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Old 06-13-2012, 12:36 PM   #1
Piestro

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Another month has zipped by already!

We wanted to wait until after E3 to share a few more details about what we're up to and what's coming up this month.

By now you may have heard about the SOE corporate initiative called SOEmote(tm) that will launch in EQII later this month. SOEmote uses a webcam and microphone to project your facial expressions, including talking and voice, onto your character in real time! It's used in groups and also allows you to broadcast to your guild, almost like a webcast. We're all excited to see this launch and how you use it. If you want to share your shananigans, the YouTube recording option is now in the EQII Share window.

Also the next week or so, the ability to play as a character in Dungeon Maker will be opened for Testing! We want your input before we push this addition to Live servers. You will be able to group with friends of any level and be competitive in the dungeon content. Take the time now to design a dungeon in the decorating contest and get ready to play your dungeon -- as your character!

Also this month, you will see polish and improvement to Darklight Woods and Halas. In Darklight Woods we did a fairly quick art pass -- because it wasn't up to the team's standards -- which in just a week has given it a lot more ambiance and character. This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area. When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Whenever we can, we want to improve the playability of the game. On the test server you may have seen that NPC names now include an icon if it updates a quest, as well as an icon that indicates what type of quest it updates. The NPC's details window also shows the title of the quest the NPC updates. One of our programmers, Andy Roecks (Terrogaunt), gave this idea a shot as a quick task and nailed it. He's been chasing some oddball quests that have unique types of interactions so send us /feedback or /bugs if you find NPCs that should have icons.

At the same time, Andy added the ability to use quest items directly from the quest journal HUD by clicking on an item icon. No more will you have to fish around in your inventory to find quest items!

Behind the scenes we have been updating our core technology as well. The updates are well worth it and will improve development and performance for us. Part of the update that will be apparent to players is a new in-game browser that is more stable and flexible. We plan to use it going forward for tutorial videos and communications.

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

Last, and certainly not least, we are very excited to bring some much-needed fixes and improvements to PvP and Battlegrounds that will be fun and easy to access for everyone. We will be posting details very soon as well as opening up the changes on Test Copy. Battlegrounds, like Dungeon Maker, will allow different levels of characters to play together and be competitive. Also, PvE armor will be effective in PvP again so everyone can easily jump into Battlegrounds without becoming squishy, and PvP players won't need an extra set of armor or be vulnerable while adventuring on the Nagafen server.

Thanks for taking the time to read all this. And while this message is long, it certainly doesn't include everything we are doing, like the expansion development. We look forward to sharing more about upcoming developments in the future. We can’t wait to see what you think!

Holly “Windstalker” Longdale

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Old 06-13-2012, 12:47 PM   #2
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When will we see enough T10 content to actually have enough to content to keep us busy in the current tier?

Currently there is 90 mins of heroic instances, and 2 hours of raid content.  This isn't enough to keep people playing the game.

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Old 06-13-2012, 01:04 PM   #3
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Piestro wrote:

 

Another month has zipped by already!

We wanted to wait until after E3 to share a few more details about what we're up to and what's coming up this month.

By now you may have heard about the SOE corporate initiative called SOEmote(tm) that will launch in EQII later this month. SOEmote uses a webcam and microphone to project your facial expressions, including talking and voice, onto your character in real time! It's used in groups and also allows you to broadcast to your guild, almost like a webcast. We're all excited to see this launch and how you use it. If you want to share your shananigans, the YouTube recording option is now in the EQII Share window.  No comments on this ...

Also the next week or so, the ability to play as a character in Dungeon Maker will be opened for Testing! We want your input before we push this addition to Live servers. You will be able to group with friends of any level and be competitive in the dungeon content. Take the time now to design a dungeon in the decorating contest and get ready to play your dungeon -- as your character!  Hm wasn't this promised a few months ago?  Well better late than never I suppose.

Also this month, you will see polish and improvement to Darklight Woods and Halas. In Darklight Woods we did a fairly quick art pass -- because it wasn't up to the team's standards -- which in just a week has given it a lot more ambiance and character. This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area. When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.  Oh great, hopefully NOT new ways to crash my pc in zones.  *laughs*  Interesting to see your focus shifted to these zones.  Might pop by and check them out.

Whenever we can, we want to improve the playability of the game. On the test server you may have seen that NPC names now include an icon if it updates a quest, as well as an icon that indicates what type of quest it updates. The NPC's details window also shows the title of the quest the NPC updates. One of our programmers, Andy Roecks (Terrogaunt), gave this idea a shot as a quick task and nailed it. He's been chasing some oddball quests that have unique types of interactions so send us /feedback or /bugs if you find NPCs that should have icons.  Hm ... interesting to see this went through.  Would help a questaholic like me.

At the same time, Andy added the ability to use quest items directly from the quest journal HUD by clicking on an item icon. No more will you have to fish around in your inventory to find quest items!  Everybody seems to be doing this now.  Just wish quest items would be REMOVED from our inventory when done the quest ....

Behind the scenes we have been updating our core technology as well. The updates are well worth it and will improve development and performance for us. Part of the update that will be apparent to players is a new in-game browser that is more stable and flexible. We plan to use it going forward for tutorial videos and communications.  Ugh in game browser is horrible ... I never used it except once so no comment here.

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.  Knew this was happening before th eend of the year.  Glad I got done all I could ... hopefully ... and I'm sure a ton of quests and content will be ripped out like it was in Freeport.

Last, and certainly not least, we are very excited to bring some much-needed fixes and improvements to PvP and Battlegrounds that will be fun and easy to access for everyone. We will be posting details very soon as well as opening up the changes on Test Copy. Battlegrounds, like Dungeon Maker, will allow different levels of characters to play together and be competitive. Also, PvE armor will be effective in PvP again so everyone can easily jump into Battlegrounds without becoming squishy, and PvP players won't need an extra set of armor or be vulnerable while adventuring on the Nagafen server.  Hm be interesting to see how this comes together.

Thanks for taking the time to read all this. And while this message is long, it certainly doesn't include everything we are doing, like the expansion development. We look forward to sharing more about upcoming developments in the future. We can’t wait to see what you think!

Holly “Windstalker” Longdale

Now just fix the itemization bugs from eons ago and I'll be happy.

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Old 06-13-2012, 05:16 PM   #4
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Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

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Old 06-13-2012, 05:30 PM   #5
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Rename to July/August Update Plans? =

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Old 06-13-2012, 07:15 PM   #6
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[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

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Old 06-13-2012, 07:32 PM   #7
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[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

Agreed. but of course, we will hear nothing of it. Besides, it's not like 4 starting areas is excessive. More is better imo.

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Old 06-13-2012, 07:58 PM   #8
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NrthnStar5 wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

Agreed. but of course, we will hear nothing of it. Besides, it's not like 4 starting areas is excessive. More is better imo.

The main problem I have is that it has completely ruined storyline progression. Why do humans start in New Halas but can't start in Qeynos. It just doesn't make sense.....

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Old 06-13-2012, 10:31 PM   #9
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[email protected] wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

Perhaps this is in preparation for adding the islands back in.   One can hope.

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Old 06-13-2012, 11:13 PM   #10
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[email protected] wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

Yup, I wish they'd done this for the starter islands as well. =( Maybe they'll find it in their hearts to do it now since they are still there & they can obviously split up what people see based on how many characters they've made.

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Old 06-14-2012, 12:29 AM   #11
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Piestro wrote:

Also the next week or so, the ability to play as a character in Dungeon Maker will be opened for Testing! We want your input before we push this addition to Live servers. You will be able to group with friends of any level and be competitive in the dungeon content. Take the time now to design a dungeon in the decorating contest and get ready to play your dungeon -- as your character!

"Or so" doesn't make me feel very hopeful especially since this was promised to us last month.Please, please fix the dungeon finder. At level 90 finding a group is exceptionally difficult and when I use the dungeon finder it finds one other person and drops us in a dungeon where we can't even get past the first monster. Also, since it works on a timer some dungeons I finish way before the timer is up and I have to wait, or even if the one other person leaves and I cannot do the dungeon by myself I get the reward just for queuing and leaving.Implementing maps into all dungeons would also be great.I really don't care if my character reflects my own expressions, I'd just like the current problems fixed before releasing new content.I hope the developers know how frusterated the community is. It doesn't appear that way since the developer's priorities are contrary to what the community is asking for.

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Old 06-14-2012, 04:50 AM   #12
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TylerBarnes wrote:

Please, please fix the dungeon finder. At level 90 finding a group is exceptionally difficult and when I use the dungeon finder it finds one other person and drops us in a dungeon where we can't even get past the first monster.

Chicken-and-egg situation.

Dungeon Finder is broken, so nobody uses it, which makes it even more broken.

Until Dungeon Finder puts together groups that can actually do the content (ie. it does a gear/AA check, class check, etc.), it will never be successful.

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Old 06-14-2012, 05:14 AM   #13
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Piestro wrote:

Another month has zipped by already!

We wanted to wait until after E3 to share a few more details about what we're up to and what's coming up this month.

By now you may have heard about the SOE corporate initiative called SOEmote(tm) that will launch in EQII later this month. SOEmote uses a webcam and microphone to project your facial expressions, including talking and voice, onto your character in real time! It's used in groups and also allows you to broadcast to your guild, almost like a webcast. We're all excited to see this launch and how you use it. If you want to share your shananigans, the YouTube recording option is now in the EQII Share window.

Also the next week or so, the ability to play as a character in Dungeon Maker will be opened for Testing! We want your input before we push this addition to Live servers. You will be able to group with friends of any level and be competitive in the dungeon content. Take the time now to design a dungeon in the decorating contest and get ready to play your dungeon -- as your character!

Also this month, you will see polish and improvement to Darklight Woods and Halas. In Darklight Woods we did a fairly quick art pass -- because it wasn't up to the team's standards -- which in just a week has given it a lot more ambiance and character. This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area. When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Whenever we can, we want to improve the playability of the game. On the test server you may have seen that NPC names now include an icon if it updates a quest, as well as an icon that indicates what type of quest it updates. The NPC's details window also shows the title of the quest the NPC updates. One of our programmers, Andy Roecks (Terrogaunt), gave this idea a shot as a quick task and nailed it. He's been chasing some oddball quests that have unique types of interactions so send us /feedback or /bugs if you find NPCs that should have icons.

At the same time, Andy added the ability to use quest items directly from the quest journal HUD by clicking on an item icon. No more will you have to fish around in your inventory to find quest items!

Behind the scenes we have been updating our core technology as well. The updates are well worth it and will improve development and performance for us. Part of the update that will be apparent to players is a new in-game browser that is more stable and flexible. We plan to use it going forward for tutorial videos and communications.

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

Last, and certainly not least, we are very excited to bring some much-needed fixes and improvements to PvP and Battlegrounds that will be fun and easy to access for everyone. We will be posting details very soon as well as opening up the changes on Test Copy. Battlegrounds, like Dungeon Maker, will allow different levels of characters to play together and be competitive. Also, PvE armor will be effective in PvP again so everyone can easily jump into Battlegrounds without becoming squishy, and PvP players won't need an extra set of armor or be vulnerable while adventuring on the Nagafen server.

Thanks for taking the time to read all this. And while this message is long, it certainly doesn't include everything we are doing, like the expansion development. We look forward to sharing more about upcoming developments in the future. We can’t wait to see what you think!

Holly “Windstalker” Longdale

Please, please, please don't rip the heart out of the city like you did in Freeport!

It's fine to have instanced versons of the neighbouthoods that we zone inot for quests but please leave them as they are for those who love those zones.

If I'm forever barred from ever going back into Castleview I will never forgive you. It's my started zone and the game loses a lot when you remove those zones they way you ripped them from Freeport.

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Old 06-14-2012, 07:01 AM   #14
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What they said.

Please, open up the Isles once more and move the old suburbs to a tour operator that can move you/your group/raid into the old version of the zone for RP/nostalgia purposes.

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Old 06-14-2012, 08:51 AM   #15
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Piestro wrote:

Also this month, you will see polish and improvement to Darklight Woods and Halas. In Darklight Woods we did a fairly quick art pass -- because it wasn't up to the team's standards -- which in just a week has given it a lot more ambiance and character. This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area. When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Holly “Windstalker” Longdale

Does this mean there is going to be a full rework of the areas (i.e quests removed + new quests added?) i ask because i'm a quester of sorts, not super serious mind you but i'd rather know about it and do all the quests i can in those areas then clear the main quests in my present area and loose out on those older quests.

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Old 06-14-2012, 09:33 AM   #16
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Piestro wrote:

 

The bulk of the team is putting their hearts into the new Qeynos.

My feedback is, for future endeavors, I would like to see the "bulk of the team" utilized more on following up on EXISTING problems within the game rather than on something that has really limited value. Please fix things like Itemization, DUNGEON FINDER, etc..., which are existing incomplete features, before you move on to the next big thing, especially since there is not even a concensus that the city revamps are a good thing.

Please check http://forums.station.sony.com/eq2/...topic_id=518954 for some items that your customers believe are impediments to their enjoyment of the game as it sits currently.

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Old 06-14-2012, 10:31 AM   #17
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General_Info wrote:

Piestro wrote:

Also this month, you will see polish and improvement to Darklight Woods and Halas. In Darklight Woods we did a fairly quick art pass -- because it wasn't up to the team's standards -- which in just a week has given it a lot more ambiance and character. This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area. When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Holly “Windstalker” Longdale

Does this mean there is going to be a full rework of the areas (i.e quests removed + new quests added?) i ask because i'm a quester of sorts, not super serious mind you but i'd rather know about it and do all the quests i can in those areas then clear the main quests in my present area and loose out on those older quests.

I hope it's not another quest revamp. Frostfang Sea really isn't that old and DLW was revamped not way too long ago already.

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Old 06-14-2012, 08:05 PM   #18
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The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

I also have to wonder why you would waste the "bulk" of the team on a Qeynos update.  Why not put the "bulk" of the team on fixing bugs and developing new content people would actually use. 

Unless a horde of dragons starts attacking Qeynos every day at dusk and a battle must occur to save the city and drops rare level 92 armor it seems like a waste of time.  All you're doing is taking away the communities that people like and putting a shine on a city that will never be used that much.  Who wants to stand around a city when there are bigger better adventures to be had.

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Old 06-14-2012, 08:43 PM   #19
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Piestro wrote:

 This came about through a quick conversation where an artist and designer volunteered to take a week to see how we could bring a bit more sparkle to the newbie experiences. Itemization is improved and a new armor set was created for each area.

What would really be nice is if someone would 'volunteer' 2 people to take a week and focus SOLELY on itemization, in the current content which is very broken.

We have had a few strides recently that has not gone unnoticed.

Please do this before this content is over a year old like Drunder, it would be a very beneficial thing to a large portion of the playerbase.

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Old 06-14-2012, 11:12 PM   #20
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Piestro wrote:

 

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

Holly “Windstalker” Longdale

While it is nice that Freeport got a new coat of paint and the zones were consolidated, I hated losing the neighborhoods.  I hate having to remember my inn-room number.  I miss Moog, the Ogre merchant.

I would like to see MORE neighborhoods.  Give each race their own.  Add more and higher-level quests to each one.  Maybe even give each one their reputation systems.

I see this game slowly simplifying itself: consolidating attributes, neighborhoods, gear...  How long until it's only appearnce that differentiates the races and classes?  In many ways, we're already there.

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Old 06-15-2012, 01:14 AM   #21
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I not sure why the outer subs cities were not considered too become (seamless) with some of the outer adventuring areas. It would of definitely make Qeynos and Freeport possibly be able to be starting zones if it had been done this way when they revamped these Cities to begin with…(and it could still be done if they wanted too)

For example by looking at a Map of Qeynos

Greystone Yard, Castleveiw Hamlet, Willowwood, and Bubbleshire could actually be seamless with Forest Ruins and Oakmyst Forest

Nettleville and Starcrest could be joined up with ‘The Peat Bog” and Possibly “The Caves”

 

As for Freeport…

Big Bend, Scale Yard, and Temple Street could become seamless with “The Sprawl” and “The Ruins”

Longshadow Ally, Stonestair Byway, and Begger’s Court become seamless with “The Graveyard” & “The Sunken City”.

Making some of these zones into just quest hub you might see once in a while wasn’t how I would have wanted the these cities to become when they were such a main part of what made EQII different and the differences in each sub sure made you feel like you was really in Narrath. I know we have to accept it but if they wanted they could still take my suggestion and make these starting areas so we can start from Qeynos and Freeport again.

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Old 06-15-2012, 09:02 AM   #22
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Raknid wrote:

Piestro wrote:

 

The bulk of the team is putting their hearts into the new Qeynos.

My feedback is, for future endeavors, I would like to see the "bulk of the team" utilized more on following up on EXISTING problems within the game rather than on something that has really limited value. Please fix things like Itemization, DUNGEON FINDER, etc..., which are existing incomplete features, before you move on to the next big thing, especially since there is not even a concensus that the city revamps are a good thing.

Please check http://forums.station.sony.com/eq2/...topic_id=518954 for some items that your customers believe are impediments to their enjoyment of the game as it sits currently.

Ecklin wrote:

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

I also have to wonder why you would waste the "bulk" of the team on a Qeynos update.  Why not put the "bulk" of the team on fixing bugs and developing new content people would actually use. 

Unless a horde of dragons starts attacking Qeynos every day at dusk and a battle must occur to save the city and drops rare level 92 armor it seems like a waste of time.  All you're doing is taking away the communities that people like and putting a shine on a city that will never be used that much.  Who wants to stand around a city when there are bigger better adventures to be had.

These.

The "bulk of the team" needs to be working on something other than providing a venue for a one time quest experieince.

Might have been a great thing to do before you introduced guild halls, but now the bulk of your playerbase is anywere BUT the cities.

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Old 06-15-2012, 09:07 AM   #23
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Well I'm sure not going to be cheering for the loss of Willow Wood and the rest.  I know that it matters not at all what I think or feel (remembers about Alaplaya etc)  but my fondest memories are about the islands and coming to Qeynos and finding out where I fit in to it.

At least the memories are still there. 

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Old 06-15-2012, 09:29 AM   #24
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[email protected] wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

I think you guys are not interpretating that correctly. They're not redoing the art, they're adding 'polish' and only two people are going to be involved in it on their spare time during one week course. As a person who's done map making for various games such as Never Winter Nights, TF2, CS, Crysis ect ect, one week of polishing during your free time is a very small amount of time in terms of development. So just expect a couple of trees/rocks added or some various lighting changing to make it look better. This isn't a complete revamp of the zone/quests ect (which isle of refuge would require).

Also no, Isle of Refuge is not coming back. It will never come back due to contradiction of lore, as Feldon on EQ2Wire best stated:

"The ‘lore’ direction of the EQ2 team is clear on this. The idea of people washing up on an island, or being fished out of the ocean post-Shattering is done. There are no more ’survivors’."

EQ2 is lore heavy, all expansions are fellowups of the previous one. Both cities have been settled, the various threats of the shattered lands have been comprimised, and almost all of the lost land has been rediscovered. Now both cities are joining together to make a New Combine army to fight the main threat of Kerathym. The Isles are something of the long distant pass, they served their purpose lore wise.

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Old 06-15-2012, 01:16 PM   #25
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Halo of G4 wrote:

[email protected] wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

I think you guys are not interpretating that correctly. They're not redoing the art, they're adding 'polish' and only two people are going to be involved in it on their spare time during one week course. As a person who's done map making for various games such as Never Winter Nights, TF2, CS, Crysis ect ect, one week of polishing during your free time is a very small amount of time in terms of development. So just expect a couple of trees/rocks added or some various lighting changing to make it look better. This isn't a complete revamp of the zone/quests ect (which isle of refuge would require).

Also no, Isle of Refuge is not coming back. It will never come back due to contradiction of lore, as Feldon on EQ2Wire best stated:

"The ‘lore’ direction of the EQ2 team is clear on this. The idea of people washing up on an island, or being fished out of the ocean post-Shattering is done. There are no more ’survivors’."

EQ2 is lore heavy, all expansions are fellowups of the previous one. Both cities have been settled, the various threats of the shattered lands have been comprimised, and almost all of the lost land has been rediscovered. Now both cities are joining together to make a New Combine army to fight the main threat of Kerathym. The Isles are something of the long distant pass, they served their purpose lore wise.

I'm not wanting a full revamp of the zones, I just want the ability to choose to start there as a vet if I so choose, and that is what it sounds like they're doing here. They are only offering 2 cities to start in for new players, and then after that they can choose from the 4 current cities. Why not allow us to also choose from the islands as well?

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Old 06-15-2012, 05:01 PM   #26
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Halo of G4 wrote:

[email protected] wrote:

[email protected] Bayle wrote:

Piestro wrote:

When we update these two zones this month, first-time players will see Halas and Darklight highlighted as newbie zones. Subsequent characters will see all newbie zones as they are displayed now. This was an obvious way for us to bring all new players together to build community from the get-go.

Incoming dead horse beating...

So, how come this wasn't done for the Queen's Colony and the Outpost of the Overlord?  i.e  A brand new player would have only seen Halas/GFay/Darklight/Timorous.  Then on their alts they could have started on the islands if they so chose.

(At least that is how I am interpreting what was written.)

This^^

I think you guys are not interpretating that correctly. They're not redoing the art, they're adding 'polish' and only two people are going to be involved in it on their spare time during one week course. As a person who's done map making for various games such as Never Winter Nights, TF2, CS, Crysis ect ect, one week of polishing during your free time is a very small amount of time in terms of development. So just expect a couple of trees/rocks added or some various lighting changing to make it look better. This isn't a complete revamp of the zone/quests ect (which isle of refuge would require).

Also no, Isle of Refuge is not coming back. It will never come back due to contradiction of lore, as Feldon on EQ2Wire best stated:

"The ‘lore’ direction of the EQ2 team is clear on this. The idea of people washing up on an island, or being fished out of the ocean post-Shattering is done. There are no more ’survivors’."

EQ2 is lore heavy, all expansions are fellowups of the previous one. Both cities have been settled, the various threats of the shattered lands have been comprimised, and almost all of the lost land has been rediscovered. Now both cities are joining together to make a New Combine army to fight the main threat of Kerathym. The Isles are something of the long distant pass, they served their purpose lore wise.

That is fine. I don't care if the islands come back though a revamp of the islands to something else would be cool. You know move the lore along. Don't Qeynos and Freeport have an island still or maybe they abanodoned it?

What I would like to see is the ability to start in Qeynos or Freeport.

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Old 06-15-2012, 07:56 PM   #27
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retro_guy wrote:

The bulk of the team is putting their hearts into the new Qeynos. Like Freeport, new characters, quests, and stories have been added that bring new life and context to being a citizen depending on your race and class. Qeynos will be two zones given the sheer size and detail of the city. North and South Qeynos will become the Capitol District and Qeynos Harbor and Elddar Forrest will be the Provincial District. The neighborhoods, like Willow Wood and Baubbleshire, will be used in the quest content.

Please, please, please don't rip the heart out of the city like you did in Freeport!

It's fine to have instanced versons of the neighbouthoods that we zone inot for quests but please leave them as they are for those who love those zones.

If I'm forever barred from ever going back into Castleview I will never forgive you. It's my started zone and the game loses a lot when you remove those zones they way you ripped them from Freeport.

Oh they will.  Trust me.  Begging for them to keep the zones won't work.  People did it for Freeport and they were all changed.  So best to get used to it now.

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Old 06-16-2012, 02:12 AM   #28
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I will greatly miss Greystone Yard since that is where I first took root in this world.

But thanks EQ2 team for keeping the flame burning in this great game!

[especially considering the state of the mmorpg genre, gaming industry and global economies]

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Old 06-16-2012, 08:14 AM   #29
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Halo of G4 wrote:

Also no, Isle of Refuge is not coming back. It will never come back due to contradiction of lore, as Feldon on EQ2Wire best stated:

"The ‘lore’ direction of the EQ2 team is clear on this. The idea of people washing up on an island, or being fished out of the ocean post-Shattering is done. There are no more ’survivors’."

EQ2 is lore heavy, all expansions are fellowups of the previous one. Both cities have been settled, the various threats of the shattered lands have been comprimised, and almost all of the lost land has been rediscovered. Now both cities are joining together to make a New Combine army to fight the main threat of Kerathym. The Isles are something of the long distant pass, they served their purpose lore wise.

Ever start in New Halas? Pretty sure you just washed up on shore..... and its way past the shattering. So yes, people are still washing up on shore.

And I think it would make sense to bring back the island now. Qeynos and Freeport need citizens now more than ever.

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Old 06-16-2012, 10:11 AM   #30
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They are going to do what they do to Qeynos no matter the input.  It stinks but the suburbs will be gone for routine use.   There is nothing we can do about it other than if it annoys you enough, don't play anymore.   Right now I'm in an evaluate the annoyance versus what I enjoy stage.   Freeport..sure it annoyed me but the better look of the zones that they kept balanced out the loss of the burbs enough because old Freeport was a bit ugly with dead vegetation and such.  So in the end it became neutral to me.  

Qeynos is already beautiful.   So I don't see that the balancing out will happen here.  Plus Castleview, Baubleshire, and the other burbs are also beautiful.   I'm afraid that my annoyance is going to drive me away.  

There are still many things I enjoy about this game.   The vast array of quests, the variety of things to do, the look of the game, so many things I like.  I'm hoping I can use those to balance out the sadness of losing something that lured me into playing the game in the first place.  

One thing that they need to realize, you can't logically explain your decision to make feelings go away.  Sure intellectually you can say...I see your reasoning.  That does not affect your feelings though.  

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