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Unread 01-24-2006, 07:50 PM   #1
PorkCho

 
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Thanks sony, the new changes rock. It makes the game 100 times more enjoyable now.  The crafting, without multiple combines, is great also.
 
Keep up the good work and thank  you.
 
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Unread 01-24-2006, 07:52 PM   #2
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Necro dumbfire pet changes don't rock. That's my biggest complaint.
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Unread 01-24-2006, 07:53 PM   #3
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Yeah but you gotta admit, the rest of the changes make the game lots more fun.
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Unread 01-24-2006, 07:54 PM   #4
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Sony is like so sweet omg awesome yeah woohoo !!!
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Unread 01-24-2006, 07:55 PM   #5
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ROCK ON!
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Unread 01-24-2006, 08:00 PM   #6
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I too enjoy the changes however I have been asked by alot of people in my guild how those in the middle of the betrayal quest are going to fare in this release. I am pushing them thru it as fast as possible but I doubt the lower levels I have in my guild will all be thru it.  Can a red tag give me some information as to what these guys will be expecting?

 

At present I have about 10 guild members in the middle of the betrayal quest form freeport to qeynos(we enjoy the quest) and like I said this is a little bit of a panic issue.

On a side note does anyone know if you can get a digital download of the patch itself? I have a couple guild members on *gasp* dial up. If possible to get the patch I would download it for them and just have them swing by to pick it up.

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Unread 01-24-2006, 08:00 PM   #7
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I still say the changes to the class progression suck.  It added more depth to the game.  As did access quests though.  SOE has to cater to the gamer on the go though. 
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Unread 01-24-2006, 08:11 PM   #8
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Over all I like the changes. Playing your class from the start is fun. One thing I like is not having to playing through the same set of 1-9 spells, then possilby the same 10-19 spells (like for old necro/conjurer). One worry is that some of the beginner quests (like the ruins) will be very difficult for new folks once the rush of new toons is over. Even at three experienced toons (17-19) range the ruins are still tough.
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Unread 01-25-2006, 12:28 AM   #9
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Artorious wrote:
I still say the changes to the class progression suck. It added more depth to the game. As did access quests though. SOE has to cater to the gamer on the go though.

I find it amazing that you think the class changes take "depth" out of the game.Taking scouts for example.....Without the changes all scouts are the same levels 1-9. No variety in skills, no variety in play style. A scout going bard at level 10 suddenly becomes a completely different character with a completely different play style. Not only that but if the player who went bard wants to try a Predator or Rogue, he/she must go through the exact same level progression 1-9, and the exact same sub-class quest learning about two classes he/she doesn't want to play, just to try something different.How is that "depth"? The first time you roll one of the 4 arch types there is a measure of "depth", but there is absolutely no depth what so ever in re-rolls or playing alts. It simply becomes tedious repetition.With the changes you now have six distinct scout types to choose from beginning at level 1. All will play differently with different skills and different style from level 1-60+. In addition the revamp completely changes the IoR making it unique for both Qeynos and Freeport citizens; as well as adding race defining quests to help players better understand their role in Norrath.Tell me again how the changes remove "depth" from the game?Frankly I find a lot more "depth" in the changes being made than your argument against them.
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Unread 01-25-2006, 03:49 AM   #10
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ValValline wrote:

Artorious wrote:
I still say the changes to the class progression suck. It added more depth to the game. As did access quests though. SOE has to cater to the gamer on the go though.

I find it amazing that you think the class changes take "depth" out of the game.Taking scouts for example.....Without the changes all scouts are the same levels 1-9. No variety in skills, no variety in play style. A scout going bard at level 10 suddenly becomes a completely different character with a completely different play style. Not only that but if the player who went bard wants to try a Predator or Rogue, he/she must go through the exact same level progression 1-9, and the exact same sub-class quest learning about two classes he/she doesn't want to play, just to try something different.How is that "depth"? The first time you roll one of the 4 arch types there is a measure of "depth", but there is absolutely no depth what so ever in re-rolls or playing alts. It simply becomes tedious repetition.With the changes you now have six distinct scout types to choose from beginning at level 1. All will play differently with different skills and different style from level 1-60+. In addition the revamp completely changes the IoR making it unique for both Qeynos and Freeport citizens; as well as adding race defining quests to help players better understand their role in Norrath.Tell me again how the changes remove "depth" from the game?Frankly I find a lot more "depth" in the changes being made than your argument against them.

I could not agree more with what ValValline has said. It also to amazes me that people feel that Sony has removed depth.

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Unread 01-25-2006, 05:25 AM   #11
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is my dream for a troll ranger still gonna be possible with the new changes???
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Unread 01-25-2006, 05:43 AM   #12
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mAdd0gtheHorrible wrote:
is my dream for a troll ranger still gonna be possible with the new changes???

You will begin as a troll assassin. When you complete the betrayal quests, presto chango, you're a troll ranger.
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Unread 01-25-2006, 01:26 PM   #13
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Kaharthemad wrote:

I too enjoy the changes however I have been asked by alot of people in my guild how those in the middle of the betrayal quest are going to fare in this release. I am pushing them thru it as fast as possible but I doubt the lower levels I have in my guild will all be thru it.  Can a red tag give me some information as to what these guys will be expecting?

 The old Betrayal quests aren't going anywhere just yet.  While your friends will have to choose their (sub)class the first time they log in after the update, if they havent completed their betrayal they will be able to switch to their new cities class when they do.  Fear not!

At present I have about 10 guild members in the middle of the betrayal quest form freeport to qeynos(we enjoy the quest) and like I said this is a little bit of a panic issue.

On a side note does anyone know if you can get a digital download of the patch itself? I have a couple guild members on *gasp* dial up. If possible to get the patch I would download it for them and just have them swing by to pick it up.


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Unread 01-25-2006, 05:06 PM   #14
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Kaharthemad wrote:On a side note does anyone know if you can get a digital download of the patch itself? I have a couple guild members on *gasp* dial up. If possible to get the patch I would download it for them and just have them swing by to pick it up.
Once you download it, all you need to do is copy the entire contents of your EQ2 folder (minus the .INI files) onto a writable DVD or several writeable CDs and give it to your friends. Then all they have to do is copy the entire contents of the DVD or CDs to their EQ2 folder. It's the simplest method in my book.
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Unread 01-25-2006, 05:20 PM   #15
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Xalmat wrote:

Kaharthemad wrote:On a side note does anyone know if you can get a digital download of the patch itself? I have a couple guild members on *gasp* dial up. If possible to get the patch I would download it for them and just have them swing by to pick it up.
Once you download it, all you need to do is copy the entire contents of your EQ2 folder (minus the .INI files) onto a writable DVD or several writeable CDs and give it to your friends. Then all they have to do is copy the entire contents of the DVD or CDs to their EQ2 folder. It's the simplest method in my book.
They could run into problems using that method, I have noticed that when you copy files from a cd/dvd they are tagged as "read only", this might cause problems if they don't uncheck "read only" on the eq2 directory (including all sub directories/files). Not sure how much EQ2 is bothered by it, maybe it override read only by default SMILEY
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Unread 01-25-2006, 08:35 PM   #16
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Svartmane wrote:

 The old Betrayal quests aren't going anywhere just yet.  While your friends will have to choose their (sub)class the first time they log in after the update, if they havent completed their betrayal they will be able to switch to their new cities class when they do.  Fear not!



So does that mean that they will be able to select a class not previously allowed in the city and finish the betrayal and become a qeynos aligned ShadowKnight or a Freeport aligned Paladin for example?

 

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Unread 01-25-2006, 09:40 PM   #17
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Dajuuk wrote:

Svartmane wrote:

The old Betrayal quests aren't going anywhere just yet. While your friends will have to choose their (sub)class the first time they log in after the update, if they havent completed their betrayal they will be able to switch to their new cities class when they do. Fear not!



So does that mean that they will be able to select a class not previously allowed in the city and finish the betrayal and become a qeynos aligned ShadowKnight or a Freeport aligned Paladin for example?


No, if for instance you have a Troll/Crusader in the middle of betraying, the first time they login after the patch, they will have to choose "Shadowknight" before entering the game with that character. Once they complete the betrayal they will then be a Qeynosian Troll/Paladin.
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Unread 01-25-2006, 11:30 PM   #18
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What the guy above me said.

Message Edited by Zald on 01-25-200610:30 AM

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Unread 01-25-2006, 11:34 PM   #19
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PorkChop1 wrote:
Thanks sony, the new changes rock. It makes the game 100 times more enjoyable now.  The crafting, without multiple combines, is great also.
 
Keep up the good work and thank  you.
 

umm what is wrong with this guy? I'm not going into the class sub-class stuff cause I got flamed for it but the crafting changes are not great.   atleast 50 to 75% of the crafters xp comes from making the sub combines, combines to make the final product.  You wipe that away you have to churn out 10x as many items than normal.  But I guess when you want to attract people that have 2 hrs to play you must "Stream Line" gameplay. 
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Unread 01-25-2006, 11:45 PM   #20
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Amana wrote:

PorkChop1 wrote:
Thanks sony, the new changes rock. It makes the game 100 times more enjoyable now.  The crafting, without multiple combines, is great also.
 
Keep up the good work and thank  you.
 

umm what is wrong with this guy? I'm not going into the class sub-class stuff cause I got flamed for it but the crafting changes are not great.   atleast 50 to 75% of the crafters xp comes from making the sub combines, combines to make the final product.  You wipe that away you have to churn out 10x as many items than normal.  But I guess when you want to attract people that have 2 hrs to play you must "Stream Line" gameplay. 
I see the change as a good thing overall for not only the tradeskill community but also for the economy and new players in general. The old system was tedious which made it so that a lot of people wouldn't even bother with tradeskilling. This leads to a screwed up economy where very few people sell things such as spells. As a new player I was FORCED to take up Jewelry crafting in order to be able to afford to upgrade all of my skills. When I first started looking for upgrades to my skills on my server nobody was selling App IV spells at all and the few Ranger Adept 1s were extremely expensive. I personally hope that this change will help start the flood of final combines on the market making it much easier for new players who are not in a guild to be able to afford to actually upgrade their skills.
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Unread 01-26-2006, 12:41 AM   #21
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Amana wrote:
umm what is wrong with this guy? I'm not going into the class sub-class stuff cause I got flamed for it but the crafting changes are not great. atleast 50 to 75% of the crafters xp comes from making the sub combines, combines to make the final product. You wipe that away you have to churn out 10x as many items than normal. But I guess when you want to attract people that have 2 hrs to play you must "Stream Line" gameplay.
End result....1. It will take longer to level up in crafting, which means dedicated crafters who are already levelled up will start out with a distinct advantage over those that take up crafting after the patch.2. More products on the market means better prices for everyone on common items, while rares will still retain their higher value based on basic supply vs demand. The only people this will hurt are the ones who put up with the current tedium and use the unfriendly nature of the old crafting system to gouge players who have better things to do than spend hours making WORTS for common items.3. Crafting will be much more fun for everyone, because you will spend more time making final products than annoying sub-components. You will still have to work (eg button press) to get higher quality results, you just don't have to waste as much time on subs.Ask yourself this question.....Why are you against making it less time consuming to produce final products? Is it because the old system is "better", or is it because you fear it will cut into your profit margin? If it's the latter, then your reasons for being against the changes are selfish and are NOT in the best interest of the game as a whole, because all aspects of the game (including crafting) should be appealing to the majority of players. Not just a select few with the patience to put up with an overly tedious and complex system.The bottom line is that whether they change the crafting system or not, it still doesn't take any "skill" to craft in EQ2. If you think you are somehow a "better player" or the game has more "depth", because you are willing to spend more than 2 hours (using your numbers) making sub-components so that you can make a handful of finished items, then you need to get over yourself. There are plenty of "bot" programs/players who churn out the same quality products at a much higher volume while AFK. So streamlining the process in no way makes the game "dumber" or "easier".If you enjoy crafting, because you like to make things for other players to use, and to make some money on the side (without gouging), then there is no reason why you should be against the coming changes.
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Unread 01-26-2006, 01:18 AM   #22
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ValValline wrote:If you enjoy crafting, because you like to make things for other players to use, and to make some money on the side (without gouging), then there is no reason why you should be against the coming changes.
I am what you're describing above and I very dislike the new changes. The reason is simple : Crafter is my primary class. As it is, with subs, crafting needed some work to get it more interesting than a copy/paste every 10 levels. Now with the changes, it's just a mindless one click process. What I like being a tradeskiller is to craft items, not to sell them, I'm not a market manager, I'm an artisan.
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Unread 01-26-2006, 02:20 AM   #23
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Renaorn wrote:

ValValline wrote:If you enjoy crafting, because you like to make things for other players to use, and to make some money on the side (without gouging), then there is no reason why you should be against the coming changes.
I am what you're describing above and I very dislike the new changes. The reason is simple : Crafter is my primary class. As it is, with subs, crafting needed some work to get it more interesting than a copy/paste every 10 levels. Now with the changes, it's just a mindless one click process. What I like being a tradeskiller is to craft items, not to sell them, I'm not a market manager, I'm an artisan.
It is NOT a "mindless one click process".Have you even tested the changes?1. You still have to assemble the correct sub-components (you just don't have to make as many, because most will be harvestable) in the correct quanities to make the number of final goods you require.2. You still have to manage the creation process utlizing tradeskill abilities.The process is the same....One more time for emphasis....The process is the same.The only change is that you will run the process fewer times for each final product you make, because you won't have to make as many/any sub-components.If you are going to argue against the changes, then you should really spend the time to understand what you are arguing against.
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Unread 01-26-2006, 07:07 AM   #24
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Yep, made a spell under the new system last night, even using my two levels of skills (since I'm a scholar now) I still couldn't get a pristine (App4) spell made that was green. Even just using raws it came out as an App3 and the durability almost dropped it to an App2.

Its not a mindless single click proccess, its just less runs through combines to get to the final.

You want mindless single click play WoW. You always get what you try to make as long as you know the recipe, and guess what if its really ahrd youre pretty much guaranteed a skill point to make everything get easier. The changes to the EQ2 crafting system are a long way from that point.

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Unread 01-27-2006, 05:04 AM   #25
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ValValline wrote:

Renaorn wrote:

ValValline wrote:If you enjoy crafting, because you like to make things for other players to use, and to make some money on the side (without gouging), then there is no reason why you should be against the coming changes.
I am what you're describing above and I very dislike the new changes. The reason is simple : Crafter is my primary class. As it is, with subs, crafting needed some work to get it more interesting than a copy/paste every 10 levels. Now with the changes, it's just a mindless one click process. What I like being a tradeskiller is to craft items, not to sell them, I'm not a market manager, I'm an artisan.
It is NOT a "mindless one click process".Have you even tested the changes?1. You still have to assemble the correct sub-components (you just don't have to make as many, because most will be harvestable) in the correct quanities to make the number of final goods you require.2. You still have to manage the creation process utlizing tradeskill abilities.The process is the same....One more time for emphasis....The process is the same.The only change is that you will run the process fewer times for each final product you make, because you won't have to make as many/any sub-components.If you are going to argue against the changes, then you should really spend the time to understand what you are arguing against.
I've crafted the old way and I understand the goal of the new way. Its not to make crafting easier per se... But as the dev posted, I HATE having to use my Palm Pilot to reference which sub components were needed for which final product and what ingredient each sub of sub A was ..... blah blah blah.As long as they flatten the component tree 1 level I'm extatic! I don't care if I need 100 doohickeys to make 1 thingamajig, I just hate needing so be a rocket scientist to build a pair of pants!
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Unread 01-28-2006, 10:12 AM   #26
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Incedious wrote:
 
I see the change as a good thing overall for not only the tradeskill community but also for the economy and new players in general. The old system was tedious which made it so that a lot of people wouldn't even bother with tradeskilling. This leads to a screwed up economy where very few people sell things such as spells. As a new player I was FORCED to take up Jewelry crafting in order to be able to afford to upgrade all of my skills. When I first started looking for upgrades to my skills on my server nobody was selling App IV spells at all and the few Ranger Adept 1s were extremely expensive. I personally hope that this change will help start the flood of final combines on the market making it much easier for new players who are not in a guild to be able to afford to actually upgrade their skills.

I can tell you right now that these changes will have LITTLE to NO effect on YOUR situation. I am a lvl 60 sage, and the reason you don't see many app 4's on the market is because the Adept 1 drop rate is so rediculously high that they get sold for HALF the cost to MAKE the equivilent app 4. I sell over 85% of my app 4's to the vendor because he will give me more than the going price of the same Adept 1. If the Adept 1 isnt at LEAST 3 times what is cost to make an app 4, it isnt worth even trying to sell. No one is going to buy an app 4 when they can get the Adept 1 for a few gold more all the way down to less than half the cost of crafting an app 4.

However, I do forsee more items from other professions on the market after this...

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