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Unread 05-25-2010, 09:33 PM   #61
Dulissa
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Seriously though, for a little under 2 plat a 5 room house (which is FREAKING huge) is available and no status upkeep and whatnot. Granted you don't get the amenities though.

But I am really thinking of using it as my alt guild's hall

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Unread 05-25-2010, 09:37 PM   #62
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Starseeker@Crushbone wrote:

Having 3 issues, one may be an ongoing issue.

1. When I turn on shader 3, heat particle effects on the Lava carpet, and conjuror fire pet turn into white squares around the flame chunks.  Odly this doesn't happen with fire horses, so I'm assuming it has to do with the "heat shimmer".  Have tried rebooting the client and changing heat shimmer options but nothign changes it.

2. I don't know if this is intended, but the black particle effects on my blue and black tiger mount from SC are missing, now it has light blue flame in it's eyes and poofing when it runs, yesterday it had black where it is now light blue, and there are no particles around it's feet.  Minor, but the tiger just lost a touch of cool factor if this is intended.

3. GPU shader when turned on, turns people outside of the shadows semi invisable, where i can see through their bodies, this hasn't happened to me previously when using shadows.

I have /buged 1 and 3.

Starseeker * Arendul * Ristan * Kyraine * Saewyn * Lyiana * Kicx * Elegi * Anomandaris My Houses: Starseeker's Suite--The Tinkerdome 1.0-- The Tinkerdome 2.0

I'm working on the fire bug.  It comes up whenever a certain shader effect is running in the same view as the fire.  Trying to fix each object referencing these incorrect shaders.

Personally, I'm not sure what the deal is with the mount particle effects.  Is this happening with Shader 3 on and off?

Also, same with the GPU Shadows, is this occurring with Shader 3 off as well?

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Unread 05-25-2010, 09:43 PM   #63
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Anestacia wrote:

I think the update is wonderful so far.  I have not experienced it all yet, but I do have a concern with the Shader 3.  On the things that it works on, it makes this game extraordinary.  The level of detail is really amazing.  However, there is quite a lot of buggy parts such as wrong colors, texture problems with particle effects and some things with zero detail at all...just all black.  I know the shader has been in the works a long time and has been worked on very hard but I don't feel that it's ready for the Live servers.

The problem with keeping it on Test only is that it doesn't cover enough ground.  Our QA team has been running through the game for months now along with Test running but the bug flow was relatively light.  With a change this large it is very difficult to cover the entire game with so little players and testers.  Live was the most logical choice for us to move forward.  We're working out plans to keep the fixes coming relatively close together.  Hopefully 99% of the issues we see will be cosmetic.  Keep in mind when the game released the content was much smaller than today and has had years to mature on Test and Live.

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Unread 05-25-2010, 09:45 PM   #64
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Ok Correct me if I am wrong but prior to the travel revamp we use to be able to go to mausoleum Of Scholars from Quel'ule.  How ever after Gu 56 that is no longer an option.  Please tell me how it makes sense.  Quel'ule is the center point of SBH.  Why do i need to fly all the way to Moonfield Hamlet and then fly to mausoleum Of Scholars?  I thought the revamp was about simplifying travel.  It boggles my mind why i can fly from Moonfield which is 2 times the distance from Mausoleum Of Scholars than Quel'ule, But i cant fly from Quel'ule to MoS.

Is this intended??

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Unread 05-25-2010, 10:07 PM   #65
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Malachani wrote:

Gungo wrote:

Malachani wrote:

Rayne Singer wrote:

After the first 10 mins of touring New Halas..I really loved the new player housing.  COMPLETELY DISAPPOINTED IN THE GUILD HALL.  after seeing the other housing I couldn't wait to see the guildhall.  What a lazy cop out. very disappointed.

QFT QFT QFT QFT!!!! I was completely excited and had talked the hubby into letting us move our alt guild to Halas. I zone in to check it out and was just floored at the absolute mockery they made of it. What's the deal dev's? I would have rather you just told us guild halls weren't available in Halas than this slap in the face.

None of the cities have themed guild halls. While it would be cool to see tier 1/2/3 neriak, gorowyn, Halas, kelethin guild halls.They never existed. what impression gave people Halas would be different? Although i agree at some point in the future if they intend to keep these the only 4 starter zones for some time it would be cool to at least have tier 1/2 themed guild halls. Tier 3 might be its own project, but likewise would be awesome.

Because of this: http://eq2players.station.sony.com/...ead/042010/3518

Will there be access to the T1 guildhalls like there are in the other starting cities like Neriak, Gorowyn, and Kelethin?

Definitely!

Why add the picture to THIS particular question? They could have moved that picture to another question, and not had a picture at all. The placement of the question and the picture led lots of people to believe that the guild halls would be something special.

I have to agree on this... This was such a disappointment... the wife begged me to be willing to move our guild hall from Qeynos to Halas.. just from the picture that was presented there... and as for the difference between cities... there is a slight differance between Qeynos, Freeport, and Gorwyn... never really cared for Neriak or Kelethin as they were honestly out of the way... and with the diversity of guild members when we started out... more of a hassle for travelling..

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Unread 05-25-2010, 10:42 PM   #66
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Imago-Quem wrote:

Anestacia wrote:

I think the update is wonderful so far.  I have not experienced it all yet, but I do have a concern with the Shader 3.  On the things that it works on, it makes this game extraordinary.  The level of detail is really amazing.  However, there is quite a lot of buggy parts such as wrong colors, texture problems with particle effects and some things with zero detail at all...just all black.  I know the shader has been in the works a long time and has been worked on very hard but I don't feel that it's ready for the Live servers.

The problem with keeping it on Test only is that it doesn't cover enough ground.  Our QA team has been running through the game for months now along with Test running but the bug flow was relatively light.  With a change this large it is very difficult to cover the entire game with so little players and testers.  Live was the most logical choice for us to move forward.  We're working out plans to keep the fixes coming relatively close together.  Hopefully 99% of the issues we see will be cosmetic.  Keep in mind when the game released the content was much smaller than today and has had years to mature on Test and Live.

That makes sense.  And again i say I thnk you have done an EXCELLENT job on this.  The parts that are not buggy are gorgeous and makes EQ2 look better than it ever has!

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Unread 05-25-2010, 10:59 PM   #67
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The new Halas is the eq2 version of McMansions. Sorry I liked the EQ1 version better. It had more atmosphere and charm. It felt like a real home for barbarians and the the way snow was piled around the buildings added to the charm

This Halas is too big, overblown and looks like a new real estate development - not the home of the barbarian. Yes the buildings are nice, and the texture and bump maps are good. But it is a let down in atmosphere.

I really wish EQ2 would consider using the EQ1 models and not giving up this grandiose McMansion every time they put in a city. These are EPIC FAIL in my opinon. I preferred the smaller, more charming and atmospheric cities of EQ1 - Even Kelethin which tries for the EQ1 still is overblown and like wood elf McMansions. Much of the atmosphere of the EQ1 locations is lost in the scale of EQ2 and the effort to be bigger and grander than the location in EQ1. Sorry I still prefer the EQ1 original locations.

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Unread 05-25-2010, 11:09 PM   #68
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In some positive but not surprising feedback...

the new books.  Even the two without text!

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Unread 05-25-2010, 11:11 PM   #69
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Maroger wrote:

The new Halas is the eq2 version of McMansions. Sorry I liked the EQ1 version better. It had more atmosphere and charm. It felt like a real home for barbarians and the the way snow was piled around the buildings added to the charm

This Halas is too big, overblown and looks like a new real estate development - not the home of the barbarian. Yes the buildings are nice, and the texture and bump maps are good. But it is a let down in atmosphere.

I really wish EQ2 would consider using the EQ1 models and not giving up this grandiose McMansion every time they put in a city. These are EPIC FAIL in my opinon. I preferred the smaller, more charming and atmospheric cities of EQ1 - Even Kelethin which tries for the EQ1 still is overblown and like wood elf McMansions. Much of the atmosphere of the EQ1 locations is lost in the scale of EQ2 and the effort to be bigger and grander than the location in EQ1. Sorry I still prefer the EQ1 original locations.

So then, play EQ1?

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Unread 05-25-2010, 11:15 PM   #70
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All I can say is thank you for remodeling the T9 conjy earthen avatar.  Much better!

Halas housing looks pretty nice too.

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Unread 05-25-2010, 11:29 PM   #71
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Tagwen@Mistmoore wrote:

Ok Correct me if I am wrong but prior to the travel revamp we use to be able to go to mausoleum Of Scholars from Quel'ule.  How ever after Gu 56 that is no longer an option.  Please tell me how it makes sense.  Quel'ule is the center point of SBH.  Why do i need to fly all the way to Moonfield Hamlet and then fly to mausoleum Of Scholars?  I thought the revamp was about simplifying travel.  It boggles my mind why i can fly from Moonfield which is 2 times the distance from Mausoleum Of Scholars than Quel'ule, But i cant fly from Quel'ule to MoS.

Is this intended??

Anyone else find this aggrivating

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Unread 05-25-2010, 11:46 PM   #72
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Minimap occassionally goes transparent inside Kaladim, yes shader 3 is enabled. Happens if its covering the waterfalls inthere and some of the lighter grey walls.

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Unread 05-25-2010, 11:46 PM   #73
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Imago-Quem wrote:

Starseeker@Crushbone wrote:

Having 3 issues, one may be an ongoing issue.

1. When I turn on shader 3, heat particle effects on the Lava carpet, and conjuror fire pet turn into white squares around the flame chunks.  Odly this doesn't happen with fire horses, so I'm assuming it has to do with the "heat shimmer".  Have tried rebooting the client and changing heat shimmer options but nothign changes it.

2. I don't know if this is intended, but the black particle effects on my blue and black tiger mount from SC are missing, now it has light blue flame in it's eyes and poofing when it runs, yesterday it had black where it is now light blue, and there are no particles around it's feet.  Minor, but the tiger just lost a touch of cool factor if this is intended.

3. GPU shader when turned on, turns people outside of the shadows semi invisable, where i can see through their bodies, this hasn't happened to me previously when using shadows.

I have /buged 1 and 3.

Starseeker * Arendul * Ristan * Kyraine * Saewyn * Lyiana * Kicx * Elegi * Anomandaris My Houses: Starseeker's Suite--The Tinkerdome 1.0-- The Tinkerdome 2.0

I'm working on the fire bug.  It comes up whenever a certain shader effect is running in the same view as the fire.  Trying to fix each object referencing these incorrect shaders.

Personally, I'm not sure what the deal is with the mount particle effects.  Is this happening with Shader 3 on and off?

Also, same with the GPU Shadows, is this occurring with Shader 3 off as well?

Fire bug happens with just shader 3, not normal.

The mount I think is part of the fire thing, but it seems to be just the ones that have the heat waves, the nightmare steeds don't have this particle issue with the weird boxes, just hte lava mounts or pets.  It's fine without shader 3 on.

The GPU shadows I had tested after I posted this, and it seems to be happening with and without shader 3, so it doesn't appear related directly to shader 3, but it definately wasn't doing it before the update.  Basically anyone who moves in and out of the shadows becomes semi transparent, if they are more than about 30 meters away, if you move closer to them they become solid, it is quite anoying.

Also some other feedback with shader 3. It is very dark, I've tried messing with my lighting, gama, brightness, but the colors just all seem very dark in zones like halas, nek, etc.  Playing my fae, with normal colored skin I couldn't even see his face, but his hair was neon glow in the dark.  It would be nice if there was a way to lighten the darkness up so we can see the details, without having to run around half blind at night especially.

Starseeker * Arendul * Ristan * Kyraine * Saewyn * Lyiana * Kicx * Elegi * Anomandaris My Houses: Starseeker's Suite--The Tinkerdome 1.0-- The Tinkerdome 2.0

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Unread 05-26-2010, 12:00 AM   #74
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A Shader 3.0 related issue - the Cloak of the Void Tempest (one of the quest rewards from the Void Tempest world event) has gone from a purplish / very dark blue motif to an EXTREMELY bright electric blue.  Any chance that it can be reverted back to a darker color scheme?  I've always associated the "Void" stuff with dark, swirling energy moreso that a "put on your sunglasses" look. 

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Unread 05-26-2010, 12:04 AM   #75
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All those changes are nice in overall and thanks for that GU.

Anyway I'm still extremely sad as a Storms player that all those cool changes to BG will remain unseen for most of them, as BGs are generally NOT running except some Klak'Anon and a very few of Ganak...

Our population in itself is too low to keep those BGs open and this is really aggravating when all players from other servers can play on a "multi-server" base...

Do you just dont want to work hard enough for BGs to be available for Storms like on other servers by crossing them? Or do you think french-talking players prefer NOT going into BG at all than being sent to "english-speaking" BGs??

Both of the two options (which are the only ones I can see) are quite bad in my opinion...

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Unread 05-26-2010, 12:04 AM   #76
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Halas Reborn featured a major revamp of the new player experience specifically the level 1 to 20 areas. However the new player experience does not end at level 20 but continues on for many more levels in terms of early character development. As the game has expanded in levels the early experience has also expanded. It is along these lines that I think free trials should be increased to level 30 rather than just level 20. Increasing free trials to level 30 would players more invested into their character and wanting to continue on the higher levels.

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Unread 05-26-2010, 12:29 AM   #77
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Starseeker@Crushbone wrote:

The GPU shadows I had tested after I posted this, and it seems to be happening with and without shader 3, so it doesn't appear related directly to shader 3, but it definately wasn't doing it before the update.  Basically anyone who moves in and out of the shadows becomes semi transparent, if they are more than about 30 meters away, if you move closer to them they become solid, it is quite anoying.

Also some other feedback with shader 3. It is very dark, I've tried messing with my lighting, gama, brightness, but the colors just all seem very dark in zones like halas, nek, etc.  Playing my fae, with normal colored skin I couldn't even see his face, but his hair was neon glow in the dark.  It would be nice if there was a way to lighten the darkness up so we can see the details, without having to run around half blind at night especially.

With very dark you mean extremely dark right? SMILEY My fae who is designed to be fair - some would say pale - looks like he spend the better part of 3 months in a tanning salon, so dark  i can barely see his features.

And his eyes change color depending on whats around him, i think its the same issue imagio had with ratonga eyes and since they are circular in shape...

Oh and the appearance armor from the mace - nightmare something (not in game atm) - the red leathery parts is so dark it looks like the whole thing is totally BLACK .. almost as if im wearing a black hole that is sucking in all the light.. wait!! that is IT! i figured it out SMILEY

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Unread 05-26-2010, 12:43 AM   #78
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When are we going to fix the lag??
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Unread 05-26-2010, 01:21 AM   #79
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Maroger wrote:

The new Halas is the eq2 version of McMansions. Sorry I liked the EQ1 version better. It had more atmosphere and charm. It felt like a real home for barbarians and the the way snow was piled around the buildings added to the charm

This Halas is too big, overblown and looks like a new real estate development - not the home of the barbarian.

Ummmm...... Halas was destroyed - barbarians there died unless they escaped. Nothing was left - nada....

However, a bunch of dwarfs (coldain) decided to build a city in honor of the destroyed - no longer exists Halas. And they did - Marr was pleased....

So in honor of the destroyed city, a new one arose on different but similar lands and Marr blessed it and built a shrine for his beloved sister out of love and release of her essence from SoL. The dwarfs were honored Marr chose their new home.

Perhaps SoE should have called it Dwarf City so you didn't mistake the two places as one and the same. New Halas is a city for dwarfs and anyone with good/neutral professions & race are invited to live there. But make no mistake - where as EQ1 Halas was a barbarian town, EQ2 NEW Halas is dwarf city.

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Unread 05-26-2010, 01:52 AM   #80
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  • Lag is still insane
  • Battlegrounds have been reduced to immortal healer fights due to overwhelmingly excessive stealth-proc nerfs, making every single match a turtle-fest. (Thanks for letting us test those early, or you know. Telling us you were going to be doing it. That was nice of you.)
  • Potency cap's removal has further exasterbated class balance issues
  • 0 Ranger Fixes

Completely let down.

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Unread 05-26-2010, 02:14 AM   #81
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Ok, my friend can't see the new travel bells.  He can see the old style ones.  Even in the guild hall he can only see the old style one.  All the other ones are invisible to him.

Also in Halas starter area he cant see the barrels that you have to put the mushroom repellent on.  

Anyone else having this problem?  Any idea what to do to fix it?

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Unread 05-26-2010, 02:31 AM   #82
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Itemization: the new Icy Keep raid zone drops worse stuff than Vig x2. Yes, it's an easy raid zone, but x4 should probably drop better loot than the x2. Also, the new head that drops in VD: Cella - the mage secondary slot item - is better than the Crystal Ball of the Depths off of HM Twins. That just doesn't seem right.

Also, raid achievements for the new raid zones are missing.

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Unread 05-26-2010, 03:03 AM   #83
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Underfoot Depths has -really- tough framerate lag. I've never seen anything like it - people were having major issues in the roekillik area. If there's anything that can be done to optimize the area, it'd be a major help; people on lower end machines were getting like 8 fps in extreme performance.

Maybe it's the sheer number of mobs, or some new graphical touches like the giant white crystal thing. I'm not entirely sure what's causing it.

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Unread 05-26-2010, 03:59 AM   #84
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Imago-Quem wrote:

Starseeker@Crushbone wrote:

Having 3 issues, one may be an ongoing issue.

1. When I turn on shader 3, heat particle effects on the Lava carpet, and conjuror fire pet turn into white squares around the flame chunks.  Odly this doesn't happen with fire horses, so I'm assuming it has to do with the "heat shimmer".  Have tried rebooting the client and changing heat shimmer options but nothign changes it.

2. I don't know if this is intended, but the black particle effects on my blue and black tiger mount from SC are missing, now it has light blue flame in it's eyes and poofing when it runs, yesterday it had black where it is now light blue, and there are no particles around it's feet.  Minor, but the tiger just lost a touch of cool factor if this is intended.

3. GPU shader when turned on, turns people outside of the shadows semi invisable, where i can see through their bodies, this hasn't happened to me previously when using shadows.

I have /buged 1 and 3.

Starseeker * Arendul * Ristan * Kyraine * Saewyn * Lyiana * Kicx * Elegi * Anomandaris My Houses: Starseeker's Suite--The Tinkerdome 1.0-- The Tinkerdome 2.0

I'm working on the fire bug.  It comes up whenever a certain shader effect is running in the same view as the fire.  Trying to fix each object referencing these incorrect shaders.

Personally, I'm not sure what the deal is with the mount particle effects.  Is this happening with Shader 3 on and off?

Also, same with the GPU Shadows, is this occurring with Shader 3 off as well?

HI

I am getting the same white squares around my fire mount but i am also getting it around my warlocks spire portal, in fact it seems to have totally replaced the original portal graphic. I have also seen the same white squares around the trees in TS.

One other strange effect was when i changed from balanced to high quality i seems to have "flowers" all over my screen in commanlands and worse they seemed to be moving like the tide effect on water.

All of the above disappeared when shader 3 was turned off

Shame really as Shader 3 was looking great

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Unread 05-26-2010, 08:58 AM   #85
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Please split out a new thread for Shader probs. It's ovetaken this one already!

With the travel revamp, 3 Guild Hall travel amenities have become useless. Can we have some more useful ones added please. We can then trade the redundant amenities in.

My free kitten is useless in raids, what can you do about this please?

I notice there are new E'ci tokens for raid armor. Please can we trade in useless tokens for marks. I have stacks of useless tokens from the spires event and countless others lol.

Zero fixes for rangers.

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Unread 05-26-2010, 09:02 AM   #86
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Tagwen@Mistmoore wrote:

Ok Correct me if I am wrong but prior to the travel revamp we use to be able to go to mausoleum Of Scholars from Quel'ule.  How ever after Gu 56 that is no longer an option.  Please tell me how it makes sense.  Quel'ule is the center point of SBH.  Why do i need to fly all the way to Moonfield Hamlet and then fly to mausoleum Of Scholars?  I thought the revamp was about simplifying travel.  It boggles my mind why i can fly from Moonfield which is 2 times the distance from Mausoleum Of Scholars than Quel'ule, But i cant fly from Quel'ule to MoS.

Is this intended??

QFE

because the Shader 3.0 has taken over this thread and i didnt want to get lost in the mix

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Unread 05-26-2010, 09:35 AM   #87
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Gungo wrote:

Everyone has access up to and including ROK. Even a renewed original release account.

When did that happen?  I was quite surprised yesterday to find that I could visit Teren's Grasp for the first time.

Powers  &8^]

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Unread 05-26-2010, 09:52 AM   #88
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Another linear starting zone - uugh. Like a guided tour, for me, quest hubs = epic fail. I understand some people like them, but after a single play through most of the zone, I really don't want to come back.

Repeat trips between these hubs and the same, sometimes remote spots (eg Cave of Illboding dark, or frostbiters, then their eggs) to do one quest per trip- uugh

Dismount/remount for fights - lose - makes you feel like a jack in the box, with instant view changes as your point of view drops then elevates - very annoying - why default to that option?

White, white and more white - ok some ice blue too. Headache anyone?

At least we can still get back to CL/Ant - As long as there are no plans to "improve" them in any way.

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Unread 05-26-2010, 09:53 AM   #89
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Can Wardens get a Druid ring to Halas pls.

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Unread 05-26-2010, 09:55 AM   #90
Nighthope
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Guild: Reapers of Norrath
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Guarding of the Learned Clothes (the bright red ones from Sentinels Fate) are now black with zero detail with Shader 3.0

Actually, if you stick them on a mannequin and put a light source right next door, you can still see they are 'red' and can work out they have some detail on it - but even with brightest light I could find if your not like 1 inch from it its 100% black.

Double checked on both ATI and NVidia cards to be sure and same issue occurs on both.

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