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Unread 01-17-2006, 08:59 PM   #91
Sirlutt

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and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do.  I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor.  Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , PLEASE make craftable Gi's !
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Unread 01-17-2006, 09:17 PM   #92
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Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do.  I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor.  Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , PLEASE make craftable Gi's !

Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.
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Unread 01-17-2006, 10:19 PM   #93
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Nerwen wrote:Ensure there is a way that anyone who has a current monk, one that has already left the island, can obtain this newbie gi. 
When I converted my level 5 fighter to a monk, she got her gi ... it wasn't nearly as good as her existing Isle of Refuge armor, but it sure was pretty.

Nerwen wrote:There are a bunch of dead, ghostly treants near the spiders. There is also a live treant, and you can target him and hail him, but he does not give a quest.
You get the quest from the Treant by going through the Tainted quest line ... I think that's the right name .. the one you have to kill all the spiders for.And add me to the list of folks who would like craftable gi's ... I think they look great for monks/bruisers and should be more available.
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Unread 01-17-2006, 10:19 PM   #94
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Ildarus wrote:

Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do.  I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor.  Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , PLEASE make craftable Gi's !

Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.

I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.

Gi's are not suposed to be unique in themselves. The style and color of the Gi is what is supoosed to be unique. There is no reason they can not have crafted Gi's that have a differing style and maybe color to raided Gi's. MG posted a few weeks back about how they Dev team had a color system in place for the differant levels of the Monk Gi's. As far as I know there are few Gi's in the game as is. This should not be the case. A Monks Gi should be his armor. A caster wears a robe... robes are all over of differingg styles in game dropped and player made, a Warrior ( IE: Any plate tank ) has all plate armor... all kinds drop from every level of the game and player made.

I am quite happy with my armor as is right now and even if they added player made Gi's I would stick with it. ( Dont really care for the Gi look personaly ) But that dose not mean that the 100s of other Monks that do like the look should be left with the choice of wear leather or raid till your eyes pop out to get one.

 

 

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Unread 01-17-2006, 11:08 PM   #95
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Dalick wrote:

I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.


You suck at checking into things then, as I don't have the Gi of the Dark Disciple.  I use a Pristine Tailored Scaled Tunic when I'm tanking in raids, and I normally wear a robe or something if I'm not.

The gi's I have are Gi of the Disciple (T5 from AoW raid), Gi of the Ashen Disciple (Treasured), and the AQ ones.

So no, that isn't why I'm not fond of the crafted gi idea.

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Unread 01-17-2006, 11:18 PM   #96
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Dalick wrote:

Ildarus wrote:

Sirlutt wrote:and not just monks.. please dont foget us Bruisers .. we want Gi's just like the monks do.  I'd do almost anything for craftable T1-T6 Gi's with the same stats as crafted leather chest armor.  Make them the same graphic, just dye changes if you have too for all the Tiers.. but for the love of god.. PLEASE bring us crafted and legendary Gi's .. we dont want to look like healers ! (no offence healers.. loves yas but you deserve to not have a bunch of monk/bruiser imposters!)Please, PLEASE , PLEASE make craftable Gi's !

Despite what Gaige said in another thread, I think GI's should be craftable. Yes, they are unique, but every other class can have their armor crafted, so why not the Monks and Bruisers. Why don't they have an option to buy handcrafted or Legendary GI's. Just because they would be craftable doesn't make it so other classes can wear them as well. I am sure they can be made so only Bruiser and Monks can wear them.

I just did a check after I seen the post by Gaige about not liking the idea of crafted Gi's. He the best raided Gi that I know if in game now. Which is why he would not want all Monks/Bruisers to have one as easily atained as crafted.

Gi's are not suposed to be unique in themselves. The style and color of the Gi is what is supoosed to be unique. There is no reason they can not have crafted Gi's that have a differing style and maybe color to raided Gi's. MG posted a few weeks back about how they Dev team had a color system in place for the differant levels of the Monk Gi's. As far as I know there are few Gi's in the game as is. This should not be the case. A Monks Gi should be his armor. A caster wears a robe... robes are all over of differingg styles in game dropped and player made, a Warrior ( IE: Any plate tank ) has all plate armor... all kinds drop from every level of the game and player made.

I am quite happy with my armor as is right now and even if they added player made Gi's I would stick with it. ( Dont really care for the Gi look personaly ) But that dose not mean that the 100s of other Monks that do like the look should be left with the choice of wear leather or raid till your eyes pop out to get one.

 

 


I am completely in agreement with this.Here, let me put this in big letters:  We need more gis!And absolutely, positively, for-the-love-of-whatever-you-hold-dear, we need crafted gis!  Monks who choose to want to wear gis need to be able to have them available for their entire careers.  I do agree that the crafted gis ought to look different from the dropped gis and especially from the raided gis, but that is another matter entirely.  The fact is that we need more gis, period.As far as only using the newbie armor through level 10.... nah, I am just going to figure my chest slot out of my combat stats, and pad everything else with the best gear I can possibly find.  I need my gi!Jen SMILEY
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Unread 01-17-2006, 11:44 PM   #97
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Nerwen wrote:
    • There is a quest series which is started from a halfling who stands next to a tree.  These series of quests need serious review for ... well, lets call it dialogue and NPC flow.  Here is the sequence, as best as I can remember it:
      • The first quest the halfling gives is one where you have to scout the area, find out how many scary wolves are out there, and kill four of them.  When you complete this quest, it sends you back to the original halfling. Fair enough.   When you go back to the halfling, though, the quest updates in the quest journal, and is marked as completed - but his speech balloons do not give the completion text for the quest: rather, he repeats the text which starts the quest which you just completed. 
      • To compound matters, you then magically have a new quest in your quest book, for which you never received any directions via text balloons or NPC interaction.  It mentions that this new quest was given by the nearby Qeynos Scout, but if you hail the Qeynos Scout, he gives you directions on how to get to the next quest giver, whom you have never heard of at this point, and who (if you find him and hail him) will not give you any quests. 
      • Upon completion of  the new should-be-scout-but-is-actually-halfling quest, the quest journal tells you to go back to the Qeynos Scout to turn it in.  Unfortunately, the scout, single-minded fellow that he is, refuses to take it, and instead tells you how to get to the next quest giver.  I should mention that he apparantly feels it is unfashionable to have quills or books over his head.
      • Returning to the halfling again completes this quest, and now you get a new one: this quest is to take a Diplomatic Cube to Grexx (who's Grexx?) at the Last Stand (where's that?)  And that's it.  No directions, no background, no nothing, no help from the scout (who gives the name of the Erudite scorcerer with the two magic lightning poles) or the Erudite sorcerer, who tells you to finish your current quest.  By the way, at this point the halfling does not have a quill or book either.

Do you recall the names of the quests involved?  The first bullet point sounds like "Doggone It!" which you can get either if you've slain the Moraks around the base of a tree and helped the scout down, or if perhaps someone else has already gotten him to the ground and he's still standing there waiting to be devoured SMILEY 

This quest doesn't send you to talk to any Qeynosian scouts, however, so it sounds as though in some of the other bullet points, you were actually getting updates for an entirely different quest.

If he's re-starting his initial quest offering, then this poor lost scout is definitely missing something (besides his shirt).  I know you didn't keep notes, but do you recall what the halfling scout's response options are when you went back to him after doing in some of the Moraks before he sends you to scout out the village ahead?

Thanks!

PS.  I'm also adding in an option to his dialog to re-get the diplomatic gift for folks who choose to follow friends to another instance of the Queen's Colony.  It's set to no-zone so that you don't accidentally wander off with it.

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Unread 01-17-2006, 11:45 PM   #98
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Nerwen wrote:I was so interested in all of the new changes that I patched onto test and started my first test character, a wood elf monk.  When I made her, I fully intended to be a good tester and do things like /bug reports.  Unfortunately, I sucuumbed to the fatal flaw of the new test changes - I had such a great time that I started playing, and stopped testing... and I forgot, and didn't /bug or /feedback a thing.  :smileysad: So, here are my impressions of the new character creation process and Isle of Refuge based on a brand-new now-level-6 woodelf monk:
  • On the character select screen, "Change your character appearance" buttons are back and they are not limited to a one-and-done change.  This rates as a huge BOO-YA!  This is especially important when creating a new character, when you might want to play with hairstyles, woads, tattoos, etc, or if (like some people I could mention) you are indecisive.  Saves having to recreate the character 20 times while you decide whether or not you want Braid or Bun, blonde or brunette, etc.  Please, please, pretty-please-with-sugar-on-it, return this feature to the live game and keep it there until such a time as the in-game hairstylists (or whatever) are ready.
  • My brand new monk has a giDouble BOO-YA!    You do not know (or perhaps you do) how much I have whined and cried on the Monk boards because I wanted my monk to look like a monk!  She looks absolutely wonderful!  One of my biggest thrills, as I ran around the island, was that my character finally looked like I wanted her to look - like a monk!  She looked so sharp!  This is what a new character ought to look like!   Oh, I cannot tell you how excited I am!  However, I do have a couple of additional general gi comments:
    • First, the newbie monk gi graphic is actually the graphic for another gi, the Gi of the Ashen Disciple.  I gather that the Gi of the Ashen Disciple is hard to get and I expect to hear some whining on the part of monks (at least those who have already obtained this gi) about re-using the graphic for the newbie monks.  Please, please, please do not change the newbie monk graphic!  Rather, the Gi of the Ashen Disciple ought to have its color changed to match the new color scheme which was announced for monks a while ago.  I forget which colors went with which levels, now, but white was for newbies, and darker colors were for older and more experienced monks.    At any rate, while newbie monks absolutely ought to have a cool-looking gi, older and more experienced monks should also have a cool looking gi!  I don't believe anyone would ever mistake my level-6 monk for a level-56 monk, but I would like to make it obvious that I am a newbie, and they are not.  However, I do not want to give up the current gi graphic!  It is ultra-cool, it makes the best possible impression for the truly new player, and I absolutely love it!
      • As a sub-comment of this, please do make one of the following changes to the newbie monk gi:
        • Make it tradeable or
        • Ensure there is a way that anyone who has a current monk, one that has already left the island, can obtain this newbie gi.  Perhaps it could be put on the same NPC's who will sell the new AQ gear to those who did the armor quests before this last change.  Please do not make the mistake of thinking that current monks will not want this gi because it is newbie gear!  This is not true, and if my current level-27 monk cannot obtain this gi, I will be deleting her and remaking her expressly to get it. 
        • In short, this gi is one of the top gi graphics in the game, and if it is going to be a newbie monk gi, then all monks should be able to have it, regardless whether or not they started their monk with this new patch.
      • The base model for this gi, with wrapped wrists and ankles, looks much better than the base model for the gi which was used for the AQ quests.  I understand there are plans to add more gis into the game.  Please use this gi graphic as often as you possibly can.  I would love to spend my entire monk life in this gi, only watching its color change as I gained in levels.  Wonderful!
    • There were no steps anywhere.  I hear this is in the process of being fixed.
    • This has been noted earlier, but near the spiders there are three spawn points which created sap-suckers (or whatever the undead goblins are.)  When I was in the area, these points must have had twenty sap-suckers each on top of them.  I suspect that the piece of code which spawns the sap-suckers does not first check to see whether or not are any sap-suckers already present.  My hunch is that some coding needs to be added, something like "If Number of Sap-suckers>0, do not spawn; else wait 2 minutes, then spawn 2 Sap-Suckers..."
    • None of the current quest-givers seem to point to any of the trainers or sparring partners.  While that may be intentional, I think it should at least be in a dialogue box somewhere, that they are out there if you want to click on them.
    • There are many fewer "discovery" quests than were present in the original aisle.  I hope that there will be as many discovery quests on the new isle as on the old one, as they were some of my favorite quests.  There were tons of these types of quests and they were one of the things that made the isle so charming in the first place.  Hopefully there are more quests that will be added as the bugs are worked out of the current quests.  Examples of the old "discovery" quests:
      • The necklace quest that dropped off the crabs on the beaches
      • The "X mark the spot" quest
      • The "Goblin Saboteurs" quest
      • The "Kill 10 sharks for Lydia" quest....
    • There is a quest series which is started from a halfling who stands next to a tree.  These series of quests need serious review for ... well, lets call it dialogue and NPC flow.  Here is the sequence, as best as I can remember it:
      • The first quest the halfling gives is one where you have to scout the area, find out how many scary wolves are out there, and kill four of them.  When you complete this quest, it sends you back to the original halfling. Fair enough.   When you go back to the halfling, though, the quest updates in the quest journal, and is marked as completed - but his speech balloons do not give the completion text for the quest: rather, he repeats the text which starts the quest which you just completed. 
      • To compound matters, you then magically have a new quest in your quest book, for which you never received any directions via text balloons or NPC interaction.  It mentions that this new quest was given by the nearby Qeynos Scout, but if you hail the Qeynos Scout, he gives you directions on how to get to the next quest giver, whom you have never heard of at this point, and who (if you find him and hail him) will not give you any quests. 
      • Upon completion of  the new should-be-scout-but-is-actually-halfling quest, the quest journal tells you to go back to the Qeynos Scout to turn it in.  Unfortunately, the scout, single-minded fellow that he is, refuses to take it, and instead tells you how to get to the next quest giver.  I should mention that he apparantly feels it is unfashionable to have quills or books over his head.
      • Returning to the halfling again completes this quest, and now you get a new one: this quest is to take a Diplomatic Cube to Grexx (who's Grexx?) at the Last Stand (where's that?)  And that's it.  No directions, no background, no nothing, no help from the scout (who gives the name of the Erudite scorcerer with the two magic lightning poles) or the Erudite sorcerer, who tells you to finish your current quest.  By the way, at this point the halfling does not have a quill or book either.
      • But lo and behold, run back in the other direction, and the cleric (who sent you to the halfling in the first place, way back when) does have a book over her head!  Click on her and now you are told to go to the Erudite Sorcerer.
        • FYI, go to the sorcerer and he has a series of quests which work pretty well as far as flow goes.  Kill some totems, then kill the named bad guy, as I recall.  Once you have completed his quests, he gives you text about the Last Stand, and how bravely High Chieftan Grexx has held out in his treehouse against the invaders, and how the island needs to unite with him, etc.  "Here," he says, "Take this and give it to High Chieftan Grexx!"  However, he doesn't put anything in your inventory.  (It's a good thing that you got the cube from the halfling!)
      • At any rate, the quest series kinda-sorta works, and I did get through it, and got experience and all the rewards, but I ended up with a "road construction" sort of feeling, with big orange signs saying, DETOUR!
    • Boo-YA for not having a chest item be the final reward for the quest!  I simply cannot have something cover over my lovely gi!
      • I did get fist wraps (boo-YA, again) but their graphic is bugged.  If I am not in combat, my fists look bare, as is appropriate for a monk.  If I am in combat, the new quest fist wrap turns into a sort of a boxy thing, with no details, just sort of a flat, square, grayish box.  It wil stay as long as my character is in combat, then vanish the moment that I am out of combat.  I suspect that the 3-d mapping for this item should be transparent, and the resting part of the animation is transparent, but the combat part isn't.
    • There are a bunch of dead, ghostly treants near the spiders.  There is also a live treant, and you can target him and hail him, but he does not give a quest.
    • The newbie-weapons vendor has pouches which hold throwing stars, hammers, and knives.  However, while he sells the pouches, and every other conceivable sort of weapon, he does not sell throwing stars, hammers, or knives.  So, when you hit 6, you can purchase and equip the bag, but can't do anything with it since it is empty.
That is all I can remember off the top of my head.  Great job with the island so far, I have thoroughly enjoyed it.Oh, and did I mention - boo-YA on newbie monks!  Woo!Jen SMILEYI hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...I hope the newbie monk gi makes it live...

Yes, please, pleas, please let the newbie Gis be obtainable by current monks and bruisers. I have two that I would love to have more gi options for simply for the sake of looks, and I really can't reroll either of them get it.
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Unread 01-18-2006, 12:06 AM   #99
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Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:

You must take out 4 of the Moraks around, then return to him.

You must scout the area for more Moraks, take out 4 and return to him.

You must then scout the Lost village and Moraks hill (something like that) then return to him.

He then gives you something to give to the Soothsayer in the Last Stand.

The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.

 

I did find that not everytime I did the quest did the scout get chased up the tree by the Moraks.

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Unread 01-18-2006, 12:14 AM   #100
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Is the gi thing just for female monks or certain races?  I created a high elf monk, and he was shirtless.
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Unread 01-18-2006, 12:27 AM   #101
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Owlchick wrote:

Do you recall the names of the quests involved?  The first bullet point sounds like "Doggone It!" which you can get either if you've slain the Moraks around the base of a tree and helped the scout down, or if perhaps someone else has already gotten him to the ground and he's still standing there waiting to be devoured SMILEY 

This quest doesn't send you to talk to any Qeynosian scouts, however, so it sounds as though in some of the other bullet points, you were actually getting updates for an entirely different quest.

If he's re-starting his initial quest offering, then this poor lost scout is definitely missing something (besides his shirt).  I know you didn't keep notes, but do you recall what the halfling scout's response options are when you went back to him after doing in some of the Moraks before he sends you to scout out the village ahead?

Thanks!

PS.  I'm also adding in an option to his dialog to re-get the diplomatic gift for folks who choose to follow friends to another instance of the Queen's Colony.  It's set to no-zone so that you don't accidentally wander off with it.


Yes, that is the one.  Someone else (who WAS kind enough to take notes) posted this, and I am going to repost with comments, if that is all right:

Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:

(1)...You must take out 4 of the Moraks around, then return to him.

Correct.  All text went fine for this.

(2)...You must scout the area for more Moraks, take out 4 and return to him.

Also correct.  However, this is the quest for which I got the wrong text.  I got the quest, itself, but the text balloons I received were the ones I had previously received from the prior quest. (Item 1 on the list.)

(3)...You must then scout the Lost village and Moraks hill (something like that) then return to him.

 Again, correct.  However, my quest journal (I don't recall how it was phrased) told me to return to the Qeynos Scout to turn this quest in, not to the halfling.   Also the halfling didn't have a symbol above his head when I finished it.

(4)...He then gives you something to give to the Soothsayer in the Last Stand.

Yes, indeed he does!  But the Soothsayer is quite the run from the Halfling, and there is no hint (in the text of the quest) that the Last Stand is actually the goblin treehouse (unless I missed it.)  I *did* get this information from the Erudite sorcerer later, but I hadn't found the Last Stand between the Halfling and the Erudite.

(5)...The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.

Correct again, but the sorcerer fell in between for me.  Again, the quests themselves worked fine, I got all experience, all quest rewards, etc.  It was the actual text bubbles which (running through the quest series for the very first time) I found to be unclear.  Also, I don't recall any hint to go back to the Cleric at any point, even though she had a book over her head, a small quest reward, and would refer you to the Erudite sorcerer.

I am very sorry that this is not more specific.  I really wish I had kept better notes.  I hope that this is helpful.  SMILEYThanksJen

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Unread 01-18-2006, 12:37 AM   #102
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Borreny wrote:Is the gi thing just for female monks or certain races?  I created a high elf monk, and he was shirtless.

The male monk gi is called a harness (was on my froglock) and leaves you barechested but gives you wrist wraps.
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Unread 01-18-2006, 12:44 AM   #103
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Nerwen wrote:

Actually, on this quest, which I've done several times, the only problem that I see is that the quest giver does not have anything above his head to show he gives a quest. The quest goes as follows:

(1)...You must take out 4 of the Moraks around, then return to him.

You need to take out the 4 Moraks around the tree to help him down, providing someone else hasn't already done it.

(2)...You must scout the area for more Moraks, take out 4 and return to him.

You get his quest then take out 4 Moraks and return to him, if he's back in teh tree he restates the initial quest dialog I believe.

(3)...You must then scout the Lost village and Moraks hill (something like that) then return to him.

Then you need to scout the Abandoned VIllage and Sapswill Hill, plus take out 6 more Moraks. Again if he's in the tree when you return he restates the initial dialog. Also the quest states to see a 'lost scout' which is what the halfling is called.

(4)...He then gives you something to give to the Soothsayer in the Last Stand.

Yes, indeed he does!  But the Soothsayer is quite the run from the Halfling, and there is no hint (in the text of the quest) that the Last Stand is actually the goblin treehouse (unless I missed it.)  I *did* get this information from the Erudite sorcerer later, but I hadn't found the Last Stand between the Halfling and the Erudite.

There isn't with the halflings quest which is a side-quest (like the tainted line). It is I think assumed you will find the Last Stand by exploring or by getting to that step on the main quest line (which goes from the cleric to the sorcerer).

(5)...The soothsayer then asks you to great a number of the goblins around, then you have to great Grexx. Done.

Correct again, but the sorcerer fell in between for me.  Again, the quests themselves worked fine, I got all experience, all quest rewards, etc.  It was the actual text bubbles which (running through the quest series for the very first time) I found to be unclear.  Also, I don't recall any hint to go back to the Cleric at any point, even though she had a book over her head, a small quest reward, and would refer you to the Erudite sorcerer.

You should have talked to the cleric once she revived the third lost scout ghost. If you forgot to hail her you wouldn't have been sent to the Erudite for the next quest int eh main line. I think your confusion isn't in the quests themselves but that you missed a step on the main quest line and stumbled on a sidequest and thought it was part of the main line.


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Unread 01-18-2006, 12:47 AM   #104
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I LOVE the changes....... However i find it very tough to level past 10 as a caster. I think alot of this issue is a lack of groups. However, this could be fixed when crafting is brought back up. If my lvl 10 warlock had the ablity to craft himself better spells then he would easily lvl solo.  I also am a huge fan of the new gi's. I do think that once the current quests are debugged that there should be more quests added. Also the biggest problem i have run across is the parry / avoid issue with mobs. I am a tank by nature so when i created a tank on the test server i found that i could barely  solo a blue bear cub. Um thats crazy.  So once these 2 issues are fixed i would be in heaven playing eq2 again.  I have also done /feedback  and will continue as i find bugs. I hope the crafting will be brought back soon so i can continue with my warlock and bug check the different area's for the teen lvl's and up.
 
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Unread 01-18-2006, 01:10 AM   #105
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witolfire wrote:
I found an item bug that needs fixed as well. The Grimroot Legplates are coded as a chest item. When you equip them, they go into the chest area. The problem is that there is no graffic assigned for the chest and it removes all other graffics. As such, you are left with no clothing above your waist, save for your arms. Not to good if your playing a female character. :smileysurprised:

I bugged this in game as well.  I hope they fix it.  I have not tried to where my pants above my waist since I was 3 adn trying to dress myself.  Maybe the Devs are still learning *snicker*

Just playing Devs.:smileyvery-happy:

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Unread 01-18-2006, 02:04 AM   #106
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Adding to my last post in reference to the high parry ratio to mobs  My toon was a level 4 shadow knight. I was fighting a Cow (level 4)  My strikes were parried  1/2 times and this ratio increases with the any type of bears. I personal feel that a tank type should be able to solo 2 whites at a time but with this parry ratio it is not possible.  I also feel that by level 4 you should recieve another higher hitting melee attack my current one that i believe stays till lvl 7 or 8  hits for 3-5 damage ( wow that could be tweaked a bit maybe to do 5-9 dmg which isn't a big difference but would certenly help a ton if this whole parry issue is going to stay that high.
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Unread 01-18-2006, 02:13 AM   #107
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I've really enjoyed many of the changes thus far, but currently my biggest complaint is the overall difficulty of killing mobs.  Fighters have less problems, from my experience, but a new mage has a very difficult time even killing single even con mobs.  I have died more on the newb isle in one afternoon than I have for months on the live servers.  From the perspective of a new player, I would find this frustrating and irritating to say the least.
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Unread 01-18-2006, 02:15 AM   #108
SirBlade

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really>? i have no problem soloing groups of yellows with a warlock  but i can barely solo a blue bear with any class tank
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Unread 01-18-2006, 02:52 AM   #109
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SirBlade wrote:
really>? i have no problem soloing groups of yellows with a warlock  but i can barely solo a blue bear with any class tank

Same experience for me, and so far on test I've played 3 classes I haven't played before. I'm sure I'd have a different experience if I played a monk (my main on live is a 57 monk). I wanted to do my best for the 'new player' experience so took classes I hadn't played: swashbuckler, warlock, and shadowknight.

My experiences:

Warlock - whites and yellows without too much problem as long as I was careful and used bind and poison cloud.Swashbuckler - careful and if I could get a stealthed attack in whites and blues, if not whites were iffy and blues were rough but doable.Shadowknight - too low melee damage (1-2 on most attacks, melee or CA) and high mob parry/block rate. Made it hard to even do blues.

Also its annoying that as a swash going into stealth I can't break the NPC targetting even on mobs without see invis but they can do it to me. I even tried turning off auto-attack so my melee attack wouldn't break stealth and still couldn't do anything except have stealth immediately broken by an attack from a mob without see invis. I like that the mobs have class abilities but I wish they worked the same for them that the do for players, stealth once combat is initiated should fail to break target (but nothing wrong with them going stealth and doing a sneak attack if nobody currently has them targetted since a player scout can do that).

Something else that might be causing a problem: my warlock seems to always have avoidance. My shadowknight has 0 avoidance until I got his defense and parry over 45 then it jumped a lot. My swashbucker had avoidance for a while then he lost it and had 0 after doing errand quests in town and levelled a couple times, leaving his defensive skills about 20 points below their cap. It seems avoidance isn't based purely on skill level but on how close your skill is to your current cap. I'm not sure if this behavior exists on the live servers but I don't recall ever having 0 avoidance with any character on live even if I hadn't built the skill up in a while.

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Unread 01-18-2006, 03:31 AM   #110
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I was wondering what the sky essence was for.  I've recieved it many a time and it says to find a scholar but I have no idea who they are talking about.  Is this a missing person later to be put in or am I missing the obvious?
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Unread 01-18-2006, 05:16 AM   #111
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jasonqdavis wrote:
I was wondering what the sky essence was for.  I've recieved it many a time and it says to find a scholar but I have no idea who they are talking about.  Is this a missing person later to be put in or am I missing the obvious?

Not sure, I've found it in Oakmyst forest, the Peat Bog, the Thieve's way, Queen's COlony, Outpost of the Overlord. I think its a quest starter for a quest that isn't in place yet and I suspect by its name tied to KoS.
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Unread 01-18-2006, 07:43 AM   #112
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Some more information on the vanishing mobs ...I was tackling a Sapswill scout today and he vanished on me. I remembered the comments about the mobs stealthing, so I went into stealth mode which is supposed to have see invis. No mob. I waited around for about 30 seconds then /yelled to break the encounter and went to talk to Sorcerer Oofala as I had just finished killing the Blademaster. I stayed in stealth and got my quest update from Oofala and turned to do something on another computer. About a minute later, I was being attacked by the same mob that I had previously attacked, and broken the encounter with. I was still stealth, and still standing next to Oofala. I unstealthed as soon as the mob hit me, of course. I ran the mob back through the guardian staffs and killed him.It looks like, at least in some cases, it's not a simple issue of the mob stealthing.
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Unread 01-18-2006, 03:42 PM   #113
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Joining Qeynos gave me the message that I lost faction with Qeynos followed with the message that I gained facton with Qeynos.

Gork(?) the left of the 2 named Goblins spawned on an unreachable location. Always got the message 'you are too far away ' when I wanted to greet him(for the Diplo-quest). He also did not get involverd in fighting the bad goblins and wolfs. His colleague had to do doubleshifts SMILEY  

Luckily there was a 2nd Instance of QC in which he was moving, fighting and greetable.

 

Early damage of an Illu is too low (it gets better later). Not beeing able to kill blue Mobs is depressing for a class which after all should be a good(not the best but good) damage dealer.  

 

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Unread 01-18-2006, 05:21 PM   #114
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A couple of other bugs I have noticed:When I start a new character (which is quite often at the moment since I am playing around with the new way they are doing the classes) one of the first things I receive is a box which asks me which character's UI I would like to select.  This box does not take notice of whether or not I have deleted a character, and will not delete any of the items it shows, so it is getting longer, and longer, and longer...Jen SMILEY
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Unread 01-18-2006, 10:13 PM   #115
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Nerwen wrote:A couple of other bugs I have noticed:When I start a new character (which is quite often at the moment since I am playing around with the new way they are doing the classes) one of the first things I receive is a box which asks me which character's UI I would like to select.  This box does not take notice of whether or not I have deleted a character, and will not delete any of the items it shows, so it is getting longer, and longer, and longer...Jen SMILEY

Actually, that list reflects the number of .ini files for ui settings you have in your test server folder.
It'll generate one for each character you create with a different name so to shorten that list, just delete the corresponding .ini file and voila!
The file reads like "test_charactername_eq2_uisettings.ini"
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Unread 01-18-2006, 10:21 PM   #116
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I haven't made a new character for a few days, but I couldn't get that .ini selector to actually work.  I chose an .ini file from the list, and nothing happened.  Dunno.  Maybe something did happen and I just didn't realize.  All of my characters have similar UI setups though, and selecting one from the list made absolutely no difference in the default set up for the new character.
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Unread 01-19-2006, 12:39 AM   #117
ZadooEQ

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If Gonk is in an unreachable location and he cannot be hailed by clicking on him, I have found that if you target him with F8 and then hail him with the "h" key, it works.
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Unread 01-19-2006, 01:06 AM   #118
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Mender was working and I was delighted that he only charged me 2c to repair all.
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Unread 01-19-2006, 02:29 AM   #119
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I've just played thought the first 10 levels, with a Dwarf Mystic and a Wood Elf Dirge.I must say the new introduction to the game is awesome, compared to what it was.I have two level 60 chars, and whenever i make an alt, i just use to zip through 3 levels and zone to twink out my char in the city. But with these changes, it will keep me on the island and then doing the faction quests in the revamped zones for some time, as its very enjoyable and a challenge to play.I hope we get a new influx of players into the game, just to experience these new changes SMILEY
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Unread 01-19-2006, 03:00 AM   #120
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Maybe this already exists on the isles and I just didn't check the right vendors...
 
An APP2 spell/combat  arts vendor on the isle would introduce players to the concept of spell upgrades early on.
 
Also, I haven't seen one Adept 1 scroll drop on the isle.  For the same reason as stated above, I believe that giving a chance for these to drop (or perhaps having an adept 1 choice as a quest reward) on the island would give new players a better understanding of their upgrade options when it comes to spells and combat arts.
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