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View Full Version : General Feedback: 1/27/05 Update


Kwoung
01-28-2005, 09:10 AM
<DIV>Post feedback here on the latest patch. </DIV> <DIV>Patch notes located here: <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=13" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=13</A></DIV> <DIV> </DIV>

Moorgard
01-28-2005, 09:14 AM
<DIV>Hey, that's my job! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Feedback specifically on things in the headlines would be good, as well as anything you find that's broken.</DIV> <DIV> </DIV> <DIV>Keep in mind that the Vitality gauges are *very*rough and won't be going live. There will be additional visual and text feedback given to make it all clearer, but we wanted to get at least a base version out to you for testing.</DIV>

Agathorn
01-28-2005, 08:41 PM
Very quickly i'm just going to comment on the headline items.- Opportunity shift can be used up to five times to choose a different opportunity. Tested with a 20 assassin, and a.. umm don't know what level the other guy was but he was obviously a scout as well. Defintly can only flip once. /bugged in game.- Get your first glimpse at Vitality! Vitality gauges are reset to 0% and 0% whenever you zone or log in. You have to gain some exp before they will update to show the correct values. Once you zone again they reset to 0% and you must gain more exp to show them again. /bugged in game.- Lots of new armor looks have been added! Ok i'm afraid i'm goign to have to pick a bone on this one. We want -- hell need- more diversity. I don't think theres a single player in the game that would argue with that. However changing EXISTING clothing I think is a very bad idea. We saw this in EQ1 when armor tints changed and people who had tinted thier armro to what they thought was very cool went into an uproar when it was changed on the armor they currently had to become something very different. In this case its even worse. My character pre changes and post changes looks so completely different I didint' even think I was logged into the right character. While having the choice to wear such clothes is awesome, i'm very concerned how the player population at large will handle having thier existing clothes and looks so drasticly.. and randomly it seems... altered. The following URL leads to the www.eq2test.com private forum where I posted a screenshot of my characters appearence pre and post patch.http://www.eq2test.com/viewtopic.php?p=1734#1734EDIT: Apparently this board uses non standard control codes so my quotes aren't right. Don't know how to do them in this software.<p>Message Edited by Agathorn on <span class=date_text>01-28-2005</span> <span class=time_text>10:44 AM</span>

Lancealittle
01-28-2005, 09:41 PM
<BR> <BLOCKQUOTE> <HR> Agathorn wrote:<BR>Ok i'm afraid i'm goign to have to pick a bone on this one. We want -- hell need- more diversity. I don't think theres a single player in the game that would argue with that. However changing EXISTING clothing I think is a very bad idea. We saw this in EQ1 when armor tints changed and people who had tinted thier armro to what they thought was very cool went into an uproar when it was changed on the armor they currently had to become something very different. In this case its even worse. My character pre changes and post changes looks so completely different I didint' even think I was logged into the right character. While having the choice to wear such clothes is awesome, i'm very concerned how the player population at large will handle having thier existing clothes and looks so drasticly.. and randomly it seems... altered. The following URL leads to the www.eq2test.com private forum where I posted a screenshot of my characters appearence pre and post patch.<BR><BR>http://www.eq2test.com/viewtopic.php?p=1734#1734<BR> <P><BR>  <HR> </BLOCKQUOTE> <P>It looks like your robe has been changed to the default cloth shirt. Either that's a bug, or they moved the robe look you had to another item.</P> <P>What robe is that. <BR></P>

Jon
01-28-2005, 09:51 PM
I saw a freeport summoner last night with that same look. I also saw a qeynos summoner with the red/white robe. I'd suspect it's a bug.

madbx
01-29-2005, 05:26 PM
FYIThis patch has fixed the "Fine Silks for Sale quest (Down Below Earring Reward Option)Confirmed with 3 people who previously were unable to complete this.NelibWarlockTest

Kwoung
01-31-2005, 01:16 PM
<DIV>Numerous times today, upon finishing an item while crafting... the game generated an error and crashed me to the desktop. Never had this happen before and it only happened with my outfitter.. once while making food, once while making boards and once while assembling a maple strongbox. Nothing has changed on my computer and don't really have any further info on it.</DIV>

Daffid011
01-31-2005, 08:05 PM
Bugs?Character inventory screen: Leg icon in my head slot, head icon on my leg slot. The items retain the incorrect icon when removed, but descriptions appear to be correct for the item.Login: I am getting alot of errors about password not matching after I am already logged in and loading into the game. This only happen when I try to directly log into the game with a specific character and after a patch. The message pops up when the data for the zone starts downloading.----------Feedback::Vitatlity seems to be working. Two new graphics for the pool this weekend. The second keeping its numbers after zoning, etc. It makes me happy in the pants to see double xp messages even though I don't pay attention to the numbers.- Windstalker Rumbler is now more likely to be found.::people were talking about seeing him. Group^^ x2 near the tunnel- The following culinary recipes should be much easier to refine: white tea leaf, black tea leaf, oolong tea leaf, green tea leaf, pu-erh tea leaf, roasted carrot, roasted sweet onion, roasted cucumber, and roasted browncap mushroom.::I didnt notice much of a difference doing T2 leaves, but they were not that hard to begin with.- The way we calculate the AC value on the Persona window has been changed. The new number better reflects the overall defensive capabilities of your character, including armor, skills, stats, buffs, Parry, and Deflection. The defensive capabilities themselves have not changed, only the value that is displayed. For futher details, please refer to this post on our official forums.::Very noticable changes. My AC went from somewhere around 1000 to 1950ish as a berserker. Grouped with a few monks over the last few days and they all have 500-1000ish more AC than me. I was 21, they were 23-24. No real noticable change to tanking ability other than I can solo a little better than before. I can solo blue^^ groups in SH now.-I didn't really notice that much new to armor appearances to be honest. A few new colors.Working----------- Players now receive a congratulatory message and bonus tradeskill experience the first time they make a new type of pristine item.- You can now add labels to your bags via the right click menu.- The examine window for recipe books now uses a single alphabetized column. Thank you!- Added a "Recipes" button to the tradeskill progess window. Thank you!- Qeynos tradeskill zones now have music in them.- Using a spell or art other than one needed to advance a starter chain will no longer break it. WOOT!- Once a chain has begun, it can be purposefully broken by using one of the archetype abilities that initiates a chain (Lucky Break, Arcane Augur, Divine Providence, and Fighting Chance).- You now have 10 seconds to complete the Heroic Opportunity wheel instead of 30 seconds.- Heroic Opportunities have been given enhanced visual and sound effects.- The following characters can be used on the chat line in place of the corresponding slash commandMore later

Lancealittle
01-31-2005, 11:29 PM
<DIV>I was thinking that the change to armor looks would be a good thing for Freeport Fury, but we did not get an armor change.</DIV> <DIV> </DIV> <DIV>The Qeynos side level 20 armor quested gear looks like patchwork camo, but Freeport side looks like the level 10 to 20 quested armor with some red tints on the arms and legs. The BP has no tint, so it looks the same as the level 10 class reward armor.</DIV> <DIV> </DIV> <DIV>I'm not sure if this was an oversite, or if that's what the armor is supposed to look like. I know some effort has been put into the look of the Bruisers light armor to give them a unique look, so maybe they are still working on some of the AQ looks.</DIV> <DIV> </DIV> <DIV>I'm not sure what the Freeport Warden looks like, but I'm guessing as another light armor wearer they have the same as the Fury armor.</DIV>

Zindicatt
02-01-2005, 12:24 AM
<DIV>I'm going to just do a general feedback on things that we love, things that we have mixed feelings about, and things that seemed to have been broken due to this patch:</DIV> <DIV> </DIV> <DIV><STRONG><U>We love (supported by what I heard over the server-wide channel):</U></STRONG></DIV> <DIV> </DIV> <UL> <LI>New effects for heroic opportunities</LI> <LI>Starting wheel does not go away upon using anything but the advancing art</LI> <LI>Tab chat window (!)</LI> <LI>Implied target window</LI> <LI>New solo content (have run into a few of them in Nek forest and they seem appropriate in challenging levels)</LI> <LI>Correct graphics for resources (oh Yeah High Pain Shrubbery now can be differentiated from High Plain Fungi)</LI> <LI>Eat/drink when hungry/thirsty after death</LI> <LI>Labels to bags (can't tell you how useful that is!)</LI></UL> <DIV> </DIV> <DIV><STRONG><U>Things that we have mixed feelings about (there are separate threads here):</U></STRONG></DIV> <UL> <LI>Vitality bar</LI></UL> <DIV>Is it too much information?  I don't know.  But personally I'd rather not know about it.  I think it all depends on player style.  So some will embrace it and use it.  Others may loath it.</DIV> <UL> <LI>Armor new graphics </LI></UL> <DIV>Overall feeling: What about this and that armor?  Why didn't those get new graphic?  So the logic behind it isn't too clear.  My level 10 Barbarian Cleric now looks all spiffy and shiny, while my level 28 Defiler in her ubar Level 20+ Quest Armor is still in her rusty brown newbie look.  And why do some casters lose their robe and now looking like farmers?  By bug or by design?</DIV> <DIV> </DIV> <DIV> <DIV><STRONG><U>Things that might have been broken (I've bugged a few in game):</U></STRONG></DIV> <DIV> </DIV> <UL> <LI>Some item icons are messed up: For instance, helms appear as shoulders</LI> <LI>Spells that have been interrupted still take effect:  For instance, I cast Ward of Spirit.  I received a message that says "Interrupted"!  Then I saw the icon showed up in the window.  Several of us have noticed that.</LI></UL> <DIV><STRONG>Suggestions (Mine):</STRONG></DIV></DIV> <DIV>In reaction to these update notes:</DIV> <UL> <LI>"- Some items required to complete heritage quests have been moved from chests to standard corpse loot, thus allowing players who overmatch the encounter to complete these quests."</LI></UL> <DIV>This is great!  I think we are going the right direction.  How about betrayal quests?  I regard those types of quests something similar to heritage quests.  Currently the downing of the named orcs/gnolls are treated as regular chest loots - if you are out of level range, you won't get credit.  This makes it difficult for friends to extend a friendly hand in helping someone betray.  It is painful enough!  You have to kill 500 things.  Then come the named spawn that is not soloable by the poor chap who is trying to betray and 5 people in the guild who could have helped but out of level range.  Please consider that.  </DIV> <UL> <LI><BR>"- Those who have already completed certain quests should no longer cause triggered encounters to spawn."</LI></UL> <DIV>Again, great change!  I'd take it a step further: How about encounters that you have outleveled?  Specifically, the "Vlamour" spawn out in the Commonlands (sorry I don't know the proper name).  When anyone runs through the three "Vlamour" Tower areas, they will trigger the encoutner, REGARDLESS of their levels or whether or not they have done it.  The mobs are grey to me, but they still attack me.  It is annoying because I don't have enough power to kill the whole thing solo and they can't kill me either.  Can we consider changing it so they won't attack if they are grey to the player?</DIV> <DIV> </DIV> <DIV>This is it for now.  I got to get back to work. =)</DIV>

Kwoung
02-01-2005, 12:41 AM
<DIV>Spell effects for interupted spells also...</DIV> <DIV> </DIV> <DIV>My level 23 nuke, Ball of Fire, has its animation go off even if the spell is interupted. This is very confusing to those grouped with me, as they think I have pulled a mob (that I may not have) and start attacking. It is the spell that has the arching firey dustball.</DIV> <DIV> </DIV> <DIV>On a related note.. can the arch be removed from that spell graphic, it makes it look considerably less than impressive. A straight line (no arch) from me to the mob would look a lot better. As a wizzy, I would much rather feel like I am casting a blazing comet at my target, rather than lobbing those flaming dustballs.</DIV>

Kwoung
02-01-2005, 02:16 AM
<DIV>Very Light Armour AQ</DIV> <DIV> </DIV> <DIV>The robe didn't change, but it seems my gloves and boots are now a very dark red, which looks pretty out of place with the tannish robe with washed out red markings. Possibly darken the red on the robe or wash out the red on the goves / boots?</DIV><p>Message Edited by Kwoung on <span class=date_text>01-31-2005</span> <span class=time_text>01:17 PM</span>

Jiggers
02-01-2005, 06:54 AM
<BR> <BLOCKQUOTE> <HR> Kwoung wrote:<BR> <DIV>Spell effects for interupted spells also...</DIV> <DIV> </DIV> <DIV>My level 23 nuke, Ball of Fire, has its animation go off even if the spell is interupted. This is very confusing to those grouped with me, as they think I have pulled a mob (that I may not have) and start attacking. It is the spell that has the arching firey dustball.</DIV> <DIV> </DIV> <DIV>On a related note.. can the arch be removed from that spell graphic, it makes it look considerably less than impressive. A straight line (no arch) from me to the mob would look a lot better. As a wizzy, I would much rather feel like I am casting a blazing comet at my target, rather than lobbing those flaming dustballs.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>same interrupt/animation firing madness is happening with my level 24 fury nuke, strike of thunder. . . its very confusing to solo with that bug as well as the 'disappearing casting bar on being hit' bug. it also has the arching effect (which i like. . although it *is* much more of a 'lob' than 'strike'  :smileyhappy: )</P> <P>(jigs)</P><p>Message Edited by Jiggers on <span class=date_text>01-31-2005</span> <span class=time_text>05:55 PM</span>

Kwoung
02-01-2005, 07:01 AM
<BR> <BLOCKQUOTE> <HR> Jiggers wrote:<BR> <P>it also has the arching effect (which i like. . although it *is* much more of a 'lob' than 'strike'  :smileyhappy: ) <HR> </P></BLOCKQUOTE> <DIV>Its ok for druids to lob.. but I am a master of the elements and my spell forces should be something to be reckoned with! /chuckle</DIV>

Agathorn
02-01-2005, 07:02 AM
For those that aren't aware -- the dissapearing casting bar happens when you have a reactive effect on you such as a vitae heal. If your mid cast when the vitae procs, you lose your cast bar. Its been reported but i'm not sure if its considered a bug or not.

Kwoung
02-01-2005, 11:58 AM
<BR> <BLOCKQUOTE> <HR> Kwoung wrote:<BR> <DIV>Numerous times today, upon finishing an item while crafting... the game generated an error and crashed me to the desktop. Never had this happen before and it only happened with my outfitter.. once while making food, once while making boards and once while assembling a maple strongbox. Nothing has changed on my computer and don't really have any further info on it.</DIV><BR> <HR> </BLOCKQUOTE><BR> <P>Update on this.. it happened again tonight while crafting... I may have a clue though.</P> <P>It was just as the crafting session finished as always... AND was just as I hit zero vitality. Maybe coincidence.. maybe not. That might have accounted for all my crafting crashes yesterday as well, getting that little bit of vitality back the crashing when I ran out again a combine later.</P> <P>Someone else should check this out.. Waji mentioned she had the same kind of crash today while adventuring.</P> <P> </P> <P>Edit: Tested again because we ticked and I got .5% VIT.. unfortunately I didn't crash upon hitting zero though. Wonding if it is just when you hit exactly zero or something like that maybe? Or maybe it isn't related at all.</P> <P>Edit 2: Ok, just thinking here as I really don't have a clue... but I was crafting and crashed at what must have been the top of the hour (since I logged back in with one ticks worth at what was 4 min after the hour to me). So another possibility is maybe buring up your VIT just as you are gaining it back makes you crash?</P><p>Message Edited by Kwoung on <span class=date_text>01-31-2005</span> <span class=time_text>11:32 PM</span>

tesarei
02-07-2005, 07:10 PM
<DIV>i love the lob from ball of fire. and the plasmatic pulse (wish i could get a upgrade for that but dosent seem to be craftable and havent seen it drop) all though i would not mind if it was a strat path with nice smoky trail either,  but playing in 3rd person its fun to watch them lob over.</DIV>