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Game Forum / Role Playing Games / EverQuest / April 2004

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Patch Message April 28, 2004

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John M Clancy - 28 Apr 2004 12:42 GMT
April 28th, 2004
----------------------

Headlines!

- A new storybook has arrived! Make sure you read
it to find out what Tondal is up to now.
- A new adventure zone is live on Stormhammer!
- A new adventure zone has moved from Stormhammer
to Live!
- What are the "HOT SPOTS"?
- Plane of Knowledge open to everyone!

New Adventure Zone goes to Stormhammer
-----------------------
- We have added a new adventure zone which should be
a challenge for 2 groups of about 50th level.
A party of adventurers is missing and was last seen working
with the undead.  Will you brave the catacombs to find them?

New Adventure Zone moves to Live
-----------------------
- The adventure zone currently on Stormhammer will move
to live servers.  You can visit the Lost Pyramid of Galuuk
Korr.  This midlevel adventure zone will allow you to
explore a monument from the lost elvish city of Takish
Hiz! Now you must find what was left beneath the sands.
Good luck.

Hot Spots
-----------------------
Try out the new Hot Spot zones which give a boost to
Experience while adventuring in them, in a similar manner
to Paludal Caverns.  The current Hot Spots are:

- The Castle of Mistmoore (20th to 30th level)
- The Lair of the Splitpaw (35th to 45th level)
- Dulak's Harbor (40th to 45th level)
- The Tower of Frozen Shadow (30th to 35th level)
- The Gulf of Gunthak (35th to 40th level)
- Hate's Fury (55th to 60th level)
- The Crypt of Nadox (50th to 55th level)
- The Torgiran Mines (45th to 50th level)

These Hot Spot zones are generally aimed at characters
level 20 to 51.  The Hot Spot zones will shift from time
to time, so watch for messages giving clues as to where
the new ones may be.

Plane of Knowledge
-----------------------
All EQ characters can now access the Plane of Knowledge
whether they have purchased Planes of Power or not!

General
-----------------------
- We have decreased load times when zoning.

Gates Sewers and Vxed
-----------------------
- Rare NPCs in the Gates sewers and Vxed will not spawn
at the creation of the expedition zone.  They will now
spawn after the zone has been occupied for some time.

Items
-----------------------
- Skill percent-mods now work for Ammo slot items.
- Grand Tunic of the Oracle and the Grand Robe of the
Oracle have had a type 7 augmentation slot added to them.
- Lungi of the Forbidden will display a robe graphic once
again.  Monks and Beastlords will be able to swap the robe
in for a leather looking BP with the same stats by visiting
Garath the Trader in East Wastes.  You will be able to
swap the items back and forth with Garath for your desired
look. (Lungi? Lungi?  What is a Lungi?)

Spells
-----------------------
- Characters in illusion form can again be targeted.
- Bull Rush is now a magical resist.  Please do not use in
a china shop.
- Balance of the Nihil has had its Mana and Slow percentage
increased.

Tracking
-----------------------
- More NPC's in Qinimi now leave tracks for trackers to find.

Firiona Vie
-----------------------
- The Shuriken of Eternity and Ton Po's Mystical Pouch are
now no-drop.
norm - 28 Apr 2004 12:54 GMT
> Plane of Knowledge
> -----------------------
> All EQ characters can now access the Plane of Knowledge
> whether they have purchased Planes of Power or not!

That's great, I never bothered to get it on my 2nd account.  Perhaps they
should think about opening up the Nexus and especially the Bazaar to
characters without Luclin.

> General
> -----------------------
> - We have decreased load times when zoning.

That's nice, but I hope it also decreases the load time when initially
connecting to a server as well.  It went from maybe 10 or 12 seconds on my
machine to almost a minute with the last patch.
-martin - 28 Apr 2004 13:59 GMT
> Gates Sewers and Vxed
> -----------------------
> - Rare NPCs in the Gates sewers and Vxed will not spawn
> at the creation of the expedition zone.  They will now
> spawn after the zone has been occupied for some time.

Damn I have much hate for this change!

Getting GoD spells has been a pretty retarded affair since the start, even
after the so called "drop rate boost" its a rare, slow and tedious process.

Restarting missions until a named was spawned / near the zonein has been the
only way to have a hope in hell of a spell (and after weeks and weeks of
doing this, and still having a lot of people lack a certain spell)

Its really f.cking stupid to have the spells only drop in 1 "level" area,
ultra rare, to force people who have advanced beyond the content to spend
another month farming named with fingers crossed, for the spell to drop.

MAKE HOLY LIGHT DROP GOD DAMN YOU

-m
42 - 28 Apr 2004 15:06 GMT
>>Gates Sewers and Vxed
>>-----------------------
[quoted text clipped - 10 lines]
> only way to have a hope in hell of a spell (and after weeks and weeks of
> doing this, and still having a lot of people lack a certain spell)

This is borderline cheating. Rather like saving and reloading diablo 2
20 times when opening a treasure chest... to make sure you get a 'good
drop'...

> Its really f.cking stupid to have the spells only drop in 1 "level" area,
> ultra rare, to force people who have advanced beyond the content to spend
> another month farming named with fingers crossed, for the spell to drop.
>
> MAKE HOLY LIGHT DROP GOD DAMN YOU

I agree there is a problem. I totally agree. But I don't think the
menthod you describe is legitmate. Of course, I dont expect SOE to have
  upped the drop rate at the same time they prevented us from 'upping'
it on our own... but that's the solution we should be pushing for... not
railing against this 'exploit-lock-down'.
-martin - 28 Apr 2004 16:12 GMT
> > Restarting missions until a named was spawned / near the zonein has been the
> > only way to have a hope in hell of a spell (and after weeks and weeks of
[quoted text clipped - 3 lines]
> 20 times when opening a treasure chest... to make sure you get a 'good
> drop'...

It cuts down on trash clearing, and waiting for a named spawn.  This is
pretty essential, because with the rare a.s drop rate, you need as many
named mobs as possible for even a chance to get your damn spell.

You still have to clear trash.. KILL the named (no easy feat).. and a
6minute lockout timer between missions

How exactly is it cheating?

Did you view it as cheating when people took Ldon Hard missions, tracked
named mobs, if not, dropped the mission for another?

> I agree there is a problem. I totally agree. But I don't think the
> menthod you describe is legitmate. Of course, I dont expect SOE to have
>    upped the drop rate at the same time they prevented us from 'upping'
> it on our own... but that's the solution we should be pushing for... not
> railing against this 'exploit-lock-down'.

I don't see how restarting a mission because a named is or isnt up is
considered an exploit/cheating. They did say they boosted the drop rate
(laugh), and now they just ruined any chance of people getting spells
basically.  The zones are nasty, you need a group of specialised classes,
dedicated for hours of freaking trash clearing just to get to the named, who
have a loot table of 2 random items (grats rot after the first drop your
twink loots), and a 1 in like 20 chance of a spell dropping.

Friend or not, who the hell wants to make your tank friend and melee dps sit
through week after week of that sh.t, for the ultra rare chance of a spell?

-m
hughes - 29 Apr 2004 06:15 GMT
> > > Restarting missions until a named was spawned / near the zonein has been
> the
[quoted text clipped - 35 lines]
>
> -m

Yeah this change really sucked bad. Thankfully I already have 2 of my spells
and the chanter spells sad anyway , so thats probably it for me and vxed.
42 - 29 Apr 2004 13:37 GMT
>>>Restarting missions until a named was spawned / near the zonein has been
>
[quoted text clipped - 18 lines]
> Did you view it as cheating when people took Ldon Hard missions, tracked
> named mobs, if not, dropped the mission for another?

Personally I think its pretty lame when people refuse to take a
'rescue'... dropping a mission because you can't see a named at the zone
in is just pathetic.

>>I agree there is a problem. I totally agree. But I don't think the
>>menthod you describe is legitmate. Of course, I dont expect SOE to have
[quoted text clipped - 12 lines]
> Friend or not, who the hell wants to make your tank friend and melee dps sit
> through week after week of that sh.t, for the ultra rare chance of a spell?

We agree there is a problem with spell drop frequency. I'm not debating
that point. I have always felt that rare spell drops that force the
majority of players to bazaar them when droppable or spend interminable
days camping specific areas is stupid.

However, I don't agree that we should be aborting missions at zone-in
repeatedly to get a drop. Instanced dungeons were invented to prevent
competition for camps, to allow multiple groups simultaneous engagement
of the same content, not to give the player base a way to 'force spawn
named mobs' without risk & combat. Using instanced dungeons to 'spawn
named' undermines the intent, and ultimately is an exploit. Not
something one should be banned for... but one that I have no objection
to them locking down.

That said, I still agree 100% that spell drops SHOULD BE INCREASED
dramatically.
 
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