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View Full Version : House of Commons Developer Chat: Continued


Lyndro-EQ2
05-20-2006, 04:15 AM
<font color="#3333ff">As many of you know, we recently participated in a House of Commons chat over at </font><font color="#3333ff"><a href="http://eq2.stratics.com/" target="_blank">EQII Stratics</a></font><font color="#3333ff">. The chat log can be </font><font color="#3333ff"><a href="http://eq2.stratics.com/content/hoclog/hoclog6.php" target="_blank">found here</a></font><font color="#3333ff">. There</font><font color="#3333ff"></font><font color="#3333ff">were more than 20 pages of questions submitted that we didn't get to</font><font color="#3333ff"></font><font color="#3333ff">answer.</font><span><font color="#3333ff"> </font><font color="#3333ff"></font><font color="#3333ff"></font><font color="#3333ff">Once we saw the sheer volume of things people really wanted to know about, we knew that we had to take a few of the ones we missed and answer them. </font><font color="#3333ff"></font><font color="#3333ff"></font><font color="#3333ff">We chose the questions that best represented the things people seemed to care about the most, and we hope you enjoy reading the answers.</font><span><font color="#3333ff">  </font> [18:57] *Korina* Tradeskill revamp <font face="Arial">question</font>: If you remove fungi from the game, will all the quests that require harvesting fungi also get some attention?<font color="#ff0000">Yes, we should hopefully have all these fixed on Test shortly.</font>[18:57] *Barokk* Not to sounds difficult, but with all of the public outcry about the upcoming LU24 in the forums, do the devs take that into consideration before implementation?<font color="#ff0000">We visit the forums a good bit, and pay attention to what goes on there.  We try to be as mindful of people’s concerns as we can, but in the end have to care the most about the long term health of the game.   </font> [18:58] *garanara* How many AA are you going to be adding in the next expansion?<font color="#ff0000">The specific Subclass Achievements that are in Echoes of Faydwer are something that we’re going to have to keep close to the vest for now.</font>[18:58] *garanara* Do you plan to go the route of EQ1 with AA?<font color="#ff0000">We may have Achievements that have requirements, either with other Achievements or with the number of points that you've spent.  If you are wondering if we'll get to the point where you can buy every Achievement, then probably not.  </font>[18:58] *dragonlee66* When are the tradeskills revamp going in?<font color="#ff0000">The current plan is to put the revamp in LU 24.</font>[18:58] *Revenge[ih]* Will there ever be another race or class revealed?<font color="#ff0000">Aside from the Fae?  We don't have another new race planned currently, but it wouldn't surprise me if we add more eventually.</font> [18:58] *Jetrauben* Firstly and foremost, I was wondering if there were any plans to add the ability to train in other weapons than your class's starting selection? It seems a bit odd that my swashbuckler can wield a one-handed sword just fine but if he grabs a sword of equal length with -two- hands, he slices his own arms off<font color="#ff0000">We don't have any plans to. (And for the "Lore" answer) Two handed weapons are weighted differently than single handed weapons, just because the size of a weapon is the same doesn't mean it's balanced the same.</font> [18:59] *Broge* what classes will be able to start in the new expansion city in november, good evil or both?<font color="#ff0000">The Fae will be able to end up all classes like any other race. Whether they'll have those choices at the onset is yet to be determined.  If we let other races start in Kelethin, then they will probably have whatever initial class restrictions we give to the Fae.</font> [19:00] *daddymonk* will the new adventure pack and new expansion be clean of critical bugs?? are you making sure your QA department puts enough hours on the next expansion/adventure packs before the release?<font color="#ff0000">No.  We like bugs, they keep us here late at night so we don't get to see our families and have social lives.  In all seriousness, we do our best to catch all the bugs we can, and our QA department always puts in a ton of overtime.</font> [19:00] *garanara* Do you plan to implement raiding more thoroughly throughout the next expansion? Some of us diehard EQ fans miss those nights of long raids that EQ2 just seems to be lacking.<font color="#ff0000">There will be raids in Faydwer, but it's not the only focus of the expansion.</font> [19:01] *Jetrauben* How does the Dev team plan to add an entire 1-70 range in Echoes of Faydwer with new itemization without rendering the older zones for the same level obsolete?<font color="#ff0000">There will always be reasons to visit old zones.   Heritage quests, revamped zones (We currently have some old world zones getting repopulated and re-itemized).  Also I imagine some of the NPCs on Faydwer will want to know what has been going on in the rest of the world, so I wouldn't be surprised if you got sent back to the older zones through your journeys on Faydwer.</font>[19:01] *DataOutlaw* What can you tell us about brokers / fences in Kelethin<font color="#ff0000">This isn't totally fleshed out yet.  They may end up with their own market, along with the ability to purchase from the other brokers at a markup.</font> [19:04] *Druid84* how will the new T7 items be compared to the resent T7? as in it will be usefull to keep raiding?<font color="#ff0000">In Fallen Dynasty you can expect to fill in some slots that were lacking in KoS, and in EoF you'll have armor sets, as well as some other motivators that will become clearer once you get there.</font>[19:04] *Heisenberg* have a question about hate gain mechanics<font color="#ff0000">I think the rest of this question was lost... but I'm uncertain.</font> [19:05] *Lambon* How much wood can a wood chuck chuck, if a wood chuck could chuck wood?<font color="#ff0000">If a wood chuck could chuck wood, a wood chuck would chuck all the wood a wood chuck could chuck.</font> [19:06] *treegun* Will there be any form of dye/visual changes available for characters, the cacophony of armor in KoS makes everyone looke like clowns<font color="#ff0000">We have no plans to let people dye their existing armor.   We want armor sets, such as relic, to retain their distinctive appearances.  However we do plan on having a little more foresight when it comes to making armor so pieces match a little better.</font> [19:06] *Hate* hello?<font color="#ff0000">HI!</font> [19:06] *Davus* Are you adding the ability to use more than 50 AA in our current achievment choices. Or are we still going to have a bunch of great achievments with limited choices we can choose. (very disapointing)<font color="#ff0000">We have no plans to let you spend more than 50 AA on the KoS achievements, we want these to be a way to customize and differentiate your character.  If we let everyone buy every achievement, then everyone would end up the same.  Remember that you can always respec and spend your points on a different set of abilities.</font>[19:06] *P-X* On PVP servers will exiles be FFA to other exlies or allied with each other? If they are FFA does that mean they wont beable to talk/group with anyone?<font color="#ff0000">Exiles will be able to group with other exiles, but they will also be able to kill other exiles.</font>[19:06] *[Xan]KlopKlop* When will itemization be done with focus on the classes using it? It seems so random. No tank heavy armour with Int, or half the usuall hp.<font color="#ff0000">That was our intent with KoS itemization.  Every piece of armor was hand crafted by a designer, none of it was random.  Our goal isn’t to make every piece of armor have only the primary stats for a given class, or be the ideal piece for someone to wear.  We may have missed the mark in some places, and the system will only get more polished from here on out.</font> [19:06] *Hate* May I direct a question to you?<font color="#ff0000">Sure!</font>[19:06] *Draggoz* How many AA points will we be allowed to gain in EoF?<font color="#ff0000">This is yet to be determined.</font>[19:07] *Truxker-Mod* With the new expansion, we welcome back the beliefs of gods.  Why did we have to have Fay back before we could follow gods gone or not?<font color="#ff0000">Without giving away the storyline the influence of gods returning has nothing to do with Faydwer.</font>[19:07] *Exill* will there be sub class specific AAs? for example guardian specific AAs or templar specific AAs unqiue to only that sub class<font color="#ff0000">In EoF, yes.</font>[19:07] *TWL`GIRL* Is there any ETA on the expansion?<font color="#ff0000">We’re aiming for early this winter.</font> [19:07] *Deadly* Game Possibilities Question: Will we be able to dye our armor any time soon for instance like Asheron's Call??? so we dont look like we came from a rocky horror picture show...<font color="#ff0000">It's just a jump to the left...</font>[19:07] *Felowen* I understand the expansion EoF will be released in or near June. With this expansion will there be another writ giving opportunity or will the characters be forced to return to Qeynos or Freeport in order to collect new writs.<font color="#ff0000">There will be Kelethin specific writs (And EoF is this winter, Fallen Dynasty is in June).</font> [19:08] *Lonissa* Besides Tinkering, will there be any other "secondary tradeskills" in EOF?<font color="#ff0000">We have one other one planned, but we aren't ready to start talking about details yet.</font>[19:08] *Terahak* There is a serious debate here at Elysium we need settled, is cheesecake cake or pie?<font color="#ff0000">Pie.  It has a crust and a filling.</font>[19:08] *Mandrake* Given there is no level increase, do you think between the adventure pack, and the comming expansion, there will be enough content to keep the large number of "allready bored at 70" interested?<font color="#ff0000">We hope to give level 70 players other things to do instead of leveling.</font> [19:10] *daddymonk* Is it true you will be able to go EXILE in upcoming PVP?<font color="#ff0000">Yes.</font> [19:12] *Zodd* In terms of new expansions, what does SOE plan to do to prevent guilds from exploiting the new content and end game raids while the zones and encounters are still incredibly bugged? How is this fair towards the rest of the community<font color="#ff0000">There are lots of you and very few of us, players will always be able to figure out ways to beat content that we didn't consider.  We do our best to take care of these during our betas, but with so many people hitting the content once its live we can't possibly come up with all the ideas that you all do.</font>[19:12] *zaphear* will there be a increase in raid size? eg. raids for 30-48 people in the future?<font color="#ff0000">Raid size is not a dynamic that we have any plans of changing.  We can’t say that it will be this way forever, but for right now, we’re content with the size of raids in EQ2.</font> [19:12] *Hate* I'd like to ask, "With the new *Cloaks* coming out, will the variety be large from the start?"<font color="#ff0000">Large is subjective, but I'll say yes.</font> [19:13] *McCloud* Will Faedwer be considered T8?<font color="#ff0000">The community made up that tiering system for our itemization, so you’d have to tell me.   (Internally, we use “Tier” to mean something else entirely.)</font> [19:18] *terrifiedkiller* are there any plans to enable the switch to any class of your archtype through betrayal like if i was a conjourer betraying could i become a wiz/warlock as long as the choice stays in the current archtype that you originally chose from without having to make a new char for those who are high lvl and so on?<font color="#ff0000">If you are a Conjurer and betray you'll become a Necromancer.  There are no plans to allow switching to a whole new class.</font> [19:21] *Emea* Will the new EOF armor require 40+ man raids are can small groups and solo players have a chance at them ?<font color="#ff0000">With the largest raid size currently at 24 in EQ2, nothing we’re doing will require 40+ people.  There should be some armor sets available for solo and group players however.</font> [19:21] *sliderhouserules* By not rushing EoF out on the six-month release, what is that going to allow SOE to do better with this expansion than what has happened with the last two?<font color="#ff0000">With our current schedule the expansion will be "complete" before beta opens (There may be a couple weeks of closed beta before our content lock).  Since we won't be doing any implementation during beta, all that time will be focused on getting feedback, fixing bugs, and polish.  We’re taking the additional time and splitting it between more development time and more beta time.</font> [19:22] *Dragowulf* For EoF, or LU#24+, are you planning for more of a visual look when it comes to armor/weapons?<font color="#ff0000">There are new weapon appearances coming for Fallen Dynasty, and there are new weapon and armor appearances planned for EoF.</font> [19:26] *Cyrox* While they are at helmets . Will the Troubador helm ever get a new grafic or will we have to keep our copied dirge hat ?<font color="#ff0000">Troubadors will be getting their own hat.</font> [19:28] *[Xan]KlopKlop* Would you consider adding more scripted scenes like with the Sage / Darathar in the draconic Drayek instance?<font color="#ff0000">We think these add a lot of personality to the game, we'd like to add more, yes.</font> [19:31] *Beldain-ED* Will the new secondary tradeskills be a second combine, like imbuing, or would I need to have two level 70 weaponsmith crafters to make both polished varieties of a weapon?<font color="#ff0000">You are confusing two different systems.  The "polish" on an item is what we call the adornment (Like EQ 1's augmentation system), it probably won't require a tradeskiller to add an adornment you already have to an item you already have.  Secondary tradeskills are their own path</font> [19:32] *treegun* Is betrayal ever going to be revived? if so when?<font color="#ff0000">Yes, in LU #24.</font> [19:33] *Ryokoryu* With the upcomming adventure pack will the weapons and armour be taking on a more asian theme IE katana sword graphics, or  chinese style broadsword graphics, samurai armour<font color="#ff0000">There are a few Asian themed weapons in the Adventure Pack.</font>[19:33] *Eliv* Will every class have a unique looking class hat and new unique pet skins that are not rehashed versions of current models?<font color="#ff0000">Most, if not all, classes will end up having their own unique class hats.   And pets are NPCs, I'm not sure how logical it is to summon a creature that doesn't exist anywhere else in the world.</font> [19:36] *RuadhTheRed* How will the Diety system be balanced so everyone doesnt pick "the best" diety for "the best" rewards?<font color="#ff0000">We have some interesting ideas planned that will work as decent incentives to worship underworshipped gods.</font> [19:39] *Daldolaf* About Faydwer- I was curious if Kelethin , being a new starting city, will be in its own zone or will it be somewhat like everquest 1 ?<font color="#ff0000">Our current plan is for Kelethin and Greater Faydark to be a single zone.  We still have some technical issues to iron out though.</font>[19:39] *Cyrox* Can we *not* believe in the expansion or will it be essential ?<font color="#ff0000">You will not be forced to choose a deity.</font> [19:41] *moredd* will the tinkering and other secondary have levels 1-70 that must be earned in addition to the 1-70 of the primary graft skill<font color="#ff0000">The secondary tradeskills won't have their own level scheme; rather they will be governed by your max adventure or tradeskill level.</font> [19:43] *ApeFist* Are there any plans to add minigames to everquest 2, such as racing games, chess-like games and various other small yet entertaining ideas which may yield real rewards.<font color="#ff0000">There's a pig race in Fallen Dynasty, where you can bet on your favorite pig.</font> [19:45] *ApeFist* A personal question to the devs, and maybe an odd one: When their nine to five is done, do they enjoy going home and jumping on EQ2 to play their own game, or do they sort of get burned out on it?<font color="#ff0000">Depends on the day and the designer.  Speaking for myself I generally go home, have dinner with my wife and daughter, have some quality family time, then game until 2 AM or so :p.  It's sometimes EQ II, or sometimes something else altogether.  Most of us do play EQ II on a regular basis though.</font> [19:48] *garanara* Since you wont be selling out of house vault any more, what will be the use of having a 5 room house with 6 vault slots?<font color="#ff0000"></font><font color="#ff0000">The new system will offer other advantages for owning bigger houses.</font> [19:50] *Anon411* How many times will a character be able to betray under the new system?<font color="#ff0000"></font><font color="#ff0000">As many times as you are willing to put yourself through it.</font> [19:54] *Jetrauben* How extensive are the deities capable of selection? Can a player worship multiple deities (with less effect from each obviously) or lesser deities?<font color="#ff0000">Initially at least the selection of deities is going to be fairly limited (There is a good reason for this, you'll see as the storyline unfolds).  But the gods are pretty selfish, and don't like to share their worship.   You are either all in our all out.</font>[19:56] *adw123* How will EoF's landmasses be setup? In many areas in EQ2, it seems like every zone is a seperate island that you must teleport between. This doesn't make the game feel immersive.<font color="#ff0000">Faydwer is a single continent.  You'll walk between zones.</font>[19:58] *daddymonk* get back to work we pay you well<font color="#ff0000">And we definitely appreciate it.  If you’d like to tip, we also take paypal, checks, money orders, or briefcases filled with small unmarked bills.  (Euros or American Dollars please)</font></span></span><div></div>

KerowynnKaotic
05-20-2006, 04:50 AM
<BR> <BLOCKQUOTE> <HR> Lyndro-EQ2 wrote:<BR><SPAN><SPAN><BR> [19:06] *Hate* hello?<BR><BR><FONT color=#ff0000>HI!</FONT><BR><BR> [19:06] *Hate* May I direct a question to you?<BR><BR><FONT color=#ff0000>Sure!</FONT><BR><BR><BR> [19:12] *Hate* I'd like to ask, "With the new *Cloaks* coming out, will the variety be large from the start?"<BR><BR><FONT color=#ff0000>Large is subjective, but I'll say yes.</FONT><BR><BR><BR></SPAN></SPAN> <BR> <HR> </BLOCKQUOTE> <P><BR>Priceless ...</P> <P>and</P> <P>[19:07] *Truxker-Mod* With the new expansion, we welcome back the beliefs of gods.  Why did we have to have Fay back before we could follow gods gone or not?<BR><BR><FONT color=#ff0000>Without giving away the storyline the influence of gods returning has nothing to do with Faydwer.</FONT><BR><BR>*tisk* *tisk* Truxker ... can't you just go through the office trash for scraps of info like the rest of the mods?  :smileywink:</P> <P> </P>

EQ2Playa432
05-20-2006, 04:51 AM
Nice! I enjoyed that interview. I like those parts you highlighted, especially the person who kept not-asking questions!

Knightrid
05-20-2006, 05:14 AM
<P>[19:04] *Heisenberg* have a question about hate gain mechanics<BR><BR><FONT color=#ff0000>I think the rest of this question was lost... but I'm uncertain.</FONT><BR></P> <P> </P> <P>If at all possible I had these question to pose regarding hate mechanics, and any help is much appreciated.</P> <P> </P> <DIV>Hate gain seems to be acquired in 1 of several ways which most commonly include <U>damage to a mob</U>, <U>taunting a mob</U>, and <U>having your pet killed by a mob</U>.</DIV> <DIV>This hate gain of course can be augmented by spells and items.  </DIV> <DIV>My questions regarding exactly how the hate is acquired are as follows:</DIV> <DIV> </DIV> <DIV>1) <U> How much damage is equal to one point of hate gain</U> (if there is a direct relation at all)? </DIV> <DIV> </DIV> <DIV>2)  <U>Why does spike damage to a mob seem to draw more aggro than damage over time</U>?</DIV> <DIV>(Does damage have some type of exponential function associated with it? i.e. If I hit a mob for 500 dmg 2x or hit a mob for 1000 dmg 1x, do they generate the same hate on the mob?  Or just for the sake of throwing a number in there, does each hit get an exponential multiplier like 500^2 [(dmg)^(multiplier)] or 1000^2?  If this were the case, I would be generating 500k hate from the 2 hits of 500 but 1000k hate from 1 hit of 1000.)</DIV> <DIV> </DIV> <DIV>3) <U>Does hate decrease over time</U>, and if so at what rate?  This would be another reason for spike damage to pull more aggro than damage over time.  If player A does 5 hits of 200 dmg over the course of 10 seconds, and player B does 1000 damage all at second 10 in the fight, player B then has the hate from all 1k dmg while the mob thinks that player A has only done maybe 800. (Just throwing out some numbers.)</DIV> <DIV> </DIV> <DIV>4) <U>How much hate is generated by someone's pet dying</U>?  Does the hate which was previously on the pet get directly transferred to the owner? </DIV> <DIV> </DIV> <DIV>5) <U>Do taunts generate more hate when a mob is debuffed</U> by a Dispatch or another spell of a similar nature?  I assume this to be true, but it's hard to tell with no hard numbers to see how much a person is actually taunting.  If this is the case, would it be too much to ask to have my actual taunt numbers displayed?</DIV> <DIV> </DIV> <DIV>6) <U>At what rate does hate decrease</U>? I would assume this would have to be a function of the players level.  i.e. Hate is decreased at something like (time * level).  So after 10 seconds a level 1 character would have 10 hate decreased, a level 50 would have 500 decreased, and a level 70 would have 700 decreased.  (Also I would assume some multiplier in there like (time * level * constant) as 10 hate, 500 hate, and 700 hate reduced for the respective levels in 10 seconds is basically nothing.)</DIV> <DIV> </DIV> <DIV>7) <U>How much hate does healing / being healed generate</U>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</DIV> <DIV> </DIV> <DIV><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> <U>How much hate do debuffs accrue</U>, if any?  The best example I can think of is a Brigand's Dispatch.  It seems that this spell generates far more hate than just what the damage component  reads.  This would also include stuns/stifles.  It seems that brawlers do a lot of this and seem to pull more aggro than someone else doing the exact same amount of damge.   This leads me to believe that extra hate is generated when a mob is stunned/stifled or even if the spell attempts to stun/stifle the mob and doesn't.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Also see <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=104128" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=104128</A></DIV> <DIV> </DIV> <DIV>Thank you.</DIV> <DIV> </DIV> <DIV>Heisenberg</DIV>

Lornick
05-20-2006, 05:19 AM
<BR> <BLOCKQUOTE> <HR> Lyndro-EQ2 wrote:<BR><SPAN><SPAN><FONT color=#ff0000>.</FONT><BR><BR> [19:05] *Lambon* How much wood can a wood chuck chuck, if a wood chuck could chuck wood?<BR><BR><FONT color=#ff0000>If a wood chuck could chuck wood, a wood chuck would chuck all the wood a wood chuck could chuck.</FONT><BR></SPAN></SPAN> <BR> <HR> </BLOCKQUOTE> <P> </P> <P>Finally a dev that is willing to answer the most important question to us gamers without beating around the bush =p<BR></P>

Lockeye
05-20-2006, 07:02 AM
<div><blockquote><hr>Knightrider wrote:<div></div><div>Hate gain seems to be acquired in 1 of several ways which most commonly include <u>damage to a mob</u>, <u>taunting a mob</u>, and <u>having your pet killed by a mob</u>.</div> <div>This hate gain of course can be augmented by spells and items.  </div> <div>My questions regarding exactly how the hate is acquired are as follows:</div> <div> </div> <div>1) <u> How much damage is equal to one point of hate gain</u> (if there is a direct relation at all)? </div> <div> <font color="#ffff00">1 hate point = 1 damage point</font></div> <div>2)  <u>Why does spike damage to a mob seem to draw more aggro than damage over time</u>?</div> <div>(Does damage have some type of exponential function associated with it? i.e. If I hit a mob for 500 dmg 2x or hit a mob for 1000 dmg 1x, do they generate the same hate on the mob?  Or just for the sake of throwing a number in there, does each hit get an exponential multiplier like 500^2 [(dmg)^(multiplier)] or 1000^2?  If this were the case, I would be generating 500k hate from the 2 hits of 500 but 1000k hate from 1 hit of 1000.)</div> <div> <font color="#ffff00">The same amount of hate is generated when the damage is dealt. 1:1</font></div> <div>3) <u>Does hate decrease over time</u>, and if so at what rate?  This would be another reason for spike damage to pull more aggro than damage over time.  If player A does 5 hits of 200 dmg over the course of 10 seconds, and player B does 1000 damage all at second 10 in the fight, player B then has the hate from all 1k dmg while the mob thinks that player A has only done maybe 800. (Just throwing out some numbers.)</div> <div> <font color="#ffff00">Hate naturally decays <u>very</u> slowly, but it can never naturally reach zero alone.</font></div> <div>4) <u>How much hate is generated by someone's pet dying</u>?  Does the hate which was previously on the pet get directly transferred to the owner? </div> <div> <font color="#ffff00">A pet's death causes the hate they generated to be applied towards the caster.</font></div> <div>5) <u>Do taunts generate more hate when a mob is debuffed</u> by a Dispatch or another spell of a similar nature?  I assume this to be true, but it's hard to tell with no hard numbers to see how much a person is actually taunting.  If this is the case, would it be too much to ask to have my actual taunt numbers displayed?</div> <div> <font color="#ffff00">Taunt amounts are not affected by resists, but lowering resists can help a Taunt from being outright resisted.</font></div> <div>6) <u>At what rate does hate decrease</u>? I would assume this would have to be a function of the players level.  i.e. Hate is decreased at something like (time * level).  So after 10 seconds a level 1 character would have 10 hate decreased, a level 50 would have 500 decreased, and a level 70 would have 700 decreased.  (Also I would assume some multiplier in there like (time * level * constant) as 10 hate, 500 hate, and 700 hate reduced for the respective levels in 10 seconds is basically nothing.)</div> <div> <font color="#ffff00">I would have to double check on this one, but natural hate decay is a slow process.</font></div> <div>7) <u>How much hate does healing / being healed generate</u>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</div> <div> <font color="#ffff00">Heals/Wards have less than a 1:1 threat return.</font></div> <div><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> <u>How much hate do debuffs accrue</u>, if any?  The best example I can think of is a Brigand's Dispatch.  It seems that this spell generates far more hate than just what the damage component  reads.  This would also include stuns/stifles.  It seems that brawlers do a lot of this and seem to pull more aggro than someone else doing the exact same amount of damge.   This leads me to believe that extra hate is generated when a mob is stunned/stifled or even if the spell attempts to stun/stifle the mob and doesn't.</div> <div> </div> <div><font color="#ffff00">Each debuff spell generally causes the same amount of hate appropriate for their level, as do control abilities have amounts of hate that they each generate for their level. Dispatch itself is not the primary cause of grabbing hate, rather it is how a Brigand often combines it with Subdue and Double Up (Subdue having both high damage and a control component hate, and Dispatch having high damage and debuff hate).</font></div><hr></blockquote></div>

EQ2Playa432
05-20-2006, 07:43 AM
Thanks Lockeye.

Jida
05-20-2006, 07:46 AM
<div></div><div><blockquote><hr>Lockeye wrote:<div>       Alot of good comments</div><hr></blockquote>5 stars.Absolutly best dev feedback for combat that i've ever seen.</div>

Celestian_
05-20-2006, 08:03 AM
<span><span> [19:00] *garanara* Do you plan to implement raiding more thoroughly throughout the next expansion? Some of us diehard EQ fans miss those nights of long raids that EQ2 just seems to be lacking.<font color="#ff0000">There will be raids in Faydwer, but it's not the only focus of the expansion.......<font color="#ffffff">Some of us diehard EQ fans hated the many hour long raids and perfer the smaller installments.In otherwords, please don't make raids many hours long!</font></font></span></span>

ProphecyCT
05-20-2006, 08:10 AM
<div><blockquote><hr>Lockeye wrote:<div><blockquote><hr>Knightrider wrote:<div></div><div>Hate gain seems to be acquired in 1 of several ways which most commonly include <u>damage to a mob</u>, <u>taunting a mob</u>, and <u>having your pet killed by a mob</u>.</div> <div>This hate gain of course can be augmented by spells and items.  </div> <div>My questions regarding exactly how the hate is acquired are as follows:</div> <div> </div> <div>1) <u> How much damage is equal to one point of hate gain</u> (if there is a direct relation at all)? </div> <div> <font color="#ffff00">1 hate point = 1 damage point</font></div> <div>2)  <u>Why does spike damage to a mob seem to draw more aggro than damage over time</u>?</div> <div>(Does damage have some type of exponential function associated with it? i.e. If I hit a mob for 500 dmg 2x or hit a mob for 1000 dmg 1x, do they generate the same hate on the mob?  Or just for the sake of throwing a number in there, does each hit get an exponential multiplier like 500^2 [(dmg)^(multiplier)] or 1000^2?  If this were the case, I would be generating 500k hate from the 2 hits of 500 but 1000k hate from 1 hit of 1000.)</div> <div> <font color="#ffff00">The same amount of hate is generated when the damage is dealt. 1:1</font></div> <div>3) <u>Does hate decrease over time</u>, and if so at what rate?  This would be another reason for spike damage to pull more aggro than damage over time.  If player A does 5 hits of 200 dmg over the course of 10 seconds, and player B does 1000 damage all at second 10 in the fight, player B then has the hate from all 1k dmg while the mob thinks that player A has only done maybe 800. (Just throwing out some numbers.)</div> <div> <font color="#ffff00">Hate naturally decays <u>very</u> slowly, but it can never naturally reach zero alone.</font></div> <div>4) <u>How much hate is generated by someone's pet dying</u>?  Does the hate which was previously on the pet get directly transferred to the owner? </div> <div> <font color="#ffff00">A pet's death causes the hate they generated to be applied towards the caster.</font></div> <div>5) <u>Do taunts generate more hate when a mob is debuffed</u> by a Dispatch or another spell of a similar nature?  I assume this to be true, but it's hard to tell with no hard numbers to see how much a person is actually taunting.  If this is the case, would it be too much to ask to have my actual taunt numbers displayed?</div> <div> <font color="#ffff00">Taunt amounts are not affected by resists, but lowering resists can help a Taunt from being outright resisted.</font></div> <div>6) <u>At what rate does hate decrease</u>? I would assume this would have to be a function of the players level.  i.e. Hate is decreased at something like (time * level).  So after 10 seconds a level 1 character would have 10 hate decreased, a level 50 would have 500 decreased, and a level 70 would have 700 decreased.  (Also I would assume some multiplier in there like (time * level * constant) as 10 hate, 500 hate, and 700 hate reduced for the respective levels in 10 seconds is basically nothing.)</div> <div> <font color="#ffff00">I would have to double check on this one, but natural hate decay is a slow process.</font></div> <div>7) <u>How much hate does healing / being healed generate</u>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</div> <div> <font color="#ffff00">Heals/Wards have less than a 1:1 threat return.</font></div> <div><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> <u>How much hate do debuffs accrue</u>, if any?  The best example I can think of is a Brigand's Dispatch.  It seems that this spell generates far more hate than just what the damage component  reads.  This would also include stuns/stifles.  It seems that brawlers do a lot of this and seem to pull more aggro than someone else doing the exact same amount of damge.   This leads me to believe that extra hate is generated when a mob is stunned/stifled or even if the spell attempts to stun/stifle the mob and doesn't.</div> <div> </div> <div><font color="#ffff00">Each debuff spell generally causes the same amount of hate appropriate for their level, as do control abilities have amounts of hate that they each generate for their level. Dispatch itself is not the primary cause of grabbing hate, rather it is how a Brigand often combines it with Subdue and Double Up (Subdue having both high damage and a control component hate, and Dispatch having high damage and debuff hate).</font></div><hr></blockquote></div><hr></blockquote>I find it strange that Coercers can generate a significant amount of aggro while doing average DPS.  I've went through parses and such, and i find little evidience for reasons why I am pulling aggro from the tank sometimes.The only slight possibility I can find is Coercers generate additional aggro from their procs.  Coercers dps comes mostly from reactive procs, i.e. when the mob attacks or cast a spell on a target, my spell procs.  Sometimes, theses spells procs all at once causing above normal aggro (when compared to the dps of other classes).  I'm wonder is there a possibility that Coercers are double gaining aggro?  1 for the proc, and 1 for the damage?  Thanks.</div>

Riversideblues
05-20-2006, 09:41 AM
<div><blockquote><hr>Celestian_GC wrote:<span><span> [19:00] *garanara* Do you plan to implement raiding more thoroughly throughout the next expansion? Some of us diehard EQ fans miss those nights of long raids that EQ2 just seems to be lacking.<font color="#ff0000">There will be raids in Faydwer, but it's not the only focus of the expansion.......<font color="#ffffff">Some of us diehard EQ fans hated the many hour long raids and perfer the smaller installments.In otherwords, please don't make raids many hours long!</font></font></span></span><hr></blockquote>my only worry is they wont be t7(endteir) raids =</div>

arieste
05-20-2006, 09:42 AM
I just wanted to say that Lockeye's response to the hate question, was probably the best developer post so far on these forums in terms of actually hearing what was said and addressing it.cheers.<div></div>

Knightrid
05-20-2006, 09:54 AM
<P>Yes, extremely informative and appreciated.  </P> <P>Thank you very much Lockeye.</P> <P> </P> <P>Heisenberg - 70 Guardian</P> <P>Dissolution - Nektulos</P>

songrider
05-20-2006, 11:25 AM
<DIV>Thank you Lockeye for that information.  Fantastic response!  You gave answers to things I have wondered about since the release of the game.  Thanks again!!</DIV>

playat
05-20-2006, 11:30 AM
<DIV>so taunts are physical mitagation resist based?</DIV> <DIV> </DIV> <DIV>and question for a tank type my dirge hate gain spell does it make you taun numbers increase on display? or is it that you just gotta think it does?</DIV>

ke'la
05-20-2006, 11:55 AM
<blockquote>ProphecyCT wrote:I find it strange that Coercers can generate a significant amount of aggro while doing average DPS.  I've went through parses and such, and i find little evidience for reasons why I am pulling aggro from the tank sometimes.The only slight possibility I can find is Coercers generate additional aggro from their procs.  Coercers dps comes mostly from reactive procs, i.e. when the mob attacks or cast a spell on a target, my spell procs.  Sometimes, theses spells procs all at once causing above normal aggro (when compared to the dps of other classes).  I'm wonder is there a possibility that Coercers are double gaining aggro?  1 for the proc, and 1 for the damage?  Thanks.</blockquote>I would have to say that the reason your gaining Hate that does not seem to match up with your damage output comes down to 2 things.First it seems to me that Debuffs return hate at a better then 1 to 1 Ratio, wich makes sence as they have a greater overall effect on a MoB then raw damage.Second, and this applies mainly to raids, but like Illusionist alot of your damage comes from Procs and DoTs, if I am correct in this, then If a MoB Mem. Wipes(wich is not uncommin in raid mobs) then the DoTs and/or Procs are likly the first things to generate Hate on the MoB, as such you show up on the top of the creatures hate list(as it thinks your the only one that damaged it(eventhough it may only be 100pts of damage)

Riversideblues
05-20-2006, 12:33 PM
one question that i forgot to ask that i know is on a few people's mindsare strongboxes going to be taken away from being able to hold items in your invintory? or just your bank/vault??:O<img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" />:O<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Purg
05-20-2006, 02:40 PM
<P>superb, some excellent finds in there. all sorts of improvements, ingame, cs, the works </P> <P> </P> <P>great move guys!</P>

Slinkie
05-20-2006, 03:04 PM
<P>[19:04] *Heisenberg* have a question about hate gain mechanics<BR><BR><FONT color=#ff0000>I think the rest of this question was lost... but I'm uncertain.</FONT><BR></P> <P><FONT color=#ffff00>ROFLOL!!!!!!  The best response of all.:smileyvery-happy:</FONT></P>

GwenRelentless
05-20-2006, 03:52 PM
Lyndro, will Fae have both SOGA and American models available?

EvilIguana9
05-20-2006, 04:09 PM
WONDERFUL response Lyndro.  That is an amazingly useful post for all of us aggro obsessed tanks!The only thing I would ask in addition to what was already asked is about taunts that have secondary affects besides hate gain.  I have a taunt that does 1000ish hate and debuffs the targets' divine resist.  In a case like that am I getting additional hate from the debuff effect or is hate assigned per total spell with any listed hate value overwriting the hate value of the rest of the effects?  Or for another example using the guardian taunt+damage spell.  If the spell does 200 damage and adds 1000 hate is it doing 1000 hate overall or 1200 hate overall?<div></div>

SH_Vesperia
05-20-2006, 05:44 PM
<P>Oh oh, a chance to ask a question that hasn't been answered yet, but is on the minds of many tradeskillers ... /dances wildly about.</P> <P><FONT color=#ff9900>With the Tradeskill revamp, will rare subs that have already been created be able to be used in the 'new' recipes ... for instance, a rare stretch of leather in place of a pelt or a rare ink in place of the loam?  If not, would it be possible to have those set back to the original rare using some nifty script when the revamp hits live?</FONT></P>

mochl
05-20-2006, 06:05 PM
<div><blockquote><hr>playatru wrote:<div>so taunts are physical mitagation resist based?<font color="#ff9900">No, Cant remember exactly who's taunts are what but i think that warrior taunts are mental resist in nature so lowering a mob's mental resists should allow the taunts to hit easier. Paladin taunts are divine maybe. A "real world" example of this is seen when fighting Terrorantula, a highly mental resistant mob. Warrior taunts might as well not even be used the majority of the time because they flat out wont land.</font></div> <div> </div> <div>and question for a tank type my dirge hate gain spell does it make you taun numbers increase on display? or is it that you just gotta think it does?<font color="#ff9900">I don't believe i've noticed the numbers increasing at all, i've always just assumed that it was working like the dirge (or the coercer) says. </font></div><hr></blockquote></div>

selch
05-20-2006, 06:10 PM
<DIV><BR> <BLOCKQUOTE> <HR> mochlod wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> playatru wrote:<BR> <DIV>so taunts are physical mitagation resist based?<BR><BR><FONT color=#ff9900>No, Cant remember exactly who's taunts are what but i think that warrior taunts are mental resist in nature so lowering a mob's mental resists should allow the taunts to hit easier. Paladin taunts are divine maybe. A "real world" example of this is seen when fighting Terrorantula, a highly mental resistant mob. Warrior taunts might as well not even be used the majority of the time because they flat out wont land.</FONT><BR></DIV> <DIV> </DIV> <DIV>and question for a tank type my dirge hate gain spell does it make you taun numbers increase on display? or is it that you just gotta think it does?<BR><BR><FONT color=#ff9900>I don't believe i've noticed the numbers increasing at all, i've always just assumed that it was working like the dirge (or the coercer) says. </FONT><BR></DIV><BR> <HR> </BLOCKQUOTE><BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Mental</DIV>

Gornd
05-20-2006, 07:46 PM
Thanks so much for the response.  I'm going to follow up asking another important question:  "How exactly are hate transfers/reducers applied?" and "How are the applied in conjunction with one another?".  Listed below are some aggro transfer buffs: Paladin - Amends, Sigil of Heroism Swashbuckler - Swarthy Diversion Assassin - Murdeous Design Dirge - Hyran's Seething Sonata Troubadour - Alim's Serene Serenade Coercer - Enraging Demeanour Guardian - Moderate More in detail... 1) Do these abilities stack?  IE.  Can I amends MemberB, and get Murderous Design from MemberC, and get Murderous Design from MemberD? 2) What happens when those people use deaggro CAs? 3) What happens when those people have deaggro procs (ie, Skywatcher Robe)? 4) What happens when those members die? Case Study: 1) Amends (40% aggro transfer) on a member with 1000dps, who is taunting, with taunt procs (monk).  Swashbuckler with 1000dps, with aggro transfer (24%) on the Offtank.  The Main Tank, myself, averages 400dps in addition to 3 taunts:  clarion cry (1180-1443hate / 9 seconds), valorous dash (1346hate / 20s), and Righteousness (941-1151 hate / 20s).  Thats a average hate generation of 265 a second.  So in total, 400(monk) +400 (myself)+265 = 1065 hate per second, which is much greater than the swashes at 760, not counting the monk taunting.  How does this swash frequently pull mobs off me?  Next, how does this happen when he also has a troubador in group?  And finally, how does this happen when he dies, has a troubador in group, gets amended from a paladin, and starts attacking again, only to get aggro and die (note, said mob doesnt memblur). Thanks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

WAPCE
05-20-2006, 10:03 PM
<blockquote><hr>mochlod wrote:<div><blockquote><hr>playatru wrote:<div>so taunts are physical mitagation resist based?<font color="#ff9900">No, Cant remember exactly who's taunts are what but i think that warrior taunts are mental resist in nature so lowering a mob's mental resists should allow the taunts to hit easier. Paladin taunts are divine maybe. A "real world" example of this is seen when fighting Terrorantula, a highly mental resistant mob. Warrior taunts might as well not even be used the majority of the time because they flat out wont land.</font></div><div> </div><div>and question for a tank type my dirge hate gain spell does it make you taun numbers increase on display? or is it that you just gotta think it does?<font color="#ff9900">I don't believe i've noticed the numbers increasing at all, i've always just assumed that it was working like the dirge (or the coercer) says. </font></div><hr></blockquote></div><hr></blockquote>Correct, Warrior taunts are mental-based (resist messages say "you attempt to confound") and Paladins' are divine-based (resist messages say "you attempt to smite"), I'm not sure on others. The Splitpaw taunt is also mental-based.<p>Message Edited by WAPCE on <span class=date_text>05-20-2006</span> <span class=time_text>02:05 PM</span>

Madboy
05-20-2006, 10:04 PM
<div></div>To answer Heisenberg's question, hate gain focuses on an uncertainty principle, our act of observing hate gain disturbs the system (it's actually a cat in a box, when it's  opened if the cat is dead you gain hate, however if the box is left unopened you simultanteously loose and gain an equal amount of hate every second....)Secondly, Cheescake is cake.....<div></div><p>Message Edited by Madboy81 on <span class=date_text>05-20-2006</span> <span class=time_text>11:05 AM</span>

BanhammerStratics
05-20-2006, 10:24 PM
Hey, thanks for the extra answers, Lyndro.<div></div>

SugarGirl
05-21-2006, 01:41 AM
This interview, as well as Lockeye's response to the Hate questions has been, by far, the best communication with the devs that I have seen. Thanks you guys for taking some time out to communicate with the players.

LokiHellsson
05-21-2006, 02:45 AM
Devs, a big huge thank you! Please keep doing this.Question: Do we have a greater chance of a master dropping from a named mob (assuming there is a non-zero chance in the first place) if that mob is white or yellow vs. when the mob is green or blue?

SecrAtive Girl
05-21-2006, 02:27 PM
<BR> <BLOCKQUOTE> <HR> SH_Vesperia wrote:<BR> <P>Oh oh, a chance to ask a question that hasn't been answered yet, but is on the minds of many tradeskillers ... /dances wildly about.</P> <P><FONT color=#ff9900>With the Tradeskill revamp, will rare subs that have already been created be able to be used in the 'new' recipes ... for instance, a rare stretch of leather in place of a pelt or a rare ink in place of the loam?  If not, would it be possible to have those set back to the original rare using some nifty script when the revamp hits live?</FONT></P><BR> <HR> </BLOCKQUOTE> <P><BR>yes this is a question i too have been wondering about because i had a tailor friend turn all my root rares into pieces of cloth. i was planning to turn them into items as i level up with my carpenter, but she will not be working with some of them for quite awhile yet, and i was concerned that perhaps all those rares will be lost with the tradeskill revamp, since there is no way i can level her enough to use them all before LU24.</P> <P> </P> <P>*edit* oh and i too would like to add my kudos to the developers for the original post <STRONG>and</STRONG> actually answering some questions that were put to you in response. there's some really useful info here.</P><p>Message Edited by SecrAtive Girl on <span class=date_text>05-21-2006</span> <span class=time_text>03:34 AM</span>

Nere
05-21-2006, 03:01 PM
<BR> <BLOCKQUOTE> <HR> Lockeye wrote:<BR> <DIV><BR> <BLOCKQUOTE> <DIV><FONT color=#ffff00>1 hate point = 1 damage point</FONT><BR><BR></DIV> <DIV><FONT color=#ffff00>The same amount of hate is generated when the damage is dealt. 1:1</FONT><BR><BR><FONT color=#ffff00>Hate naturally decays <U>very</U> slowly, but it can never naturally reach zero alone.</FONT><BR><BR><FONT color=#ffff00>A pet's death causes the hate they generated to be applied towards the caster.</FONT><BR><BR><FONT color=#ffff00>Taunt amounts are not affected by resists, but lowering resists can help a Taunt from being outright resisted.</FONT><BR><BR><FONT color=#ffff00>Heals/Wards have less than a 1:1 threat return.</FONT><BR><BR><FONT color=#ffff00>Each debuff spell generally causes the same amount of hate appropriate for their level, as do control abilities have amounts of hate that they each generate for their level. Dispatch itself is not the primary cause of grabbing hate, rather it is how a Brigand often combines it with Subdue and Double Up (Subdue having both high damage and a control component hate, and Dispatch having high damage and debuff hate).</FONT><BR> <HR> </DIV></BLOCKQUOTE></DIV></BLOCKQUOTE> <P> </P> <P>Great info .. thank you for taking the time to post this!</P> <P> </P> <P> </P><p>Message Edited by Ashes2Flames on <span class=date_text>05-21-2006</span> <span class=time_text>07:03 AM</span>

Dave
05-21-2006, 04:09 PM
First of all, THANK YOU so much!  I've linked this post in the library section of our guild's board so we can refer to it in the future.  This is EXACTLY the sort of information I love to see.  :smileyvery-happy:<BR> <BLOCKQUOTE> <HR> Lockeye wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Knightrider wrote:<BR> <DIV><BR> </DIV> <DIV><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> <U>How much hate do debuffs accrue</U>, if any?  The best example I can think of is a Brigand's Dispatch.  It seems that this spell generates far more hate than just what the damage component  reads.  This would also include stuns/stifles.  It seems that brawlers do a lot of this and seem to pull more aggro than someone else doing the exact same amount of damge.   This leads me to believe that extra hate is generated when a mob is stunned/stifled or even if the spell attempts to stun/stifle the mob and doesn't.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>Each debuff spell generally causes the same amount of hate appropriate for their level, as do control abilities have amounts of hate that they each generate for their level. Dispatch itself is not the primary cause of grabbing hate, rather it is how a Brigand often combines it with Subdue and Double Up (Subdue having both high damage and a control component hate, and Dispatch having high damage and debuff hate).</FONT><BR></DIV><BR> <HR> </BLOCKQUOTE><BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Is there any way we could get a number for this, so we know just how ticked off a mob is from the enchanter's mez and the rogue and shaman's debuffs and have a general idea of how many taunts the tank needs to apply before smacking the mob to wake him up?

-Karofin-
05-21-2006, 04:30 PM
<P>We all complain when our questions aren't answered so therefore it is only fair to offer thanks when they are.  This really does make playing the game that much easier.</P> <P>Many Thanks Lockeye.</P>

spa
05-21-2006, 06:43 PM
<BR> <BLOCKQUOTE> <HR> Lockeye wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Knightrider wrote:<BR> <DIV> </DIV> <DIV>5) <U>Do taunts generate more hate when a mob is debuffed</U> by a Dispatch or another spell of a similar nature?  I assume this to be true, but it's hard to tell with no hard numbers to see how much a person is actually taunting.  If this is the case, would it be too much to ask to have my actual taunt numbers displayed?</DIV> <DIV><BR><FONT color=#ffff00>Taunt amounts are not affected by resists, but lowering resists can help a Taunt from being outright resisted.</FONT><BR><BR></DIV><BR> <HR> </BLOCKQUOTE><BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Does this meen lowering Wisdom and Mental resists?<BR>or<BR>Lowering a certain resist type such as Heat -- could be the Taunt component that Guardians use? and also lowering the likes of Disease resists could help a ShadowKnight's Taunt land more successfully? and so on for the other Fighter classes.</P>

premiere
05-21-2006, 11:10 PM
<P>Here are the questions i have always wondered if the devs are still answering them about hate.</P> <P> </P> <P>Does finishing off a heroic opportunity with a taunt Double the amt of hate?</P> <P> </P> <P>When it says threat priority is increased by one position does that mean I become top on the list ie Fakewizard has 17000 hate i have 12000 rescue is for 4704 hate plus 3 positions so would that put me at 16704 or would it put me at a number that is 3 positions up from where i am on the hate list and then add the 4704 hate?</P> <P> </P> <P>How do group buffs factor in on hate IE if somone in my grp has aggro and I do a miti + buff on them would that transfer some hate to me?   Reason i ask this is because i have noticed on incomming if i run OOR of my healers hp buffs/miti buffs and do not taunt a mob but just hit it with bow if i run back into range the healer with the best buffs usually templar gets immediate aggro until i taunt.</P>

Kulma
05-22-2006, 12:52 AM
<div></div><div></div>I presume the only way they can actually give you positions is to give you the same hate of the person 3 positions above you, then add 4k+ from rescue to your hate.1) Toon 1 = 45000 hate2) Toon 2 = 43000 hate3) Toon 3 = 39000 hate4) Toon 4 = 360005) Toon 5 = 340006) Toon 6 = 310007) Toon 7 = 29000If you're the backup tank and haven't been taunting behind the main tank to keep yourself up near the top of the hate list or have no agro transfer coming in to you then you're probably down in slot 7 or lower. When you rescue it "boosts" your hate to the same as slot 4 at 36000, then adds 4k+. Which puts you in slot 3. Taunt behind the MT (start taunting the same as the MT after he gets his first round in) and you'll be in a better position to take top agro should he fall. If you're in position 5 and rescue it should give you 43k + 4k = 46k hate, putting you at the top and giving you agro.If it didn't work that way, then you could be in slot 3, hit rescue, get agro due to being in position 1, then lose it the next round to toon 1 because you only have 43k hate.I could be wrong, but that seems the logical way for it to work. I've never seen it explained, though I rarely read the boards.As for the buffs, yes. Wards and buffs can give a healer agro as you get back in range for them to "rebuff" you since the buffs weren't on you when you were OOR. Wards or reactives can also transfer agro on a pull if you get cast on right away but have not gotten a taunt in because they're not in range yet.Guardian temporary group buffs used to be great for added agro or for initial taunt on 2 or more encounters if you get social agro on a pull. I know that in Halls of Fate at the ring event it can be used to assure agro on the ones that run from the named in the room and agro the group. Right after  the 3rd or 4th (I can't remember how many actually get killed atm) gets killed, you can cast Command and they will come to you rather than another group member. It's better than trying to get a taunt in on each of 3 separate encounters once they arrive. Has always worked for me.<div></div><p>Message Edited by Kulman2 on <span class=date_text>05-21-2006</span> <span class=time_text>01:56 PM</span>

ProphecyCT
05-22-2006, 03:34 AM
Can you possibly also clarify the amount of hate you gain from buffs and power regen ?<div></div>

wayfaerer
05-22-2006, 04:15 AM
My question still wasn't answered. =(I just want the ability to completely disable adventure XP so I can adventure and quest at will without worrying about accidently levelling up. There's a number of good reasons to not want to level and it just seems wierd that we can only disable combat XP, not discovery or quest XP.<div></div>

graxnip
05-22-2006, 08:28 AM
<blockquote><hr> Lockeye wrote: <font color="#ffff00">1 hate point = 1 damage point</font><span><span><font color="#ff0000"></font></span></span><div></div><hr></blockquote>wow, knowing this really makes the change to vulian for the warlock laughable. hope you guys boost it because a 400 pt aggro reduction across the encounter is totally worthless considering what we have in our arsenal ...but aside from my warlock gripes, good post and info, thanks devs<font color="#ffff00"></font><div></div>

onimarox
05-22-2006, 10:36 AM
While it is nice to see that you answered more people's questions they all seem to be "fluff" compaired to the questions i was looking to see answered. i was talking with quite a few people while i was there and not one of those questions got answered. also it seems u answered the same questions // advoided questions with the BS responces to like "hello?" and "Hi" also please do not tell people that is the full chat log when it is an EDITED log to best suit players.

Loki_d20
05-22-2006, 05:15 PM
Thank you very much for the answers.<div></div><div><blockquote><hr>LokiHellsson wrote:Devs, a big huge thank you! Please keep doing this.Question: Do we have a greater chance of a master dropping from a named mob (assuming there is a non-zero chance in the first place) if that mob is white or yellow vs. when the mob is green or blue?<hr></blockquote>The chance for a higher tier chest to drop is more likely when taking on a named heroic opponent at or above your level.  This then carries with it the greater chance of getting a master book from the higher tier loot table.</div><p>Message Edited by Loki_d20 on <span class=date_text>05-22-2006</span> <span class=time_text>09:17 AM</span>

Panfar
05-22-2006, 06:17 PM
<BR> <BLOCKQUOTE> <HR> onimarox wrote:<BR> While it is nice to see that you answered more people's questions they all seem to be "fluff" compaired to the questions i was looking to see answered. i was talking with quite a few people while i was there and not one of those questions got answered. also it seems u answered the same questions // advoided questions with the BS responces to like "hello?" and "Hi" also please do not tell people that is the full chat log when it is an EDITED log to best suit players.<BR> <HR> </BLOCKQUOTE> <P><BR>It was never said that these were all of the questions: <FONT color=#3333ff>There were more than 20 pages of questions submitted that we didn't get to Answer.</FONT></P> <P>This is pretty clearly not 20 pages of questions and answers.</P>

Nahlis
05-22-2006, 06:39 PM
<DIV>LockEye mentioned that Ward hate is also 1:1, but I'm assuming that it all gets applied at once since every Shaman has had the experience of mobs beelining straight for him if the tank is warded on the pull.  </DIV> <DIV> </DIV> <DIV>I was wondering if this is true (that the full points of the ward are applied to hate immediately) and if so how does it work with multiple encounters?  ie. If on one pull the hate is applied but the ward survives till the next pull, are the remianing points re-applied (double-jeapordy) or is it that the hate from wards is only applied as they are used?  ie.  It absorbs 100 points and caster is given 100 pnts of hate?</DIV>

Dandael
05-22-2006, 08:55 PM
<P>Ok, I have been going over the message boards, and I can not seem to find anything that mentions not being able to sell from our house vaults anymore, but it was posted in the chat</P> <P>[19:48] *garanara* Since you wont be selling out of house vault any more, what will be the use of having a 5 room house with 6 vault slots?<BR><FONT color=#ff0000><BR></FONT><FONT color=#ff0000>The new system will offer other advantages for owning bigger houses.</FONT><BR></P> <P>Can someone who knows what this is about please explain what the changes are?</P>

Lyndro-EQ2
05-22-2006, 11:10 PM
<div><blockquote><hr>Dandaelus wrote:<div></div> <p>Ok, I have been going over the message boards, and I can not seem to find anything that mentions not being able to sell from our house vaults anymore, but it was posted in the chat</p> <p>[19:48] *garanara* Since you wont be selling out of house vault any more, what will be the use of having a 5 room house with 6 vault slots?<font color="#ff0000"></font><font color="#ff0000">The new system will offer other advantages for owning bigger houses.</font></p> <p>Can someone who knows what this is about please explain what the changes are?</p><hr></blockquote>From the <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=commnews&message.id=7790" target=_blank>full chat</a> log:Brannoc -- *[Xan]KlopKlop* Can you give us a sneak preview of the changes on the Brokersystem?Silverfrost-EQ2 -- The broker system is being completely redone and we expect it to be live at the same time as Fallen Dynasty. (long)Silverfrost-EQ2 -- No longer will you sell from your house vault using a merchant board.Silverfrost-EQ2 -- There is a second tab to the broker window that is the 'Sell' tab and it's where you will list your items.Silverfrost-EQ2 -- You have 6 upgradable vendor slots on that tab, one of which is given to you as a free starter, other you have to acquire by crafting or merchant purchase.Silverfrost-EQ2 -- We're planning for different vendors to have different traits, such as a vendor that is an armor rack can only hold armor, but lots of it.Silverfrost-EQ2 -- The vendors will also be placable in housing zones, providing a reason for players to visit your house while you're not online (to bypass the broker markup)Silverfrost-EQ2 -- (done) </div>

Wrapye
05-22-2006, 11:36 PM
<div></div><div></div><p>Message Edited by sacremon on <span class=date_text>05-23-2006</span> <span class=time_text>07:38 AM</span>

Priestbane
05-22-2006, 11:37 PM
<P>Vanyari:  No, he specifically said it was NOT 1:1.  Quote!</P> <P><BR> </P> <BLOCKQUOTE> <HR> <DIV>7) <U>How much hate does healing / being healed generate</U>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</DIV> <DIV><BR><FONT color=#ffff00>Heals/Wards have less than a 1:1 threat return.</FONT><BR> <HR> </DIV></BLOCKQUOTE> <P><BR> </P>

Ishbu
05-22-2006, 11:38 PM
I could be wrong but I think they stated that house vaults would remain as a storage option for players, but things would no longer be sold from them.  So the bigger house = more storage in your house I guess :/

selch
05-22-2006, 11:43 PM
<DIV><BR> <BLOCKQUOTE> <HR> Ishboozor wrote:<BR> I could be wrong but I think they stated that house vaults would remain as a storage option for players, but things would no longer be sold from them.  So the bigger house = more storage in your house I guess :/<BR> <HR> </BLOCKQUOTE><BR>probably I assume what you list for sale will count to house item limit.</DIV> <DIV> </DIV> <DIV> </DIV>

Kilaelya
05-22-2006, 11:47 PM
<BR> <BLOCKQUOTE> <HR> Lyndro-EQ2 wrote:<BR><SPAN><SPAN><BR> [19:00] *garanara* Do you plan to implement raiding more thoroughly throughout the next expansion? Some of us diehard EQ fans miss those nights of long raids that EQ2 just seems to be lacking.</SPAN></SPAN><BR> <HR> </BLOCKQUOTE><BR>This scares me, too. So many of my friends and other people who raid are getting so bored of this game =(

Nahlis
05-23-2006, 12:43 AM
<BR> <BLOCKQUOTE> <HR> Godstalk wrote:<BR> <P>Vanyari:  No, he specifically said it was NOT 1:1.  Quote!</P> <P><BR> </P> <BLOCKQUOTE> <HR> <DIV>7) <U>How much hate does healing / being healed generate</U>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</DIV> <DIV><BR><FONT color=#ffff00>Heals/Wards have less than a 1:1 threat return.</FONT><BR> <HR> </DIV></BLOCKQUOTE> <P><BR> Ack, your right of course, misread that somehow.  Even so though the question remains the same, is the Hate (whatever the ratio) applied at once or is it applied as the ward absorbs damage?</P></BLOCKQUOTE>

Hollywood
05-23-2006, 01:16 AM
<BR> <BLOCKQUOTE> <HR> selch wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Ishboozor wrote:<BR> I could be wrong but I think they stated that house vaults would remain as a storage option for players, but things would no longer be sold from them.  So the bigger house = more storage in your house I guess :/<BR> <HR> </BLOCKQUOTE><BR>probably I assume what you list for sale will count to house item limit.</DIV> <DIV> </DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>It [expletive haxx0red by Raijinn] well better not, unless they plan on uping the item limit...<BR>

Erladd
05-23-2006, 02:18 AM
<DIV>Did I waste money on getting a bigger house then? What incentive other than more storage is there for a merchant to buy a larger house now?</DIV>

Xa
05-23-2006, 02:38 AM
<P>From a sellers point of view, bigger houses seem now to be completely pointless, if not (disregarding price) disadvantageous.</P> <P> </P> <P>If i say COME TO WFP, they will take 2 minutes</P> <P> </P> <P>If i say COME TO SCALE YARD, they will take about 10 seconds.</P>

SageGaspar
05-23-2006, 03:19 AM
<div><blockquote><hr>Gorndax wrote:Thanks so much for the response.  I'm going to follow up asking another important question:  "How exactly are hate transfers/reducers applied?" and "How are the applied in conjunction with one another?".  Listed below are some aggro transfer buffs: Paladin - Amends, Sigil of Heroism Swashbuckler - Swarthy Diversion Assassin - Murdeous Design Dirge - Hyran's Seething Sonata Troubadour - Alim's Serene Serenade Coercer - Enraging Demeanour Guardian - Moderate More in detail... 1) Do these abilities stack?  IE.  Can I amends MemberB, and get Murderous Design from MemberC, and get Murderous Design from MemberD? 2) What happens when those people use deaggro CAs? 3) What happens when those people have deaggro procs (ie, Skywatcher Robe)? 4) What happens when those members die? Case Study: 1) Amends (40% aggro transfer) on a member with 1000dps, who is taunting, with taunt procs (monk).  Swashbuckler with 1000dps, with aggro transfer (24%) on the Offtank.  The Main Tank, myself, averages 400dps in addition to 3 taunts:  clarion cry (1180-1443hate / 9 seconds), valorous dash (1346hate / 20s), and Righteousness (941-1151 hate / 20s).  Thats a average hate generation of 265 a second.  So in total, 400(monk) +400 (myself)+265 = 1065 hate per second, which is much greater than the swashes at 760, not counting the monk taunting.  How does this swash frequently pull mobs off me?  Next, how does this happen when he also has a troubador in group?  And finally, how does this happen when he dies, has a troubador in group, gets amended from a paladin, and starts attacking again, only to get aggro and die (note, said mob doesnt memblur). Thanks <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div><hr></blockquote>I can tell you how this works right now, the swash has a debuff tied into pretty much each and every one of the attacks he's spamming. If I turn off my deaggros that 1000 DPS will hold hate against almost any class in the game. How he gets aggro after he dies would be that he forgets to cast his deaggros again. If the pally actually had amends on him and your swash had his deaggros going, the pally would pull hate before the swash did. I've killed shadow knights who were doing crappy DPS by transferring my 21% over to them. Also he might've cast Swarthy Disorder and had a stacking issue with Amends.When you die I'm not sure it does anything to your hate level, when you feign death you drop off the mob's aggro list temporarily but you get it all back as soon as you stand up, it's probably the same way.I am interested in hearing it from the source though.<font color="#ffff00"></font></div>

Runewind
05-23-2006, 04:00 AM
<div></div>If devs are still paying attention I would like to know something I've been curious about since the expansion was announced. Will current players aligned with Qeynos/Freeport be allowed to ally themselves with Kelethin? and own property there? <div></div><p>Message Edited by TwistedRiddles on <span class=date_text>05-22-2006</span> <span class=time_text>05:16 PM</span>

Tanesha
05-30-2006, 02:27 PM
<div>Hi <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><blockquote><hr>Lockeye schrieb:<div><blockquote><div><font color="#ffff00">Heals/Wards have less than a 1:1 threat return.</font></div></blockquote></div><hr></blockquote>Could you give us some more details on that? That'd be very kind.Thanks in advance,Tanesha</div>

Saroc_Luclin
05-31-2006, 05:56 PM
<div><blockquote><hr>Ishboozor wrote:<div></div>I could be wrong but I think they stated that house vaults would remain as a storage option for players, but things would no longer be sold from them.  So the bigger house = more storage in your house I guess :/<hr></blockquote>Storage would be nice, especially since I could basically put away my Frostfell presents until next season, and other seasonal stuff. I hope stuff in the vault remains uncounted in the limits thouhg. (I would assume so, since making vault items count would be a rather big change).So your Inventory is basically immediate access items, and stuff you just got. Your bank is for stuff you normally access but don't need to get often, and your house is long term storage for stuff you don't want to get rid of, but don't need to have around all the time.Just curious, if you downgrade your house and have fewer slots in your house vault, what happens to stuff in the now-unaccessable slots? Do they just stay hidden, or do they appear on your cursor or what?</div>

Geakor
06-02-2006, 09:52 PM
<blockquote><hr>ProphecyCT wrote:<div><blockquote><hr>Lockeye wrote:<div><blockquote><hr>Knightrider wrote:<div></div><div>Hate gain seems to be acquired in 1 of several ways which most commonly include <u>damage to a mob</u>, <u>taunting a mob</u>, and <u>having your pet killed by a mob</u>.</div><div>This hate gain of course can be augmented by spells and items.  </div><div>My questions regarding exactly how the hate is acquired are as follows:</div><div> </div><div>1) <u> How much damage is equal to one point of hate gain</u> (if there is a direct relation at all)? </div><div> <font color="#ffff00">1 hate point = 1 damage point</font></div><div>2)  <u>Why does spike damage to a mob seem to draw more aggro than damage over time</u>?</div><div>(Does damage have some type of exponential function associated with it? i.e. If I hit a mob for 500 dmg 2x or hit a mob for 1000 dmg 1x, do they generate the same hate on the mob?  Or just for the sake of throwing a number in there, does each hit get an exponential multiplier like 500^2 [(dmg)^(multiplier)] or 1000^2?  If this were the case, I would be generating 500k hate from the 2 hits of 500 but 1000k hate from 1 hit of 1000.)</div><div> <font color="#ffff00">The same amount of hate is generated when the damage is dealt. 1:1</font></div><div>3) <u>Does hate decrease over time</u>, and if so at what rate?  This would be another reason for spike damage to pull more aggro than damage over time.  If player A does 5 hits of 200 dmg over the course of 10 seconds, and player B does 1000 damage all at second 10 in the fight, player B then has the hate from all 1k dmg while the mob thinks that player A has only done maybe 800. (Just throwing out some numbers.)</div><div> <font color="#ffff00">Hate naturally decays <u>very</u> slowly, but it can never naturally reach zero alone.</font></div><div>4) <u>How much hate is generated by someone's pet dying</u>?  Does the hate which was previously on the pet get directly transferred to the owner? </div><div> <font color="#ffff00">A pet's death causes the hate they generated to be applied towards the caster.</font></div><div>5) <u>Do taunts generate more hate when a mob is debuffed</u> by a Dispatch or another spell of a similar nature?  I assume this to be true, but it's hard to tell with no hard numbers to see how much a person is actually taunting.  If this is the case, would it be too much to ask to have my actual taunt numbers displayed?</div><div> <font color="#ffff00">Taunt amounts are not affected by resists, but lowering resists can help a Taunt from being outright resisted.</font></div><div>6) <u>At what rate does hate decrease</u>? I would assume this would have to be a function of the players level.  i.e. Hate is decreased at something like (time * level).  So after 10 seconds a level 1 character would have 10 hate decreased, a level 50 would have 500 decreased, and a level 70 would have 700 decreased.  (Also I would assume some multiplier in there like (time * level * constant) as 10 hate, 500 hate, and 700 hate reduced for the respective levels in 10 seconds is basically nothing.)</div><div> <font color="#ffff00">I would have to double check on this one, but natural hate decay is a slow process.</font></div><div>7) <u>How much hate does healing / being healed generate</u>? (This includes wards.)  Does healing/warding give a 1 to 1 threat output?  When I am healed/warded do I gain some amount of hate from this act, and how much do I gain?</div><div> <font color="#ffff00">Heals/Wards have less than a 1:1 threat return.</font></div><div><img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> <u>How much hate do debuffs accrue</u>, if any?  The best example I can think of is a Brigand's Dispatch.  It seems that this spell generates far more hate than just what the damage component  reads.  This would also include stuns/stifles.  It seems that brawlers do a lot of this and seem to pull more aggro than someone else doing the exact same amount of damge.   This leads me to believe that extra hate is generated when a mob is stunned/stifled or even if the spell attempts to stun/stifle the mob and doesn't.</div><div> </div><div><font color="#ffff00">Each debuff spell generally causes the same amount of hate appropriate for their level, as do control abilities have amounts of hate that they each generate for their level. Dispatch itself is not the primary cause of grabbing hate, rather it is how a Brigand often combines it with Subdue and Double Up (Subdue having both high damage and a control component hate, and Dispatch having high damage and debuff hate).</font></div><hr></blockquote></div><hr></blockquote>I find it strange that Coercers can generate a significant amount of aggro while doing average DPS.  I've went through parses and such, and i find little evidience for reasons why I am pulling aggro from the tank sometimes.The only slight possibility I can find is Coercers generate additional aggro from their procs.  Coercers dps comes mostly from reactive procs, i.e. when the mob attacks or cast a spell on a target, my spell procs.  Sometimes, theses spells procs all at once causing above normal aggro (when compared to the dps of other classes).  I'm wonder is there a possibility that Coercers are double gaining aggro?  1 for the proc, and 1 for the damage?  Thanks.</div><hr></blockquote>This post is a month old but I wanted to reply on it. You gain a lot of hate because most spells you will cast either have pacify/powerdrain/debuff on it. With those extras on your damage spells your going to gain twice the amount of hate.