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Unread 09-17-2008, 08:48 AM   #31
Nulad

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Disappearing Shodows fixed!!! So please tell, what was it that caused the issue? I'm dying to know even if it's a technical explanation that sails straight over my head SMILEY
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Unread 09-17-2008, 08:55 AM   #32
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Id just like to say that on initial testing, both the dual core support (which Im thinking is maybe a first toe-dip and might lead to even more?) and the new shadow code worked superbly for me. Definite improvement in populated areas from the core change, and Im really happy about shadows, Id forgotten how much better the game looks with them on!

Give those programmers a chocolate biscuit someone.

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Unread 09-17-2008, 09:11 AM   #33
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Inofficial German translation of the Test patchnotes:SPEZIELLE EREIGNISSE

Waerend "Ein Banner errichten" (GU49): Eine Gruppe engagierter Ausgraeber und Forscher haben damit angefangen einen erstaunlichen Fund in den Duenen der Sinking Sands freizulegen. Sie haben zahlreiche Aufgaben fuer jeden Rekrut, der helfen moechte, das Gelaende zu verteidigen, Replikte freizulegen, die assistierenden Clockworks zu warten oder das Team mit ghandgefertigten Guetern zu versorgen. Sie koennen noch nicht vorhersehen wie wichtig dieses Projekt ist, und wie es das Schicksal der Welt von Norrath auf lange Sicht hinaus aendern wird!

GILDENHALLEN

Die Errichtung der Gildenhallen ist vollendet. Gilden von entsprechender Stufe koennen Hallen nun an einer Vielzahl von Orten erwerben. Kleinere Hallen gibt es in Nord Qeynos, Sued Freeport, Kelethin, Neriak und Gorowyn. Mittlere Hallen koennen in Sued Qeynos, Nord Freeport -- Grosse an den Kuesten von Antonica und den Gemeinlanden gefunden werden. Klicke auf die entsprechenden Tueren oder benutze die Glocken an den Docks um die Gebaeude zu betreten.

Mit der Vollendung der Kuestenfestungen in Antonica un den Gemeinlanden sind die Handwerker wieder in die Staedte und die Wachen zurueck in ihre Barracken gerufen worden.

SPIEL

Die Erfahrungsanforderungen fuer Level wurde stark verringert, was sich besonders im Bereich Level 20 - 70 bemerkbar macht. Zusammen mit diesen Erfahrungsaenderungen wurde die Droprate von Adept 1 Spells leicht angehoben.

QUESTS

Die "The Invasion of the Vale" Quest entspricht nun vom Level her ihrer Schwierigkeit. Das Zerschmetterte Tal hat nun einen Fluchtpunkt innerhalb der Zone.

GILDENANWERBUNG

Gilden erscheinen nun nicht mehr in der Anwerbungsliste, wenn kein Anwerber der Gilde online ist.

MENTOR FUNKTION

Waerend man als Mentor fuer andere Spieler taetig ist ergibt sich eine groessere Archivement EXP Belohnung fuer den mentorenden.

0-5 Level unterschied: 0% Bonus

6-10 Level unterschied: 50% Bonus

11-20 Level unterschied: 100% Bonus

21-30 Level unterschied: 150% Bonus

31-50 Level unterschied: 200% Bonus

51+ Level unterschied: 300% Bonus

Dieser Bonus findet nur auf Archivement EXP anwendung, welche durch Kampf oder Loot Gegenstaende gewonnen wird, nicht durch Quests oder Discoveries.

Mentoren bekommen nun auch dann Erfahrung, wenn ihr Mentorziel Kampferfahrung ausgeschaltet hat.

GEGENSTAENDE

Speilergefertigte Hausgegenstaende koennen nun mittels Umschalttaste + Mausrad in ihrer Groesser angepasst werden.

Man kann nun nicht mehr den automatischen Verzehr von Nahrung einschalten, waerend man auf einem Greifen oder Sokokar fliegt.

Bayle's Amulett und das Trinket of the Venerated Fanatic koennen nun zu Hausgegenstaenden umgewandelt werden.

ZAUBER

Zauber, welche nicht auslaufen sind koennen nun nicht mehr durch aeussere Einfluesse unterbrochen werden. Hier gibt es einige Ausnahmen welche das Herbeizaubern von Pets oder Zauber mit einer beschraenkten anzahl von Ausloesern betreffen.

Bruiser

Divide and Conquer erzeugt nun Hass auf den kompletten Encounter.

Fury

Natural Mask graut nun aus, wenn es bereits gezaubert.

Mystic

Die Auspice Linie toggled nun richtig.

Templar

Die Redoubt Linie toggled nun richtig.

Ranger

Thorny trap funktioniert nun richtig fuer boese Ranger auf PvP Servern.

ACHIEVEMENTS

Defiler

Enhance: Fuliginous Sphere funktioniert nun richtig.

Sorceror

Ward of Sages toggled nun richtig.

Templar

Blessings ist jetzt togglebar und hat eine Wiederverwendungszeit von 2 Sekunden.

SCHATTEN

Schatten sollten jetzt nicht mehr unerwartet verschwinden.

MEHRKERN UNTERSTUETZUNG

Das Speil erkennt nun automatisch, ob mehr als ein Prozessor(kern) verfuegbar ist.

EQII laeuft nun besser mit mehr als einem Prozessor(kern).

Es gibt nun eine Option zur Steuerung der Verwendung von mehreren Prozessorkernen. Man kann sie unter Optionen -> Display -> Performance finden.

Wenn man mehrere EQ2 Clients auf einem Rechner laufen lassen will sollte man die Mehrkern Unterstuetzung deaktivieren.

Mehrkern Einstellungen haben keinen Einfluss auf Rechner mit nur einem Prozessorkern.

TRADESKILLS

Alchemy

Rare Cure Potions wurden entfernt und die normalen wurden entsprechend aufgewertet. Dies soll die Nachfrage nach Staub etwas verringern.

Carpentry

Durch die groessenverstellbaren Moebel werden keine Rezepte mehr benoetigt, welche Moebel in verschiedenen Groessen hervorbringen. Die folgenden Rezepte wurden dmait entfernt: vale briarwood guest bed, vale briarwood corner bar, small redwood room divider, small purple lilies, small white lilies, tall redwood streetlamp, tall potted redwood streetlamp, embellished rug, eccentric alder chair. Bestehende Gegenstaende werden dadurch nicht beeinflusst.

Carpenter haben die Architektur von Unrest studiert haben, haben einige neue Rezepte fuer Moebel in aehnlichem Design entwickelt. Diese ersetzen Rezepte welche aus dem Spiel genommen wurden.

Tailoring

Kuenstler haben einige neue Rezepte fuer threadbare und sackcloth Oberteile designed, und arbeiten daran auch in Zukunft mit noch mehr Oberteil Designs aufwarten zu koennen.

Scholars

Die Haendler in den Kalifaten von Maj'dul verkaufen nun einige zusaetzliche "Ancient Teachings" Rezeptes.

PVP

Illusionisten verlieren nun waerend ihrer Epic Quest nicht mehr Faction mit Freeport wenn sie die Lucan Illusion verwenden und wieder abschalten.

BENUTZEROBERFLAECHE

Status Werte im Hausfenster haben nun Dezimalpunkte, damit groessere Zahlen leichter zu lesen sind.

Im Persona Fenster kann man nun eine Option zum Blockieren von Voiceeinladungen finden.

ZONES

Veeshans Peak

Die Droprate von Edelsteinen wurde leicht angehoben um der gestiegenen Droprate von Schnittmustern gerecht zu werden.

Jeder der Bosse in VP dropt nun einen zusaetzlichen Edelstein.

Der Taskmaster in VP verwendet nun erweiteretes arkanes Wissen! Passt auf Raider!

Kelethin

Einige der Fae in Kelethin reagieren nun auf auf gute Arasai.

FAN FAIRE FEEDBACK

Der Einfluss von Tunare ist nun auch bei den Dunkelelfen angekommen. Der Druidenring in Darklight Woods wuchs ein magisches Gebuesch. Druiden und Abenteurer sollten den Druidenring aufsuchen, um ihre Reisemoeglichkeiten zu erweitern.

Bessere Suchfilter im Rezept- Und Trackingfenster:

Anstelle einer direktenuebereinstimmung muss nun jedes Wort im Treffer vorhanden sein

Worte die mit einem '-' (Bindestrich) werden nicht in Treffern angeteigt

z.B. Rezeptfilter mit "rigid bow" zeigt 'rigid scale bow'

i.e. Rezeptfilter mit "gno -therm" zeigt 'gnomish level' aber nicht 'gnomish thermometer'

Wenn man einen Lore and Legend Gegenstand untersucht wird angezeigt, ob man diesen bereits untersucht hatte.

Sir Valinayle in Stormhold spricht jetzt nicht mehr von "Befallen" wenn er eigentlich "Stormhold" meint.

Die Auswahl auf die Prize of Prexus oder die The Maid for the Mist zu zonen wurden bei gewissen Glocken nun ausgeschaltet, wenn sich niemand in der Gruppe auf der entsprechenden Quest befindet

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Unread 09-17-2008, 10:10 AM   #34
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Not active on test.copy server - the location in ss is there - but no npc to talk to / get quests.
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Unread 09-17-2008, 10:18 AM   #35
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Rothgar wrote:
Regarding multi-core support...You'll see an improvement mostly when it comes to animation.  So if you're standing around in a city with very few people you probably won't notice a big difference.  I suspect when you're around more people (with more animation happening) that you'll notice a bigger improvement.Thanks for all the feedback so far!
Can you move shadow calculations to it's own thread/core?  Ideally it would be handled by the GPU, but it is what it is.... Currently it's basically impossible to play with character shadows enabled in any setting where there is more than 7-8 character shadows.  The game looks tons better if shadows are fully enabled, and it's a shame you can't really run with them on without taking the massive framrate hit.
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Unread 09-17-2008, 11:01 AM   #36
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Anordil requested it on page 1 of this thread and still no one has come through for us... Can someone please post a list of the Ammenities and their current purchase/maintenance costs? Or screen captures of the Ammenity window? Pretty please?
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Unread 09-17-2008, 11:17 AM   #37
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I just hope this means I can finally stop using the program to force EQ2 onto one core of my AMD X64 processor. I've tried every AMD and Microsoft patch for the processor and Windows XP X64, and if I don't let the game run only on one core, I end up running super fast on my screen and port around on other peoples, and my combat arts come back faster.
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Unread 09-17-2008, 11:37 AM   #38
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I noticed that there were times when only one of my machine's two cores was being used, other times when both cores were pegged.  As this was on Test_Copy, there weren't a lot of other people to see on screen.My guild leader from Live copied over and purchased a top-end guild hall.  The practice dummy chest and creature summoner don't seem to do anything, at least in terms of producing anything that I could fight.The Qeynos-side guild hall seems more classic European fantasy construction, with squared off areas on the outer upper levels, but no access to the outer walls themselves.  The Freeport-side guild hall (which is what my guild leader purchased) is Gothic, less available open air real estate, but there is a catwalk that goes around the entire outer wall.
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Unread 09-17-2008, 11:41 AM   #39
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It's not a completely questless area i did find the Cyclops L&L burried in a nearby spider nest, however it's incredibly difficult to click said spider nest.
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Originally Posted by Smed: I've been a regular lurker on this site for a while but I wanted to step in here and dispel something that's just plain not true - I don't have my name highlighted here, but anyone that doubts it's me can email me at [email protected] and I'll happily reply. We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. In any event, I wanted to stop in and at least set the record straight - you aren't going to be seeing RMT allowed on the non-exchange enabled servers.

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Unread 09-17-2008, 11:49 AM   #40
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Wrapye wrote:
The Qeynos-side guild hall seems more classic European fantasy construction, with squared off areas on the outer upper levels, but no access to the outer walls themselves.  The Freeport-side guild hall (which is what my guild leader purchased) is Gothic, less available open air real estate, but there is a catwalk that goes around the entire outer wall.
There is infact a route to the Qeynos GH outer wall its just not imediatly apparent as its hidden through and archway SMILEY look harder SMILEY
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Unread 09-17-2008, 11:50 AM   #41
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Felaris@Kithicor wrote:
Anordil requested it on page 1 of this thread and still no one has come through for us... Can someone please post a list of the Ammenities and their current purchase/maintenance costs? Or screen captures of the Ammenity window? Pretty please?
there's actually a guild hall calculator running around the forum it lists all the costs of each item and how much it would take to get them all without having to do all the math yourself.
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http://forums.station.sony.com/eq2/posts/list.m?topic_id=438341

Originally Posted by Smed: I've been a regular lurker on this site for a while but I wanted to step in here and dispel something that's just plain not true - I don't have my name highlighted here, but anyone that doubts it's me can email me at [email protected] and I'll happily reply. We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. In any event, I wanted to stop in and at least set the record straight - you aren't going to be seeing RMT allowed on the non-exchange enabled servers.

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Unread 09-17-2008, 12:01 PM   #42
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Well, the purchase price (1000 plat) and the upkeep is the same as what the calculator shows.  I won't be able to check the rest until my guild leader logs in and buys us a castle!  Some people thought the prices would be reduced on Test, so we could test quicker.  If this is true, then the prices from Test won't help us much for Live.

I would like to see a screen shot of the Amenities window too.  Or, can someone at least tell us how you access the Amenities window?  Is it a tab under the Guild window?  Or a tab under the GH access window? 

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Unread 09-17-2008, 12:03 PM   #43
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Aneova@Kithicor wrote:
Felaris@Kithicor wrote:
Anordil requested it on page 1 of this thread and still no one has come through for us... Can someone please post a list of the Ammenities and their current purchase/maintenance costs? Or screen captures of the Ammenity window? Pretty please?
there's actually a guild hall calculator running around the forum it lists all the costs of each item and how much it would take to get them all without having to do all the math yourself.
The Clockwork Gamer one? Yes I was aware of it. But it doesn't look like its been updated in a while. There are still some ammenities without prices at all. And the last thing Rothgar said before locking the giant GHall discussion thread a couple weeks ago was that they were planning to reduce the prices on some of the ammenities. So I'm looking for a price list that is complete and up to date with what is currently on Test.
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Unread 09-17-2008, 12:14 PM   #44
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Rocc@Unrest wrote:

In the pics I seen there were spires and some sort of portal in the basement. Now are these upgrades that need to be purchased by the guild? And if so, what options are available?

New spell: Call of the Guild has been added to your knowledge book! Possible to add something like that too?

The complete Guild Hall Amenities list and details of what they do have been available for about a month now. Google it.
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Unread 09-17-2008, 12:16 PM   #45
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walaruss wrote:
The Druid Porter Hireling offers me a portal to "Moors of Ykesha"
Looks like they accidentially left the portal to Innothule Swamp (the new 77-80 zone) in there, but since you can't get there you can't get the bush and can't zone there. SMILEY
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Unread 09-17-2008, 12:19 PM   #46
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they said they would look at cost and upkeep on some thingsthats why people are askingtelling them to google doesnt answer, if prices are the same say hey guys the prices are the sametest dling update as we type so i will let you guys know when i can find out
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Unread 09-17-2008, 12:22 PM   #47
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Felaris@Kithicor wrote:
Aneova@Kithicor wrote:
Felaris@Kithicor wrote:
Anordil requested it on page 1 of this thread and still no one has come through for us... Can someone please post a list of the Ammenities and their current purchase/maintenance costs? Or screen captures of the Ammenity window? Pretty please?
there's actually a guild hall calculator running around the forum it lists all the costs of each item and how much it would take to get them all without having to do all the math yourself.
The Clockwork Gamer one? Yes I was aware of it. But it doesn't look like its been updated in a while. There are still some ammenities without prices at all. And the last thing Rothgar said before locking the giant GHall discussion thread a couple weeks ago was that they were planning to reduce the prices on some of the ammenities. So I'm looking for a price list that is complete and up to date with what is currently on Test.

Correct.

Rothgar stated on 8/29:


85 pages and still growing.  At this point the thread has really become too large for it to be useful anymore.  When we see people asking the same questions it's generally because they can't keep up with the tremendous amount of posts going on here.In regards to amenity prices and upkeep amounts, we've been balancing those values and bringing many of the prices down to what we feel is a more reasonable level based on the desirability of the amenity. Many have come down but some have stayed the same. We're going to go ahead and lock this thread and let it die a peaceful death.  SMILEY  Feel free to discuss guild halls in the other forums as you see fit.  If additional feedback is needed we'll open more specific threads here in the Dev Roundtable forum.Thanks for all the great feedback so far!


So, really, the extant guild hall calculator isn't very helpful if the prices were, in fact, reduced. Hence my initial request for more information.

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Unread 09-17-2008, 12:29 PM   #48
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KillSlow wrote:
they said they would look at cost and upkeep on some thingsthats why people are askingtelling them to google doesnt answer, if prices are the same say hey guys the prices are the sametest dling update as we type so i will let you guys know when i can find out
He/She was asking basic questions about the amenities like "omg there are spires? How do we get that?" and "wouldn't a Call of Guild Hall be a good idea?" which have been fully answered and documented on multiple websites. It was all explained at FanFaire.I am fully aware that pricing has not been addressed.
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Unread 09-17-2008, 12:31 PM   #49
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Anordil@Lucan DLere wrote:
So, really, the extant guild hall calculator isn't very helpful if the prices were, in fact, reduced. Hence my initial request for more information.
I have not heard anything to suggest that amenity prices have been adjusted. Looks like the guild halls have been pushed out to the test server without any changes since Fan Faire (thus why Qeynos T1 and T2 aren't live, they were redesigned since fanfaire). Hopefully they bring Test Server back down today and push this thing out right.
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Unread 09-17-2008, 12:33 PM   #50
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Gambling Goblin is broke.  When we purchased the ammenity the book showed up be he is no where to be found. 
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Unread 09-17-2008, 12:45 PM   #51
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feldon30 wrote:
I have not heard anything to suggest that amenity prices have been adjusted.
Developer Rothgar said this when he locked the 85-page thread on guild halls in the Developer Roundtable forum:  "In regards to amenity prices and upkeep amounts, we've been balancing those values and bringing many of the prices down to what we feel is a more reasonable level based on the desirability of the amenity. Many have come down but some have stayed the same."So now you've heard something to suggest it... "Many have come down" implies the Devs had already changed some prices, way back on August 29th when Rothgar made that post.
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Unread 09-17-2008, 12:56 PM   #52
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Jovie@Guk wrote:

One note on the level 50 hall in freeport, when on the ground floor, looking out the window (really looking out and DOWN), you see the moon and the sun and stars.

In my opinion on the 50 hall, it is nice but it is too small. Primarily, not enough dedicated rooms. The open areas are large, but not enough smaller rooms.

I checked out the level 70s and the Freeport level 50, as all the others were unavailable.I agree with the sentiments above.The level 50 hall was way too small, and if we're going to have a mariner's bell inside - where does it go - there's no logical place for a bell! I'd like to see a basement leading to water access. I'd also enjoy a few "secret" rooms - maybe false walls or somesuch. Also, even at level 30 & 50, these places should have some sort of courtyard and rooftop with vista. Onto the level 70 halls, and...seems like they're just too massive. The leap from level 50 to 70 is overwhelming. They could be half the size and still be much, much larger than what I'd like to see in a level 50 hall. It maybe that too much time has been spent on the design of the level 70, making it OTT, especially in comparison - and to the detriment of the level 30 & 50.Obviously, I've not seen the level 30, but if they're smaller and dingier than the level 50, they're - in my opinion - going to be wholly innappropriate.
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Unread 09-17-2008, 01:01 PM   #53
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Couple of things about the largest guild halls.

These are amazing. Awesome work. To be honest I don't normally /cheer for SoE but really good job on the largest ones.  I'd like to see a few random little things added as time permits. Maybe a few hidden passages, a wall like the one in the Qeynos 5 rooms which you can click and opens up a small hidden room or something. Also on the walls it would be nice to see more going on, perhaps torches on the outside or something. Can the zone out be a bell instead of the door? That way you get the fun effect of swinging those massive doors open.

On a side note can the bells on the ANT docks be put up on top of the dock posts, they look kind of compressed where they are now. Can bells be put to the hall at the other stations (Ex: in city's where the other new bells are) Saves people a load into Ant and for some folks a zone switch takes a good long time.

Of the two of them I really like the Freeport one better. It has more of a hall feel while the Qeynos one feels like a general castle (no not just because of the castle square bits on top). The Freeport one has those large divided towers which I really like. Is it possible the Qeynos one can have a bit of a tower thing going on? Maybe extend the two side bits up a bit? Also the freeport one overall feels more "decorated" then the Qeynos one. For example the giant floating rock, more complete lights, wall structure and details, etc. Especially the outer walls, they have a lot more details put in then the qeynos lego block look. The somewhat darker lighting in the Freeport hall also helps add to the feel, maybe bring down the Qeynos's hall bright hospital lighting a bit.

Odd thing about the freeport hall, there's a ramp down on of the rooftops that goes no where, it just ends mid ramp. If you're on the bridge to the little towers and look SW (towards the enterance) You'll see it, it's like someone started a ramp there and then stopped and the geometry of the entire wall after it ends looks strange.

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Unread 09-17-2008, 01:09 PM   #54
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I disagree that the T3 hall is too big.
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Unread 09-17-2008, 01:53 PM   #55
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Any ETA when the NPC's for the live event will be turned on? They seem to be on lunch at the moment and in line at McDonalds rather than at the Excavation site. SMILEY
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Unread 09-17-2008, 02:30 PM   #56
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Aneova@Kithicor wrote:
It's not a completely questless area i did find the Cyclops L&L burried in a nearby spider nest, however it's incredibly difficult to click said spider nest.
I think the OP is referring to the new quests mentioned in the GU49 patch notes. The cyclops L&L has been under that rock since the release of DOF.
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Unread 09-17-2008, 02:49 PM   #57
Aerfen
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Still unable to access Tier 2 or 1 guildhalls in SQ.  Any idea when this will be addressed? SMILEY
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Unread 09-17-2008, 03:17 PM   #58
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Well, I made a post in the testing forum, but was told to come here to ask.  Could someone list the mobs that drop the guild hall trophies?

Thanks,

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Unread 09-17-2008, 03:25 PM   #59
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Godking and Trakanon were the 2 names given at FF. They said 2 statues per expansion. So expect two for Pillars of Flame, 2 for Barren Sky, 2 for Faydwer, 2 for Kunark, and 2 for TSO. Hopefully Test will be brought down today or early tomorrow and they actually push out the stuff we're supposed to be testing, cause we can't test anything right now.
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Unread 09-17-2008, 03:27 PM   #60
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Spyderbite@Venekor wrote:
Any ETA when the NPC's for the live event will be turned on? They seem to be on lunch at the moment and in line at McDonalds rather than at the Excavation site. SMILEY
where is the excavation site? I can't find it anywhere?
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