View Full Version : Flavor NPC's in Qeynos and Freeport
Dreyco
05-18-2010, 05:39 PM
<p>This is not a complaint against the removal of the cities as starting areas, nor should it degrade into that...</p><p>However, with them being removed, there has been a bug since about a year after launch that could now be easily addressed. IE: Why not just take these poor NPCs out? They were meant to add flavor to the starting areas, and being they are no longer needed in that sense? Why not just remove them?</p><p>Here is said bug...</p><p><img src="http://img.photobucket.com/albums/v410/Dreyco/EQ2_000001.jpg" /></p><p><img src="http://img.photobucket.com/albums/v410/Dreyco/EQ2_0000002.jpg" /></p>
Rijacki
05-18-2010, 05:52 PM
<p>At least they're not all standing on top of each other in a corner or by the pit like they have before.</p><p>The cities, though, aren't the starting areas and the flavour NPCs weren't solely for the sake of 'starting' and the cities aren't being removed nor being eliminated as places where characters of any level can go, so why would these NPCs have any relationship to the islands?</p><p>BUT, I would love for some day the flavour NPCs of Freeport and Qeynos (though Freeport's always seemed more.. umm.. confused) would be fixed and functional in their only role, making the city look a bit more alive.</p>
Armawk
05-18-2010, 06:52 PM
<p>In general I would say Qeynos npcs are excellent. Freeport, especially (only perhaps?) WEST freeport they are somewhat broken, but in large parts of the rest of the city they are fun, catcalling and commenting as you pass and they go about their rather repetitive lives.</p>
Horgana
05-18-2010, 07:43 PM
<p>I'd noticed the "flavor" npc's in west freeport not roaming recently - I'd assumed they were all standing at the top of the slope in dazed amazement at the fall of the citadel and were too afraid to roam.</p>
Brigh
05-19-2010, 05:45 PM
City roamers have been bugged for years. There once was a patch saying they were fixed, but no, they still congregate in one location. SQ roamers just LOVE the view of the canal next to the guild hall.
<p>It got worse in freeport because they blew up part of WFP blocking the road. I'd rather they fix them than remove them. </p>
Calthine
05-19-2010, 07:17 PM
<p>In South Qeynos they all hang out in the alley behind the bar...</p>
<p>Sound like my town. <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p>
Vortexelemental
05-19-2010, 11:35 PM
<p>I'd hope they get fixed but I understand that if the possibility of them being fixed is slim and it's an easier matter to hide them...that's fine. As much was I would rather not have the latter.</p>
Illmarr
05-20-2010, 11:13 AM
<p>All those poor dazed NPCs used to roam the city and have amusing (IMO) callouts as players passed. In an effort to fight the lag in city zones, which was very brutal on low end machines even on the lowest settings back in the day, they stopped the wandering and parked them all . It improved lag, so objective was achieved. Least that's the way I heard it.</p><p>Maybe now that Cities are no longer player hubs, having beed eclipsed by Guild Halls they could have their anchors removed and be allowed to live again?</p>
<p><cite>Cisteros@Lucan DLere wrote:</cite></p><blockquote><p>All those poor dazed NPCs used to roam the city and have amusing (IMO) callouts as players passed. In an effort to fight the lag in city zones, which was very brutal on low end machines even on the lowest settings back in the day, they stopped the wandering and parked them all . It improved lag, so objective was achieved. Least that's the way I heard it.</p></blockquote><p>No, it's just a bug more or less. In the minutes/hours after a server restart, you'll find lots of people running around South Qeynos (my home zone of choice). As the hours and days go on, more and more people get stuck in the back part of the city above the canal (where you can zone in via the old-school bell system). By the time the weekly server reboots happen, you'll find every single wanderer trapped there.</p><p>So it's a bug and nothing more. A bug that has never been fixed in the years of off and on playing I've done.</p>
Rijacki
05-20-2010, 10:55 PM
<p><cite>Zalora@Guk wrote:</cite></p><blockquote><p><cite>Cisteros@Lucan DLere wrote:</cite></p><blockquote><p>All those poor dazed NPCs used to roam the city and have amusing (IMO) callouts as players passed. In an effort to fight the lag in city zones, which was very brutal on low end machines even on the lowest settings back in the day, they stopped the wandering and parked them all . It improved lag, so objective was achieved. Least that's the way I heard it.</p></blockquote><p>No, it's just a bug more or less. In the minutes/hours after a server restart, you'll find lots of people running around South Qeynos (my home zone of choice). As the hours and days go on, more and more people get stuck in the back part of the city above the canal (where you can zone in via the old-school bell system). By the time the weekly server reboots happen, you'll find every single wanderer trapped there.</p><p>So it's a bug and nothing more. A bug that has never been fixed in the years of off and on playing I've done.</p></blockquote><p>Each of the Qeynos and Freeport main city zones has its.. umm.. congregation point. The one in West Freeport seems to have moved from the side of the pitt (with them all standind directly on top of each other) to the street between the pitt and bank. I'm pretty sure that became the new hang out some time last summer, I think, long before the tower crashed down.</p>
<p>I thought it was because they were all gathered near the Frostfell tree in West Freeport, waiting for their presents.</p>
Zabjade
05-22-2010, 05:24 AM
<p><span style="color: #00cc00;">Removal, naw but the freshness dating on their dialogue really needs to be checked, Maybe add some options so you can debate some of the dimmer bulbs if your a shining member of a Dark race. IE a Dark Elf Monk or a Froglok Shadowknight. </span></p>
<p><cite>Zabjade wrote:</cite></p><blockquote><p><span style="color: #00cc00;">Removal, naw but the freshness dating on their dialogue really needs to be checked, Maybe add some options so you can debate some of the dimmer bulbs if your a shining member of a Dark race. IE a Dark Elf Monk or a Froglok Shadowknight. </span></p></blockquote><p>I personally use snowballs to knock some sense into the more dense locals (as I'm an Iksar Fury in Qeynos). Hope I have enough though. Down to a few hundred now. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
Chefren
05-23-2010, 03:20 AM
<p>Many NPCs were taken out from the cities to combat lag, maybe its time to put them back in and to make a bug fixing pass making them actually work properly again?</p>
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