GU52 — Learn to Love Set Bonuses Again
Written by Feldon on Wednesday, May 27, 2009 at 1:37 am

One of the biggest complaints about the otherwise fantastic Ward of Elements x2 raid zone is that by upgrading a few pieces of armor to T3, fighters and mages lost huge 5-piece bonuses from their T2 armor.

An undocumented fix in GU52 is that these bonuses are now distributed over the set bonuses in such a way that 3 pieces of T2 and 3 pieces of T3 will yield a similar bonus to having 5 pieces of T2.

This is fantastic news, as it seemed this would be a long-term fix based on the Zam devchat. Glad they could squeeze this fix in sooner rather than later!

Although it’s not really posted in the right forum, I’m going to link to the thread which has the first information about this fix that I’ve seen.

Game Updates & Maintenance | Itemization

GU52 Screen Shots
Written by Feldon on Wednesday, May 27, 2009 at 1:30 am

For your viewing pleasure if you have not yet been able to make it over to the Test Servers, look what washed up on the northern shores of Fens of Nathsar not 500 yards from our old friend the Tangrin…

It is unexpected to see humans, halflings, giants, and ratonga working so closely together. What could their mission be?

Note also that this is not just a temporary event, but that it will persist into the next expansion. Whether we should read further into that is a question that I just don’t have enough information to know the answer to. Some have suggested that this is confirmation that Velious is on the way. Others have suggested that this may be the beginning of the reviled ‘Discord’ expansion (primarily because it signaled an increase in the difficulty of group and raid content beyond what even most hardcore raiders would find reasonable).

Hopefully I’ll know for certain in exactly one month, when the EQ2 expansion is revealed at Fan Faire 2009. Yes, I’ll be there. ;)

EQ2Wire Commentary | Game Updates & Maintenance

GU52 Comments
Written by Feldon on Tuesday, May 26, 2009 at 4:55 pm

That’s a lot of notes to read, so I will distill some of the key points.

Procs

If you read Bruce Ferguson’s parting comments, and you generate a good potion of your DPS from gear with effects like Goblin Bane, Void Bane, or Vampire Bane, or if you are an Assassin wearing Soul Lancer armor, you might want to read the relevant section again:

We’ve discovered that with the items that we released with The Shadow Odyssey, that proc additional damage, the amount of damage being caused has grown considerably, and we need to adjust it. So, in the next game update, we’re going to be adjusting to the way triggered procs on items work.

We’re removing critical damage from the item’s base proc.

Procs can no longer be modified, with a few notable exception.

Generic bonuses will no longer apply to triggered damage generated from items

Predators will see a change to Toxic Expertise. We are refocusing affected combat arts back to improved poison damage, rather than spell crit damage. Spell Crit is going away as a benefit to Rangers and Assassins.

and the relevant lines from the Test Update notes:

Item based triggered effects can no longer critical or have their damage components modified unless done directly through something like an achievement or set bonus.

We were told that Soul Lancer’s days of generating massive dps for Assassins would come to a close, and this confirms it.

Of course GU52 also brings 2 new dungeons including Charasis 3 and Kurn’s Tower, 80 new quests, an overall improvement in Achievement Experience earned, Research Assistants, Player-made Books, etc. but I wanted to highlight these points.

I’ve made my points on Research Assistants elsewhere. I do believe it will kill the market for Masters if every month, everyone can get one for free without any questing or effort. I think other measures such as producing T8 upgrades for all non-upgraded spells would have been a great idea. Also adding more mobs that have these rare masters on their loot tables would have worked. Hailing an NPC twice 30 days apart and rewarding people for NOT playing the game seems very odd to me. But we shall see…

I really do encourage everyone to head over to the Test Server and try out GU52, check out the Test Server FAQ.

EQ2Wire Commentary | Itemization

GU52 now on Test — Update Notes
Written by Feldon on Tuesday, May 26, 2009 at 4:27 pm

Here are the notes for GU52 which has now appeared on Test. It is unknown exactly when these changes will go live.

FEATURED

Charasis: Emperor’s Athenaeum

  • The Order of Rime has managed to re-open this ancient vault of Venril Sathir’s. What secrets lie within? What terrible guardians? Venture in with a single group of adventurers to find out what awaits!

Kunark Overland Quests

  • A mysterious army has appeared upon the shores of Kunark and begun pillaging the land and slaughtering those that oppose them. Citizens of Dreg’s Landing in Kylong Plains, Riliss in Fens of Nathsar, the City of Jinisk in Kunzar Jungle and Danak in Jarsath Wastes are looking for your help in learning about the invaders and defeating them.

Kurn’s Tower

  • After Najena’s magic revealed the void tear slowly consuming the tower, the Bellywhumpers have frantically dug a passage into Kurn’s Tower once again! Delve into your choice of the x2 raid or the single group instance, and attempt to solve the mysteries within!

Research Assistants

  • Research Assistants have moved into many cities in Norrath.  These hardworking men and women will do the research to upgrade a spell or combat art from journeyman to adept or from expert to master.  They will only assist one character per account at a time and only help those level 20 or higher.  Research Assistants can be found in each of the six hoods and villages of Freeport and Qeynos, Neriak, Haven, Gorowyn and Kelethin.  You can ask any guard in those areas to point you in the direction of a Research Assistant if you can’t find them.

GPU Shadow System

  • A new shadow system has been implemented for the game.  This new system uses your graphics card to build the shadows rather than your CPU and it comes with a few extras as well.  Using the shadow mapping technique and 3.0 Shaders we’re now able to cast softer shadows, fade shadows, and cast dynamic shadows from trees, plants, feathers, and more!  The new system fixes a few shadowing glitches found in certain armor sets and self-shadowing and depending on your computer’s settings may also significantly improve performance.

User Books

  • Players can now leave their permanent mark in the world of Norrath by authoring their own books. Empty books are now available from sages.  Once you edit the content of an empty book you become the author and from that point forward you are the only one who can edit the book content.  Player-written books are tradable so you can give them to your friends or even sell them on the broker.

GENERAL

  • Indus Surion should no longer sell “The Freeport’s Guide to Opportunity – 2nd Edition”.
  • Navarius Orvalis should no longer sell “Welcome to Qeynos, Citizen! – 2nd Edition”.
  • Class Trainers will now only sell Entertainment spells and not Apprentice II spells.
  • By popular demand, the Gigglegibber Gamblin’ Lotto game has expanded onto the Lavastorm docks (void where prohibited by Norrathian law).
  • After a disturbing number of Koada’Dal disappeared while speaking with him, Vindain Greenfaith has moved slightly away from the entrance to The Down Below in Castleview Hamlet.
  • Daily faction missions in Tupta, Grobb, and Firmroot Moot now award more faction.
  • Killing NPCs will now accumulate achievement experience faster.
  • Missions now grant slightly higher achievement experience.
  • Merchants who formerly made a living selling Apprentice II spells are experiencing an economic downturn and have either found new employment or departed the city to seek fortune elsewhere.
  • Menders based in Kunark will now assist you even though they may be apprehensive.  Bankers and brokers are also willing to deal with you once they consider you indifferently.  Fens of Nathsar now has a mender, banker, and fence.
  • Mounts will now persist through death.
  • Most Baubles that apply illusions will show the illusion in the dressing room when Ctrl+Left Clicked.
  • Beneficial spells will no longer fail to cast if you have an object such as a harvest node or non-attackable npc targeted.
  • Cosmetic pets will no longer be killed by AOE from monsters.
  • Castable items will no longer trigger proc spells.
  • Item based triggered effects can no longer critical or have their damage components modified unless done directly through something like an achievement or set bonus.
  • You can now cancel a maintained spell by using /cancel_maintained spell name.
  • Fixed a case where some triggered spells would cause reactive damage triggers to go off.
  • Power draining dots will no longer trigger reactive damage once applied.
  • The elusive Schizophylum Spore in upper and lower Guk instances can now be found!

ACHIEVEMENTS

General

  • Castable Achievement abilities have been moved to the Combat Art or Spells tab depending on the class and the ability type.

Bard

  • Heroic Storytelling will now apply properly to damage and heals.

Druid

  • Reduced the recast of Rebirth to 5 minutes.

Predator

  • Toxic Expertise will now improve the damage of poisons instead of increasing spell critical chance.

Shadowknight

  • The Shadowknight will now be healed properly from Malevolent Protection.

Summoner

  • Reanimate pet will properly apply TSO pet modifiers now.

AUTOFOLLOW

  • Improved auto follow to avoid having the follower sometimes run large circles around the character they are following.
  • Auto follow now works when following someone who starts climbing down a cliff.
  • Autofollow while climbing used to only go up or down, now it also goes left or right.

CODING

  • EverQuest II now supports the Philips amBX experience.  With the amBX system, you can experience dynamic lighting, wind and rumble effects. See http://www.ambx.com/ for more information.

GUILDS

  • Players now get the message “GuildLeader has kicked YourAltName from the guild” if you are online and one of your alts is kicked (the message used to read “GuildLeader has kicked YOU from the guild”).
  • Changed the guild hall teleport pop up window to reuse the existing window rather than spawn multiples of the existing window.
  • Fixed a bug that sometimes causes a guild rally banner to deactivate before the two hour time limit.
  • Guilds are able to hire a research assistant hireling for their guild hall.
  • Fixed a bug causing level 79 guilds to only get 25 amenities instead of 29.
  • The slayer sign guild hall amenity no longer uses an amenity slot.
  • The guild hall amenity limit is no longer constrained by the size of the guild hall.  The number of amenities allowed is now only based on your guild’s level.

ITEMS

  • Upgraded the appearances on Aiden’s cloaks from Ward of Elements.
  • The Ground Granite Helm should now match the coloration of the rest of its set.
  • Adept and Master spell scrolls for Unyielding Will are no longer no-trade.
  • Bite of the Wolf will now trigger properly and apply to the warden.

LAVASTORM

  • “Efforts Repaid” has had the number of kills required reduced.
  • “Snuff the Flare Reapers” has had the number of kills required reduced and now all flare men count as quest targets.
  • “Colossal Lava Rocks” now includes hardened colossi as quest targets.
  • There is no longer a group of goblin ritualists that cause the Fiery Apparition to attempt to attack from across the zone.
  • There should no longer be any heroic encounters in the Temple of Sol Ro.
  • There should no longer be the occasional mob that can see invis in the Temple of Sol Ro.
  • Teleporters in Lavastorm can no longer be used while engaged in PvP combat.

MISTMYR MANOR

  • The Stewardess should no longer occasionally reset.
  • The 3 reward chests no longer have an unintentional 1-hour time limit before they despawn.
  • The Primogens teleport less frequently.
  • The Primogens should be a little less reluctant to give up certain items.
  • The Curator has slightly fewer hitpoints.

PLAYER HOUSING

  • The front door of a player house now always leads back to the city.

QUESTS

  • Kunzar Jungle: Any players who have completed the quest “Slice Your Way Up the Ladder” will now be able to get “Do Unto Havik” regardless of the order in which they did the Swifttails quests.
  • Characters that feign death or run away from the grave watchers for “Gathering Feathers” can now return and try again.
  • Gerun Pontian in the Commonlands will now update “Speckled Rattler Venom” for non-Freeport aligned citizens.
  • Kregnok Legbreaker in the Commonlands is not quite as good at breaking legs anymore.
  • The Clefts of Rujark – Players that have already completed “The Key of Coins” quest no longer need “a fancy steel key” in their inventory to access the Rujark treasure chamber.
  • Citizens of Gorowyn should be able to complete the Qeynos Claymore quest now.

SPELLS

General

  • Fighter avoidance buffs will once again persist through zoning.
  • Persistent spells should apply modification data properly upon zoning now.
  • Interpose effects will no longer trigger reactive procs while intercepting damage from another player.

Assassin

  • The Death Mark line will now use melee effect modifiers instead of spell modifiers.

Defiler

  • Spiritual Circle will once again apply to raid members.

Dirge

  • Cacophany of Blades will now make a melee attack instead of using a spell attack.

Enchanter

  • Mesmerize spells will no longer trigger additional spells.

Summoners

  • Some pet appearances have changed to match the new spell names.

Swashbuckler

  • The Inspired Daring line will now use melee effect modifiers instead of spell modifiers.

TRADESKILLS

  • Magmatic Bronze armor from Najena’s Forge now requires fewer components to create.
  • Tailors across Norrath have been experimenting and have discovered a way to improve the utility of crafted hex dolls.  Already existing pristine quality hex dolls will automatically improve.
  • Meledi Augren in the Village of Shin is looking for assistance from an experienced Sage.
  • Scholar recipes have been modified to reflect the spell naming changes.
  • Woodworkers and tailors have upgraded their recipes and can now make improved versions of tradeskilled ranged weapons (bows, satchels, bandoliers, pouches, and sheaths).  Old ranged weapons that already exist will not be affected, only new ones created henceforth.
  • Carpenters may find it worthwhile to investigate — or send their friends to investigate — the Estate of Unrest a little more closely.
  • Provisioners may find it worthwhile to investigate — or send their friends to investigate — the arena in Charasis West Wing.
  • Harvests are now more plentiful in the Palace of the Ancient One tradeskill instance.
  • Sages are now able to craft the level 34 Illusionist spell “Manatap,” formerly known as “Devitalizing Gaze.”
  • Alchemists among the Far Seas Supply Division have found new uses for Reflective Smoldering Shards.

USER INTERFACE

  • Statistic labels on the persona window now display the same tooltip as their values.
  • Updated the heading on the compass tool tip to be in line with the direction the compass is pointing.
  • Updated the deposit window to take eight digits rather than just seven.
  • Changed tool tips to auto widen if there are very long lines.
  • The friends list on the welcome screen will now ignore offline friends if that option is enabled on the community window.
  • Items that are appearance-only will now show APPEARANCE-ONLY in the examine window and on the tool tips of those items.
  • Fixed a bug causing hidden quests in players’ quest journal to become unhidden after zoning.
  • You can now specify the text format of your hotbars from the Hotkey Settings window.
  • You can now use the macro window to equip weapons in appearance slots.
  • You can now modify the key setting for toggling your point-of-view (F9) under Options->Controls->View Keys.
  • Fixed a bug where when a player would complete the last quest in the journal there would still be information from the completed quest showing in the details window in the journal and in the active quest window.
  • Textboxes now support selecting all text by pressing CTRL-A.

WARD OF ELEMENTS

  • Najena should no longer occasionally be floating up above the tower after Aiden has been slain.
  • Dayakara summons her imp minions slightly less frequently.
Art, Appearance, Housing | Game Updates & Maintenance | Grouping | Raiding | Tradeskill

GU52 Preview Delayed
Written by Feldon on Wednesday, May 20, 2009 at 9:17 pm

We’re hearing from EQ2’s new Senior Producer Brenlo that GU52 (Kurn’s Tower BTV, Kurn’s Tower x2, and CEA) will not hit Test and Test Copy until at least Tuesday, May 26th. It is unknown if this will push back the internal estimates of seeing GU52 on Live ’several weeks’ before Fan Faire.

Game Updates & Maintenance

More Kurn’s Tower Pictures
Written by Feldon on Wednesday, May 20, 2009 at 8:30 pm

Check out this preview at EQ2Players which includes additional photos and gives more info on the difficulty of Kurn’s Tower: Breaching the Void (the group zone).

Game Updates & Maintenance | Grouping

EQ2 Senior Producer Bruce Ferguson steps down, Make room for Brenlo
Written by Feldon on Wednesday, May 20, 2009 at 4:03 pm

A bit of a bombshell for some of you. Bruce Ferguson has stepped down as Senior Producer of EQ2 (his announcement):

Just like any evolving game, things change. Since release, we’ve had an ongoing and heavy interest in game balance. Much of the critical implementation work in the last several years for EverQuest II has been on the shoulders of Aeralik, but the discussion and decisions are shared across the entire team, as we review information that you provide us in various ways. Data comes from the many reports we run against our log files, from the posts you make in the EQII forums, and even from external forums. Once we gather that data, we process it so that we can see the underlying issue it reveals.

Fairly often the data confirms something that one of you has pointed out in a post, or in feedback, or a ticket with Customer Service, and we start looking at ways that we can correct whatever that issue is. There is not a one of us who enjoys putting something into the game that eventually needs to be “nerfed”, but at times changes get in that end up doing something completely unexpected, despite our testing. Even the most innocuous item or change can make a significant difference in a game with the complexity of an MMO, especially with the size and scope of EQII.

This is the situation we’ve run into now. We’ve discovered that with the items that we released with The Shadow Odyssey, that proc additional damage, the amount of damage being caused has grown considerably, and we need to adjust it. So, in the next game update, we’re going to be adjusting to the way triggered procs on items work.

The first change of note is that we’re removing critical damage from the item’s base proc. This will help us even out damage from the items we’ve already released, and also assist us in maintaining a standard going forward.

The next thing you’ll see in this update is that the values of the procs can no longer be modified, with a few notable exceptions like achievements or item set enhancements. Generic bonuses will no longer apply to triggered damage generated from items. This will allow us to move forward with creating items that can have higher damage item procs in the future.

Predators will see a change to Toxic Expertise, The spell will now improve the base damage of poisons. We’re also making adjustments to the Death Mark and Inspired Daring spell lines so that they trigger melee attacks instead of spell based attacks. This is to refocus the combat art back to improved poison damage, rather than the spell crit damage it has been doing.

We recognize that these are substantial changes. We wouldn’t be making them if we didn’t feel that things were currently unbalanced, and becoming more so as the game continues to grow. These changes will bring the item procs and spells back to a reasonable standard.

What about the rest of the content in this game update? Well, there are a bunch of additional changes you’ll be seeing, beyond the spell rename that we’ve been talking about on the boards for a while now; you can expect to see a brand new x2 raid, two single group instances, lots of overland solo content, player created books, a whole new and more efficient shadow system, and research assistants to help you study up for your next spell upgrade.

We’re expecting to have most of this rolled out to the test server sometime during the week of May 18th, and then out to the live servers in June, around Fan Faire. We’ll be sure to keep you updated if dates change.
We hope to see your feedback on all of these matters and hope that you’ll join us on the Test server once we update. Until then, please give us your feedback in the Official Forums.

Finally, this will be my final Producer’s letter to you all. I’m moving on within SOE to another position, but wanted to thank each of you for your continued comments, concerns, and discussion. Between the team and the players, it’s been a most enjoyable experience for me again, and I will certainly miss you all – without being too far away. Fortunately, I’m leaving you in good hands, and I think the future of EverQuest II will continue to shine.

I’ll see you in game!

Bruce A. Ferguson

Today brings the announcement that Alan “Brenlo” Crosby is taking this position (his announcement):

You know, the most awkward part of writing one of these is the introduction; it almost always comes across as cliché.

So, now that we have that out of the way….

I am extremely pleased to join the creative and passionate EQII team as the Senior Producer.  Bruce has always been wonderful to work with and leaves me some rather large shoes to fill (speaking of clichés; they are actually about the same size as my own).  Bruce has been a strong shepherd for the team and the game and we all wish him well as he moves into his new role here at SOE.  I know he will do well, as he carries the dedication he shows in all things with him.

As far as Community Relations, I am leaving the team in very capable hands.  Richard “Greeblen” Schmelter will be giving that team the love they need now, and I know he will shine.  Why the change for me?  Well, first you should understand that it is not as different a career as you might think.  A producer is a manager, just like a director.  So, many of the skills are the same.  Just different processes, more people, more assets.  More, more, more.  And of course, now I have these large looming deadlines.  What was I thinking?  I love games, especially MMO’s.  EQ was my first love and brought me to SOE, but it was EQII that held me longer than any other.  I love the game and when the opportunity arose to work with this team, I could not pass it up.

This team is amazing!  I have spent the last two days in meetings as they talk about their work and their passion for this product; I am excited, as I could not be blessed with a better group to help me make this transition into Production.  Coders, Designers and Artists are all working very hard to make sure EQII stays the quality game it is today.  Over the next few weeks you will see some of their plans come to fruition as we publish Monument and Might (GU 52) to Test and then Live servers sometime in June (possibly before Fan Faire).

But that ain’t all we have in store for you.  As we sat together and went over the plans for GU 53 and beyond, the player in me was piqued.  I wanted this new stuff NOW.  I wanted to play with the new zones, items, and dungeons.  I smiled and laughed as I saw new creatures and their animations (complete with sound effects provided by Tom Tobey, one of our Senior Artists), and I know that you will love them too.

We also have some not so much fun stuff to get to, maintenance to the game to allow us to continue to develop content, expansions, and items for years to come.  Some of those pills will be tough to swallow (cliché).  The team and I will work hard to make certain you understand why we’re making these changes, why they are necessary.  We will discuss them with you and listen to your feedback.  While that doesn’t mean we can always go the way some players feel is correct, it does mean we want you to know the WHY of our decisions.  I used the word “shepherd” for Bruce and it is fitting, as that is what a producer does.  They make sure the game is headed in the right direction, away from cliffs and pitfalls so that it stays around, competitive, and most importantly fun, for a good long time.

I will be available on the forums occasionally, on Twitter often (handle is Brenlo) and in game when I can log in to chat with you.  I look forward to hearing from you.  I look forward to playing with you.   I look forward to being a shepherd for this game and development team.  Leading them, shaping their plans and guiding their passion.  A passion you, I and the team share.

See you in Norrath.
Alan “Brenlo” Crosby
Senior Producer – EQII-

Discuss the news.

EQ2Wire Commentary

Smart Loot Masters?
Written by Feldon on Wednesday, May 20, 2009 at 11:22 am

Posted by Kander:

So there are two percentages that are set on master drops. There is the drop percentage, which means monster X has an X% chance to drop a master spell.

Then there is the smartloot percentage, which means aside from the drop rate, if a master drops what percentage chance is it that someone will need it.

So a boss mob that has a 10% chance to drop a master and it has 33% smartloot, means that when it drops, there is a 33% chance that its a spell someone in your group needs.

If you think about it, with there being currently eventy-billion spells and abilities on a given tier, 33% that its something you need is light years better then the alternative.

I see how people see the smartloot as not so smartloot, I hope that helps.

Itemization

May 19 Hotfix
Written by Feldon on Tuesday, May 19, 2009 at 11:08 pm

ITEMS

  • Death Chimes will now work correctly.
  • Ill Will now properly applies the heal to the owner of the item.

PALACE OF THE ANCIENT ONE

  • Pets should now be able to attack the Void Annihilator.

QUESTS

  • Boss mobs should now drop multiple keys for early progression in Veksar: The Invasion.
  • Innate spells used by much of the population in Veksar: The Invasion can no longer be used towards other creatures within the zone.

YKESHA’S INNER STRONGHOLD

  • The Archmagus now banishes players less frequently than before.  Field General Uktap’s Sappers now take longer to set explosive charges, and do not spawn as often.
  • Field General Uktap now drops legging patterns.
  • Ykesha now only drops chest patterns instead of both chest and legging patterns.
Game Updates & Maintenance | Grouping

Surviving Fan Faire
Written by Feldon on Tuesday, May 19, 2009 at 9:03 am

Calthine has posted some great survival tips for the coming Fan Faire convention. If you plan to make it, or just want a funny read:

http://eq2.zam.com/story.html?story=18064

Uncategorized

EQ2 Dev Chat at Zam
Written by Feldon on Thursday, May 14, 2009 at 11:43 pm

On May 14th, there was an EQ2 Dev Chat hosted by Zam.

  • Bruce (Froech) – Producer
  • Jennifer (Kirstie) – Mechanics Supervisor
  • Ryan Favale (ImagoQuem) – Graphics
  • Roger (patherpanchali) – Raid content
  • Nick (GlipSOE) – Associate Producer
  • Brett (timetravelling) – Associate Game Designer
  • Greg (Rothgar) – Sr. Programmer
  • Emily (Domino) – Tradeskills
  • Chris (Aeralik) – Class Balance/Combat
  • Jason (Fyreflyte) – Itemisation
  • Nathan (Kaitheel) – Events and Quests

Complete chat logs of that event can be found at EQ2.Zam.com, however some people might like to get the highlights that I think my readers might be most interested in…

My question about Set Bonuses:

Ward of Elements is fun and challenging. One issue with the zone however is set bonuses. Equipping more than one piece of T3 armor breaks up the T2 set bonus. For tanks this means losing 7% mitigation. Going forward when armor sets are added, can one of the items in the NEXT tier include the set bonus of the PREVIOUS tier?

Fyreflyte responded in the live chat with:

We’ve run up against this issue in a number of places recently, and have certainly been giving it a lot of thought. Unfortunately, it’s not quite as simple as allowing the next set to count toward a current set’s bonuses.

You end up with some issues with double bonuses, and we’d need some new code support for it. We have a few plans for our next round of sets that should help avoid the problem, however. No specifics yet, as we’re still testing them =)

Fyreflyte provided additional details in the free-for-all chat afterwards:

The problem with upgrading set bonuses was compounded this expansion due to the way players upgrade their shard sets. It’s an issue we hadn’t run into much before. One idea I’ve had to help alleviate it would be to drop set pieces in WoE that were inferior to the actual shard armor, but helped complete the set for classes that absolutely needed their set bonuses.

This takes a bit of new code that allows for larger, slightly more dynamic sets, but may present an option to avoid this same problem in the future. It’s still just in the idea phase, but is an example of the types of solutions we’re looking at. For future gear, I’m definitely going to be careful about using such powerful bonuses high up in the set, as that by itself will reduce this issue a lot.

Camphor wanted to know what to expect, difficulty-wise, in the two new group zones coming in GU52. timetravelling gave some insight:

The two new group zones will certainly be challenging, but not extremely difficult. There will be some really fun scripted encounters, but they shouldn’t be nearly as difficult as somewhere like Palace of Ferzhul or Guk Stronghold.

One of my questions got a surprising response:

Will anything be done to keep Veeshan’s Peak a viable zone in the next expansion? Assuming the level cap is raised to 90, acquiring Mythicals will be incredibly trivial.  Has SoE considered scaling the zone to 90 and providing a quested item that dings the player to level 90 similar to the Munzok’s item?

timetravelling replied with:

Yes, actually we do have plans to keep older, low-level content much more relevant! And not just Veeshan’s Peak! But I can’t tell you what those plans are, yet =D

Cayanetta asked a question which was on the minds of several vocal forum posters:

Why did you choose to revisit Kunark with GU 52 instead of expanding on TSO content?

timetravelling had this to say:

There are always a number of reasons for those sorts of decisions, but a huge part of this one was the lore. The story we’re telling with the update revolves around quite a bit of stuff specifically in Kunark. Just wait til y’all get the chance to dive into the huge # of awesome quests Kaitheel is making =)

Fyreflyte about Itemisation:

Shield progression got a bit messed up last expansion, and it was hard to correct it without a level cap increase.

We’ll be paying good attention to it in the future though =) I’ve got more help with itemization now, which gives me more time to provide oversight, rather than just scrambling to pump out items.

What would a Game Update be without some tradeskill content. Domino reports in with:

Level 50+ Sages will soon be able to make a set of notebooks, which can hold user-created content (user-written books).

Carpenters may find it worthwhile to investigate — or send their friends to investigate — the Estate of Unrest a little more closely.

Tailors will see some changes to their hex dolls, which include a much reduced casting time, stat increase, and a set bonus for the mastercrafted ones.

Woodworkers and tailors will see their ranged weapons (bows, satchels, bandoliers, etc.) get a stat upgrade also!

Adventurers may find some small goodies in the new Charasis West wing, including perhaps a couple small goodies for provisioners.

I’ve made a few minor changes to the void tradeskill instance that folks have been asking for… including a slightly more satisfying ending, and more harvests per click.

Oh, and lots more I don’t really have room to talk about…

So no … nothin’ really. ;)   Sorry!

Aeralik confirmed what he had posted on the forums about the combat XP to achievement XP conversion rate being upped substantally, although did not give hard numbers:

Currently the adventure xp to achievement xp is really small.  So to better match the current level scaling this had been adjusted for gu52.  Completing a dungeon should net you a good amount of achievement xp now.

Also in gu52 there are 80+ quests which will net you a good chunk of achievement experience.

It seems people ask all the time about why EQ2 does not allow Armor Dyes. Those folks always keeping their eyes peeled for any details about this may be interested in these quotes from Fyreflyte:

(Expect more) set jewelry from instances/raids. I’ve had some plans for some extra shard gear too for awhile, but have had zero time in which to implement it.

I’m not a big fan of armor dyes. We actually have some technical issues with them as well, since a LOT of our armor isn’t tintable.

All of the new sets that have been coming out, I’ve had to ask artists for specific colors of when I need them. When they use a fresnel shader, they become difficult to tint.

Much more at EQ2.Zam.com.

Grouping | Itemization | Raiding | Tradeskill

GU52: Return to Kunark
Written by Feldon on Wednesday, May 13, 2009 at 11:15 pm

Ok, actually it’s Game Update 52: Monument and Might.

GAME FEATURES

  • Player-written books
  • Research Assistants
  • Spell Naming ConventionsAs spells upgrade through tiers rather than entirely new names, each subsequent spell will have a roman numeral increment afterwards. For instance Ice Comet and Ice Comet II. Rather than Apprentice I, II, IV, Adept I, Adept III, and Master I, Master II, spells will progress such as Apprentice, Journeyman, Adept, Master, Grandmaster, etc.
  • The end result of this will be spell names such as Ice Comet II (Adept).
  • Level 80 characters currently have their Combat XP converted into Achievement Experience at an extremely, almost immeasurably small rate. This rate will be adjusted upwards in Game Update 52.

NEW ZONES

  • Charasis: Emperor’s Athenaeum — a new group instance in Jarsath Wastes
  • Kurn’s Tower: Breaching the Void — a new group instance in the Fens of Nathsar
  • Kurn’s Tower — an extremely challenging new x2 raid zone

NEW QUESTS

  • We’re also adding more than 80 new quests to the overland zones of RoK. There will be all new adventures to be had in the Fens of Nasthar, Jarsath Wastes, and Kylong Plains.

These changes will appear on the Test Server sometime the week of May 18th.

Game Updates & Maintenance | Grouping | Itemization | Raiding

May 12 Hotfix
Written by Feldon on Tuesday, May 12, 2009 at 11:07 am

ITEMS

  • The Bane Warding line can no longer be stacked by wearing three pieces of two different sets. All Bane Warding spells now deal less damage and cannot trigger more than once per second in PvP combat.
  • The Combat Art damage displayed on the Assassin’s Thirst abilities now matches the bonuses they give.


MUNZOK’S MATERIAL BASTION

  • Yzlak Encounter – The clone adds of player priests now have reduced health.
  • Yzlak Encounter – The clones themselves will remain longer before becoming a Yzlak Presence.
  • Yzlak Encounter – Yzlak Presence adds can now be affected by all classes, not just the ones that match their archetype.
  • Yzlak Encounter – Infuriating Madness now only affects three players rather than five, the one targeted and the two closest to that player.
  • Ozyk Encounter – The void sappers have less health and hit players for far less damage.
  • Ozyk Encounter – Void sappers will not explode as quickly after they spawn, and the timed explosive charges looted by players are now stackable and instant cast, with a very short recast time.

QUESTS

  • A Cleansing This Temple Needs (Shard of the Day Quest) – Players who are not on the quest and not in Void Stalker form can no longer assist with killing the void-touched invaders.

Undocumented Fixes:

  • The T3 (Ward of Elements) Conjuror head piece proc effect now applies to the target encounter just like the Necromancer T3 headpiece. It previously only affected the conjuror’s target (single). See this thread.
Game Updates & Maintenance | Grouping | Itemization | Raiding

Guild Hall Guards going on a Diet
Written by Feldon on Friday, May 8, 2009 at 9:06 am

This will be good news for those of you with large guild halls and want to use more of the available guild hall amenities, but not without losing your Hall Guards.

In GU52, Hall Guards will no longer take up Amenity slots. Already, mailboxes do not take up amenity slots.

Also, as some guilds have used these Hall Guards for other purposes than guarding (indeed they don’t actually have any function and will not ‘defend’ the hall if invaders come in, nor are they agroable), in GU52, they will lose the “Hall Guard” flag under their name.

More Info

Art, Appearance, Housing | Game Updates & Maintenance

AA Curve to be Tuned
Written by Feldon on Friday, May 8, 2009 at 9:00 am

On May 6th, we were all reassured that the “AA problem” is a figment of our imaginations:

In EQII, we allow you to gain achievement experience at a fast rate by questing, discovering new locations, killing named creatures and even by getting certain items without this impacting your adventure leveling.  We feel that this ends up being a good overall compromise so players level up in both systems together pretty quickly.

So you can imagine my surprise when Aeralik popped  into one of dozens of threads discussing the AA Grind with this less than clear comment:

Or maybe someone can just adjust the adventure xp to achievement xp conversion so that you don’t have rely solely on quests.  Sounds like a good idea to me now if only someone would do that

I chipped in with:

Fantastic News, Aeralik. When are you going to do it? Cause right now it’s .0001% AA per kill.

and the surprising response was that we should expect changes in the conversion ratio from combat XP to achievement XP in GU52 (expected to appear on Test on or about May 18th and go live around the first of June).

Of course there was outcry from those folks who through a lucky set of circumstances (started playing EQ2 after KoS, didn’t reach 100 AAs before reaching level 70, didn’t do any quests beyond 100 AAs in EoF, and didn’t do any quests beyond 140 AAs in Kunark, so that all those quests are still available to earn AA) and through dogged determination grinding hundreds of grey quests have managed to reach 200 AAs. In response, Aeralik had this to say:

I would disagree that this is making the game easymode.  People are going through all sorts of strange methods to get to 200aa that we never intended.  The progression from achievement experiences hasn’t changed since it’s introduction with KoS and the initial curve.  As a result of that, level 199 to 200 is almost like doing 79-80 twice by grinding.  We wanted some difficulty in going to 200 so that we didnt repeat RoK where you got to 80 the same time you got to 140 but this is on the excessive side.  Changing it so that someone who runs a dungeon real quick gets 10-15% aa plus a mission bonus just lets you use the current content properly as a source of advancement. You can still go do those gray quests in old zones if you choose but having the option to advance through the current content should be the preferred method.

I’m sure some of those “strange methods” he is talking about was the Icy Keep mission at Frostfell where some folks gained 10-15 AA points just from doing mentored 5 minute runs through Icy Keep.

My opinion on all this can best be summed up by this quote from Gage:

This is a fix that is long overdue.  As long as the conversion % is scaled up enough it will make doing missions, doing instances and actually playing the game AT THE CURRENT TIER a meaningful way to earn AA experience.

Game Updates & Maintenance | Grouping

The Mandate Detrimental
Written by Feldon on Wednesday, May 6, 2009 at 2:21 pm

A substantial (and undocumented) change which was made to all of the “key mobs” in TSO dungeons was clearly intended to prevent Monks, Bruisers, and Shadowknights from acquiring Void Shards (and Plat in some dungeons).

But it now looks like this detrimental effect, called Mandate, may affect groups attempting to clear TSO dungeons. Here’s a thread discussing it. I’ve even got art… Thanks Merriestar:


One can assume this is the first half of SoE closing the “Void Shard loopholes” first identified in TSO beta but which got no official attention until just a few weeks ago.

Game Updates & Maintenance | Grouping

May 5 Tuesday “Hotfix”
Written by Feldon on Wednesday, May 6, 2009 at 7:22 am

Posted by Kiara:

GENERAL

  • Overpaying shard chests in Guk Upper, Guk Lower, Guk Stronghold, Nu’Roga, Veksar and Korsha have had their platinum payouts decreased to be inline with the other zones.

ATREBE’S LABORATORY

  • Sannik the Unfinished in Atrebe’s Laboratory has had his damage significantly lowered.

PALACE OF THE ANCIENT ONE

  • Players in combat should now be able to harvest energized crystals within Anashti Sul’s room in Palace of the Ancient One.
  • The Void Handlers associated with Pentaclypse and Ultaclypse in Palace of the Ancient One now do slightly less damage.

YKESHA’S INNER STRONGHOLD

  • The unstable minions that spawn in Ykesha’s Inner Stronghold during the Tyrannus encounter will no longer target priests or mages.

ZARRAKON’S ABYSSAL CHAMBER

  • The Mystmerian Wraiths associated with Zarrakon will not spawn quite as quickly now.

I wonder if anyone will ever run Nu’roga again? Without a 30 plat chest waiting at the end of that 3 hour dungeon crawl (unless you are full fabled/mythical), why would anyone visit this zone again?

And as for the changes that DIDN’T make it into the notes…

The “key mobs” in each of the 20 TSO dungeons have been substantially buffed so that they can no longer be soloed by Shadowknights, Monks, and Bruisers. As with all EQ2 changes, this buff is a complete overreaction and will probably wipe many groups. Each of these key mobs has been buffed to ^^^ with two ^^ adds and now has an effect called Mandate:

  • Forces Target to clear their selected targetPrevents target from changing targets

    Interrupts target

    Disarms Primary, Secondary and Ranged slots of target

    When target begins casting a spell this spell will cast interruption on target

    Inflicts 227-530 magic damage on target

    Interrupts target

    Throws target back

    When target uses a combat art this spell will cast shock on target. Lasts for 9 seconds

    Stuns target

    Interrrupts target

    Epic targets gain immunity to stun effects of 27 seconds and duration is reduced to 3 seconds

File this under “Why don’t you worry about how YOU play the game and quit worrying about how OTHER PEOPLE play the game.”

Game Updates & Maintenance | Grouping | Raiding
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