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.