Upcoming Updates

The following future updates have been posted on the EQ Live site. ------------------------------ 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. 8) 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

Comments

1 2 Next »
Post Comment
time vrs reward
# Jun 05 2003 at 11:07 AM Rating: Default
I think that given the necessity to grp in order to achieve various quests this will allow many people to actually do the epic and high-end quests where as before it was much easier to simply save money and buy good equipment from a trader. This will cause more Rping and more fun over all as people actually can get groups together to do specific things.

Iaein Uldreign
35 Paladin
Quellious server
Re-NO DROP
# Jun 05 2003 at 10:56 AM Rating: Decent
to the one who posted about sharing no drop with new bank slots...it is my understanding that no drop items will not be allowed in the shared slots...As it should be...
Fix Fletching
# Jun 05 2003 at 10:53 AM Rating: Default
I agree, they really need to fix fletching, getting 1 skill point ever blue moon from arrow combines because most of us don't have the 100k to mass bow combine for the skill is just wrong. At this point in time it saves me time and money to just farm cash and buy the bows in the bazaar.
RE: Fix Fletching
# Jun 09 2003 at 12:53 PM Rating: Default
I have never experienced problems with skill-ups. The higher the level of the player, the higher your Intelligence or Wisdom level can go. The higher your Int or Wis is, the faster you get skill-ups. It seems that skill-ups coincide somewhat with the higher level of character because the cap of your Int and Wis can also be higher. You shouldn't be making items that might seem twinkish to you for your level anyhow, and if you do succeed in making the item, it should be of a rarer chance.
I max out my Intelligence and try skill-ups at that point. Once the skill-ups start to slow up in frequency, then I stop and level my character a bit to increase my max Wis or Int. cap. A person with wisdom of 180 SHOULD have a harder time making an item that is trivial at above 220 and should have a harder time gaining skill-ups. Conversely, a person with Wisdom of 255 should receive skill-ups much more often than the person who has Wisdom of 180. Thats a 75 point difference in skill.
With Int of 255, I spent about 300pp and two days of playing getting my skill to 200 in fletching. Now, after skill 200, there still needs to be some compensation for gathering materials for some skill progression. I admit it takes too much time to gather rockhopper hides for tailoring, whereas jewelry craft supplies can all be bought at a merchant for skill-up attempts. But, I accept it and move on.
I must admit that I do not have the formula for skill-ups handy - I am not at my home computer - but the formula seems appropriate. When I get home, I will try to edit this post including what I think might be the skill-up formula.
RE: Fix Fletching
# Jun 05 2003 at 11:27 AM Rating: Default
I some what agree with your statement. I'm currently at 223 in this skill, and am finding it a real pain to spend upwards of 6 hrs a week farming supplies for 100 or so arrow combines. It would be nice to at least see the skillups move a little faster for the amount of time being put in. Since hitting 205, it's been averaging at least 100+ combines to get a single skillup, and I've seen over 350 combines without moving once. Since I'm not cash rich, this is the method of choice. I only fletch while haveing a KEI. Current buffed Wis is over 180, and Dex is at 190. Failure rate is not an issue, just the skillups.
RE: Fix Fletching
# Jun 05 2003 at 11:22 AM Rating: Good
*
64 posts
What's your current fletching level?

To my understanding the chance for a skill increase is based on SkillCheckAttribute-Skill Level (over simplfied), so as you get closer to the check att, it gets harder to learn

This actually makes sense, its a good way to mimic the 'learning curve'.

It's not just fletching, it takes me ForEver to get a new Specialize Evoc point now, where I flew thru them at earlier levels.

RE: Fix Fletching
# Jun 08 2003 at 4:32 PM Rating: Decent
I've also noticed this. My BST has just got his Invisible spell. So, I thinks to meself.. "Hmmm.. Divination, I bet that's low". I look at my skill, level 4. Arrgghhh. Ok np, I'm level 52, so soon get that maxed.

Get a KEI, put in a DVD and sit down to watch it. All the time pressing hotkey 1 every 5 seconds. Cant see the Monitor from where I'm sitting, so don't know how many increases I've got. Two hours later, I get off the sofa and have a look. WTF??????? Level 37????? Now, I'm not a rocket scientist, but a key pressed every 5 secs, means I have (or have tried to) cast that spell 1440 times over that 2 hr period, and got 33 skill increases. So thats ONE increase every 46 casts on average.

I know the Bst is not the greatest of learners, that's why they had to decrease the fizzes they got, but Man, that's rediculous! I levelled my Skills up for my Drood and Necro as they levelled, and it only took 10 mins to max Every spell class... No matter what level I was, so... wtf have they done to ***** up our learning process?

Spell Lists..
# Jun 05 2003 at 10:25 AM Rating: Good
*
64 posts
Are no casters besides me excited about this?

This makes sense from a RP standard as well, you would think as a caster you would at least have Bookmarks in your spellbook for faster use.

RE: Spell Lists..
# Jun 06 2003 at 5:29 PM Rating: Decent
IM SO DAMN EXCITED I WET MYSELF WHEN I READ THAT!!! Now when I die, I can just mem the spells real quick! WOOHOO!
RE: Spell Lists..
# Jun 06 2003 at 11:52 AM Rating: Decent
Scholar
Avatar
**
551 posts
are you kidding me... my chanter will have a group and single buff spellbar, a tash/mez/root and utility spellbar, a debuff spellbar, a damage spellbar, a charm solo spellbar, a bored and feel like playing with illusions spellbar... and many more... ehehhe
____________________________
Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
Unconfirmed Rumors...
# Jun 05 2003 at 10:17 AM Rating: Good
*
64 posts
KEI nerf is not schedule for this update at this time. Rumor mill has it they are looking at alternative Nerfs rather than just a level cap.

Hope this is true!
/cry
# Jun 05 2003 at 10:16 AM Rating: Decent
Quote:
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.


No more solo for joo!
RE: /cry
# Jun 05 2003 at 6:57 PM Rating: Default
Good grief - the only way my necros xp bar moves is to solo in the planes. He can't slow or heal and FD pulling for necros just doesn't work. How on earth is he going to get a group for xp.
RE: /cry
# Jun 06 2003 at 5:42 AM Rating: Excellent
no I agree in a group necro's cant slow or heal and dots dont really work. Which is why we have the degeneration/succession of shadows/claudication type spells. Have you ever even looked at them? group buffs that come off the mob and stack with like everything. they generally increase damage output by the meleers quite significantly. Combinend with twitch / lich and the leach dots we can also keep a clerics downtime to virtually 0 thus allowing chainpulling. Add the pet and the emergency mez and I dont really see you cant get a group....
Although the fact that most necro's have no clue they can actually do this does show WHY they cant get a group...

Lukraak Sisser, 56 necromancer of Xegony
RE: /cry
# Jun 06 2003 at 8:12 AM Rating: Decent
Excellent point. listen up ALL you crying casters. versatility is true strength. all classses have this ability, some more than others, i agree. find a way to change for each group make up or soloing. i have seen alot of "group minded" necros, but most dont have alot of group exp to be flexable. no offense to necro players, it is a KILLER solo class. Druids seem to solo more than group as well and for good reason. i have solo class alts in the 40-55 range, and my druid in particular i only play IF grouped. (had to be different:) so big kudo's to you lukraak. spoken like a true caster of versatility. /salute

Bigmmac lv60 Paladin
Simon says.....
# Jun 05 2003 at 8:31 AM Rating: Decent
All I can say is that I was always confussed about the dots. "Why is its hp going down!?" Smiley: lol Anyuway, good job and keep them coming!


Bichiru

Luclin server
WOOT
# Jun 05 2003 at 8:28 AM Rating: Default
welp, looks like all my characters have a phase scarab carapace now =]
PoT
# Jun 05 2003 at 8:13 AM Rating: Default
im gona be happy about going into plane of torment :D been needing to get my second clockwork talisman
BoT
# Jun 05 2003 at 8:10 AM Rating: Default
i agree the drop rate for at least the spectral parchments and runes need to increase significantly. as well as the buggs such as the jord profets that gate, increase 25% of their health as though the gate spell was a heal as well, and not move when attacked a second time for minutes after theyve fully healed. causing massive trains and major setbacks
What about BoT??
# Jun 05 2003 at 7:56 AM Rating: Decent
I thought that SoE was gonna fix the tower boss's loot in Bastion of Thunder. So sick of raiding there to get nothing 2 nights a week. If you say you are gonna fix it, then fix it!

Clerika Holymight
65 Exarch Preistess
Platinum Dragons
update
# Jun 05 2003 at 7:46 AM Rating: Decent
***
3,128 posts
The transfer between players on same account is best yet, and whats more it will result in less lost items due to transfers glitches, con jobs etc. Which will mean more GM time for other problems and maybe you can start to speak to a gm the same month u have the problem.
This is item transfer only, what about money?
I assume you can transfer bags? so that would mean 16 items in two standard back packs, thats not bad, my trader mule will be well stock with crap for everyone to over pay for. =)

PS I just thought of something incredible, as only one player can play at a time, I can share armor (non no drop) between toons! I can put some of my better stuff that say my rogue has, that a pally can also use, in two bags at bank and then camp the rouge, equip the pally and repeat when I play the rogue! I am sure I have a dozen semi-uber things on my rogue a pally can use, and I specifically chose a similiar sized race anticipating some hand me downs. This could save alot of plat over time for my toons.


Edited, Thu Jun 5 08:22:51 2003
RE: update
# Jun 05 2003 at 2:47 PM Rating: Default
WOOT only a true hard core gamer would think of using the slots to switch armors between two toons on one account hahahaha
hnmm
# Jun 05 2003 at 7:40 AM Rating: Default
will dis mean ikky noob armor?
Level Requirements
# Jun 05 2003 at 7:31 AM Rating: Decent
Heh 55 and up for PoValor and Storms?


/waits at the Graveyard to watch the bodycount
____________________________
Toucan Tanksem
of Vallon Zek, Sebilis, Venril Sathir, Antonius Bayle, and now Toukan of Povar
RE: Level Requirements
# Jun 05 2003 at 1:15 PM Rating: Decent
Tell me about it.
good idea
# Jun 05 2003 at 6:19 AM Rating: Default
i like the the thoughts of the xp gain for grping. everquest is a game made for people to interact with other players and giving a xp bonus for grps will force people to do so. its much more fun to run with a grp than solo. ah maybe the clerics will grp more now hehe
Group Buffs
# Jun 05 2003 at 5:38 AM Rating: Decent
44 posts
Still no sign of kei/virtue etc being fixed then?

If sony want to encourage people to group up then how about taking access to these high level buffs away from the low level players? Flame here >>>>>

=)
RE: Group Buffs
# Jun 05 2003 at 2:48 PM Rating: Decent
Since when do low levels group with high levels. All these kind of buffs do is make life for low levels a bit easier and solo capable.
Nice patch
# Jun 05 2003 at 4:18 AM Rating: Default
The only problem is that they did this last time that if screwed up with Bazaar and almost all the links for items. The only one I think that is really nice is the share bank slot because now nobody can scam anyone unless someone doesn't know about it. I guess I have to level my character fast before the patch starts because that is nice xp in the Planes and wish it would stay like that, but oh well I guess.
not bad
# Jun 05 2003 at 2:34 AM Rating: Good
These patches certainly arent that bad but i wonder how they will impact us in more patches to fix the patches Smiley: tongue
sinking feeling
# Jun 05 2003 at 12:21 AM Rating: Default
hmm why would anyone wana go back to the KK days? i dunno abotu you but i really hate doing underwater combat unless this new city is like a huge air bubble undrwater...actually that would be really interesting, esoecially if you could see the ocean outside. i hope they do that but i wont get my hope up.... its so much fun to ramble ah well i hope i got yer imagination started heck mebbe the next new zone will be like a GIANT LIVING FISH!! AND YOU NEED TO CARRY BAIT TO GET IT TO EAT YOU TO GET INSIDE!!!..and...and...and...and...

-vadenor tribunal server
RE: sinking feeling
# Jun 05 2003 at 2:19 AM Rating: Decent
**
574 posts
Just to clear up any confusion on veksar, it is not underwater apart from the zone in, you only have to go underwater to get to it. So you don't need an EB item to fight here or anything
____________________________
The Real Iksar

Madho
Novocane
Poldarn
Twinking
# Jun 04 2003 at 11:41 PM Rating: Default
Twinking has officially become a participation sport.

Twink me Amadeus!
#Anonymous, Posted: Jun 04 2003 at 11:22 PM, Rating: Sub-Default, (Expand Post) I agree these patches seem too good to be true..
Bravo!
# Jun 04 2003 at 5:25 PM Rating: Decent
Best changes between expansions done yet! The spell memorization changes and DoT reporting will be a great help to all of us! I look forward as my alts take their turn in DL to only having to kill 75% of the Drolvargs, Brutes, Giants and Drachnids that I did in order to level in a group. WOOT! Here comes my Mage!

And just to get the jump on him - Yes, Ironic, the game will be less challenging than when you were a noob but it will also be a lot more fun as more time wasters are eliminated that have no relation to RL. And, yes, SoE IS trying to keep us in the game. Shame on them for trying to keep their programmers employed by making a product people keep wanting to play.

I personally enjoy the game lots more the more time sinks and experience grinds they take out. That's not what makes the game challenging. What makes it challenging is finding a group big enough to do it, not having to find a group to do it for twice as long as you should have to in order to get what you want.

BRAVO!
RE: Bravo!
# Jun 05 2003 at 8:14 AM Rating: Good
I have to agree with Bravo. As EQ2 draws near EQ has to have something to offer to players to keep them interested. This is much like Turbine's changes to AC as AC2 was announced. Many of the time consuming tasks of AC were "streamlined" making the game more about playing and less about roleplaying. Which has its good and bads. I'm hoping its somewhat the same with EQ. Although I don't want EQ becoming the first person shooter that AC did I would like EQ to ease up on some of the trade skill issues. I just got done doing 300 combines for feltching, was making condensed shadow tip arrows, and only got one skill point. I spent a month collecting the components, A MONTH, and 20 minutes later it was all over and had nothing to show for it. :(

So here is to hoping that EQ makes it a little more worth while to spend that much time in game.

Lord knows I'll be grouping twice as much with the new patch, I might not have time to play with trade skills anymore. :)
RE: Bravo!
# Jun 05 2003 at 8:33 AM Rating: Decent
Scholar
Avatar
**
551 posts
Unfortunately, I disagree on some of those issues... I feel that replacing the roleplaying aspect with the timesink of "playing" will really take the magic out of the game that so many cherished. The best times I had in EverQuest were meeting new people and roleplaying our adventures... now... it's so focused on mind-numbing exp drives and tradeskill farms and camps, it's almost mechanical.

Sorry, but from an old RPer's opinion, those timesinks were for respect and status on a server... now they're the powergamers alternate route to uber gear. Timesinks? bah... give me some actual rewards for roleplaying...
____________________________
Pain Lord Darknyss Grimscale
92 Iksar Crusader of the Greenmist
RE: Bravo!
# Jun 05 2003 at 8:45 AM Rating: Good
Trust me the last thing I want happening is the phasing out of Roleplaying. Its something I really enjoy about the game. But 4-8 hours of xp grinding is boring. I think the new xp table for grouping is a much need improvement.

1 2 Next »
Post Comment

Free account required to post

You must log in or create an account to post messages.