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-   -   I love the 'new' commonlands (https://archive.eq2wire.com//showthread.php?t=266388)

Vollux 06-02-2006 07:07 PM

<DIV>I just wanted to say what a great job you guys did on the revamp of the Commonlands zone.  I love the way the difficulty of the mobs you encounter scales away from the dock now.  It was always a bummer to jump over that hill from the dock and fall into a group of agro Orcs.  </DIV> <DIV> </DIV> <DIV>One thing I'm curious about though - who ate all the Livestock that used to be in the Crossroad pens?</DIV>

Brigh 06-02-2006 07:18 PM

So there is a new CL eh?They should give some nostalgia from EQ1 and have a random, semi-rare, roaming griffon that crosses through lowbie-land.Call it a Wayward Griffon or something.Perhaps even a lost bixie to be the PH like supposedly bixies were PH for the WC griffon (rumor).

Rast 06-02-2006 07:21 PM

I thought there was a griffon that floated around the zone?  Think it's name is Gustwind, but not sure on that.

Bryerwo 06-02-2006 07:22 PM

<div><blockquote><hr>Brigh wrote:They should give some nostalgia from EQ1 and have a random, semi-rare, roaming griffon that crosses through lowbie-land.<hr></blockquote>There's already a rare griffon that circles around CL, but the name escapes me.  I got smacked pretty good while standing near the pond where the assassins are.</div>

Brigh 06-02-2006 07:27 PM

shows you how much I play that side...but where are the bixies, the grass snakes...

Mezzelli 06-02-2006 07:41 PM

<DIV><BR> <BLOCKQUOTE> <HR> Brigh wrote:<BR>shows you how much I play that side...but where are the bixies, the grass snakes...<BR> <HR> </BLOCKQUOTE><BR>Grass snakes -- check</DIV> <DIV>Bixies -- moved to KoS and got a lot less cute</DIV> <DIV> </DIV> <DIV> </DIV>

Saavedra 06-02-2006 09:10 PM

<P>Thank you for the feedback, I'm glad you like the changes.</P> <P>I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in.  </P> <P>Thanks once again, it's appreciated.</P>

Thax 06-02-2006 09:31 PM

<DIV><BR> <BLOCKQUOTE> <HR> Bryerwood wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Brigh wrote:<BR><BR>They should give some nostalgia from EQ1 and have a random, semi-rare, roaming griffon that crosses through lowbie-land.<BR><BR> <HR> </BLOCKQUOTE><BR>There's already a rare griffon that circles around CL, but the name escapes me.  I got smacked pretty good while standing near the pond where the assassins are.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Gustfeather</DIV>

Bootstwadd 06-02-2006 09:36 PM

<BR> <BLOCKQUOTE> <HR> Thax wrote:<BR> <DIV><BR><BR>Gustfeather</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Man I hated that freakin bird...no point in running away either (unless you're just outside the Crossroads, even then I saw him give the guards a good run).</P> <P>When he turned grey on me tho, I got my revenge....and some really big chicken wings.  Tasty.</P>

chilidog8 06-02-2006 09:44 PM

I'd love to see CL reinstanced to a higher level version.  like 60+  and make it like re discovering CL again. <div></div>

Vorlak 06-02-2006 09:55 PM

<DIV>Bring back Sergeant Slate!!!</DIV><p>Message Edited by Vorlak on <span class=date_text>06-02-2006</span> <span class=time_text>11:05 AM</span>

Meryddian 06-02-2006 09:56 PM

<P>Hmm, so are we going to see the Ghost of Sergeant Slate?  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> </P>

DragonRoll 06-02-2006 10:05 PM

<div><blockquote><hr>Vorlak wrote:<div>Bring back Sargent Slate!!!</div><hr></blockquote>/shout Slate to the tunnel!5 mins later.../shout what #@#$ing noob trained Slate to the tunnel?  Thanks loser.</div>

Baldar 06-02-2006 10:06 PM

<BR> <BLOCKQUOTE> <HR> Meryddian wrote:<BR> <P>Hmm, so are we going to see the Ghost of Sergeant Slate?  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> </P><BR> <HR> </BLOCKQUOTE><BR>You can't have Sgt. Slate in EQ2 because there is no KSing.. and his sole purpose in EQLive was/is to KS the snakes, bears and skellies from the newbies.

Rijacki 06-02-2006 10:21 PM

<div><blockquote><hr>Baldaran wrote:<div></div> <blockquote> <hr> Meryddian wrote: <div></div> <p>Hmm, so are we going to see the Ghost of Sergeant Slate?  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p> <hr> </blockquote>You can't have Sgt. Slate in EQ2 because there is no KSing.. and his sole purpose in EQLive was/is to KS the snakes, bears and skellies from the newbies.<hr></blockquote>Yeah, him and the halfling bandits.. err deputies.  And it was always that last one to finish off a quest with no spawns of the same around for miles.. but would they save your bacon when you were a sliver from death and getting adds after adds? nope.. off having doughnuts or KSing some other lowbie.</div>

Nainitsuj 06-02-2006 10:24 PM

<BR> <BLOCKQUOTE> <HR> Saavedra wrote:<BR> <P>Thank you for the feedback, I'm glad you like the changes.</P> <P>I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in.  </P> <P>Thanks once again, it's appreciated.</P><BR> <HR> </BLOCKQUOTE> <P>M'eh.  I think the changes were unnecessary.  Most people knew that orcs were over the hill and that the safest way to travel was usually along the edges of the zone or sprinting down the road.</P> <P><BR>Please leave Nek forest alone.  It toughens up the Freeport characters.  Ahh.. good old Nek and listening to the Qeynosians say "This place is too hard"</P>

Hukklebuk 06-02-2006 10:39 PM

<div><blockquote><hr>Nainitsuj wrote:<div></div> <blockquote> <hr> Saavedra wrote: <div></div> <p>Thank you for the feedback, I'm glad you like the changes.</p> <p>I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in.  </p> <p>Thanks once again, it's appreciated.</p> <hr> </blockquote> <p>M'eh.  I think the changes were unnecessary.  Most people knew that orcs were over the hill and that the safest way to travel was usually along the edges of the zone or sprinting down the road.</p> <p>Please leave Nek forest alone.  It toughens up the Freeport characters.  Ahh.. good old Nek and listening to the Qeynosians say "This place is too hard"</p><hr></blockquote>Could we get the Pirhana's back on the paths?  <span>:smileyvery-happy:</span></div>

Ixnay 06-02-2006 10:41 PM

<P>OMG, I'm so checking this out!</P> <P>Sounds great.</P>

Lings 06-02-2006 10:43 PM

<BR> <BLOCKQUOTE> <HR> Saavedra wrote:<BR> <P>Thank you for the feedback, I'm glad you like the changes.</P> <P>I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in. </P> <P>Thanks once again, it's appreciated.<BR></P> <HR> </BLOCKQUOTE><BR>Well, hopefully you can get that started soon. I've got some stuff to say about it (98% good, with a couple of things I noticed)

Igu 06-02-2006 11:27 PM

<BR> <BLOCKQUOTE> <HR> Baldaran wrote:<BR> <BR>You can't have Sgt. Slate in EQ2 because there is no KSing.. and his sole purpose in EQLive was/is to KS the snakes, bears and skellies from the newbies.<BR> <HR> </BLOCKQUOTE><BR>He was also there to slaughter evil raced toons as well.

TaleraRis 06-02-2006 11:49 PM

<BR> <BLOCKQUOTE> <HR> Rijacki wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Baldaran wrote:<BR> <BR> <BLOCKQUOTE> <HR> Meryddian wrote:<BR> <P>Hmm, so are we going to see the Ghost of Sergeant Slate?  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <HR> </BLOCKQUOTE>You can't have Sgt. Slate in EQ2 because there is no KSing.. and his sole purpose in EQLive was/is to KS the snakes, bears and skellies from the newbies.<BR> <HR> </BLOCKQUOTE>Yeah, him and the halfling bandits.. err deputies.  And it was always that last one to finish off a quest with no spawns of the same around for miles.. but would they save your bacon when you were a sliver from death and getting adds after adds? nope.. off having doughnuts or KSing some other lowbie.<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>The Hamburglars really did get on my nerves as well.

Madhatter 06-03-2006 12:50 AM

I wanted to chime in with my 10000000% support of the (Lore-based) revamping of old zones...It makes the world feel MUCH more alive and keeps the alt experience fresh...Brilliant!  Keep it up!<div></div>

Lydiae 06-03-2006 01:59 AM

<BR> <BLOCKQUOTE> <HR> chilidog808 wrote:<BR>I'd love to see CL reinstanced to a higher level version.  like 60+  and make it like re discovering CL again.<BR> <BR> <HR> </BLOCKQUOTE><BR>And all you newbs can just stay inside the city walls where you belong.  Forever. :smileywink:

S 06-03-2006 02:43 AM

<DIV>I was checking it out this morning, pretty interesting changes. Nice big bugs everywhere, almost felt like Starship Troopers, hehe. But the black wolves, what the heck, wrong climate guys, they don't seem to fit. Or make them a night-time only critter. Just nitpicking a bit. I like how they rearranged the Orcs, but I've yet to spot the new art they mentioned.</DIV> <DIV>Nektulos feels less populated now.</DIV>

Saavedra 06-03-2006 03:12 AM

The black wolves were added purely as a throwback to EQ1 black wolves, which I always enjoyed hunting for some reason.  They also are there to convey the change in climate that is beginning to take place there.<p>Message Edited by Saavedra on <span class=date_text>06-03-2006</span> <span class=time_text>12:35 PM</span>

Icarii_Raven`Lyon 06-03-2006 05:06 AM

<DIV>Im very excited to see the changes.</DIV> <DIV> </DIV> <DIV>I loved commons in eq2, leveled all my chars there from around 5 til about 13-15 (including wcommons). I cant wait to see the wolves back, I wubed them as a druid <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  All I want to add is a /beg for a sgt slate. God I hated him, he never saved me, and always killed my mobs. I would love to get some retribution <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> In the meantime, I may have to log on my druid in eq1 and see if I can solo him now <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></DIV>

Unmask 06-03-2006 05:46 AM

<BLOCKQUOTE> <HR> Saavedra wrote:<BR> The black wolves were added purely as a throwback to EQ1 black wolves, which I always enjoyed hunting for some reason.<BR> <HR> </BLOCKQUOTE>You know you want to let wardens shapechange into those, don't you. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR>

Saavedra 06-03-2006 05:50 AM

<DIV><BR> <BLOCKQUOTE> <HR> Unmasked wrote:<BR> <BLOCKQUOTE> <HR> Saavedra wrote:<BR> The black wolves were added purely as a throwback to EQ1 black wolves, which I always enjoyed hunting for some reason.<BR> <HR> </BLOCKQUOTE>You know you want to let wardens shapechange into those, don't you. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR><BR> <HR> </BLOCKQUOTE><BR>I won't lie, I wouldn't mind a variety of coats, but alas that sort of change is for another day.</DIV>

mantis 06-03-2006 05:52 AM

<P>I have to agree that I am in love with the new Commonlands! It really gives the effect of time having passed. Especially the area around the druid ring with the addition of trees and grass. It really seems like the area is recovering from the shattering and plantlife is coming back. It's no longer a giant bowl of dirt. </P> <P>I don't want to leave out the new Nek Forest, I like the changes I've seen there as well! </P>

Shadus 06-03-2006 06:13 AM

<blockquote><hr>Saavedra wrote:<div> <blockquote> <hr> Unmasked wrote: <div></div> <blockquote> <hr> Saavedra wrote: <div></div>The black wolves were added purely as a throwback to EQ1 black wolves, which I always enjoyed hunting for some reason. <hr> </blockquote>You know you want to let wardens shapechange into those, don't you. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> <hr> </blockquote>I won't lie, I wouldn't mind a variety of coats, but alas that sort of change is for another day.</div><hr></blockquote>Be kinda neat if as the spell upgraded the coat changed... like the necropets work.<div></div>

Beldin_ 06-03-2006 06:35 AM

<BR> <BLOCKQUOTE> <HR> Hukklebuk wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Nainitsuj wrote:<BR> <BR> <BLOCKQUOTE> <HR> Saavedra wrote:<BR> <P>Thank you for the feedback, I'm glad you like the changes.</P> <P>I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in.  </P> <P>Thanks once again, it's appreciated.</P><BR> <HR> </BLOCKQUOTE> <P>M'eh.  I think the changes were unnecessary.  Most people knew that orcs were over the hill and that the safest way to travel was usually along the edges of the zone or sprinting down the road.</P> <P><BR>Please leave Nek forest alone.  It toughens up the Freeport characters.  Ahh.. good old Nek and listening to the Qeynosians say "This place is too hard"</P><BR> <HR> </BLOCKQUOTE>Could we get the Pirhana's back on the paths?  <SPAN>:smileyvery-happy:</SPAN><BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Yeah .. i want back some aggro fish camping players directly when porting in to Nek :p

Grimjakk 06-03-2006 09:14 AM

<P>Love the new look out by the Druid Ring too... all the wisps, wasps, and wolves make it feel just like home. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P>Now we just need some bear to round it out.</P> <P>What are those "Sparks of Growth" buzzing the Ring tho'...?  Possible hint of things to come?</P><p>Message Edited by Grimjakk on <span class=date_text>06-02-2006</span> <span class=time_text>10:15 PM</span>

Bhagpuss 06-03-2006 12:09 PM

Spent 3 hours last night going all over the Commonlands in a duo, then an hour in Nek Forest. Overall, I like the changes. I can't actually see why they were necessary, but it makes a change I guess. Commonlands looks a lot more finished that Nek Forest. Huge areas of Nek have nothing in them at all now, and where there are mobs they are far thinner on the ground than before. The area around the bear caves is completely barren, for example. We also didn't see, or track, a single named mob in Commonlands all night, apart from the orcs in the tower.elephant trainer area, which are basically unchanged, and one or two quest mobs. All the named dervs were gone, which is a big disappointment. The name Vulrich was gone and not replaced by any other name. We cleared several fixed areas a couple of times (graveyards, all the solo derv huts, the old named Vulrich spawn, the new leper colony) but no nameds spawned. I am hoping that this is because they haven't been added yet. Loot was very, very poor. This can't be because it hasn't been done, because a lot of new items dropped for which we got discovery. A couple were reasonable, although not exciting, but most were just annoying. Solo 15th - 16th level mobs should not be dropping level 7 items, period. They <i>certainly </i>shouldn't be dropping chests containing level 7 non-stat jewellery. Most of them dropped that. This is a generic problem in Commonlands and always has been. It was always the case that you would kill a heroic mob in the high teens and it would drop a chest with, say, a Level 18 spell and a level 9 piece of armor. I would have thought that sorting the loot out to be appropriate to the levels that will beable to kill the mobs that drop it would have been a priority for the revamp. Visually I liked the changes. The greening of the druid ring area and the oases is very nicely done. I liked a lot of the new mobs, although the placement of them is often unconvincing. Mob placement and behavior in EQ2 has never been of the best, but the new gangs of predators (the wolves and  Rock Lions particularly) are jarringly illogical. Wolves wandering a riverbank at noon? Male lions pacing a small area in a big gang? The same problem doesn't affect the Silt Sifters and other rock creatures or the Satar creatures because who knows what their ecology might be, but it doesn't work for me on familiar animals. I was interested to see the big increase in three-arrow heroics. That's a new trend in a zone of this level. I quite like them, but they might need to be either further apart or less social, unless we are planning to go back to the old days of full groups hunting in overland zones - not something I think likely to happen in Tier 2 until EoF comes out, and never again in Commonlands. Going to feedback this in game if I have time, and going to explore Nek a bit more today, so more comments may follow.

Belario 06-03-2006 10:39 PM

What would be cool in the new Commonlands... would be a few crocodiles. They'd be perfect at the rivers or ponds of water! :smileyhappy:

xOnaton1 06-04-2006 02:13 AM

<div></div><div><blockquote><hr>Bhagpuss wrote:We also didn't see, or track, a single named mob in Commonlands all night, apart from the orcs in the tower.elephant trainer area, which are basically unchanged, and one or two quest mobs. All the named dervs were gone, which is a big disappointment. The name Vulrich was gone and not replaced by any other name.We cleared several fixed areas a couple of times (graveyards, all the solo derv huts, the old named Vulrich spawn, the new leper colony) but no nameds spawned. I am hoping that this is because they haven't been added yet.Loot was very, very poor. This can't be because it hasn't been done, because a lot of new items dropped for which we got discovery. A couple were reasonable, although not exciting, but most were just annoying. Solo 15th - 16th level mobs should not be dropping level 7 items, period. They <i>certainly </i>shouldn't be dropping chests containing level 7 non-stat jewellery. Most of them dropped that.This is a generic problem in Commonlands and always has been. It was always the case that you would kill a heroic mob in the high teens and it would drop a chest with, say, a Level 18 spell and a level 9 piece of armor. I would have thought that sorting the loot out to be appropriate to the levels that will beable to kill the mobs that drop it would have been a priority for the revamp.<hr></blockquote><a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=57229#M57229" >http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=57229#M57229</a><p>- New items have been added to the general population based on creature type.  There may be some discrepencies between the item level and the mob level which I would like to address as you find the issues.</p><p>-new nameds are being added very soon, and they will get their own specific loot as well.  This is not on test as of yet, but will be soon as I get fixes checked in.</p></div>

Zarafein 06-04-2006 06:12 AM

<P>hmm at least nektulos lost many old creatures(some are still there but not as much as before)  so a lot of quests have to be changed... </P> <P>But there are some realy nice changes! those in commonlands are great, but nektulos is also interesting,although it feels a bit unfinished yet(?)</P> <P>still fear the effect on all those quests in commonlands and nektulos</P> <P> </P><p>Message Edited by Zarafein on <span class=date_text>06-03-2006</span> <span class=time_text>07:53 PM</span>

Lings 06-04-2006 08:47 AM

<DIV>All right, I'll add my comments now...</DIV> <DIV> </DIV> <DIV>I noticed that instead of the ring event placeholder things for The High Priest of Val'Marr, there were just hundreds of roaming fallen crusaders...</DIV> <DIV>What about the High Priest ? also, maybe make half of them crusaders half of them guardians.</DIV> <DIV> </DIV> <DIV>I couldn't find any Nerius Vandals near the Nek Docks (needed for Custom Fitted Armor - Part IV)... they've all been gone.</DIV> <DIV> </DIV> <DIV>The new trap interactive items were cool... life leaches (some debuff...), militia guard corpses (3 bugs), hate blossom (-5 all stats), rose of innoruk (power drain). But one of them, the spiteweed, didn't seem to do anything. Upon further examination, it casts a weak damage shield on itself when you approach (1 damage to you per time you hit it), however, this doesn't have any effect at all, since you cannot attack it.</DIV>

DataOutlaw 06-04-2006 08:52 AM

Still a bew kinks in the new Commonladns. The starting the negotiations quest does not update when you kill the Dervish in their new smaller spawning location.


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