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Aluaeia
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Posted: 06/04/03 - 11:19 Post subject: Patch planned for 11th announced - flags, exp, veksar
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Upcoming for June 11th, 2003
It's been a fun month for the EverQuest team. With the recent completion of Veksar and the redesigns of Veeshan's Peak and the Plane of Hate receiving such a nice reaction from the folks that have visited those zones, it's a pleasure for us to be able to work on Droga and Nurga in the same way.
Seeing so many new faces on the Test server recently has been a great. There's no doubt that we need as many eyes on the complicated changes we make to the game as we can get. We wanted to thank those of you that have taken the time to help us out by logging into the Test server recently; you've been of great assistance to us.
And as players of EverQuest, one of the most enjoyable things about working on the game is the opportunity to add game features that we've always wanted to see. Many of them are listed below. We think you'll like them as much as we do.
1) Droga and Nurga revamp coming to Legends. The mines of Nurga have been inhabited by crafty Goblins and stolid Burynai for many long years, digging and slaving away under the earth. It's time to shake them up! The redesign for these zones will be on the Legends server, Stormhammer, with our next update. The mines of Nurga will be a fun zone for characters of levels about 40 to 50. The Temple of Droga will accommodate characters around 50th to 60th level. Both zones will have some new events and quest, while retaining the distinct feel of zones.
2) Veksar moving to all Live servers. Since the rediscovery of the lands of Kunark, there have been rumors springing from the ancient lore of the Iksar. Most of those rumors remain unfounded, as gaining access to the lore of the insular Iksar is no easy task. One of the most persistent legends is about a city that lies buried under the Lake of Ill Omen. That city was called Veksar, and it is up to you to discover the tale of its fate.
3) Group experience bonus increasing dramatically. We've been testing this on the Test server for a few weeks, and some final tuning may be needed before it is released. The goal is to dramatically improve the experience gained by groups. The old group experience bonus ranged from 2% to 20% for a 6 person group. The new bonus will range from 20% to 80%. In addition, the 6th person added to a group will not count when experience is divided. This means that in a group of 5 the total experience is divided by 5 then distributed to each member. A group of 6 will also only have the total experience divided by 5 before it is distributed to each member. Due to this large increase in group experience, we will be reducing the experience modifier given in Planes of Power zones. Those zones had a dramatic experience bonus. These zone-specific experience changes are more than offset by the increased group bonus.
4) Experience range increase for characters above 60th level. This is another change that we are testing and anticipate moving to the Live servers. It will open up many of the "old world" zones to players previously restricted to Planes of Power zones for experience gain. The range of NPCs that will be "blue" to a level 65 character has increased as far as level 50, with the "light blue" range extending to level 45. The best experience gains, however, are still going to be for fighting things around and above your level. This will open up areas for high level characters in groups and solo.
5) Shared bank vault will be added. There are times when a player wants to trade items from one character to another. In the past making such a trade may have included dropping items on the ground or asking a friend to hold them for you. To make such trades more convenient, we are adding two shared bank slots to the interface. Any character on the same account and server can access these extra bank slots. No-Drop items can't be placed in these bank slots, and only one of any specific Lore item can exist in the shared bank at any time.
6) Planes of Power access changes will be implemented. Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a problem for some guilds as some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want people to play with their friends and guild mates.
To correct this issue, we will be allowing characters to enter the following Planes of Power zones by meeting a simple level requirement:
Level 55 and over
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay
Level 62 and over
Bastion of Thunder
Halls of Honor
Characters that don't meet the level requirement may still enter these zones using the existing flags, and raids may still bring additional unflagged or lower level characters with them. All other planes with flag or story requirements for entry will still require those flags, and those flags can still be obtained as they always have.
This will make the majority of Planes of Power zones available to characters over the minimum level, and will allow their guilds to travel and adventure together in the planes. We understand that those that have already earned the entry flags for these zones have put some effort into that accomplishment. We will be giving a reward to those that have done so, though you'll have to wait to see what that reward is.
7) Enhanced Spell Descriptions added. Spell casters spend hours studying their trade. It takes great mental effort to understand and master the complicated arcana needed to cast even the simplest of spells. We have added new information to the spell descriptions displayed in game. An additional line of text explains what the spell does in general and includes information such as damage and duration when appropriate.
A new method for memorizing spells. There was a day when casters only needed 32 pages in their spell books, with only 5 spells per page. These days spell books have 50 pages and 8 spells per page. Frankly, that's a lot of spells. We've come up with a new method for finding and memorizing spells that will make things easier for the overburdened spell caster. Right-clicking an empty spell gem will open a list of spell categories. Pointing your mouse at a category will display a list of spells. Selecting a spell from that list will make your character sit down, memorize the spell and stand back up.
We know that many people are happy with the existing spellbook system. Rest assured that the spellbook isn't going anywhere. This new memorization system is an optional convenience for those who wish to try out a new method of managing their spells. The spellbook remains the only way to scribe new spells.
9) Spell Favorites. Spell favorites are an easy way to memorize a full set of eight spells without the tedious book searching. Right-clicking on the spellbook icon in your spell window will open up the spell favorites menu. You will be able to save your current spell lineup as a favorite, delete a favorite or memorize all the spells in one of your already saved spell sets. As with the new spell context menus mentioned above, this will not replace the spellbook, it is meant to make memorizing large numbers of spells more convenient.
10) Damage Over Time spell messages. Damage over Time (DoT) spells cause a certain amount of damage to the target at intervals. Currently, the caster of the spell is only told about the damage done the first time the spell does damage. All the other intervals were a mystery. What certainly sounds like an easy feature to add required a bit of work, but after the next update DoT spells will report their damage to the caster each time damage is done.
If the new messages get to be too much for you, you can disable them in the Options window, much like any other type of damage reporting.
11) Improvements to the game for new players. New players can be overwhelmed by all of the items they find in the game (heck, so do those of us who have been playing for a few years). To help reduce that confusion, we are adding a Tradeskill tag to items that are used as components in trade skill recipes. To help guide new characters, Guildmasters will take a more active role in helping out new recruits by directing them to some starting points for quests. There will be even more quests in the newbie zones, most of them revolving around the pests that seem to inhabit even the grandest cities. In addition, NPC merchants as well as other notable folks will have a title that will explain what their jobs are. For example, a baking supply merchant can be recognized as such by the description beneath his name.
Also, as a heads up to players that have created their own user interfaces for EverQuest, these are the interface files that we expect to change next week.
EQUI_Optionswnd.xml
EQUIhelpwnd.xml
Bankwnd.xml
BigBankwnd.xml
Help.html
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Akronn
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8752
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Posted: 06/04/03 - 11:25 Post subject:
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Sweet, best patch ever.
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Are you skilled mage or a hardboiled warrior in search for most suitable guild to join?
Or if you're already guild member ready to share some real PvP experience…
» Join the Guild Wars forum now! «
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Aluaeia
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Posted: 06/04/03 - 11:32 Post subject:
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I disagree by far, but I've given up trying to convince others.
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Aluaeia
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Posted: 06/04/03 - 11:36 Post subject:
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And hey, veksar live, I've looked forward to that for a couple years.
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Goraz
RealPoor Guru

Joined: 11 Oct 2002 Posts: 3736
Location: Philadelphia
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Posted: 06/04/03 - 11:47 Post subject:
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wow a patch that actually has benefits towards the players.
o well too bad I dont' play this game anymore
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Akronn
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8752
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Posted: 06/04/03 - 12:19 Post subject:
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| Aluaeia wrote: | | I disagree by far, but I've given up trying to convince others. |
What's not to like? I benefit in every way here for a change.
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Aluaeia
Guest
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Posted: 06/04/03 - 12:23 Post subject:
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The flag changes are too extreme.
If it was up to me:
PoV/PoS and CoD open at 60 or by doing trials
BoT at 65 or by doing the quest.
HoH shouldn't be unlocked, if you want to go there that bad, do the key quest. Torment shouldn't be unlocked, the zone sucks ass for exp anyways.
Oh well, at least tactics is staying closed.
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Ciladar
RealPoor Guru

Joined: 15 Oct 2002 Posts: 3765
Location: Northern New Jersey
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Posted: 06/04/03 - 12:29 Post subject:
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| Akronn wrote: | | Aluaeia wrote: | | I disagree by far, but I've given up trying to convince others. |
What's not to like? I benefit in every way here for a change. |
yeah that makes 2 of us haha /cheer for only having 2 flags for my lazy ass!
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eqchanter
RealPoor Sensei

Joined: 04 Dec 2002 Posts: 1543
Location: tennessee
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Posted: 06/04/03 - 12:46 Post subject:
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i happen to like this whole patch. aside of the flags thing.
i think they should stay the way they are. you dont need a big guild or even a guild to get into pov/pos ,hoh ,cod
the others can be done with small guilds easily except maybe torment.
bot can be done with 2 groups.
anyway aside of that im looking forward to this patch.
out of all of it this is definatly my favroite part
Spell Favorites. Spell favorites are an easy way to memorize a full set of eight spells without the tedious book searching. Right-clicking on the spellbook icon in your spell window will open up the spell favorites menu. You will be able to save your current spell lineup as a favorite, delete a favorite or memorize all the spells in one of your already saved spell sets. As with the new spell context menus mentioned above, this will not replace the spellbook, it is meant to make memorizing large numbers of spells more convenient.
im to lasy to reorginize my book to where its all on the same page. the catagories are nice to. theres always a spell that i use like once in 6 months that i have to look at 45 pages of spells to find.
that and i might actualy enjoy exp with the changes coming up. even with the pop modifier it was to slow to have any fun.
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Brash
RealPoor Guru

Joined: 20 Oct 2002 Posts: 3958
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Posted: 06/04/03 - 13:02 Post subject:
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patch owns
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Rennol
RealPoor Guru

Joined: 11 Oct 2002 Posts: 3741
Location: Charleston, IL
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Posted: 06/04/03 - 13:09 Post subject:
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I'm sure you will still need to get the TT flag and shit in order to progress along the story line, you just don't need to kill TT to get into Torment anymore, which I always thought was a little weird anyway.
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Brash
RealPoor Guru

Joined: 20 Oct 2002 Posts: 3958
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Posted: 06/04/03 - 13:13 Post subject:
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what is the story line ?
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Aluaeia
Guest
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Posted: 06/04/03 - 14:14 Post subject:
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The pantheon imprisoned Zebuxoruk outside of time, and you have to go back in time to prevent his imprisonment.
Btw killing bertox but no TT also allows you into torment.
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Ashwynd
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Posted: 06/05/03 - 09:58 Post subject:
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All the non guilded people who whined got their way, yay for them. This means I need my agnarr + sol flag asap or I won't be able to zone froglet into elemental planes for 2 levels. WTB those 2 flags!
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Minion
RealPoor Guru

Joined: 29 Apr 2003 Posts: 3474
Location: The Ghetto
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Posted: 06/05/03 - 10:01 Post subject:
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| Aluaeia wrote: | | And hey, veksar live, I've looked forward to that for a couple years. | Whoa me too, I'm still waiting for them to finish the zones in Faydwer and Odus too! That's only been coming for five years...
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Aluaeia
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Posted: 06/05/03 - 10:06 Post subject:
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| Ashwynd wrote: | | All the non guilded people who whined got their way, yay for them. This means I need my agnarr + sol flag asap or I won't be able to zone froglet into elemental planes for 2 levels. WTB those 2 flags! |
Yeah you will, the /raid % unflagged allows bypassing the level limit too, just like having the real flag to get in bypasses the level limit, that's just the minimum level to enter if you don't have the flag or a raid.
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Ashwynd
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Posted: 06/05/03 - 10:48 Post subject:
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I was planning on level from 64-65 in elemental planes though alu
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Aluaeia
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Posted: 06/05/03 - 11:01 Post subject:
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I don't get it, you still can.
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Ashwynd
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Posted: 06/05/03 - 13:53 Post subject:
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because I would need to zone in with a raid and remain in the raid until I am level 65/fully flagged now as opposed to just fully flagged unless I get the 2 flags before the patch. The instant the raid disband you have 3 mins before you are transed to your bind point.
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Aluaeia
Guest
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Posted: 06/05/03 - 16:03 Post subject:
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You dont have to be 65, where are you getting this? You just have to get the flags.
| Quote: | Characters that don't meet the level requirement may still enter these zones using the existing flags, and raids may still bring additional unflagged or lower level characters with them. All other planes with flag or story requirements for entry will still require those flags, and those flags can still be obtained as they always have.
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Ashwynd
Guest
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Posted: 06/06/03 - 00:34 Post subject:
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their first plan was to make elemental planes + time level 65 requirement. Was that changed in the upcoming patch?
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Brael
RealPoor Guru

Joined: 11 Oct 2002 Posts: 2122
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Posted: 06/06/03 - 01:23 Post subject:
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ya, was changed the patch still blows though, making the game easier isnt always the best thing for a game in the long term, to bad soe thinks in the short term only
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Zonk
Toomuchtimeonhands

Joined: 02 Jan 2003 Posts: 976
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Posted: 06/06/03 - 01:33 Post subject:
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i always had hoped they would come out with finishing Veksar i hope it isnt like Kaseora and is more like VP or somthing cool.
Used to be Iksar city right? so a bunch of dead lizzards gonna be floating around there or do u think it will be goblins ?
Anyway glad they finally made it
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Silvermouse
RealPoor Jedi

Joined: 12 Oct 2002 Posts: 11015
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Posted: 06/06/03 - 01:54 Post subject:
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| Zonk wrote: | i always had hoped they would come out with finishing Veksar i hope it isnt like Kaseora and is more like VP or somthing cool.
Used to be Iksar city right? so a bunch of dead lizzards gonna be floating around there or do u think it will be goblins ?
Anyway glad they finally made it |
This game needs more spiders, skeletons, drakes and lightcrawlers. I hope Veksar is full of those. And I hope they make the boss a Cleric of Innoruuk so that EQ history junkies can scratch their heads and try to find ways to somehow connect the storyline.
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Aluaeia
Guest
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Posted: 06/06/03 - 02:17 Post subject:
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| Ashwynd wrote: | their first plan was to make elemental planes + time level 65 requirement. Was that changed in the upcoming patch?  |
where did you read that?
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Serpentus Shadowscale
Total Newbie

Joined: 20 Oct 2002 Posts: 30
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Posted: 06/07/03 - 15:04 Post subject: Cool Patch
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I am very happy to see this patch, I don't have a complaint about it. I am even more happy to see the release of Veksar, finally after waitin so long the last kunark zone is released. Only home zone I haven't spanked besides VP, which I'm also very happy to see they revamped, now if I could just get my key done by killing Trak hehe. I do wish however that they would have given a detailed explanation about the 2 zones, but hey I guess we will find that out wednesday, which is a long long time away hehe.
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Tolanin
RealPoor Guru

Joined: 16 Oct 2002 Posts: 3551
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Posted: 06/07/03 - 17:59 Post subject:
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wow only took 3 years for a zone that should have released with kunark!
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Braid
Luke Warm

Joined: 01 Jan 2003 Posts: 447
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Posted: 06/09/03 - 13:28 Post subject:
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NOW they put in shared bank space, after I've lost millions from drop transferring. /rude
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Qaldyin
Sir Postalot

Joined: 11 Oct 2002 Posts: 1346
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Posted: 06/09/03 - 13:57 Post subject:
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Either way he can't xp in tier 4 Alu so what's the difference? He wanted to do that because xp there is almost twice as good as tier 3....
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Aluaeia
RealPoor Master of Posts

Joined: 06 Jun 2003 Posts: 5670
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Posted: 06/09/03 - 16:05 Post subject:
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Are you both f*****g blind or something?
WHY CANT HE EXP IN TIER 4?
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