View Full Version : Feedback and bugs concerning the Quellithulian Spire event
Kaitheel
09-11-2009, 02:33 PM
<p>The mysterious Quellithulians have set their sights upon the teleportation spires of Norrath. They are looking for volunteers to assist in their efforts to rebuild the destroyed Ulteran spires in Everfrost, Lavastorm, the Orcish Wastes and the Loping Plains. While adventurers within the Commonlands, Antonica, Enchanted Lands, Feerrott, Thundering Steppes and Nektulos Forest can help the Quellithulians repower and align the existing Ulteran spires there.</p><p>Please assemble any feedback and bugs that you may find in this thread. Thank you, everyone!</p>
Gungo
09-11-2009, 02:41 PM
<p>While not necessarily tied to this event could it be possible to increase the number of destinations wizards can port to with this live event. It would be great if wizards could port to any of the spires.</p><p>Also are the spires in greater faydark and Darklight woods not part of this live event?</p>
FimisOrbe
09-11-2009, 02:53 PM
<p>The torn Threads for Connecting Threads dont give Updates currently (Commonlands). Only the severed are giving. And the Quest description says either torns or severed.</p><p>*Edit*</p><p>In the Enchanted Lands, I'm getting sometimes Update from the Torns and sometimes not. The same goes for the severed Threads.</p><p>Though the Colors on them could have something to do with it, but it didn't matter.</p>
Josgar
09-11-2009, 03:41 PM
<p>The "of the spire" set is missing a torso piece.</p><p>And it feels really divided. Its hard to find the armor set. Is there a way to reorganize the merchant by the armor set instead of by name?</p><p>This was on the nektulos merchant.</p>
-Fluffy-
09-11-2009, 04:08 PM
<p><cite>FimisOrbe wrote:</cite></p><blockquote><p>The torn Threads for Connecting Threads dont give Updates currently (Commonlands). Only the severed are giving. And the Quest description says either torns or severed.</p></blockquote><p>You only get updates for every set of a torn and a severed thread. So you have to find a torn and then a severed to match it with, or other way around. Two torns or severed wont give an update.</p><p>It might be better if the quest asked for 5 of each, so you wouldn't miss any updates because you found 2 of a kind in a row. </p>
Banbha
09-11-2009, 04:10 PM
<p>I noticed while on the quest "Outsiders" that the extraplanar entities would despawn an awful lot right in the middle of the fight. No matter where I placed myself. This was in Lavastorm.</p>
FimisOrbe
09-11-2009, 04:28 PM
<p><cite>-Fluffy- wrote:</cite></p><blockquote><p><cite>FimisOrbe wrote:</cite></p><blockquote><p>The torn Threads for Connecting Threads dont give Updates currently (Commonlands). Only the severed are giving. And the Quest description says either torns or severed.</p></blockquote><p>You only get updates for every set of a torn and a severed thread. So you have to find a torn and then a severed to match it with, or other way around. Two torns or severed wont give an update.</p><p>It might be better if the quest asked for 5 of each, so you wouldn't miss any updates because you found 2 of a kind in a row.</p></blockquote><p>Ok, that would explain why I sometimes got Update and sometimes not.</p>
Lillaanya
09-11-2009, 05:54 PM
<p>When trying to zone into the Ethereal Rift the zone randomly seems to hang on me and won't load. I have to close EQ2 and reload.</p>
Cythera
09-11-2009, 07:43 PM
<p><cite>Xsara@Mistmoore wrote:</cite></p><blockquote><p>I noticed while on the quest "Outsiders" that the extraplanar entities would despawn an awful lot right in the middle of the fight. No matter where I placed myself. This was in Lavastorm.</p></blockquote><p>Happening a lot with the Everfrost ones too.</p><p>The spire shards could use a faster respawn rate and/or more nodes.</p>
Catria
09-11-2009, 08:03 PM
<p><cite>-Fluffy- wrote:</cite></p><blockquote><p><cite>FimisOrbe wrote:</cite></p><blockquote><p>The torn Threads for Connecting Threads dont give Updates currently (Commonlands). Only the severed are giving. And the Quest description says either torns or severed.</p></blockquote><p>You only get updates for every set of a torn and a severed thread. So you have to find a torn and then a severed to match it with, or other way around. Two torns or severed wont give an update.</p><p>It might be better if the quest asked for 5 of each, so you wouldn't miss any updates because you found 2 of a kind in a row. </p></blockquote><p>Agreed. This quest should simply give updates on finding 5 of each rather than requiring you to find one, then the other, in sequence. It was causing quite a bit of frustration and confusion on the test_copy server. At the very least the quest text should be VERY clear as to how to get the updates, and perhaps a message could be given if a player tries to harvest the wrong node to match the last one harvested?</p>
Catria
09-11-2009, 08:04 PM
<p><cite>Lillaanya wrote:</cite></p><blockquote><p>When trying to zone into the Ethereal Rift the zone randomly seems to hang on me and won't load. I have to close EQ2 and reload.</p></blockquote><p>I have this problem, too. I also have the same issue with the monthly mushroom ring instances. </p>
Catria
09-11-2009, 08:25 PM
<p>Regarding the "Magic Mouth" item that can be purchased from the faction merchant, I believe this could use a bit of tweaking.</p><p>I found that if the radius is set too high, the message will not retrigger. I am assuming this is because I can't go far enough in the house away to reset it. </p><p>The message text shows up very briefly and if someone had not told me what I was looking for I would have missed it entirely. When I tried to see the message again I could not get it to retrigger until 10 Norrathian minutes had gone by. I was able to consistently confirm this, so there must be a delay timer in place. </p><p>The message itself is limited to about 50 characters.</p><p>Overall, I love the idea of this item. It's basically something a lot of us have been asking for for quite some time now. However, I think some changes need to be made.</p><p>I would like to see the following:</p><p>1. Change the duration of the popup message to display just a bit longer and perhaps make it show up in larger font somehow, and perhaps in a bright yellow or something a bit more visible than the current cyan.2. Make the available number of characters quite a bit higher. 50 is really not enough to say a whole lot when you get right down to it. 3. Shorten the retrigger delay to 10 seconds (or thereabouts).4. Add an option on the right click menu for people visiting the house to "View Message".5. Give some sort of indication as to what range is suitable in the popup window for setting the radius, telling what would be a general best radius guideline for the current housing layout or some such. </p><p>(edited to add #5 above)</p>
Catria
09-11-2009, 09:26 PM
<p>Me again... LOL!</p><p>I picked up both of the crafting quests for the Spires events, grabbing the second one in Zek while still having one from Feerrott active in my journal. One quest gives one set of recipes (volume 1 - from the Zek NPC) and the one in Feerrott gives volume 2. Each one has three recipes. </p><p>The issue I have found is that while it is possible to make the items from the Zek quest (volume 2) on the stations which are OUTSIDE the essence zone in Zek, no quest credit is given.</p><p>One of two things should be done here (in my opinion); either make it possible to get credit for all combines done on the stations outside the shard essence zone, or make it impossible to craft the volume two recipes on the stations outside the zone.</p>
Cusashorn
09-11-2009, 09:46 PM
<p>So I see we're having a new live event, huh? That's cool. I can't log into test right now, so I'm just gonna come out and ask:</p><p>Is this another "It's Done When It's Done" event like the Griffon Towers and the first Quellithulian Spires?</p><p>Or is it the Guild Hall Construction event again?</p>
Catria
09-11-2009, 10:10 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>So I see we're having a new live event, huh? That's cool. I can't log into test right now, so I'm just gonna come out and ask:</p><p>Is this another "It's Done When It's Done" event like the Griffon Towers and the first Quellithulian Spires?</p><p>Or is it the Guild Hall Construction event again?</p></blockquote><p>From what I've been seeing in test chat, the work on the spires progresses to a certain point and then there's an epic X2 mob that has to be killed. I haven't seen mention of any kind of indicator as to how far work has progressed. People have stated that the quests are still available even after the work has progressed to the epic mob stage, though, so I'm hoping that the quests themselves as well as the reward merchants will be available for the duration. </p>
Cusashorn
09-11-2009, 10:24 PM
<p>So it starts out as "It's Done When It's Done" like the original Quellithulian Spires (which had an Epic dragon guarding each of them.)</p><p>But since you say the quests continue afterwards, I guess that means it'll be a monthly event.</p>
Karrane1
09-11-2009, 11:17 PM
Dev on test said that all the quests and the merchant will be available until GU54.
<p>Rebuilding the Spires: Recipes books are given and can be scribed by all lvl 2 Artisan, the recipes themself show as lvl 10, now I tried making those items as a level 10 TSer - no way those recipes are lvl 10. they might be 20 or even higher but they are for sure not level 10. I have made recipes that were orange and red during Frostfell with a better than 50:50 outcome of pristine. Of those Spire recipes I made 0 of 30 tries to pristine. And before somebody asks... yes, I know how to craft - have 14 lvl 80 TSers so far.</p><p>Protecting the Spires: I took the quest that has you go for 12 single invaders in lavasorm. Of all the portals I approaches all but one spawned the invader on me, then had it run away or go invis. while breaking the encounter. Up to 7 times before I finally got one killable mob.</p><p>Purr~</p><p>PS: While not completely fitting into this thread, seeing that we have another live event that gives tokens of some sort, I just have to bring this up:Please, please, please, set up some kind of Foreign Currency Merchant that will take all those tokens from former and future events and sells us rewards from the same events in exchange. It is so frustrating to find an event gone and still having about 5 k of DIRTY money, appreciation notes or whatever else you guys call those IOUs sitting in the bank of various characters, while on the other hand certain things like the Uniform of the Forrest Assassin (one item I really like for it's strong color) is forever out of reach for characters made after that one event. Other people crave furniture or other appearance or house items from old events. Please...Feel free to set the prices on that merchant with some heavy mark-up, but give us a chance here.</p>
NiamiDenMother
09-11-2009, 11:46 PM
<p>Brain dump from the last 6+ hours ... partly stuff for the other folks asking questions, partly for Kaitheel</p><p>Windslasher said that there would be some sort of indicator so that we'd know how far along we had progressed the event at any given spire. It isn't in place yet. However, when we're working on the rebuilding the ones that were totally destroyed, there is a visual cue.</p><p>The glowing latticework of the first single spoke turns into a solid spoke when you're about 1/3 of the way done. That is also when, for the Lavastorm one, a level 84 heroic aggro mob spawned. You could not get any additional quests there, nor do hand-ins, until the mob was dead.</p><p>I understand, and this makes sense, that the area is under attack by the forces trying to take control of the spires. The rough part, however, is that when a group was marshalled to take him out on Test, with a locked encounter, he decided to AE the entire area, killing one crafter who had been working there, and badly wounding another. (There had been only 2 of us working there at the time).</p><p>Ouch! I'm not sure if that was intentional or not, that he kersmooshed us while he was locked to the other group. If it is intentional, I've got to make sure to get warnings out to the crafters regarding the heightened risk factor, since I can pretty much guarantee crafters will flock in droves to help with this event, given all the yummy house items.</p><p>I'm guessing that the X2 mob either spawns at a different stage in the construction, or that some zones get the heroic, some get the epic, or something. It is unclear so far, based on what I heard in-channel from the other zones.</p><p>Windslasher also said that the quest NPCs would stick around until GU54, giving folks ample time to participate. (It sounded like the rebuilding stuff would stop when a spire was "done", but that repairing could continue until GU54 - is this correct?)</p><p>Is it planned for this event to go live on the same day as GU53, or will it be turned on at some point down the line?</p><p>Currently, the house item rewards are lore no trade. This is frustrating for folks who do a bunch of decorating in alt's homes, etc. I understand that the lore part may be unintended - is it possible that the heirloom flag could be considered if you're set on them being no-trade?</p><p>Both sets of crafting quests require T2 resources, but one (rebuilding) uses T1 fuels (and shorts you a whopping 20 copper on the coin reward), and the other (repairing/reactivating) uses T2 fuels (and gives the same coin reward as you spend in fuels). This is a niggly, but it'd be nice to be consistent on these. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> It might also be nice (but isn't a huge issue), if those supply vendors acted like fuel merchants and bought back anything that they sell (such as when you buy the wrong tier of fuel, etc. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />)</p><p>I played lemming in Commonlands and did the combat quest there. From things folks said, the fact that an ungrouped person went in and found heroics waiting for her might not be intended. Somehow, though, I survived each encounter, barely, as a level 75 warlock in so-so-gear. It would have been much saner if the 4 linked mobs were spawned standing just a bit closer together - their placement was such that a warlock group root could only reach 3 of the 4 in their spawn locations. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>There's stuff to be tweaked and tuned still, but I'm having fun with this one - thanks!</p>
Kaitheel
09-12-2009, 12:05 AM
<p>Heyya all!</p><p>It is actually Windslasher (new designer) who is working so heavily on this event, and I do not want to take credit for his hard work on it, but unfortunately he does not have posting capability, yet. Hence why I started this thread and why I am the lucky one to deliver the following news. Windslasher made the following changes and has submitted them to QA. We don't know when they will hit the Test servers, but they are on their way!</p><ul><li>Recipes for "Building Blocks" and "Working Behind the Scenes" are standardized now. They can be completed at level 10 and use T2 fuel. Also, completing these quests should reimburse the full fuel cost.</li><li>Planar creatures for "The Space Between Spaces" can be defeated more easily by solo players now..</li><li>Portals for the quest "Outsiders" will no longer respawn at random.</li><li>The Ethereal Mender used in "Connecting Threads" now has a maximum range.</li><li>Many rewards from the Quellithulian Token Merchant are now tradeable or Heirloom!</li></ul><p>I am glad to see so many jumping in and testing this event! Thank you, as always!</p>
NiamiDenMother
09-12-2009, 12:11 AM
<p>Thanks for the response, Kaitheel!</p><p>One other note for folks. If you suffer from RL vertigo in some spots in EQ2, the little pocket instances can be rough. {ullllpppp} Believe it or not, though I hate using some of the vision effects most of the time, I followed someone's suggestion and used infravision when in the spire crafting instance ... and it helped. Definitely something to keep lurking in the back of your mind, folks - the effect in there is great for what it is, but that makes it not-so-great for some of us who are prone to turning green in certain spots in the lands already. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
Catria
09-12-2009, 02:05 AM
<p>Just curious - Does the spire event tie into the new expansion in some way or is this just a new "fun" thing to do, or.....?</p>
<p>Thanks for the reply, Kaitheel. Looking forward to more Windslasher stuff. .-)</p><p>Still would love to have a red name give us a >maybe< or a >it's possible<, just not really soon-ish[TM] or >something< on the FCM (Foreign Currency Merchant)... Big thanks.</p><p>Purr~</p>
maddawg138
09-12-2009, 11:27 AM
<p>just a thought when gathering the spire pieces (at least in EF anyways) maybe reduce the spawn time on them. I was able to get 5 or 6 right away....then took at least 30 minutes it seemed to gather the rest of them</p><p>EDIT: in fact i think its been closer to an hour and i still need to get 2 more as of this post....</p><p>EDITx2: I have given up looking for more, I got 10/12 and haven't seen anymore for at least 10-15 min</p>
Mystfit
09-12-2009, 11:39 AM
As someone who barely survived the insantiy that was the original spires event (raiding guild's stalking the spires and taking the spawn away with attempting to lag out zone, multi-tells etc), are there methods in palce for this event to lessen such events this time around? I ever attepmted to enter a raid on any of te mobs, but I do recall lots of powerful emotions at the time.
d1anaw
09-12-2009, 12:11 PM
<p><span style="color: #888888;">I do hope this event stays around for a while. There were quite a few things you could get from the vendor that I of course want for every character. I was not able to solo the adventure quest, though I did only try once and I'm not always able to solo a group of heroics and did not find I was able to pull one at a time. Of course I had not "beefed her up" with all the special armor and AA points I later found at the dock. So maybe I will try it again. Is this to be a solo quest or can a group or pair do it? I had no problem with the TS portion I got at the Antonica spire, once I realized I had to bring in some stuff from outside and some to be purchased inside. The zone itself is a bit bizarre, but then this is EQ. </span></p>
d1anaw
09-12-2009, 12:18 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p>Heyya all!</p><p>It is actually Windslasher (new designer) who is working so heavily on this event, and I do not want to take credit for his hard work on it, but unfortunately he does not have posting capability, yet. Hence why I started this thread and why I am the lucky one to deliver the following news. Windslasher made the following changes and has submitted them to QA. We don't know when they will hit the Test servers, but they are on their way!</p><ul><li>Recipes for "Building Blocks" and "Working Behind the Scenes" are standardized now. They can be completed at level 10 and use T2 fuel. Also, completing these quests should reimburse the full fuel cost.</li><li>Planar creatures for "The Space Between Spaces" can be defeated more easily by solo players now..</li><li>Portals for the quest "Outsiders" will no longer respawn at random.</li><li>The Ethereal Mender used in "Connecting Threads" now has a maximum range.</li><li>Many rewards from the Quellithulian Token Merchant are now tradeable or Heirloom!</li></ul><p>I am glad to see so many jumping in and testing this event! Thank you, as always!</p></blockquote><li>Planar creatures for "The Space Between Spaces" can be defeated more easily by solo players now..</li><p>I, for one, will be very happy to see this. For my fury, it's often a crap-shoot whether or not she can solo groups of heroics. If they can be single pulled, it's seldom a problem, but when there are a group of them, it can be an issue. I did not try it yet with my wizzie, nor did I retry yet with my "buffed up" fury.</p>
Tallahasee
09-12-2009, 01:42 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p>Heyya all!</p><p>It is actually Windslasher (new designer) who is working so heavily on this event, and I do not want to take credit for his hard work on it, but unfortunately he does not have posting capability, yet. Hence why I started this thread and why I am the lucky one to deliver the following news. Windslasher made the following changes and has submitted them to QA. We don't know when they will hit the Test servers, but they are on their way!</p><ul><li>Recipes for "Building Blocks" and "Working Behind the Scenes" are standardized now. They can be completed at level 10 and use T2 fuel. Also, completing these quests should reimburse the full fuel cost.</li><li>Planar creatures for "The Space Between Spaces" can be defeated more easily by solo players now..</li><li>Portals for the quest "Outsiders" will no longer respawn at random.</li><li>The Ethereal Mender used in "Connecting Threads" now has a maximum range.</li><li>Many rewards from the Quellithulian Token Merchant are now tradeable or Heirloom!</li></ul><p>I am glad to see so many jumping in and testing this event! Thank you, as always!</p></blockquote><p>Kaitheel,</p><p>The recipes for the tradeskill portion of this live event require a special component purchased from a merchant within one of the rifts. This merchant would not, however, buy back any of these ingredients should you have any leftover, either from purchasing the wrong ingredient or, like I did, purchasing an entire stack of ingredients. </p><p>Our "guild commodities broker" did buy the items back, but at an approx. 20% discount. Not sure if this is working as intended.</p><p>Cheers.</p><p><span style="color: #00ffff; font-size: xx-small;">Caele Spiritwalker, 80 Mystic of Test </span></p>
Beajay
09-12-2009, 06:34 PM
<p><cite>NiamiDenMother wrote:</cite></p><blockquote><p>Thanks for the response, Kaitheel!</p><p>One other note for folks. If you suffer from RL vertigo in some spots in EQ2, the little pocket instances can be rough. {ullllpppp} Believe it or not, though I hate using some of the vision effects most of the time, I followed someone's suggestion and used infravision when in the spire crafting instance ... and it helped. Definitely something to keep lurking in the back of your mind, folks - the effect in there is great for what it is, but that makes it not-so-great for some of us who are prone to turning green in certain spots in the lands already. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p></blockquote><p>I feel your pain Niami. I used to suffer from vertigo before playing EQ2. After riding around on birds all the time I have finaly licked it. Now I look forward to bird rides lol.</p><p>I love the idea of a "foreign currancy exchange merchant." All of my toons have coin from previous events taking up bank space. I would love to free up that space and get a few items from some of the older events that I missed. I think the merchants should be available for guilds to buy and place in their guild houses.</p><p>RE Planer creatures:, Thanks for toning them down. One of my big gripes with world events is that the mobs are hard to solo with most classes. That means that a majority of my alts can't do the events that call for fighting unless I am able to group. While grouping is ok, I really think these events should be soloable events so everyone can participate whether they group or not.</p>
Vraeth
09-12-2009, 07:06 PM
<p>im not sure if the prices are set, but so far ive only seen quests rewarding 5 tokens each, and the items on the vendor cost 5 tokens each or multiples of 5.</p><p>so the rewards/prices can be divided by 5 for simplicity <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Beajay
09-12-2009, 08:46 PM
<p>I am to the point, in the quest line where I have to kill pockets of planar invaders. I saw the note about making this encounter easier which makes me shudder to think of how hard it must have been originally.</p><p>I realized when I first took my 48 warlock through the portal that I couldn't possibly kill all four invaders by myself. To help her I called up my lvl 54 necro and we tried it together. In about 9 tries both of us were killed one time, the warlock once, and on the rest of the tries we both left the encounters with only shreds of life left.</p><p>The main problem has been the heroic breaking root. He immediately goes for the casters and for some reason my necro's tank pet isn't pulling him off. The mobs also ignore the warlocks pet and go straight for the warlock.</p><p>Right now I dread the thought of doing this quest again and I can't imagine a better group, among my 14 toons, to do the quest. You really need to can the heroic and make the mobs more susceptible to roots.</p><p>Another problem I am having is locating threads. Once again those of us with poor sight and iffy computers are having to strain our eyes to locate the nodes. I have only been playing a couple of hours, in Zek, and I already have a headache from trying to find threads.</p><p>The last problem I am having is that I am getting bumped, on both computers, when trying to zone into the Ethereal Rift. The game says it is waiting on the server then nothing happens and I have to close the game. Meanwhile the group is broken so I have to zone out the toon that got in and then try all over again.</p><p>I hope in future games you will consider the problem many of us have with eyesight, iffy computer, and zoning. It seems like all of these events are really heavy on hard-to-see ground objects and zoning. They also seem to have mobs that really aren't soloable for most classes. All of these problems make the events real pains for many of us to complete let alone enjoy.</p>
Beajay
09-12-2009, 09:50 PM
<p>Having just having the game crash for the umpteenth time trying to zone into the Ethereal Rift I had a brainstorm. Why couldn't you put three groups of 4 linked mobs in one pocket? Better yet, why not four groups of three with no heroics? There seems to be lots of room to space them out and we wouldn't have to spend so much time logging back into the game and/or rebooting our computers?</p><p>Right now we are having to zone in, zone out, zone in, zone out, zone it, and zone out. All you would be changing is the number of time we have to zone.</p><p>Also, if we die, during an encounter, please respawn us in the pocket so we don't have to risk another zone. If you repawn us near the exit we should be well enough away from the mobs so that we don't get aggro while trying to rebuff ourselves <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Morghus
09-13-2009, 03:17 AM
<p><cite>Beajay wrote:</cite></p><blockquote><p>Right now we are having to zone in, zone out, zone in, zone out, zone it, and zone out. All you would be changing is the number of time we have to zone.</p></blockquote><p>Yea, that is incredibly dumb and I hope it gets changed before going live. Right now even on the sparsely populated test server I more often than not am staring at "loading ui resources" for a much longer time than it actually takes to load up the zone itself.</p><p>Also, the linked mobs hit kinda hard, but overall seem to have a very pathetic amount of health at least when I attempted it. I was able to kill them all in just a few seconds but the zoning in/out deal definately needs to be improved as well as the density of the tears that need to be repaired since the kill quest is overall far more efficient to do at the moment minus the tedious loading.</p>
Kitsune
09-13-2009, 06:14 AM
<p>Space Between Spaces Quest</p><p>Just done the killing of invaders. I was on Test Copy on my Fury buffed up to L 80. I managed, just, to kill the linked 4 mobs the first time without a strategy plan... just using aoes as much as I could. I zoned out, then in and tried again, this time with a plan. I died, quickly. If this is easy, I hate to think what is was before! It certainly was not that easy for my Fury at all. I will do this with my Swashie but not, I think the Fury on Live if it stays this hard.</p><p>And I also agree, there is so much room, please let us have the groups all in the same area rather than jump in and out like that.</p><p>I found 5 rift portals around the CL spire.</p><p>Connecting Threads quest.</p><p>I didn't even realize there were 2 different types of threads! I did get 2 duds that didn't match but I now know why.</p><p>I totally agrr with the OP who suggested 1) making it clearer in the quest there are 2 kinds and you need one of each for a pair, or making it just you gather 5 of one and 5 of another. To be honest, it is simpler to just get 5 of each rather than try to get "pairs".</p><p>Apart from the above, I enjoyed it. Hope it will be around quite a while on Live so I get chance to collect enough tokens for the goodies. Will this go in before the Night of the Dead event? I hope they are not concurrent. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /> I would hate to have to decide to miss out on one or the other!</p>
Tallahasee
09-13-2009, 08:25 AM
<p>The radius on the intra-house teleport pads seems to extend 360 degrees.</p><p>ie. a teleport pad placed on the main floor is able to be accessed one floor below when passing by its approximate location upstairs.</p><p>Not sure if it's relevant, but, the house in question is the 5-room home in SQ.</p><p>Cheers.</p><p><span style="font-size: xx-small; color: #00ffff;">Caele Spiritwalker, 80 Mystic of Test</span></p>
Tallahasee
09-13-2009, 11:40 AM
<p><cite>Beajay wrote:</cite></p><blockquote><p>Having just having the game crash for the umpteenth time trying to zone into the Ethereal Rift I had a brainstorm. Why couldn't you put three groups of 4 linked mobs in one pocket? Better yet, why not four groups of three with no heroics? There seems to be lots of room to space them out and we wouldn't have to spend so much time logging back into the game and/or rebooting our computers?</p><p>Right now we are having to zone in, zone out, zone in, zone out, zone it, and zone out. All you would be changing is the number of time we have to zone.</p><p>Also, if we die, during an encounter, please respawn us in the pocket so we don't have to risk another zone. If you repawn us near the exit we should be well enough away from the mobs so that we don't get aggro while trying to rebuff ourselves <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>To be completely honest, is anyone at all surprised about the way this quest works now . . . that they are able to clear a zone, zone out, then immediately zone back into the same zone. You would think, based on the quest dialogue, that once you cleared out a rift it would dissappear. </p><p>That being said, if it is working as intended, then I cannot see any reason why you couldn't have the three groups within a single rift. Tune the groups so that they are not socially aggro and you reduce the amount of times you need to zone for this quest from 6 to 2.</p><p>Cheers.</p><p><span style="color: #00ffff; font-size: xx-small;">Caele, 80 Mystic of Test</span></p>
Catria
09-13-2009, 12:00 PM
<p><cite>DMac wrote:</cite></p><blockquote><p><cite>Beajay wrote:</cite></p><blockquote><p>Having just having the game crash for the umpteenth time trying to zone into the Ethereal Rift I had a brainstorm. Why couldn't you put three groups of 4 linked mobs in one pocket? Better yet, why not four groups of three with no heroics? There seems to be lots of room to space them out and we wouldn't have to spend so much time logging back into the game and/or rebooting our computers?</p><p>Right now we are having to zone in, zone out, zone in, zone out, zone it, and zone out. All you would be changing is the number of time we have to zone.</p><p>Also, if we die, during an encounter, please respawn us in the pocket so we don't have to risk another zone. If you repawn us near the exit we should be well enough away from the mobs so that we don't get aggro while trying to rebuff ourselves <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>To be completely honest, is anyone at all surprised about the way this quest works now . . . that they are able to clear a zone, zone out, then immediately zone back into the same zone. You would think, based on the quest dialogue, that once you cleared out a rift it would dissappear. </p><p>That being said, if it is working as intended, then I cannot see any reason why you couldn't have the three groups within a single rift. Tune the groups so that they are not socially aggro and you reduce the amount of times you need to zone for this quest from 6 to 2.</p><p>Cheers.</p><p><span style="font-size: xx-small; color: #00ffff;">Caele, 80 Mystic of Test</span></p></blockquote><p>I think that having all 12 mobs in a single rift might work all right for the one quest, but for the other that involves killing in the rifts, it does specify clearing out three of them. So having 12 in one would then become a pain in the behind.</p>
Beajay
09-13-2009, 12:59 PM
<p>Last night, before logging in disgust, I tried to solo the Ethereal Rift with my lvl 80 necro. She has shard armor and a really nice weapon. I was surprised, therefore, when they killed her in seconds.</p><p>Apparently if I want to do this quest I will have to box the encounter. While I can do this it is a real pain with the game crashing when zoning in or out.</p><p>I get one toon in and the other crashes. The toon inside has to zone out and wait for the other toon to log back on. Then I group the two, rebuff, and try again to get them both in without a crash. It is totally nuts.</p><p>I have the same problem with the crafting quest. The level 1 quest requires we zone into the ether, craft a set, turn it in, then zone out to get the reward and another quest. Then it is zone back in, rinse and repeat and hope the game doesn't crash on a zone.</p><p>The crashing is not computer specific. Both of my computers crash zoning and others are complaining of the same problem.</p><p>As for the quest specifying that you have to kill 3 pockets of mobs--that is simply a matter of changing the wording. And based on what happened to my necro I really think that either the heroics be eliminated or there be no more than 3 in a group.</p>
Tallahasee
09-13-2009, 05:51 PM
<p>This may not be the solution that you're looking for Beajay, but while we're waiting to see if they'll tone down these mobs, you could pay a visit to your friendly neighborhood "Timeless Chronomancer" self-mentor down to lvl 20 or so, and these mobs should be easily dealt with.</p><p>Cheers.</p><p><span style="font-size: xx-small; color: #00ffff;">Caele, 80 Mystic of Test</span></p>
Cyliena
09-13-2009, 10:26 PM
<p>The teleportation pads seem to ignore the Z axis in your house. Currently I'm two floors beneath the pad (Qeynos Manor, I'm in the basement, it's near the entrance on the first floor) and the teleport box just popped up for me.</p><p>edit: Ok I keep nulifying my edits. Just got the second one to do the same. I have it on the top floor, and it triggered for me while I was crossing my custom rug-made "room" on the second floor level.</p>
d1anaw
09-14-2009, 02:12 AM
<p><cite>DMac wrote:</cite></p><blockquote><p>This may not be the solution that you're looking for Beajay, but while we're waiting to see if they'll tone down these mobs, you could pay a visit to your friendly neighborhood "Timeless Chronomancer" self-mentor down to lvl 20 or so, and these mobs should be easily dealt with.</p><p>Cheers.</p><p><span style="color: #00ffff; font-size: xx-small;">Caele, 80 Mystic of Test</span></p></blockquote><p>As annoying as it is for everyone to get killed, I take heart in knowing, I'm not just a weenie, that other people are having these issues as well.</p>
Resaina
09-14-2009, 09:43 AM
<p> Last night I tried to do the crafting quest "Working Behind the Scenes" at the commonland spires as a lvl 10 TSer and found it was impossible to complete the recipe for the quest, I tried to do the recipe about 20 times before I finally gave up. I went and leveled to lvl 15 TSer this morning and tried the recipe for the quest again and still was not able to craft the recipe for the quest, I tried multiple times. To make sure this wasn't just one recipe problem, I tried to craft the other 2 recipes that were listed at the crafting stations and they were the same way. I know that the recipes are listed for a lvl 10 TSer, and I saw in an earlier posting in this forum that you had fixed them but you still can't craft the recipes, at least at the commonlands spire crafting stations.</p><p>Oh and I am not a first time tradeskiller, I do have a lvl 80 TSer on a live server and currently working on getting another TSer to lvl 80 and never had any problems crafting pristine for any of my recipes, so I'm not sure why I can't craft those recipes. So far other than that quest, I'm not having any issues with the quests for this event.</p><p>edit: ok, scratch not having any other problems with the quests. I just tried to do the crafting quest "Building Blocks " at the Zek spires and the same thing is happening to me, the recipes for it are lvl 10 but I can not craft any of the recipes with a lvl 15 TSer and I tried multiple times both inside the instance and at the crafting stations outside beside of the spire. I'm beginning to feel like a complete idiot when it comes to crafting, lol. I have no idea what I could be doing wrong, because I know I should be able to do these without any problems.</p><p>Also this is on the testcopy server that I'm trying to do these quests.</p>
<p>I spent an hour or so completing quests to earn enough tokens to buy a full set of the Spire Armor. The armor looks great IMO, especially the helm. But, I seriously spent more time zoning than I did actually doing the quests. I know others have mentioned this also, and I don't really have a suggested solution, I just know that watching "zone unloading" and "zone loading" over and over kinda removes some of the fun factor.</p><p><img src="http://www.kgb-lan.net/muaddib/images/eq2/Spire_Armor.gif" width="140" height="322" /></p>
NiamiDenMother
09-14-2009, 01:31 PM
<p>My level 42/43 mystic in level 32 MC gear had pretty much no problem with combat in the rifts. My level 53 Test ranger had a dicier time, but managed, by the scruff of her furry neck. My 75 warlock (still in mostly level 72 macstercrafted, since I don't put as much time in on Test as I'd like) had a far rougher time of it. Horribly rougher (and since I've an 80 'lock on live in T2 shard gear, I've got a feel for what's her and what's just anti-squishy mobs). </p><p>As mentioned earlier, the mobs are placed poorly for group root (which didn't want to hold the toughest of the mobs for long, anyway, at expert level on the spell). I'd send the dumbfire pet in, which would get pretty much 1-shotted, but would clump them more, and pray I could get group root on the entire group and backed up, before they killed me.</p><p>Howeverrrrrrr, when I went and visited my friendly neighborhood chronomage and self-mentored down to 50, it was a totally different story. My poor dumbfire pet would live for a couple extra blows (still dying within 2 seconds), which was enough time to get group root off, and the group root held much, much more reliably. (And once a group is solidly rooted, warlocks have a heyday!) Instead of living or dying by the skin of my teeth, I was living handily enough to loop the quest a few times, and found that even with the lessened xp due to mentoring, I was making more xp, overall, due to the lack of death.</p><p>The zoning thing is becoming a big issue for folks. My system seems fine (I still am more prone to crash if I load in to the game while within my guild's T3 guildhall, or if I zone in and out of said hall too many times in a single session, than I am zoning around on Test), but from listening to the Test channel for many hours over the weekend, a lot of folks are having crash/hang issues when zoning, frequently and repeatedly. Sadly, this event, with shiny new content and lots of special effects, brings those crash issues more to the forefront. If the underlying cause of the crashes can't be resolved, then I have to agree that less zoning during this event would be a "Good Thing" in terms of the player experience.</p>
Sharakari
09-14-2009, 03:14 PM
<p>As a lvl 80 Fury, I had no issues inside the rift once I realized there was a single down, 2 double down and 1 single up mob. I just targeted the single up first, hit him with my biggest nuke, then laid waste with AoEs as they come running towards me. After that, I never had an issue again.</p>
Windslasher
09-15-2009, 01:35 AM
<p>Thanks for all this great feedback! I've been keeping busy. Here's what's coming for the next Test update:Using the collection skill on torn/severed ethereal threads or spire shards no longer makes them vanish without an update.Portals for "Outsiders" should no longer break and reset over and over again for no apparent reason.The planar entities that come from these portals won't randomly die of "pain and suffering" anymore. They also no longer count as Nagas.The entities inside the planar rifts are now different from the ones that update "Outsiders"The recipes for "Behind the Scenes" would let you craft outside the Spire instance, which didn't give an update and wasted your materials. Now they only work inside the instance.The Ulteran Displacer and Ethereal Mender aren't no-destroy anymore. Be careful about deleting them if you're still on the quest!Spire portals now connect to every other spire right away, whether the other end is fixed yet or not.House Teleport pads now check the y-axis, so you can place them on a second floor without risk.I've worked through most of the bugs and am working on balance problems now, like adding a LOT more torn threads, severed threads and shard pieces, with faster respawns. I'm also boosting the number and quality of opponents in the Ethereal Rifts, so that it's hopefully more fun and so that you can finish by clearing just one instance. More to come soon...</p><p>P.S. This is my first forum post ever! Woot!</p>
Dechau
09-15-2009, 03:34 AM
<p><cite>Windslasher wrote:</cite></p><blockquote><p>Thanks for all this great feedback! I've been keeping busy. Here's what's coming for the next Test update:Using the collection skill on torn/severed ethereal threads or spire shards no longer makes them vanish without an update.Portals for "Outsiders" should no longer break and reset over and over again for no apparent reason.The planar entities that come from these portals won't randomly die of "pain and suffering" anymore. They also no longer count as Nagas.The entities inside the planar rifts are now different from the ones that update "Outsiders"The recipes for "Behind the Scenes" would let you craft outside the Spire instance, which didn't give an update and wasted your materials. Now they only work inside the instance.The Ulteran Displacer and Ethereal Mender aren't no-destroy anymore. Be careful about deleting them if you're still on the quest!Spire portals now connect to every other spire right away, whether the other end is fixed yet or not.House Teleport pads now check the y-axis, so you can place them on a second floor without risk.I've worked through most of the bugs and am working on balance problems now, like adding a LOT more torn threads, severed threads and shard pieces, with faster respawns. I'm also boosting the number and quality of opponents in the Ethereal Rifts, so that it's hopefully more fun and so that you can finish by clearing just one instance. More to come soon...</p><p>P.S. This is my first forum post ever! Woot!</p></blockquote><p>Welcome to the forums Windslasher <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Thanks for updating again, really nice to see somw work put into it..</p><p>Hope it will be very nice when it hits live.</p>
Whilhelmina
09-15-2009, 04:54 AM
<p>Welcome Winslasher and thanks for the quests and for the updates <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> The quests are fun (except for the bugs/problems you're working on) and the items we can by are great. My erudite self is loving the whole event <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Beajay
09-15-2009, 10:49 AM
<p>Welcome to the forums Windslasher. I hope you don't take our complaints personally.</p><p>Most of us try to keep our posts positive as we are primarily interested in improving the game. Once in awhile, however, we may let off a little steam if we have had a particularly frustrating time trying to complete a quest.</p><p>We have complained long and loud about the zoning issues in the game. We know it isn't an easy problem to solve as many of us have computer systems we put together ourselves--often using spare parts lying around.</p><p>So far the only solution that seems to work is to reduce zoning as much as possible. It isn't a perfect solution but it does help reduce the time we watch little bars work their way across bottom of our screens.</p><p>Thanks for increasing the number of nodes and spawn rates for this event. That will make the collecting part of the event alot more fun.</p><p>I was finally able to kill the mobs in the Ethereal Rift with my necro. After the first bobble my root held and I was able to do the quest a number of times.</p><p>I think one thing that is frustrating me is that there are so many items I want to purchase that I get irritated at anything that holds me back from getting the coin I need to buy the items. I sure hope this event goes on for a long while so my toons can get the things they need or want.</p><p>Thanks for listening to us and trying to address our concerns. Also many thanks for helping us try to kill the spire bosses <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> - Almee</p>
<p><cite>Beajay wrote:</cite></p><blockquote><p>I sure hope this event goes on for a long while so my toons can get the things they need or want.</p></blockquote><p>We don't know exactly when the event will start, but we do know that it should last until GU54, which should be early December. So if it starts right when GU53 goes in (or shortly thereafter) you should have a good 2 months. I know there's some nice stuff I plan on getting / stocking up on =)</p>
Karrane1
09-15-2009, 11:00 AM
<p>Great event Windslasher!!! I am having a great time buying all the house items!!!! OMG lol</p><p>And.. Welcome to the forums <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
<p>Welcome to the forums as Dev, Windslasher, may you start many great threads.</p><p>Looking forward to the re-start of the event, hopefully both phases will take a somewhat longer time to give everybody a chance to try ALL quests.</p><p>Purr~</p>
madha
09-16-2009, 08:14 AM
<p>The mobs that spawn between stages of completion, from den mothers write up, is the final investigator a x4 mob? and is he a omg contested avatar difficulty mob, or a tank and spank.</p><p>Teleporting pads where do they teleport you to and can u place in a guild hall?</p>
Whilhelmina
09-16-2009, 09:08 AM
No, they're house-only as it's a paying amenity for guild halls. You can buy a set of 2 (and buy 2 sets for a house, so 4 pads per house max). They are working like the GH pads : teleporting from one area of the house to another one.
<p><cite>madhatr wrote:</cite></p><blockquote><p>The mobs that spawn between stages of completion, from den mothers write up, is the final investigator a x4 mob? and is he a omg contested avatar difficulty mob, or a tank and spank.</p></blockquote><p>If they're like what they did with KoS... they'll be of moderate difficulty and as such will likely die darn fast and will also likely be scooped up by a relatively small group of people (only a couple raid guilds) rather than having most taken down by pick-ups.</p>
Beajay
09-16-2009, 01:39 PM
<p>Honest, Windslasher, I didn't mean to break the teleport pads in my house. I set up 4 pads: 1 in the entrance, 1 upstairs in the bedroom, 1 downstairs in the kitchen, and 1 downstairs in the garden. The teleport pad in the entrance works fine but none of the other teleport pads work at all--except I can name them.</p><p>I'll make you a trustee so you can go in my house and see if you can figure out the problem It is a 5-room house in Goro next to the guild halls. - Almee</p>
Windslasher
09-16-2009, 03:12 PM
<p><cite>Beajay wrote:</cite></p><blockquote><p>Honest, Windslasher, I didn't mean to break the teleport pads in my house. I set up 4 pads: 1 in the entrance, 1 upstairs in the bedroom, 1 downstairs in the kitchen, and 1 downstairs in the garden. The teleport pad in the entrance works fine but none of the other teleport pads work at all--except I can name them.</p><p>I'll make you a trustee so you can go in my house and see if you can figure out the problem It is a 5-room house in Goro next to the guild halls. - Almee</p></blockquote><p>Sorry, actually I'm the one who broke your teleport pads! You see, there was a bug with the vertical axis, where you could place one on the ground floor and it would trigger if you walked over it on the second floor or vice-versa. My fix for that was to have it check for the height difference before triggering, but unfortunately I set the threshold a little too low. It worked fine on my local server but it looks like distances aren't quite the same on a real server. Expect a fix in the next Test update.</p>
Vraeth
09-16-2009, 03:18 PM
<p><cite>Windslasher wrote:</cite></p><blockquote><p><cite>Beajay wrote:</cite></p><blockquote><p>Honest, Windslasher, I didn't mean to break the teleport pads in my house. I set up 4 pads: 1 in the entrance, 1 upstairs in the bedroom, 1 downstairs in the kitchen, and 1 downstairs in the garden. The teleport pad in the entrance works fine but none of the other teleport pads work at all--except I can name them.</p><p>I'll make you a trustee so you can go in my house and see if you can figure out the problem It is a 5-room house in Goro next to the guild halls. - Almee</p></blockquote><p>Sorry, actually I'm the one who broke your teleport pads! You see, there was a bug with the vertical axis, where you could place one on the ground floor and it would trigger if you walked over it on the second floor or vice-versa. My fix for that was to have it check for the height difference before triggering, but unfortunately I set the threshold a little too low. It worked fine on my local server but it looks like distances aren't quite the same on a real server. Expect a fix in the next Test update.</p></blockquote><p>will the teleport amenities work the same way as well?</p>
Windslasher
09-16-2009, 04:13 PM
<p><cite>Vraeth@Runnyeye wrote:</cite></p><blockquote><p>will the teleport amenities work the same way as well?</p></blockquote><p>You know, I hadn't done anything to them yet. But if the house pads are working properly after the next Test update then I'll see about applying the same fix to the guildhall pads too. Thanks for bringing that up.</p>
Kitsune
09-16-2009, 05:26 PM
<p>Welcome to the Forums, Windslasher. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Been fun chatting with you on the Test.test channel. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> As the others have said, thanks for some fun quests with awesome rewards to buy... Now do I want the bookcase or that awesome tall vase? Or the Magic Mouth?</p><p>Or the outfit... not too sure that the lovely blue top goes with the green skirt, though. ;p</p>
Beajay
09-16-2009, 06:29 PM
<p>Good news! The teleport pads are now working. Apparently I had to leave the house and come back in to activate them or at least that is my best guess. I left to go to an alt's house and came back and behold the port pads worked.</p>
Narino
09-16-2009, 06:43 PM
<p>About the rewards, can we please get a slash/pierce version of the weapon appearence rewards? Pleaase! I'm talking about Gertrude and Gnobrins <img src="/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" /> There are some similar items in game, but none that my scouts can use (at least that I know of).</p>
Morghus
09-17-2009, 02:28 PM
<p>I checked it out again on test and the quest requiring you to kill the planar invaders is very much improved but could still use some changes to be better when it goes live.</p><p>1. The invaders take a little while to become active which in many cases ends up turning into a tedious wait for them to be attackable.</p><p>2. The zoning is improved a bit but the quest still overall requires you to zone in 3 times to kill them, when it would be much more efficient if instead three groups were placed inside each instance so you could kill them all and then return to finish the quest and currently just promotes zoning for the sake of it which is quite irritating and probably causes some undue strain to the servers.</p><p>There still appears to be a little bit of Loading Ui resources hang when zoning in every now and then, and no, requiring players to enter 3 different portals/instances wont make it any less tedious.</p><p>For the other quest related to mending the tears, the only issue I can see is that the individual broken and severed tears are still too far spread apart/rare for the amount required by the quest and will likely cause much issue when it goes live and there are multiple people "stealing" each others thread.</p><p>As it is right now doing the planar invader quest is far more time efficient.</p><p>Also, as a suggestion I would not mind if a wall/divider or other sort of screen or projector that can duplicate the environment effects inside the planar tears were added with an on/off switch on the werid motion stuff.</p><p>Also, is it intended that the teleport pads are one way if they are not on the same floor? I for some reason am not able to go between two sets of pads and am only able to teleport from one to the other when they are at different elevations within the house.</p>
<p>I finally got a chance to check things out on test recently.</p><p>The quest where you have to run around and find 'tears' seems overly tedious, at least without some way of seeing them from a distance or knowing where they are. It took *far* longer to complete than the 'kill 3 instances' quests, just because I was running trying to find all the little 'threads'.</p><p>The instances seem pretty good, I had zero trouble killing the mobs: 3 downs and a no-con seems like a perfectly reasonable group to kill. I do echo what folks said though: all you do is zone in, clear, zone out and back in, clear, and repeat to clear a third one. Wasted zoning, just expand the zone a tad and put 3 groups of mobs in it.</p><p>Also, graphically there seemed to be some glitching. Every now and then a small piece of the orangey background world would be replaced with a little piece of black, almost like a 'tear' in the background texture and I could see to the plain black background behind it. This was on a laptop with settings set relatively low, and it was hard to reproduce consistently (I could find no way to consistently make it happen, it would just randomly be a little 'tear' of black).</p>
Beajay
09-17-2009, 10:07 PM
<p>The Etherial Rift has definately been improved but I still doubt that some classes will be able to solo it. Thank heavens I can share my coin with my other toons.</p><p>While zoning in and out of the rifts goes far faster I am still getting bumped once in awhile. I still think it would be a better quest if we had just one rift to go through per quest.</p><p>I haven't had any serious problems with the threads other than that they are hard to see and not always near each other. I think that is going to be a real problem when the quest goes live and there are dozens of people looking for threads in the same area.</p><p>Despite the problems with the event I want to congratulate you on a really unique event. You have something for harvesters, crafters, and adventurers which should cover all players.</p><p>Since your latest changes I have been spending a great deal of time on the event and am having a really good time. I have to admit I am going to hate to see it end.</p><p>You have fantastic rewards, all players can participate in some way, the Ethereal Rift is like a new mini zone, and the event is held throughout the world so that players can choose an environment suitable for their level.</p><p>On a scale of one-to-ten I would give this event a nine. Fix the zoning issues and I will give it a ten <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Yavie
09-18-2009, 11:11 AM
<p>Okay, I spent most of yesterday day in Zek doing the 2 adventuring quests. Unless you changed it significantly since then, a couple things you really, really need to change before this event goes live.</p><p>1.) More Ulteran Spire Shards need to spawn in every zone you have that quest in. Some people seem to find the shards very easily. I have spent over 30 minutes going over the whole zone to find the last 4 shards. Very frustrating and I can guarantee you that if people on live have that problem, many of them will do that quest only once....the griping about it in chat channels will keep others from doing it. Increase the spawn rate.</p><p>2.) The Outsiders quest gets very frustrating as you find a rift, the mob comes out and then disappears. Again, I run all over the zone looking for these things so the youngsters can do the ones that are safer for them. I had more luck mentored down to lvl 43 yesterday than I did doing it at lvl 80. I can understand the rift closing before the mob gets out once in a while, but when I need 6 more of the blasted mobs and every rift I come across that buzzes disappears before I can kill the mob, I start to wonder what in the heck I'm doing this quest for. Fix it please.</p><p>3.) I think the 4 mobs inside the rift are now doable. Yanu couldn't solo them before, now she can. Melee wardens should have no problem with them now, as they didn't have problems with them before. However, the lower level toons may have a hard time soloing them still, depending on class and gear.</p><p>4.) Thank you for all the wonderful live events you are coming up with. They are fun to run. </p><p>5.) No idea yet if the changed mobs that spawn at the spires to keep us from completing them are killable, haven't seen one since the reset.</p>
Windslasher
09-18-2009, 06:45 PM
<p>It's been a while so this will be a big post. First off, news about upcoming changes to the event: General stuff: * Sorcerer Translocate portals will connect to all ten Ulteran spires instead of just two. This should make spreading out to the different zones easier so Antonica and Commonlands don't get all the attention. * Progress signs are finally up. Click on the gadget near each spire to see its current completion percent. The sign will be taken down when a spire is complete and its portal opens. * Merchant prices are being dropped slightly on many of the Quellithulians' items. The prices will no longer be all multiples of 5, and some items cost as little as 2 tokens. Token rewards for quests have been increased too. See the notes below:Delivery Quest: * "Fragile Contents" from Moors of Ykesha gives 3 tokens instead of 1. Note: this quest will no longer be offered all four ruined spires are complete.Collection Quests: * Ethereal Threads and Spire Shards for the event have a minimum spawn count now. If the supply drops below 50% of total they should just auto-spawn so the zone can no longer run out of them. * The quota for "Scattered Pieces" has been cut to 6 from 12, and it now rewards 3 tokens instead of 5. If you do the math, that actually means it's more rewarding for the amount you have to harvest. * "Connecting Threads" has been reduced to 4 threads and the range of the Ethereal Mender has been increased.Combat Quests: * The planar tears for "Outsiders" should work a lot more reliably now, and the kill quota was reduced to 9 from 12 without a change to the reward. * Also note that if a tear is cleared by one player, a different player can approach the location where it was and it will automatically re-spawn. But only one player can fight at a time, and you can't exploit it by respawning the same portal over and over so don't try! * Rifts for "The Space Between Spaces" now contain three groups of enemies instead of one, so re-entering is not necessary. The encounters will also scale up in difficulty depending on the size of the group entering the portal. These harder enemies will drop Quellithulian tokens, so bringing a group in is a very good idea.Tradeskill Quests: * To reflect the actual effort involved in finishing one of these, the crafting quotas have been dropped to 6 from 10 and the reward has been increased to one token per crafting combine, i.e. 6 total. * The Spire's Essence will be a shared zone instead of a private instance, so you'll see other people (possibly from other zones!) in there. It will be set to generate new instances fast so that it doesn't get too crowded.Now to address a couple specific concerns:Narino: Sorry it's too late in the game update cycle to make new scout weapons for the merchant, but I've noted your suggestion down!</p><p>Morghus: I think your teleport pad is malfunctioning due to the same problem that Beajay was having. The pad's y-axis check is a bit too sensitive which makes them kind of finicky depending on placement. The fix to that hasn't reached Test yet but it's on the way.</p><p>Thanks, and keep testing!</p>
Morghus
09-18-2009, 09:12 PM
<p><cite>Windslasher wrote:</cite></p><blockquote><p>Combat Quests: * The planar tears for "Outsiders" should work a lot more reliably now, and the kill quota was reduced to 9 from 12 without a change to the reward. * <strong>Also note that if a tear is cleared by one player, a different player can approach the location where it was and it will automatically re-spawn. But only one player can fight at a time, and you can't exploit it by respawning the same portal over and over so don't try!</strong> * Rifts for "The Space Between Spaces" now contain three groups of enemies instead of one, so re-entering is not necessary. The encounters will also scale up in difficulty depending on the size of the group entering the portal. These harder enemies will drop Quellithulian tokens, so bringing a group in is a very good idea.</p></blockquote><p>So does this mean that if one player clears a portal, they would need to run around and seek out another seperate one? That sounds a little annoying but I can see why it was done, but I do hope there is a fairly good distribution of them in the immediate areas. Also, the part about only one person being able to engage a portal at a time sounds like it could lead to issues if people were to intentionally stay inside every portal in the area and not kill anything to block other players.</p>
Anestacia
09-18-2009, 10:24 PM
<p>It might have been mentioned and I missed it somewhere. Will this be released on Wednsday when GU 53 starts or will it be something added in at a later date?</p>
Windslasher
09-18-2009, 10:29 PM
<p><cite>Morghus wrote:</cite></p><blockquote><p>So does this mean that if one player clears a portal, they would need to run around and seek out another seperate one? That sounds a little annoying but I can see why it was done, but I do hope there is a fairly good distribution of them in the immediate areas. Also, the part about only one person being able to engage a portal at a time sounds like it could lead to issues if people were to intentionally stay inside every portal in the area and not kill anything to block other players.</p></blockquote><p>That first note wasn't about the portals you zone into; it's about the tears that open up and release planar entities to fight. The portals that teleport you into an Ethereal Rift still spawn a separate instance for each group that clicks them so there won't be any crowding issues <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Yavie
09-19-2009, 07:33 AM
<p>Hi Windslasher, Yanu here. Let's talk about this spire event for a few minutes. 1) Thank you for upping the spawn rate on the shards. 2) Thank you for putting all 3 groups in one instance/zone whatever you call it and thank you for making them a tad easier. As a lvl 80 fury, I simply wasn't used to being killed by a group of 4, or needing a tank for even con mobs. I can now solo these mobs. Unfortunately, there are still some bugs: 3) If anyone else is in the zone and doing the Outsiders quest, almost every rift I see despawns on me. This is VERY frustrating. I don't know if anyone else has that issue, but it IS an issue for this tester. 4). the new "heroic" instances with the 3 groups in them are bugged somehow, if you all zone in at the same time, the mobs are not attackable. Oh yeah and 5) the mailbox showing how much is done is very useful, thank you! Hope this helps you some.</p>
d1anaw
09-19-2009, 11:35 AM
<p><cite>Beajay wrote:</cite></p><blockquote><p>The Etherial Rift has definately been improved but I still doubt that some classes will be able to solo it. Thank heavens I can share my coin with my other toons.</p><p>While zoning in and out of the rifts goes far faster I am still getting bumped once in awhile. I still think it would be a better quest if we had just one rift to go through per quest.</p><p>I haven't had any serious problems with the threads other than that they are hard to see and not always near each other. I think that is going to be a real problem when the quest goes live and there are dozens of people looking for threads in the same area.</p><p>Despite the problems with the event I want to congratulate you on a really unique event. You have something for harvesters, crafters, and adventurers which should cover all players.</p><p>Since your latest changes I have been spending a great deal of time on the event and am having a really good time. I have to admit I am going to hate to see it end.</p><p>You have fantastic rewards, all players can participate in some way, the Ethereal Rift is like a new mini zone, and the event is held throughout the world so that players can choose an environment suitable for their level.</p><p>On a scale of one-to-ten I would give this event a nine. Fix the zoning issues and I will give it a ten <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>I have to agree here. I went back with my fury and I died again the first attempt. But I went back again and was able to stay alive, but only by constantly casting heals in between the nuking. It is possible that if my wizzie is able to maintain a root, she will be able to nuke them before they kill her, but if they break root, she will probably die. I will probably opt to do the tradeskilling and collection portion of this quest and forego the fighting part, at least on my level 80 characters as there is no gain for the deaths for them. Perhaps it will be worth the leveling exp for the others.</p>
Chikkin
09-19-2009, 07:54 PM
<p>from what I noticed all Rifts (no matter if you are solo or with group) have 3 sets of 4 mobs, spread apart nicely so you don't aggro more than 1 group if you don't want to</p><p>the bug with this that popped up after patch last night is annoying indeed, only one person must zone in to spawn the mobs and turn them attackable, if more than 1 person zones in they just stand there and are not killable</p><p>this is an improvement for sure and some of us crashing after multiple zoning thank you very much, we can now zone in once and kill all 12 mobs</p><p>regarding torn and severed threads: after patch last night they seem to spawn on top of each other, 2 threads in same spot, sometimes 1 torn adn 1 severed, sometimes 2 identical ones, the bug with this i found is: sometimes mending 1 makes both dissapear, and I feel a little cheated having to run along to find the next batch to get my update, I hope that's not intended</p><p>Chikkin of Test</p>
Morghus
09-20-2009, 06:53 AM
<p>It is much better now with all the enemies inside, but the slightly long hang at "loading ui resources" while zoning in or zoning out is still incredibly grating with the otherwise quick zone in.</p>
Anestacia
09-20-2009, 01:58 PM
<p>Will this effect the guild hall amenities as well? Allowing travel via the spires to other places on Norrath?</p>
Beajay
09-20-2009, 03:03 PM
<p>Grrrr. Still getting bumped off when zoning. Happened with craft zone and rift. Even got bumped twice on the shroom quests. I hate zoning in this game.</p>
Alienor
09-21-2009, 03:54 AM
<p>Would it be possible to add the appearance katanas from one of the last live event to the erudite merchant <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />?</p>
Windslasher
09-21-2009, 02:31 PM
<p>Regarding three of the problems that came up: the unattackable group encounters in the planar rift, the duplicate threads and the portals for "Outsiders" that continually break and reset were all fixed internally. I thought those fixes had made it into the last Test update but they were a tiny bit too late, so expect them in the next one. Sorry about that <img src="/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" /></p><p>As for guild halls, there currently is no amenity that grants a wizard translocate portal. The Teleportation Spire to the Overrealm is not getting upgraded because that would make it considerably better than the druid portal hireling, which costs twice as much. Besides, the Guildhall Mariner's Bells can already take you to almost all of the zones that have spires anyhow. It would be redundant.</p><p>And unfortunately the shadow weapons from the TSO prelude events aren't coming back for this one. Some of the new items from this event may never appear again either, so get them while you can!</p>
Catria
09-21-2009, 04:00 PM
<p><cite>Windslasher wrote:</cite></p><blockquote><p>Regarding three of the problems that came up: the unattackable group encounters in the planar rift, the duplicate threads and the portals for "Outsiders" that continually break and reset were all fixed internally. I thought those fixes had made it into the last Test update but they were a tiny bit too late, so expect them in the next one. Sorry about that <img src="/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" /></p><p>As for guild halls, there currently is no amenity that grants a wizard translocate portal. <span style="color: #ffff00;">The Teleportation Spire to the Overrealm is not getting upgraded because that would make it considerably better than the druid portal hireling, which costs twice as much. Besides, the Guildhall Mariner's Bells can already take you to almost all of the zones that have spires anyhow. It would be redundant.</span></p><p>And unfortunately the shadow weapons from the TSO prelude events aren't coming back for this one. Some of the new items from this event may never appear again either, so get them while you can!</p></blockquote><p>Also, you can take a druid portal to Antonica and be just down the hill from a teleport spire. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>*edit* yes I know how to spell, just sometimes my fingers don't <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
Alienor
09-21-2009, 04:01 PM
Oh dear! *sigh* Well, I think I will go for the whip then and keep hoping...
Beajay
09-28-2009, 12:15 PM
<p>In Test chat, yesterday, I was complaining about the high cost of some of the quest rewards we can purchase. Someone said that people on Live don't have to pay as much as we do.</p><p>If this is true what gives here? We tested the heck out of this quest line and deserve a little love for our efforts.</p><p>People have also been saying they aren't getting any bonus from taking in groups. I haven't personally tried it yet so I don't know if this is true either. I hope once I do try it that I will be delighted by a nice reward as trying to box the Etnereal Rift is a real pita for me.</p>
AnnMarieR
09-28-2009, 03:59 PM
<p><span style="font-size: xx-small;"><em>Quoting from my post on the 'Shards of Destiny - General Feedback' thread (wasn't sure if this thread was still active):-</em></span><span ><span style="color: #ffffff; font-size: xx-small;"><em> </em></span></span></p><p>Not sure if this warrants a thread of its own or not, but...</p><p>The Imperceptible Beauty clothing set is all Lvl 20, except for the loincloth - this means that low level adventurers who are high-level crafters (and thus have Appearance slots) can only use one of the pieces.</p><p>Apparently, it's all right to have TS-lvl 20+ crafters running round showing off their nether-region undergarments/rags, but they aren't allowed to hide anything else?</p><p><img src="http://forums.station.sony.com/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>
Beajay
09-30-2009, 07:42 AM
<p>I want to thank Windslasher for the patch that gave Test the same event as the one on Live. All of my toons are doing the happy dance <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>As I was busy gathering shards it occurred to me that it looked like I needed alot of shards for all my toons to get just the basic necessities they needed from the event merchant. I already have a number of items bought but there are many more items needed so I decided to write up a list. According to my calculations I need:</p><p>10 Tapestry of the Spire @ 18 = 180 coins</p><p>22 Bag of Teleportation Pads @ 20 = 440</p><p> 5 Cloak of the Spire @ 20 = 100</p><p> ___________________</p><p>Total 720 coins </p><p>Looks like I am going to be really busy for awhile gathering all of the coin I need. It's a good thing I am a lady of leisure; I should have enough time to get these items if I don't burn out first lol.</p>
Catria
09-30-2009, 09:43 PM
<p>I've noticed an issue with the Spires events that hadn't come up for me until it was on the live servers. I have several accounts and have been multiboxing to grind out enough tokens for all my alts to get all the items they want/need. I've noticed that when doing "The Space Between Spaces", killing each group of 4 mobs in the rift always yields at least a small chest which contains 1 token for each group member. There is never anything else in the chests, whereas there are usually spellbooks and such in the chests that drop when doing this solo. I'm not sure if this is a bug or intended, but that's not the glitch I am concerned about...</p><p>I also found that only 1 token per group member is given no matter what size chest drops. I know that if you kill the named mob/group that spawns after the three rift denizens groups are killed you always get a Treasure Chest with 5 tokens per group member. It seems to me that if a Treasure Chest (same size) happens to drop when killing the sets of regular mobs it should also contain 5 tokens, right? </p><p>So, either there needs to be NO variation in the size of chest drops when doing the rift as a group, or more tokens need to be added to the larger chests... or regular loot needs to be added to all chests.... or something so there is a tangible reward increase based on the chest sizes. </p>
Beajay
10-02-2009, 07:11 AM
<p>Good grief! How come Test is always the unwanted stepchild when it comes to game changes that benefit the player? I keep reading about how Live has this or that perk, such as examining a part to start the L&L quest, and Test is left out in the cold.</p><p>I have done the Ethereal Rift many times since the last patch and haven't gotten one box. Others, who are grouping, say they aren't getting anything either such as the chest with tokens and they haven't seen a final boss yet either. This is really depressing.</p>
Catria
10-02-2009, 09:50 AM
<p><cite>Beajay wrote:</cite></p><blockquote><p>Good grief! How come Test is always the unwanted stepchild when it comes to game changes that benefit the player? I keep reading about how Live has this or that perk, such as examining a part to start the L&L quest, and Test is left out in the cold.</p><p>I have done the Ethereal Rift many times since the last patch and haven't gotten one box. Others, who are grouping, say they aren't getting anything either such as the chest with tokens and they haven't seen a final boss yet either. This is really depressing.</p></blockquote><p>File a bug report - it's possible it just didn't get into the patches to Test somehow by accident. They do that a lot with Test_Copy I've noticed. </p>
Catria
10-11-2009, 01:46 AM
<p>I see that a title for the spires events has been added to the token merchants on Test server. I'm wondering why the title is only available on the Test server and not Test_Copy or Live? Do a certain number of spires have to be complete in order to unlock it or has it just not been patched to Test_Copy or live servers?</p><p>Also.... I would suggest that this should be given automatically on completing a large number of the spires quests, perhaps 100? Having it for sale for 50 tokens seems cheap to me - you can get that many tokens by running the rift instance 7 times with a group. Or, if you really want people to have to spend tokens on it, have it only visible on the merchant after completing 50 or 100 of the quests. </p><p>I say this because, in my opinion, a title needs to be earned by doing something momentous... and don't you want to encourage people to do more of the spires quests to complete the spires? </p>
Gninja
10-11-2009, 02:42 AM
<p>The title is there on other servers too not just test server... Maybe they haven't completed the prerequisites for the title to show up yet <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Anestacia
10-11-2009, 02:58 AM
<p>And those <span >prerequisites would be?? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span> </p>
irish
10-11-2009, 03:32 PM
<p>Most likely finsish them all to the point the portals active at all of them</p>
Anestacia
10-15-2009, 06:48 PM
<p>Any word on how to get the title?</p>
Elfrodite
10-21-2009, 02:39 AM
<p>Has anyone discovered what the pre-req's are yet??? I don't know how many times I have done the quests, but it is quite a few. I'd really like the title!</p>
SnoesieQ
10-21-2009, 02:36 PM
<p>You can buy the title for 50 tokens on the merchant when all the spires are done on your server.</p><p>I think some people (those not reading forums and blogs etc) might not understand they need to hand their quests in at an unfinished spire to progress it, if handed in at a functioning there is no further progress made.</p>
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