May 2011

Seeing Red #EQ2 #EverQuestII

Today game update 60 was implemented, and with it a lot of pretty neat things. I do, however, have one major concern. Pictured above is what I see when I mouse over a piece of gear, and those two icons you see under the “attuned heirloom lore-equip” text are the new graphic they’ve added for adornments. Adornments are slots that you can use to add extra stats to your gear and they come in a few types including white, yellow, and red. White is a basic adornment, they’re player crafted and pretty simple and cost effective. Yellow adornments are vendor sold, they’re of a ‘legendary’ quality. Red adornments are fabled and typically come from raids although there other ways of obtaining them. My problem is the fact that when you looked at a piece of gear you could instantly tell what type of adornment your gear took based on the fact that there were words that told you [yellow adornment slot] and the like. Now they’ve switched to this weird graphic that is incredibly unfriendly to colour-blind players. I can see colours just fine and even I have issues telling that those two slots are white (it looks like grey) and yellow (looks more like tan).

Note the actual adornment itself (pictured above) – it says “slot type: white adornment slot” – that is perfect. It doesn’t matter what colour any of the text is, players can read right there that it’s for a white slot. I’m REALLY hoping SOE re-thinks their decision to use a colour based graphic in their armor pieces. It does nothing but create a hassle for those who may not be able to see it as well as they’d like.

I understand that it’s not an easy task to make sure that your game is accessible to every person out there when everyone is different, but I really do take a lot of pride in companies that go out of their way to make sure there are options for those who need them. For example, Rift uses sounds to trigger some events – but they also use text that scrolls across your screen. Great for those who may not be able to hear. When it comes to any sort of design decision it’s really important that you think above and beyond what the ‘average’ player may want – and look into those minorities. They’ll appreciate it, trust me.

Happy gaming, no matter where you find yourself.

Getting The Quest Completion Achievement in Stonefield #Rift

You’d think that after all of my adventures in Stonefield, I’d be eager to leave it behind. However; there was one achievement that still eluded me that I REALLY wanted to get – and it was the achievement for quests in Stonefield. 87 in total. Now, typically when you work on this achievement it happens naturally over the course of questing and you even end up with extra quests still to complete. Not the case in Stonefield. I had been sitting at 3 missing quests for quite some time now and I just could not for the life of me figure out what I was missing. Turns out I wasn’t the only one. In fact had I not done a search for this specific issue, I doubt I’d have completed at all.

Two of my missing quests were quite simple. One happened to be the quest over top of Deepstrike mines that I had forgotten about. I saw the quest on my way out of the instance the one time I had done it but it didn’t exactly click at the time. I went back and completed it, and then headed to another hub where I found my second missing quest, unlocked once I’d completed the first one.

The third and final missing quest remained a mystery for the better part of the day. Thanks to some amazing searching my better half stumbled into a video that showed us exactly where it was I needed to go. See that scaffolding pictured above? Yep. It’s on the very top of that and it’s not easy to get to. I spent the better part of an hour playing super mario with the scaffolding, making my way slowly to the top. Once you’re up there you’ll see a glowing pickaxe laying down that you can pick up.

For one portion of the scaffold climb, it was in my best interest to mount and jump into the corner on the outer edge of the scaffolding. A game of balance and many falls later (where I almost died, numerous times because taking ANY falling damage in Rift seems to be extreme).

Like I said, it wasn’t an easy climb at all. But well worth it!

Finally!

That completed the achievement for Stonefield for me, and I was happy to do so. My cleric is now level 35, half way to 36. I’ve been questing in Moonshade (I believe that’s the name of the zone, I could be mistaken, but it does start with moon at least) which is a very nice change to Scarlet Gorge and Stonefield. I’m really eager to hit the 40’s and to be able to join in more adventures with my guild mates. This weekend I helped them do Iron Tombs on their alts, but healing it at level 35 wasn’t exactly a challenge. I’m still glad everyone had fun.

Happy gaming, no matter where you find yourself!

Lets Talk Cleric Builds #Rift

I spent most of yesterday cursing the zone Scarlet Gorge. I thought Stonefield was bad, but Scarlet Gorge is much worse for defiant characters. There’s so few quests in this zone over all that there’s no achievement for completing them (to start things off). The best way to get up north (which is all Guardian might I add) and hence to the dungeon located up there, is to go from the zone above and head South. I was lucky enough to get a guild run through Foul Cascade and completed two quests within the zone. I noticed that the defiant zones are all very dark and .. dark. I’m looking forward to trying a guardian counterpart once I hit 50 on the cleric.

I ended up purchasing the Templar PvP soul with the intention of trying it out and perhaps purchasing a fourth soul build some time down the road. I can only put 10 points into it until I hit Rank 2, except I don’t even know what is required to hit rank 2. I matched it with a purifier / justicar mix (most of my points into purifier for aoe heals) and justicer for some survivability. I heal in PvP Warfronts, it’s just what I’m most comfortable doing.I like being able to snare anyone who attacks me, and reflect their damage back at them for a limited time. I’m still not sure if it was worth it to pick up, but it’s neat to try it out.

I also changed my main solo / duo spec quite a bit. I dropped druid, and picked up shaman. I’m now using a justicar (barely, 11 points into this) / shaman (most of my points spent here), sentinel build (I wanted a few single target heals) which is working out VERY well for me. My dps is much higher then it was before and I still have good survivability. I’m very pleased with the changes and hopefully I won’t be regretting them any time soon, hehe.

My third spec is my dungeon spec. I have a sentinel / purifier / warden build with most of my points into sentinel / warden. I’ve had this spec since I created my character and it’s a comfortable (and easy) heal spec without a lot of complications. I have a few group heals at my disposal for when AoE’s hit, but other wise I’m concentrating on single target heals.

I would like to add a fourth soul to the mix, but at 21 plat it will be a little while coming. I have the coin right now (barely) but that would mean not having enough coin to purchase anything else I may need. My crafting is quickly approaching the 200 mark, which means only 100 more to go after that. I’ve been focused on completing quests, so I haven’t ventured into areas above my level yet (in fact most areas are below my level by quite a bit) but I’m not in a rush and I know I’ll get there eventually. Yesterday I finished the puzzle in Scarlet Gorge (pictured above) – it was a lot of fun, and I got a nice upgrade of some gloves (blues) woohoo.

Anyhow, enough rambling for today. Happy gaming, no matter where you find yourself!

RIFT 1.2.1 Hot Fix #1 – Patch Notes

LOOKING FOR GROUP
* Tier 1 and Tier 2 Expert Dungeons should now more accurately assess if you meet the requirements for a certain role based on your unbuffed stats listed in your character sheet.
*Random Looking For Group Daily Quests will now grant XP upon completion of the dungeon, enjoy!

SOULS
*Riftblade: Burst spells should now properly proc off of Warrior attack abilities.
*Inquisitor: Sanction Heretic: Ranks 1-9 now properly apply the DoT portion. Truly, seriously.
*Bladedancer: Combat Expertise now increases your hit rating by 5/10/15/20/25. This still works out to be the same percentage bonus as previously and now contributes towards stat requirements for looking for group checks.
*Champion: Cruel Efficiency now increases your hit rating by 5/10/15/20/25. This still works out to be the same percentage bonus as previously and now contributes towards stat requirements for looking for group checks.
*Paladin: Graceful Under Pressure now increases your hit rating by 15/30/45. This still works out to be the same percentage bonus as previously and now contributes towards stat requirements for looking for group checks.

ITEMS
*Necrotic Semblance: This greater planar essence will now properly proc even if you have removed the illusion.
*Guise of Death, Illusion: Ethian Monk, Illusion: Mathosian Vanguard, and Inmate’s Guise no longer work in Warfronts.
* The illusions from Necrotic Rage and Necrotic Semblance will no longer change your characters appearance when in a Warfront.

CRAFTING
* Fixed an issue where mining and foraging resources were not despawning after being harvested. No, you weren’t crazy!

UI/SETTINGS
*Your stats will now only appear green in your character sheet when modified by a temporary buff or effect.

#RIFT 1.2.1 – Patch Notes

GENERAL
* Cult Saga: Final Epic weapon rewards have been upgraded in power!
* Guild Perk: Planar Protection now consumes only one Planar Charge, only from the caster, and not other group members.
* Brought the Fire Rift Raid difficulty more in line with other Rift Raids.
* Shimmersand: Damage Control: Fixed an occasional bug with the Earth Beacons and this quest not resetting properly.
* Crafting Daily quests will no longer take you above the intended Notoriety rank with the Quarry Rats, Granite Falls, or the Arcane Hand.

ITEM SELLBACK/PURCHASE CONFIRMATION
* Any item purchased with a special Currency will have a confirmation pop-up on purchase.
* Any item purchased with platinum/gold/silver with an Uncommon rarity or higher will have a confirmation pop-up on purchase.
* You may now sell back items for a full refund under the following circumstances:
– A single item, not a stack of items.
– Within 30 minutes in-game time from purchase (the 30 minute timer stops counting while you are offline)
* Modifying the item with a Rune or temporary effect will cause it to no longer be fully refundable.
* Dyeing the item will cause it to no longer be fully refundable.
* If the item has left your character by mail, trade, or Auction House listing, it will no longer be fully refundable.
* If the item was used to activate a quest or update a quest objective, it will no longer be fully refundable.
* Item tooltips will show a full ‘Return Price’ while still within the refund period. Once the 30 minutes have passed or the item is made ineligible for a full refund, the tooltip will display the normal resale price.
* Items that have been returned for a full refund will not appear in the Buy Back list.

PVP/WARFRONTS
* The following objects can no longer be interacted with while under the effect of Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift:
– Black Garden: The Fang of Regulos
– The Codex: all control points
– Whitefall Steppes: the Sourcestone
– Port Scion: Sourcestone and capture points
* Using Slip Away, Twilight Transcendence, Scatter the Shadows, Defer Death, or Phase Shift while carrying Sourcestone in Whitefall Steppes or The Battle for Port Scion will now cause the sourcestone to drop.
* Respawning in a Warfront now regenerates energy and power more quickly for Rogues and Warriors.
* The Codex: Reduced the amount of time it takes to flip control of a control point.
* The Codex: Increased the maximum match duration to 20 minutes.
* The Battle for Port Scion: The Bridge respawn point now becomes unlocked after the match has been running for one minute. The amount of time it takes to gain control of the respawn point has been halved.
* The Battle for Port Scion: Returning Sourcestone no longer grants a buff to your team members.
* The Battle for Port Scion: Slightly updated the paths that the heroes take when spawned from defeating the Endless boss. They now more regularly assault the southern objective on each side.
* The Codex has been updated with alternate routes out of the spawn areas for both teams. Several sections of the terrain have also been smoothed out to avoid wonky movement.

SOULS
* Fixed an issue causing Synthesis, Righteous Mandate, and a few other effects to not end properly when their caster logged off.
* Inquisitor: Ritual of Judgment: This once again applies properly to the DoT portion of Sanction Heretic.
* Vindicator: Fixed a couple of issues with the Subdue ability. This was previously only working on three of the Warrior taunts (Incite, Grim Lure, and Spark), and will now properly apply for any taunt used. Subdue can no longer be used against NPCs that are not player pets.

Nomadic Gamer