2008

GU 48 TEST notes

You can of course read the notes in full here, and they’re subject to change! I’m looking forward to these going live!

LIVE EVENTS

The Guild Hall building projects for Qeynos and Freeport have begun to run dangerously low on resources! Director Jasmine at the Antonica docks and Director Hezreal at the Commonlands docks are eagerly seeking workers willing to help alleviate the situation.

During “Breaking Ground” ( GU48 ): The Prophet of Healing, Seeress Ealaynya Ithis, has been murdered and Antonica appears to have been affected! Theories abound as to who performed the deed and towards what end. You may start your own investigation at the Temple of Life in North Qeynos. Meanwhile Evdokia, one of the Plaguebringer’s fervent followers in Gorowyn, has tasks for those willing to help the Disciples of Disease. Won’t she be delighted by the news of the Seeress’ demise!

VEKSAR

Once thought lost to the waters of the Lake of Ill Omen, the ancient iksar city of Veksar has once again been discovered by the adventurers of Norrath! What has happened in the ancient theater of this once thriving resort city since it disappeared after the Age of Turmoil, and what secrets and treasures does it hold now? Make your way to the outpost of Omen’s Call, and see if you can begin to unravel the mystery of this risen ancient monument to the pride and power of the Sathirian Empire.

GUILD MEMBER POINTS

Guilds can now assign and track points for guild members. Points can be assigned in many different ways. New guild permissions determine which members can manage points and which members can receive points. For more information, check out the Guild Member Points help topic in-game by clicking on the help button (“?”) on top right of the the Guild Window (U).

GAMEPLAY

  • Fixed the camera position on Griffins and Sokokars in 3rd person mode.
  • Removing equipment which grants additional effects for a spell will cause that spell to cancel.
  • First person view as a winter wolf is no longer disrupted by winter steam effect.

ZONES

  • Everfrost
    • Everfrost has had a facelift! Adventurers will find dozens of additional quests, four new hubs, and a population friendlier to various playstyles.
  • South Freeport
    • The alchemy merchant in South Freeport has begun stocking kindling as a sideline.
  • Firemyst Gully
    • Wood in Firemyst Gully is now fully harvestable.
  • Veeshan’s Peak
    • Adventurers in Veeshan’s Peak will now find that defeating certain bosses will earn various respawn points in the zone.
    • Pattern drops in Veeshan’s Peak now use the Smartloot system.
    • Milyex Vioren has switched strategies against invaders in Veeshan’s Peak, and is now much more aggressive and much less defensive.

TRAVEL

  • Mariner bells have been added to the Thundering Steppes and Nektulos Forest docks to take players back to Antonica and Commonlands, respectively.
  • There is now a bell on the Nektulos Forest dock to take Neriak citizens to the docks in Neriak.
  • Mariner bell appearances have been added to the Neriak dock to help those who play on lower settings and couldn’t see the portal glows.
  • There is now a carpet to Sinking Sands on the Neriak dock.
  • Neriak citizens can now use the carpet in Sinking Sands to fly to the docks in Neriak.
  • There is now a carpet to Sinking Sands in Kelethin near the Greater Faydark ramp.
  • The carpet to Sinking Sands in Butcherblock has been removed.
  • A bell has been added to the left hand dock of Kylong Plains to take adventurers to Gorowyn.
  • A bell has been added to the Gorowyn dock to take adventurers to the Kylong Plains.
  • The level restriction on the Gorowyn portal to Kylong Plains has been removed.

QUESTS

  • You can now speak to Ulgofar Wisme in Mara and get another Geomancy book if you no longer have your first one.
  • Special Agent Froak in Kunzar Jungle now gives another copy of the item “Reet Marching Orders” to those that are on the quest “Save the Reets” but have lost their original orders.
  • Rotten Chestwraps of the Guilty will now give credit to the priest who triggered it.
  • Assassins working on their epic who are not on stage 11 will no longer get quest credit for killing Rhylinil.
  • The Dwarven Ringmail Plans is now removed from inventory upon the completion of “In Honor and Service”.
  • Captain Vrondell in West Freeport will now update “Bandit Sash Bounty” for non-Freeport citizens.

ITEMS

  • The artisan’s tunic reward for the tradeskill tutorial quest no longer has the adventuring stats.
  • In-home crafting stations are no longer flagged as Lore.
  • The Diamond Rod from Shard of Hate now says “In Combat Run Speed” instead of “Speed at all Times”.
  • The focus effect on the Robe of Nexus disruption has been changed from a 600 point hate reduction on Blip to a 20% chance to lower the caster’s hate position by 1 upon casting Blip.
  • The Crystal of Dark Energy should now stack to 100.
  • Illusionist Shimmering Hues 4 piece bonus should now function properly.
  • Troubador Magnetism 4 piece bonus should now function properly.
  • Fury Stormbringer 4 piece bonus should now function properly.

SPELLS

  • All non expiring class based spells should now gray out when cast and remain that way until cancelled.
  • Master Strikes should work correctly with implied targeting now.
  • Damage Over Time ticks, double attacks and flurry will no longer trigger damage shields and similar spells which trigger off of taking damage.
  • Sathirian Scroll of Benediction and Smoldering Pontiff’s Second Sight will now stack.
  • Certain spells like Rescue which are common to the classes will no longer be reset while betraying.
  • Moving players between groups in a raid should no longer cause non stacking group spells to cancel.
  • Assassin, Brigand, Ranger and Swashbuckler self buffs should now be toggleable.
  • Berserker
    • Juggernaut and Adrenaline have had their descriptions updated to match how they work while berserk.
  • Defiler
    • Yoppa’s Rodent Form should work correctly now.
  • Fury
    • The Savage Feast proc should now apply properly when a dumbfire pet gets the kill.
  • Warlock
    • Gas Cloud and its upgrades are now maintained.

ACHIEVEMENTS

An issue has been fixed which allowed players to use more than one achievement mirror. If you were using more than one, the system will take the first one as your valid mirror and wipe the profiles from any extra mirrors.

  • Assassin
    • Obfuscation should no longer appear to work with Concealment.
  • Ranger
    • Conservation will now apply properly to power, heal and thorn potions.
    • Enhance: Snare will no longer reduce the effectiveness of the Wood Elf racial Light Footed.
    • Enhance: Fettering Poison will now increase the trigger chance of Fettering Poisons.

TRADESKILLS

  • Tradeskill writs now award 300 faction (for timed work orders) or 200 faction (for regular work orders) on completion.
  • Handcrafted and mastercrafted armor (levels 1-69) has received an upgrade. Existing pristine items will automatically receive the improvement.
  • Outfitters are happy to announce there are no more incomplete armor sets craftable at any level — not all sets are available at all levels, but if a set is available, every piece can now be made.
  • All available crafted armor sets from level 10 up can now be imbued.
  • The appearances of cloth and leather crafted armors are now more consistent, more varied in shape and tint, and should provide a much-awaited wider range of appearance options for the fashion conscious.
  • A wider variety of crafting stations are now available in Qeynos Harbor.

STATION VOICE

Voice Channels with over 100 players are now considered “high-user channels” and will only display active speakers.

PLAYER VS PLAYER

  • You can now betray and play the good classes in the evil cities and the evil classes in the good cities. In other words you can have a templar in Freeport or a brigand in Qeynos.
  • Hypnosis can no longer be canceled by the target of the spell.
  • It should now be possible to cure charm spells cast by hostile players.
  • Inquisitor
  • If you cast Inquisition on a player, the spell will only heal members of the inquisitor’s group. Due to the nature of this spell, casting it on a hostile NPC will still cause it to heal nearby enemies. This is due to the fact that the NPC is casting the area of effect heal not the Inquisitor.
  • WAR?

    For those of you who have asked, or are curious about my thoughts on WAR (Warhammer, of course) and whether or not I’ll be playing – I honestly haven’t decided yet. I’m not oblivious to the huge amount of information out there, or the sites dedicated to the game, nor have I lived under a rock these past few months and indeed years while hype for the game has built up.

    I write about what I’m playing (for the most part) and my own personal experiences within whatever game – which at this moment is not WAR.

    I’m happy with EverQuestII right now. Very happy in fact. I have things to do on multiple characters, guildhalls are coming out and I’m working hard towards that. I’ve never really been much for PvP or RvR or whatever they’re calling it, so that’s not a pull to any game for me personally. I’ve heard good and bad – everyone has their own thoughts and opinions. I’m not taking any sides, I just listen to it all and when – if – I decide to play, I’ll form my own conclusions.

    With the EQII expansion coming out in November, and my current satisfication with how things are going, it seems pretty slim that I’ll be headed over to the WAR table quite yet. One never knows though – I said the same thing about EQ2 when it released, from my blog about EQ1. We’ll just have to wait and see. I never tried AoC (nor do I intend to it just didn’t appeal to me personally) and maybe this’ll just be another one of those games I live vicariously through someone else’ writing.

    The Million Goblin March

    Yesterday I managed to complete the Thuuga chain of quests for the fourth time, this time Silhouette being the one to earn the fancy fabled wrist piece. The spell crits are really nice, not to mention the health and power on the item. I adorned it, and bought a few other adornments to try to ensure a little more survivability. I’m not certain yet if it helped that much, but they were just treasured adornments that are easy to obtain.

    The screen shot is Silhouette being trained (by the handy shadowknight of course) through the mines to reach the final named that she needed. Sure, I could have killed my way there but what fun is that? The quest is very easy for players to complete, and can be solo’d at least by the classes I’ve completed it with thus far. I wouldn’t want to solo it with a healer since it would probably take all day just to kill through the mines.

    Clockwork Gamer created this amazing little guildhall cost calculator, be sure to check their site out and figure out how much status and coin (maybe even someone’s first born thrown in there from the looks of things) your own hall will cost you. I worked out the details for Nostalgia – and was surprised that we will at least be ready by the time the halls go live. The total initial cost to purchase the hall itself as well as our five chosen amenities will be:

    121p and 14,000,000 status

    The weekly upkeep will only be 1p95g and 130,000 status which is really not too bad at all. The amenities I picked were fairly simple. We obviously need the recall to guild hall item, as well as the banker, a fuel merchant, rush order writs, and I went with an npc who will port to the druid rings since that gives us a variety of areas to head to without splurging on bells and spires and what not. Once we hit guild level 35 (we still need to hit level 30 first, we’re creeping up on 23) we can add two more amenities, again for a cost.

    I’m actually not upset about the cost. I know players and guilds who can afford the T3 halls plus amenities. Maybe not the status, but one has to remember that these guildhalls are supposed to be extravagant, they’re supposed to be for those who worked hard and the longer your guild has been around, with dedicated people, the better. Nostalgia has only been active since April, and the EQ2 branch only since May. What we’ve accomplished in the few months has been great, and had we been active since the release of EQ2, we’d be even further along. Incentive for players, I hope.

    Goudia Now Sings Sad Songs

    A screenshot of Grover (Goudia’s pet) looking on quizzically, wondering what they were doing in Qeynos, what had happened to Goudia’s fancy blue cap, and why she was wielding some lower class weapon as opposed to the highly sought after troubador epic.

    Could it be?

    That’s right. I betrayed my level 80 troubador over to a dirge yesterday.

    WHY?!

    Well. I actually had some very valid reasons, aside from just being bored of the troubador. I enjoy a few of my other level 80’s more then I enjoy the bard – and while the troubador is quite sought after for raids, the same can not be said at this point in time for general groups. Since I don’t belong to an overly populated guild always running instances, my characters thrive on whatever they can find. Which, for the troubador was surprisingly little. Dirges get a m2 hate transfer choice at level 60 that doesn’t get an upgrade (I discovered that yesterday). They get two forms of rez (single target and group). They get a parry buff (more important then a defense buff which troubs get and is easier for tanks to cap out) and melee procs (seems to be more fighters and scouts these day then mages, and even healers are melee-ing it up). Dirges also get stoneskin, which makes any fight better – troubadors? They get a spell proc (only helpful to those spell casters and a few fighter taunts will proc it), they get jesters, which is nice but so is the 20% increased proc chance from troubs. Nothing about the troubador really stood out to me to make it better in a GROUP situation.

    So I betrayed, to be a better group member. Plus why not, I may as well. I did end up spending 80p on loams for all my skills again, and I’ll have to do the dirge epic since my troubador one gets to collect dust in my bank. No, I’m not selling it – just in case. No doubt some where down the road I’ll betray Goudia back. This is not the first time after all.

    After making all my skills, and looking through all of my new aa, I’m happy with the choice. I’m still a bard at least, and I’m playing my other characters more these days anyhow. We’ll see how it goes!

    EQ2 Guildhall Revision

    This just released…

    some changes to the guild halls (posted by Rothgar):

    Since our unveiling of Guild Halls at Fan Faire we’ve heard lots of feedback, over 60 pages worth! This morning we discussed a lot of this feedback and have decided to make some changes.

    1. Zone Art

    One of the issues that concerned you was that the Tier 1 guild hall made use of the existing 5-room house. Initially this was added to give us another tier that originally wasn’t in the plan. However, we can certainly understand that the effort and cost involved in obtaining your first guild hall is significant, especially for smaller guilds. Tim “Haohmaru” Heydelaar, our zone art lead, made a huge commitment to guild halls this morning and agreed to building a new 5-room guild hall using the brand new zone geometry and textures that are used in the larger guild halls. He will also be making changes to the Tier 2 guild halls, adding a new atrium and expanding their size slightly over what we showed you at Fan Faire. The Tier 1 and 2 guild halls will still be located inside the city. If you’re concerned about travel, see #3 below.

    2. Pricing

    For some of the smaller guilds the pricing of entry-level guild halls was a barrier. We’ve decided to leave the pricing of the Tier 3 guild halls alone, but have lowered the price of the Tier 1 and 2 guild hall. Below is the new pricing table.

    Tier 1
    Purchase: 50p (Lowered from 100p)
    Upkeep: 50g, 50k status (Lowered from 1p, 100k status)

    Tier 2
    Purchase: 250p (Lowered from 500p)
    Upkeep: 2.5p, 100k status (Lowered from 5p, 150k status)

    Tier 3
    Purchase: 1,000p
    Upkeep: 10p, 200k status

    3. Accessibility

    Many people were concerned that guild halls located in other cities would not be very accessible. You will have several methods to get to your guild hall very easily, regardless of its location. First, you’ll be able to purchase a house item from the city status merchant that will allow you to port from your personal house straight to your guild hall. Secondly, we’ve reduced the cost of the “Call to Guild Hall” amenity greatly. It will now only cost 1p, 250k status to purchase instead of 10p, 2 million status. In addition we’ve lowered the recast timer on Call to Guild Hall so you can use it every 15 minutes instead of once per hour.

    4. Tradeskill Tables

    Another concern was having to purchase amenities for each tradeskill table when you already have them available in your personal home. This made it difficult for small guilds because they’d have to use most of their amenity slots for tradeskill devices. We’ve decided to allow you to place your existing tradeskill tables in the guild hall and have removed them from the amenity list. Now smaller guilds will be able to use those slots for new features like the supply depot and harvester or convenience features like the fuel merchant and writ giver. Keep in mind that this removes 7 amenities so the original count of 40+ amenities at launch is now around 35.

    We hope that these changes will have a positive impact and resolve some of the concerns expressed so far. Smaller guilds should have a much easier time getting into a Tier 1 guild hall and now have an easier upgrade path moving into the Tier 2. The amount of upkeep required to maintain a guild hall still greatly depends on the choice of amenities you decide to purchase.

    We’re always interested in hearing your feedback so let us know what you think of these changes.

    Nomadic Gamer