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#1 |
Tester
Join Date: Sep 2006
Posts: 207
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![]() switching part 2 of those events on Monday afternoon totally borked everything there. Was it even part 2? or is this the new and improved version of events The quests now don't make sense Evil part of A strange Illnes is broken, there is no NPC in North Freeport to get the cure from questline from merchant Jimbo that asks to go behind researcher Ailliena tent and find the infected monkey doens't make sense now, the lady got moved right in next tent from jimbo, but monkey still spawns behind tent in camp2 where Digmaster took place of Researcher that either needs to be rephrased in quest text or probably easier to just leave researcher and digmaster where they were, why was that changed I do not understand also if it's not too late anyone who just reached next tier like my poor 20 fury on test has no way of completing killing lvl 25 sirens in TS and wasps in Nek, can you change the mob needed for the kill quests to something lowerlevel? say someting in the 21-23 bracket? that way those freshly leveled will have a chance to do it and those in the higher parts of the tier will also have an easy time and still experience from kills I did already level up 1 toon from 11 to 15 so I even had a chance against wisps in CL, I really don't want to do it with every toon, please consider change here someone mentioned it's like with void storms, it is actually not like with void storms, with those we had to kill 'Challenging" storms meaning at lvl 21 I could still go to teen zone and kill those level 15 ones that were still green, this quests from SS is asking for specific mobs that only come lvl 15, rarely 14 |
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#2 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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Ennia wrote:
I agree! Plus, why the heck did we suddenly go from having (6) ? quests to having only (4) quests? Not counting the Merchant opening quests, which as Ennia said .. really don't make sense and are possibly bugged at this point for a few people. ... Not to mention, we shrunk the event area to being in (2) areas with a bit of room to move around in to (1) area that is barely big enough for the Test population .. Purple Shinies .. This is an interesting addition but it, again, is poorly added .. if it really was meant to not add in the last (6) pieces till the 2nd part of the event. They are Camped on Test .. they will be fought over and Perma Camped on Live. But, why even bother to harvest them till after the 2nd phase? ... The last (6) parts are very rare and by the time a person actually gets the whole set they could have over 50 of the 1st set. .... And, I am still *boggling* over the whole change to phase 2 in the first place .. there wasn't any notice, really. There's no visual indication that we were getting closer to anything. We go from a Live Event that majority will probably not complete .. to having an Event that shoots by with little indication of what just passed and why .. Major complaint on the Bone Chip Quest (other than the lack of rewards for people who have been killing themselves trying to complete it) is that there was little to no feedback on the Bone Chip Container. And, again, we get NO feedback on the what, why and when for this Event!? ... Do we see a pattern for this? Specific Feedback .. for the Site Secruity phase 2 Quest .. this quest is annoying because, apparently, only the Wards in the 1st camp work for this quest. I know that might make sense from a story board perspective (they shrunk the protection to the main find) but from a realistic gaming stand point all it does is create fustration. Again, the 1st site is TOO small of an area for anyone under lvl 60. Those stupid Spiders wander near and slighty into the camp and so do the Snakes. Sometimes, the Wards are slow to respond to the presence of a person with a quest .. so you have to run back and forth till it pops a Naga. Which sometimes attracts the attention of those aforementioned Snakes and Spiders .. not to mention the occassional Ghoul. Please, turn back on the 2nd site's Wards for phase 2. At least that would give everyone some more room to move. Though, is it really to late to just make the "discovery" of whatever to be at site 2 instead of site1? Therefore keeping both areas as active camps? 1st camp as the Merchant & TS quest and the 2nd site being the Power & Air/Ward Quests? Speaking of the Power & Air Quests .. yes, these Quests need to be fixed so that there are (2) different versions of the quests per Tier. A lvl x0 and x5 Quest ..ie: Get the 30 from lvl 30 to lvl 34. And get the lvl 35 quest from lvl 35 to 39. Etc ... And, just curious, cause I don't play pvp .. but .. how is this event going to play out on the PvP servers? Isn't SS an open hunting ground? And, I still believe the "rewards" should be lowered down in Dirty Money Coin cost for a few of them. Why do we always have to FARM our "rewards"? |
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#3 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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To address some of the issues: I increased the purple shiny spawn rate and fixed Jimbo's dialog so he wasn't quite as confusing in part two of the event.
We appreciate the feedback immensely! But lets please try to focus on pointing out bugs rather then just saying how you would have done it. The first part of the event is meant to focus you on the excavation area where Terrorantula normally spawns. For the second half of the event the focus changes. There is no longer a need to protect the original digsite and the focus changes to creating a launchdock and Airship. Yes there are fewer quests to do during this time but like you said, there is less real estate to work with thus the event is more focused into that one area. Let us know how the progress on the Launchdock goes And kudos for finding the things you have found so far. Out of curiosity has anyone finished the collection yet? |
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#4 |
Tester
Join Date: Nov 2004
Posts: 10
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![]() Just wanted to mention again the note above regarding the status of Riggs Thunderstone. Can't seem to find him anywhere in North Freeport. Meaning no update for "A Strange Illness". |
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#5 |
Tester
Join Date: Sep 2006
Posts: 207
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![]() collection was completed by a few people , the remaining 6 shinies seemed to be rather rare so faster spawn would be helpful effect is nice, I hope it lasts beyond the event launchdock? I'd never know we are building one, have to pay more attention to what NPC's say I guess thanks for reply! |
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#6 |
Tester
Join Date: Feb 2005
Posts: 483
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okay, let's focus...on two things:one - The wards that are now usable for the defend the wards quest have all but ONE agro from wandering mobs. So you either tell us that lowbie chars (anything that cannot yet handle [Removed for Content] trash mob) shouldn't do the quest, or it's an oversight. I hope for the later because it's few wards anyway, live server people will be fighting over the spawns and each ward can only have one naga up at the time.second - an increased spawn rate might not fix the purple shiny problem. I play a lot and I'm still running characters through the SS quests pretty much the whole time I play. So far I have not found even one rare shiny! And I found just 3 non-rares throughout the whole day. This is Test and when 2 characters running circles through the dig site can pretty much scoop up everything so that Norman Normal will not even see a shiny, then on live every single possible spawn point will be camped by >the fast harvesters<. The fact that as usual rewards and money are no-trade, but the shinies are will make that a huge mess in which the normal player has no chance, no matter how much time he is willing to invest.How about adding the purple shiny items to the rewards buyable with DIRTY money, or simply make them have a chance to spawn in place of normal yellow shinies in all zones?Thanks for reading.Purr~PS: Are the new carpets mountable as house items? I'd sure love to use them in my house...
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#7 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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You can actually turn the new carpets into house items. Very nice house items actually. Thank Kaitheel for that one
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#8 |
Tester
Join Date: Feb 2005
Posts: 483
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In that case, how about making the shinies no-trade ? Just an idea...Purr~PS: and thanks big time for those carpets - they will look meowvelous in the entrance hall...
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#9 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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Purrfect wrote:
one - The wards that are now usable for the defend the wards quest have all but ONE agro from wandering mobs. So you either tell us that lowbie chars (anything that cannot yet handle [Removed for Content] trash mob) shouldn't do the quest, or it's an oversight. I hope for the later because it's few wards anyway, live server people will be fighting over the spawns and each ward can only have one naga up at the time.I increased the range you can be away from the wards to trigger the Void-Touched Naga. This should make it significantly easier for lower level players to get the updates they need. I hope it helps. This should go through with next patch. |
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#10 |
Tester
Join Date: Feb 2005
Posts: 483
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And that's even better - thanks Gninja!
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#11 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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I would rather refrain from making yet more no trade items from Live Events. Depending how well this goes over I may see about introducing more purple collections in live events in the future. The main thing I want to avoid is people destroying them. If you get extras I am sure you can sell them after the event is over.
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#12 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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Gninja wrote:
In neither posts did we (the op or I) ever say it was how we would do it. We are giving you feedback and requests (hopes) for tweaks. The 1st camp is TOO small of an area .. if story wise it can't be changed .. could you at least see about moving back (maybe even getting rid of them in that area) the current path of the mobs in the area as well as moving back and adding in a few more of the Wards. Assuming you can't/won't fix the Wards at the 2nd camp to work with the phase2 site security quest .. or Both option to allow for broader availablity. Giving a larger area to the 1st camp would also allow you to add a few more of the purple ? pop spots. Since, I, guess this is an area that will become a .. dock .. type area .. a larger portion of the area dedicated to it wouldn't be a bad idea. Maybe, just scatter a few Purple shinies throught-out the whole desert portion of the zone. ie: the idea is that the Dust Devils picked up a few loose parts and scattered them throught-out the zone. That would be a HUGE help for the collection quest right there and that means you wouldn't have to turn the pop of them up so high. Easy to reach ones in camps for lowbies but lots more in the open spaces for the higher level characters to go find. And, as a thought ... Have you done the Quests for Air/Power with a lvl 10 character solo, with normal gear. Or, a lvl 20,30,40,50,60,70 .... .. if so .. how did you find it? .. if not .. GO TRY IT! You'll understand the issue some of us have with it. |
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#13 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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Gninja wrote:
You can actually turn the new carpets into house items. Very nice house items actually. Thank Kaitheel for that one Frak me!!! Now, I have to plan on another (24) coins! *sigh* ... Don't get me wrong .. I'm thrilled at the Carpet House item. I love the fact that you can change the Cloak into a Tapestry!! But, ya know .. it means more un-intended exp farming. I'm weird. I HATE leveling up. And, every turn in for this quest is just putting me closer and closer to dinging again. I hope Illucide gets a move on with that "complete Exp off" toggle.
-- Thank you Kaitheel!! Much love and I promise to not pull out the voodoo doll of you for another 24 hours. |
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#14 |
Tester
Join Date: Sep 2006
Posts: 207
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![]() please make the cobras and spiderlings around DIRTY camp non aggro for the event, just got killed by a spiderling while standing next to Bilgeron getting a quest, and revived 3 feet from the spot on the same platform or just kill them off altogether like you guys did with the darklight fairies during seeress murder event in EL |
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#15 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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We can't kill off the mobs as they are needed for SS questlines. I did up the range on the wards for the "Site Security" quest. I will see about just lowering the aggro range of the mobs in that area.
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#16 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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Sorry let me back peddle just a tad
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#17 |
Tester
Join Date: Feb 2005
Posts: 483
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Gninja wrote:
Sorry let me back peddle just a tadDoes the highlighted/bold mean that it will get done somewhen in the future? I don't mind waiting for it, after all I bought a nice amount of them just for deco purposes.Purr~
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#18 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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Gninja wrote:
Sorry let me back peddle just a tad *whimper* They could have just been change-able to "ordinary" Floor Carpets and I would have been happy. As Rugs, I can't see how they would have looked bad .. unless you had been trying to make them hover like the ones in SS. ... *shrug*. |
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#19 |
The Dev Gnome
Join Date: May 2008
Posts: 1,664
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"For now" means that is just how they are going to be. Like I said before turning a mount caropet into a stationary regular carpet isn't as easy as it sounds
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#20 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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Gninja wrote:
"For now" means that is just how they are going to be. Like I said before turning a mount caropet into a stationary regular carpet isn't as easy as it soundsI was going to link a pic of a horse-hide rug, but looking at them, Gninja is right. |
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#21 |
Tester
Join Date: Feb 2005
Posts: 483
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Calthine wrote:
Gninja wrote:Could be worse - somebody could try to skin one of those gnomish hovering devices... Purr~"For now" means that is just how they are going to be. Like I said before turning a mount caropet into a stationary regular carpet isn't as easy as it soundsI was going to link a pic of a horse-hide rug, but looking at them, Gninja is right.
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#22 |
Tester
Join Date: Nov 2004
Posts: 95
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![]() Not going to say this is how it should be on these. Just going to point out to you that going from TWO SMALL sites that will make it nearly impossible for most people on live to do these quests to ONE SMALL site ensures that only the most utterly unthinking people on live will do this quest. Those that don't care if they harvest a shiny someone is standing over. Those that don't care if you are trying to pull a mob they want, they just go right in and take it away from you, even when you try to talk nice to them. Not that this is happening on test, but I know it happens on live. My son was complaining about that happening to him on live the other day in Kunark for crying out loud. The same people that like to do that won't let people that have manners get anywhere close to this event. When we say the areas are too small for us on test, we are running into each other, think what will happen on live. Let's see, people won't get off their mounts due to the small area, they will figure it gives them a better chance to get what they want. I see whole guilds camping the quest sites on live and not letting anyone else get a chance to do anything, be it the simple bucket quests or anything else. I've seen whole guilds working world events in shifts before, it wouldn't suprise me to see it happen here at all. That being said, I like the idea behind the quests from the two campsites. I am not sure I saw ANY info. about why we moved when I got my quests from site 1 yesterday. I will go back in with a different toon today and see what I read. I enjoyed the first part events very much. I
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YANU 82 FURY, TEST YAVIE 90 WARDEN/90 CARP., PERMAFROST |
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#23 |
Tester
Join Date: Feb 2005
Posts: 483
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Now that the carpet speed has been adjusted and considering the fact that they are not mountable in house: Could we please have them lose the no-trade tag and make them attuneable instead? I'm sitting on a stack of carpets intended as house decorations and have that mental pic of a loooong line of carpets in assorted colors following me where ever I go, hovering nearby, ready to do something evil to me. Please?! Purr~
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#24 |
Tormentor of Fae
Join Date: Dec 2004
Location: Middle of Nowhere, Arizona
Posts: 1,862
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Purrfect wrote:
Now that the carpet speed has been adjusted and considering the fact that they are not mountable in house: Could we please have them lose the no-trade tag and make them attuneable instead? I'm sitting on a stack of carpets intended as house decorations and have that mental pic of a loooong line of carpets in assorted colors following me where ever I go, hovering nearby, ready to do something evil to me. Please?!Purr~ At ( However, I do agree .. In fact .. can we please make all the items Attuneable? Except, maybe the Miners Helm. I really hate NO Trade "rewards". |
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#25 |
Tester
Join Date: Feb 2005
Posts: 483
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Kaisha@Permafrost wrote:
Purrfect wrote:eyes... I had some, aeons ago... and I bought... to many .-) Guess I should have opened a coin laundry for all that dirty money instead. /agree All those no-trade rewards serve little purpose. I still have about 100 appreciation notes left, most on the Q side - and I have NO idea what more to buy, considering that those merchants will vanish soon... I mean, my house is filled with glittering temptations 8-) I'd love to buy some of the Uniform of the Forest Assassin for any future kittens, I'd like to be able to gives some carpets to them or at least cloaks. Pick one or two real great rewards to make no-trade, like the miners helmet, but relax a bit about the rest of the rewards. Thanks. Purr~Now that the carpet speed has been adjusted and considering the fact that they are not mountable in house: Could we please have them lose the no-trade tag and make them attuneable instead? I'm sitting on a stack of carpets intended as house decorations and have that mental pic of a loooong line of carpets in assorted colors following me where ever I go, hovering nearby, ready to do something evil to me. Please?!Purr~
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