Now that we’ve seen Tuesday’s Update Notes, we can talk about a few issues we’ve seen which remain unresolved. These may have been fixed today, but they don’t appear in the Update Notes. If you know of a specific bug affecting quest progression, zone progression, etc., please post a comment!
- Eastern Wastes Flight Discoveries
- Uncooperative Twins
- Forgotten Pools Zone In/Zone Out
- Stat Changes Nerf Level 20-60 Gear
- Nektropos Castle Door Missing
- Many Instances Not Spawning Mobs
- Public Quest Lag
- Call of the Veteran More Broken Than Ever
- Disruptive Students in Shadowed Corridors
- Raid Invites
- Autoconsume Items in Flight Spam
- Quest Answers/Replies Have No Background
- Graphic Artifacts with new Special Effects
Eastern Wastes Flight Discoveries
I personally discovered a bug related to the Griffin pads in the Eastern Wastes. It seems that the Caverns of Living Stone and Kael Drakkel griffin pads were relocated during beta, however the “activation” areas which open up access to that travel point weren’t.
The Caverns of Living Stone griffin was originally located inside the cave. Meanwhile, the Kael Drakkel griffin was originally located to the RIGHT of the door to Kael Drakkel (if you are facing the door). Until the activation or “discovery” locations are moved, if you want to earn those travel locations, you’ll need to walk over to their old locations. It may be sufficient to get the AA location closest to each griffin pad.
Uncooperative Twins
Lagur and Kagur Thunderbeard are twin quest givers on the Thurgadin docks. It appears that unless the server was recently rebooted, these quest givers will not cooperate with each other (or players), resulting in only one side of the quest text being heard (Lagur’s). Once the first quest has been completed, no other quests can be received from the Thunderbeards.
UPDATE: Fix is expected Thursday, March 3rd. Or if you see a new Great Divide zone spin up, you may be able to get them to talk to you.
Forgotten Pools Zone In/Zone Out
It seems every expansion we get one dungeon that is reached by walking into or triggering an “area”. And eventually due to server lag, etc. end up needing a clicky to zone in or out. Well, here’s that zone. 🙂 Multiple attempts climbing up and down the ladder during peak times resulted in zoning problems both inside and outside of the zone.
Stat Changes Nerf Level 20-60 Gear
When most players logged their lower level characters after the introduction of Velious, they saw a huge reduction in the health benefit and effectiveness of their gear. None of the level 1-80 gear was adjusted to the changes which affected the entire game, namely that STA is the primary Health stat, and each archetype has only one other stat to worry about (STR — fighter, INT — mage, AGI — scout, WIS — priest). This issue was brought up repeatedly in Beta and received no response from SOE. Yet another thread on the EQ2 Forums
Nektropos Castle Door Missing
Some players are reporting that the front door to Nektropos Castle in Nektulos Forest is missing after patching Velious.
UPDATE: A fix that has worked for some players is to go to their paks folder inside their EverQuest II folder and delete any file with nektulos in the name.
Many Instance Not Spawning Mobs
There are many reports of instanced dungeons not spawning mobs or certain names. Obelisk of Ahkzul, Hidden Cache, Shiela Everling in Nektropos Castle, Everfrost instances like Scion of Ice, etc.
UPDATE: We’ve been told to expect a fix by Bunji.
UPDATE 2: From SmokeJumper: We have a complete list of NPCs that aren’t present and we’re currently troubleshooting to find out why. I expect a solution soon.
Public Quest Lag
I and many other players are reporting insane amounts of lag, FPS drops, etc. when participating in or even flying near active Public Quests. This affects both the Storm Gorge and Ring War events. I personally saw my framerate drop from ~25 down to 1 frame every 2-3 seconds.
Call of the Veteran More Broken Than Ever
Call of the Broken, sorry, Call of the Veteran continues to exhibit a variety of frustrating bugs. It is unclear why so many restrictions and checks are in place on this item.
Disruptive Students in the Shadowed Corridors
From Prathun on the EQ2 Forums:
The difficulty of the disruptive students has been reduced, and they won’t be present in the library unless someone is working on the quest. I’m not certain when this change will make it to Live servers.
from Gninja on the EQ2 Forums:
The disruptive students and the mummies on the 4th floor are all being looked at they are a bit too buffed up in general including hitpoints.
From Gaige:
People have to understand that the first time in this instance will take the longest because you’re doing the access quest. Â You don’t have to do that other times. Â Also, it is three distinct instances (separate lockouts) but you don’t see that initially either you just keep unlocking floors on the mirror.
I think once people understand how the zones actually work [pick-up groups] won’t be an issue. Â Its fairly bug free except for 7th and 8th floors.
Raid Invites
From two threads on the EQ2 Forums, raid leaders are reporting that they are no longer able to invite people to a raid beyond the first group by using /invite <name>. They must now delegate inviting people in groups 2, 3, and 4 to those group leaders. This seems to be a feature regression in Velious.
Autoconsume Items In Flight = Spam
This is a relatively minor issue, but auto-consume items like food, drink, and poisons generate multiple erroneous status messages if they try to refresh while you are in-flight. Landing your gryphon or cloud of bats will resolve the issue.
Quest Answers/Replies Have No Background
One problem reported in Beta which went live is that the responses to several quest NPCs appear with no “button” or background. So the text is just floating in mid-air. This can be difficult to see depending on the background.
UPDATE: According to other players, this is a UI issue. It seems that Heritage and Signature Quests now have special dialog boxes for answers which does not display if you have a custom UI.
Graphic Artifacts
I personally experienced quite a few bugs in some of the new Graphics special effects added with Velious. When I enabled any of the new effects, I noticed dark stripes on the ground in South Qeynos and other zones to a lesser extent. Targeting nodes (the eel tunnels) in Velious caused every node in the zone to light up in white. Also, many players have reported seeing their own eyes and teeth when in first-person view and looking at a mirror or anything with a reflection. We understand that these issues are being addressed.
Some come to mind pretty fast due to being roadblocks on quests.
1. There is a rime quest to go plant some items in thurgadin and once you get to the last one, some single arrow down solo mobs spawn and wipe the floor with you by crit shotting you for 20k each time they hit you, thus killing you.
2. The quest in EW at the end of the geod cave timeline times you 1 minute to kill 2 duhjalm attackers who have a health pool way too high for a warden like me to take down within that amount of time. I get them to 80%… If they are going to time me for something like that at least give me 5 minutes or lower the health on the mobs.
3. The duhjalm attackers in the ry’gorr village that spawn after you cure the ill ry’gorr don’t unspawn. If someone runs theirs off and it leashes, they are permanent mobs until another player kills them.
Oh one more. Related to the graphic effects issues you mentioned. I had to finish reading the article to remember this one. In GD I’ve noticed the sides of cliffs turn black when a quest popup shows up then return to normal once the popup disappears. This may be related to alpha layering on textures. Just a guess.
did they fix all the broken TSO zones?
Quest Answers/Replies Have No Background
This is a 3rd party UI issue. Update your UI to fix it. They made some text boxes fancy. I think it denotes a heritage/signature quest.
The quest Ominous Hints is still bugged, instead of having problems talking with the Captain in thurgarding. You now have problems talking to the last npc to complete the quest.. jay xD
The bugs i mentioned above, still not fixed.
Quest: Scrying on Thurgadin
*STEP 2: Place the Rime Scrying stone in the Thurgadin Thronw Room.
(When you do this a encounter spawns of 3 Thurgadin highwatchs, each solo single down arrow level 90 mobs)
a Thurgadin highwatch critically hits YOU for 20782 crushing damage
a Thurgadin highwatch critically hits YOU for 23820 crushing damage
a Thurgadin highwatch critically hits YOU for 21678 crushing damage
Eschia evacs the frak out…
Quest: Of Mice and Menhir
* Step 2: Defeat the Dujahlm attackers.
(When you agree to do this, a encounter of 1 duhjalm and 1 giant pop in. The giant dies fast, but having a 1 minute time limit to kill them both, you’ll only get the duhjalm down to 80% as a warden who is fully mastered in raid gear before the timer expires.
Of course i didn;t parse my heals. I was able to keep my self alive between each hit.
Those thurgadin highwatch… i got lot of trouble to solo them with my guardian. Full def strong tank, I got stunned to see them not even heroic or tripple up, always critic and multi attack, while i was at more than 100 crit mitigation ! And they are level 90, not even yellow or dark orange !
So after 3 or 4 wipe, i success to kill them, the first one is the hardest.
Clearly undercon, they should be taged heroic or reduced. Even taking 3 solo heroic yellow stuff from EW is easier.
While you talk about this kind of bug, one is very annoying… cure ill orc in ry’gorr that pop agressive mob and they stay for kill people who are not wrking on that quest, and they put an uncurable debuff very strong that never leave unless you kill them.
those thurgadin highwatch was hitting me for less than 1000 without crit when i got like 120 crit mit. I bet they got way too much potancy or/and crit bonus
Try load custom ui setting when you are on your flying mount middle of air, your mount will run in the sky after that, pretty funny to look.
You can get reward from public quest chest for more than one of your toon
Start the enconter with one toon, then camp take another took finish the enconter loot chest take your first toon and loot chest again
pretty evil probably can be done with a third char…
ok another one bug… in pool, last passage where you have to lead lord bob, if you just jump on the ice wall you can bypass this locked door, so no need lord bob for go there. Can be usefull when you have killed 2 times lord bob and fail to finish this part, so you didnt take time to harvest thing need for the daily quest.
But clearly it’s a bug.
I’m really annoyed that the shard chest is not accessible until after you kill Lord Bob. But yeah we found that bug too.
1. Actually, Quest Answers/Replies having no background MAY be a “UI” issue . . . I use that UI by that guy . . what’s his name . . . Dee . . .something . . oh yeah, Dee Fault. I don’t use ANY 3rd party UI ANYthing. I use the Default UI only and I still get no background to some (not all) quest NPC dialog.
2. Since the expansion, I am now experience “black flicker” going through zones. It is particularly bad when I have my graphics at a higher setting (though I had NO problem before the expansion). It isn’t as bad when I turn my graphics down, but it still happens. I have others in my guild that have been experiencing the same thing. I have the latest Nvidia drivers. Was not experiencing this pre-expansion
3. a) We have had problems with the Tower of Frozen Shadow. Once, even though we got the “summons” to see the Sergeant, his door would not open for us, though we did kill Vethilot first before trying to open his door.
3. b) Though the Trickster worked the first few times we fought him, once, after he split, our group wiped. Afterwards, the large Trickster’s “dead” body was lying on the ground, but the little Tricksters were no where to be seen. We could not interact with the Trickster and he would not respawn. We actually tested this the next day and it happened again.
3. c). When fighting the vampire by the piano (who’s name escapes me at present), when you encounter him “upside down” and you wipe, he does not reset to the upside down room, but runs off to his “right-side-up” spawn point. You can kill him there, but I’m thinking he should respawn where we killed him . . .
Maybe related to the Nek Castle door missing in Nek Forest, the chest that contains the Vul rune for To Speak as a Dragon does not appear in the Citadel of Gul’thex in Nek Forest at 701, 10, -735 any more (for at least myself and two others).
I’ll try deleting the Nek paks and see if it fixes it!
I found a new bug involving spirit of the wolf on a flying mount in flight. When SoW wears off, your flight speed drops to regular ground speed. Then you have to land and rebuff or resummon the mount.
the lag oh the lag in 5 years of playing i’ve never seen it this bad
Its been the shambolic launch of any EQ2 x[ac,utterly inept.