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View Full Version : SOE Community Webcast: EverQuest II Dungeon Maker Revisited


Amnerys
01-17-2012, 05:18 PM
<p><span ><p style="text-align: center;"><img src="http://www.station.sony.com/images/community/features/webcast.jpg" /></p><p style="text-align: center;"> </p> <p style="text-align: center;"><img src="http://www.soe.com/images/community/webcast/EQII_Webcast_011912.jpg" width="450" /></p> <p>Come take another look at Dungeon Maker, one of the awesome new features in EverQuest II's Age of Discovery Expansion. Host Linda "Brasse" Carlson (Director of Global Community Relations), a huge fan of Dungeon Maker, will interview Akil "Lyndro" Hooper (Lead Designer). They will chat about Extra Dungeon Mark Days, tips on how to spend your rewards, and information on our Test Server initiative that allows you to play your characters in Dungeon Maker. We may even give you a sneak peek at a new dungeon that is in the works. We will be taking your questions ahead of time on the EQII Facebook page and EQII Forums, so get your questions in by noon on Wednesday, January 18, 2012.Come take another look at Dungeon Maker, one of the awesome new features in EverQuest II's Age of Discovery Expansion. Host Linda "Brasse" Carlson (Director of Global Community Relations), a huge fan of Dungeon Maker, will interview Akil "Lyndro" Hooper (Lead Designer). They will chat about Extra Dungeon Mark Days, tips on how to spend your rewards, and information on our Test Server initiative that allows you to play your characters in Dungeon Maker. We may even give you a sneak peek at a new dungeon that is in the works. We will be taking your questions ahead of time on the EQII Facebook page and EQII Forums, so get your questions in by noon on Wednesday, January 18, 2012.</p><p>Join us on Thursday, January 19, 2012, at 4:00 p.m. US Pacific Time* on <a href="http://www.twitch.tv/sonyonlinetv" target="_blank">Twitch TV! </a>The webcast is expected to last about 20 minutes. </p> <p>Don’t miss this week’s webcast. Your dungeon is waiting! </p> <p>See you on <a href="http://www.twitch.tv/sonyonlinetv" target="_blank">Twitch TV!</a> </p> <p>*<a href="http://www.timezoneconverter.com/">Convert to your local time</a></p></span></p>

Jonthal
01-17-2012, 05:32 PM
<p>When can we expect to see more playable race spawners in markplace or as drops in the game (gnomes, non-Coldain dwarves, wood elves, etc)?</p><p>Also, welcome back Amnerys!</p>

VileBlack
01-17-2012, 06:12 PM
<p>It seems that the market prices have crashed for many DM loot drops (at least on Antonia Bayle), which may be a function of there being far too frequent drops, thus flooding the market and causing players to undercut one another and drive down prices.</p><p>Can you speak to the "rarity" (aka frequency) of certain DM loot drops, and if some are truly rare and hard to find, or should we expect to eventually find everything on the market for dirt cheap?</p><p>And lastly, if everything becomes dirt cheap, doesn't it sort of defeat the purpose of having DM loot drops to begin with? Why not just make everything available in the DM by default, or make the drops less frequent? (I'm assuming the intent was to motivate people to play the game to collect them, but with low prices, no need to play - just buy what you need and go wild in DM).</p><p>Long question, I know - thanks for adding cool new stuff to EQ2! Keep it coming. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Cheers!</p><p>Maryna</p>

GrunEQ
01-17-2012, 08:42 PM
<p><span style="font-family: comic sans ms,sans-serif; font-size: small;">I would like to see mobs we can populate the dungeons with that are performing tasks like working at a forge, sewing, reading, all sorts of other activities.</span></p><p><span style="font-family: Comic Sans MS; font-size: small;">More than one exit to place.</span></p><p><span style="font-family: Comic Sans MS; font-size: small;">A way to make personal notes on the dungeons, so if there were some you wanted to revisit or not ever see again you could know.  I like visiting new ones, and I want make sure I'm not repeating ones I know I didn't like.</span></p>

msgnomer
01-18-2012, 12:55 PM
<p>Are there any plans to include npc's that players could converse with, for those wanting to create a more story driven experience. </p><p>Any plans to introduce new dungeon layouts?  Any plans to introduce any "outdoor" dungeons?</p><p>Of course, I'm curious to know what you already have planned.</p>

Cyliena
01-18-2012, 04:59 PM
<p>Will we ever get a cave layout? All the current ones are too building-y for some projects.<em> (hopefully that makes sense)</em></p>

VocR
01-18-2012, 06:43 PM
<p>I was hoping to find out an ETA on when a fix will be addressed about mobs not recognizing player placed obsticals in DM. They go right through walls and spawn inside/under things they are placed ontop of. Is this a issue that will be fixed or a gamewide problem that will remain?</p><p>Voc</p>

Suprchik407
01-18-2012, 07:20 PM
<p>I would like to know if you can add a "lesser awareness" to my mobs. Right now, its really hard to body pull because as soon as one mob gets on you they seem to grab the whole room to you no matter if you are far away.</p><p>As a dungeon maker, Id like to have an option for an effect box that makes my mobs to not be so aggro ready.</p><p>In the effects options, Id like to set the strength of awareness, so if I wanted to make it a non aggro mob that would be great. Slide up the strength a little bit and now my mob is aggro but wont come running to help another mob out if hes a few feet away. (normal aggro radius in normal play in Norrath).</p>

Cyliena
01-19-2012, 02:09 AM
<p><cite>Furbaby@Nektulos wrote:</cite></p><blockquote><p>I would like to know if you can add a "lesser awareness" to my mobs. Right now, its really hard to body pull because as soon as one mob gets on you they seem to grab the whole room to you no matter if you are far away.</p><p>As a dungeon maker, Id like to have an option for an effect box that makes my mobs to not be so aggro ready.</p><p>In the effects options, Id like to set the strength of awareness, so if I wanted to make it a non aggro mob that would be great. Slide up the strength a little bit and now my mob is aggro but wont come running to help another mob out if hes a few feet away. (normal aggro radius in normal play in Norrath).</p></blockquote><p>The whole room doesn't pull in my dungeon that I made. You do know the "Lesser Awareness" effect actually <span style="text-decoration: underline;">increases</span> awareness of the room, right?</p>

Durgstyler
01-19-2012, 02:22 PM
<p><cite>GrunEQ wrote:</cite></p><blockquote><p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">It seems that the market prices have crashed for many DM loot drops (at least on Antonia Bayle), which may be a function of there being far too frequent drops, thus flooding the market and causing players to undercut one another and drive down prices.</p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">Can you speak to the "rarity" (aka frequency) of certain DM loot drops, and if some are truly rare and hard to find, or should we expect to eventually find everything on the market for dirt cheap?</p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">And lastly, if everything becomes dirt cheap, doesn't it sort of defeat the purpose of having DM loot drops to begin with? Why not just make everything available in the DM by default, or make the drops less frequent? (I'm assuming the intent was to motivate people to play the game to collect them, but with low prices, no need to play - just buy what you need and go wild in DM).</p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">Long question, I know - thanks for adding cool new stuff to EQ2! Keep it coming. <img src="http://forums.station.sony.com/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">Cheers!</p><p style="color: #d2c5a9; font-size: 12px; background-color: #221f1c;">Maryna</p></p></blockquote><p>This ^^</p><p>Also will we be able to bring mercs to player mades?</p><p>And are we ever going to be able to play popular Dungeons on other servers? Is it possible to make the dungeon list world wide or something?</p><p>About avatars, i think it can be really cool. Kinda like it as of now though, but i think it ... can be better or more complex and I think the rewarding system can be... better, and offer greater challenges. Even solo. This avatar sys kinda reminds me of DOTA =)) It's kinda like a pve dota or something but way too simple in the long run.</p><p>Do you have any plans for this avatar system? And are there any extremely rare avatars that are more powerful?</p>

Suprchik407
01-19-2012, 02:26 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Furbaby@Nektulos wrote:</cite></p><blockquote><p>I would like to know if you can add a "lesser awareness" to my mobs. Right now, its really hard to body pull because as soon as one mob gets on you they seem to grab the whole room to you no matter if you are far away.</p><p>As a dungeon maker, Id like to have an option for an effect box that makes my mobs to not be so aggro ready.</p><p>In the effects options, Id like to set the strength of awareness, so if I wanted to make it a non aggro mob that would be great. Slide up the strength a little bit and now my mob is aggro but wont come running to help another mob out if hes a few feet away. (normal aggro radius in normal play in Norrath).</p></blockquote><p>The whole room doesn't pull in my dungeon that I made. You do know the "Lesser Awareness" effect actually <span style="text-decoration: underline;">increases</span> awareness of the room, right?</p></blockquote><p>yes Im aware of the current object "lesser awareness" that increases awareness. Im asking for an actual "lesser awareness" item that does like how it sounds. Theres currently nothing in the toobox that allows us this functionality with our mobs.</p><p>Im not having the luck you are with single pulls, Im standing in a hallway and I body pull the first mob in the landing. Next thing you know, the whole room is coming with them.</p><p>I walk into a big room and take 2 steps in and a mob attacks me, then they just keep coming in that area. I never moved from my spot, but mobs from across the room come "help" the mobs. Im not the only one with this issue, but since no one pointed it out in this thread, I asked for an effect to help those who are encountering this issue with their mobs.</p>

Pixiewrath
01-19-2012, 11:07 PM
<p>Reposting here after being told to do so on facebook:1. Will we ever see chest/mystery crate drops or similiar in the dungeons? No drops make them tedious.2. Will there ever be any "Developer's Choice" or Gm/guide-choice tab for the dungeons? There are a LOT of<span >...</span><span > token farms with high ratings now just because they were released first or have lots of guildies/friends in-game, which are tedious, boring and has probably taken like an hour max to make. Some dungeons are truly outstanding, but lost in the excessive amount of token run dungeons.3. Any chance to get a physical representation that will take people to the dungeon maker menues? Lots of new people have no idea how to access them. A cave or similiar in all big cities would have been a nice touch for an optional way of entering them.</span></p><p><span ><span >4.Oh, almost forgot. Are there any plans to increase token rewards while running a full group? As it is now, the dungeons become much harder (even some epic mobs) and take longer to finish, but we still get the same reward as if soloing them.From the webcast.</span></span></p>

Coca-Cola Driver
01-19-2012, 11:24 PM
<p><span >me and 3 other guildies build a dungeon and we cant change the name of it... will that be changing soon or even at all</span></p>

GrunEQ
01-20-2012, 12:05 AM
<p><span style="font-family: comic sans ms,sans-serif; font-size: small;">Speaking of cave like dungeons, I wouldn't mind having on based on Blackburrow, esp. the top level.</span></p>

Cyliena
01-20-2012, 01:44 AM
<p><cite>Coca-Cola Driver wrote:</cite></p><blockquote><p><span>me and 3 other guildies build a dungeon and we cant change the name of it... will that be changing soon or even at all</span></p></blockquote><p>You can change the published name of it, but not the actual zone's name. To change what the published name displays, use the /republish_house command. If you want to change the zone's name... you'll have to completely create a new dungeon and move everything there (/save_layout would be your friend if you do this).</p>

Goleinveac
01-20-2012, 06:16 AM
<p>Are there any plans for scripted dialog? Say, i put 2 people across from each other at say, a card table, and when the player gets close, the two npc's i placed would start some dialog I had written for them.  </p>

Pixiewrath
01-20-2012, 10:06 AM
<p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Coca-Cola Driver wrote:</cite></p><blockquote><p><span>me and 3 other guildies build a dungeon and we cant change the name of it... will that be changing soon or even at all</span></p></blockquote><p>You can change the published name of it, but not the actual zone's name. To change what the published name displays, use the /republish_house command. If you want to change the zone's name... you'll have to completely create a new dungeon and move everything there (/save_layout would be your friend if you do this).</p></blockquote><p>Not true. The actual name of the dungeon changes as well if you /republish it a few times. I have had all of mine change the actual name, but it took a few republishings to do it. Might have to wait a day or two between republishings for it to take effect though, as spam-republishing it doesnt work.</p>

Cyliena
01-20-2012, 11:27 AM
<p><cite>Pixiewrath@The Bazaar wrote:</cite></p><blockquote><p><cite>Cyliena wrote:</cite></p><blockquote><p><cite>Coca-Cola Driver wrote:</cite></p><blockquote><p><span>me and 3 other guildies build a dungeon and we cant change the name of it... will that be changing soon or even at all</span></p></blockquote><p>You can change the published name of it, but not the actual zone's name. To change what the published name displays, use the /republish_house command. If you want to change the zone's name... you'll have to completely create a new dungeon and move everything there (/save_layout would be your friend if you do this).</p></blockquote><p>Not true. The actual name of the dungeon changes as well if you /republish it a few times. I have had all of mine change the actual name, but it took a few republishings to do it. Might have to wait a day or two between republishings for it to take effect though, as spam-republishing it doesnt work.</p></blockquote><p>Interesting, I had mine "republished" named as 'WIP Only Published For Testing' for several days (had gotten pulled away for work) and the zone name never changed. Maybe it's just random, that wouldn't surprise me. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Out of curiousity, was there ever a followup about the absolute hard limit to published dungeons? I don't mean the default limit of 3; I mean the limit once you unlock all the layouts and can publish more. Is it one dungeon per layout? That'd be awesome. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Amnerys
01-20-2012, 10:24 PM
<p>The video and recap of this webcast are now available!</p><h3><a class="news_headline" href="http://www.everquest2.com/news/article?month=current&id=5108">Webcast Recap: Dungeon Maker, Part 2</a></h3>

gourdon
01-21-2012, 04:47 PM
<p>It seems that the development team thinks that we will settle for playing avatars now that the option of playing one's own character has been presented on test.  They are wrong.  People are now going to wait until they can play their characters.  Further, it isn't hard to balance the dungeon rewards for regular characters.  Have the mobs use regular drop tables with a 0.25-0.5 multiplier or so to reduce exploits.  Then, let the incoming player scale the mob difficulty as they want from 1 to 12 with 1 being solo and 12 being x2 raid.  Finally, give some small reward of dungeon marks that is much smaller than one given for avatars for finishing the dungeon.</p>

Pixiewrath
01-21-2012, 04:59 PM
<p>Well, I made a suggestion <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513056" target="_blank"><span style="text-decoration: underline;">here</span></a> about it as I suspected the reason for no drops with avatars was that they couldn't loot, just like they said in this webcast.So I think using avatars should yield bonus tokens, while using normal char should give the ability to drop items instead. And of course bonus tokens in full groups as well as it will encourage grouping.That way, there is a reason to play all styles, instead of only using normal chars which will most likely be the case later on if we don't get encouraged in some way to use avatars.</p>

Baltizare
01-21-2012, 06:39 PM
<p>I was wondering if Everquest will ever come out on console games as in the past I was a avid player on EQOA and was wondering if we ever going to get it for PS3 as well????</p>