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Unread 07-20-2005, 08:52 AM   #1
themysterious

 
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Will last nights patch, removing quest and level requirements from all core zones be going live, or is it a test only modification to improve testing?
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Unread 07-20-2005, 09:51 AM   #2
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themysteriousne wrote:
Will last nights patch, removing quest and level requirements from all core zones be going live, or is it a test only modification to improve testing?


What change are you referring to?
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Unread 07-20-2005, 10:42 AM   #3
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They are refering to the no quest/level requirment for Zek, EL, EF, LS, Draffling, and some other zones.  I saw a post that confirmed this in the Zones and Populations forums.
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Unread 07-20-2005, 11:05 AM   #4
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Last nights patch message on test.Blackgaurd/Moorgaurd, which ever is responsible for keep the updates section of the test forum is just a bit slack (or away sick or something) and didn't post it in the forums yet.
*** Zone Access and Travel Changes ***-There are no longer level restrictions or quest requirements on the following zones: Fallen Gate, the Orcish Wastes, the Enchanted Lands, Drafling Tower, the Feerrott, Everfrost, and Lavastorm.- The access quests that were restricting travel to the Orcish Wastes, the Enchanted Lands, the Feerrott, Everfrost, and Lavastorm are now optional and provide item rewards. After you complete any of these quests (or if you have done so in the past), speak to Scholar Milnik on the docks of the Thundering Steppes to receive your reward. All boat rides associated with the overland access quests are now instanced adventures that can be repeated once you have completed the quests.- Harbormasters in East Freeport and Qeynos Harbor now only sell tickets to the Thundering Steppes and Nektulos Forest. These two locations now function as travel hubs to the rest of the world. From the Thundering Steppes you can travel to the Orcish Wastes, the Feerrott, and Everfrost. From Nektulos Forest you can travel to the Enchanted Lands and Lavastorm.- As Kizdean Gix's key is no longer needed to enter Fallen Gate, he has retreated from the Commonlands.*** Epic Encounters ***- Varanak the Everlasting will no longer immediately attack those who revive in the zone after being defeated by him. In addition, the statue has once again been reminded that his duty is to aid Venekor.*** Items ***- Status loot can now be sold to regular merchants for an appropriate price.*** Tradeskills ***- Each stage of the "Seeking a Profession" quest will now award a different volume of the Artisan Essentials series. The amount of cash awarded has been increased slightly, and citizenship should now be properly granted upon completion of the final quest.

Message Edited by themysteriousne on 07-20-200512:06 AM

Message Edited by themysteriousne on 07-20-2005 12:06 AM

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Unread 07-20-2005, 12:06 PM   #5
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What possible reason is there for this? You got free access at the appropriate level as it was. Kizdean Gix is traditional. You can't get rid of him. A better solution would be to make him a level 25 highly aggressive wandering mob. Oh and while you're at it bring back the griffons as well. Not sure what this would achieve since there's only ever 5 low level people in the commons at any time any more but damnit it's traditional.
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Unread 07-20-2005, 02:26 PM   #6
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themysteriousne wrote:

- Harbormasters in East Freeport and Qeynos Harbor now only sell tickets to the Thundering Steppes and Nektulos Forest. These two locations now function as travel hubs to the rest of the world. From the Thundering Steppes you can travel to the Orcish Wastes, the Feerrott, and Everfrost. From Nektulos Forest you can travel to the Enchanted Lands and Lavastorm.

I have to admit that this is the scary part for me, personally I often bought tickets directly to EF just to avoid going through Zek. Why? I am not sure why exactly it is, but for me, Zek has absolutely the hugest loading time from the zones - usually after some hours of playing. Lets take writs at EF for example, loading Zek can easily take 4-5mins (1 minute mostly for other zones) and results in absolutely choppy performance for a while.
 
Of course, unless the change means that bells for Zek, Feerrott & EF are actually at Steppes and bells for EL & LS are at Nek forest. But I don't know if thats the case here. SMILEY

 

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Unread 07-20-2005, 03:16 PM   #7
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I can confirm that yes the bells to Zek, EF and Feerrott are in TS on the docks and EL & LS are in Nek on the docks at least on Test :smileyhappy: so you go to either of these 2 zones and then pick the bell to where you want to go :smileytongue:
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Unread 07-20-2005, 05:49 PM   #8
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For those that tuned in late... originally, the zones were as follows (going from memory):EL - quested at 25, auto-access at 32Zek - quested at 25, auto-access at 32Feer - quested at 37, auto-access at 37 (later changed to quested at 32)Lava - quested at 37?, auto-access at 42EF - quested at 32, auto-access at 42? (or was it 37?)Then, they changed EL/Zek... the quest still couldn't be started until 25, but you got auto-access at 30.Here were the issues (as I saw them):Fallen Gate - none of the Antonica dungeons had access quests. Auto-entry was at 20 for Fallen Gate (as there are AQs to be done there starting at 20). EL - auto-access at 30 was fine, but could have been lowered to 28 (beach mobs are level 31ish, no sense going there until 2SMILEYZek - same issue as EL, the auto-access could have stood to be lowered to 28Feer - the auto-access at 37 was too high, the beach mobs are only level 34-35(?) and were going green by the time you got there at 37. So they would've needed to lower the auto-access on this zone to 33 or 34.EF - auto-access for this zone needed to be high 30s, maybe even as low as 35. Lava - auto-access for this zone needed to be lowered to 38ish (beach mobs are level 41)So, rather then go through another round of tuning, it looks like they decided to simply remove the access requirements for the overland zones and let the players make the decision.Ultimately, it's not going to make a huge amount of difference, but I can think of a few things that need to change (some quest NPCs need to now be coded to not offer quests to players below a certain level, especially NPCs that spawn nasty mobs).
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Unread 07-20-2005, 06:24 PM   #9
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i personally like this idea because i like going where i should not go one of my best memorys is at 20 something i made a mad dash into the portal in the CL to the Obelish of lost souls which was very way cool becasue i think i was probably one the first people in the zone (no way to prove it either way) since beta and because of a bug of getting killed by the door guard lizard thing i got inside the obelish at my level but i could not use any of the portals inside because of level requirements so i had to call of the overlord out i like the idea that you can almost level a character at the low levels by just exploring the game and  running like a  little girl  when something  big  looks at you this also teachs everyone the real way to sneak around
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Unread 07-20-2005, 06:30 PM   #10
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 This, in my opinion, is a great change. 

 Why should zones be restricted to someone's level? It's a world. Let people explore, see what's out there and what they can look foward to.

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Unread 07-20-2005, 06:38 PM   #11
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Yes i agree with Norbix i think this is a great change ,we should beable to go where ever we want if its to tough people will learn quickly i hope
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Unread 07-20-2005, 06:49 PM   #12
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I think this is a wonderful idea for many reasons. I always felt the access quests for outdoor overland zones such as this was a bad idea to begin with. The beauty of this is it will allow low levels players to sneak a peak at higher level zones which will give them something to look forward too. Definately a good move IMO.
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Unread 07-20-2005, 06:53 PM   #13
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I'm sure going to miss Kizdean Gix!
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Unread 07-20-2005, 06:56 PM   #14
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Id say leave all the acces quests for the zones in auto acces is already to easy/lame, It was a blast questing and doing the boatride and entering a new continent.

Part of the fun was you had to work to get acces to the new zones, they already lowered the auto acces and thats lame imo.

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Unread 07-20-2005, 06:58 PM   #15
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RIP Kizdean Gix.
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Unread 07-20-2005, 07:04 PM   #16
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Baleout wrote:
Yes i agree with Norbix i think this is a great change ,we should beable to go where ever we want if its to tough people will learn quickly i hope


Yes, especially with the relatively easy shard retrieval and no permanent penalty. I have to admit, there was nothing like being chased across North Karana in EQL at level 10 by a level 30+ speedy griffon or being stepped on by the first hill giant I had ever seen while medding. Certainly kept me on my toes, and we were in awe of the people who could make the long trips from places like Erudin to Faydwer. That was an epic journey at level 10!

I've had a few of these experiences in EQ2, mainly because I hit 30 with my tradeskill level at adventure level 27. Doing the quest for Bogstrutter in Zek at 27 was a true thrill. I got killed three times in the Steam Caves portion, those orc casters were vicious! When I finished the quest, there was a real sense of achievement.

I don't think they should change the quest mobs, though...part of the thrill is the chance of doom if you try something too far above your level. That can happen now, anyway.....on her first trip to Everfrost, I had a friend trapped atop an island by a named shark she spawned. And then when she thought evac would let her escape, he followed her to the dock evac point, killed her there, and camped her shard.

It's moments like those you remember. The really great accomplishments don't sem quite as great without a few stellar frights and bad moments thrown in for comparison, at least that contrast makes them more special to me.

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Unread 07-20-2005, 07:28 PM   #17
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It gets really old seeing people say things should be X way just because they were that way in EQ1.  This isn't EQ1.  Although I do like the idea of characters / descendants making appearances, even if only cameos. Anyway as far as this actual change, is this definitely for live server also or could this be test specific to help testers get around?
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Unread 07-20-2005, 07:45 PM   #18
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According to patch notes on the launcher this morning, this change goes live today.
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Unread 07-20-2005, 07:53 PM   #19
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Gage-Mikel wrote:


themysteriousne wrote:
Will last nights patch, removing quest and level requirements from all core zones be going live, or is it a test only modification to improve testing?


What change are you referring to?



What kind of buttwipe would one star this post? For god's sake all he was doing was aksing a question. Grow up someone.
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Unread 07-20-2005, 08:00 PM   #20
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 I just checked the launchpad. Not only is this going live, but so is LU12! Today is a great day for Everquest. SMILEY
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Unread 07-20-2005, 08:10 PM   #21
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Jeridor wrote:
It gets really old seeing people say things should be X way just because they were that way in EQ1.  This isn't EQ1.  Although I do like the idea of characters / descendants making appearances, even if only cameos.

Anyway as far as this actual change, is this definitely for live server also or could this be test specific to help testers get around?



No....I don't think things should be just like EQ1. If I want to play EQ1, I play EQ1, since I still have my Station Access and my characters. I don't think that means that nothing that was good in EQ1 shouldn't ever be applied to EQ2. They have different focuses, but this isn't really a gameplay issue. With the level limitations as they are now, actually completing content is going to remain a purview of the people who are at that content level. It's an immersion issue.

To me, it might be common sense to tell someone that they shouldn't sneak into the horrible dungeon or go to the scary zone filled with lava. But they should have the choice, I really don't see that there was any reason to prevent people from going where they wished, except to create a further time sink for the people blowing through the content in short amounts of time. And no boatride quest was more than a brief blip to those people, anyway.

What this bottleneck did was mainly prevent people from just going to look at content they couldn't kill yet; it kept them from exploring. Anyone good enough to do the content at 25 was likely to do the quest at 25. I couldn't finish the boatride to save my life at 27, but I had a ton of fun in Zek running around, getting killed occasionally, but exploring, since I could get in on tradeskill level. I couldn't kill much besides a few of the zin mobs, but that didn't matter.....I LOVED the exploration quests, just being able to climb that lookout tower or run like a little girl to get that DFC castle update.....that was fun. Should I have had to wait till my adventurer could complete the boatride quest?

I didn't mean to imply that EQ2 should become EQ1, that's the last thing I want. But the world in Two does sometimes feel much smaller than it did in One, and the access requirements were one of the big reasons why.

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Unread 07-20-2005, 11:36 PM   #22
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For simple reasons of immersion, i can see why they did what they did. Immersion is a key factor in games like this and being able to go to places you're not really supposed to can be exciting for some. Limitations of travel based on level, while meaningful in where one is SUPPOSED to be, really makes no sense as it's an artificial barrier holding you back. We may see lvl 14 people running around EL, but i imagine they wont last long if they take too many risks. Giving them the option to take those risks, however, is really the key to this change and makes travel much more realistic IMHO.

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Unread 07-21-2005, 12:40 AM   #23
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this makes me feel like gettin my lvl 7 priest to EF....be4 my main actually can get tehre lol (41, stupid acces was bugged for me SMILEY)
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Unread 07-21-2005, 01:36 AM   #24
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vinegarlover wrote:
I'm sure going to miss Kizdean Gix!


You never know when he might pop up again.

Scott Hartsman summed up the reason for this change well: It should be the content that prevents you from getting to dangerous parts of the world, not artificial barriers.

Access quests for dungeons (aside from Fallen Gate and Drafling Tower) are still there, because those are driven by story rather than simply being roadblocks. But really, if someone wants to stage the great newbie race through the Feerrott, more power to 'em. SMILEY

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Unread 07-21-2005, 01:45 AM   #25
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Moorgard wrote:

vinegarlover wrote:
I'm sure going to miss Kizdean Gix!

You never know when he might pop up again.

Scott Hartsman summed up the reason for this change well: It should be the content that prevents you from getting to dangerous parts of the world, not artificial barriers.

Access quests for dungeons (aside from Fallen Gate and Drafling Tower) are still there, because those are driven by story rather than simply being roadblocks. But really, if someone wants to stage the great newbie race through the Feerrott, more power to 'em. SMILEY


I love the concept of the change, many great things were added in this update.. SMILEY Plus on the idea of the newbie race.. one of the mistmoore guilds did a rat race at level 3 from freeport to qeynos... so I can see them doing a ferrott, lavastorm, etc version soon SMILEY
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Unread 07-21-2005, 01:45 AM   #26
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YAY, Now I get to plant lvl 3 alts at all congested mobs!!!
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Unread 07-21-2005, 02:27 AM   #27
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This is a great direction that the game is going in!!   Excellent move.   Hopefully the expansions will continue on this track.  It was one of the few things that was fun in EQ 1.   Going to areas that were way higher than you were, whether it was to just run past in order to take a shortcut to somewhere else, or just going to explore.  I'll never forget my first trip into Skyfire when Kunark went live and I was about level 30 or so.  Yikes....   Now that was some scary stuff.    Please continue on this path in future expansions. 
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Unread 07-21-2005, 02:48 AM   #28
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Moorgard wrote:


vinegarlover wrote:
I'm sure going to miss Kizdean Gix!


You never know when he might pop up again.

Scott Hartsman summed up the reason for this change well: It should be the content that prevents you from getting to dangerous parts of the world, not artificial barriers.

Access quests for dungeons (aside from Fallen Gate and Drafling Tower) are still there, because those are driven by story rather than simply being roadblocks. But really, if someone wants to stage the great newbie race through the Feerrott, more power to 'em. SMILEY




Nice to see that comments made in Beta are finally getting put into the game.......gratz Moorgard, one immersion killing idea down....many many community/immersion killing ideas needing to die with this one. Great Work! I look forward to more changes like this in the future.....its good to see someone woke up.
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Unread 07-21-2005, 02:48 AM   #29
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Ilee, 50 sage, 50 warlock.  Check, Check, Check.

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Unread 07-21-2005, 03:17 AM   #30
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Moorgard wrote:

vinegarlover wrote:
I'm sure going to miss Kizdean Gix!

You never know when he might pop up again.

Scott Hartsman summed up the reason for this change well: It should be the content that prevents you from getting to dangerous parts of the world, not artificial barriers.

Access quests for dungeons (aside from Fallen Gate and Drafling Tower) are still there, because those are driven by story rather than simply being roadblocks. But really, if someone wants to stage the great newbie race through the Feerrott, more power to 'em. SMILEY


Thats all good and well, but what stops Jonny Teentoon running to all the discovery points in these zones and getting massive amounts of free xp? Are the L&L books in EL going to be moved to prevent level 5 toons getting L&L goblin? And Kizdean better pop up, or the guy who removed him should be dragged out the back and pummled with nerf balls.
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