More QA

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Curing Whack-a-mole
Effects that if you cure, it switches to a different effect
Some effects you don’t have to cure
Some effects you shouldn’t cure

Rays of disintegration = annoying for enchanters
Will be reconsidered as a more Mage-centric spell



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Scaling mobs in raid zones

Scripting completely changes for certain mobs like on ‘normal’ will send underlings instead of killing the actual boss

Might use new Achievement system to say you cleared the zone on hard

Miraguls planar shard in gu53 will have scaling

Final boss plays completely different depending on the choice made on pull.

Smart loot
Lock boxes in mistmyr already have mini smartloot for each person that loots

FFLiveblog: More EQ2 News

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Stonebrunt mountains

End of the void storyline

What happened to the Erudites and Odus

Ratonga lore

Contested dungeon
The Hole

3 different wings. Spawn in the middle.

Brenlo directly addressed Gage about rumors. 🙂

Raid mobs in new zones will have a choice of difficulty so no zone will be completely unbeatable

Some mobs will have multiple loot tables

No new deities with expac

Guild level 90
More amenities and more slots

2 overland zones
1 contested zone similar to sanctum of scaleborn by twice the size
12 group instances

Level by grouping or soloing

Back to linear raid zone progression. Be able to clear raid zones and then progress to the next zone.

New Halas free download gu55
Streamlined new player experience
Rework thundering steppes as next logical zone after Halas for 20+ characters.

Will see Erudin and Paineel explained in new expac

Shouldn’t be any one class that is required to raid

Swash and brigands pick up some of each others class abilities.

FFLiveblog: EQ2 news 5

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Deity quests will not get updated.
Deity miracles might get looked at.

Halas starting race — Barbarians? Not 100% confirmed

Friznik is back on dev team.

Gu53 shaders 3.0 graphic upgrades to eq2 engine.
*moved to GPU for any shaders 3.0 card
*3,000 shaders upgraded so far
*Same performance at high res
*Higher framerate at lower res
Flora displacement on GPU performance getting further tweaks
*textures are not changing, So it won’t be a large download. just the old 1.0 shaders (bump mapping, reflections, item/gear glows, etc. are being batch replaced.

Nek Forest looks awesome now. The whole idea of a torch in the darkness, lighting up trees, rocks, and enemy mobs, rather than a flat pea soup grey haze and flat colors on everything.

When eq2 devs say first screenshots, they thought it was another game.

Metal armor with glow effects is particularly striking.

Would like to move particles to GPU but due to some design decisions, particles are tied to animations. Will have to go back and separate them out.

Torch slot on the to do list
Would like to do HDR in a future update

FFLiveblog: Mechanics 3

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Mythical will not be #1 weapon. It will be usuable in another way.

Ore nodes will respawn as ore nodes
Gem nodes will respawn as gem nodes

Summoner dumbfire pets will just be a spell with a debuff, won’t be something that has survive.

Heal over time is third place behind wards and reactive heals, so Druids are getting another component to heal over time.

FFLiveblog: Mechanics 2

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Re evaluating emergency heals and stun-and-heal

Plan to keep mythicals relevant in T9 without 1.5

Rangers — would like to re evaluate stream of arrows. Originally intended as a fillin between auto attacks, but auto attacks are so big now.

No immediate plans to adjust auto attack damage.

Drag, thought snap are so overpowered we have to disable them or mobs are trivialized

Raids that take advantage of enchanters

Conjuror mythical pet will reach cap in mid-80s so limited effectiveness in exp6 as currently designed. Will evaluate further.

Summoner pet survivability will be addressed

Will look at swarm pets

FFLiveblog: Mechanics

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Extend eof and kos trees
50 more AA points
250 cap

End abilities at bottom of eof and kos trees will be combinations instead of additional buttons

Aa xp slider

Spell ranged melée heal taunt crit merged to just crit
Double attack and RDA merge to just DA
Each class has crit coefficients
Same gear adds diff crit % for diff classes

Reduce mitigation types to
Physical. Elemental. Nox. Arcane

Consolidate common self buff lines

Gear scaling system — old gear scales down

Druid heal over time with expiration heal for groupmate
Druid should be viable healer

No need to bring 8 support classes
Raidwide buffs for chanter and bard
Illy time compression 4 ppl – 1 per group

Summoner debuffs spell dmg
Rogue debuffs melée dmg

All of these changes will be on test for a long time

Rare Loams are going away for T9


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Level cap 90
2,000 recipes to raise cap

Ore nodes and gem nodes
Demand is unbalanced for loams

Gem nodes
Mage, fighter, jewelry

Can be both Tinkerer and transmuter.
Would like to completely overhaul adornment system.
Most new adornments recipes will be made by muter only rather than 9 main tradeskills.

EQ2 News

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EverQuest II: Sentinel’s Fate

February 2010

All Fan Faire attendees get Beta and The Expac
*Level cap to 90
*Self-mentoring System
*EQ2 Achievement System (20 HQs, 5,000 orcs, etc.)
*gu55 (feb 2010) New Halas good starting city
*gu53 shard of love zone — Erolissi Marr


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Auomated character transfers $25 in 2 weeks

3.9 million players
Streaming system allows them to add content any time
A story line/lore
Soccer this Summer

Community Address

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Customer service
Eliminated outsourced India support
Focus on strengths of CS employees in San Diego
Folks who actually play the game
Better answers than ‘working as intended’ replies

NUGIT team established to fight plat sellers
275,000 plat sellers banned, not just trial accounts

Tank balance etc

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SoE would like to boost taunt as one of the new AA lines so crusaders and bruisers can catch up and match the damage of current weapons.

Torch slot or maybe more items with light effect. No more 80s running around with lightstone. On the flipside perhaps an option to auto-hide light sources on stealth. Maybe too easy? 🙂

Auto mentor 80 down to match some zones instead of having to have a 60 tag along.
Make mentoring more rewarding include AA.
Warden asked about having to cast 14 wards on every death. SoE might allow more than 2 non-combat buffs to trigger in a macro.

Critical errors in raids will name the culprit ala VS. Right now you can’t tell at a glance who messed up on Trakanon.

May reconsider caster resists because there aren’t enough spell critical items.

Would like to do bard instruments but not in current plans.

No x2 epic zones ready but maybe after expac.

Itemization, etc.

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Itemization — We have a plan. Raiders should not need legendary items.

Rodcet nife is new avatar. We have thought about splitting avatars into good evil neutral for more frequent spawns. No plans. No other contesteds being added.

Cannot respec and move existing AA (140) to new tree

6 man Group Missions — do a dungeon at the request of an NPC
1 per day, 1 per dungeon
Reward is tokens which can be spent on legendary and low fabled items.

Might add loot to Tangrin.

No epic quests. 1 more signature quest. Long but not repetitive. Good and evil version of quest.

More Guild hall News
Vendor to buy “trash”
Npc to buy status items.

Bard, Crusader, Cleric specific armor. Less archetype specific. No more templars running around with chain or leather.

Avatar loot for Rodcet Nife is all new and loot tables for the existing 12 avatars will eventually be updated. basically, if you like a loot item on avatars now, don’t miss any opportunity since it might change.

Combat xp in 70-80 will be improved. The pendulum “swung too far in favor of soloing and hurt groupers”.

Dungeons are smarter. Puzzles in dungeons ala some of the raids and VoeS.

Lvl 50, 60, or 70 groups going into the new scaleable dungeons will get scaled down loot. All loot designed for 80. All the new dungeons (20) are in the old/familiar places one would expect.

New travel being added — airships. Live event to build airship and build docks.

Big news! PvP will now allows all classes in all cities. Existing unhappy classes can complete betrayal to whatever class they want. This will reduce the requirement of Exile PvP guilds.


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New AA tree:

Archetype (Priest/Mage/Fighter/Scout)
Class (Cleric/Summoner/etc)
Subclass (Warden/Ranger/Assassin/etc.)
Instead of a “tree” that forces you to take AA items you don’t want, AA lines are straight across and you just pick ones. End of line reward for each level.

Tradeskill AA
Harvesting AA increase # harvests per node

Asymetrical armor pieces if you want one big shoulder, one small shoulder. 🙂


The Shadow Odyssey

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New overland 77+
20 dungeons
4 new raid
60 pts for new aa tree
Missions – even if good loot does not drop you can get shards to turn in for weapons

Re use existing zones

Most dungeons scale 50-80

Najena’s is a new big ass dungeon. Very tall (4 story stairs and just really cool). Very organic, wood, ropes, not the current stone boxes. Najena’s forge is the new place to go to craft various master weapons, etc. taking the place of the existing Solusek Ro forge.

Upper and lower Guk

One of the two dieties being added will behave differently. Must be unlocked on each server. Featured on the Shadow Odyssey box art.

Marketing department added the “of” in Shadow Odyssey. Many jokes made by SoE about it. Marketing dept was surprised that a EQ2 expansion didn’t have “of” in the middle. 🙂


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All fan faire attendees get eq1 seeds of destruction and eq2 shadow odyssey expac free.

Eq2 freebie is a cloak

I think shadow odyssey refers to some of the best dungeons from eq coming back in eq2. Dungeon…shadows…maybe a stretch. 😉

Tier 2

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Tier 2
500 plat
Lvl 50
10 bedroom house at stonestair byway qeynos or fp
old hall of thunder.
Upkeep 5pp and 150k status per week

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