Game Forum / Role Playing Games / EverQuest / April 2008
test patch notes
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Tony - 11 Apr 2008 16:18 GMT Welcome to the Test Server!
The Test Server is updated frequently with changes, new content or new features that may or may not make it to the Live servers.
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4/10/2008
*** Test Server Update ***
Here is a list of some of our more visible changes that have been made with this update.
*** Highlights ***
- The 10th Veteran Reward, Summon Resupply Agent, is now available!
- Type 3 augmentations are now available. Check your local Faydwer faction vendor!
- Alternate Advancement experience has been accelerated significantly for those with fewer AAs spent and will scale back down to the normal rate as more AAs are earned.
- The experience gained formulas have been modified to present players with a much smoother increase in the number of kills required to progress through a level as they gain more levels. This change has the side effect of reducing the number of kills required to gain a level in certain scenarios between levels 50 and 75.
- All keyed zones from the Ruins of Kunark, Scars of Velious, Shadows of Luclin, Planes of Power, Gates of Discord, Omens of War, Depths of Darkhollow, and Prophecy of Ro have had their key/flag requirements modified. All players that have obtained the key/flag will still be allowed entry into the zones, as will players that have met minimum level requirements for the zones. The minimum level requirements are as follows:
Required Level 46
* The Howling Stones * Old Sebilis * Skyshrine
Required Level 55
* Veeshan's Peak * Vex Thal * Locked areas of the Temple of Ssraeshza
Required level 57
* Bastion of Thunder * Halls of Honor * The Temple of Marr * Tower of Solusek Ro * Drunder, The Fortress of Zek
Required Level 60
* Plane of Water * Plane of Air * Plane of Fire * Plane of Earth * Ikkinz * Uqua * Yxtta * Kodtaz
Required Level 62
* Plane of Time * Inktuta * Qvic
Required Level 65
* Txevu * Tacvi
Required Level 68
* Anquish
Required Level 70
* Dreadspire * Demiplane of Blood
Required Level 72
* Theater of Blood * Deathknell
*** Items ***
- The engineer steamworks that work within the guardian have developed devices that help them move within the beast. Fortunately for adventurers they can be a bit absent minded about them and adventures can find them lying about. - A vial of raging heartblood is not as vile as it was previously.
*** Spells ***
- Secrets of Faydwer's Talisman of the Puma has been renamed to Talisman of the Cougar. - Cast time on Quellious' Word of Tranquility has been reduced from 4 to 2 seconds. - The Adrenal Boost focus effect has been changed to Life Line, which is a mana cost reduction on Pure Life. - The Closefisted Claw focus effect has been changed to Ethereal Breath, which is a damage increase on Ethereal Conflagration. - Breastplate worn effects that enhanced one rank of a spell or discipline now enhance all three ranks. - Reuse time reduction bonus on Assassin's Efficacy, Impenetrable Body, and Fit of Berserking Rage have been set to 25%. - The Rage of Tri'Qaras effect triggered from Bulwark of Tri'Qaras is now a damage bonus that stacks with other effects. - The recourse from the Challenge for Honor line will now appear in the bard buff box. - The Vinelash Ensnare effect triggered from Vinelash Cascade will no longer overwrite Entrap. - The efficiency of Secrets of Faydwer direct damage spells now scales up on higher ranks of the same spell.
*** NPC ***
- Halima in Crescent Reach can now be found in the find window. - Henrik O`Danos no longer sells Hypericum twice.
*** Quests & Events ***
- Rylin Coil will now show and give all three tinkering mastery books for the tinkering mastery quest.
*** AA ***
- Increased the range of the Wrath of the Wild AA line to match other Damage Shield spells that Druids have. - Increased the hitpoints and resists of all "Wards" for all classes to make them better able to resist ambient damage while performing the tasks the abilities were created for.
*** Miscellaneous ***
- Hidden corpses should now be hidden properly when entering proximity. - The 'pop in' delay of hidden corpses when entering proximity should no longer exist. - /who corpse should now properly display player corpses in zone. - Changed NPC summon behavior to summon the player right in front of their current heading at 1/2 their melee range. Calculations used to determine when the NPC should summon have been made a bit more accurate. Please let us know if you experience any odd behavior when being summoned, either problems with being placed in geometry or some other location that seems incorrect. Also let us know if an NPC summons when it still seems like you are in its melee range. - Pet Hold should no longer prevent the pet from attacking when it is ordered to attack. - Iksar should now be able to receive a cap increase after purchasing AA. - Corrected a problem with hate generation from skill attack abilities such as Hail of Arrows and Decimator's Volley. They were generating considerably more hate than they should and have been returned to their previous, lower hate generation.
- The EverQuest Team
 Signature Tony Evans Saving trees and wasting electrons since 1993 blog -> http://perception-is-truth.blogspot.com/ [ anything below this line wasn't written by me ]
the wharf rat - 11 Apr 2008 17:46 GMT >- Alternate Advancement experience has been accelerated significantly >for those with fewer AAs spent and will scale back down to the normal >rate as more AAs are earned. > >- The experience gained formulas have been modified to present players >with a much smoother increase in the number of kills required to Well, ok, enough is enough :-) Why not just add a parameter to eqgame.exe: "eqgame.exe --character_levels=80" so no one would need to bother will all that messy leveling at all? Heck, they could make it dynamic: /level 80
I used to love 1st person shooters like serious sam and unreal, but was absolutely terrible at them. So I'd get the cheat codes and grant myself max weapons and so on just so I could run around and blast stuff. It was fun but, well, mindless...
>- Secrets of Faydwer's Talisman of the Puma has been renamed to Talisman >of the Cougar. Not Talisman of the Torino? (FMC joke... :-)
>Please let us know if you experience any odd behavior when being >summoned, Well, for some reason I keep dieing...
Vladesch - 11 Apr 2008 18:20 GMT > Well, ok, enough is enough :-) Why not just add a parameter to > eqgame.exe: "eqgame.exe --character_levels=80" so no one would need to > bother will all that messy leveling at all? Heck, they could make it > dynamic: /level 80 because very few people are going to grind out 80 levels essentially solo to join (or find) their friends. I doubt this is a change they would make if their membership was steady or increasing. Kind of an act of desperation.
Bit like the unlocked zones, which goes against everything they have believed in for the last 8 years.
I have my doubts if its going to help them much.
the wharf rat - 12 Apr 2008 00:34 GMT >because very few people are going to grind out 80 levels essentially solo to >join (or find) their friends. Well, gee, if they have friends they don't NEED to solo. 2 level 80 friends could PL you to 75 in 3 days (maybe). I really see this particular change aimed at the same class of "new" players who beg for stuff in the bazaar or send random tells asking you to PL them.
The unlocked zones is good, I think, since it lets people who've soloed a necro to 80 and 600 AA's over a couple of years get a look at the rest of the world. Granting new characters a bye for 25 levels is simply a mob too far IMHO.
>I doubt this is a change they would make if their membership was steady or >increasing. Kind of an act of desperation. Well, yeah, I wish they could just make the lower levels more fun so people would WANT to start new chars. There's no longer any possibility of childhood on EQ and that sucks.
And a lot of the changes they make are "yeah, well, ok, no more game until 75" rather than "let's make level 20 fun again!".
>I have my doubts if its going to help them much. I'll play as long as the servers are up. I just like to kite I guess. Never got much out of that whole group thing except complaints about drawing aggro.
Richard Carpenter - 12 Apr 2008 02:39 GMT >>because very few people are going to grind out 80 levels essentially solo >>to [quoted text clipped - 4 lines] > particular change aimed at the same class of "new" players who beg > for stuff in the bazaar or send random tells asking you to PL them. Getting PL'ed to 80 is different from making the non-PL route a bit less of a chore how, exactly? You're suggestion completely supports their changes. The game has moved to the 60's and up demographic. Throwing a bone to players who lack the "luxury" of a level 80 PL team makes perfect sense. Funny how on one hand you endorse PL'ing someone to 80, yet on the other hand criticize those who would ask for it. Not exactly consistent with the purist view you seem to support.
> The unlocked zones is good, I think, since it lets people who've > soloed a necro to 80 and 600 AA's over a couple of years get a look at > the rest of the world. Granting new characters a bye for 25 levels is > simply a mob too far IMHO. More than that it lets people of appropriate level access the content they would otherwise not have a chance to see.
>>I doubt this is a change they would make if their membership was steady or >>increasing. Kind of an act of desperation. > > Well, yeah, I wish they could just make the lower levels more > fun so people would WANT to start new chars. There's no longer any > possibility of childhood on EQ and that sucks. Well, I've got to hand it to them. They tried with TSS. Unfortunately their earlier efforts being almost exclusively directed toward the end game created a gap between the lower levels and the other 90% of the player base that sprucing up the early levels just can't do much to close.
> And a lot of the changes they make are "yeah, well, ok, no more > game until 75" rather than "let's make level 20 fun again!". I would tend to agree.
 Signature Richard Carpenter
Vladesch - 12 Apr 2008 05:59 GMT >>because very few people are going to grind out 80 levels essentially solo >>to [quoted text clipped - 4 lines] > particular change aimed at the same class of "new" players who beg > for stuff in the bazaar or send random tells asking you to PL them. Pretty lucky new player you envisage who has two level 80 friends and prepared to spend 3 long days PL'ing them. Face it, for the majority of new players, they wont know anyone and wont see anyone (pretty much) in the zones they go to.
Heck back in 2004 when I levelled up my last alt, all the zones were empty. Even when I got up to my 40's and 50's, once (extremely) popular zones like karnors castle and velks lab were totally empty. Places like aviak city in SK used to be so busy you had to fight for pulls. That was totally deserted too.
I can just imagine its got worse since then.
> Well, yeah, I wish they could just make the lower levels more > fun so people would WANT to start new chars. There's no longer any > possibility of childhood on EQ and that sucks. > > And a lot of the changes they make are "yeah, well, ok, no more > game until 75" rather than "let's make level 20 fun again!". I dont think that theres anything unfun about the game at 20, just that the zones are deserted. Im not sure why EQ is such a top heavy game. WOW hasn't been going as long of course, but for almost 4 years into existence its playerbase seems a lot more spread out than EQ was at 4 years in. Most of the early zones are still packed with players.
murdocj - 12 Apr 2008 16:03 GMT >>>because very few people are going to grind out 80 levels essentially solo >>>to [quoted text clipped - 30 lines] >playerbase seems a lot more spread out than EQ was at 4 years in. Most of >the early zones are still packed with players. I'm sure some of it is just the fact that WoW hasn't been around as long. And part of it is that Blizzard did a good job of making the classes unique, which makes playing alts more attractive, just like they managed to make the different races very unique in Starcraft.
Even with two level 70s I still sometimes get surprised by the abilities of my comrades. I'm sure over the next few years I'm going to be spending time with a lot of lower level chars, just to see how their classes play.
Tim Smith - 13 Apr 2008 06:33 GMT > >I dont think that theres anything unfun about the game at 20, just that the > >zones are deserted. Im not sure why EQ is such a top heavy game. WOW hasn't [quoted text clipped - 6 lines] > classes unique, which makes playing alts more attractive, just like > they managed to make the different races very unique in Starcraft. Another major factor is that WoW has a lot more players than EQ ever had. It's drawing from a wider base, so has a lot more casual players, who level slower. That's going to account for a lot of the bigger spread you find in WoW.
Another factor is Sony's emphasis on grouping. By making it so you needed to group (or raid) to get good items and spells, and making it so even leveling was hard solo for many classes, Sony pretty much guaranteed that only hard-core players would stick with EQ. Hard-core players, when they make alts, just don't tend to linger around at level 20. They want to get up to where their alt is near their main, so they can participate in all their guild events with either.
A third difference is the pace of EQ at the lower levels. My main character was a Dark Elf Wizard, so he spent his early levels in Nektulos, East Commons, and then West Commons. That was fun, interesting, and exciting. But because of the slow pace of EQ, that character pretty much exhausted those zones for me. Doing any alts in those zones would have been boring. In WoW, on the other hand, I've noticed that at the low levels, I level out of a zone well before exhausting all the mysteries of that zone. Another alt or two in that same area is fine. (Part of this is because WoW has an ungodly number of interesting quests, and quests give good experience, so I don't think it is possible to do all the interesting quests in an area without leveling out just from quest experience!).
 Signature --Tim Smith
Richard Carpenter - 12 Apr 2008 02:40 GMT >> Well, ok, enough is enough :-) Why not just add a parameter to >> eqgame.exe: "eqgame.exe --character_levels=80" so no one would need to [quoted text clipped - 5 lines] > I doubt this is a change they would make if their membership was steady or > increasing. Kind of an act of desperation. I don't think so. I think it's just a natural progression of the game. The level grind has gotten long enough that they have to make these sorts of changes to make it even somewhat bearable to undertake.
 Signature Richard Carpenter
DanD - 13 Apr 2008 02:26 GMT Type 3 augmentations are now available. Check your local Faydwer faction vendor!
Who needs this type of aug?Seems to me just LDoN items use these and no one does these any more.My Glossy silk items need some type 13 augs,wish that was what they were talking about.
DanD
Tony - 17 Apr 2008 17:17 GMT > Type 3 augmentations are now available. Check your local Faydwer > faction vendor!
> Who needs this type of aug?Seems to me just LDoN items use these and no one > does these any more.My Glossy silk items need some type 13 augs,wish that > was what they were talking about. Rare versions of SoF droppable non-visible items have had slot 3's since SoF went live.
Type 13 augs are available in Katta (and have been since TBS went live).
 Signature Tony Evans Saving trees and wasting electrons since 1993 blog -> http://perception-is-truth.blogspot.com/ [ anything below this line wasn't written by me ]
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