Posts Tagged ‘research assistants’

   

Research Assistants Slacked Off During Break

Written by Feldon on . Posted in Game Updates & Maintenance

So it turns out that some Research Assistants took a little vacation while the servers were inaccessible and did not continue dutifully researching upgrades for all players. After thoroughly investigating the issue, SmokeJumper has posted the planned solution:

Hi, folks,

When we came back online, we intended that Research would have continued to tick along while the outage occurred, so that you all would come back with a fully researched spell. However, that didn’t happen. And there’s no real way to make it automatically happen.

So…in next Tuesday’s hotfix (2011.05.24) we will grant you five (5) potions, each of which will reduce the amount of time you need to research a spell by seven days. (35 days of reduction, total.)

You can apply those potions any way that you desire.

Soon!

Here’s a screenshot of what these potions will look like:

Password Change Issues, Research Assistants, EQ2X Compensation, and GU60 News

Written by Feldon on . Posted in Game Updates & Maintenance

Now that EQ2 has been resurrected, some players have had issues with the mandatory password resets. Others who have gotten into the game noticed issues with Research Assistants. Some EQ2X players at the Bronze and Silver levels feel there should be compensation. EQ2X players at Gold and Platinum already have a compensation package. Finally, players are curious about when Game Update 60 will hit, since we are just 3 days away from the original announced launch date, and there had only been a couple days of testing.

Details after the jump…

Guild Hall Amenity Research Assistant Just Won’t Leave

Written by Feldon on . Posted in Game Updates & Maintenance

So it looks like Research Assistants weren’t so ready and willing to depart Guild Halls, despite yesterday’s hotfix. It looks like guilds did receive a refund, but the NPC is still on he list of Amenities and now counts against the number of amenities any guild can have. Fortunately, Rothgar has fixed the fix and we should expect it in the next scheduled hotfix.

Research Assistant Guild Hall Amenity Refund in the Works

Written by Feldon on . Posted in Game Updates & Maintenance

If you purchased a Research Assistant for your Guild Hall, you may have noticed that after today’s patch, he or she seems befuddled as exactly what to do now that players can tackle their own Spell Research from within their Knowledge window. Some have reported these despondent Research Assistants taking up crochet and browsing the want ads.

Since the Research Asssistant Guild Hall Amenity has both a recurring and up-front cost, some players have expressed their concern that choosing to Refund the amenity only returns 50% of the value of the amenity. Since a change in the game has rendered said amenity useless, should a 100% refund be due?

Rothgar is on the case, looking for an amicable solution. His quotes after the jump.

Incidentally, if you run a custom UI and are crashing whenever you open the Knowledge window, until your custom UI provider offers an update, you can temporarily delete these files from your custom UI folder:

  • eq2ui_mainhud_knowledge.xml
  • eq2ui_mainhud.xml

SmokeJumper Clarifies Research Assistant Changes

Written by Feldon on . Posted in Game Updates & Maintenance, Tradeskill

Earlier this week, we commented on a change to Research Assistants which would have an effect on Scholars (Sage, Jeweler, and Alchemist). Namely, it allowed players to Research a spell all the way from Adept to Master without needing the assistance of a crafter to make the Expert first. Some players have downplayed the ramifications of this change, pointing out that most players will not want to wait for the Adept -> Expert upgrade, as with a 28~30 day Master, it adds another 13~15 days wait.

After the jump, SmokeJumper has posted his own thoughts on this change and what it means for crafters going forward.

Sages, Jewelers, Alchemists Get Lump of Coal for Frostfell

Written by Feldon on . Posted in Itemization, Tradeskill

It looks like some unexpected changes to Research Assistants have hit the Test server. Spell and Combat Art upgrades are now possible without any involvement by a Sage, Jeweler, or Alchemist. And instead of hailing an NPC, Research is being folded into the interface.

From the Test Copy notes:

RESEARCH

  • The Research window has been moved in to the Knowledge window.
  • Journeyman through Master spell tiers can be researched.
  • You are no longer required to speak with a Research Assistant to start/change/claim research.

April 20 2010 Hotfix Notes: Research Assistants

Written by Feldon on . Posted in Game Updates & Maintenance, Itemization, Raiding

Today’s Hotfix grants Research Assistants the ability to research for all of your characters at once, instead of just one per account. Also included are tweaks to the UsabilityOnPlayer macro command, some adjustments to the Labs SF raid zone, and a change to the Focus: Death March adornment so that its effects are different between PvP and PvE.

We’ve been advised that some Database maintenance will be performed at the same time, so the Hotfix and associated downtime may exceed 1 hour.

Game Update 56 Bits-and-Pieces: Mount Speeds, Training Dummies

Written by Feldon on . Posted in DGC Wants Feedback, Game Updates & Maintenance, Grouping

In addition to the bigger content additions, Game Updates always include smaller, but no less desirable changes and tweaks.

Research Assistants Learn to Multitask

UPDATE: Oops! Despite appearing in the headline, this item somehow got left out!

UPDATE #2: This feature is in the April 20, 2010 Hotfix.

Bunji, member of the EQ2 QA Team, has posted this info on the EQ2 In Testing Feedback forums:

With the new Test server build, each character on an account can research a spell at the same time (this should not affect existing research).

Research times are also being tweaked (lowered).

Floating Disc Mounts

In response to a query about the floating disc mounts introduced in Sentinel’s Fate being slower, and with less stats than the Order of Rime mounts, Kander had this response:

I have upped the speed on several of the disc mounts, they now have a few stats as previous. Level 90 guild mounts are now 68%. Will be in with GU 56 or sooner.

As for the question of Appearance mounts, while we can’t expect them in GU56, Kander advised us to keep an eye out:

This is something we really want to do in the future, yes. It’s being discussed for future GU or exp07.

Kunark Blue Shinies Still Lore?

Echoes of Faydwer, the Rise of Kunark, and the Shadow Odyssey all added 20 or so collections. Each collection has historically had a rare item which could be used either to complete that collection, or to help complete separate collections. These are the Faydwer Expert Collection, Kunark Expert Collection, and Shadow Odyssey Expert Collection. The reward for completing each of these collections is a pair of goggles, or glasses, or a ring which then allows the wearer to see blue shinies (which spawn in specific locations, instead of at random) for the appropriate expansion.

The difficulty of collecting these blue shinies is that many of them have been flagged LORE, allowing only one to be picked up at a time, until it’s sold or traded.

In response to a complaint that Kunark shinies are still LORE, even in Sebilis, which at level 90 still has many green mobs, Kander had this news:

I will take a look at making these (Kunark Blues) no longer lore. I think that would be fine!

Training Dummies Go Epic

The Training Dummy Guild Hall Amenity has been very useful, however we’ve only been able to spawn a solo dummy, which has far too few hitpoints for more than 1 player to really test.

Rothgar has heard the call and will be adding Heroic and Epic versions of the Training Dummy:

I’ve already made a change to the dummy chest, it just hasn’t been released yet. You’ll get it with GU56.

You have the option to spawn a solo, heroic and epic dummy. Each will scale slightly larger in size and their hitpoints will be on par with mobs of that tier and level.

So now you can raid a training dummy if you like. These changes should be on the Test server if you want to check them out.

Training dummies don’t fight back, but they provide a useful punching bag for testing spell and combat art casting rotations. No word if we’ll be able to pick the level of the dummy. At level 80, you really want a level 87 dummy to test debuffs, etc. For now Rothgar is leaving them as they are:

The new dummies are exactly like the old ones, so they shouldn’t have any high resists or buff packages on them, just plain-ol-dummies.


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