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View Full Version : Explore Norrath - New Tunaria


Kiara
02-01-2010, 11:36 PM
<p align="center"><img src="http://eq2players.station.sony.com/content/en/news/banners/newbanners/explorenorrath1.jpg" width="600" height="150" /></p> <p align="center"><strong>Explore Norrath – New Tunaria</strong></p> <p><strong><span style="color: #ff0000;">Overview</span></strong></p> <p>During the <strong>Age of Turmoil</strong>, Felwithe endured a siege that lasted many weeks.  The city was eventually captured by an elite squad of dark elves but shortly thereafter recaptured by the Koada’Dal.</p><p><a href="http://eq2players.station.sony.com/news/read/022010/3433" target="_blank">Read more</a>!</p>

Josgar
02-02-2010, 12:04 AM
<p>Felwithe <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Jgok
02-02-2010, 02:19 AM
<p>New Tunaria itself is actually a beautiful zone, but it is also a zone I'd like to see revamped.</p><p>Very few people ever go there, mainly because there are very few quests (only 5 that lead into the zone and one more questline inside?), the layout is odd, the loot drops are subpar to what you can get elsewhere, and it's well off the beaten path. I've tried to convince guildies to run this zone, and nobody ever wants to. The few times I've gone in, the only other people in the zone were those I dragged along with me.</p><p>Things I think would improve it...</p><ol><li>In Greater Faydark, add a horse path to the quest hub by the Steamfont Mountains zoneline.</li><li>Put some questgivers in a camp by Emerald Lake. Give them decent questlines leading in to New Tunaria, culminating in (hopefully) driving out the Thexian influence. Allow those who have completed these questlines to purchase housing in outer New Tunaria (near the beginning, before the big tree) and get a recall to there (like Maj'Dul, but High Elf style).</li><li>Put in ring events for most of the PoI buildings deeper in the zone (past the big tree), with a good chance at a named mob from the ring event. Make these enemies Thexian-aligned, and have them give good faction with Citizens of New Tunaria.</li><li>Looking at lootdb.com shows 18 Legendary items that drop in New Tunaria, and I've only ever seen 2 of them. I've run through the entire zone, killing every named, without getting a single ornate chest. Considering the time it takes to carve a path through here at level, I think the drop rate should be higher.</li></ol><p>Granted, it's probably wasted development time at this point, but I think those options would cause a lot of folks to take a second look at this zone. How many High Elves would jump at the chance to reclaim Felwithe from the Thexians, and actually LIVE there?</p>

Wolphin
02-02-2010, 03:36 AM
<p><cite>Jgok@Permafrost wrote:</cite></p><blockquote><p>New Tunaria itself is actually a beautiful zone, but it is also a zone I'd like to see revamped.</p><p>Very few people ever go there, mainly because there are very few quests (only 5 that lead into the zone and one more questline inside?), the layout is odd, the loot drops are subpar to what you can get elsewhere, and it's well off the beaten path. I've tried to convince guildies to run this zone, and nobody ever wants to. The few times I've gone in, the only other people in the zone were those I dragged along with me.</p><p>Things I think would improve it...</p><ol><li>In Greater Faydark, add a horse path to the quest hub by the Steamfont Mountains zoneline.</li><li>Put some questgivers in a camp by Emerald Lake. Give them decent questlines leading in to New Tunaria, culminating in (hopefully) driving out the Thexian influence. Allow those who have completed these questlines to purchase housing in outer New Tunaria (near the beginning, before the big tree) and get a recall to there (like Maj'Dul, but High Elf style).</li><li>Put in ring events for most of the PoI buildings deeper in the zone (past the big tree), with a good chance at a named mob from the ring event. Make these enemies Thexian-aligned, and have them give good faction with Citizens of New Tunaria.</li><li>Looking at lootdb.com shows 18 Legendary items that drop in New Tunaria, and I've only ever seen 2 of them. I've run through the entire zone, killing every named, without getting a single ornate chest. Considering the time it takes to carve a path through here at level, I think the drop rate should be higher.</li></ol><p>Granted, it's probably wasted development time at this point, but I think those options would cause a lot of folks to take a second look at this zone. How many High Elves would jump at the chance to reclaim Felwithe from the Thexians, and actually LIVE there?</p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=454096�" target="_blank">Throwing a Pearl Away</a></p>

guillero
02-02-2010, 06:04 AM
<p>I agree with many here, that this is sertainly one of the artistically best looking zones in the game at the moment.</p><p>And that it's a great shame and a slap in the face of the artist/zone designer(s) that put so much work in it, to see it's void of content and no player bothering going there.</p><p>I really hope, that New Tunaria gets the revamp treatment after they are done with New Halas and TS in GU#56 and that we "maybe" can look forward to a revamped New Tunaria in GU#57 ? <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>There is so much great stuff that can be done there.</p><p>- One or maybe even two Herritage Quests dedicated to this zone.</p><p>- Add more regular quests (even if it's daily repeatables for appearance and housing items. People would die for Felwithe appearance and housing stuff! This alone will make people camp the zone 24/7 lol)</p><p>- Make the instanced dungeons scalable (like EverFrost and Lavastorm revamped dungeons).</p><p>- Revamp the loot tables to be more viable.</p><p>This would come a long way already. That's for sure.</p><p>Jer</p>

dawy
02-02-2010, 07:35 AM
<p>I agree with everyone here is a great zone but utterly wasted in the game</p>

Jgok
02-02-2010, 09:42 AM
<p><cite>Wolphin wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=454096�" target="_blank">Throwing a Pearl Away</a></p></blockquote><p>Well stated. I'd not seen that post before, but I agree with you in every way. You're absolutely right in saying that revamping it as a combat zone essentially means it'll fall by the wayside again. I still think it would be possible to implement some kind of scaling "fight the Thexians" deal, with the entrance to the zone in player hands and the back side/palace area still held by the remnants of the Thexians, but I'd be just as happy with it becoming a new home city. It's too beautifully-designed to just leave it unused and forgotten.</p>

Rainmare
02-02-2010, 12:07 PM
<p>First. those in New Tunaria are Renda'Dal, not Koada'Dal.</p><p>Second, it's not the 'Thexian' influence your fighting here. it's Mayong's influence. He's the one that manipulated the Council down the path they took and he's the one that arranged for Lenya to be locked up and then used the isolation to seduce her.</p><p>at best the enemy here, the 'real' enemy anyway, is the Council. and they have a perfect opportunity to revamp New Tunaria when they did the crown quest where you set it up for a new ruler to take over New Tunaria at the behest of Lenya when she learns what became of her brother Marcus.</p><p>They could give the crown to a decendant of Fironia, if not the woman herself, who coud face and fight the Council. then we as player can aid in that effort, earning housing items/appearance items and actual housing/call like from maj'dul. you can even add a new raid zone, for taking on said Council.</p><p>hell lets even take it a step further. First time the Raid is defeated, the Council usurped, New Tunaria becomes a Maj'dul city, anyone can live at...as the new ruler repeals/reverts many of the laws to bring New Tunaria back into what Felwithe was like.</p><p>then have a few set instances of some of the Council who are looking to overthrow/retake New Tunaria...where players can run and foil thier plans.</p>

Josgar
02-02-2010, 02:01 PM
<p>I still say that they should teleport a copy of what New Tunaria is now into its own shard.</p><p>The Magnificient Shard of the Renda'Dal and maybe mess with the environment a bit to make it look like a shard zone.</p><p>Steps:</p><p>1. Copy New Tunaria and rename it and add a portal somewhere near the zone in to New Tunaria.</p><p>2. Rename the New Tunaria left on Norrath to Felwithe.</p><p>3. The shard zone would keep the same content but could be made a bit harder? Things inside could be edited to show that they ripped themselves from Norrath. </p><p>4. Allow us to move into the Felwithe left on Greater Faydark</p><p>(Can we get Renda'Dal illusions? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />)</p><p>Lore Reason:</p><p>The Renda'Dal felt to prestigious to live on the same planet as all of the other races, so they created their own.</p><p>End <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

DukeOccam
02-02-2010, 08:10 PM
<p>I agree that making Felwithe available again would be marvelous. It's how I always thought Felwithe should look like, from the descriptions in EQ1. The old clunky graphics back then couldn't do that good of a job of capturing it, but the EQ2 team has. It's a huge, beautiful, shining city, but still very harmonious with nature.</p><p>There's a perfect opportunity too, what with the events of TSO. Let us crown someone else, who will lead the city back to where it should be.</p><p>My Ayr'Dal (half high-elf) would never presume to seek to live there, but he would be most interested in restoring the city to its former glory.</p>

Aerfen
02-08-2010, 02:12 AM
<p><cite>Wolphin wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=454096�" target="_blank">Throwing a Pearl Away</a></p></blockquote><p>The responses here and in Throwing a Pearl Away say it all.  Rainy is correct in saying that the crown quest (Servant for the Crown) gives SOE the perfect opportunity to revamp this zone.  </p><p>As I've mentioned before, I wouldn't even mind if this were a Maj'Dulian type zone with player housing available to all, and frankly that seems most fitting as the Koada'Dal have had to live amongst the other races for quite some time now... and with the exception of Ratonga, Trolls and Ogres, we've adapted. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>

Phiyah
02-27-2010, 04:48 PM
<p>I just saw the whole zone today for the first time - was there some levels ago and got slaughtered pretty fast... heh... But it's awesomely beautiful and I was thinking the same thing; what a waste. </p><p>But atleast you can use the Kelethin horse to get there now. So it's more accessable. That's actually why I went - because I suddenly noticed it was on the list. </p>

Meleah
02-27-2010, 06:31 PM
<p>I agree that New Tunaria is one heck of a zone and I'd love to see more to do there. But I don't share the dislike of Renda'dal and just as I like Teir'dal's vile hatefulness I like the misguided "evil" Renda'dal xenophobia and insular society. I think they're really interesting a great exploration of a trait that's always existed in Dal, a superiority complex. </p><p>Throw in the mechinations of Mayong, their forced life reduction that I can't image every Renda'dal is completely happy with and it's one of more interesting secondary NPC societies I've seen in game. I'm all for a continuation and revitalization of New Tunaria. But I think if players knew more about them (it's taken me months of picking up snippets buried here on the forums and in the limited quests to really get a solid understanding of them) they wouldn't be so hated. I'd be really disappointed if, as I've seen suggested all over the place, the devs just turned New Tunaria back in to Felwithe and brought the Renda'dal in to some sudden cultural revolution that lets us all have our housing. </p><p>New Tunaria is an interesting, unique place with a lot of potential. I'm all for more to do there. Just keep in New Tunaira/continue the Renda'dal storyline. </p>

feldon30
02-27-2010, 07:16 PM
<p>I demand <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> the most epic LIVE EVENT this game has ever seen:</p><p style="text-align: center;"><span style="font-size: xx-large; color: #3366ff;"><strong>FINDING FELWITHE</strong></span></p><p style="text-align: center;"><span style="font-size: medium;"><strong><span style="color: #ff6600;">Coming to EverQuest II in November 2010</span></strong></span></p><p style="text-align: center;"><span style="font-size: xx-small; color: #ff6600;"><strong>Kick some vampire butt, break the spell, and restore the High Elf city! </strong></span></p><p style="text-align: center;"><span style="font-size: xx-small;"><strong>(note this is just an idea, not something that's actually coming to EQ2!!!)</strong></span></p><p>For folks who really want to run New Tunaria Throneroom or visit the original zone, they can right-click on the door and choose "New Tunaria - Fallen Felwithe" to access the previous version of the zone.</p>