Discussion:
11/13/07 Update Notes
(too old to reply)
Lance Berg
2007-11-13 13:16:56 UTC
Permalink
*** Secrets of Faydwer ***

Welcome to EverQuest Secrets of Faydwer, the 14th expansion for EverQuest!

The clockwork armies of the evil gnomish necromancer Meldrath the
Malignant gather in the Steamfont Mountains, awaiting his order to
invade the kingdom of Ak'Anon. The launch of his great air fortress
Mechanotus has torn open the earth, exposing new paths into unexplored
regions of the ancient continent of Faydwer.

Rediscover Faydwer as you adventure in the nearby Loping Plains, home to
the soul eating wereorcs of Bloodmoon Keep. Strive to end the torment of
humans and elves cursed for centuries in the Hills of Shade. All the
while, an ancient menace stirs east of the Dragonscale Hills, where the
prismatic dragon Kerafyrm the Awakened plans his revenge.

- Level Cap Increase: Players can now achieve level 80. New high level
item sets, new Alternate Advancement ability lines, and new spells will
come with this increase, including a new AA that grants a new spell slot.

- Heroic Items: One aspect of player power is based on the seven
physical and mental attributes of their characters: Agility, Charisma,
Dexterity, Intelligence, Stamina, Strength, and Wisdom. For player
characters that have reached the maximums for these attributes,
equipping normal items with increased attributes offers no benefit.
Heroic Items feature particular stats that allow players to go beyond
those maximums. For each point in a heroic stat, the player gains one
point in the statistic and the maximum on that statistic is increased by
one point. In addition, heroic stats offer benefits beyond the normal
statistics.
- Heroic Intelligence: Increases mana pool, mana regen, and the maximum
amount of mana regen a character can have.
- Heroic Strength: Increases endurance pool, endurance regen, and the
maximum amount of endurance regen a character can have. Also increases
damage done by melee attacks and improves the bonus granted to armor
class while using a shield.
- Heroic Stamina: Increases hit point pool, hit point regen, and the
maximum amount of hit point regen a character can have. Also increases
endurance pool, endurance regen, and the maximum amount of endurance
regen a character can have.
- Heroic Agility: Increases endurance pool, endurance regen, and the
maximum amount of endurance regen a character can have. Also increases
the chance to dodge an attack, grants a bonus to defense skill, and
reduces falling damage.
- Heroic Dexterity: Increases endurance pool, endurance regen, and the
maximum amount of endurance regen a character can have. Also increases
damage done by ranged attacks, improves chance to successfully
assassinate or headshot, and improves the chance to riposte, block, and
parry incoming attacks.
- Heroic Charisma: Improves reaction rolls with some NPCs and increases
the amount of faction you gain or lose when faction is adjusted.

- New Content: There are 15 new realms for adventurers to explore
including Meldrath's maniacal Fortress Mechanotus, the Dragonscale
Hills, the Loping Plains, and Kerafyrm's Lair: Crystallos. Travel
through Faydwer solo or with groups to complete new quests, tasks,
events, and raids and to acquire new items, spells, tradeskill recipes,
abilities, and more.


*** Live Highlights ***

- Book of Legends: The Book of Legends, a tome that holds the record of
those who have come together to celebrate EverQuest at the SOE Fan
Faires, now lives in the library within Plane of Knowledge.

- New Loot All Options: "Loot All" functionality has been added to
corpses. This includes a "Loot All" button on the loot window and the
ability to shift-right-click loot a corpse.

- AC Mitigation Improvements: We modified the AC Caps and over-cap
returns for mitigation for all classes to bring them more in line with
their intended ability to mitigate damage. Warriors, Paladins,
Shadowknights, Clerics, and Monks received a minor increase in their
mitigation ability. Rangers, Bards, Rogues, Shaman, Beastlords, and
Berserkers received a moderate increase in their mitigation ability.
Druids, Necromancers, Wizards, Enchanters, and Magicians received a
considerable increase in their mitigation ability.

- Fog Rendering System Enhancements: An entirely new fog rendering
system has been implemented in the EverQuest graphics engine. This new
system is used in all zones that currently have fog.

- Multi-core CPU Support: If you have a Multi-core CPU you no longer
have to manually set their processor affinity! EverQuest will
automatically assign itself to an available core. If you run multiple
copies of the client, each new copy running will assign itself to the
next available core. Those interested in customizing which core or cores
EverQuest clients run on, check the forums.


*** Recently Reported Issues ***

While some of the other issues that were resolved in this update were
reported via bug reports, here are a few we'd like to highlight.

Issue: West Display Bug
Summary: When you face west the video geometry disappears except the UI
and the Sky. When you face another direction the issue goes away.
Normally this is only fixed by doing a reboot of your PC or reloading EQ.
Status: We have made a change that should reduce the chances of the
"west bug" occurring; unfortunately the change requires us to turn off
some optimizations. If you want to disable this workaround, please add
the following line to your eqclient.ini: DisableWestBugFix=1 (The EQ
team would like to thank Community Member Strommmm for his feedback on
helping us with this issue.)

Issue: Solteris Instability
Summary: Some people have reported that the Solteris raid zone
continuously crashes during raids.
Status: Optimizations have been put in place to improve stability. We
will continue to monitor the status of this zone and other instanced zones.


*** Items ***

- Prestidigitase, Staurolite, Harmonagate and Taaffeite have been
modified to work in the new jewelcraft system. They will also continue
to work in their original fashion if you prefer the jewelry made that way.


*** Spells ***

- Lesser Summon Corpse, Summon Corpse, Conjure Corpse, and Exhumer's
Call have had their scribe-levels lowered for shadowknights.
- The Bewilderment line now has an improved resistance modifier.
- Player animations when using various AE spells and combat abilities
now display properly.
- The protection granted from Shielding Thunder now stacks with Weapon
Shield Discipline.
- The Consecrate Ground line now has a chance to root undead NPCs that
enter the aura's area of effect.
- Recast timers on many mage summon item spells such as the Phantom
Armor line, Aenda's Trinkets line, and Armaments line were removed.
- Necromancer pet haste now bestows strength and a damage mod. Upgrades
to the line should be improvements under all situations.
- NPC casters will no longer auto-learn Dispel-type player spells.
- The Decrepit Skin, Ward of Tunare, and Skin of the Reptile lines are
now limited by the number of heals / runes bestowed to the buffed player
instead of number of hits scored against the buffed player. The number
of "procs" should be relatively the same, but no longer random. These
spells will scale down in effectiveness against lower level NPCs.
- AE spells that use conical or beam areas of effect now have a hit
limit of 8 targets.
- The cleric group complete healing spell "Word of Redemption" now
mimics Complete Heal in that it heals for 7500 and cannot be focused.
- Single-target fire, ice, and magic instant cast spells from TSS and
SoF now share the same recast timer. The recast delay on Cloudburst has
been decreased so it can be chained. The Cloudburst line is now more
damaging but less efficient than the - Flashfires and Cold Snap lines.
Recourses from these instant cast spells now bestow a short-duration
buff that applies a damage increase to the next spell with a 3 second
cast time or more. Most other wizard direct damage spells have had their
cast times nearly halved and had this time applied to the reuse delay,
allowing the use of 2-3 direct damage spells in the time that would
previously be required to cast one.


*** Tradeskills ***

- There is a new level 80 cultural armor set for all races and level 75
and 80 cultural symbol sets. New quests can be found for level 75 and
level 80 quests. Additionally there are new cultural raid augments to go
with the cultural armor for the Serpent's Spine, the Buried Sea, and
Secrets of Faydwer.
- Jewelry Making has evolved to a new method. Now jewelry makers will
make base pieces of jewelry and gems that can be put in this jewelry for
different effects. This will allow people to get jewelry customized for
their needs.
- Practitioners of spell research will no longer need to use runes,
words and pages. Instead, they can use the systematic spell research
system to make all spells previously made with these materials.
- Within one of the newly discovered areas of Faydwer you will be able
to find a gnome who wants a measure of revenge.
- A discovery has been made and now Gem Studded Chains are less
difficult to make.


*** AA ***

- Harm Touch and Lay on Hands have been reworked. Changes to how these
abilities work will enable us to more easily adjust and tune these
abilities. The primary change you will notice is that both of these
abilities have been changed from innate skills to the AA system. For the
first 10 ranks of these new AAs you will automatically gain the next
rank as you level up - you won't need to purchase the AAs. Starting at
level 51 you can continue to increase the power of your ability by
purchasing new ranks of AAs. These roughly correspond to some of the
previous AAs that existed for either ability.

All previous functionality for these abilities has been turned off. All
AAs based on focusing these abilities have either been refunded and
replaced with new AAs or have been modified to work with the new abilities.

- Refunded the Harm Touch AAs as part of the changes to how Harm Touch
operates.
- Refunded the AA "Improved Lay on Hands" as part of the changes to how
Lay on Hands functions.
- Corrected an issue with the Flurry line of AA's that was causing them
to trigger up to 94 percent of the time on a successful triple-attack,
instead of up to the intended 30 percent.


*** Zones ***

- Fixed an issue with Halls of Honor where NPCs were dropping the
incorrect item for the Hot Zone quests.


*** UI ***

- Corrected a few typos and errors with a few of the UI windows.
- Added "Claims" option to the EQ menu button which toggles the Claim
Window.
- Made a few minor adjustments to the claims window.
- Added a slider/ctrl to loot slots with stacks. Shift-/Ctrl- semantics
work with this functionality.

- Changed -

EQUI.xml
EQUI_LayoutCopyWnd.xml
EQUI_ClaimWnd.xml
EQUI_OptionsWindow.xml
EQUI_MailWindow.xml
EQUI_LootWnd.xml
EQUI_LeadershipWnd.xml
EQUI_GuildManagementWnd.xml
EQUI_TributeBenefitWnd.xml
EQUI_Animations.xml
EQUI_VideoModesWnd.xml


*** Miscellaneous ***

- Zoning to Toxxulia no longer puts player in Antonica chat channel.
Lance Berg
2007-11-13 13:45:17 UTC
Permalink
{{ My response to this, cut and pasted out of my guild forum. We're on
Combine, which is currently only up to DODH, and I'm playing a 70 SK
with a new 67 cleric bot, so thats the viewpoint I'm coming from with
this response }}

(New zones)
Um, yeah, we should be seeing these zones by 2009 at our current rate of
progression. I'm concerned we could lose some folks off the server who
will go back to their former mains in order to see the new content. But
not too concerned, didn't see much of that when TBS released.

(Heroic stuff)

Attractive, but I'm assuming its only going to be dropped off stuff in
the new zones. If not it would be nice to see, capped stats make
getting new gear less attractive than it should be; my cleric is
currently sitting on 21 points of mana regen gear with a cap of 15, even
if I spent 25 AA raising that cap I'd still be over the limit, and
frankly most of his gear sucks as much as you'd expect a month old toon
who's main hasn't made any gearing effort would.

(Loot All)
Long overdue.. wonder how glitched its going to be though. IMO it
should keep a record of where each item was when I died, and simply put
it back; sometimes I get into trouble click looting because my belt is
also a back item and so on.

(Mitigation)
[quote]- AC Mitigation Improvements: We modified the AC Caps and
over-cap returns for mitigation for all classes to bring them more in
line with their intended ability to mitigate damage. Warriors, Paladins,
Shadowknights, Clerics, and Monks received a minor increase in their
mitigation ability. Rangers, Bards, Rogues, Shaman, Beastlords, and
Berserkers received a moderate increase in their mitigation ability.
Druids, Necromancers, Wizards, Enchanters, and Magicians received a
considerable increase in their mitigation ability. [/quote]

WTF? Everyone got their mitigation bumped up, but the people who IMO
should be mitigating the best got the least bump? In particular,
rangers, who already tank better than SK, get a bigger bump than SK?
Freaking silk people get the biggest bump of all? This makes no sense
to me at all.

(West bug fix)
OK, so NOW they suddenly realize there's a west bug? And now that we
have a working fix in, NOW they decide to come up with some other way to
fix it, one that degrades performance so much they had to put in a way
to disable the fix? Messed up.

(summon corpse stuff for SK)
Good fix, there were levels where you couldn't summon your own body,
which didn't make any sense. BUT the whole line is used so seldom now
because of the far superior GL system, that its laughable to see them
fooling with it. Unless they change it so I can summon your body to
another zone, like the GL guys can, this is nearly pointless

(necromancer pet haste fix)
er... how about SK pet haste, what are we, chopped liver?

(word of redemption nerf)
I heard this one was coming, and it was long overdue, but its
unfortunate. WOR was, with the right AA and gear, a faster and bigger
CHeal than the original. Now that its nerfed down to be immune to these
effects like all other CHeal type spells, there will be a lot fewer
uses for it.

(Harm touch changes)
I've long since given up on HT as a key SK ability; without plugging a
lot of AA into it it currently does less damage than me casting a
lifetap, frequently less than my procs. As the AA chain was set up, it
didn't look worth pursuing either, at best I'd be able to do damage
similar to one good wizard nuke... once every 20 minutes or so instead
of 20 times per minute. I guess with the changes I'll have to
reevaluate this descision, but currently I have no real idea what they
have done or what this will do to its relative usefulness.

(HOH)
Ummm... did you put a graphic on Crest of Valor? Did you move the quest
NPC from CR to POK? Cause those changes would actually matter to me,
while changing which shard drops when I can't turn them in... well that
doesn't mean much to those of us on Combine.
Don Woods
2007-11-15 00:38:17 UTC
Permalink
Post by Lance Berg
(Heroic stuff)
Attractive, but I'm assuming its only going to be dropped off stuff in
the new zones. If not it would be nice to see, capped stats make
getting new gear less attractive than it should be; my cleric is
currently sitting on 21 points of mana regen gear with a cap of 15, even
if I spent 25 AA raising that cap I'd still be over the limit, and
frankly most of his gear sucks as much as you'd expect a month old toon
who's main hasn't made any gearing effort would.
I don't know where it drops. Some of it can be crafted, but that
might still require components dropped only in the new zones. On
EMarr someone linked a piece with lots of nice stats and effects,
req level a quite approachable 65.

What I'd like to know more about is the effect of Heroic Charisma
on faction changes. E.g., does +3 H-CHA mean, say, +30% on faction
shifts, in which case a shift of 1 becomes 1.3 and is probably
rounded back down to 1? Or does a 1-point shift become a 4-point
shift? There are some factions that seem to be changed by only 1
point at a time (halfling clerics in Rivervale, for instance), and
doing those at 4x the rate might convince me to go back and do some
more faction turn-ins.
Post by Lance Berg
(Loot All)
Long overdue.. wonder how glitched its going to be though. IMO it
should keep a record of where each item was when I died, and simply put
it back; sometimes I get into trouble click looting because my belt is
also a back item and so on.
Haven't had a chance to try this yet. Does it work only on your own
corpse or is it for mobs as well? And does it take a while to finish
or do you loot everything immediately?
Post by Lance Berg
(Mitigation)
...
WTF? Everyone got their mitigation bumped up, but the people who IMO
should be mitigating the best got the least bump? In particular,
rangers, who already tank better than SK, get a bigger bump than SK?
Freaking silk people get the biggest bump of all? This makes no sense
to me at all.
I'm assuming the problem was that tanks were already mitigating about
as much as intended (though apparently not quite well enough), but
meanwhile other classes had fallen behind so that leather/cloth classes
were getting pasted too quickly if a mob came after them. I won't try
to argue the rangers-vs-SK issue, but in general I assume the intent is
that tanks are still better tanks than everyone else, but everyone else
isn't totally helpless.
Post by Lance Berg
(West bug fix)
OK, so NOW they suddenly realize there's a west bug? And now that we
have a working fix in, NOW they decide to come up with some other way to
fix it, one that degrades performance so much they had to put in a way
to disable the fix? Messed up.
The explanation I saw was that yes, someone had a workaround (involving
changing various registry settings), and the SOE change is an attempt to
do the same thing but without requiring you to change your settings, so
that (a) it's easier and (b) it doesn't effect other graphics apps on the
same computer. But yes, the change does seem to have bad effects on some
boxes (including some that didn't tend to run into the West bug in the
first place), so they made it possible to disable the change. And they
also said (in the forum thread where I found all this detail) that they
are still working on a real fix, but they wanted to make this workaround
available to everyone in the meantime in case it helped. Sounds like a
reasonable approach to me.
Post by Lance Berg
(summon corpse stuff for SK)
Good fix, there were levels where you couldn't summon your own body,
which didn't make any sense. BUT the whole line is used so seldom now
because of the far superior GL system, that its laughable to see them
fooling with it. Unless they change it so I can summon your body to
another zone, like the GL guys can, this is nearly pointless
There've been times I've wanted to summon within my zone, like when the
cleric falls off a ledge and dies somewhere down below. Sure, such
cases are rare, but they still happen. So now I'm trying to find the
now-level-57 Conjure Corpse, which in theory can be crafted using the
new spell research rules but I'm having trouble figuring out the recipe
since the effect isn't anything like any existing new-style recipes.
Post by Lance Berg
(necromancer pet haste fix)
er... how about SK pet haste, what are we, chopped liver?
Chipped bones? But really, though my SK's pet does do its part, it's
such a small contribution that I've usually don't commit a spell slot
to the haste buff. (And the refresh time on the spell is long enough
that I rarely have time to load and cast it while waiting for a pull.)
Post by Lance Berg
(Harm touch changes)
I've long since given up on HT as a key SK ability; without plugging a
lot of AA into it it currently does less damage than me casting a
lifetap, frequently less than my procs.
Sure, but it's basically free. I haven't spent any AAs on mine, either.
I'm wondering what these "first ten levels" of the new AA track are; is
that in place of the old scheme where the base damage was determined by
your level?
Post by Lance Berg
(HOH)
Ummm... did you put a graphic on Crest of Valor? Did you move the quest
NPC from CR to POK? Cause those changes would actually matter to me,
while changing which shard drops when I can't turn them in... well that
doesn't mean much to those of us on Combine.
Yeah, I wondered about them putting the NPC for the new hotzone quests in
CR, since not everyone has bought it. Didn't even think about Combine not
having reached TSS yet.

Of course, the base items are pretty good all by themselves; you only need
the CR part if you want to go to the next higher hotzone and get a shard to
combine with the item to make it better. But of course, you DO want that!

-- Don.

p.s.: Whew, I see it's been a while since I updated the levels in my sig...

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 71 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 59 on E. Marr I'll get to it sooner if you
-- Teviron, Knight 59 on E. Marr remove the "hyphen n s"
-- Wizbeau, Wizard 36 on E. Marr
Lance Berg
2007-11-16 12:14:00 UTC
Permalink
Post by Don Woods
Post by Lance Berg
(Loot All)
Long overdue.. wonder how glitched its going to be though. IMO it
should keep a record of where each item was when I died, and simply put
it back; sometimes I get into trouble click looting because my belt is
also a back item and so on.
Haven't had a chance to try this yet. Does it work only on your own
corpse or is it for mobs as well? And does it take a while to finish
or do you loot everything immediately?
Its a dream come true. Works on mobs, works on your own body. On mobs
its of limited use, since most mobs are still dropping a mix of good and
junk items (all page/rune/word are now junk, for instance) but on your
own body its fantastic. It loads your stuff in roughly a second; not
instantly but in the time it would have taken to click two or three
items. One caveat, wait a second before clicking the loot all button,
as it takes a little while to load that much loot on your body when you
open it; click it too soon and you'll end up leaving some of your bags.

If you do that, you can still loot again, of course, but its simpler to
open, wait, loot all.

There's a confirm window when you loot all, so hopefully there won't be
too many incedents of people loot/all-ing raid mobs with no trade items.

I don't know if there's an additional confirm if you try to loot a no
trade item, or if the loot all dialog is the only one you get.
Post by Don Woods
Post by Lance Berg
(Mitigation)
...
WTF? Everyone got their mitigation bumped up, but the people who IMO
should be mitigating the best got the least bump? In particular,
rangers, who already tank better than SK, get a bigger bump than SK?
Freaking silk people get the biggest bump of all? This makes no sense
to me at all.
I'm assuming the problem was that tanks were already mitigating about
as much as intended (though apparently not quite well enough), but
meanwhile other classes had fallen behind so that leather/cloth classes
were getting pasted too quickly if a mob came after them. I won't try
to argue the rangers-vs-SK issue, but in general I assume the intent is
that tanks are still better tanks than everyone else, but everyone else
isn't totally helpless.
This is probably the intent, I just would prefer to see more
differentiation between the classes; I think plate classes should be
more able to take a beating than chain and so on down the line; these
mobs -should- vaporize silk wearers. Not Getting Hit should be their
class byword.

I don't know about the underlying mitigation tables, but I did see my
dodge and parry caps go up, so maybe they didn't monkey with the tables
at all. A mage friend reported that his displayed AC went up by 250
points, which was just shy of a 25% improvement.
Post by Don Woods
Post by Lance Berg
(West bug fix)
OK, so NOW they suddenly realize there's a west bug? And now that we
have a working fix in, NOW they decide to come up with some other way to
fix it, one that degrades performance so much they had to put in a way
to disable the fix? Messed up.
The explanation I saw was that yes, someone had a workaround (involving
changing various registry settings), and the SOE change is an attempt to
do the same thing but without requiring you to change your settings, so
that (a) it's easier and (b) it doesn't effect other graphics apps on the
same computer. But yes, the change does seem to have bad effects on some
boxes (including some that didn't tend to run into the West bug in the
first place), so they made it possible to disable the change. And they
also said (in the forum thread where I found all this detail) that they
are still working on a real fix, but they wanted to make this workaround
available to everyone in the meantime in case it helped. Sounds like a
reasonable approach to me.
I'd have made it opt in instead of opt out; as you say, it turns out the
fix is messing people up, and only a minority of the people needed any
fix at all, and there was already a working one in place that wasn't
bugged. They didn't make it available, they made it the default,
putting a bandaid over a problem that for most people wasn't a problem.

I'd have offered it as an alternative bandaid instead.

Oh, and I'd have tested it to see if it was bugged before releasing it,
but wait, this is SOE, thats against company policy.
Post by Don Woods
Post by Lance Berg
(summon corpse stuff for SK)
Good fix, there were levels where you couldn't summon your own body,
which didn't make any sense. BUT the whole line is used so seldom now
because of the far superior GL system, that its laughable to see them
fooling with it. Unless they change it so I can summon your body to
another zone, like the GL guys can, this is nearly pointless
There've been times I've wanted to summon within my zone, like when the
cleric falls off a ledge and dies somewhere down below. Sure, such
cases are rare, but they still happen. So now I'm trying to find the
now-level-57 Conjure Corpse, which in theory can be crafted using the
new spell research rules but I'm having trouble figuring out the recipe
since the effect isn't anything like any existing new-style recipes.
There have been times... but my SK bought 10 coffins when he hit 60 a
year ago, and two days ago when we went to Sky had to buy some more. At
that point, he had 5 coffins despite never having bought another.

Times are few and far between, these days.

The new spell recipe thing is confounding at the moment, but I'm
guessing in the long run it will be an improvement, right now we're
living thru a time when the new stuff hasn't been discovered and
propagated to the online websites.
Post by Don Woods
Post by Lance Berg
(necromancer pet haste fix)
er... how about SK pet haste, what are we, chopped liver?
Chipped bones? But really, though my SK's pet does do its part, it's
such a small contribution that I've usually don't commit a spell slot
to the haste buff. (And the refresh time on the spell is long enough
that I rarely have time to load and cast it while waiting for a pull.)
The 68 buff Rune of Decay is exactly the same as the 64 one, except that
it lasts an hour and has a much shorter refresh time. Previous buffs
you pretty much had to dedicate a spell slot to in order to keep the pet
hasted, this one you can swap in as needed; and odds are he'll die
before refresh time anyway.

Without some vast improvement in pet survival vs AE and AE ramp (I don't
ask him to be able to withstand melee damage) he's of marginal interest
most of the time unless I'm soloing. But I was annoyed that they
applied some sort of improvement to necro pet haste and not to SK, which
is essentially the same thing. (If they did, after all, I haven't
tested, perhaps they improved SK too but forgot to say so)
Post by Don Woods
Post by Lance Berg
(Harm touch changes)
I've long since given up on HT as a key SK ability; without plugging a
lot of AA into it it currently does less damage than me casting a
lifetap, frequently less than my procs.
Sure, but it's basically free. I haven't spent any AAs on mine, either.
I'm wondering what these "first ten levels" of the new AA track are; is
that in place of the old scheme where the base damage was determined by
your level?
Yes, every 5 levels or so, lowbie SK get another HT AA. The new HT is
substantially bigger than the old one for most people; apparantly it
works as if you had the best focus item and were running Unholy Aura
disc. A level 52 friend reports a 5x improvement in his damage since he
had neither; mine roughly doubled. Its also unresistable now, reportedly.

Its still a sick joke. Lets say it refreshes once per hour and does 6K
damage. Thats 100 damage per minute, 10 Damage per tic, 1 DPS, if you
use it each and every time as soon as it pops up.

Best news is they took UA off of it, and promise sometime to give us a
disc to replace UA, which was always a groaner.
Post by Don Woods
Post by Lance Berg
(HOH)
Ummm... did you put a graphic on Crest of Valor? Did you move the quest
NPC from CR to POK? Cause those changes would actually matter to me,
while changing which shard drops when I can't turn them in... well that
doesn't mean much to those of us on Combine.
They put a graphic on Crest of Valor
Post by Don Woods
Yeah, I wondered about them putting the NPC for the new hotzone quests in
CR, since not everyone has bought it. Didn't even think about Combine not
having reached TSS yet.
They did not move or clone the NPC to POK. For the non combine people,
I thought it might be a trick to force them to buy anniversary edition
or the new expansion (which comes with all previous expansions in the
bundle.) For Combine people I thought it might be deliberate, keeping
us a little more primative than the latest and greatest, as it were.
But one of the Dev's reportedly said he would put a guy in POK for us,
if so, then it was an oversight and not a plan after all.
Post by Don Woods
Of course, the base items are pretty good all by themselves; you only need
the CR part if you want to go to the next higher hotzone and get a shard to
combine with the item to make it better. But of course, you DO want that!
Yeah I'd think you would want to do that. Plus, this way you could have
one upgraded bracer and one normal one, one upgraded earring and one
normal one. Or maybe you couldn't, I haven't looked too closely into it
since we can't do the upgrade on Combine anyway.

Its sure better than carrying around a partial set of gears taking up
inventory space, though.
Post by Don Woods
-- Don.
p.s.: Whew, I see it's been a while since I updated the levels in my sig...
Berg, 70 SK (won't have to upgrade that anytime soon, its our max level
for some time to come on Combine)
Praises Berg, 68 Cleric

Combine
Lance Berg
2007-11-17 05:18:31 UTC
Permalink
Post by Lance Berg
I don't know if there's an additional confirm if you try to loot a no
trade item, or if the loot all dialog is the only one you get.
Tested this today, had a body with some junk item and an SP; hit loot
all. Got the 'do you really want to loot all' window, when I said yes
it then popped the regular 'do you really want to loot this no trade
item' window.

Given this, I'd like to be rid of the loot all confirm window, I can't
think of any use it serves; I still won't accidentally loot any no trade
items, and if I loot a tradeable I wasn't supposed to, well I can just
hand it over.

Berg
Don Woods
2007-11-20 23:10:44 UTC
Permalink
Post by Lance Berg
Post by Lance Berg
I don't know if there's an additional confirm if you try to loot a no
trade item, or if the loot all dialog is the only one you get.
Tested this today, had a body with some junk item and an SP; hit loot
all. Got the 'do you really want to loot all' window, when I said yes
it then popped the regular 'do you really want to loot this no trade
item' window.
Given this, I'd like to be rid of the loot all confirm window, I can't
think of any use it serves; I still won't accidentally loot any no trade
items, and if I loot a tradeable I wasn't supposed to, well I can just
hand it over.
I mostly agree that the confirmation on Loot All is just a nuisance,
but I can still think of a case where looting a tradeable item could
cause a problem: if someone else in the group is working on a quest
that calls for him to loot the item. (Though the more recent quests
seem to use "acquire" instead of "loot". E.g., for one of the new
Silverwing quests, I had the corresponding shard sitting in the bank,
and when I picked it up out of the bank that satisfied the "obtain a
shard to power the item" step.)

Also, you can shift-right-click on the corpse before opening a loot
window, and it loots all without the extra confirmation (but still
asks about No Trade loot). That tends not to work well for looting
your own corpse, though, because of the problem you mentioned where
you need to give the loot window time to finish showing all the items
or it'll leave some behind when you loot all.

Still, definitely a huge improvement over what we used to have.

-- Don.

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