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Kaitheel
09-12-2011, 06:06 PM
<p>Nights of the Dead 2011 has been activated on Test and Test Copy!Nights of the Dead once again brings goblins and ghoulies out from the shadows. Those inclined to celebrate the holiday through crafting will find a new book of recipes full of new house items being sold by official event merchants. And those feeling more adventurous can trick-or-treat within Qeynos or Freeport or investigate the multiple haunted locations! But be wary as the mysterious Setri Lur'eth has been spotted at the beach in Nektulos Forest and the headless guardsman has been rumored to be wandering the paths of the forest, too!New features for '11:</p><ul><li>    New “Survive the Night” quest offered by Setri Lur'eth in Nektulos Forest.</li><li>    New version of the “Nights of the Dead Devotee” quest and reward.</li><li>    Thurgadin Harbor in Great Divide is now decorated for the event.</li><li>    New rewards for some of the old Nights of the Dead Events!  </li><li>    New illusions added to the Gigglegibber Goblin unpredictable illusion.</li><li>    New costume illusions available from Nights of the Dead merchants.</li><li>    New house items sold by Nights of the Dead Merchant.</li><li>    New holiday recipe book "Celebrations of the Dead IV" available from holiday merchants.</li><li>    "Nights of the Dead treats" added to the undead and creepy crawlie beasts within Velious.</li><li>    New mount sold by Nights of the Dead Merchant found in every player city.</li></ul><p>Returning features:</p><ul><li>    Trick-or-treating in Qeynos and Freeport.</li><li>    Haunted house in Qeynos and Freeport.</li><li>    Ponchy's quest line in Antonica.</li><li>    Decorations in all Qeynos zones, all Freeport zones, Haven, Kelethin, Darklight Wood, Gorowyn, Gnomeland Security in Steamfont, New Halas and Maj'Dul.</li><li>    Nights of the Dead celebrators in the player cities that give the background to the festivities.</li><li>    Gigglegibber Goblins in the player cities that cast illusion costumes on players.</li><li>    Haunted Mansion in Loping Plains that is accessible by all cities and by all levels of players.</li><li>    Headless Horseman Epic X2 Event in Nektulos Forest.</li><li>    vampire lore and Legend book attainable within the Haunted Mansion '08.</li><li>    Undead and creepy crawlie beasts drop "Nights of the Dead treats" as loot. It can either be exchanged for event coin, sold to merchants for coin, or used in tradeskilling.</li><li>    Tradeskillers get to create holiday flavored clothing and house items using the "Nights of the Dead treats" as ingredients.</li><li>    Purchasable costume illusions from holiday merchants.</li><li>    Neriak has some decorations at the docks, New Foreign Quarter & tradeskill area. They are smashable jack-o-lanterns and pumpkins. This is the only zone that has them!</li><li>    Haunted Hedgemaze Zone in Nektulos Forest! Accessible by all cities and by all levels of players.</li><li>    Holiday collection "The Hollow Hedge Collection" found within the Haunted Hedgemaze.</li><li>    Triggered skeletons in Nektulos Forest spawn at player's level and have a 50% chance of dropping treats.</li><li>    In-game mail added to inform everyone of the event!</li></ul><p>The event is currently set to run 10/13/2011 through 11/7/2011 on the live servers.Please assemble any feedback and bugs that you may find in this thread.  Thank you, everyone!~Kaitheel</p>

Cloudrat
09-12-2011, 06:57 PM
<p>I tried to buy a plague cloud with over 300 candy corn in my inventory and it won't sell it to me<img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Whilhelmina
09-12-2011, 07:22 PM
<p>Crafted everything. Everything was fine and placed easily (well, once I found out that the spider was ceiling placed).</p><p>(btw, I dropped everything on the stage of an empty Opera house in Qeynos, Test Server, and published the house. it's under medium)</p>

Senya
09-12-2011, 07:29 PM
<p>I've not had a chance to run the quest for the Notes on Special Mirrors recipe scroll yet to see if the scroll has been changed, but my recipe on my copy toon still has charges.  Any possibility that the recipe for the Vampiric Mirrors and Wispy Vampiric Mirrors are (or will be) available as a regular, uncharged recipe?</p>

tfetterman
09-12-2011, 07:29 PM
<p>Ok, so this is going to be on test for about a month.  Let's see if they get it right!</p>

illaria
09-12-2011, 07:36 PM
<p><cite>Senya wrote:</cite></p><blockquote><p>I've not had a chance to run the quest for the Notes on Special Mirrors recipe scroll yet to see if the scroll has been changed, but my recipe on my copy toon still has charges.  Any possibility that the recipe for the Vampiric Mirrors and Wispy Vampiric Mirrors are (or will be) available as a regular, uncharged recipe?</p></blockquote><p>+1 vote for this</p>

Kuulei
09-12-2011, 07:41 PM
<p>OK first BUG!</p><p>if you have token from last year when you get your mail..</p><p>You get msg you have already, so I deleted the one I had in the bank!</p><p>Now I cant get the one from the mailbox and no msg as to why.</p><p>so much for further testing <img src="/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" /></p>

Kaitheel
09-12-2011, 07:49 PM
<p>Good catch, Kuulei.</p><p>I'll take a look at that.  In the mean time though, there is plenty else available for you to test, and you can also go and speak with Terreh Sinew at the Nektulos Docks to get the devotee quest starter item, too.</p><p>~Kaitheel</p>

Kuulei
09-12-2011, 08:06 PM
<p>Terreh Sinew must have had a brain injury from that axe..</p><p>I cant get anything out of her either.  Darn no devotee this year.</p><p>edited!</p><p>OK I see, I saw nothing in text that I was given anything from the npc, but after reading something and returning to the game, I opened bags and seen the token  Is there a way she can say something like ...</p><p><span style="color: #993366;">Terreh Sinew slips a treat into your bags..</span></p><p>or something to that effect</p>

Whilhelmina
09-12-2011, 08:19 PM
<p>For whatever reason, I saw no bats at all in the LP house.</p><p>I took the quest in Qeynos, quest when entering, first tour this year did it several times last years, 90 conjuror, solo.</p><p>I'm pretty sure (was not very focused) that there where no bats in the encounters with Sarkon (and scrolling up I don't see any damage done on bats and I found no bodies).</p><p>When I entered the basement, the 2 bats at the beginning where missing and the named gorger too.</p>

Tyrus Dracofire
09-12-2011, 08:34 PM
<p>kaitheel,</p><p>i know it is wrong holiday topic, i have been trying to remove/delete winter holiday, i still got bugged candy cane in the mail for months, i am about to give up because it doesnt have delete button.</p>

Kuulei
09-12-2011, 08:59 PM
<p>careful using this command, make sure you want <strong>ALL your mail deleted</strong>...</p><p>/clear_mailbox</p><p><strong><span style="font-size: x-small;">that will delete any and all mail and attachments!</span></strong></p>

Talathion
09-12-2011, 09:10 PM
<p>The Loot might have to be looked at, the Loot should be as good as x2 Loot.</p><p>Headless horseman could also be a bit harder. with a nice buff package.</p>

Korban7th
09-12-2011, 09:20 PM
<p>Is it just me, or does Gnomeland Security seem to be a bit sparsely decorated?</p>

Kuulei
09-12-2011, 09:21 PM
<p>previous years had a named bat or rat, I cant remember, once you went down the dumbwaiter in loping plains instance.  That is missing.</p>

Cyliena
09-12-2011, 09:35 PM
<p>Only have had the chance to craft so far tonight, will do everything else tomorrow. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I got a hoot out of the supersized candy corn, though a tiny version would be cool as well!</p><p>All the items placed fine!</p>

Korban7th
09-12-2011, 10:02 PM
<p>Spent some time going through the illusions from the gigglegibber goblin.  Most worked fine, with the following exceptions:</p><p> <a href="http://www.flickr.com/photos/67469597@N07/">http://www.flickr.com/photos/67469597@N07/</a></p><p>Is the Flickr account I set up to show them.  They all have static jump animations(i.e. the model stops all movement while in the air).  Number 1 seems to just bump along the ground really bad, might need his "legs" raised a little keep it off the terrain.  Number 4's tentacles move waaaayyy too fast.  Is it possible to slow the animation frame rate down or add more frames to the animation?</p><p>Anyone know a good website I could setup to actually show the photos here?  Apparently, flickr doesn't let you actually post working images that link to them.</p>

Lylah
09-12-2011, 10:18 PM
<p>Haunted House in Loping Plains:</p><p>Can one-shot Sarkon D'Ryil and break the script and get gated (won't unlock dumbwaiter) - won't be able to get to basement to finish.</p><p>Overall, maybe revisit the scaling of mobs.</p>

Eveningsong
09-12-2011, 10:40 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>For whatever reason, I saw no bats at all in the LP house.</p><p>I took the quest in Qeynos, quest when entering, first tour this year did it several times last years, 90 conjuror, solo.</p><p>I'm pretty sure (was not very focused) that there where no bats in the encounters with Sarkon (and scrolling up I don't see any damage done on bats and I found no bodies).</p><p>When I entered the basement, the 2 bats at the beginning where missing and the named gorger too.</p></blockquote><p>Same here.  No bats accompanying Sarkon and no mobs in the basement besides Sarkon (and the doppleganger).  It's probably not a bad change, as soloer often found the house a bit challenging at certain levels, especially Sarkon with the adds.</p>

Korban7th
09-12-2011, 11:17 PM
<p>The haunted house in Qeynos:  If I cast Cataclysm III with maxxed AA's for it, I pull all the killable mobs in the entire house.  This didn't happen on EQ2X last year that I remember.</p>

shadowscale
09-12-2011, 11:23 PM
<p>starting my testing, so far so good.</p>

Lylah
09-12-2011, 11:30 PM
<p>Headless Horseman x2</p><p>He was already up by the tree, offered him the necklace and started fighintg. He had 2 of his protection buffs and won't get damaged in or out of the skulls/bones area.  Tried to move him out and back in the bones and even after getting kicked far and back to the tree, his health never went down below 100%. Tried another time with same results before evacing. </p><p>One of our group members went back to see if he would start wandering his path and he triggered without offering him the necklace (necklace was removed from inventory) and he and his adds went as far as CL entrance to aggro the rest of the group.</p>

Korban7th
09-13-2011, 12:38 AM
<p>In the Cauldron Charnel quest.....</p><p>Not sure if it's intentional, but you can only use HO's when killing Dolly.  Afte killing Dolly, I couldn't click-hail Vikki.  I ended up having to target here and pressing "h" for hail and it let me advance the quest that way.</p>

Lodrelhai
09-13-2011, 02:35 AM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>For whatever reason, I saw no bats at all in the LP house.</p><p>I took the quest in Qeynos, quest when entering, first tour this year did it several times last years, 90 conjuror, solo.</p><p>I'm pretty sure (was not very focused) that there where no bats in the encounters with Sarkon (and scrolling up I don't see any damage done on bats and I found no bodies).</p><p>When I entered the basement, the 2 bats at the beginning where missing and the named gorger too.</p></blockquote><p>Same here.  No bats accompanying Sarkon and no mobs in the basement besides Sarkon (and the doppleganger).  It's probably not a bad change, as soloer often found the house a bit challenging at certain levels, especially Sarkon with the adds.</p></blockquote><p>Considering the house was designed for a group of 3, soloers probably should find it a bit challenging.  More than a bit.</p><p>edit: For the record, I mostly solo (and do not bother getting full experts for most of my characters), so yeah, I understand I'm making it harder for myself.</p>

ffd700
09-13-2011, 03:18 AM
<p>In past years there were movable objects like pumpkins placed around the various cities and hovels.  I searched throughout Freeport and I found a single moveable pumpkin in Temple Street.</p><p>It would be neat if there were more of these and in more places.</p>

shadowscale
09-13-2011, 05:52 AM
<p>the new quest... could use a few more plant objects to help out... easy to get overun near the end at low level/ low geared.</p>

Cloudrat
09-13-2011, 06:16 AM
<p><cite>shadowscale wrote:</cite></p><blockquote><p>the new quest... could use a few more plant objects to help out... easy to get overun near the end at low level/ low geared.</p></blockquote><p>Easy at high level too lol  My pet and I died a couple times and the kid died once.</p>

Whilhelmina
09-13-2011, 12:31 PM
<p>I found the new quest a bit unintuitive. I had no clue as to what to do in the zone. I moved/grabbed everything and finished it but I was a bit lost.</p>

Whilhelmina
09-13-2011, 01:15 PM
<p>hello,I just started the NoTD quest "McQuibble's Mystery"; It was night, so I went to the farm, inspected it, went back to Heribert, found Shanty and came back to the farm. As it was still the start of the night, I decided to wait for the day by doing usefull things.I used the housing leaderboards to hop to my house and fix my AA (I didn't change AA sets, just affected some points), then hoped to another house through leaderboards (opera house). I unpublished it, put a couple more NoTD items in it and published it back). I then used the door to come back to Antonica.... And the McQuibble's Mystery quest was gone from my journal.I had to go back to Heribert to take it back.</p><p>EDIT: same bug with "The troubling truth". This time I didn't go into a house, it disappeared on gating.</p>

Gninja
09-13-2011, 03:30 PM
<p>The issues with the Loping Plains Haunted Mansion should be resolved. I addressed the Sarkon being able to be one shot and breaking teh script as well as the missing bats. The bats have been flogged and should be back shortly <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Cyliena
09-13-2011, 03:44 PM
<p>Qeynos/Freeport Haunted House:</p><p>Not only can you get experience for killing the zombies at the end (if you combat them normally or hit them once then finish them off with the stone) but you can also make the stone stop working. I decided to smack a couple of zombies for the heck of it then went back to clicking the stone.. but it no longer would hurt the zombies. I had to manually kill the rest of them for the quest to finally update.</p>

Arbreth
09-13-2011, 04:23 PM
<p><cite>ffd700 wrote:</cite></p><blockquote><p>In past years there were movable objects like pumpkins placed around the various cities and hovels.  I searched throughout Freeport and I found a single moveable pumpkin in Temple Street.</p><p>It would be neat if there were more of these and in more places.</p></blockquote><p>In previous years the pumpkins in South Freeport on the 'Prow' in front of the Guild Hall there were movable.  I have not gotten to Test yet to see if they still are.  However I agree, more things movable could be fun - scarecrows, tombstones, pumpkins...</p>

Amphibia
09-13-2011, 04:37 PM
<p>Some nice stuff there! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p>

Soresha
09-13-2011, 04:37 PM
<p><strong>Survive the Night</strong></p><p>Ok so I'll admit I had to look it up. For anyone else who like me doesn't have extensive vocabulary:</p><p><strong>charnel</strong> - a vault or building where corpses or bones are deposited</p><p>1) Initial dialogue on Setri Lur'eth for the new quest, she talks about a little girl. Then you say "I'll be back with your granddaughter". But she never said anything about it being her granddaughter. So how do I know that?</p><p>2) A map PoI for the zone-in point would be helpful, I had to use EQ2Maps and search for Cauldron. There's also no directions in the quest text for where to go. I can't remember stuff from a year ago! And even if I could that doesn't mean a brand new quest zone is in the same place.</p><p>3) When you mouseover the zone-in door, it just says "To the Hollow". So I hesitated to click it because it says nothing about "Cauldron" or "Charnel". Then since I couldn't see anywhere else to try I clicked it anyway, and it's on the menu. I realise this was set up years ago for the first zone here, but maybe it can be clarified?</p><p>4) Vikki doesn't say "Vikki" in white text over her head, whether you target her or not. This seems odd? NPCs usually have their names displayed.</p><p>5) I clicked the searing poker object and it auto-equipped into my primary appearance slot (which was empty). This was a bit confusing. All the weapons do this.</p><p>6) Then it gets confusing. Nothing happens at first. So I move away looking for something related to the doll. It's not  obvious that mobs have spawned and are attacking the child when you're at the houses, so yeah she died.</p><p>7) The mobs aren't easy to see against the terrain and the zone is pretty dark. Could you put a green glow on them or something?</p><p>8.) At first I was trying to move around the zone looking for stuff, trying to work it out and picking up weapons, whilst running back constantly to protect Vikki - which is kind of tricky. In the end I was inclined to just let her die again so I could scout the zone more easily. Only then when I stopped trying to kill the mobs did I discover what the plants did!</p><p>9) The ground around Vikki is very uneven, and difficult to put the plants down, trying to find a spot where it turns from red to green and can be placed. Especially when you're rushing back because there's mobs near her. Can you do anything to even out the ground? Or cheat and put a thin, flat platform under the whole area?</p><p>10) I found 5 plants. The 3 pink ones are easy to find, the 2 green ones less so. Of course I'm assuming I didn't miss any. Might be simpler to just have them all as pink ones. I can't really comment on if that's enough, because I was using fury AEs as well.</p> <p>11) She said she dropped the dolly in the well, so I was trying to get in the well. That's a bit confusing.</p><p>12) So the mobs keep coming, the plants and I kill them, this went on for ages. I start thinking I'm doing something wrong. Then it just stopped. Then I wondered if it was broken or I was missing something, because it took ages for Dolly to spawn. Maybe Dolly could spawn a bit quicker? And I only knew to expect a mob from reading this thread, it would have been more confusing without that.</p><p>13) The description reads like you should need multiple weapons to kill Dolly. The plants were doing 2124 damage each hit, and one cast of Starnova for 33783 damage and it was dead. (This is at level 90.)</p><p>14) It's a shame the weapons are no-zone, some people might like them for appearance items. The text on the zombie note house item is cool though!</p><p>15) After killing Dolly, clicking on Vikki to hail her doesn't work. But targetting and hitting "h" for hail does. Very strange.</p><p>16) Handing the quest in to Setri, the quest completion window comes up and another set of dialogue comes up at the same time, but then the dialogue disappears instantly. You can't read it or click the final option. I've seen this glitch before... is the quest completion window coming up too early in the dialogue sequence?</p><p>17) The undead monster tomb is level 6 to equip, not level 1 - intended?</p><p>18.) This zone is a really good concept, but it's confusing and doesn't flow well for the player. Other people are saying the same in the posts above. Every step of the way you're not sure if you're doing the right thing (and sometimes you're not).</p><p>I was thinking about this... and my conclusion is that the feedback is missing. There's no onscreen announcement text to tell you what's happening. If you added big messages like "Zombies are attacking Vikki!" (the first time they do) and "Something is coming!" when the zombies stop and you're waiting for Dolly, I think it would help alot. Maybe another when Dolly actually spawns. You could even do a couple of periodic messages whilst the zombies are increasing, "The zombies increase their efforts!" stuff. Just my suggestion, but adding some messages would go a long way to reassure the player they're doing the right thing and to keep going.</p><p>Eh lots of feedback points this time, and only on one quest. Just needs some tweaking to make it more fun I think, the ideas are good. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>

Soresha
09-13-2011, 05:01 PM
<p>Ok one more thing...</p><p>The zombie note. When you examine it in inventory you get the funny message. But when you put it in your house, there's no option to read it or anything. You don't know it's a funny note any more unless you pick it back up. Any chance it could work more like a book or scroll, with an option to read it whilst placed in house?</p>

Whilhelmina
09-13-2011, 05:13 PM
<p>Ah, I hoped someone would explain the problems with the new quest, thanks Soresja. I feared having to explain myself, it's probably way better your way.I think you missed a green plant, not sure.</p><p>I really toured the whole zone several times trying to find ways to unlock the well and finally right-clicked my weapons while near it in hope that it would unlock it or something. Pop up messages would really help.</p><p>On my way to try with my brigand to judge the number of flowers.</p><p>EDIT : ok, with a 76 brigand in quested gear it was kinda painfull. I was afraid at first to see the event start from the start when Vikky died, but it seems the named only needs a fixed amount of zombies killed to spawn. I think a couple more flowers would allow more survivability to not-capped chars.</p>

Cyliena
09-13-2011, 05:15 PM
<p><cite>Senya wrote:</cite></p><blockquote><p>I've not had a chance to run the quest for the Notes on Special Mirrors recipe scroll yet to see if the scroll has been changed, but my recipe on my copy toon still has charges.  Any possibility that the recipe for the Vampiric Mirrors and Wispy Vampiric Mirrors are (or will be) available as a regular, uncharged recipe?</p></blockquote><p>If no one answered you yet, the recipe is still 10 uses. =</p>

d1anaw
09-13-2011, 05:59 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>I found the new quest a bit unintuitive. I had no clue as to what to do in the zone. I moved/grabbed everything and finished it but I was a bit lost.</p></blockquote><p>I agree. I don't get why there are things to pick up and move. They seem to have nothing to do with the quest and just draw you away from the kid.</p>

Cyliena
09-13-2011, 06:14 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>1) Initial dialogue on Setri Lur'eth for the new quest, she talks about a little girl. Then you say "I'll be back with your granddaughter". But she never said anything about it being her granddaughter. So how do I know that?</p></blockquote><p>I only just picked up the quest but I'll agree on this point, it's not until you hail her after accepting the quest that she tells you that it's her granddaughter.</p><p>You say, "Hail, Setri Lur'eth"Setri Lur'eth says to you, "You haven't spotted <strong>a little girl</strong> around these parts of the forest have you, Cyliena?" You say to Setri Lur'eth, "Not that I recall."Setri Lur'eth says to you, "This forest is full of ghouls and frights.  I hope that she is not in peril."You say to Setri Lur'eth, "Would you like me to look for her?"Setri Lur'eth says to you, "If you are feeling brave, then yes.  I fear she entered The Cauldron Charnel, nearby.  Do not be surprised if a nightmare awaits you, though!  Something terrifying is slowly waking, I can feel it."You say to Setri Lur'eth, "I'll be back with <strong>your granddaughter</strong>."</p><p>Then I accepted the quest and rehailed her:</p><p>You say, "Hail, Setri Lur'eth"Setri Lur'eth says, "Please, retrieve <strong>my granddaughter</strong> from whatever terror surrounds her within The Cauldron Charnel!"</p><p>My suggestion would be to change the line that says "This forest is full of ghouls and frights.  I hope that <strong>she</strong> is not in peril." to "This forest is full of ghouls and frights.  I hope that <strong>my granddaughter</strong> is not in peril."</p>

Kaitheel
09-13-2011, 06:30 PM
<p>Heyya everyone!</p><p>I have been working to resolve some of the issues reported yesterday.  So far, you can look forward to the following changes:</p><p><span style="text-decoration: underline;">Live events</span></p><ul><li>Hailing Vikki can now be done with a click in order to complete the quest “Survive the Night”.</li><li>The Plague Cloud mount can now successfully be purchased from a Nights of the Dead merchant.  It is now heirloom, too. </li><li>The "Nights of the Dead Devotee Challenge" item is now consumed upon acceptance of the quest, and can be gained via in game mail, or from Terrah Sinew in Nektulos Forest.</li><li>The original "Nights of the Dead Devotee Challenge" item is now auto consumed upon player log in.  That way, if a player had it in their inventory or their in game mail, it will no longer conflict with the new item.</li></ul><p>I don't know when these changes will be on the Test servers, but they should be listed in the update notes when they are.</p><p>~Kaitheel</p>

Kaitheel
09-13-2011, 06:33 PM
<p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>The "Crimson Stained Glass Square" is planned to be an upcoming Erollisi Day item.  So, no.  You will not be seeing it for NotD, but you will have one, eventually!</p><p>~Kaitheel</p>

Cyliena
09-13-2011, 06:35 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>The "Crimson Stained Glass Square" is planned to be an upcoming Erollisi Day item.  So, no.  You will not be seeing it for NotD, but you will have one, eventually!</p><p>~Kaitheel</p></blockquote><p>How about some orange and black ones? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Senya
09-13-2011, 06:39 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Senya wrote:</cite></p><blockquote><p>I've not had a chance to run the quest for the Notes on Special Mirrors recipe scroll yet to see if the scroll has been changed, but my recipe on my copy toon still has charges.  Any possibility that the recipe for the Vampiric Mirrors and Wispy Vampiric Mirrors are (or will be) available as a regular, uncharged recipe?</p></blockquote><p>If no one answered you yet, the recipe is still 10 uses. =</p></blockquote><p>That's unfortunate.  <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" />  I was really hoping it'd get changed this year.</p>

Eveningsong
09-13-2011, 07:21 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>The "Crimson Stained Glass Square" is planned to be an upcoming Erollisi Day item.  So, no.  You will not be seeing it for NotD, but you will have one, eventually!</p><p>~Kaitheel</p></blockquote><p>Glad to hear one will be coming, Kaitheel, thanks!</p>

Whilhelmina
09-13-2011, 07:24 PM
<p>Could it be possible on the Devotee quest to add as a choice of reward the candy-giver from last year?</p>

Rondenelli
09-13-2011, 08:34 PM
<p>In the Haunted mansion, instead of giving so many useless vampiric incisors, give halloween candy - something hard to get and useful - thanks</p>

Cyliena
09-13-2011, 09:12 PM
<p>Ran Survive the Night twice, here's my feedback.</p><p>1. Vikki should ask confirmation of whether or not you're ready to defend her. Maybe with a hint that there's some flora said to be helpful nearby that may not mind being relocated to her.</p><p>2. The zombies are excruciatingly slow at first. For the first one or two I guess this is ok but it was more like 8 or so before they started becoming more regular.</p><p>3. As the zombie waves transition into a higher frequency a zone message would be nice. Maybe something like "You hear a shuffling of feet from all around you." "A cacophony of "braaaiiinnnssss" resounds around the entire area." etc. (ok, I just wanted an excuse to write cacophony today)</p><p>4. There's a huge delay between the zombies stopping and Dolly spawning, though someone told me that was already addressed.</p><p>5. I had no idea how I was supposed to get Dolly and thought I was doing something majorly wrong until I asked other people on Test. Maybe Vikki should occasionally say something like "Dolly is getting closer, keep defending me!" so you're aware that you're not doing something wrong.</p><p>6. Is there a way to go back and get the devotee item if you miss it while in there?</p><p>7. Absolutely love the Scribbled Zombie Note but was sad to see that you couldn't see its text when placed in a house.</p><p>8. I was ok handling the mobs for the quest but I saw from test chat that many are having trouble with it and I'm sure some of my alts will as well. Only thing I can think to suggest is to many make the mobs spawn as v, vv, and vvv as they become more frequent.</p>

Cloudrat
09-13-2011, 09:17 PM
<p>Even though the update notes now say it is possible I still can't buy the plague cloud from merchant in Gorowyn or  Freeport and since  I hate Neriak maybe someone else can try there.</p>

Cyliena
09-13-2011, 09:22 PM
<p>Anyone on Test Copy that wants to see all the new NotD items (crafted & quest rewards) visit my house on the directory in the Medium Houses category, titled "Nights of the Dead 2011 Items".</p>

Lodrelhai
09-13-2011, 09:37 PM
<p>I'd like to second the request that the new NotD Devotee quest give the choice of the new reward or the old.  While I'll definitely want the new on some of my characters, I'd like the chance to get the old one on some of the characters I didn't run through it last year.</p>

d1anaw
09-13-2011, 10:28 PM
<p><cite>Cloudrat wrote:</cite></p><blockquote><p><cite>shadowscale wrote:</cite></p><blockquote><p>the new quest... could use a few more plant objects to help out... easy to get overun near the end at low level/ low geared.</p></blockquote><p>Easy at high level too lol  My pet and I died a couple times and the kid died once.</p></blockquote><p>I agree. While I didn't die, I came pretty close. I imagine when I take my healers in, that won't be a problem. My kid did die though. I found that when I agreed to retry the quest, I only had to take out one more undead thingie and then wait forever and dolly would pop. I tried what others suggested and used the H and was able to complete the quest. I see in the notes they are going to fix that though.</p><p>I kept killing Sarkon by accident. I've never been able to do that before. And I was soloing him. I also didn't realize, because usually when fighting him, I was always trying to stay alive, that if you kill him before he is ready to be killed, you have to start over. That's really annoying. I ended up being a meleing wizzie to keep from accidently killing him.</p>

d1anaw
09-13-2011, 10:31 PM
<p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>I want the purple ovals that were in the haunted house contest last year.</p>

d1anaw
09-13-2011, 10:32 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>The "Crimson Stained Glass Square" is planned to be an upcoming Erollisi Day item.  So, no.  You will not be seeing it for NotD, but you will have one, eventually!</p><p>~Kaitheel</p></blockquote><p>How about some orange and black ones? <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>black I can totally do, not so much the orange though</p>

NiamiDenMother
09-13-2011, 11:55 PM
<p>The Plague Cloud purchase now works after tonight's patch.</p><p>I noticed that the mount version is heirloom (this is a happy thing) and fabled.  Am unsure why it needs to be fabled, but it is.  It converts happily into a Legendary no-trade house item.</p><p>~Mum</p>

Amphibia
09-14-2011, 02:29 AM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Amphibia wrote:</cite></p><blockquote><p>Some nice stuff there! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>I was really hoping for those red stained glass squares (which i hope exist, since all the other colors do), though.... any chance they could be added to the notd-merchant?</p></blockquote><p>The "Crimson Stained Glass Square" is planned to be an upcoming Erollisi Day item.  So, no.  You will not be seeing it for NotD, but you will have one, eventually!</p><p>~Kaitheel</p></blockquote><p>Hey, thanks for replying!</p><p>And awesome to know that they're coming, even if we have to wait a while. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Tyrus Dracofire
09-14-2011, 05:07 AM
<p>ok,yes please, make black stained glass and orange stained glass tiles if possible in short notice?</p>

ChrisMarchant
09-14-2011, 05:55 AM
<p>My only complaint is about the rewards on the new quest, they seem a bit poor compared with some of the really nice rewards on the other notd quests. No house item, just two not at all interesting items.</p><p>Can you please give a bit more choice for higher levels, or put a nice house item on there.</p><p>Other than a comment about this new quest being frustrating, all my other comments have already been made by other testers.</p>

Rondenelli
09-14-2011, 10:01 AM
<p>This is my first year exploring NoTD and I am a bit DISAPPOINTED so far.</p><p>It seems to me that the TREAT drop rate has to be significantly increased to make this event more fun - at least make it more like 50% to 80% instead of the 5% to 10% rate now.</p><p>Note - I started with the Haunted House and when I failed the dance challenge, I could not get it to start again.  ZAM said it was broken last year - apparently it still needs fixing.</p><p>Then I purchased the recipe books and thought - Great now I can make some new stuff - but wait - I need the NoTD treats.  SO I went looking for creatures that drop the treats.  First I had to check online to find creatures that drop treats - ZAM show most of them only have a 10% drop rate - WOW - I killed dozens of them and ended up with 2 treats - REALLY - only 2 - It feels like a drop rate of closer to 5% - less when you add that not every creature drops treats and you have to go find the ones that do drop treats?</p><p>I went to the Hollows and finished the quest with only 4 treats.  Then I did the haunted Mansion 3 times and got NO TREATS - instead I received Vampiric Incisors, which seem to be useless, and items to sell to get personal status.  I killed dozens of creatures and received no treats.  So apparently, I won't be making many of the new recipe items since after killing more than 100 creatures, I have 6 treats.</p><p>It's a bit like going trick or treating and stopping at 15-20 houses before you get a treat.</p><p>During the Erollisi day event, I found that I got hard candy or love notes nearly 80% of the time, especially in the Erollisi day quests.  That was more fun since you really did get the components needed for the recipes.</p><p>I will try the other quests since I want to get some of the prizes.  But so far this is mostly a snooze event.  I will get the recipes on live and hope that the developers stop being so stingy with the treats.</p>

Cyliena
09-14-2011, 10:24 AM
<p><cite>Rondenelli wrote:</cite></p><blockquote><p>I went to the Hollows and finished the quest with only 4 treats.  Then I did the haunted Mansion 3 times and got NO TREATS - instead I received Vampiric Incisors, which seem to be useless, and items to sell to get personal status.  I killed dozens of creatures and received no treats.  So apparently, I won't be making many of the new recipe items since after killing more than 100 creatures, I have 6 treats.</p></blockquote><p>Try going through The Graveyard, that's where I normally stock up on treats. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> For some reason the NotD instances seem to drop them less then normal zones.</p>

Cyliena
09-14-2011, 01:59 PM
<p>Trick-or-Treat grand prize: Cute new reward, nice to see something other than a mask. <span style="text-decoration: line-through;">I did notice that at least two of the old Grand Prize masks were not offered though, Infernal Skeleton Mask and Snarling Werewolf Mask. Was removing them an accident?</span> Sorry, just checked with /finditem, I had picked these as rewards before, oops!<span style="text-decoration: line-through;"></span></p><p>Just noticed that the Zombiebane is tradeable! In fact, it's not even attuneable!</p>

Korban7th
09-14-2011, 08:09 PM
<p>I ran the Survive the Night quest a couple nights ago on my mid-30's Warlock and didn't even realize you could use the plants or weapons to help in killing the zombies.  All I did, after a couple times failing, was kite all the mobs around the zone.  Anytime they would get to Vikki, I'd just run by and Cata them and go back to kiting.  With about 20 or so zombies following me around they quit spawning.  I continued to kite them around until Dolly spawned.  I then AE'd the ones chasing me till they were gone and killed Dolly.  I noticed that I had a short amount of time between finishing off the last of the zombies to get Dolly killed 1v1 because the zombies started respawning as soon as they were dead.  Even with zombies around I was able to "h" hail Vikki and get the quest completed.</p><p>So yes, a little better description of the event seems to be in order.  Maybe you get a note on zoning in or there's a clickable that gives a little story for some background on how it works.</p><p>Just a thought.</p>

Eveningsong
09-14-2011, 10:02 PM
<ul><li><div><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The "Nights of the Dead Devotee Challenge" item is now consumed upon acceptance of the quest, and can be gained via in game mail, or from Terrah Sinew in Nektulos Forest.</span></span></em></div></li><em><span><li><div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The original "Nights of the Dead Devotee Challenge" item is now auto consumed upon player log in.  That way, if a player had it in their inventory or their in game mail, it will no longer conflict with the new item.</span></span></div></li></span></em></ul><p>This doesn't seem to have gone through quite as intended.  Existing NotD challenge items in inventory are being consumed upon login.  However, the items are also disappearing when taken from in game mail by characters who do not have the quest in their quest journal, so it's impossible to get the quest via the email.  I'll verify whether the quest is gainable through Terrah Sinew shortly.</p><p>Update:  Yes, Terrah Sinew successfully "slipped something into my bag", which allowed me to get the quest, so just the ingame mail needs to be fixed.</p>

Kaitheel
09-14-2011, 10:55 PM
<p>Heyya all!</p><p>Thank you for the feedback and reports, so far!  It's definitely helping the event improve!  I've been working today on the following changes:</p><p>Live Events</p><ul><li>"The Cauldron Charnel" zone is now named "Charnel Hollow" to be consistent with the other Hollow zone names available through the same door.</li><li>The quest "Survive the Night" now gives directions to the "Charnel Hollow" entrance.</li><li>It should be easier to place the movable plants near Vikki.</li><li>Setri Lur'eth now identifies the lost girl as her granddaughter.</li><li>The "Undead Monster Tome" can now be equipped at level 1.</li><li>The "Scribbled Zombie Note" can now be read even when placed in a house.</li><li>One more movable plant has been added to the zone for players that are illusionists, coercers, dirges, troubadors, and assassins or rangers.</li><li>The movable plants and zombies are more noticable now due to green and red auras.</li><li>The movable plants can now be examined to obtain a hint of their usefulness in the zone.</li><li>Vikki's dialog has been rewritten to better direct and to allow you to get ready for the attacking undead.</li><li>There are now on screen messages for each of the zombie waves within "Charnel Hollow".</li><li>Dolly should put up more of a fight now. (She is now heroic, but by using the attacking plants the fight is solo.)</li><li>Setri Lur'eth now allows you time to read all of her dialog at the end of the quest "Survive the Night".</li></ul><p><span ><p>Again, I don't know when these changes will be on the Test servers, but they should be listed in the update notes when they are.</p><p>~Kaitheel</p></span></p>

d1anaw
09-15-2011, 12:31 AM
<p><cite>Rondenelli wrote:</cite></p><blockquote><p>This is my first year exploring NoTD and I am a bit DISAPPOINTED so far.</p><p>It seems to me that the TREAT drop rate has to be significantly increased to make this event more fun - at least make it more like 50% to 80% instead of the 5% to 10% rate now.</p><p>Note - I started with the Haunted House and when I failed the dance challenge, I could not get it to start again.  ZAM said it was broken last year - apparently it still needs fixing.</p><p>Then I purchased the recipe books and thought - Great now I can make some new stuff - but wait - I need the NoTD treats.  SO I went looking for creatures that drop the treats.  First I had to check online to find creatures that drop treats - ZAM show most of them only have a 10% drop rate - WOW - I killed dozens of them and ended up with 2 treats - REALLY - only 2 - It feels like a drop rate of closer to 5% - less when you add that not every creature drops treats and you have to go find the ones that do drop treats?</p><p>I went to the Hollows and finished the quest with only 4 treats.  Then I did the haunted Mansion 3 times and got NO TREATS - instead I received Vampiric Incisors, which seem to be useless, and items to sell to get personal status.  I killed dozens of creatures and received no treats.  So apparently, I won't be making many of the new recipe items since after killing more than 100 creatures, I have 6 treats.</p><p>It's a bit like going trick or treating and stopping at 15-20 houses before you get a treat.</p><p>During the Erollisi day event, I found that I got hard candy or love notes nearly 80% of the time, especially in the Erollisi day quests.  That was more fun since you really did get the components needed for the recipes.</p><p>I will try the other quests since I want to get some of the prizes.  But so far this is mostly a snooze event.  I will get the recipes on live and hope that the developers stop being so stingy with the treats.</p></blockquote><p>I agree about the ability to gather the components to make the items. I wish we could also harvest some. One thing that may help you on the dancing part is to put all the events in alphabetical order. That way you aren't looking all over for them.</p>

Tempesste
09-15-2011, 05:04 PM
<p>The dolly from the "Train to Zone" quest seems to be missing from Hedge Hollow.</p>

Eveningsong
09-15-2011, 05:09 PM
<p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p>The dolly from the "Train to Zone" quest seems to be missing from Hedge Hollow.</p></blockquote><p>Hmm, it was there for the two toons that I've completed the quest with so far, including one last night.  Do you use EQ2maps?  There are POIs for the 4 pieces on the map, are you sure you checked the correct spot?</p>

Raienya
09-15-2011, 05:23 PM
<p>Did a bit of poking around on test today, here are my findings:</p><p>Haunted House in N Qeynos: Nice addition of rat and spider plushies for killing the two aggro mobs. Had trouble with the dance bugging out on me. It would fail after two dance move attempts. Did not matter if I got them right or wrong, but it eventually corrected itself.</p><p>Sick man on Nektulos docks was not there to be hailed for the quest start. The character I copied over from live had done the event last year, hope that isn't bugging him somehow.</p><p>Loping Plains house: would be nice if the vampires dropped chewing gum instead of incisors with every mob.</p>

Tempesste
09-15-2011, 05:24 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p>The dolly from the "Train to Zone" quest seems to be missing from Hedge Hollow.</p></blockquote><p>Hmm, it was there for the two toons that I've completed the quest with so far, including one last night.  Do you use EQ2maps?  There are POIs for the 4 pieces on the map, are you sure you checked the correct spot?</p></blockquote><p>Yep, and some surrounding areas too. Will try it again when Test is back up. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

NiamiDenMother
09-15-2011, 05:33 PM
<p><cite>Raienya wrote:</cite></p><blockquote>Sick man on Nektulos docks was not there to be hailed for the quest start. The character I copied over from live had done the event last year, hope that isn't bugging him somehow.</blockquote><p>For anyone who already did the quest before, you simply go zone into the instance, since the instance is repeatable.</p>

GrunEQ
09-15-2011, 07:42 PM
<p>The other night my friend and I tried to do the haunted house in LP, and had a problem which we both /bug'd.  Doing the quest a few different times we would see a message that we recieved the key for the upstairs room, and my friend actually got a key when he picked it up in his inventory (I did not).  However, trying several times we could not get the door to open upstairs even when he had the key, and even when it said I had the key, but none in inventory, it did not work.  After trying a few times zoning out and repeating we could not get past this point.</p>

Cloudrat
09-15-2011, 07:54 PM
<p><cite>GrunEQ wrote:</cite></p><blockquote><p>The other night my friend and I tried to do the haunted house in LP, and had a problem which we both /bug'd.  Doing the quest a few different times we would see a message that we recieved the key for the upstairs room, and my friend actually got a key when he picked it up in his inventory (I did not).  However, trying several times we could not get the door to open upstairs even when he had the key, and even when it said I had the key, but none in inventory, it did not work.  After trying a few times zoning out and repeating we could not get past this point.</p></blockquote><p>I could be mistaken, but I think the first place you go upstairs is down the hall with the secret wall and not in the door.</p><p>There is a room there that gives you the key to the other door at the top of the stairs.  If this isn't the problem, my apologies.</p>

Eveningsong
09-15-2011, 09:43 PM
<p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p>The dolly from the "Train to Zone" quest seems to be missing from Hedge Hollow.</p></blockquote><p>Hmm, it was there for the two toons that I've completed the quest with so far, including one last night.  Do you use EQ2maps?  There are POIs for the 4 pieces on the map, are you sure you checked the correct spot?</p></blockquote><p>Yep, and some surrounding areas too. Will try it again when Test is back up. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Just did the hedge again and the dolly was there for me (this time on a toon who has never done hedge before).  I found it at loc 864.50, 8.19, -585.16.</p>

Eveningsong
09-15-2011, 09:44 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><ul><li><div><em><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The "Nights of the Dead Devotee Challenge" item is now consumed upon acceptance of the quest, and can be gained via in game mail, or from Terrah Sinew in Nektulos Forest.</span></span></em></div></li><em><span><li><div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The original "Nights of the Dead Devotee Challenge" item is now auto consumed upon player log in.  That way, if a player had it in their inventory or their in game mail, it will no longer conflict with the new item.</span></span></div></li></span></em></ul><p>This doesn't seem to have gone through quite as intended.  Existing NotD challenge items in inventory are being consumed upon login.  However, the items are also disappearing when taken from in game mail by characters who do not have the quest in their quest journal, so it's impossible to get the quest via the email.  I'll verify whether the quest is gainable through Terrah Sinew shortly.</p><p>Update:  Yes, Terrah Sinew successfully "slipped something into my bag", which allowed me to get the quest, so just the ingame mail needs to be fixed.</p></blockquote><p>After today's patch the devotee item goes into inventory properly from mail.</p>

Whilhelmina
09-16-2011, 05:32 AM
<p>Could it be possible to add xp to the zombies in the Charnel for <span >Survive the Night ? Getting some chances to fill up life and power could definatedly help for those having troubles.</span></p>

d1anaw
09-16-2011, 12:53 PM
<p><cite>Raienya wrote:</cite></p><blockquote><p>Did a bit of poking around on test today, here are my findings:</p><p>Haunted House in N Qeynos: Nice addition of rat and spider plushies for killing the two aggro mobs. Had trouble with the dance bugging out on me. It would fail after two dance move attempts. Did not matter if I got them right or wrong, but it eventually corrected itself.</p><p>Sick man on Nektulos docks was not there to be hailed for the quest start. The character I copied over from live had done the event last year, hope that isn't bugging him somehow.</p><p>Loping Plains house: would be nice if the vampires dropped chewing gum instead of incisors with every mob.</p></blockquote><p>You can only do the sick man on the dock once, so if you've already done it, you would go straight to the hollow to do the quest.</p>

Talathion
09-16-2011, 12:55 PM
<p>Yeah Add XP To Zombies! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Whilhelmina
09-16-2011, 01:34 PM
<p>btw, if you forget to gather the urn in the charnel, it appears behind the quest giver on the beach once you turn in the quest.</p><p>FOr those interested, I put the plants that way:</p><p><img src="http://img90.imageshack.us/img90/7889/plants.jpg" /></p>

GrunEQ
09-16-2011, 05:49 PM
<p><cite>Cloudrat wrote:</cite></p><blockquote><p><cite>GrunEQ wrote:</cite></p><blockquote><p>The other night my friend and I tried to do the haunted house in LP, and had a problem which we both /bug'd.  Doing the quest a few different times we would see a message that we recieved the key for the upstairs room, and my friend actually got a key when he picked it up in his inventory (I did not).  However, trying several times we could not get the door to open upstairs even when he had the key, and even when it said I had the key, but none in inventory, it did not work.  After trying a few times zoning out and repeating we could not get past this point.</p></blockquote><p>I could be mistaken, but I think the first place you go upstairs is down the hall with the secret wall and not in the door.</p><p>There is a room there that gives you the key to the other door at the top of the stairs.  If this isn't the problem, my apologies.</p></blockquote><p>We were in the room with secret door and killed all the undead from the coffins when we got the message to loot the keys.  When I looted I got a message saying I'd looted the key, but it didn't show up in my inventory.  However when my friend looted the key his was in his inventory.  However, neither of us could get the door upstairs to open because the "use" button stayed grey'd out.  It did say the room was upstairs, and we found only the one door.  So if we have the wrong room location, my apologies.</p>

Cyliena
09-16-2011, 06:08 PM
<p>McQuibble's Mystery quests: Can these please be repeatable once per year? I did them before the destroyed scarecrow plushie was a reward choice and I'd love to be able to get that item on my main.</p><p>Whil: thanks for the info on the devotee update, I had forgotten that they handled the Frostfell ones that way and didn't think of it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Tempesste
09-16-2011, 07:16 PM
<p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Moyrha@Butcherblock wrote:</cite></p><blockquote><p>The dolly from the "Train to Zone" quest seems to be missing from Hedge Hollow.</p></blockquote><p>Hmm, it was there for the two toons that I've completed the quest with so far, including one last night.  Do you use EQ2maps?  There are POIs for the 4 pieces on the map, are you sure you checked the correct spot?</p></blockquote><p>Yep, and some surrounding areas too. Will try it again when Test is back up. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>My bad, did go back in and found the Dolly. So hard to see! Could we make these items brighter, larger or something. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Eveningsong
09-16-2011, 09:53 PM
<p>Thanks for making it so that when someone ninja clicks the L&L books in the Loping Plains haunted house, everyone who doesn't have the quest will be offered it.   Could you please do the same thing to the toy box that appears on the 2nd time through?  Its really too bad that only one person in the group can get the mask quest each run through.  If you have a group of 6 people, you'd have to do it 6 times for everyone to get the chest.</p>

Cloudrat
09-16-2011, 11:01 PM
<p>I am still cute but sure sorry this mount won't work as a flying appearance mount sigh</p><p><img src="http://i265.photobucket.com/albums/ii240/Aeryal/Eq2%20screenies/plaguecloud.png" /></p>

Eveningsong
09-16-2011, 11:28 PM
<p><span>It seems that most of the "The Cauldron Charnel" zone changes didn't go through the latest patch:</span></p><ul><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">"The Cauldron Charnel" zone is now named "Charnel Hollow" to be consistent with the other Hollow zone names available through the same door.  <em><span style="color: #ff0000;">the zone is still referred to as "Cauldron Charnel" by Setri Lur'eth, in the quest log, and on the instance listing on the door</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">The quest "Survive the Night" now gives directions to the "Charnel Hollow" entrance. <em><span style="color: #ff0000;">I'm not sure if this changed, the quest says "I fear she entered The Cauldron Charnel, nearby."  Assuming the instance name is changed to Charnel Hollow, it may be enough to prompt players to return to the same door for the Hedge Hollow</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">It should be easier to place the movable plants near Vikki.  <em><span style="color: #ff0000;">the area around Vikki is still difficult to place the plants</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">Setri Lur'eth now identifies the lost girl as her granddaughter. <span style="color: #ff0000;"><em> Setri Lur'eth does not refer to the lost girl as her granddaughter at any point, although the player response does </em></span></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">The movable plants and zombies are more noticeable now due to green and red auras. <em><span style="color: #ff0000;">no auras</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">The movable plants can now be examined to obtain a hint of their usefulness in the zone. <em><span style="color: #ff0000;"> no examine option, only move on right click</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">Vikki's dialog has been rewritten to better direct and to allow you to get ready for the attacking undead. <em><span style="color: #ff0000;">you can speak to Vikki by clicking her now, but the text doesn't seem changed.  </span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">There are now on screen messages for each of the zombie waves within "Charnel Hollow".  <em><span style="color: #ff0000;">no wave messages</span></em></span></span></div></li><li><div><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">Dolly should put up more of a fight now. (She is now heroic, but by using the attacking plants the fight is solo.)  <span style="color: #ff0000;"><em>not particularly harder, however as Dolly stays up on the well, she's out of range of the plants anyways (didn't think to test pulling her down to the plants, but I will next time through)</em></span></span></span></div></li><li><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">The "Scribbled Zombie Note" can now be read even when placed in a house. <em><span style="color: #ff0000;">cannot be read when placed, options are examine, move, packing moving crate and pickup</span></em></span></span></li></ul><p><span style="font-size: small;"><span style="font-family: arial,helvetica,sans-serif;">I have to say that I like the zone being a bit different, but it needs something more.  You can run around and place the plants around Vikki, grab the note and a weapon, then talk to her and basically go afk.  Until the end when the zombies come in bigger groups, there's really no need to do anything, the plants will take care of them.  One time I died, on a level 53 wizard who was very crappily geared and dolly popped while zombies were also attacking, but otherwise there wasn't any real danger unless I actively went after the zombies as they slowly shambled towards Vikki.</span></span></p><p>That's the other thing -- should Dolly pop while there are still zombies up?  It seems about 50/50 whether Dolly pops while zombies are still attacking, and the zombies don't depop when Dolly dies.  For those who may have problems dealing with Dolly solo, having the zombies at the same time may be a bit much.</p>

Kaitheel
09-18-2011, 07:50 PM
<p><cite>Eveningsong wrote:</cite></p><blockquote><p><span>It seems that most of the "The Cauldron Charnel" zone changes didn't go through the latest patch</span></p></blockquote><p>At the time of your feedback the changes had not yet hit the Test servers.</p><p>~Kaitheel</p><p>Edit:</p><p>In fact, I just checked and it still hasn't.  Seems it got added to the release notes a bit prematurely.  I'll try to get this squared away on Monday.</p><p>Update 9/19:</p><p>Unfortunately, the next planned update for the Test servers isn't until later this week (Thursday).  So, the most recent changes of mine (listed on 9/14), will not be on the servers until then, at the earliest.</p>

ChrisMarchant
09-19-2011, 05:41 AM
<p>Please look at the rewards on the new quest, they are really poor, even my low level alts don't really want either of them.</p><p>Have run this quest 3 times now, first time on 25 wizzie, had no idea of what was happening, died, had Vikki die, eventually finished the quest.</p><p>Second attempt was on my 16/17 lock. I died, Vikki died at same time. No way of surviving, as I was going down too fast with the mobs. Gave up.</p><p>Third attempt 18 illy. Was doing ok, but eventually got taken down by mobs, Vikki survived that fight. Revived at entrance, but now nothing happening, no more undead, no sign of Dolly, whole thing has just stopped. The fight was a big one with undead in groups of three or more coming from each side, not sure if it was the last or not, but after hanging around for a while, eventually left the instance.</p><p>My comments on the quest,</p><p>1) More plants needed, especially if a caster class</p><p>2) Too long waiting for the undead, much too long, we get bored waiting for the mobs to turn up, so we end up pulling the mobs and dying.</p><p>3) Too little in the way of rewards for both the fight, and the long wait.</p><p>A lot of us will just end up going in, getting the item for the Devotee quest, and giving the actual quest a miss esp after trying it and dying, so beef up the rewards.</p><p>Please instead of adding nice rewards to the McQuibble Farm quest, which appears to be non repeatable, put the nice rewards on the new quest.</p><p>A nice house item on the new quest would make a lot of players happier.</p><p>Also I second the request for the candies to drop in the mansion instead of all the fangs, after all the mansion drops enough fangs for the vampire legend and lore to be done in one run of the mansion, so candy instead of fangs would be a good change.</p><p>One other query, will notd be stopped on test before it goes live for Heros Festival to be tested, like it was last year? The reason I'm asking is that I will be moving country in first 2 weeks of Oct, so will not be playing during that period, which is when Heros is likely to be on test, if everything runs the same as last year.</p>

Ellenroh_001
09-20-2011, 02:03 PM
<p>This is really the first time being a tester, so hope I'm doing this right.</p><p>Did the Haunted House in Queynos and in Loping Plains last night:</p><p>Q:</p><ol><li>Found a mask in the second room in the Q HH.  Yippee!  nice surprise - don't remember that from last year.</li><li>When i had the gigglegibbers illusion on my toon didn't actually perform the dance moves at that part of the quest. (werewolf illusion)  My toon did have a green highlight when the move was successfully performed and red highlight when not successfully performed - I liked that, but don't remember it from last year either.</li><li>The warding item on the top floor didn't seem to be working.  </li></ol><p>LP:</p><ol><li>Mirror took almost a minute to spawn my doppleganger at the end.  This seems too long - I almost left thinking it was bugged.</li></ol><p>Other:</p><ol><li>Trick or Treat: Couldn't find the trick or treating goblin that was next to the NQ Claymore last year.  <strong><span style="color: #800000;">Found This!  He was hiding behind his little results board.</span></strong></li><li>Gigglegibber Illusionist: All my illusions were "evil" is that because I'm a "good" toon?  Do the "evil" toons get "good" illusions?  Also, several times when the illusion changed I was invisible until I targeted myself.</li></ol>

Gninja
09-20-2011, 02:20 PM
<p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>This is really the first time being a tester, so hope I'm doing this right.</p><p>Did the Haunted House in Queynos and in Loping Plains last night:</p><p>LP:</p><ol><li>Mirror took almost a minute to spawn my doppleganger at the end.  This seems too long - I almost left thinking it was bugged.</li></ol></blockquote><p>The mirror doesn't spawn your reflection right away. You need to actually step up to the mirror and look in for it to trigger.</p>

Nrgy
09-20-2011, 06:48 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>This is really the first time being a tester, so hope I'm doing this right.</p><p>Did the Haunted House in Queynos and in Loping Plains last night:</p><p>LP:</p><ol><li>Mirror took almost a minute to spawn my doppleganger at the end.  This seems too long - I almost left thinking it was bugged.</li></ol></blockquote><p>The mirror doesn't spawn your reflection right away. You need to actually step up to the mirror and look in for it to trigger.</p></blockquote><p>Last year .. even running up to the mirror to start the reflection moving .. took a good amount of time.  To the point where dragging the mobs in the room up to the mirror before killing them seems to help speed up the script.  Speeding up the script only by effectively using the time it took to kill those mobs rather than killing them fist and then starting the Reflections script to start walking instead of just sitting around and waiting.</p>

Cyliena
09-20-2011, 06:49 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>This is really the first time being a tester, so hope I'm doing this right.</p><p>Did the Haunted House in Queynos and in Loping Plains last night:</p><p>LP:</p><ol><li>Mirror took almost a minute to spawn my doppleganger at the end.  This seems too long - I almost left thinking it was bugged.</li></ol></blockquote><p>The mirror doesn't spawn your reflection right away. You need to actually step up to the mirror and look in for it to trigger.</p></blockquote><p>Last year .. even running up to the mirror to start the reflection moving .. took a good amount of time.  To the point where dragging the mobs in the room up to the mirror before killing them seems to help speed up the script.  Speeding up the script only by effectively using the time it took to kill those mobs rather than killing them fist and then starting the Reflections script to start walking instead of just sitting around and waiting.</p></blockquote><p>I run up to the mirror, take a few steps backward, then run up to it again and that triggers it 99% of the time.</p>

Soresha
09-21-2011, 05:14 PM
<p>A minor point, I got confused over finding the abilities for the dance routine in the Haunted House. I don't know if some of the info is missing because I did it last year?</p><p>The dialogue and pop up window tell you you've been given dance moves. But it doesn't tell you which abilities they actually are. In the chat log it says I got a Dance Instructions item, but it never went in my inventory. It seems the abilities just appeared in my book. When I click on the link (for the item I didn't get) there's no useful description.</p><p>So I go to my book to dig out these abilities, at first I thought it was the haunting spin and kick because of the names. (But those are the reward ones.) Then I spot a couple of them, but think "no I remember there being four, I thought..."</p><p>Anyway I looked it up on ZAM to find out which four abilities to queue up on a hotbar before doing it. But this suggests a bit more help is needed ingame. If you just added the names of the four abilities to the pop-up instructions that would tell people explicitly which abilities they're supposed to be using.</p>

Rondenelli
09-21-2011, 10:43 PM
<p>Still wondering if the developers are going to provide more "Treats"  needed for recipes.  Most other events have a higher percentage of drops and/or the ability to harvest needed recipe items - currently these "rare" items become hard to get or very expensive on the broker.</p>

CorpseGoddess
09-22-2011, 01:39 PM
<p>There's no reason why components shouldn't be nodes (as in Frostfell) or shinies (like Tinkerfest) for Erollisi Day and NotD, as far as I'm concerned.</p>

Kaitheel
09-22-2011, 02:10 PM
<p>Heyya!</p><p>I'm glad to see that the changes that were listed originally on 9/14, finally made it to the Test servers with yesterday's update.</p><p>If you have a moment, please run through the "Survive the Night" event now and check out the changes that were made.</p><p>Thank you all for your continued help!</p><p>~Kaitheel</p>

Khiah
09-22-2011, 02:26 PM
<p>A calcified skeleton in nek despawns if ranged attacks are used. In the past disturbing the bones to get the drops for crafted items was always higher here so Ive always farmed this area for such. Ive noticed now if I disturb the bones I have to stay right on top of them to kill them otherwise if I step back to do any kind of ranged attacks the mob will despawn even if its in the middle of fighting and Im not talking stepping very far away. Could be a problem with casters or anyone who uses ranged attacks. Happens everytime not just sometimes.</p><p>Oh the new survive the night .. fun but short. Awesome looking cloak too.. they never got too overwhelming but started out a bit slow. Should probably try to fail it next and see if I find anything that way. Was hoping for a shiney in there btw.</p>

Cyliena
09-22-2011, 04:49 PM
<p>Re-ran Survive the Night, this time on a Troubadour.</p><p>1. First wave lasts too long for how slow it is.2. Found the extra plant with no issues. Not sure why only certain classes get an extra plant though.3. Dolly spawned while the last wave of zombies was still spawning. I took care of Dolly and spoke to Vikki (therefore, she disappeared) and the zombies were still coming. Shouldn't they stop once Dolly dies?4. All the dialogues were fine this time around. Thanks for adding in Setri mentioning Vikki as her granddaughter early on.5. One-handed appearance weapons were only going into primary slots, not secondary, whenever I picked them up. It may be because I already had appearance weapons wielded at the time.6. Do those appearance weapons do anything or are they just for fun?7. The wave messages were great, thank you. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>If I think of anything else I'll post.</p>

Soresha
09-22-2011, 08:26 PM
<p>Re-ran Survive the Night, this time on a lvl 20 necro.</p><p>1) Difficulty wasn't a problem, except that Dolly killed me initially. I think because at first Dolly didn't engage anything, and the plants didn't engage it. Then when I engaged Dolly the plants didn't jump in to help fast enough. There were also still a few zombies around when Dolly spawned (ok, yes I was being hasty jumping on Dolly so quick!) By the time I ran back into the centre of the zone, Dolly was dying pretty easily.</p><p>2) I like all the changes you've made. The new dialogue on Vikki is great for setting the scene now. The onscreen messages help, and the colours on the plants and zombies. (Side note: I did this on a laptop with lower graphics settings, and the mobs not standing out is definitely more an issue with higher settings and more foliage drawn on the ground.)</p><p>3) The update for finding Vikki happens after the zombie waves start, and the onscreen messages seem out of order. You get "They're coming..." first, then you get the "You found the granddaughter" (or similar) update text next. Don't know if the update could trigger earlier in the dialogue on Vikki?</p><p>4) I'd agree with Cy, the first wave is still a bit long, slow, and well, a bit boring. Sorry, just being honest!</p><p>5) I found the devotee object this time, but missed it on my main toon before. I know someone has mentioned this already, but is there a way to get it later on a character who's finished the quest? Or is my main locked out from finishing the devotee quest now?</p>

Cyliena
09-22-2011, 09:34 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>5) I found the devotee object this time, but missed it on my main toon before. I know someone has mentioned this already, but is there a way to get it later on a character who's finished the quest? Or is my main locked out from finishing the devotee quest now?</p></blockquote><p>It spawns right by Setri after you turn in the quest. I purposefully didn't pick it up today to see what happened with that.</p>

Kaitheel
09-22-2011, 09:50 PM
<p><cite>Rondenelli wrote:</cite></p><blockquote><p>Still wondering if the developers are going to provide more "Treats"  needed for recipes.  Most other events have a higher percentage of drops and/or the ability to harvest needed recipe items - currently these "rare" items become hard to get or very expensive on the broker.</p></blockquote><p>Currently, NotD treats have a 10% drop rate off creepy crawlie beasts and undead, compared to Erollisi Day treats which have a 5% drop rate off of sentient mobs.  If you are having difficulty getting treats, I suggest you confirm that the mob you are fighting drops them (not all mobs do), that you move on to hunting creatures that you know drop them (especially the ones with higher drop rates like the skeletons at the Nektulos beach).</p><p>Additionally though, I am making a change so Dolly, The Scarecrow King, Sarkon D'Ryil and D'Ryil vampires will have an increased chance of dropping Nights of the Dead Treats.</p><p>That should help!</p><p>~Kaitheel</p>

Kaitheel
09-22-2011, 09:54 PM
<p>Heyya all!</p><p>I've made the following changes today:</p><ul><li>Nights of the Dead merchants are now selling "Canary Stained Glass Square" and "Orange Stained Glass Square".</li><li>The house items "Asylum's Chandelier" and "Somborn Double Lightpost" no longer have a menu option stating "take candy".</li><li>The instructions for Lady Halcovian's dance challenge in "The Haunting" now tells you exactly which abilities you've been given.</li><li>The level scaling mobs in "The Haunting" and Ponchy's quest line are now more challenging for levels 60+.</li><li>The calcified skeletons triggered along the beach in Nektulos Forest have a much further pursuit range, allowing players to use ranged weapons when fighting them.</li><li>Dolly, The Scarecrow King, Sarkon D'Ryil and D'Ryil vampires now have an increased chance of dropping Nights of the Dead Treats.</li><li>Dolly now seeks out the player during the quest "Survive the Night".  Be sure to make use of the fighting flora!</li><li>Even if defeated by the plants, Dolly's death now advances the player's quest.</li><li>The "Undead Monster Tome" can now be turned into a house item!</li></ul><p>I don't know when these changes will be on the Test servers, but they should be listed in the update notes when they are available.</p><p>Thank you all!</p><p>~Kaitheel</p>

Anestacia
09-22-2011, 11:14 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><ul><li>Nights of the Dead merchants are now selling "Canary Stained Glass Square" and "Orange Stained Glass Square".</li><li>The "Undead Monster Tome" can now be turned into a house item!</li></ul></blockquote><p>Whoo!  Thanks so much for this!</p>

Kabahl
09-23-2011, 01:43 AM
<p>Where do you get the candy corn?  I've tried for hours killing undead on the beach in Nek (the glowing ones that spawn when you click on them) in TS, in Nek castle, Loping Plains, the Mistmoores (catacombs and castle) anywhere I could find undead . . . I've gotten all kinds of other treats, peanut brittle, gummy worms . . . but I have YET to see candy corn (the item needed (three HUNDRED of them) to get the new mount). </p><p>Am I searching in the wrong place or have I just been this unlucky?  I just can't believe, having tried for that long and not getting ANY that I need THREE HUNDRED to get the mount . . . What am I doing wrong?</p>

Finora
09-23-2011, 02:40 AM
<p><cite>Charn@Guk wrote:</cite></p><blockquote><p>Where do you get the candy corn?  I've tried for hours killing undead on the beach in Nek (the glowing ones that spawn when you click on them) in TS, in Nek castle, Loping Plains, the Mistmoores (catacombs and castle) anywhere I could find undead . . . I've gotten all kinds of other treats, peanut brittle, gummy worms . . . but I have YET to see candy corn (the item needed (three HUNDRED of them) to get the new mount). </p><p>Am I searching in the wrong place or have I just been this unlucky?  I just can't believe, having tried for that long and not getting ANY that I need THREE HUNDRED to get the mount . . . What am I doing wrong?</p></blockquote><p>You get candy corn by handing in your other candies to a goblin in your home city (I know there's one in NQ right by Ironforges near the illusion giving goblin). </p>

darwich
09-23-2011, 06:57 AM
love the candy corn thing cant wait for the event

Cyliena
09-23-2011, 09:05 AM
<p><cite>Finora@Everfrost wrote:</cite></p><blockquote><p><cite>Charn@Guk wrote:</cite></p><blockquote><p>Where do you get the candy corn?  I've tried for hours killing undead on the beach in Nek (the glowing ones that spawn when you click on them) in TS, in Nek castle, Loping Plains, the Mistmoores (catacombs and castle) anywhere I could find undead . . . I've gotten all kinds of other treats, peanut brittle, gummy worms . . . but I have YET to see candy corn (the item needed (three HUNDRED of them) to get the new mount). </p><p>Am I searching in the wrong place or have I just been this unlucky?  I just can't believe, having tried for that long and not getting ANY that I need THREE HUNDRED to get the mount . . . What am I doing wrong?</p></blockquote><p>You get candy corn by handing in your other candies to a goblin in your home city (I know there's one in NQ right by Ironforges near the illusion giving goblin). </p></blockquote><p>Yup! They're also <a href="http://eq2.zam.com/db/item.html?eq2item=0741762cc11512b1d5f9eb820cdcbc5c #Dropped_by" target="_blank">dropped by</a> cubes and feaster type mobs, but aside from farming in Bonemire exchanging your other goodies may be quicker.</p>

Cyliena
09-23-2011, 09:05 AM
<p><cite>Anestacia wrote:</cite></p><blockquote><p><cite>Kaitheel wrote:</cite></p><blockquote><ul><li>Nights of the Dead merchants are now selling "Canary Stained Glass Square" and "Orange Stained Glass Square".</li><li>The "Undead Monster Tome" can now be turned into a house item!</li></ul></blockquote><p>Whoo!  Thanks so much for this!</p></blockquote><p>Seconded, my favorite bits of changes as well. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Tyrus Dracofire
09-23-2011, 11:12 AM
<p>kaitheel, i am getting upset.</p><p>i cant even use /servercopy (my alt) add to the server to test it. did they turn it off?</p>

Eveningsong
09-23-2011, 11:17 AM
<p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>kaitheel, i am getting upset.</p><p>i cant even use /servercopy (my alt) add to the server to test it. did they turn it off?</p></blockquote><p>The command is /testcopy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Ellenroh_001
09-23-2011, 11:18 AM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>Re-ran Survive the Night, this time on a Troubadour.</p><p>1. First wave lasts too long for how slow it is.2. Found the extra plant with no issues. Not sure why only certain classes get an extra plant though.3. Dolly spawned while the last wave of zombies was still spawning. I took care of Dolly and spoke to Vikki (therefore, she disappeared) and the zombies were still coming. Shouldn't they stop once Dolly dies?4. All the dialogues were fine this time around. Thanks for adding in Setri mentioning Vikki as her granddaughter early on.5. One-handed appearance weapons were only going into primary slots, not secondary, whenever I picked them up. It may be because I already had appearance weapons wielded at the time.6. Do those appearance weapons do anything or are they just for fun?7. The wave messages were great, thank you. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>If I think of anything else I'll post.</p></blockquote><p>This.</p><p>Also -</p><p>I did the event on my warlock and ended up aoeing everyone down on the last wave.  I'm going to try it on my trouby this weekend to see if a non aoe class makes it harder.  I liked the appearance weapons, but I seem to recall these are "no-zone", is that correct?  If so can we keep them?  I LOVED the fry pan.  Made me think of my grandmother when she got irritated at the critters outside trying to get into her garden. </p><p>One more thing regarding the plants.  I put the plants in a semi-circle around Vicki - but every once in a while a zombie would get through and I couldn't tell if it was battling the plants or hitting on Vicki.  Would it be possible to get a health bar floating over her head, or maybe her yellling something?  I went over several times only to find out she hadn't been hit yet.</p>

Ellenroh_001
09-23-2011, 11:21 AM
<p><cite>khiahh wrote:</cite></p><blockquote><p>A calcified skeleton in nek despawns if ranged attacks are used. In the past disturbing the bones to get the drops for crafted items was always higher here so Ive always farmed this area for such. Ive noticed now if I disturb the bones I have to stay right on top of them to kill them otherwise if I step back to do any kind of ranged attacks the mob will despawn even if its in the middle of fighting and Im not talking stepping very far away. Could be a problem with casters or anyone who uses ranged attacks. Happens everytime not just sometimes.</p><p>Oh the new survive the night .. fun but short. Awesome looking cloak too.. they never got too overwhelming but started out a bit slow. Should probably try to fail it next and see if I find anything that way. Was hoping for a shiney in there btw.</p></blockquote><p>What are those calcified skeletons for?  I fought a few, but didn't get anything and didn't see the point.  Are they for a quest somewhere?</p>

Kaitheel
09-23-2011, 01:51 PM
<p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>What are those calcified skeletons for?  I fought a few, but didn't get anything and didn't see the point.  Are they for a quest somewhere?</p></blockquote><p>They have a 50% drop rate on treats.</p><p>~Kaitheel</p>

Kaitheel
09-23-2011, 01:52 PM
<p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>One more thing regarding the plants.  I put the plants in a semi-circle around Vicki - but every once in a while a zombie would get through and I couldn't tell if it was battling the plants or hitting on Vicki.  Would it be possible to get a health bar floating over her head, or maybe her yellling something?  I went over several times only to find out she hadn't been hit yet.</p></blockquote><p>If you target her, you will see her health bar.  But I am very limited in what I can do with her due to the interactions desired between her and the attacking undead.  Hence, the lack of name above head, too.</p><p>~Kaitheel</p>

Kaitheel
09-23-2011, 01:55 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>McQuibble's Mystery quests: Can these please be repeatable once per year? I did them before the destroyed scarecrow plushie was a reward choice and I'd love to be able to get that item on my main.</p></blockquote><p>They are intended to be repeatable every year.  It's just that some bit of code changed since last year and is currently removing these quests from your journal when you zone.  That is not intended and something I will be investigating.</p><p>~Kaitheel</p>

Ellenroh_001
09-23-2011, 03:46 PM
<p><cite>Kaitheel wrote:</cite></p><blockquote><p><cite>Ellenroh_001 wrote:</cite></p><blockquote><p>One more thing regarding the plants.  I put the plants in a semi-circle around Vicki - but every once in a while a zombie would get through and I couldn't tell if it was battling the plants or hitting on Vicki.  Would it be possible to get a health bar floating over her head, or maybe her yellling something?  I went over several times only to find out she hadn't been hit yet.</p></blockquote><p>If you target her, you will see her health bar.  But I am very limited in what I can do with her due to the interactions desired between her and the attacking undead.  Hence, the lack of name above head, too.</p><p>~Kaitheel</p></blockquote><p>ok. thanks!</p>

Eveningsong
09-23-2011, 05:52 PM
<p>I had a chance to run Survive the Night with a couple of undergeared lowbies today.  The Sept 15th changes all seem to be in ok.  I still find the instance rather slow and lengthy.  Personally I think it could use to either speed up the zombies or increase the numbers in each wave and drop a wave or two.  And I can't really see any need for an extra plant for only certain classes, especially not high dps classes. </p><p>On very undergeared, apprentice level spell mid-20's toons (conjuror with pet turned off and warden) I was able to literally stand on the well just above Vikki and not hit a single key throughout the entire battle.  The plants killed everything very quickly, even if I started the zombies before putting out the plants.  On the conjy, the plants even killed Dolly for me (which of course meant I had to leave the zone and start over), and Vikki rarely went below 80% health except in the final round when Dolly died (I think the lowest she got was about 50%).  My warden was about the same, although Dolly killed her a couple of times before I managed to get in a shot before the plants.  It'll be good when the next patch goes in and a plant kill shot won't stop you from getting quest credit for killing Dolly.</p>

Dayeyes
09-25-2011, 02:18 AM
<p>Ran the survive the night quest, I believe there are still a few issues with it.</p><p>Bugs:</p><p>-The weapons give you a buff +25 pot and multi attack, but you lose this buff if you pick up another weapon. It saids something like "you feel the power running through you as you pick up the weapon", then on the next line it reads "you feel the power flow out of you as you drop the weapon" if you pick up a second weapon. This leads me to believe that it's reading that you picked up a weapon giving you the buff, but then reads that you dropped your old weapon taking away the buff even tho you still have one of the weapons. You also lose the buff if you die. (work-around : un equip the weapon from appearence slot, and re equip from your bags. This will give you back the buff)</p><p>issue: </p><p>- Dolly hits too hard at low levels, my lvl 14 illy got hit for 130. (he only has 310 health)</p><p>-The zombies also hit a little hard at low level, but it's easy enough to avoid them. </p><p>-The event is too long, i timed it at 13 minutes from starting it to when dolly pops. If you have to afk then you just wasted up to 10 minutes of time. Make it so you start from the wave you failed when you restart by talking to Vikki. So that if you fail it's not too harsh a setback. </p><p>- I like how slow the first wave is because it gives people who havn't done it time to learn what everything does. (maybe give returning players an option to skip the first wave?)</p>

Kaitheel
09-26-2011, 01:43 PM
<p><cite>Dayeyes wrote:</cite></p><blockquote><p>Ran the survive the night quest, I believe there are still a few issues with it.</p><p>Bugs:</p><p>-The weapons give you a buff +25 pot and multi attack, but you lose this buff if you pick up another weapon. It saids something like "you feel the power running through you as you pick up the weapon", then on the next line it reads "you feel the power flow out of you as you drop the weapon" if you pick up a second weapon. This leads me to believe that it's reading that you picked up a weapon giving you the buff, but then reads that you dropped your old weapon taking away the buff even tho you still have one of the weapons. You also lose the buff if you die. (work-around : un equip the weapon from appearence slot, and re equip from your bags. This will give you back the buff)</p></blockquote><p>The weapons give you the buff when you equip them and removes the buff when you unequip them, just as it should.  It is just that the messages are being displayed out of order.</p><p>I'll investigate the death issue.</p><p>~Kaitheel</p>

GrunEQ
09-26-2011, 05:17 PM
<p>Love the changes.  Wish the "kitchen" weapons could be kept for appearence or house items; at least one of them.  Nice that the monster tome can be a house item now. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>Treats can be turned into candy corn with a goblin in Neriak who is standing at the entrance to the bank/broker section of the tradeskill area.</p>

Tyrus Dracofire
09-26-2011, 05:37 PM
<p>i still can not bring in /testcopy "alt" add, it seem it got disabled or turned off.</p>

Eveningsong
09-26-2011, 05:52 PM
<p><cite>Tyrus@Butcherblock wrote:</cite></p><blockquote><p>i still can not bring in /testcopy "alt" add, it seem it got disabled or turned off.</p></blockquote><p>If you've never played on Test Copy previously, you'll need to create a new level 1 toon first, then camp out and your copied toons should be listed.</p>

NiamiDenMother
09-26-2011, 11:07 PM
<p>Kaitheel - the issue with the weapon equip & unequip in Survive the Night is that folks get curious ... they see something, they grab it. They see another thing, they grab it ... when they grab the second weapon, they lose the buff.  (It isn't just the messages happening out of whack, the buff goes away.)  Unless they know enough to re-equip the second weapon, they have no buff (or unless they grab an odd number of the appearance weapons, as you get the buff on grab 1, lose it on grab 2, get it on grab 3, etc.) ... Hope that makes sense!</p><p>Item issue: scratchy hay pile (new crafted NoTD) - has no underside, and was actually not visible when I stood directly underneath it.  This is going to give decorators fits, as they do so much raising/rotating/etc. that the usefulness of the pile diminishes, if it isn't a proper pile with a bottom as well as a top.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>~Mum</p>

Cyliena
09-27-2011, 01:37 PM
<p>Re-re-ran Survive the Night (wanted the book!!!). Feedback again:</p><p>1. First wave I killed 11 zombies. For only one at a time that was long. Consider reducing them to 5-6? (or cut the time in half if it's time-based)</p><p>2. Echoing what others have said about the appearance weapons--the buff goes away if you pick up a second one, and most dual wielders, or people seeing one that looks cooler, will pick up at least two of these while looking around. <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /> Prehaps make the other weapons disappear once one is picked up?</p><p>3. Dolly again spawned while the 4th wave was still coming. I killed Dolly, talked to Vikki, she disappeared and the zombies were still coming. I decided to watch and let the plants do them in and while this was happening, without Vikki present, she was still yelling "Don't let 'em hurt me!".</p><p>4. The house item version of the Undead Monster Tome is standing upright on its binding--intentional? (<a href="http://eq2.zam.com/Im/Image/206732.png" target="_blank">here's a pic</a> of what it looks like placed)</p><p>For whoever was talking about the Nek Forest beach skeletons earlier: I just killed 20 of them and got 14 candies (3 skeles dropped 2 brittles iirc). Not a shabby deal, they seem to be working fine. <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>edit: I forgot to add, I love the two new stained glass square colors! Thank you!</p>

Soresha
09-27-2011, 05:49 PM
<p>Few more things after the patch today:</p><p>1) The Undead Monster Tome makes a cool a house item. I like that it stand up on it's side, it's different.</p><p>2) Love the emerald cave bat - I didn't realise it was a pet though. Can this is made clear on the description? House pets are a bit of a catch 22. Some people will be annoyed they didn't take it, others annoyed they did take it, when they put it in house and find out it's a pet.</p><p>3) The pet actions "Pet" and "Taunt" on the bat don't do anything.</p><p>4) My bat broke! If you use the "Stay" action then "Wake up" again, the idle animation (flapping it's wings) stops. It just hangs there in the air, frozen. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Trying different actions after this does't reset it, I had to pick it up and re-place it. This is easily reproducible, and only seems to happen with the "Stay" action, for example "Play Dead" then "Wake up" is fine.</p>

Alenna
09-27-2011, 06:22 PM
<p>after today's patch went to do Survive the night can only find the 4 tangler plants only 3 found 4 nether blooms alright I know it was four each becuase did this on my warlock yesterday and had 4 of each so one of the plants is MIA I went around charnal hollow 4 times rezoned and did it another 4 times the 4th one did not show.</p>

Kaitheel
09-27-2011, 08:46 PM
<p>Heyya!I was able to make the following changes today:</p><ul><li>The second wave of undead is now triggered sooner for the quest, "Survive the Night".</li><li>Players no longer lose the "Necrotic Carnage" buff when exchanging any of the temporary weapons found in the zone, "Charnel Hollow".</li><li>Any undead that remain alive after defeating Dolly are killed upon speaking with Vikki to update the quest, "Survive the Night".</li><li>The "Zombiebane" appearance weapon no longer attempts to grant the player the "Necrotic Carnage" buff.</li></ul><p>And Rothgar was able to identify and correct the code issue causing Ponchy's quest line to remove itself from quest journals upon zoning.</p><ul><li>Fixed a bug with quests that have long expiration timers being removed from your quest journal too early.</li></ul><p>I don't know when these changes will be on the Test servers, but they should be listed in the update notes when they are.~Kaitheel</p>

Eveningsong
09-27-2011, 08:56 PM
<p><cite>Alenna@Guk wrote:</cite></p><blockquote><p>after today's patch went to do Survive the night can only find the 4 tangler plants only 3 found 4 nether blooms alright I know it was four each becuase did this on my warlock yesterday and had 4 of each so one of the plants is MIA I went around charnal hollow 4 times rezoned and did it another 4 times the 4th one did not show.</p></blockquote><p>They added a 4th to only certain classes.  And this confusion is exactly why I think they should either add an extra for all classes, or don't add any extras.  Its going to be continual explanations on why people can't find their 7th plant...</p>

Absyntheea
09-28-2011, 08:25 AM
<p>Yellow and orange tiles! YAY! Thank you... now, if we can just get RED ones, I can make a rainbow! Please put red stained glass tiles into game soon! *bats eyelashes*(and *please* don't make us wait to Errolisi day...)</p>

Whilhelmina
09-28-2011, 09:59 AM
<p>I loved the 2 new tiles.</p><p>Survive the night is definatedly better with the messages explaining what happends and the new dialog. Thanks. I did it after today patch and it was definatedly faster and better.</p><p>I'm unsure about the seventh plant for only some classes. Why not one for everybody?</p><p>Thanks for the fix for ponchy line, I'll be sure to test that when it's in.</p>

Alenna
09-28-2011, 09:17 PM
<p>sigh looks liek teh bug I had wiht my fury ratonga is back on my swashie Ratonga coming out of The Haunted House got stuck on the door luckly have evac. could you see what might be causing it?this also happened to my little fae warden when she went though it last week.</p>

Dumice
09-29-2011, 08:43 AM
<p>Made connection when i saw son playing, but does new quest "Survive The Night" remind anyone else of Plants vs. Zombies?</p>

Kaitheel
09-29-2011, 04:38 PM
<p>Heyya!I made the following changes this morning:</p><ul><li>The emerald cave bat's description now identifies it as a house pet.</li><li>The emerald cave bat no longer has the useless commands "Pet" or "Taunt".</li><li>The emerald cave bat no longer breaks upon attempting to be woken up.</li></ul><p>It will also include a speculative fix to the inconsistent complaint of getting stuck in the geo upon exiting the Haunted House.I am not sure when these changes will be on the Test servers, but they should be listed in the update notes when they arrive.~Kaitheel</p>

NiamiDenMother
09-30-2011, 11:20 PM
<p>Thanks, Kaitheel!</p><p>Any word on if the Art folks are going to be able to do something with the scratchy hay pile (crafted) before this goes live?  It has zero solidity/collision and is invisible if you're standing under it.  If they can't get to it, then perhaps we can get it renamed to "ephemeral hay pile" or something?  ;D  It kind of sort of isn't very scratchy when you step on it, and there's nothing there.  {grin}</p><p>~Mum</p>

Amphibia
10-01-2011, 02:12 PM
<p>Just wanted to say thank you for the two new tiles! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Whilhelmina
10-01-2011, 05:15 PM
<p>haven't tried all stages but it seems the scarecrow king quest is sticking now.</p>

DragonTurtle
10-04-2011, 06:45 AM
<p><span style="color: #00ffff;">Two of my characters with Qeynos citizenship were ported out to the West Freeport bank, after they cleansed the haunted/house mansion that they had entered from North Qeynos. </span></p>

ChrisMarchant
10-04-2011, 11:26 AM
<p>Right 1 very frustrated tester here, ran the hedge hollow with my 19 nec. Last year she amanged fine, this year after dying 7 times, she's given up. As a 19 nec all my spells are dots, so used my 2 handed staff to beat him down to 50% 6 times, dying each time. Pet has no do not attack all the time.</p><p>7th attempt after dioscussion with other testers, threw everything at him, and stopped all spells at around 55% health, then threw pet at him, took him to 51%, and pet died. Hit him once with staff, wham dead again.</p><p>Last year she killed him no probs, this year not a chance, what has changed, she killed everything in maze, searched maze twice to make sure, even killed the gnome!!!!!!</p><p>To be honest, the chandelier is no way worth this hassle, and why can't a lowbie nec manage a quest she did last year at around level 14!!!!!!</p><p>Worst part is my wizzie, troubbie, ranger, lock, inquissie, coercer, SK and fury, all around 18 to 25 have killed him this year, so why can't my nec!!!!!!!</p>

Krikori
10-04-2011, 05:25 PM
<p>Ran the Hedge Hollow on a new 90 toon over the weekend.  First time through no issues, took out the final mob and got the lockpicks which reminded me about the extra chest in the zone if you do it more than once.  Decided to run through again and see if there might be a new reward in the bonus chest other than those fugly shoulders from previous years.  Once again no chest requiring the lockpicks.  Gave it a third go, again no chest.  Went back today to see if the same issue was occuring and it is.  Has anyone else had this issue?  This is the chest that contains those appearance shoulders and the necklace for the Headless Horseman in Nek.</p>

OberonThunderfire
10-04-2011, 05:36 PM
<p><cite>Krikori wrote:</cite></p><blockquote><p>Ran the Hedge Hollow on a new 90 toon over the weekend.  First time through no issues, took out the final mob and got the lockpicks which reminded me about the extra chest in the zone if you do it more than once.  Decided to run through again and see if there might be a new reward in the bonus chest other than those fugly shoulders from previous years.  Once again no chest requiring the lockpicks.  Gave it a third go, again no chest.  Went back today to see if the same issue was occuring and it is.  Has anyone else had this issue?  This is the chest that contains those appearance shoulders and the necklace for the Headless Horseman in Nek.</p></blockquote><p>I believe that you have to had done the haunted house in either Freeport or Qeynos and the one in Loping Plains as well as the initial Hedge Hollow run through before the chest in Hedge Hollow will appear.</p><p>Looks like you have to finish the terrified gnome quest at least once too.</p>

Kaitheel
10-04-2011, 05:53 PM
<p>Heyya everyone!</p><p>Thank you for the additional testing that you did over the weekend.  It's been very useful!  Although I was not able to reproduce the issue, I have attempted to fix the inconsistent issue of being sent to West Freeport despite entering the Haunted House in North Qeynos.  You should see the following change called out in the next update notes for the Test servers.</p><ul><li>Exiting the Qeynos Haunted House should no longer land anyone in West Freeport.</li></ul><p>If anyone encounters the issue after the next Test update please be sure to post with as much information as possible, including:</p><ul><li>The character's citizenship</li><li>If that character ever betrayed</li><li>If that character completed the quest previously</li><li>What zone you picked up the quest in</li><li>What zone you entered the Haunted House</li><li>How you exited the zone - via the door, dying, or evacuate</li></ul><p>Also, the art team was able to add an underside to the "scratchy hay pile" house item.  Unfortunately though, the change was not able to be done in time for NotD, nor will it include collision.  The change will happen automatically, with the next Game Update (62).</p><p>~Kaitheel</p>

Cocapez
10-04-2011, 08:41 PM
<p><span style="text-decoration: line-through;">I skimmed through all the posts and not sure if anyone else noticed this or posted it but, running the original haunted house on the Test Copy server with my Coercer, she's good so I started it in North Qeynos, but when I finished it and it zoned me out it put me in West Freeport. I probably wouldn't have noticed the difference if it weren't for Test Copy being pvp enabled right now, so when I zoned out into WFP I got carnage pvp flagged for being in an opposing city.</span></p><p><span style="text-decoration: line-through;"></span></p><p><span style="text-decoration: line-through;">I think maybe this happened because the Coercers used to be evil alignment only now they are neutral so the zone out just registars them as evil instead of their current alignment. /shrug not entirely sure why it happened just thought I would note it here.</span></p><p>*Edit* Never mind, seems I didn't read far enough into the posts, that's what I get for trying to test and post feedback while sick.</p>

Cuora
10-04-2011, 11:01 PM
<p>Just finished doing the Qeynos Haunted House with a New Halas based toon, never betrayed, finished the entire quest of the haunted house, got zombie pop-up and exited as per "normal" for this quest (did not die, did not use door, did not evac) and I was exited to West Freeport Bank.  Happened over the weekend on my Fae Fury, Kelethin based, entered Qeynos HH, finished quest and was exited to West Freeport Bank.  Neither had betrayed their home city.  I also did a High Elf Paladin, originally Qeynos based but moved to New Halas and had no issues with her.  She entered the Qeynos HH and exited in North Qeynos as per normal.  I know this is pre patch but just wanted to post it in case more info is needed.  I also sent in a bug report since this happened twice in a row.  My one evil toon I tried in WFP HH came out in WFP bank as normal.</p>

Whilhelmina
10-06-2011, 09:02 AM
<p>Could it be possible to add back the reward from last year to the Devotee quest? As a second choice for those who didn't get it?</p>

Uwkete-of-Crushbone
10-09-2011, 11:29 PM
<p><cite>Lodrelhai wrote:</cite></p><blockquote><p><cite>Eveningsong wrote:</cite></p><blockquote><p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>For whatever reason, I saw no bats at all in the LP house.</p><p>I took the quest in Qeynos, quest when entering, first tour this year did it several times last years, 90 conjuror, solo.</p><p>I'm pretty sure (was not very focused) that there where no bats in the encounters with Sarkon (and scrolling up I don't see any damage done on bats and I found no bodies).</p><p>When I entered the basement, the 2 bats at the beginning where missing and the named gorger too.</p></blockquote><p>Same here.  No bats accompanying Sarkon and no mobs in the basement besides Sarkon (and the doppleganger).  It's probably not a bad change, as soloer often found the house a bit challenging at certain levels, especially Sarkon with the adds.</p></blockquote><p>Considering the house was designed for a group of 3, soloers probably should find it a bit challenging.  More than a bit.</p><p>edit: For the record, I mostly solo (and do not bother getting full experts for most of my characters), so yeah, I understand I'm making it harder for myself.</p></blockquote><p>It may have been originally designed for a group of three, but since it's not Sharable any more (according to Zam), doesn't that mean it's now supposed to be designed for soloers?  What with all the blasted equipment changes and what all, I think the LAST thing us soloers need is a <em>harder</em> time of it in that zone; it's already Heroic. <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p><p>And yeah, Senya, I completely agree with you: the Vamp Mirrors scroll should be a normal, uncharged item.  The mirrors are already limited enough, IMHO, by needing Nights of the Dead treats as special materials (which are more rare than hen's teeth this year, due to the new NotD mount).  Granted, at least we can make the mirrors any time of the year, but every single one of my 24 toons will be needing to get those books, rather than any other rewards from the already god-awful quest (and no, I'm not so fond of spending my reward money on repairs that I want to do it more than once). <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p><p>Uwk</p>

Uwkete-of-Crushbone
10-09-2011, 11:46 PM
<p><cite>Rondenelli wrote:</cite></p><blockquote><p>In the Haunted mansion, instead of giving so many useless vampiric incisors, give halloween candy - something hard to get and useful - thanks</p></blockquote><p>THANK YOU!!! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>I totally agree!  Bad enough that on the Live servers, where the population is greater, every single mount collector will be camping anywhere Candy might be rumored, but the drop seems to have drastically decreased, at least on Test (not sure if it'll be increased, decreased, or left the same on Live).  We can get vamp teeth in Darklight Wood, for cryin' out loud; it's not like they're rare. <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p><p>Uwk</p>

Uwkete-of-Crushbone
10-10-2011, 12:54 AM
<p><cite>OberonThunderfire wrote:</cite></p><blockquote><p><cite>Krikori wrote:</cite></p><blockquote><p>Ran the Hedge Hollow on a new 90 toon over the weekend.  First time through no issues, took out the final mob and got the lockpicks which reminded me about the extra chest in the zone if you do it more than once.  Decided to run through again and see if there might be a new reward in the bonus chest other than those fugly shoulders from previous years.  Once again no chest requiring the lockpicks.  Gave it a third go, again no chest.  Went back today to see if the same issue was occuring and it is.  Has anyone else had this issue?  This is the chest that contains those appearance shoulders and the necklace for the Headless Horseman in Nek.</p></blockquote><p>I believe that you have to had done the haunted house in either Freeport or Qeynos and the one in Loping Plains as well as the initial Hedge Hollow run through before the chest in Hedge Hollow will appear.</p><p>Looks like you have to finish the terrified gnome quest at least once too.</p></blockquote><p>Just to be annoying, where is this sequence mentioned anywhere, or the instructions needed to get the chest?  If it's on Zam or Wiki, that's one thing, at least some folks know about them, but they really should be either a) in game, somewhere, somehow, or b) not necessary.</p><p>Hmm...Zam doesn't say anything about needing to complete the Haunted House in Qeynos or Freeport first (just the Mansion in Loping Plains; again, why that zone, I'm not sure, since that one and the Hedge don't seem to have anything to do with one another, other than the house items you can ultimately get are back in LP); most folks will, though, since it's the easiest of the NotD zones.</p><p>Checking with Wiki...oy.  Keep forgetting that Wiki is useless for anything until the event actually goes Live... <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p><p>On the third hand, Zam did say there was a bug:</p><p>     Due to a bug that caused The Haunting to not correctly display the Gleaming Chest, it is no longer required to see the chest as of 10/26/2010. This change is reflected below.     In order to get A Gleaming Chest to pop, you must:     Complete the Haunted Mansion at the Village of Somborn in the Loping Plains.     Complete the quest from a terrified gnome, Train to Zone!, on a previous or concurrent visit.     Complete The Hedge Hollow by killing the boss mob to obtain a pair of gleaming lockpicks. The picks do not actually go into your inventory, as they are a key bound to this zone so you must return to the chest after obtaining them and before leaving the zone in order to open it [how can you if you can't see it? --Uwk].</p><p>Awkward as all get out, but thank goodness Zam (http://eq2.zam.com/db/object.html?eq2object=2007) has the info.  As to its continued accuracy, anyone's guess, I suppose. <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p><p>Uwk</p>

norrath_ru
10-13-2011, 10:25 AM
<p><cite>Lylah wrote:</cite></p><blockquote><p>Headless Horseman x2</p><p>He was already up by the tree, offered him the necklace and started fighintg. He had 2 of his protection buffs and won't get damaged in or out of the skulls/bones area.  Tried to move him out and back in the bones and even after getting kicked far and back to the tree, his health never went down below 100%. Tried another time with same results before evacing.</p></blockquote><p>Seems the bug hasn't been fixed - same problem's now "live"...</p>

irish
10-13-2011, 10:58 AM
<p>Ponchy Shorttoe refuses to give my main his quests, which havent been done on that character since 2006.I would really like to get at least one of the new rewards on my main.It works fine on all my alts that did the quest in later years.</p>

Whilhelmina
10-13-2011, 03:51 PM
<p>I stumbled on a possible bug with spawning the scarecrow king. I had no problems on Test at all but it became weird on live.</p><p>So, problem is on quest "The troubling truth".</p><p>According to ZAM and I saw the same last year:</p><p style="padding-left: 30px;"><strong><em>Note</em></strong><em>: The professor is said to spawn at 8PM, 10PM, 12AM and 2AM game time. Once you spawn the professor, he will only stay up for 45 in-game minutes before despawning. If you miss all of the windows for triggering the fight you will have to wait for the next night to roll around.</em></p><p>So, I was waiting. Another player came by but didn't interract with me. A third player grouped with me but went link dead around 7:30pm Norrath time.</p><p>At 8:30 pm or so, Heribert spawned and the solo player spoke to him and triggered the scarecrow. I gated and went to mentor down (as  I was alone and not able to kill the mob solo at 90) and came back around midnight in game. I saw nothing. At 1 AM, the friend from my group came back and I invited him back. At 4:15 AM norrath time I finally saw Heribert, hailed him, quest dinged... and everything despawned (4:30 AM). I'm poitive nothing spawned at 2AM.</p><p>We waited the whole norrathian day and then... 8PM came and went, we waited, waited and Heribert never spawned. I had the "talk to Heribert" validated but it never created any problems last year. The other 2 members of the group were at the step where they had to speak to Heribert.</p><p>I deleted the quest and took it back. Haven't tried yet again. Could be a temporary bug or whatever but I wanted to post it here, just in case somebody found the same bug.</p>

Shaolin Sam
10-13-2011, 04:12 PM
<p>Ever since today's patch, everytime I zone I get kicked to character select.</p><p>Unless this is a feature... this needs to be fixed kplzthx <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

msbca
10-16-2011, 02:00 AM
I accepted and finished the Charnel Hollow quest before I had picked up the Devotee quest. Now I cant get inside Charnel to pick up the Devotee quest item. We need to be able to re enter the Charnel Hollow instance for the item to finish the devotee quest.

ChrisMarchant
10-16-2011, 05:54 AM
<p>the item is supposed to spawn near the quest giver, if you have done quest and didn't get item, unless this is only for those who had devotee and didn't get item.</p>