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Unread 11-05-2005, 12:17 AM   #1
Agathorn

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These are the issues we've been seeing on the tower construction projects. Please keep any replies to this post about the project specifically.* Spawn rate on arisen for the adventurer quest is very slow. Not even enough for a single group at a single tower let alone multiple groups.* Perhaps fuel should be sold here?* There is a named mob that spawns. He is a Level 24 ^^^ Heroic and a very tough kill for anything but a balanced group (or people very over level). Since this is geared for 20 on up this seemed a tad strong. Maybe intentional, but thought i'd post it anyway.
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Unread 11-05-2005, 12:33 AM   #2
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* It seems artisans keep getting the recipe book over and over each time they get thier quests.
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Unread 11-05-2005, 02:09 AM   #3
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I think the the fuel type for the plans should be changed to incents instead of thread doesnt make sense for the scholars to be using thread for the plans

and make skill used correspond to the crafter type

Paper - scribing

Lumber - sculpting

Tools - Metal Shaping

Also please sell the fuel near the project

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Unread 11-05-2005, 02:57 AM   #4
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Could the project go horribly wrong and we end up with giant chicken towers....please!
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Unread 11-05-2005, 07:22 AM   #5
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I'm with Grim.:smileyhappy:
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Unread 11-05-2005, 07:37 AM   #6
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Please, please, please do not sell fuels at the construction sites.  This game is entirely too easy as it is.  Not to mention that by now every live server is aware of what they will need to take with them from listening in on /test. I found the event fun and interesting, until it became a job and a cluster.  The mass of people that converged on tower points took most of the fun away.  At that point it became way too much like a job, rather than a game, for me. Some of the material bins need to be moved outside the perimeter of the tower. If there is going to be a minimum level requirement, I would suggest adding a maximum as well.  If you can't get XP of any kind from participating, I don't see a point to helping. Personally, I see the towers adding nothing to the game.  As far as events go, this one will be easily forgotten.
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Unread 11-05-2005, 09:26 AM   #7
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I agree that the enemy levels aren't enough. A level 24 Swashbuckler, I was alone at the last tower for a while knocking those guys down by myself, 'til they eventually ganged up on me.Overall, though, I think the whole idea is a lot of fun and I'm sad that I missed the construction of the other 7 towers.
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Unread 11-05-2005, 09:43 AM   #8
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Ok I was one of the first people involved in the towers this mornign when Seph spawned them. Got a couple hjours in then went to work, and when I came home all but one of the towers was totaly finished! And I was only at work for 6 hours!Woah. Maybe its just me but this seems WAY to fast. I expected this to take like a week. If the Test server put these towers up this fast, theyre gogin to go up in like an hour on live :p 90% of the server will not even have a chance to take part in this event.IMHO the tower projects should be lengthened significantly.
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Unread 11-05-2005, 09:46 AM   #9
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Seems the Model Griffon Tower item you get as a reward to placein your home is invisible SMILEYThis is a really cool idea so please fix it SMILEY
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Unread 11-05-2005, 09:53 AM   #10
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Oh and the model griffon tower.. Merchanst are offering me status points for it. Even normal merchants. 1,000 SP
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Unread 11-05-2005, 12:37 PM   #11
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The entire griffon tower project can take place with a couple dozen people in a couple of hours? Man, that's lame.  Here I thought I had something to look forward to when I came home from work... SMILEY
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Unread 11-05-2005, 05:07 PM   #12
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Increase the lockout time once a crafter or gatherer has completed their task. 

Gatherers need locked out too. 

Adventurers - Make the mobs special, that they keep spawning until a person with the quest to clear the area has the quest is fighting them.  Once they have killed 10 or so, have them return to the taskmaster and get their completed item and lock them out,  after that, the mobs hit would be on a continious respawn till another with the quest is there. 

Give the skeleton mobs a special glow to indicate they would need a quest to kill, 

Also work into the storyline who is spawning the skeletons and why better. 

Will need a better spawn rate on the eggs clutches. 

Have some of the skeletons disassemble work completed if not killed in a certain length of time?

How about a naming party for the new griffons?

Use the lockouts.  The thing here is to get the participation spread to a lot of folks.

Overall enjoyed the event.  Didn't care for the boot out to select screen when completed the project, but it can be acceptable. 

 

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Unread 11-05-2005, 05:46 PM   #13
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Forgot the invisiable tower item once it is placed in your room? need to see it somehow??

 

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Unread 11-05-2005, 07:54 PM   #14
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The timer set for the egg hunt is iffy. The tower at the nek beach, once completed called for eggs from the top of N'Mars accent or bone lake...once you found the egg there was a 5 minute timer to get them back to the tower on the beach. Even with a 40% run speed horse, the run from Nmars was not possible without doing the typical death swan dive from the south side of Nmars to respawn near the docks. I dont think an intentional suicide should be part of the quest. Granted I dont want to have all day to mope around till I decide to take the eggs back...but a more resonable time frame might be looked into. Also, if you fail to return to the griffon tamer in the time alloted with the eggs..you get no message that you failed, and the quest appears the same in your qust helper window. Also the tamer will not acknowlege that you failed...they just simply shrug at you and ask you about those eggs...might want to put some kind of notice pop up that you have failed..the only way to try again at this point is to delete the quest and get it again.
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Unread 11-05-2005, 08:59 PM   #15
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Kadurm wrote:
The timer set for the egg hunt is iffy. The tower at the nek beach, once completed called for eggs from the top of N'Mars accent or bone lake...once you found the egg there was a 5 minute timer to get them back to the tower on the beach. Even with a 40% run speed horse, the run from Nmars was not possible without doing the typical death swan dive from the south side of Nmars to respawn near the docks. I dont think an intentional suicide should be part of the quest. Granted I dont want to have all day to mope around till I decide to take the eggs back...but a more resonable time frame might be looked into. Also, if you fail to return to the griffon tamer in the time alloted with the eggs..you get no message that you failed, and the quest appears the same in your qust helper window. Also the tamer will not acknowlege that you failed...they just simply shrug at you and ask you about those eggs...might want to put some kind of notice pop up that you have failed..the only way to try again at this point is to delete the quest and get it again.


About the timed run.  You can run the eggs to the nearest completed tower.  When I found the first egg in TS, the only tower completed was the one by Antonica gate.  That was a long run.  Later, when I did the egg hunt on my ranger, I got the quest at Antonica station but, ran the egg to the Thundermist station; a whole lot closer.
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Unread 11-05-2005, 09:53 PM   #16
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Sunrayn wrote:


About the timed run.  You can run the eggs to the nearest completed tower.  When I found the first egg in TS, the only tower completed was the one by Antonica gate.  That was a long run.  Later, when I did the egg hunt on my ranger, I got the quest at Antonica station but, ran the egg to the Thundermist station; a whole lot closer.



The beach tower was the only one up, otherwise your suggestion is fine. ALSO! I did the egg run for TS and Nek last night...The egg timer in Thundering Steppes is 7 minutes 30 seconds...Ummm, why?? Can't run half the zone in Nektulos in 5m or less because of obstacles...but I can run from Ant zone-in to Coldwind Point in a blink. Wiiiiiiide open spaces in TS make it easy.

7m TS, 5m Nek...makes no sense to me. (the actual numbers are 7m30s ts, 4m 50s nek)

 

Also, really really really need to move the paper and ore bins out from the tower at the commonlands tower construction site.


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Unread 11-05-2005, 10:58 PM   #17
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Sweet guys keep the feedback coming.

I had alot of fun watching those towers go up.

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Unread 11-05-2005, 11:24 PM   #18
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Torali wrote:


Sunrayn wrote:


About the timed run.  You can run the eggs to the nearest completed tower.  When I found the first egg in TS, the only tower completed was the one by Antonica gate.  That was a long run.  Later, when I did the egg hunt on my ranger, I got the quest at Antonica station but, ran the egg to the Thundermist station; a whole lot closer.



The beach tower was the only one up, otherwise your suggestion is fine. ALSO! I did the egg run for TS and Nek last night...The egg timer in Thundering Steppes is 7 minutes 30 seconds...Ummm, why?? Can't run half the zone in Nektulos in 5m or less because of obstacles...but I can run from Ant zone-in to Coldwind Point in a blink. Wiiiiiiide open spaces in TS make it easy.

7m TS, 5m Nek...makes no sense to me. (the actual numbers are 7m30s ts, 4m 50s nek)

 

Also, really really really need to move the paper and ore bins out from the tower at the commonlands tower construction site.





Ahh, sorry, I didnt know the nek run had a shorter time limit.  By the time I got to start the egg hunt there, the server was coming down.  The nek run does need its timer set the same as ts or longer as you are right, nek is much harder to navigate than ts is.
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Unread 11-06-2005, 03:39 AM   #19
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Idea! Provisioners are left out of the crafting loop.  Make food for the construction workers. I know they are craftsman and can make lumber, but.....food would be more fun. Eva
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Unread 11-06-2005, 03:43 AM   #20
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As far as running in Nek...     If the beach tower is the only tower up, there is no need to take eggs there, you can't go anywhere until you complete another tower.      Second, I have found two eggs around bone lake, and there is a tower right there, not completed yet on test, but complete it then do your egg run.      Third, the "run" to Nek beach CAN be completed in less than five minutes.  Find your egg.  CoO.  Go to EFP.  Take the "boat" to Nek Forest Dock. Again, to SOE I plead... stop making the game easier... let people figure out there is more than one way to solve a problem.  To the testers, since I know none of you personally, please don't take this as an attack.  However, if the shoe fits, wear it in shame.  Almost all I ever hear on /test is whining, complaining, and spoilers.  Hence I usually have it turned off.  Too many folks on the server want the game handed to them.  They don't ask for help, they ask for the answers.  For the "committed" testers this is a HUGE problem.  SOE gets no help testing when everyone on the server is following their (or someone else's) cookbook.  I hope to hell SOE throws away all this crap about not being able to get eggs in Nek.  The comments so far regarding the number of spawns, and lack of time to get to a tower have been useless.  Just because it didn't work one way doesn't mean the entire idea is bad.  ESPECIALLY regarding quests, events, etc.... I also need to rescind my earlier comment about the towers themselves.  I have found an use for them.  I am glad they have been added to the game.
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Unread 11-06-2005, 03:48 AM   #21
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Evadne wrote:
Idea!


Provisioners are left out of the crafting loop.  Make food for the construction workers.

I know they are craftsman and can make lumber, but.....food would be more fun.

Eva



Hehe, all dwarf construction crew, have to make ale to get them to work and food to absorb the ale so they dont get snockered.

Imagine the possibilities  SMILEY

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Unread 11-07-2005, 01:09 AM   #22
Torali

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The shoe doesn't fit and I am not ashamed. I am offended.

If you'd never done a tower before and didn't ask for any spoilers, how the heck do I know doing the egg run is useless as you put it? How do I know it isn't to finish initializing the tower I just helped build? How? I'm just supposed to know this right out the gate?

So...let's go with YOUR views on what dumbing down is and what fun is. Because your views on these matters are the only logical views and the rest of us are whining for a silver platter. (this is the way your post reads Kolac).

Drop the egg timer in Thundering Steppes to 3 minutes to put it in line with the Nektulos timer. Make the griffon eggs a SINGLE spawn with a 30 minute to 1 hour respawn. Give everyone only TWO quests from the foreman with a 5 hour lockout.

Also, make sure that to get the eggs back to any tower requires calling, zoning 3 times and costing 60 silver OR that you have to commit suicide to get the eggs back in time. (All that done with a 40% horse, we don't want folks on foot to have any kind of chance)

That should make things time consuming and difficult enough.

P.S. I don't know you, so don't take this as an attack.

 
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Unread 11-07-2005, 08:44 AM   #23
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Construction was fun, but (as others said) too short.  Folk will feel left out if the entire set of towers are built while they sleep, or are at work/school.As for egg search - many had a very hard time seeing them (spent hours! looking) unless they increased their level of detail bias to high resolution.  At that point eggs were easy as pie.  Not sure what can be done about that, but wanted to pass it along.The towers are a great event, really contribute to server community and sense of owning part of the world (gee, I helped build THAT!).  Always good to have the players able to leave their mark.  Thanks!
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Unread 11-07-2005, 09:26 PM   #24
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I have to agree that construction of the towers is way too fast. I've particpated a lot in the construction-events in Horizons (rebuilding machines, bridges, mines etc). The amount of work needed to complete those was tremendous (completing the four satyr-mines literally took days of involved effort by multiple groups of dedicated people) and had interesting logistic aspects to it (gather your resources somewhere, make your building-products somewhere, transport them to the site and apply them to the object.) Carrying capacity was a big limiting factor there. Seriously, if you have anyone in your development staff that has played Horizons and participated in the reconstruction, ask him how they did it there SMILEY It's one of the things Horizons did right IMHO. Personally I don't like the lockout timers at all. It's all too obvious a "we need to make this last longer than it really takes". With in the back of my mind the idea to keep the main concept and principles intact, let's see if it can be made a bit more of an involved effort: Three types of participants involved: Gatherers, crafters and fighters, my brainstormed change possibly adds a fourth type: Courier. Two essential changes: - First: make the things that need to be gathered and crafted weigh a considerable amount per item so people are limited to carrying only a few at a time. - Second: Don't have machines at the site, make use of the normal tradeskill machines. By doing this you create an extra  logistic aspect. Materials need to be harvested in the field. Only limited amounts (due to weight) can be carried at a time, so people will need to keep ferrying between craft-machines and resource nodes. Further suggested changes - make applying the tools/plans/lumber to the tower take significant time (like with harvesting). During this time the person needs to stand still (once again like with harvesting) - Put aggro mobs roaming close to tower so that without fighters clearing out the place, a person applying the items pretty much is unable to do so (like with harvesting if mob is actively targeting player you cannot apply the item to the tower). Spawn rate needs to very significant to ensure continous protection. - Possibly also put aggro mobs around the special nodes that need to be harvested from (if this is feasible) to create similar need for protection at the harvesting site. - Increase amounts to complete the tower...significantly. 60 units of every type is nothing. Seeing as doing 1 unit only takes you very little time a 180 crafters (60 of each type) can finish a tower in no-time at all as it was (since they can gather as well) - remove lockout timers. the natural logistics need to be tuned to have a natural timer effect. If you don't want any single character to complete more than x% of the total construction per hour, than organize it that x% of the total construction takes about an hour to do anyway. - (optional aspect) take a tiered approach: have (for one tower) types of materials of varying tiers (say tier 2 through 4, so you need a few more advanced crafters), in lessening quantity as the tier gets higher. Of course this aspect is hard to duplicate with the aggro-mobs without making it too lethal for lower level players. Maybe you could spawn in higher level boss mobs triggered at certain stages of completion of the tower. You'd have to find a way to give the crafters applying things time to run away before this boss would start a low-level massacre SMILEY Just my views on this.

Message Edited by Silverdrop on 11-07-2005 05:30 PM

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Unread 11-08-2005, 12:09 AM   #25
Agathorn

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I comlpetely agree with everything Silverdrop just said (and well laid out it is!) except for the multi tier stuff SMILEYI to when I first heard of this event coming though about the building projects we did in Horizons when I played that game. They were lots of fun, lots of work, and VERY satisfying when it was completed.
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Unread 11-09-2005, 07:42 PM   #26
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The paper bin for the Commonlands Tower in Nek is still not targetable.  A small corner of the bin is sticking out of the wall, but the bin is still inside the tower.
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