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#61 |
Loremaster
Join Date: Feb 2005
Posts: 16
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MrWolfie wrote:
Harvash wrote:That claymore part is far from grey in deep Sots, mobs are around lvl67-69-70... ^^Just did this last night, 23 Sept 2007. All went well, first time go at this task. Push 4 boxes in order x 4 sets of boxes. Completed with 70 Monk and 70 Fury.
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#62 |
Loremaster
Join Date: Nov 2004
Posts: 10
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Grimwell wrote:
Red name post. I'll see what I can learn.It's been like 6 days.. any idea as to why this was changed? a reason, not just speculation like everyone is doing?
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#63 |
Loremaster
Join Date: Nov 2004
Posts: 102
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One person mentioned ghosting and that's the reason for this change. If you don't know what it is, don't worry about it as it is an exploit and would probably get someone banned if they explained. Suffice to say it fixes some stuff and not others.
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#64 |
Loremaster
Join Date: Mar 2006
Posts: 247
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MrWolfie wrote:
Harvash wrote:Just did this last night, 23 Sept 2007. All went well, first time go at this task. Push 4 boxes in order x 4 sets of boxes. Completed with 70 Monk and 70 Fury. Err...no grey mobs in gorg room in SoS, don't remember exact levels, but they were blue con. Also, task is timed, no time for FD and that wouldnt have helped my duo partner either. Essentially, if your gear is not complete garbage..you run across the room onto the wall, thereby breaking the encounter. Also, as stated elsewhere in this thread, you can no longer interact while FD'd. |
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#65 |
General
Join Date: Sep 2005
Location: Foster's Home For Imaginary Friends
Posts: 4,793
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![]() I just want to know why the teleporter that takes you from one part of Neriak to another is considered a "quest widget", for purposes of this change. Granted, it's only 2 seconds. It's just that it seems so completely, utterly pointless to have to wait 2 seconds, THEN go thru the whole "zone loading" bit. Even more strange, the cloud portals in the KOS zones don't seem to have the 2 second wait time before they become active; if the intra-Neriak transportal has one, why not the intra-zone transports in KOS? I think that SOE targeted some particular issues that needed attention, & then went after those issues with sledgehammers instead of scalpels.
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#66 |
General
Join Date: Nov 2004
Location: In front of my computer
Posts: 359
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![]() I've noticed that this game has so many aspects interwoven that it is very fragile. Any change, regardless of how well-intentioned, will cause repercussions in other aspects of the game. Like this widget timer breaking one or more quests that depend upon quick clicking. I guess this is the reason for this board in the first place. With the massive size of the EQ2 program, it is difficult to think about everything that will be affected. It's up to us to provide feedback and bug reports, as we're already doing. I'd like to see this timer removed, or have a dev provide us with the reason for having it. Who knows, maybe the next expansion will have a spell or ability that will reduce or eliminate this delay. It seems silly to have something that we've had all along suddenly get taken away from us. It will naturally make us ask why.
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Soloist addicted to finding fabled gear. |
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#67 |
Loremaster
Join Date: Dec 2004
Posts: 103
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Ikabob@Butcherblock wrote:
Grimwell wrote:It's been like 6 days.. any idea as to why this was changed? a reason, not just speculation like everyone is doing?I get the feeling with lack of response or any sensible explanation, this is going to fall into the "move along, nothing to see here, suck it up" changes and leave everyone aggravated until people start forgetting about it in a year. |
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#68 |
Loremaster
Join Date: Nov 2004
Location: Agent of Chaos Guildhall, North Qeynos, Splitpaw.
Posts: 1,239
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Eneoki@Butcherblock wrote:
MrWolfie wrote:Ah, right. My bad. I thought you were on about the button pushing in Living Tombs. I now recall the gorg pit quest ~ So you can cast while on the walls now, can you?Harvash wrote:Just did this last night, 23 Sept 2007. All went well, first time go at this task. Push 4 boxes in order x 4 sets of boxes. Completed with 70 Monk and 70 Fury.
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#69 |
General
Join Date: Mar 2005
Location: Neriak - Third Gate
Posts: 612
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Grimwell wrote:
Red name post. I'll see what I can learn. hooray for the cursory "red name post"! So... um... it's been 11 days. (your investigation skill is now 1/350! Bong!) Can we get an official post by a genuine SOE employee as to why this was done or is player speculation sufficient?
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The problem with humanity is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself? |
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#70 |
Fansite Staff
Join Date: Dec 2004
Posts: 419
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no kiddding, Claymore and Peacock quests are practically impossible in some steps now as well. Utterly pointless change to gameplay that is yet again NOT discussed fully amongst the developers that have resulted in breaking several major questlines. Way to go. How can you make a change like this and expect it NOT to break something? Honestly I think SOE was trying to make the Widgets work like the Investigation Skill but they failed horribly at implementing it and broke the game in areas because they didnt think ahead at what would transpire.Just get rid of it already and seriously bonk the person on the head who thought this was a cleavor idea.....
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#71 |
General
Join Date: Mar 2005
Location: Neriak - Third Gate
Posts: 612
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![]() i believe the reasoning is a BWSS* resolution. It's a standard SOE protocol resolution that has been implimented to cover a variety of changes which have been gone live throughout the development of all of the various SOE titles. SWG has had quite an abundant "BWSS" changes and all have worked out as intended by the developmental staff. Such changes have always been well thought out, planned, tested from paper to programming. They have passed extensive Q/A before being given the approval of a BWSS. Never in the history of any SOE game has a BWSS resolution been reversed due to the extensive, and comprehensive testing such changes must pass. The BWSS is the highest possible and most prestigious of passing grades any decision can be given. The power to grant such covetted accolades cannot be abused. a very select few even have permission to give out a BWSS. It takes a well learned and sagely wise beyond his years individual to know what is and is not deserving of a BWSS. I am most certain that this change we face now has earned its right to bear the mark. *Because we said so
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The problem with humanity is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself? |
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#72 |
General
Join Date: Sep 2005
Location: Foster's Home For Imaginary Friends
Posts: 4,793
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Grimwell wrote:
Red name post. I'll see what I can learn.Been 12 days now, Grim. Any chance we could get *some* kind of *actual* response to this? Seriously, even a "we're still looking into this & debating internally what to do next" would be superior to silence ![]()
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#73 |
Loremaster
Join Date: Nov 2004
Posts: 438
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SOE should just change this to 30 seconds to add to the immersion of the game. THAT would be FUN!!!
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#74 |
Loremaster
Join Date: Feb 2005
Posts: 35
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13 days.
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Ha, made you look. |
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#75 |
Fansite Staff
Join Date: Dec 2004
Posts: 419
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...and still counting....
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#76 |
General
Join Date: Mar 2005
Location: Neriak - Third Gate
Posts: 612
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have you ever known your parents to give you a deeper explaination then the BWSS? expect nothing less...
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The problem with humanity is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself? |
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#77 |
Loremaster
Join Date: Nov 2004
Location: Clearwater, Florida
Posts: 64
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Why was this changed?
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![]() Quod licet Jovi non licet bovi. |
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#78 |
Community Relations
Join Date: Jan 2007
Location: San Diego, CA
Posts: 1,062
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Patience guys. You are not forgotten. I know, sometimes a delay makes it seem worse, but I'll get ya feedback as soon as I know the real scoop.
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#79 |
Loremaster
Join Date: Mar 2006
Posts: 247
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MrWolfie wrote:
Ah, right. My bad. I thought you were on about the button pushing in Living Tombs. I now recall the gorg pit quest ~ So you can cast while on the walls now, can you? Its not a casting action - its labeled 'searching'. Perhaps we will begin to discover the new 'Investigation' skill..lol. Also, i wasn't baiting the hook here, simply stating my experience with a specific quest, in a specific place and engaged in a specific action. DISCLAIMER: Since we seem to need to point this out'; This post in no way implies your success, results may vary, please consult your doctor before engaging in any activity that may interfere with your current state of health. And, finally, Just Say No. kkthks |
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#80 |
Loremaster
Join Date: Nov 2004
Location: Scotland, UK
Posts: 45
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Its the mirrors in poets palace i hate waiting for, why i need to cast a click to zone ive no idea.
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#81 |
Loremaster
Join Date: May 2005
Posts: 283
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Try casting it with a mob wacking on you
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Level 80 Brigand [retried] Level 64 Necromancer [retried] countless other alts May the ones lost in Live Update 13 Rest in Peace. |
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#82 |
Loremaster
Join Date: Feb 2005
Posts: 35
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Grimwell wrote:
Patience guys. You are not forgotten. I know, sometimes a delay makes it seem worse, but I'll get ya feedback as soon as I know the real scoop.I appreciate the fact that you are looking in to it Grim, I really do... here it comes... BUT its been 15 days since you first said that. You couldn't get a response from some one in over 2 weeks????
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Ha, made you look. |
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#83 |
Loremaster
Join Date: Jun 2006
Posts: 161
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![]() My guess is that the PR department is trying to figure out how to make "We did it to prevent bruisers from being FD quest machines" taste better to the bruisers. Thoral |
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#84 |
Community Relations
Join Date: Jan 2007
Location: San Diego, CA
Posts: 1,062
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Nothing so dramatic as that. More that people were looking into it and trying to identify how far and wide it went, and then the best course of action for a solution. Considering the volume of quests in EQII it's not a small project.That said, the specific cases mentioned in this thread are being addressed. I don't have a date for you on it, but there will be fixes in the not so distant future. Should you run into any quests not already discussed that are similarly affected, please be sure to /bug them so we can get eyes on the problem.Short version: This is not design intent and a new "feature" and the problems that have jumped up will be fixed. If you find new ones, let us know through the /bug channel.Thanks for the patience.
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#85 |
Loremaster
Join Date: Jan 2005
Posts: 215
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Grimwell wrote:
Nothing so dramatic as that. More that people were looking into it and trying to identify how far and wide it went, and then the best course of action for a solution. Considering the volume of quests in EQII it's not a small project.That said, the specific cases mentioned in this thread are being addressed. I don't have a date for you on it, but there will be fixes in the not so distant future. Should you run into any quests not already discussed that are similarly affected, please be sure to /bug them so we can get eyes on the problem.Short version: This is not design intent and a new "feature" and the problems that have jumped up will be fixed. If you find new ones, let us know through the /bug channel.Thanks for the patience.Well glad to hear the bugged quests are going to be fixed. Still the Original question was never answered. I would like to know why this change was made I tend to feel that SOE would get a lot less complaints if they explained why changes like this were being made. To often we are left feeling that some changes are just made on a whim to annoy players. |
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#86 |
Loremaster
Join Date: Dec 2004
Posts: 25
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Grimwell wrote:
Nothing so dramatic as that. More that people were looking into it and trying to identify how far and wide it went, and then the best course of action for a solution. Considering the volume of quests in EQII it's not a small project.That said, the specific cases mentioned in this thread are being addressed. I don't have a date for you on it, but there will be fixes in the not so distant future. Should you run into any quests not already discussed that are similarly affected, please be sure to /bug them so we can get eyes on the problem.Short version: This is not design intent and a new "feature" and the problems that have jumped up will be fixed. If you find new ones, let us know through the /bug channel.Thanks for the patience.Hmnn, while this sounds technically like some monumental undertaking, I would think the best course of action would be to remove whatever coding was put into game that added the 2 seconds. And I agree with the poster above me that said the original Question still has not been answered. |
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#87 |
General
Join Date: Mar 2005
Location: Neriak - Third Gate
Posts: 612
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![]() /bug "the 2 second delay is a useless, worthless, senseless, meaningless feature that never should have been implimented to begin with as it serves no real purpose and does nothing more then disrupt the game for all players. Please remove it. Thanks." Whatever it was the dev team thought it was trying to accomplish with this "feature", they failed... completely... miserably.
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The problem with humanity is stupidity. I'm not saying there should be a capital punishment for stupidity, but why don't we just take the safety labels off of everything and let the problem solve itself? |
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#88 |
Loremaster
Join Date: Feb 2005
Posts: 97
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![]() Grimwell? Hello? What was the point of the 2 second delay on quest widgets?
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Ramborg, 80 Coercer, Venekor server Alfhild, 80 Defiler, Venekor server Lindoria, 54 Inquisitor, Venekor server Vigg, 80 Woodworker, Venekor server Signe, 32 illusionist, Venekor server |
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#89 |
Loremaster
Join Date: Nov 2004
Location: Agent of Chaos Guildhall, North Qeynos, Splitpaw.
Posts: 1,239
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Grimwell wrote:
More that people were looking into it and trying to identify how far and wide it went, and then the best course of action for a solution. Considering the volume of quests in EQII it's not a small project.Well, perhaps those people should have identified how deep this change went BEFORE they put it live, or maybe, just maybe, they should have listened to the feedback from myself and many others in the TESTING FORUM as to how this change was going to break quests, not to mention annoy 99.9% of players, no matter what class they are.So, again, what's the change supposed to address and why was such a blanket change instigated against the advice of all your testers?
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#90 |
Steam-monkey
Join Date: Jul 2007
Location: Ak'Anon
Posts: 1,007
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![]() From what I've squeezed from this issue, it seems that this was *intended* to make universal a system out of something that was WIDELY differing. The change was pushed so that all such things would require the same amount of time. Yes, this ended up causeing issue to some quests, and that's being documented and soon to be corrected as soon as all of those bugs are known. When you come across such an issue ingame, be sure to /bug it ingame to then ensure that the development staff knows of it so it can then be added to the list. ~Gnobrin! |
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