|
Notices |
![]() |
Thread Tools |
![]() |
#31 |
Server: Nagafen
Loremaster
Join Date: Jun 2005
Location: California, United States of America
Posts: 763
|
![]()
Loli@Nagafen wrote:
Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?all that it means is that the skeletal model is being done at the same time as kunark |
![]() |
![]() |
![]() |
#32 |
Loremaster
Join Date: Dec 2004
Location: right behind you
Posts: 1,802
|
![]()
iceriven2 wrote:
Will there be a way to reset your ID? Not everyone u can get without an ID tag will want to be forced to skip stuff b/c of 1 or 2 members.from how i understand it, the ID will expire with the lockout timer... so basically you can go to emerald halls as an example and clear first floor on monday, then leave, come whenever you want and go straight to second floor, or wait till lockout timer expires and do first floor again. |
![]() |
![]() |
![]() |
#33 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
|
![]()
seems to me its going to be kinda like the way you "Saved" your game in the organal version of Megaman, only the comp remembers the code for you. In that version every time you beat a boss a grid of pictures showed up and that what how you returned to that point in the game. Another exsample is basicly a Save point system where at certain points the game "saves"(records the ID for that point) and then anyone who as reached that point or has not been in befor, can follow you to that point.
|
![]() |
![]() |
![]() |
#34 |
Ten Ton Hammer
Join Date: Nov 2004
Location: The Fourth Wall
Posts: 1,041
|
![]()
Killerbee3000 wrote:
iceriven2 wrote:It's very similar to what they just added in LOTRO. People get flagged, and when others join your group they get the same flag. Shared lockout timers means you can bring people in and out. I think its a great idea.Will there be a way to reset your ID? Not everyone u can get without an ID tag will want to be forced to skip stuff b/c of 1 or 2 members.from how i understand it, the ID will expire with the lockout timer... so basically you can go to emerald halls as an example and clear first floor on monday, then leave, come whenever you want and go straight to second floor, or wait till lockout timer expires and do first floor again.
__________________
![]() |
![]() |
![]() |
![]() |
#35 |
Loremaster
Join Date: May 2005
Posts: 51
|
![]() So, basically, you can come and go in the instance as you please once you have the unique ID tag? (read: can leave to repair instead of repair bot, get potions from bank, form up on a contested mob, etc) -Vila |
![]() |
![]() |
![]() |
#36 |
EQ2LLinks Admin
Join Date: Nov 2004
Posts: 43
|
![]() This will be great. I'll be able to sell access rights to the SoD statue in various instances once the zone is cleared without being forced to stay in the zone. Although most of those group instances are only 18 hours. This will be really handy to let people have access to raid zones to complete quests that require you to click something deep within a raid zone but don't always have the raid force to get there. -Phaldyne |
![]() |
![]() |
![]() |
#37 |
Server: Butcherblock
Loremaster
Join Date: May 2006
Posts: 1,697
|
![]()
Phaldyne wrote:
*clunk* Hummm... is it me, or did that sound like a loop-hole being slammed shut somewhere... |
![]() |
![]() |
![]() |
#38 |
Loremaster
Join Date: Dec 2004
Posts: 966
|
![]()
Dragowulf2 wrote:
Loli@Nagafen wrote:Actually I took it as since the zone build was three weeks old the frogloks weren't in this build but they are in the current build.Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?all that it means is that the skeletal model is being done at the same time as kunark |
![]() |
![]() |
![]() |
#39 |
Loremaster
Join Date: Dec 2004
Posts: 5,445
|
![]()
A video taken of a Monitor(wich is just the worst way to get quality video) running the game in poor lighting(for taking video), of what if I heard Scott right is an Early Apha Build of RoK and it looks totally cool, I can't wait to see what the final build looks like.
|
![]() |
![]() |
![]() |
#40 |
Loremaster
Join Date: Mar 2005
Posts: 841
|
![]()
Loli@Nagafen wrote:
Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?He meant they hadn't loaded the froglok slaves into the version of Sebilis he was showing yet.
__________________
Anurman/Malbi/Metronome/Hydrake/Guttspawn/Perihelion/Cogwise/Popojingles Najena Server Tranquil Waters Guild |
![]() |
![]() |
![]() |
#41 |
Tester
Join Date: Nov 2004
Posts: 213
|
![]() Nice interview - lots of new info. Thanks. I think though that the interviewer and maybe even Scott were mixed up about Sebilis vs Cabilis - Sebilis (Old Sebilis) of course was overrun by frogloks and mushroom men, and was the home of Trakanon. Then there is Cabilis, the starting city of the Iksar, with canals instead of streets. Reference was made to 'swimming everywhere' which must refer actually to Cabilis. Anyway, good stuff. Looking very forward to this expansion - way more than even EOF personally!
__________________
![]() |
![]() |
![]() |
![]() |
#42 |
Loremaster
Join Date: Dec 2004
Posts: 833
|
![]()
Loli@Nagafen wrote:
Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?it seems to be that way, did you notice some of the Sarnak NPCs at the beginning and how they had some pretty different looking armor on it seemed. And we didnt get to see the Iksars close-up when he was going through Seb (thanks camera guy!!) but they seemed to look...different somehow |
![]() |
![]() |
![]() |
#43 |
Loremaster
Join Date: Nov 2004
Location: SoCal
Posts: 2,201
|
![]()
Looks great! Any new info about changes to brawlers being made into DPS or able to tank raid mobs? I was hoping a Dev might want to check out these 2 threads All encompassing Brawler changes Brawler Luvin Thanks for the work!
|
![]() |
![]() |
![]() |
#44 |
Crazy for Fae!
Join Date: Nov 2004
Posts: 655
|
![]()
By the way, I must say that I am THRILLED about the 'save' feature of sorts that will be going on in raid instances... Now, it's about skill rather than the amount of time you have. If people have to log out for the night, you can come back the next day as the same unit and pick up where you left off! That is FABULOUS!
![]()
__________________
![]() |
![]() |
![]() |
![]() |
#45 |
Loremaster
Join Date: Feb 2005
Posts: 4,631
|
![]() I wonder if the Iksar females will have longer(Or slider'd) Frilliks and a less blocky build with the skeletal revamp? Make Clan Swiftail not part of Selibis!!! We have only the Silent Fist and some trainer in Faydark, Ashen DIS-Order and the Wistling Fist are NPC guilds... That and I want to play an Iksar Monk without having to betray, It's an Iksar's Right to be a monk!
__________________
![]() |
![]() |
![]() |
![]() |
#46 |
General
Join Date: Jun 2005
Posts: 23
|
![]()
Sashtan@Mistmoore wrote:
Loli@Nagafen wrote:I was actually hoping that they meant they were going to add the old bigger headed froglok race in as slaves. Remember, the playable frogloks look different than normal frogloks because of their whole racial development story. The frogloks of kunark were never affected at all by the antonican frog change.Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?it seems to be that way, did you notice some of the Sarnak NPCs at the beginning and how they had some pretty different looking armor on it seemed. And we didnt get to see the Iksars close-up when he was going through Seb (thanks camera guy!!) but they seemed to look...different somehow |
![]() |
![]() |
![]() |
#47 |
Tester
Join Date: Jul 2005
Posts: 262
|
![]()
ooor Aerio, we could be optimistic and hope the skeletal revamp comes with Kunark
![]()
__________________
|
![]() |
![]() |
![]() |
#48 |
Loremaster
Join Date: Aug 2005
Posts: 1,229
|
![]()
The revamp may well come with RoK, but the froglok models mentioned are a separate NPC model, not the character model (Scott said it on the EQ2Flames forum).
__________________
Mirander 90 Wizard Unrest server |
![]() |
![]() |
![]() |
#49 |
General
Join Date: Nov 2004
Posts: 65
|
![]()
Mirander_1 wrote:
The revamp may well come with RoK, but the froglok models mentioned are a separate NPC model, not the character model (Scott said it on the EQ2Flames forum).Is it only the new RoK instances that will work on this persistence basis, or is it a change that will happen to all instances if you own RoK?
__________________
The cake is a lie. |
![]() |
![]() |
![]() |
#50 |
Loremaster
Join Date: Nov 2004
Location: Boise, ID
Posts: 1,114
|
![]()
Ualdayan wrote:
Mirander_1 wrote:I think I can say with some confidence that the persistant instance change will be universal regardless of who has what expansion. It would be too confusing to the playerbase otherwise.The revamp may well come with RoK, but the froglok models mentioned are a separate NPC model, not the character model (Scott said it on the EQ2Flames forum).Is it only the new RoK instances that will work on this persistence basis, or is it a change that will happen to all instances if you own RoK? |
![]() |
![]() |
![]() |
#51 |
Loremaster
Join Date: Nov 2004
Location: Boise, ID
Posts: 1,114
|
![]()
Silverfrost wrote:
Lornick wrote:Ok, so in that example if I logged off the boxed character when that character reentered the zone it would be empty of named. So here's another question. Say 'Group A' attempts Unrest and makes it all the way to Garanel and wipes. The group disbands. I assume that there are still "lockout timers" of sorts... or rather persistant zone ages. So like most group zone timers are 18hrs, I assume the persistant zone ages would be the same. So back to my 'Group A' example. So the next day rolls around and my lockout timer is at 17hrs 15mins. I form up a group of players that don't have a zone ID or lockout timer or whatever they will be called which we'll call 'Group B'. We go and kill Garanel completing the zone. There is 5mins left on on my lockout timer after we zone out. Now would the rest of 'Group B' have the same 5 min lockout as me or would they have a fresh 18hr lockout from killing the last named in the zone?RoryBradwarden wrote:When your instance becomes persistent you get tagged with a unique ID representing the instance. You cannot reenter your instance while grouped with any character that has a different ID for that instance. You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in. |
![]() |
![]() |
![]() |
#52 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
|
![]()
Aerio wrote:
I was actually hoping that they meant they were going to add the old bigger headed froglok race in as slaves. Remember, the playable frogloks look different than normal frogloks because of their whole racial development story. The frogloks of kunark were never affected at all by the antonican frog change. Exactly, any Frogloks on Kunark would be old school Frogs rather than Guktan Frogs. It would have been nice if the interviewer didn't confuse Cabilis and Sebilis when it comes to 'swimming everywhere'.
__________________
---- ROL GRATUL SKORCHERS!! |
![]() |
![]() |
![]() |
#53 |
Loremaster
Join Date: Jun 2005
Posts: 170
|
![]()
Lornick wrote:
Silverfrost wrote:My assumption on that would be that everyone would be slugged (including your 'group A' person) with a fresh new 18hr success timer otherwise it would undermine the whole point of the lockout system if someone can zone in finish the place and do it again 5 minutes later.Lornick wrote:Ok, so in that example if I logged off the boxed character when that character reentered the zone it would be empty of named. So here's another question. Say 'Group A' attempts Unrest and makes it all the way to Garanel and wipes. The group disbands. I assume that there are still "lockout timers" of sorts... or rather persistant zone ages. So like most group zone timers are 18hrs, I assume the persistant zone ages would be the same. So back to my 'Group A' example. So the next day rolls around and my lockout timer is at 17hrs 15mins. I form up a group of players that don't have a zone ID or lockout timer or whatever they will be called which we'll call 'Group B'. We go and kill Garanel completing the zone. There is 5mins left on on my lockout timer after we zone out. Now would the rest of 'Group B' have the same 5 min lockout as me or would they have a fresh 18hr lockout from killing the last named in the zone?RoryBradwarden wrote:When your instance becomes persistent you get tagged with a unique ID representing the instance. You cannot reenter your instance while grouped with any character that has a different ID for that instance. You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in.
__________________
![]() |
![]() |
![]() |
![]() |
#54 |
Zombie Aardvark
Join Date: Nov 2004
Location: Fort Worth, Texas
Posts: 453
|
![]()
Linky not going through atm...
__________________
![]() |
![]() |
![]() |
![]() |
#55 |
Ten Ton Hammer
Join Date: Nov 2004
Location: The Fourth Wall
Posts: 1,041
|
![]()
Articulas@Antonia Bayle wrote:
Linky not going through atm...We had a slight network hiccup this morning. Everything has been restored.
__________________
![]() |
![]() |
![]() |
![]() |
#56 |
Server: Splitpaw
Guild: Holy Grail
Rank: Leader
Loremaster
Join Date: Jul 2006
Posts: 92
|
![]() Another question on the lockout thing (which stems from organising pickup labs raids late at night). It is always happening that you have one or two idiots in your raid that are actually locked out of the zone and you have to kick them from the raid. I am wondering if the devs have thought of this ie. If one of those locked out idiots are still flagged for a different instance, whether it was finished or not, will all the rest of the raid be zoned into THAT instance and handed an 18Hr lockout since none of us have an ID flagged for that zone. The last thing we want is for 24 people to enter an instance to find 90% of it cleared. I would imagine that, upon zoning, the raid leader should get a prompt up saying something like the following "player X is flagged for instance ID xxxxxxxx - Would you like to enter that instance or cancel?" I assume that if two players were locked out they would probably have different IDs unless they happened to be on the same raid. In that case it would say something like "You cannot enter this instance as player X and player Y are flagged for different instances" etc etc |
![]() |
![]() |
![]() |
#57 |
Loremaster
Join Date: Nov 2004
Location: Boise, ID
Posts: 1,114
|
![]()
Ruatha@Splitpaw wrote:
Lornick wrote:See that's why I'm asking the question. But from what Silverfrost wrote: When your instance becomes persistent you get tagged with a unique ID representing the instance. I would interpret, "When your instance becomes persistant" as, "once you kill a name and receive a lockout timer". Currently when you kill named in an instance you only receive a lockout timer for the first named killed. Then he goes on to say: You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in. Therefore as soon as you bring fresh players into the instance they should have the same "lockout" or "persistant zone" or "instance refresh timer" or whatever it will be called when this goes live. At least that is how I'm interpretting his words.Silverfrost wrote:My assumption on that would be that everyone would be slugged (including your 'group A' person) with a fresh new 18hr success timer otherwise it would undermine the whole point of the lockout system if someone can zone in finish the place and do it again 5 minutes later.Lornick wrote:Ok, so in that example if I logged off the boxed character when that character reentered the zone it would be empty of named. So here's another question. Say 'Group A' attempts Unrest and makes it all the way to Garanel and wipes. The group disbands. I assume that there are still "lockout timers" of sorts... or rather persistant zone ages. So like most group zone timers are 18hrs, I assume the persistant zone ages would be the same. So back to my 'Group A' example. So the next day rolls around and my lockout timer is at 17hrs 15mins. I form up a group of players that don't have a zone ID or lockout timer or whatever they will be called which we'll call 'Group B'. We go and kill Garanel completing the zone. There is 5mins left on on my lockout timer after we zone out. Now would the rest of 'Group B' have the same 5 min lockout as me or would they have a fresh 18hr lockout from killing the last named in the zone?RoryBradwarden wrote:When your instance becomes persistent you get tagged with a unique ID representing the instance. You cannot reenter your instance while grouped with any character that has a different ID for that instance. You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in. |
![]() |
![]() |
![]() |
#58 |
Loremaster
Join Date: Feb 2005
Posts: 4,631
|
![]()
Aerio wrote:
Sashtan@Mistmoore wrote:I think I saw on the RoK site that the Kurnak Froglocks would look diffrent then the Guktan Breed but they won't lik as cartoonish as they did in EQ1 that is if the concept art hold up.Loli@Nagafen wrote:I was actually hoping that they meant they were going to add the old bigger headed froglok race in as slaves. Remember, the playable frogloks look different than normal frogloks because of their whole racial development story. The frogloks of kunark were never affected at all by the antonican frog change.Did I catch them saying that the "froglok models where not in yet" does that mean the skeletal revamp will be in for kunark?it seems to be that way, did you notice some of the Sarnak NPCs at the beginning and how they had some pretty different looking armor on it seemed. And we didnt get to see the Iksars close-up when he was going through Seb (thanks camera guy!!) but they seemed to look...different somehow
__________________
![]() |
![]() |
![]() |
![]() |
#59 |
Loremaster
Join Date: Jan 2005
Posts: 95
|
![]()
Awesome all around. The persistant raid zone feature is going to be a huge hit especially for more casual raid guilds. I'm sure the high end raiders will complain etc and there will no doubt be glitches/loopholes that someone will find but I'm sure they will be fixed asap. Keep up the good work and I'll keep funneling more wow players over (the good ones anyways). Only thing this game lacks is some good advertising.
|
![]() |
![]() |