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Unread 06-03-2006, 06:35 AM   #31
Beldin_

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Hukklebuk wrote:


Nainitsuj wrote:


Saavedra wrote:

Thank you for the feedback, I'm glad you like the changes.

I'm going to start an "official" feedback thread so we can get the Commonlands more refined from the state it is currently in. 

Thanks once again, it's appreciated.



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.


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"



Could we get the Pirhana's back on the paths?  :smileyvery-happy:



Yeah .. i want back some aggro fish camping players directly when porting in to Nek :p
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Unread 06-03-2006, 09:14 AM   #32
Grimjakk

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Love the new look out by the Druid Ring too... all the wisps, wasps, and wolves make it feel just like home. SMILEY

Now we just need some bear to round it out.

What are those "Sparks of Growth" buzzing the Ring tho'...?  Possible hint of things to come?

Message Edited by Grimjakk on 06-02-2006 10:15 PM

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Unread 06-03-2006, 12:09 PM   #33
Bhagpuss

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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 certainly 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.
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Unread 06-03-2006, 10:39 PM   #34
Belario

 
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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:
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Unread 06-04-2006, 02:13 AM   #35
xOnaton1

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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 certainly 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.
http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=57229#M57229

- 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.

-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.

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Unread 06-04-2006, 06:12 AM   #36
Zarafein

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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...

But there are some realy nice changes! those in commonlands are great, but nektulos is also interesting,although it feels a bit unfinished yet(?)

still fear the effect on all those quests in commonlands and nektulos

 

Message Edited by Zarafein on 06-03-2006 07:53 PM

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Unread 06-04-2006, 08:47 AM   #37
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All right, I'll add my comments now...
 
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...
What about the High Priest ? also, maybe make half of them crusaders half of them guardians.
 
I couldn't find any Nerius Vandals near the Nek Docks (needed for Custom Fitted Armor - Part IV)... they've all been gone.
 
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.
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Unread 06-04-2006, 08:52 AM   #38
DataOutlaw

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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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