Changes are Coming to EQ

Two posts on EQ Live describe a set of changes planned for Everquest over the next few weeks. Here are the posts: -------------- Proposed Changes Hey folks, I wanted to give you all an update on what we are planning for the coming weeks as we work on some persistent in-game issues. We know that many of you are concerned with the current state of the game and we feel confident that the changes we have planned will help to alleviate many of your concerns. First on our plate, and number one on your list of concerns, is collision in EverQuest. We are working hard to fix the current problems with collision and have many fixes currently on Test. We will most likely be pushing these collision fixes to the Live servers tomorrow, June 2nd at 3AM PDT. Many of the current issues appear to be resolved with this latest push and our programmers are still working hard to track down and fix any remaining issues. For those of you on Test, thanks very much for your help in getting these issues to Grumbuk. We are also scheduling out many other fixes, with the first round going to the Test server this week, and subsequent rounds as the changes are made. Currently planned to hit Test this week are the following proposed changes; - Add a quest to allow the exchange of Gates of Discord spells. - Correct an issue with the berserker epic quest that left some berserkers unable to complete the quest. - Improve the Eagle Eye spell series. - Increase the spawn rate of the Shattered Emerald of Corruption. - Change berserker snare to have a set duration. - Correct the pathing in Txevu. Please remember that this is only the first round of planned changes and there are many more to come. As more changes are rolled out to the Test server, I will post them. Please feel free to discuss these changes on the EQ forums at eqforums.station.sony.com. Thanks for all of your feedback this past week. You have shown, once again, what a strong community EQ has, thank you for being an active part of it! Brenlo ---------------- First round of Changes Hey folks, Our first round of changes is going to the Test server today and tomorrow. This round includes the following changes, - Increase Gates of Discord spell drops through a spell quest. - Correct pathing issues in Txevu. - Correct an issue with the berserker epic that caused some berserkers to be unable to complete the quest. - Improved the Eagle Eye series of spells. - Increased the drop rate for epic quest items in the Plane of Hate. The Shattered Emerald of Corruption. Decrepit Hide Staff of Elemental Mastery Essence of Vampire Eye of Innoruuk - Evaluate the weight on Gates of Discord monk items. - Corrected an issue with pet shrink. - Necromancer pets will no longer despawn after 2 minutes when their master is feigned. - Berserker snare now has a set duration. Remember folks that this is merely the first round of many changes coming in the next few weeks. Thanks for all of your support. Brenlo

Comments

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Correcting mobs in walls?
# Jun 12 2004 at 12:57 PM Rating: Decent
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161 posts
I've noticed lately that several zones seem almost empty because mobs are stuck in the walls. Mobs show up on tracking, but are not visible, are not targetable....and won't aggro until you're right on top of their invisible, stuck in the wall bodies. The ones I've noticed in particular are Plane of storms (Rock storms which are PH for the Diakus which are needed for alternate Tactics entry quest), and Skyfire (Spent a few hours helping a cleric friend kill there for shards...spent so much time looking for mobs to kill, not a single shard drop...This is the part of cleric epic I'm LEAST looking forward to for my cleric).

Anyone know when these issues might be fixed? Or when they might increase the drop rate for these shards?
Zerker Snare
# Jun 11 2004 at 10:21 AM Rating: Decent
What does it mean "Berserker snare now has a set duration."? Berzerker snare is $$$.
Eagle Eye spell improvements...
# Jun 09 2004 at 3:22 PM Rating: Decent
30 posts
Any Rangers on test want to comment on how much the improvement on these spells there actually is?
um Lag problem????
# Jun 08 2004 at 10:01 PM Rating: Decent


Edited, Tue Jun 8 23:04:14 2004
um Lag problem????
# Jun 08 2004 at 10:01 PM Rating: Decent
How about the friggin lag in POK now renamed Plane of Lag??? (POL)...Its worse than the Bazaar!!!
Although the bazaar has gotten better with the recent fixes on hiding traders

Edited, Tue Jun 8 23:03:12 2004
RE: um Lag problem????
# Jun 09 2004 at 1:02 PM Rating: Good
How do you get the new feature in the bazaar to activate. I have not seen any new buttons on the bazaar window.
RE: um Lag problem????
# Jun 09 2004 at 2:59 PM Rating: Excellent
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75 posts
In most cases, it seems the defualt size of the bazaar (/bazaar) window truncates it, simply enlarge the window horizontally (left to right) and you should see the new button.

Also, PoK will always be laggy, it is extremely tough to update the zone when there is over a hundred people in it, plus the zone has quite simply a lot for your computer to draw, referring to the number of polygons/polyhedrons.
RE: um Lag problem????
# Jun 10 2004 at 4:58 PM Rating: Decent
Thanks for the suggestion
soullleech in PoF
# Jun 08 2004 at 3:19 PM Rating: Decent
Of course they forget about plane of fear drop epic item like sk epic piece - soulleech
GoD trials
# Jun 07 2004 at 7:59 AM Rating: Default
I just spent 11 hours in trial one in the sewers. Learned a lot, didn't get much. You almost need to be Elemental equipted (two were, two in process, 2 not). Several sucky parts: some quest loot, not enough vendor trash to pay for coffins and dots. Everyone has to hail NPC to spawn the main Names room, MOBs hit for 1000+, exp about 3% per kill (I got 3 AA in the 11 hours), can bypass a lot of mobs with invis till u run into one who sees u. Thank God, they dont have a lot of hitpoints. Basic conclusion: it ain't worth it until your group is fully elemental equipted.
RE: GoD trials
# Jun 12 2004 at 6:36 PM Rating: Decent
haha. I play on SZ - only evil team is Ele geared. I'm on good team and we fly thru trials. Drops r awsome off nameds...nice augs and 100hp loots. Finish all the trials for even better **** $$$
funny
# Jun 07 2004 at 12:36 AM Rating: Decent
I read all the post on all the boards about the GoD expansion. But couldnt stop laughing when I read this. It is such a true statment.

Quote:
Time to go unsuccessfully Taunt something..../sigh.
Shocking
# Jun 06 2004 at 2:48 AM Rating: Good
Wow, increasing drop rates for epics in hate now? It's about time, that mage staff still makes me squirm, and I'm not even a mage.

Oh, and my lovely pet will no longer kill itself if I need to afk for a few minutes?!

This is all just a trick isn't it? =(
Don't tease me! *shakes fist*
Oh Goody
# Jun 05 2004 at 12:39 PM Rating: Good
Wow...thanks for fixing GoD, especially since very few people even make use of that expansion. Maybe the top couple of guilds can get a few more out-of-reach for most players' things fixed next. Time to go unsuccessfully Taunt something..../sigh.
hmm
# Jun 05 2004 at 5:54 AM Rating: Decent
For most players this will not effect us.

I couldn't even tell you what druid spell(s) drop in GOD, still have yet to ever get a group past natimbi.



Edited, Tue Jun 8 23:57:31 2004
#REDACTED, Posted: Jun 05 2004 at 5:53 PM, Rating: Sub-Default, (Expand Post) You're welcome. Wow, I hate druids.
THX
# Jun 05 2004 at 3:51 AM Rating: Decent
THX iĀ“understand
Collision
# Jun 05 2004 at 2:29 AM Rating: Excellent
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111 posts
Well, a very simplified explanation:

Collision: the way the graphics of your character interact with the graphics of the environment. Bad collision = you get stuck in walls, behind pots, trees, doors, etc.
Good collision = the graphic of the environment rejects the graphic of your toon, thus not letting your pixels interfere with the static ones, getting them all tangled up.
collision
# Jun 05 2004 at 12:20 AM Rating: Default
What do they mean, when they say this
"collision in EverQuest" Dont understand
Well im just a stupid Dane lol
RE: collision
# Jun 09 2004 at 3:04 PM Rating: Decent
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75 posts
First, you have to understand something about geometry. The world is made up of static (not moving/changing) polygons, which are figures made up of any number of straight sides. These polygons are connected to each other to from polyhedrons, which are three dimensions as opposed to two (polygons only have two dimensions). Your character is also drawn with thise, however, you are not "solid". Thats why you can port in on top of someone, and not get stuck. You character has something called a collision zone, that is an area which is considered solid, thus you cannot pass through walls (except those you are supposed to pass through, they are like your body, there, but not "solid".). Collision is when your solid area hits something else solid. The problem is, sometimes you can get stuck inside something solid, preventing you from escaping without assistance.

Hope that explains it a bit better for any that don;t know :)
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