and buggy.The quest 'Fernal Machines' is very finicky and buggy.NPCs are still hitting too hard - I've seen several reports of non solo classes having difficulties, and can certainly believe it.The memory requirement in Teren's Grasp still causes several crashes on higher settings.Many Vista (x86 and x64) users still receive the 'but limit was 2048' memory bug unless they use a workaround.Other than that, I'm enjoying myself. The music is fantabulous, and so are the changes to the map.
Elephanton
11-19-2007, 05:57 PM
<p><span style="font-size: x-small;">Do not remove skills from PVP completely. There's nothing more frustrating than this.If you feel that particular skill is overpowered - tone it down, but don't just disable it completely.</span></p><p><span style="font-size: x-small;">This is in regards of disabling Focus Aim in PVP.This CA has too much stuff in it (except those crits which was the only thing calling for adjustment).</span></p><p><span style="font-size: x-small;">Disabling it completely was a very bad idea.</span></p><p><span style="font-size: x-small;">And even worse idea was to hide it from Update Notes you are linking above.Like your customers won't find out about the change if you don't announce it... very silly.</span></p>
einar4
11-19-2007, 06:48 PM
<p> Instructions to find Fens of Nathsar for the quest New Lands New Profits incorrectly directs players to the NE of Teren's Grasp rather than NE of Dreg's Landing. If anything it is more ENE of Teren's Grasp. </p><p> Tradeskill Alchemy. Grandmaster(T7 MC) potion/poison recipes call for Scintillating dust, however will automatically try to use Smoldering Dust if it is in your inventory regardless of whether there is Scintillating dust in the inventory (presumably whichever you have the least of). </p><p> IMO having quest items as lootable rather than key items discourages people from grouping and was not a positive change. Now the number of updates required is a factor of how many people are in your group, and this discourages grouping for these types of quests. </p>
Death causes the bonus of the tinkered tradeskill items to not work until you equip them after you have died. This is a minor annoyance but can be delt with.
Graywindnz
11-19-2007, 07:07 PM
<p>I like the new difficulty of the mob and the racial traits, one thing I can think of would be to have more than 10 traits to choose from as by lvl 80 most people would have the same, maybe make it so there are 20 or so traits you get to choose from so people have more options to make their choices count.</p><p>Also haven't noticed any language quests so far, maybe I'm just missing them.</p><p>I have also noticed that some factions don't have enough quests for them to get max faction with them such as writs or quest lines. </p><p>Oh and I have bugged a quest that had me going to this tower and summoning this named only to have me die before poisoning her, I go back and she has gone and I cant respawn her. (cant remember the quest name, at work)</p>
Powers
11-19-2007, 09:18 PM
<cite>FluffyPuff wrote:</cite><blockquote>- T8 rare strong box was missing in beta, are there plans to have this item in game?</blockquote>Apparently they've hit a hard cap on the size of containers; strongboxes have gotten as big as they're going to get. No rare strongboxes in Tier 8.Powers &8^]
melaine_dvarvensplitter
11-19-2007, 10:19 PM
I really enjoy the "size and expansiveness" of the zones. I really enjoy the new mob AI. I REALLY REALLY HATE the lag and not being able to zone without getting the stuck at receiving zone info. I like the new loot, and finally nice to see that t-6/t-7 gear will be out dated as it should be. Please fix the lag and zoning issues.
Ristan
11-19-2007, 11:04 PM
<cite>dragontamer619 wrote:</cite><blockquote><cite>Ristan@Crushbone wrote:</cite><blockquote><p>Racial traits are unbalanced, as you've probably seen on several posts. Give humans some love...make more variety add some extra ones so we aren't all taking the same 8. </p><p>I like alot of the changes...but the racial traits have to be my biggest one. Also the Non switching items in combat. For casters this hurts, since we have alot of CHARM slot items that can't be swaped out, such as the pet clicky from shard of fear, hex dolls, mana charms...ect. </p><p>So what is the point in having multiple charm slot items...if we can't swap them out durring a 10 minute raid mob fight to save us some power.</p><p>My suggestions: Give us more racial traits to choose from, so that eq2 follows what it advertised "any race can be any class"...give some combo of spell casting, tradeskill, and melee bonuses for racial abilities.</p><p>Allow us to swap out charm slot items as well as the weapon/ranged.</p><p>Also - Healers did not get a HEAL spell for their M2 choice at level 75....I know several of my healer friends were upset about this since that is their job...to HEAL...not DPS.</p><p>Otherwise it looks good <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" width="15" height="15"></p></blockquote><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=393105" target="_blank">http://forums.station.sony.com/eq2/...393105?</a></p><p>The swapping charm items has been addressed.</p><p>The racial traits. I like them the way they are. Some people weren't so lucky but that's what happens when you have an Ogre Scout and a Dark Elf Scout. Dark Elves are built to be Assassins. My Ogre is a Templar, and I get an extra 2.5 second stun. It's great! I got lucky there. </p></blockquote><p>I'm talking non tinkered charm slot items. Shard of fear clicky, hex dolls, Vessel of fey'un...They all cannot be used from inventory and cannot be swaped out. I use clicky mana items and hex dolls and the shard of fear durring raids...durring long fights I would like the option to beable to swap out. </p>
TheSpin
11-19-2007, 11:28 PM
<p>I really love the racial revamp, but I would really like to see another 5ish racials to choose from for each race so that there's some variety. As it is there you can get 8 out of the 10 and since 2 of them are tradeskill related you basically get them all at some point.</p><p>Adding another row (5) of racials could possibly give a few skills that would benefit the oddball combos a tiny bit. I still think there should be some races better at things than others, but everyone should be able to get some kind of benefit from their race/class combo.</p>
the6th1980
11-20-2007, 01:03 AM
Love the expansion, it looks great, the sarnak are awesome! Only one request..... <b>BRING BACK THE GROUPING ASPECT PLEASE</b> this way it will continue to be a Massively <b>MULTIPLAYER</b> Game. Some say that a a multiplayer game is one that a lot of people play at the same time. I think it is one that people play <b>TOGETHER</b>, there is a difference. I finally get a good group that I can play with almost every night, and now it is ruined because if I get a couple of quests behind then they are off somewhere else and can't share because of the restrictions. Again, this is a great expansion, just make the xp and rewards good for dungeon crawling, <b>don't bust down any xp gain for questing just make it fair</b> to the other type of players. I could play Xbox all night, and I am sure that other people somewhere in the world are playing Halo at the same time as me, but <b>I pay to play </b><b>WITH others not just at the same time as them.</b>
Lortet
11-20-2007, 04:21 AM
<p>Like the new starting zone, but the quest gear is excessively good. A real poke in the eye for (outfitters/jewellers) crafters and anyone starting in any other zone. Making all of the quest items no-trade at least stops them flooding the market by farmers re-rolling alts to do the starter quests repeatedly. I seemed to find far less other saleable drops however - so characters might have a harder time financing themselves for spell upgrades etc.</p><p>Crafting - comments about the tooltips - reinforced - those of us who do not use the keyboard - and who don't want to - the tooltips are a pain. The new system is simpler - but better? - still with the judges.</p><p>Increased quest experience for up to lvl 70 quests - not liking it - my (PVE) lvl locked characters are levelling too fast - it was hard enough before to get around the content while still current/appropriate (and yes, I have read all the posts about mentoring/doing grey quests/using another alt etc)</p><p>Initial impression of the city of Gorowyn (sp?) - don't like the multilevel one big zone style (which is why all of my alts have moved from Kelethin/Neriak to FP or Q)</p><p>Lag - it's there, but nothing like Neriak was. Didn't seem to be associated with a heavy player load - on Runnyeye playing outside of a busy time was worse than when the zone was heavily populated.</p>
DwarvesR
11-20-2007, 06:00 AM
<p>5th Bertoxxulous quest -- went LD in the "ring event" part in the Field of Bone. Zoned back in and my group had finished the event. I re-summoned Hrath, but he wouldn't re-start the ring. (I petitioned this and was told I will have to delete and redo the whole quest.)</p><p>Faerlie Language Quest -- exile Sarnak is unable to talk the 2 of the 4 people required. They do not show the quest books over their heads, and hailing them is simply ignored. Game doesn't register the hail -- it's like you aren't pushing any key at all. Without being able to complete this quest, one cannot betray to Kelethin. FWIW, I'm working a 2nd Sarnak up and going to try to do that quest as an "evil" and see if it works. I've never not been able to do it on any other evil toon before. I'll post result tomorrow. Not sure if it's an exile thing, a sarnak thing, or an exile sarnak thing. (I have done a /bug report on this in-game.)</p><p>Love the "faceplate" style of helm for the Sarnaks. Don't like that we can't choose not to have facial horns on the males. I've made mine as small as possible, at least, but. . every Sarnak male has them, located in the same places, so they all look the same from anywhere farther than 5 feet away, regardless of their angle and size. I don't mind the ones toward the back of the face, but really want the option to at least turn off the chin horns.</p><p>New zones have atrocious lag, even when lightly populated. I have to turn my settings *below* my normal raid settings to be able to play for longer than a half hour, and even then it can be a slideshow in areas with buildings or lots of trees. This is also why I LD'd during that ring event in the 5th Bertox quest mentioned above. . . . Trying to play with my "regular settings" will get an out of memory error with distressing regularity, so I've not done that since the 1st day of release. I updated my DirectX and video drivers today, so we'll see tomorrow if that helps at all. </p>
RoryBradwarden
11-20-2007, 06:00 AM
<cite>the6th1980 wrote:</cite><blockquote>Love the expansion, it looks great, the sarnak are awesome! Only one request..... <b>BRING BACK THE GROUPING ASPECT PLEASE</b> this way it will continue to be a Massively <b>MULTIPLAYER</b> Game. Some say that a a multiplayer game is one that a lot of people play at the same time. I think it is one that people play <b>TOGETHER</b>, there is a difference. I finally get a good group that I can play with almost every night, and now it is ruined because if I get a couple of quests behind then they are off somewhere else and can't share because of the restrictions. Again, this is a great expansion, just make the xp and rewards good for dungeon crawling, <b>don't bust down any xp gain for questing just make it fair</b> to the other type of players. I could play Xbox all night, and I am sure that other people somewhere in the world are playing Halo at the same time as me, but <b>I pay to play </b><b>WITH others not just at the same time as them.</b></blockquote><p>Totally agree, <b>not enough Group Content</b> ..... Instances for groups are far too few, and all of max level. </p><p>The Solo content is Great! But not enough to do with my friends, and not enough rewards with what is there.</p><p>Sarnak are Great.</p>
chily
11-20-2007, 06:58 AM
<p>The zones are not small but at the most areas there are not many mobs close to each other <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />but most boring thing is that you need for many quests mob drops for each player to get a update, that doesn't support at least my will to group when you have to kill for 10 dings 60mobs so all.</p><p>the other thing i saw is that +spell dmg is not working like before rok. i have like +3oospell dmg but i miss like 200 spell dmg across my spells.Without armor = + spelldmg is oksome armor that has spelldmg on too = spelldmg looks still okfull armor on with high int and spell dmg and so on = Spelldmg is awfull.</p>
Elephanton
11-20-2007, 08:16 AM
<cite>Chillispike@Splitpaw wrote:</cite> <blockquote><p>the other thing i saw is that +spell dmg is not working like before rok. i have like +3oospell dmg but i miss like 200 spell dmg across my spells.Without armor = + spelldmg is oksome armor that has spelldmg on too = spelldmg looks still okfull armor on with high int and spell dmg and so on = Spelldmg is awfull.</p></blockquote>Diminishing returns for +spell damage in action?
chily
11-20-2007, 09:58 AM
<cite>ElephantonRU wrote:</cite><blockquote><cite>Chillispike@Splitpaw wrote:</cite> <blockquote><p>the other thing i saw is that +spell dmg is not working like before rok. i have like +3oospell dmg but i miss like 200 spell dmg across my spells.Without armor = + spelldmg is oksome armor that has spelldmg on too = spelldmg looks still okfull armor on with high int and spell dmg and so on = Spelldmg is awfull.</p></blockquote>Diminishing returns for +spell damage in action?</blockquote><p>only looked at the dmg when i examined my spells, i checked it with 3 diff ones. 1 DD dmg one, 1 DD Dot and 1 AOE.The DD dmg should have the full effect of the +spell dmg, but ti doesn't with full int gear on char.</p>
re1master
11-20-2007, 12:24 PM
I think the people who want more heroic content are on the right path, you need more heroic quests that lead into dungeons/instances. Personally, I've been duoing solo quests with a dirge friend of mine, and having an absolute blast, finally we can work together and actually get stuff done at a reasonable rate that isn't depressing (guardian and dirge, two of the not-greatest soloers). This has been, by far, one of the more rewarding weeks of my 3 years playing this game.I'm looking out to experimenting with the new exp curve on my sarnak alt, which me and above friend are also leveling together.
I like the quest rewards for the most part BUT, (and it's quite big..) most of the rewards are heavily aimed towards scouts, druids and casters. I think we need more items like chain/plate healing gear, brawler stuff and more suitable rewards for the other fighters.
illaria
11-20-2007, 01:30 PM
Please put super jump back in for kerras/froglocks/sarnaks. I do not care if it is goofy but I think my short burst of speed racial trait is lame compared to what other races get.
Geothe
11-20-2007, 02:16 PM
<p>XP for killing Heroic mobs needs to be increased a fair amount.</p><p>It is pathetic at the moment.</p>
Razlath
11-20-2007, 03:04 PM
<p>I have only poked at the newbie side of the new expansion. I liked it overall, and can not wait until I get high enough to get to poke at the high end stuff with this expansion. Just a couple of points:</p><p>1) Great job on the sarnak "helm" design. You don't know how afraid I was to put on my first helmet just knowing it was going to be the same old graphic expanded to fit on the sarnak head. Great Job! (would have been very neat if the rest of the armor did the same kind of thing, but I can't even imagine the hell that would have been on the art department)</p><p>2) Gorowyn doesn't look primitive enough for what I remember of the Sarnaks from EQ1. Obviously not everything needs to be an exact match, but they seemed awful tinker happy. Did they get access to the EoF expansion before we did or something? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>3) The progression quests to move you through the newbie experience were awesome! If you guys get the chance you should re-do all of the newbie starting areas (1-20) with the same thought in mind. It really helps the player to figure out what they are doing and move through the game. Progressive quests are awesome IMO, and where the quests really seem meaningful to me. I don't mind the occasional "go collect 10 orbs of monster snot" quests, but the meat of questing should be the progressive quest lines IMO.</p><p>4) The openeing movie was horid. I thought I had loaded the wrong game for a second and had to quick and check I hadn't clicked on WoW. Make the intro movies full render not just a pan over the zone rendered in normal graphics. Cut scenes are the key and really get peeps pumped to play the game.</p><p>5) Box art. Ummm.. where are the Sarnaks? I mean it was bad enough when EoF had the fae as 2-bit backseat players on the box art, but at least they were there. The poor Sarnaks got completely left out!</p><p>6) Final thing, if you are going to make a new race in the future can we have a 1 to max expansion for it? Having to replay FP stuff again with a brand new race is not very much fun. I understand expansions like DoF and KoS who don't bring in new races not having a 1 to max progression, but if a new race is created a full progression should be strongly considered IMO.</p><p>Overall, awesome job guys! Keep up the great work!</p>
Tarindel
11-20-2007, 03:16 PM
I'm going to concur with AA suggestions -- people should still be able to EARN over 100 AA points if they are below 70. If you're concerned about imbalance, just don't let them spend them until they are 70.As someone who is playing the game with combat exp turned off, I expect to hit 100 AA well before 70 -- and it will be sad knowing that there are a bunch of levels where I'm simply going to lose potential AA points because I spent my time completing quest content at the levels it was intended rather than grinding my way up.
eq2john
11-20-2007, 03:33 PM
<p align="justify">The new 1-20 level experience in RoK is just about the best we've seen so far. We had thought that the new starter zone in Timorous Deep would just be a passing nod to gameplay, with much of the emphasis on the 70+ content, but it is not like that at all.</p><p align="justify">Extremely well done, Timorous Deep is more than capable of standing up on its own right even if there wasn't a 70+ expansion attached to it.</p><p align="justify">The jungle environment is very reminiscent of the old Tomb Raider games. In one part, diving into a pool to pick up a quest starter, really felt like the first Tomb Raider game. There also seems to be a greater freedom of movement involved here, less restricted by the environment. At some points, we were hiking up to the mountain tops, not because there was anything up there, but because we could go up there! This level of freedom surprised us and we found very liberating.</p><p align="justify">Perhaps this is the way forward? Greater freedom of movment and content tucked away in places that you would never knew was there unless you go looking for it...</p><p align="justify">Anyway, that's my first impression of the new starting zone; credit where it is due, and to everyone involved in Timorous Deep, thank you for not skimping on detail and for making a great addition to the game.</p>
ShashLigai
11-20-2007, 04:07 PM
<p>I really like the new music and especially the combat music. The sounds are what make this game immersive and you guys are spot on with this one.</p><p>Crafting is simplier, I don't especially think that's a great thing. I do like the crafting quests, but as I have mentioned in another forum, I would like to see some adventure quests mixed in with the tradeskill quests. The rewards of course would be crafting buffs, rares, new recipies, etc. The important thing would be to mix it up. Also, only allow adventure quest to pop when toon has done n-quantity of crafting quests (to prevent farming of adventure quests) and reset n after each opportunity (whether taken or not).</p><p>Timorous Deep is amazing and the progressive quests are well balanced. Like the previous poster, I enjoy searching out the areas for those easter eggs and hope that you guys will continue this line of development. </p>
Mythe-EQ2
11-20-2007, 04:46 PM
I'm happy with everything...except for the fact that out of all the popular races that are used for scout classes, the Half Elf and Wood Elf got left out of the 15% speed boost while stealthed. Instead we get a power eating stealth and a 1s reduction on gathering and foresting...I know we're tree huggers and all, but cmon, give us the speed increase too, being that slow in stealth sucks.
MaCloud1032
11-20-2007, 05:48 PM
<p>I love everything but 2 things </p><p>1) why do humans have the ability to summon lv40 drink. The stuff is utter crud. What good is this at all? I have a provo to make my food and drink for me.</p><p>2) group content I was in the instance off of kalong for like 2.5 hours got all of 10% xp. i got more xp on my guilds courts raid and was there 1hr. Iam all for having instance for loot only but then dont hav the mobs 3 shot my raid geared [Removed for Content]. I love a chalange but if it keeps up like this there will be a lot of poeple that wont see these zones untill they are very green.</p>
SereneTonic
11-20-2007, 07:41 PM
<p> This expansion (In light of what I have seen as well as Gallenite's comments in an interview) seems to have one supported playstyle progression: </p><ol><li>Solo quest to 80</li><li>Raid</li><li>Profit, or something</li></ol><p> Rather disappointing that the concept of a steady and enjoyable progression from 70 to 80 with dungeons, group and solo questing, and instances is now considered passé by the EQ2 producer. I mean, why stick with the EoF model, all that expansion did was vastly increase the popularity of the game. Pfft! Who needs that? </p><p> And let us take the worst things about WoW, quest items as looted items rather than key items, and add that to the game. WoW players loved that bit, I am sure that will draw them to EQ2 in droves. <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
DwarvesR
11-20-2007, 08:26 PM
<cite>Jonna@Befallen wrote:</cite> <blockquote>Faerlie Language Quest -- exile Sarnak is unable to talk the 2 of the 4 people required. They do not show the quest books over their heads, and hailing them is simply ignored. Game doesn't register the hail -- it's like you aren't pushing any key at all. Without being able to complete this quest, one cannot betray to Kelethin. FWIW, I'm working a 2nd Sarnak up and going to try to do that quest as an "evil" and see if it works. I've never not been able to do it on any other evil toon before. I'll post result tomorrow. Not sure if it's an exile thing, a sarnak thing, or an exile sarnak thing. (I have done a /bug report on this in-game.)</blockquote><p>This appears to be a sarnak thing, not an exile thing. My 2nd character I made and ran in to Kelethin I left "evil" and had the exact same thing happen. Neither the barmaid nor the bartender allow any interaction at all. /bugged in-game too.</p>
Gareorn
11-21-2007, 12:42 AM
<p>From a gameplay point of view, this expansion rocks. Tons of quests both solo and group with some very challenging dungeons. This is the most fun me and my wife have had out side of the bedroom since EQ2 launched (I'll probably get in trouble for that little joke). And for us old timers who were around for the EQ Kunark release, the zones are very remeniscent of time past. And, the graphics are awesome.</p><p>Good job on tweaking the tradeskills. This was over-due.</p><p>I'll reserve my comments about combat mechanics until after completing some of the T8 raids.</p>
NANEEJE
11-21-2007, 12:54 AM
<p>TOPIC: HARVESTING TOOLS (NO NEED TO EQUIP)</p><p>SUBJ: Harvest time with 2 sets of tools shaved 2 seconds off, leaving a 3 sec harvest of each node.</p><p>Problem: IT has been declared that the harvesting tools no longer need to be equipped to have harvest times cut down. This is partially true. </p><p>typical harvest - 5 seconds, </p><p>equip teak tool- 4 seconds,</p><p>also equip briarwood tool - 3 seconds... but if you dont equip these tools, you only get credit for one second of harvesting time reduced. </p><p>SOLUTION: macro with /target_nearest_npc .... equip teak trap, equip briarwood trap, use ability trapping, </p><p>and so on, all the way through, the problem with this is it clutters your text window with 4 out of the 5 non useable tools, "youcant use shovel on a den" type thing, and its noisy in your headphones .. lol. .but it defiinitely is worth it when you harvest, </p><p>DATA SUPPORT: using a stop watch, i timed this and you are correct that having a harvesting tool will cut your time by one second, but if you want to only harvest a 3 second time again, like pre-rok, you must still equip your tools, </p><p>macro looks similar to this:</p><p>/target_nearest_npc then you add 12 steps, equip teak tool, equip briarwood tool, use ability (appropriate to tool). then after all that, equip hex doll charm slot one, or whatever you put in your charm slots normally.</p><p>edit: i added use ability collecting before the 12 tools, cause i hate seeing pick up groups with a shiny collector get 3 or 4 in a row without sharing, i hate that. so now, i can just hit my harvesting macro and if i am anywhere near it, ill get it first, (but im honest enough to let him get every other one.... ).</p><p>So if possible, could we get credit for both tools in our inventory? Until then, sticking with ubermacro provided by partner player Netglen, thanks to him, I feel like I harvest very well.</p>
Malandrin
11-21-2007, 04:00 AM
<p>Add a feature to sort / delete unfinished collections.</p><p>Put the finished collections in a separate tab.</p><p>Consolidate all the 7 druid/wiz port spells in 1 "scroll-down-and-select" spell.</p>
BlindPari
11-21-2007, 04:04 AM
The inability to change/equip armor etc during combat is not only effecting charm slots as previously stated and addressed, but food and drink as well. You cannot equip food and drink during combat.
Lanadad
11-21-2007, 07:43 AM
<p>Referring to the XML guild feeds from the EQ2Players site:</p><p>- It appears additional "spaces" are added in the feed since RoK. (I was able to "trim" these, but its not really clean, PM me if you need examples)- Can you increase the interval of updating the XML's? At the moment it appears to be 5 days old?? My preference would be to update it at least once every hour.- The "Datejoined" and "Status" were removed, can we get them back?Thanks for the work on RoK, I like it!</p><p>/Danidad</p>
XAvengerX
11-21-2007, 12:09 PM
<p>Great expansion, but just a few things confuse me about it...</p><ol><li>Why does almost everything drop Lvl 71 treasured gear, granted I have seen a few other pieces which are higher but they are few and far between. Is the itemisation or loot tables anywhere near finished, because it doesnt seem particularly varied.</li><li>Why so little early heroic content? EQ2 players have a myriad of heroic content to choose from over all the other expansions and adventure packs, why the sudden change of direction with Rise of Kunark?I must admit I am finding it difficult to find true heroic content in places like Fens of Nathsar for instance bar the odd Heroic quest here and there.</li><li>Very easy quest lines giving legendary rewards, such as the quest lines in Kunzars Jungle .... theres nothing difficult about the quests so why give legendary items for such little effort.</li></ol><p>Other than that I am impressed with what I have seen so far, just dont be so skimpy on heroic content, some people are actually wanting to see it <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" width="15" height="15" /></p>
ShashLigai
11-21-2007, 01:19 PM
<p>I don't know if this is what you intended, but since it was a problem before RoK and is still a problem after RoK I will mention it here. Please, please, please change the code so that once a player selects the dialog box, the focus stays on the dialog box. It really gripes me to have to click the dialog box each time I want to continue a conversation, or risk having to close all the myriad of windows that pop up all over my screen because the dialog box lost focus due to ??? whatever causes the dialog box to lose focus.</p><p>This one issue more than any other really takes the immersiveness out of the game, and is at the top of my hate list.</p>
JasonArgile
11-21-2007, 01:39 PM
<p> Love the attention given to Race abilitys... but they seem way under balanced... i thought the idea was to give Every Race some Usefull abilitys?? as to what they had... useless stuff most people forgot about ... unless you could Fly...er Glide...what ever...</p><p>my suggestions... The summon food thing-drink thing... make it scale to your lv... the chamilion abilitys are Great very usefull.... but the power/heath regen abilitys??? come on.... make those perminant not clicky once ever 15-30 min.... thats useless for soloers and in a group... </p><p>finaly i would like to request... MORE options... by the time you hit 80 you can get basicly ALL the race abilitys.... there is no cusomization there..... give us More varried options... so you have to Chose wich side of the family tree your on... </p><p>add in Forrage simmalar to what it was in eq1... ever few min you could hit it and Gather a random food item...</p><p>OR maby even make it a harvestable food or even make it so you could Chose what type of harvestable you want... just give it a 5 min timer... that would make sure it didnt Kill the Need for harvesting AND help encourage more crafters,adventureing provisioners/crafters would Love that...the Biggest block in my woodworker is that i alway end up unable to find enough of one type or another harvestable... this last tier it was Metal... before that it was roots...</p><p>how about a DMG bonus for Empty handed fighting? kerra have Claws so do Sarnak... iksar...some people might find this useless others ... like bruiser/monks working wanting to fight empty handed would love it... But hey i find a powergobbling stealth for my ranger pointless...on the other hand very usefull for my zerker...</p><p>ok how about immunity to knock back... for ogers... heh... come on I can think of 50 options but rather than waste you time ill just stop here im sure you have you own ideas...if not i would be happy to post a list<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p><p>P.S. Give the humans some LOVE man... come on....how about a Jack of all trades-small bonus to All kinds of crafting... or maby make there Deagro range thing a little more effective from what ive seen of it theres almost No change in the aggro range... </p>
JasonArgile
11-21-2007, 01:50 PM
<p>ohh i forgot to say i LOVE Gorowyn the city layout is GREAT... little confuseing at first shot cause of the lack of map but once i got use to it i LOVED it... houseing and crafting and banking all right in the same area......no zoneing back and for back and forth.... i just wish i could Move all my Good toons over there.... if not for the friends i have in the guild i would.... as it is the city itself has made me make a evil toon that i will keep evil.</p><p> and Beatifull job on the artwork for the Sarnak... when i first heard about Sarnak beeing the new race i was disapointed... after playing it for a while ive fallen inlove its the Uglyestest thing EVER!!! its SO ugly its beautifull... </p><p>they are as Brutal looking as the fae were sickeningly sweet looking.... ohh and the runspeed thing is very usefull.</p>
LordKonrad
11-21-2007, 02:11 PM
<p>Looks like the "Legendary" item return quests have a programming issue/problem. As a plate wearer and grouping with a leather wearer I have noticed that the Legendary quest returns in Kunark "scale" to the player type - for example the leather wearer should have a choice of items to pick from include (jewelry, cloth item or an leather item) and the plate wearer ( jewelry, cloth, leather, chain or plate). Unfortunatelly it looks like the choice pick array got jacked and if ((Jewelry is 1, cloth 2 leather 3 chain 4 and plate 5)) the select takes one less than the class. What is happening the leather wearer only gets to pick from cloth and jewelry - and the plate wearer only gets to pick from chain, leather, cloth and jewelry - no class usable stuff (basically vendor trash). It seems its just a little tiny goof (that is a major problem IMHO) where it it picks from (quest return)<5 rather than pick from (quest return)<= 5. The "treasured" quests are fine and the full return choices are available.</p><p>So, I guess my question is: Is this by design or a problem/bug that will be addressed - and how do we get our correct stuff?</p>
Ysandre
11-22-2007, 08:06 AM
I am very happy with the expansion so far (mostly). Loving the new zones and there is a definite feeling of exploration. I think its great that my personal playstyle of perma-duo has been well catered for so far - In the old world it was so so frustrating to get so far on a quest line then have to raid in order to finish it. I've several left-over quests in my log that are 'stuck' because of this. The quests are the usual fare with a few nice ones thrown in and the xp seems to be trickling up nicely. Karnor's is too hard at earlier 70's imo for a group in normal gear and the loot seems non-existant.Plate armour for casters (Healers/Sk/Pally) is also non-existant so far for us in quest rewards and yet I had about 5 belt rewards in 7 quests. Definitely the itemisation and variety needs some work. There is some great chain/leather and cloth rewards but where's the plate??? - This issue and what I have seen on the forums about the quest problems in Nathsar Fens has me wondering if I should go alt it for a while until this is fixed. Since I'm not a raider, most of my gear will come from quests so this is a big issue for me.I started EQ1 at the Kunark expansion so I've a lot of love for this area. Apart from the points above, it is living up to expections nicely.
Myrddhinn
11-22-2007, 10:52 AM
<p>I never posted any feedback until today but as times change I try this hard exercise.</p><p>First, I have to say I'm not using my native language. I'm a foreign customer and hope I will make myself clear, specifically when I will try to use unsaid meanings, meta-roleplaying or mild irony.</p><p>Second, I speak from a PvE Troubadour / Carpenter / Tinkerer point of view. Everquester (about 2k completions soon) and softcore player raiding twice a week since T5, thrice with EoF. I do play alts, of course, even high level, but my main character is still my deepest experience of the game. </p><p>RoK is wonderfully designed from landscapes to monsters. If I were a real bard I would certainly find better words to express how I have appreciated the breathtaking panorama I got from the Bellywhimpers, or the so nice models of Bengali Tigers I almost stepped on in the Jungle.</p><p>I dislike the Sarnaks, as I confuse them with kobolds in their way of moving. But I love the new gesture of the goblins. Matter of taste of course. And previously own-made images of a dragonewt conflicting with sarnaks...</p><p>Discovering new lands is a constant pleasure and the factions' concept helps a lot to figure out the cultures and way of life of the new species. I mean, just before my active genocide begins, of course. Cause I worship XP. Glad to Norrathians, I feel fully prepared to any close encounter of the third kind. </p><p>I would have appreciated exclusive choices between faction. Optionally topped by a Maj'Dul Heroquest type to gain full reputation. Maybe it exists a little farther. But until now, this mercenary posture does not fit me well. Still the old now + here = nowhere.</p><p>As a dwarf, I would love to move my home to Teren's Grasp, now I finally accepted my new home will never be Nizara, as I once dreamed on this close-to-Moria design. The climate, the heights and the surroundings mines seem perfect for my health. I hope I will soon be able to get a tent or a little campfire nearby.</p><p>Music is important to my ears and I still play with default sound files since the release (joined 13<sup>th</sup> Nov '04) and thought I must say I still prefer the Somborn Village thema, which makes me feel more like a dirge than a troubadour, I enjoy very much the variety of melodies inside most of these gigantic zones. </p><p>I still find some of the repetitive percussion of the dynamic combat music a little... well... repetitive. While the ends of combat approach, the loops are a little to audible for a careful listener (or a musician). It gives me a feeling of artificial tempo, losing the measure and waiting for the right time to deliver the final triad. Anyway that‘s a good experience of what audios enhancements we might get in the near future.</p><p>Unlike numerous fellows and guildies I do not feel angry with questing (thought I feel a little alone, sometimes, hard feeling for a troubadour without anyone to sing for) or with the difficulty to solo.</p><p>I have admitted long ago that a Bard is not a hero by himself but the one that "makes" heroes true legends. I feel fine in my support class and even more now I do not have to solve the dilemma between casting Precision of the Maestro or continuing to exist in the dps parsers...</p><p>I multiply group efficiency. That's my role. I know that without a group I will be underused, simple as that.</p><p>So I shall not complain for my lack of solo ability. I admit this is the way I pay my versatility and adaptability. Despite the fact I curse assassins or casters I compete with for precious silicates' nodes, guarded by miners I spent 20s to eliminate, when nukers one-shot them. Or the rictus that twist my face when I see Mages-only stuff I cannot wear, mental adorns I would love to put on symbols, if only I could equip them. </p><p>We shall all have limits. I can live with that.</p><p>But I also remember of times where it was dangerous to come out of our home city without a group. Nice memories of early discovers, seizing heroic or not opportunities, with the Damocles sword of the group debt upon us... During theses times, I made contacts that are still in-game today and still in my friend's list. And I believe this was possible mainly because grouping was a matter of life and death.</p><p>As a troubadour, because I truly find my place in a group, I must say this solo intensive questing is a bit boring to me. Do not exaggerate my words. I only said "a bit". I have nearly 2k quests, all HQ, all Sagas, all Lores and more than 200 books still stored in alts' rooms (old books, counted as furniture). So I know I shall soon rejoice with friends in raids... But still.</p><p>One true negative critic I have to address aims the gameplay or game mechanics designers. Arts and Spells scaling seems to demand a new evaluation.</p><p>I know they probably had great time to compress 14 levels into 10. That of course makes sense. EQ2 is a 10 level game. Like a construction game piling up modules one after the other. So the 14 level range of arts upgrade was a bit inconsistent.</p><p>Doing so, unfortunately, some scaling issues raised.</p><p>I first discovered that my jeweler's friend was useless to me until he found advanced recipes. App IV cannot compete with any of my T8 Arts'n Spells, except for Baffle (I only had Elude in Ad. III) and the Zander's Line (probably because of maths, as the previous spell was 2 tiers down. The jump from 53 to 71 is wide enough to get a good efficiency increase).</p><p>Then I tried to get the rare silicate. I should say the rarest actually.</p><p>Incarnadine is low value. Making 50% chance only to get a valuable rare resource from a node (compares this to fire emerald / tynnonium that exchanges on a 1-to-1 basis). Furthermore two archetypes compete on Silicate. </p><p>Half the offer, twice the demand, Great value.</p><p>Anyway I managed to mine some. Only to discover that Ad III T8 I only get 3% increase on my Discante Str + Agi Debuff... But at a nice cost of power...</p><p>This is an issue that I found on 7 of my arts and skills so far. PoTM and Zanders eludes this issue. But buff and debuff are hit strongly. In such cases Ad I are generally useless to compete with T7. Ad III are expensive and low return. Masters are not on the market yet.</p><p>Having done so much to design fantastic new horizons, the way I suddenly realizes that my wings have been burnt is a cruel awakening.</p><p>If my offense skills (Pierce, Disruption) are enough to preserve my character from to much misses or resists, why should I invest to upgrade T8 spells? Does the level of the art or spell itself have a measurable effect on efficiency? Well, surely buffs and allies spells are not... </p><p>A pity to me. I am very fond of RoK. Except for this scaling issue.</p><p>Thx for reading that far. Any comment appreciated.</p>
<p>When can we expect to see the epic weapons added?</p><p>Also could we get something to hide completed collection quests in our quest journal? My completed collection quest list is rediculously long. It would also be nice to be able to sort them somehow and possibly run a seach for a particular collection based on collection name or collection item.</p><p>The quest cap of 100 needs to be revised. I had to delete alot of pre-rok quests to accomodate for the new ones in rok. Several of them I had intended on still completing after the expansion.</p><p>Overall experience for kills needs to be increased and quest exp decreased. It's pretty disappointing to solo a heroic and get the same .1 experience as a solo mob.</p><p>The faction items for sale should also cost status. Give us something to actually spend the status on besides mounts.</p><p>Who do I need to beat to bring back beastlords?</p>
Telred
11-23-2007, 08:46 PM
<p>I've been an almost-exclusive SOE player since 1999. I try other games when they look interesting - including WoW for a year - and have always come back cause EQ1/2, was/is, all in all, the best game and the most fun.</p><p>I have to say, though, that I am more unhappy with my gameplay experience in RoK than I can remember in those 8 years.</p><p>I'm a grinder, and a grouper. And a raider, of course, but the way I like to play when not raiding is grinding - kicking [Removed for Content] for hours in a great group of great players. And there is NOTHING for me in Kunark. I don't want to quest. I don't want to solo. I want to fight. And I want to level to 80 like my friends by doing that. And I can't.</p><p>I think it's awesome that the game can be soloed now - and that questers can level doing what they love to do. And I just can't believe that the pendulum has swung so far that I can't play the game doing what I love to do.</p><p>It's seems a no-brainer to me that a player should be able to level as fast with expert soloing as they can with expert grouping. The problem, of course, is that that balance isn't there - you've gone too far the other way. Now, a grouper doesn't level as fast, doesn't get as much AA, and doesn't get as much loot.</p><p>I simply don't feel like logging in with the balance in RoK as it is. I really really hope you fix this fast - at least by adjusting earned exp if not yet AA and loot equality. I'm not asking for anything unreasonable - just equality of progress. If that equality isn't there in RoK, I will go look for other games I can group in. I have too much time invested and too many friends in EQ2 to do that lightly - but I will if I can't play the game by grouping.</p>
Happy
11-25-2007, 02:53 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=395427" rel="nofollow" target="_blank">http://forums.station.sony.com/eq2/...topic_id=395427</a></p><p>Fix this already. How you can justify going into a quest and adding a reward for one class but still leaving out another is beyond me.....wouldn't it have made sense just to put one in for everyone to have an appeal to?</p><p>Has been /feedbacked but still nothing so im sitting here watching everyone else get thier class suitable rewards, which are far better than my pain in the butt SOD reward I'm stuck with.</p>
Sprin
11-25-2007, 11:02 PM
<p>Please See this following Thread for major problems World wide on different servers since the update:</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=395724" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...24</a></p>
coroloro
11-27-2007, 12:09 PM
1) I think that some players here asking for things like giving humans more racial traits/variety are probably human players who wish they were some other race. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY<img mce_tsrc=" />" /> I think what everyone really needs is fairness- but part of fairness is giving each race something UNIQUE to them. When a new race, like the Sarnak, come out- I want something from that race that NO OTHER race can do. The trick is balancing it such that it is fair- other races also have something that people value, that they can do or share with only a couple other races. Like the Fae being able to glide. I personally think a non-humanoid player race would also be a reward in and of itself. But to try to 'balance' the game by making every race all have super-neat-nifty-cool abilities is not the way to do it, even if some people want that. To quote a favourite movie of mine, "And when everyone's special... no-one will be".2) I'm not even near RoK level yet, BUT I strongly disagree with the folks who are bashing the solo content in favour of groups. My highest level right now is 48, and almost everywhere in the game favours grouping over solo'ing except, perhaps, EoF. For which I am very grateful. But still, the two other 40's areas are ALL group-favoured. I enjoy groups, but quite honestly, finding groups tends to be very biased. 1) there are only certain places that are relatively easy to build groups for. Some dungeons and such are easy to always get something for, but popularity comes and goes. There are group places that are less popular that may hardly EVER see players because those who want to do them, can't. Some people like myself love to browse the world, see all there is to see- but it's impossible to do that very often with other players since there aren't a whole lot of us out there who don't care about 'mega-exp' and are free at the same time. 2) Play times- some of us don't play at primetimes. It's hard to get a group.Now those who don't like to solo are complaining. I don't think you should alter your expansion to favour them yet again- go ahead and build a player add-on pack that gives them some level 70's group material. Make the next expansion 70's group friendly. Great. But not everyone will always be happy, and I am VERY glad you are spreading the game out.3) The quest Berik's Revenge, a level 20-something Stormhold quest. Still not fixed, and the spawn rate for the major Nameds for that quest is horrendous. Do you really -want- to make players be forced to camp for 6 hours (who has to do that? *raises hand* I did) just to get one NPC to spawn, only to loose out to someone else killing it? Players have waited WEEKS to try to kill Battlemage Alexandria. I don't think that's fun, for anyone. Making a spawn hard to get should be within reasonable parameters. You've altered a lot of things previously to make things more smooth for players- can't you alter this? And don't forget that the Sword of Thunder in that quest is still bugged- everyone who wants to complete the quest has to call a GM to help them. It's been that way for WAY too long.Thanks!!-Ane
XeroXs84
11-27-2007, 12:49 PM
Well the problem I see is that a race never had anything special beneficial to a certain class, which changed now with the last patch. Alot people are now the "wrong race" (cos they would like benefits a different race got for their class).. and now alot ppl are moaningAbout the group/solo thing:I really enjoy grouping, and the reason I play a MMORPG is cos i want to group... I mean for soloing I could play Oblivion too. Then again, there is alot of group content, but it isnt there at low 70s. Theres a lot heroic dungeons with nice loot, and ofc also some epic content (where I am sure they add more). But like I said there isnt really much for low 70.. but thats cos low 70 content is already in the game... from OOB to Shard of Fear.. and Karnors Castle as new one.. after that you have to level a bit to get to Chardok, Sebiliss, Crypt etc.... plenty of group content and also plenty of Heroic Quests.They sure did a mistake tho with the Dungeon XP, and I believe they tweaking it atm... I also noticed tho that the XP is way better if you go to a "bit lower" level (=even con) zone like Unrest or Shard of fear, instead of a orange-con Karnors or Chardok .... you might be able to kill stuff there too, but it takes much longer time which means much less xp. The problem is just, everyone is sick of the old zones and want new content <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Devilsbane
11-27-2007, 02:18 PM
<cite>Tynd@Everfrost wrote:</cite><blockquote>Please, consider changing the 100+ Achievement point restriction to where it's possible to continue to receive achievement xp and accumulate Achievement Points below level 70, but just not be able to <b>spend</b> over 100 Achievement Points until reaching level 70.The way you have it now, you're basically causing those in the range from whatever level they hit 100 AP's at to level 70 to basically lose out on achievement xp on any quests, named, discoveries etc. they accomplish during that timeframe. You can still restrict people from benefiting from the extra AP's until they reach level 70 by not allowing to spend any points over 100 until then, I don't think most people have any gripe there.....but please don't cap achievement xp at 100 below 70.</blockquote>The restriction need to be changed to 1.5 AA level per 1 adventure level. So at adventure level 70 we can have 105 AA. I think they changed AA to this restriction on the PvP server.
Ashlian
11-28-2007, 02:04 AM
<p>I'm level 73 at the moment and spent two hours tonight mentored down to level 52 doing a couple of DoF instances. And I got nearly ten percent straight up adventure xp WHILE MENTORED in an old world zone. It's pretty sad that had I spent that time in RoK grouped in Karnor's, that's about the same amount of xp I could have expected to get in an average group. Not a stellar group, mind you, but your average pickup group.</p><p>While I have very much enjoyed the solo quests, and find it refreshing to be able to solo as much as you can in RoK (and I've done many of the quests duo and trio with friends), I have found the lack of heroic questlines and extremely low xp gain you get from adventuring as opposed to questing to be a swing way too far on the pendulum. </p><p> EQ2 has kept a pretty good balance between solo questing, heroic content, and raiding for me. But as a favorite author of mine is fond of saying...."there is no one true way." They've chosen to cater to a variety of playstyles and to make that EQ2's claim to fame, to be many things to many people while not descending to the point of catering to nothing but the masses like WOW. It's a tough balance to strike, and I do know that the soloers had valid complaints about not enough solo quest content in some tiers to make that a truly valid path for them to take to level. But that shouldn't be a reason to take it so far in the other direction for an entire expansion that it becomes the best way to level through ten levels.</p>
XAvengerX
11-29-2007, 09:56 AM
<cite>Daig@Butcherblock wrote:</cite><blockquote><cite>Ashlian wrote:</cite> <blockquote><p>EQ2 has kept a pretty good balance between solo questing, heroic content, and raiding for me. But as a favorite author of mine is fond of saying...."there is no one true way." They've chosen to cater to a variety of playstyles and to make that EQ2's claim to fame, to be many things to many people while not descending to the point of catering to nothing but the masses like WOW. It's a tough balance to strike, and I do know that the soloers had valid complaints about not enough solo quest content in some tiers to make that a truly valid path for them to take to level. But that shouldn't be a reason to take it so far in the other direction for an entire expansion that it becomes the best way to level through ten levels.</p></blockquote></blockquote><p>Yes I completely agree. This expansion has surprised me somewhat in the way the development direction has changed.</p><p>Too much solo content, and not enough group content from 70 to 75.</p><p>Doing 100 odd quests of the variety Kill X amount of this and X amount of those x 50 to gain a few levels gets old very fast.</p>
Erithorn
11-30-2007, 11:04 AM
<p>Well.... I must add my opinion to the list, as I see too many nay-sayers posting loudly before me.</p><p>I am a player that enjoys all forms of adventure, but I must say that I do enjoy the questing format much more than the grinding format. Gaining levels is important to me for sure, but I am not one to race to the top levels, specially if it means getting in a group and killing over and over again just to gain experience. I am also NOT a raider... nothing bores me more than waiting fo a long time for a raid group to assemble, then stumbling though some instance, led by a focused individual that has a "coles notes" version of a battle plan to follow. All for a chance at an item drop for my class.</p><p>I am loving the ROK expansion... the quest lines are interesting.. the story line enjoyable and the MoB content well spaced for many groups to join in. Experience flows well, even when mentoring down ! And the loot sells for good coin even if you can not, or need not wear it.</p><p>Kudos to the EQ2 developers for this one, you have brought back the fun and excitement in adventuring with a small group of friends.</p><p>... and keep up the good work !</p><p>Erithorn </p>
lasrever
12-01-2007, 10:40 PM
<p>I was unsubscribed for a month.</p><p>When I re-subscribed I got something called a "starter pack" and now all my characters are seemingly erased. What should I do?</p>
Silous
12-02-2007, 11:37 PM
<p>Not going to complain about the condition of server this update has left the server, Sure that you have read enough about that. (Servers locked up again) Transmuters were given counters.. but like all other tradeskills, there is nothing to come up to counter??? This doesn't make any sence at all. This is something many of us transmuters have talked about on the AB server. With the counters, your just randomely spamming the counters with no pattern to it that I can figure out. If at all possible, could this be worked on. Thank you</p>
Erickson
12-03-2007, 05:24 PM
<cite>Telred wrote:</cite><blockquote><p>I've been an almost-exclusive SOE player since 1999. I try other games when they look interesting - including WoW for a year - and have always come back cause EQ1/2, was/is, all in all, the best game and the most fun.</p><p>I have to say, though, that I am more unhappy with my gameplay experience in RoK than I can remember in those 8 years.</p><p>I'm a grinder, and a grouper. And a raider, of course, but the way I like to play when not raiding is grinding - kicking [I cannot control my vocabulary] for hours in a great group of great players. And there is NOTHING for me in Kunark. I don't want to quest. I don't want to solo. I want to fight. And I want to level to 80 like my friends by doing that. And I can't.</p><p>I think it's awesome that the game can be soloed now - and that questers can level doing what they love to do. And I just can't believe that the pendulum has swung so far that I can't play the game doing what I love to do.</p><p>It's seems a no-brainer to me that a player should be able to level as fast with expert soloing as they can with expert grouping. The problem, of course, is that that balance isn't there - you've gone too far the other way. Now, a grouper doesn't level as fast, doesn't get as much AA, and doesn't get as much loot.</p><p>I simply don't feel like logging in with the balance in RoK as it is. I really really hope you fix this fast - at least by adjusting earned exp if not yet AA and loot equality. I'm not asking for anything unreasonable - just equality of progress. If that equality isn't there in RoK, I will go look for other games I can group in. I have too much time invested and too many friends in EQ2 to do that lightly - but I will if I can't play the game by grouping.</p></blockquote><p>I too have been an avid EQ1/EQ2 player since 07/99 and am very disappointed in the direction this expansion has taken. Kudos to the solo'ers/questers. I like to solo and I like to quest, but this expansion has eliminated grouping for exp. We basically are at the same position we were b4 the expansion was released. Max level characters all trying to build an instance group. Log in for a couple of hours run one instance and call it good.</p><p>One thing EQ2 has always been lacking is the opportunity to build a group and grind it out. Granted, I can already hear the cries of "OMG I HATE GRINDING" but then again you have these non grinding types on line for hours trying to get a group togeather, finally getting their instance run group, running said instance then logging off because they've reached their playtime limit. In a grind dungeon, you have a group and the players generally stay as long as they can getting exp and loot. If someone has to go, you find a replacement. The dungeons were big, allowing multiple groups to operate and usually not tread on each other. Current Sebilis is a close try on this but the fact that I've yet to see some good loot fall in there deters me from trying to build anymore groups. People won't camp a dungeon if there's nothing to be gained. And with the ability to solo to 80 in a week (two folks in my guild did it, but they're sick individuals) there is no incentive to group other than to run an instance. Personally it took me exactly two weeks to go from 70 to 80 but throw in the fact that I took periodic breaks to TS my alts and build vitality, it was done far slower than my capabilities.</p><p>So, as the poster I quoted said, my only incentive to log in now is to work on an alt (which at this time puts a sour taste in my mouth, I just ran all these quests on my main,) or simply log in for raids 4 nights a week. And honestly that's how it's going. Hang out until raid nights or try to put togeather a PuG togeather or hope that enough of my guild has logged on and wants to run instances.</p><p>As a side note, KC on the Kithicore server is deserted now except for the occasional quest group. Another sign of the symptoms I'm describing above. Why go into a shared dungeon with low exp and no loot? Why bother going to any dungeon for anything other than a chance at a master chest when everyone can solo to 80? And a big old why bother once you're 80? </p><p>Server population is going to drop to pre expansion levels or lower in the next 4 months as the players seeking more challenge leave, waiting on a new game or going back to WoW or Vanguard. I can say this because I've already seen the "hardcore" players I've known since beta/release of EQ2 have maxed out their TS and ADV chars (I saw one person go from 70 TS to 80 in less than 3 days) leave after a less than a month, their log in times going from hard care 12 hours to less than 4 hours a day. Housewives, work from home professionals (myself in that last catagory) and students who have already reached the top of this expansion and if they're not a raider they have no challenge left.</p><p>When server population drops to these levels again, you'll lose more people as it will be harder to organize PuGs, less people in the player pool means harder to find that tank or set of healers or mezzer. Granted as more people are 80 you'll be able to do most instances w/ one healer and no mezzer but the story is the same. I'm already seeing a disparage for the necessary classes (tanks and healers) on Kith and it's not going to get any better.</p><p>It's a long time before the next expansion and if you're not a raider, this one is pretty much over with.</p>
<cite>lasrever wrote:</cite><blockquote><p>I was unsubscribed for a month.</p><p>When I re-subscribed I got something called a "starter pack" and now all my characters are seemingly erased. What should I do?</p></blockquote>One, are you sure the starter pack wasn't for Legends of Norrath (trading card game online), and two, make sure you have the right area selected for your language. I thought the same about my characters once when letting my subscription expire; when I renewed they were "gone". What had happened was that I had English (EU) picked instead of the English (US). Once I changed those settings my characters were right where I left them. If you do that and still there are no characters listed, I'd contact tech support. Best of luck!*edited because typing owns me when my carpal tunnel is acting up*
bypeep
12-04-2007, 08:29 PM
<p>I love the expansion for the most part.</p><p>The quest lines are solid and actually give a full set of gear so we match. YAY!</p><p>There's enough quests so that the solo player can level without going crazy killing mobs for little to no xp just to ding!</p><p>Tradeskill writ xp have made me actually want to craft now! Woohoo!</p><p>Writ giver at the Kylong docks, fabulous idea - now do the same for the ones in KoS and DoF for the lower level toons!</p><p><b>BUT!!!!!!</b></p><p>You have unbalanced the housing situation and it's very, no... extremely irritating - like I just wanna nuke Gorowyn because I'm seething with jealousy that you have added yet ANOTHER evil housing zone and not just that, but the most attractive one by far with the best location to services of any other zone in the entire game. Since EoF two "evil" housing zones have opened up and just one "good" housing zone. The Kelethin Acorns are homely and getting to any of the services in Kelethin is ridiculously long and drawn out - run to the center of town for mending, half the zone away for crafting, way to the other end for banking, brokering etc. Yuck, who wants to spend their entire night running around a town when in Gorown, everything is handy and makes sense.</p><p>EITHER FIX THE QEYNOS HOUSING (meaning make the zones inclusive for all city services and a HUGE facelift) OR GIVE US A NEW HOUSING AREA AS WELL. Fair is fair. The ratio is now 1:2. I'm tired of everything evil having attention, thought and detail put into it, and all the stuff for the good side being bland and ugly. I'll get into what you did with the Necro pets vs. the Conjy pets in a moment! And put some thought into it this time, don't give us ramshackle cottage/old farmhouse looking homes that are dark and dingy to begin with and even darker when you try to make them look less run-down.</p><p><b>Pets - Big booooooo!</b></p><p>The Necro tank pet is gorgeous in all of it's forms, Adept and Master. The Conjy tank pet however, is only truly interesting at the Master level. The Adept versions are ugly and just kinda feel like I've got a stuffed animal following me around.</p><p>The Necro mage pet is again beautiful. The Drachnid are some of the most unique and stunning looking creatures in the game, but what did Conjy's get? A burning bush, with a model that we saw in EoF just set on fire. Ew.... </p><p>The necro scout pet is cool as well. At least you can see it and it's a new "look and feel". The Conjy scout pet looks basically no different than any of our other scout pets except for the fact that it has invisible bracers and has monk moves. </p><p>You had a chance to show equality with the two alignments and failed miserably on the housing and pet aspects.</p>
Starrduster11
12-04-2007, 10:21 PM
<p>The new housing in Gorowyn is so pretty!!! </p><p>I want you to make Qeynos Castle a zone or instance that we can get quests in and just see</p><p>the darn thing after all these years!!!</p><p> I WANT FROSTFELL!!!!!!!!!!!!</p><p>When is FROSTFELL!!</p><p>I LOVE FROSTFELL!!!!!!</p><p>looking for Frostfell...........</p>
Vifarc
12-05-2007, 12:21 PM
The journal must have 125 quests.The Wood-Elf must have the racial trait Wind-Warrior come back, and the Burn-Forest one have to be deleted.
Ealthina
12-06-2007, 10:55 AM
1) The look of this expansion and size are simply amazing. Cudos to the Art team and the programmers for putting that vision on the screen.2) As an avid raider I must say I am very disappointed as well with the direction of the expansion. Way to many solo quests and not enough group content between 70-75. Now, I fully understand you have to cater to many different play styles, and that you can not please all the people all the time. I am one of those people who like to grind out the levels as fast as I can so I can get back to raiding. With this expansion I do not feel I can do that. Infact, I have stalled out at 72 doing meaningless quests with useless rewards. I Just can't do this anymore. So I have all but moved on. Bought another game, which will remain nameless, and I am really enjoying it. Now don't worry my Wife loves the game still and so does my daughter so you still get my money. I, however, am done.
ctrain
12-06-2007, 12:56 PM
Ever since the launch of the new expansion zoning on the Nagafen PVP server is the worst that it has ever been. The delay times between zones are horrific and an increase in the amount of times you get kicked to character select have become so annoying that you might as well either pick a zone and just game there or simply just don't play at all. I know many people that have experienced these same issues and NOTHING is being done to fix it. For the first time in 3 years I have started looking around for another game to play if this persists. My advice......play your own game SOE and you wouldn't have half the problems that people post about on this board.
Alceste
12-06-2007, 04:56 PM
I just wanted to post that I am enjoying the expansion very much. I duo alot with a friend and we really are enjoying the game. I am glad that I came back to EQ2.
<p>1) Defiler Sacrificial Restoration can not critheal.</p><p>2) Defiler wards comparing T8 AD3 to T8 M1, it scales from 3600ish to 4300ish. The AD3 clearly needs to be beefed up. </p><p>3) The Dog dies to AE's in maidens quite often.</p><p>4) Shroud of armor line (again) cause major agro in inc. This is by all means fine and fair to me, but it was not like this before LU40, so confirm the change / bug please.</p><p>5) T8 AD3's in general are a downgrade compared to T7 masters. Again, if this is intended, fine, but please make a statement. Lots of posts about this subject in the Spells / combat arts section onf the forum. Imo 95% of them could use a 15%ish upgrade. The content got a little harder, but our healing abilities did not change much (unless you get masters)</p><p>6) Grapics, zones, quests new mobs / npc's etc, impressive job SOE. Just need to fix / adjust some minor mechanics / spellscaling!</p><p>/2copper_off</p>
Hekynn
12-07-2007, 02:33 PM
should have put Voice chat support with gooooood Codecs like the codecs teamspeak is using. that way we wont have to type while in grp <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />
Kelticdragon
12-08-2007, 04:55 PM
I agree with what someone said earlier. I'd love to see qeynos castle and freeport floating tower actually become zones. Maybe when you become ally with one of those cities you can actually meet Queen Antonia Bayle or Overlord Lucan D'Lere and get a very important quest from them with a quest reward that is maybe like some VIP Title or something?Just an Idea.
kyledoubleyou88
12-08-2007, 06:50 PM
The new update I'm pretty sure is the reason I can't even play the game. I would love to tell someone how I felt about the new update but without being able to press the "Play" button I can't really say much. I'd also love it if someone at SOE would look into why some people are having such a hard time downloading this new patch and giving you their hard earned money to sit and look at your "Launch pad" window for days on end.Thanks a lot.
SaberShadowKat
12-09-2007, 04:34 PM
More mobs needed. Many of these RoK quests call for each person in a group to collect/kill x-number of mobs, which doubles/triples, etc, the length of the quest. That is not as much of a problem as the number of mobs/nodes available in comparison. One example is the Capture the Escapees quest. There are only TWO frogs in the area, but only spawn one at a time, a good time apart. There should be a passel of frogs available to be able to do the quest, at the very least the same number as required by the quest, so those grouping do not have to work on a single quest for more than an hour when it requires only eight mobs to complete. Thank you.
Skeez1e
12-11-2007, 03:42 AM
<p>I absolutely love the fact my stun/daze lines are so very very useful in this expansion! They've moved from my second string lineup to marquis status - whole new game for solo/duo templars and dungeon crawls. Good stuff guys!</p>
MsChaos
12-11-2007, 02:10 PM
<cite>Gnobrin wrote:</cite><blockquote><p>This is where you can give the development team your feedback in regards to <a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=392676" target="_blank">Game Update #40</a>!</p><p>~Gnobrin!</p></blockquote><p>A serious look needs to be taken at the gear designed for healers. Clerics and Shaman DO NOT wear Leather! For those who may not raid, they will not obtain decent gear for their class. This is just wrong. The items dropping with the stats most healers look for is on leather gear. This is very lopsided and needs major adjusting. I currently have 3 classes of healer..Cleric, Shaman, and Druid. I DO NOT equip them the same or generally look for the exact stats unless it's Wis/Int and Power. With the armor/mitigation/avoidence changes made in previous LU's, going from plate/chain down to leather is going to hurt us. If I wanted my Cleric or Shaman to wear leather I would had just made a Druid. (oh yeah, already have one) The idea of having 6 classes fighting over one type of armor that should be only for 2 classes is just very crappy. Maybe we should all go after the Int gear and make the mages suffer since it seems "Mitigation" isn't really a major concern anymore, or Chain with melee stats and combat art dmg. (Think my Inquis would rock with some of those bonuses!) Why even bother with making a healer if gear isn't there to help that classes do what it was intended to do. Battle Cleric in leather...yeah that's going to go over nice since we are a melee type of healer.</p><p>*Rant End*</p>
Signal9
12-11-2007, 03:53 PM
<cite>MsChaos wrote:</cite><blockquote><cite>Gnobrin wrote:</cite><blockquote><p>This is where you can give the development team your feedback in regards to <a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=392676" target="_blank">Game Update #40</a>!</p><p>~Gnobrin!</p></blockquote><p>A serious look needs to be taken at the gear designed for healers. Clerics and Shaman DO NOT wear Leather! For those who may not raid, they will not obtain decent gear for their class. This is just wrong. The items dropping with the stats most healers look for is on leather gear. This is very lopsided and needs major adjusting. I currently have 3 classes of healer..Cleric, Shaman, and Druid. I DO NOT equip them the same or generally look for the exact stats unless it's Wis/Int and Power. With the armor/mitigation/avoidence changes made in previous LU's, going from plate/chain down to leather is going to hurt us. If I wanted my Cleric or Shaman to wear leather I would had just made a Druid. (oh yeah, already have one) The idea of having 6 classes fighting over one type of armor that should be only for 2 classes is just very crappy. Maybe we should all go after the Int gear and make the mages suffer since it seems "Mitigation" isn't really a major concern anymore, or Chain with melee stats and combat art dmg. (Think my Inquis would rock with some of those bonuses!) Why even bother with making a healer if gear isn't there to help that classes do what it was intended to do. Battle Cleric in leather...yeah that's going to go over nice since we are a melee type of healer.</p><p>*Rant End*</p></blockquote><p>*Rant recovers, and moves forward*</p><p>No offense to Fireflyte, but this is the worst itemization I think I have ever seen outside of Diablo. In fact, the itemization appears to BE Diablo.</p><p>Not only are there items with inappropriate bonuses, we have situations with quest rewards not showing for those that can use them. Example: The Legendary rewards for the faction quest series often do not show items specced for your class/archetype. </p><p>Random loot has a lot of stats on them, but are generally totally inappropriate. Plate items with +deflection, Cloth with +heal, Leather with +30 Int ...etc</p><p>It appears from the player end that you took the easy way out, and automated the loot as Diablo did. Base item, prefix modification, suffix modification, and you have a loot item. Unfortunately this will rarely combine into something truly useful.</p><p>As an Int caster, I love the gear I get, all the way from treasured quest rewards to Heroic instance loot. I refuse to even play my bruiser in these zones until I see confirmation that there is some worthwhile leather gear. All the good Brawler stats I've seen on loot so far has been on cloth items. If wearing that boosted avoidance, it might be a viable option, as it is I would lose mitigation for little tangible benefit.</p><p>Fix the loot and itemization.</p>
Fource
12-29-2007, 07:17 PM
Red-saddled Midnight Mistrunner Horse is broken. This item can be bought and equipped but cannot be used by good aligned characters. When petitioned the GM's will not reimburse the full amount or exchange it for a comp. horse. The reason the this is delayed in getting here is because the guild is Just now Level 75.
Jevangal
01-04-2008, 12:32 PM
Love the racial traits. Gives my erudite templar 1 extra green AE!Love the new racial traits screen: much more visual and accessible than the old way. Only thing is, you need to remember to open the screen to choose your master II spell choices!Love the extra AAs but would be nice to have new abilities to spend the points on to create more choices and hence more variety between characters of the same class.Love the increased speed to 70 (for questers).The map system is a massive improvement.The combat music is nice to hear, although my templar's dps means I always get to hear that slow drumbeat when solo lol.The faction system, although sometimes frustrating (especially when I need repairs), provides a nice challenge and gives a nice sense of achievement once you get it high enough.And the size of the new zones is just breathtaking.There is only one gripe I have (and it is quite a big one). There is a distinct lack of heroic content, but I understand that this is a new SoE policy (solo in outside zones, heroic in dungeons). I can live with that as it caters to all styles of play and also lets me get a quest or two done in half an hour when I'm sneaking a game! But the number of dungeons seems to be very low compared with the number of T7 dungeons. Are there are any plans to increase them? As a player who loves to group, the lasting appeal of the game could be quite short because of this. I have seen a few structures and buildings such as that tower in the fens that certainly look like they will become dungeons. Any news on this yet?
Solvantis
01-04-2008, 03:13 PM
I completely love this expac. Very well done except for<<< Inc. Ranger rant>>> The gear for Scouts is garbage, Almost no Str on alot of the legendary and even some of the fabled.... And I have to do it... PLEASE give us actual T8 arrows.... not lvl 67... A post about the arrow/bow mechanic has been posted everywhere, and i swear you devs dont listen or just simply dont care.. I know ill get flammed for this and i don't care. Rangers rely on arrows more then anyone else in game and to have such a HUGE part of our dps compromised is just wrong.
Jevangal
01-05-2008, 03:16 PM
<cite>Thon'gian wrote:</cite><blockquote>I completely love this expac. Very well done except for<<< Inc. Ranger rant>>> The gear for Scouts is garbage, Almost no Str on alot of the legendary and even some of the fabled.... And I have to do it... PLEASE give us actual T8 arrows.... not lvl 67... A post about the arrow/bow mechanic has been posted everywhere, and i swear you devs dont listen or just simply dont care.. I know ill get flammed for this and i don't care. Rangers rely on arrows more then anyone else in game and to have such a HUGE part of our dps compromised is just wrong.</blockquote>Try playing a troubadour...
Solvantis
01-05-2008, 06:23 PM
[Removed for Content] is that supposed to mean? bards have it worse ? wtfe ..
Llaar
01-08-2008, 10:36 AM
I don't like posting on the forums because, I feel that no one (dev's) read them and players hate on one another. Yet ROK has made me want to post because of the way some classes seam to have been forgotten. 1. My main is a Templar, it seams that Sony decided that healing plate armor rewards for questing is too much to give us. I don't want to wear leather the whole point of being a cleric is to wear plate. I do not think it is too much to ask to give plate rewards in the quests we have to do to level up. 2. As a Templar our dps sucks and the solo questing is a pain. I see three ways of fixing this that make sense. 1st you could give Templars and other classes that lack dps spells they can only use while soloing. 2nd Make the xp gain in dungeons better (this would probably be the easiest change) seeing as Templars and other healing classes are made for grouping and not soloing this would solve many problems and make instances more attractive to do. The 3rd is the hardest to implement, makeing class based solo quests. Healers would have to heal injured soldiers, make first aid kits some thing of that nature. Scouts might have to scout areas for the various factions in the Kunark expansion... etc. I think this would be the most fun of the changes because it would make people leveling up alts not have to do the same quests over and over again, but this is also probably the hardest and most time consuming change. I think any of the 3 changes would help with the massive amount of solo content. 3. Brawler classes have been completely forgotten. <span class="postbody"><span style="font-size: small;">Anaphylaxis as an example gives a quest reward for every class but brawler classes. This is just one example there are many others. If Sony wants to forget about classes why not just take these classes out of the game? Instead of hurting their player base, they should be doing what it takes to listen to their player base and maybe the player base would grow.</span></span>
Jevangal
01-09-2008, 07:06 AM
<cite>Thon'gian wrote:</cite><blockquote>[Removed for Content] is that supposed to mean? bards have it worse ? wtfe .. </blockquote>Yeah, check out the troub board. They have it even harder than templars!
Titigabe
01-09-2008, 10:15 AM
<cite>Sydares wrote:</cite><blockquote>...The memory requirement in Teren's Grasp still causes several crashes on higher settings.Many Vista (x86 and x64) users still receive the 'but limit was 2048' memory bug unless they use a workaround...</blockquote>Hi <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> This is the problem I'm encountering since I upgraded my PC. What is this "workaround" you're talking about? Will this issue ever be fixed? Is it discussed somewhere else?
Lohkei
01-09-2008, 11:12 PM
Coverage is worthless I'd rather you take it away and give us Execute, without me having to betray. Don't get me wrong I don't have to be top dps on the server. But a lvl 80 spell I can only use on Mondays, Thursday and sometimes Fridays between the hours of 11am to 6am in oddly humid days before rain outside a castle. Is kinda not worth the code it took to write. Bet'cha ya can't fix coverage as fast as a fixed the pocket golem.
Jevangal
01-10-2008, 06:28 AM
<cite>Llaar wrote:</cite><blockquote>I don't like posting on the forums because, I feel that no one (dev's) read them and players hate on one another. Yet ROK has made me want to post because of the way some classes seam to have been forgotten. 1. My main is a Templar, it seams that Sony decided that healing plate armor rewards for questing is too much to give us. I don't want to wear leather the whole point of being a cleric is to wear plate. I do not think it is too much to ask to give plate rewards in the quests we have to do to level up. 2. As a Templar our dps sucks and the solo questing is a pain. I see three ways of fixing this that make sense. 1st you could give Templars and other classes that lack dps spells they can only use while soloing. 2nd Make the xp gain in dungeons better (this would probably be the easiest change) seeing as Templars and other healing classes are made for grouping and not soloing this would solve many problems and make instances more attractive to do. The 3rd is the hardest to implement, makeing class based solo quests. Healers would have to heal injured soldiers, make first aid kits some thing of that nature. Scouts might have to scout areas for the various factions in the Kunark expansion... etc. I think this would be the most fun of the changes because it would make people leveling up alts not have to do the same quests over and over again, but this is also probably the hardest and most time consuming change. I think any of the 3 changes would help with the massive amount of solo content. 3. Brawler classes have been completely forgotten. <span class="postbody"><span style="font-size: small;">Anaphylaxis as an example gives a quest reward for every class but brawler classes. This is just one example there are many others. If Sony wants to forget about classes why not just take these classes out of the game? Instead of hurting their player base, they should be doing what it takes to listen to their player base and maybe the player base would grow.</span></span></blockquote>Hi LlaarI also feel the frustration at the rudeness of some of the posters on here. There is a growing tendency for the following to happen: If somebody sees an opinion they do not like, instead of putting their own ideas forward or attempting to refute the point, they get angry and treat the person they disagree with as if they were insufferably thick, stupid, lazy and generally beneath their contempt for having the audacity to see things a different way. The one thing that always made this game stand out for me was the community. Infinitely more mature, friendly and helpful than the WoW community, for example. It wasn't always the way it is now, and it is only a minority who are rude, but it does seem to be getting worse lately and it only takes one or two immature people to spoil the whole atmosphere for everybody else. I'm sure it says somewhere in the forum rules to respect others. Anyway, not all players are like that, especially the veterans!So, back to the main point of the thread and to your post. Yes I do feel that templars are struggling with the solo content. I am fully KoS fabled so have it easier than I otherwise might, but it is still a grind. SoE's policy now seems to be solo content in the open and heroic in dungeons. So I think the easiest solution would be to create a few more dungeons for 70-75. Nothing particularly special, just somewhere for us to get another level or 2 before attempting the level 70 solo quests, or even somewhere for us to grind to get the levels, like I did from 60 to 70. I think there were a total of 25 dungeons for 60 to 70 but only 8 T8 dungeons, most of which are only any good for level 75 upwards (the exception perhaps being Karnor's Castle). I know we wouldn't get the AA but that's a price I, as a healer, would be prepared to pay. And we could always go back and get the AA points afterwards when we have another level or two under our belts.I love the idea you put forward about class-specific quests, maybe similar to the armour quests we did in our 20s. That way, the problem with class armour being missing gets addressed for those who are still running around in level 62 mastercrafted, for example and who don't have the money to pay 5 plat a piece for the level 72 stuff or the time to raid. I feel that would truly address the universality that SoE are trying to achieve, trying as they are to cater for the casual soloer, group junkie and hardcore raiders.I also feel adding some content to the older zones (as they did with Shard of Fear in the Feerrott and Nek Castle 2) is a great idea, and a direction that I hope SoE will continue to take. While I'm on that subject, a few more quests in New Tunaria would get more people into what I feel to be the most beautiful and sadly underused zone in the game.
Nivmizzet
01-16-2008, 02:32 AM
The Bertoxxulous deity pet, the Parriah (sp?), is WAY too loud when it walks. Can his sound effect please be dampened?
LigerZERO
02-19-2008, 12:12 PM
<p>Bah Wrong Update post sorry</p>
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