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Calthine
12-04-2008, 02:03 PM
<p>Y'all are cordially invited to the next exciting Allakhazam Developers Chat!  Members of the EverQuest II Developer and Community Teams will be there, bring your questions!  If you'd like to submit questions in advance, PM me here or on the EQ2 'Zam Forums, or send e-mail to <a href="mailto:[email protected]?Subject=Dev Chat" target="_blank">[email protected]</a> (subject Dev Chat).Thursday, December 11, 4:00pm PSTIn the #EQ2 channel on Allakhazam IRC General chat during the actual event will be in #EQ2-FFANew to Allakhazam IRC?  <a href="http://eq2.allakhazam.com/wiki/IRC" target="_blank">Instructions here!</a></p><p><span >Please make questions concise, they're more likely to get answered!  Questions are asked in the order received, with minor shuffling to make sure no one is asking huge blocks of questions.  </span></p>

Spyderbite
12-04-2008, 09:57 PM
<p>Hope to see everyone there!</p><p>Oh.. I almost forgot.. First person to ask about a certain non-existant class and when will it be introduced; will be tarred, feathered and dragged around the IRC channel behind a Warg for everyone to see! XD</p>

Calthine
12-04-2008, 10:05 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Hope to see everyone there!</p><p>Oh.. I almost forgot.. First person to ask about a certain non-existant class and when will it be introduced; will be tarred, feathered and dragged around the IRC channel behind a Warg for everyone to see! XD</p></blockquote><p>Wouldn't it be crueler to just let the Warg drool on them?</p>

Calthine
12-10-2008, 02:35 PM
Don't forget! Tomorrow!! If you'd like to submit questions early, follow the instructions above!

ke'la
12-10-2008, 03:04 PM
<p><cite>Calthine wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Hope to see everyone there!</p><p>Oh.. I almost forgot.. First person to ask about a certain non-existant class and when will it be introduced; will be tarred, feathered and dragged around the IRC channel behind a Warg for everyone to see! XD</p></blockquote><p>Wouldn't it be crueler to just let the Warg drool on them?</p></blockquote><p>Yes, and even Rotonga are not that cruel... DEs might do it though.</p>

Calthine
12-11-2008, 01:47 AM
<p>Currently scheduled to attend (subject to change)</p><p>Christie "Kiara" RenzettiJen “Kirstie” GerullBruce “Froech” FergusonNoel “Ilucide” WallingChris “Aeralik” KozakBill “Bruinen” YeattsGreg “Rothgar” SpenceJason “Fyreflyte” WoernerNathan “Kaitheel” McCallEmily “Domino” Taylor</p>

Vonotar
12-11-2008, 08:29 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Hope to see everyone there!</p><p>Oh.. I almost forgot.. First person to ask about a certain non-existant class and when will it be introduced; will be tarred, feathered and dragged around the IRC channel behind a Warg for everyone to see! XD</p></blockquote><p>I suspect that Beastlords will be the least of your problems...</p><p>I hope it pulls off ok for ya</p>

Calthine
12-11-2008, 11:23 PM
<p>Actually it went very well!  Logs here:</p><p><strong><a href="http://eq2.allakhazam.com/wiki/Dev_Chat_Dec_11_2008" target="_blank" rel="nofollow">http://eq2.allakhazam.com/wiki/Dev_...hat_Dec_11_2008</a></strong></p>

KerowynnKaotic
12-12-2008, 01:29 AM
<p><strong>Anon:</strong> Has any thought been given to allowing players to earn any kind AA via crafting (not tradeskill quests, actual item creation).</p><ul><li><strong>Aeralik:</strong> Achievements currently enhance your ability to adventure. So the experience gains should come from something related to adventuring like questing, running your daily mission or killing creatures in dungeons. </li></ul><p><strong>Anon:</strong> Any chance of getting some kind of commission-type feature for Transmuting?</p><ul><li><strong>Ilucide:</strong> We have no current plans for a Transmuting commission system, because it would remove the desire to have more than a very few number of Transmuters on a server.</li></ul><p><span style="color: #008000;">Two of the most text book "these are not the questions I wanted to answer" responses ever.   </span></p><p><span style="color: #008000;">As SOE is so fond of mentioning .. "currently" .. can always change.   So, I, along with dozens of other Crafters, would love to see a Set of Crafting AAs as well as the ablility to Transmute items in a Commission system.  Yes, obviously, A Crafting AA system would require a new Exp Bar.  Is that such a bad thing?  A reset of the past 2 tiers worth of Pristine bonus and we'd be able to continue onwards with gaining AA for our Crafts.  You could remove the "crafting flavored" AAs from the TSO tree and replace them with Adventurer ones and put them in our "Crafting AA Tab"   </span></p><p><span style="color: #008000;">Needing only to have only 1 Transmuter per person would be freaking nice!  Instead of practically needing to be a Transmuter for every single Alt you actually adventure with.  I've got boxes and boxes of stuff to Transmute but have no way to do so unless I work on that character's skill.  So, it just sits in those boxes and gathers dust and wastes a lot of resources.  And, don't suggest that lame excuse of a buff system, the Deity System.  Worthless in most cases, really, I'd never be able to fund all the miracles to actually make it worthwhile to use. The whole 2x per run back to your house limits it as well.  Useful, I suppose on really uber zones and raids in a pinch but it's more of a "hold it to the last second" kind of thing.  Not to mention you have to max level to be able to get full choice on the miracles and it all goes *poof* if I decide to change Gods.  </span></p><p> <strong>Anon:</strong> All the live events are great, but the token system, where you repeat a quest interminably to earn rewards of your choice, is getting a little... repetitious. Has any thought been given to mixing it up a bit?</p><ul><li><strong>Kaitheel:</strong> Of course. In fact, it wasn't even planned to be used with Frostfell, but became a clear choice due to player feedback on the Test servers. The first time it was seen was GU46, and used as the main reward system for GU46, 47, and 49. It was not used for either GU48 or Nights of the Dead. </li></ul><p><span style="color: #008000;">I'm not sure who on the Test Server was really in Favor of the "Token" system .. but .. as a guess for what ever favor they had for it was more along the lines of being able to choose our own reward.  Having options and being able to get more than that 1 option.  Not so much as favoring the whole .. "farm tokens till your eyes bleed" system that seems to be in effect lately as favor in the Options, itself.   Frostfell is actually better done for the Token system, imo, since it does allow for a chance at getting more than 1 token per mob/run/etc and in the Reg. Heroic version, you can actually rake up a really nice haul of tokens. </span></p><p><span style="color: #008000;">I'd rather have a duplicate Merchant that, after I have the Faction/quest done or whatever, I can just buy with in-game coin.  But, not the stupid inflated price of 1p per Tree Price we have for Frostfell.  50g for the trees would have been way more reasonable.  No matter what tricks it can do when it has someone around to click it .. it doesn't do anything when they don't, nor can it be set to stay on a feature so really all the person is buying or getting as a reward is a Naked Tree or a Snow Covered one.  That's it. </span></p><p><strong>Anon:</strong> With all the new crafting equipment it's possible to get your harvesting quite high. Is there a hard cap on harvesting skills?</p><ul><li><em>Ilucide:</em> There isn't a hard cap per se, however, there are certainly points at which having more harvesting skill no longer benefits you.</li></ul><p><span style="color: #008000;">Can we get a bit more clarification on that?!?</span></p><p><span style="color: #008000;">Let's say I have 500skill.  I go into a T3 zone, what are my chances of getting a Rare?  .. How about in a T8 zone with that same 500skill?   </span></p><p>... and Since, I just noticed that all these questions were asked by "Anon", meaning Anonymous(?), just want to clarify .. No, I didn't ask these questions.  Just was reading them from the transcript and these stuck cords with me.</p>

DrkVsr
12-12-2008, 10:45 AM
<p><span style="font-size: medium; color: #993300; font-family: comic sans ms,sans-serif;">Maybe some one can ask this next time</span></p><p><span style="font-size: medium; color: #993300; font-family: Comic Sans MS;">How about a new AP system for crafters? Give them a reason to actually <em>want</em> to craft, not just something they <em>have</em> to do</span></p>

Deson
12-13-2008, 03:13 PM
<p>Bah, I should have typed the question more clearly.The Luclin question wasn't about the actual moon but the graphic revamp it came with. The question as I typed it on Eq2Flames(http://www.eq2flames.com/fan-site-news-announcements/37052-dev-chat-allakhazam-3.html) was:</p><p><cite>Deson wrote:</cite></p><blockquote><p>Q: Since many people view the models as a matter of "which sucks least" as opposed to genuine like and the skeletal revamp was supposed to at least partially address that as well, what are your plans to address the character model appearances?Is there a "Luclin" in the works for Eq2?Could there realistically be one?</p></blockquote><p>While Griegs End, Ssrreazha...whatever temple, and VT were nice, I could care less about the blown up moon.</p>

Calthine
12-13-2008, 10:21 PM
<p><cite>Deson wrote:</cite></p><blockquote><p>Bah, I should have typed the question more clearly.The Luclin question wasn't about the actual moon but the graphic revamp it came with. The question as I typed it on Eq2Flames(http://www.eq2flames.com/fan-site-news-announcements/37052-dev-chat-allakhazam-3.html) was:</p><p><cite>Deson wrote:</cite></p><blockquote><p>Q: Since many people view the models as a matter of "which sucks least" as opposed to genuine like and the skeletal revamp was supposed to at least partially address that as well, what are your plans to address the character model appearances?Is there a "Luclin" in the works for Eq2?Could there realistically be one?</p></blockquote><p>While Griegs End, Ssrreazha...whatever temple, and VT were nice, I could care less about the blown up moon.</p></blockquote><p>Sorry Deson, that's my bad.  It looked like two seperate questions to me so I split them up <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

Killerbee3000
12-14-2008, 01:31 PM
<p>Domino: I'd like to point out you can visit scenic Luclin now ... in scenic craters all around Norrath</p><p><img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /><img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /><img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>

Writer Cal
12-14-2008, 07:38 PM
<p><strong>Anon:</strong> Has any thought been given to allowing players to earn any kind AA via crafting (not tradeskill quests, actual item creation).</p><ul><li><strong>Aeralik:</strong> Achievements currently enhance your ability to adventure. So the experience gains should come from something related to adventuring like questing, running your daily mission or killing creatures in dungeons. </li></ul><p>I have to wonder about this... At least 6 of the 8 options under the General category in the Shadows line are useful to crafters, and 1 is useful only to crafters.  Swift Creation, Bountiful Feast, Ample Harvest, Swift Journey, Swift Strides, and even Hearty Constitution.</p><p>That's 30 AAs worth of stuff that's quite useful to crafters.  Not to mention any other AAs from Class and Subclass trees that enhances travel speed or survivability.</p><p>Crafting now is definitely a lot more than just sitting in a safe instance in town and grinding for hours.  Crafters now have to get out into the world, travel, and take some risks to get all the good things available to them.  I can look through the AAs on most of my characters and find lots of things that would be useful to them from a crafting perspective.</p><p>AAs most definitely can enhance your ability to craft, harvest, and travel to locations needed for crafting faction work.</p>

dawy
12-14-2008, 10:10 PM
<p>I have to agree the token system is getting more than old..even TSO uses it to a grander degree with the shards..so c'mon its time for a bit of imagination now,not going back to the same old thing again and again.</p>

walaruss
12-15-2008, 02:35 AM
<li><strong>Fyreflyte:</strong> Ah that... It's something I want to do, but at this point I honestly don;t know when I'm ever going to have time </li><li><strong>Fyreflyte:</strong> You know we lost the two other people on the team that did items. For most of TSO I was doing them all by myself </li><li><strong>Fyreflyte:</strong> I had a bunch of help right at the end when they finally realized that I wasn;t lying about having 3x too much work to complete it by myself <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> </li><li><strong>Fyreflyte:</strong> So it's still on my mind, and something I'd like to do, but I need time.</li><p>its a shame, with all the cash we have to spend you cant afford more than 1 ppl to work on one of the most important things.</p>

Yohann
12-17-2008, 11:38 AM
<p>i am actually suprised more questions about Station Cash didn't come up, that, or Alla didn't want to start something</p>

Calthine
12-17-2008, 02:14 PM
<p><cite>Scoxa wrote:</cite></p><blockquote><p>i am actually suprised more questions about Station Cash didn't come up, that, or Alla didn't want to start something</p></blockquote><p>Wasn't us, we didn't get many Station Cash questions (which suprised me).  We were quite lucky that someone was at the chat who was able to answer Station Cash questions, since that's not something coders and live event developers are involved in <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  (Thanks Kirstie!!)</p>

LordDragone
12-17-2008, 02:52 PM
<p>Hey Calthine,</p><p>next time they have one of these chats can you ask them about a possibility of adding weapon/shield appearance slots?</p>

Calthine
12-17-2008, 03:12 PM
<p><cite>LordDragone wrote:</cite></p><blockquote><p>Hey Calthine,</p><p>next time they have one of these chats can you ask them about a possibility of adding weapon/shield appearance slots?</p></blockquote><p>Probably the same answer as the weapons appearance slot <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I post the dev chat announcements a week ahead, be sure to send that in when I do.  I'll never remember, my brain is antique.</p>

LordDragone
12-17-2008, 07:07 PM
<p>They've given an answer about a weapon appearance slot?</p>

Calthine
12-17-2008, 11:27 PM
<p><cite>LordDragone wrote:</cite></p><blockquote><p>They've given an answer about a weapon appearance slot?</p></blockquote><p>From the FFA chat after:</p><blockquote><p><strong>Poxx-Befallen:</strong> plans for appereance slots for weapons/offhands?</p><p>* <strong>Rothgar</strong>: we're still kinda split on appearance slots for weapons</p><p><strong>*Fyreflyte:</strong> Poxx: Nothing in the works atm. It's been under discussion a lot, but I don;t think a decision has been made either way.</p><p><strong>* Rothgar:</strong> plus its not as easy as armor since your animations are tied to the weapons you're using.</p></blockquote>