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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Dethdlr

 
Editor’s Note: A week ago, Dethdlr sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn’t been polished or edited. But in light of today’s announcement, it’s timely and provides an interesting contrast to my article.

For many years in EQ2, I was a casual raider.  What I mean by that is, I would primarily run group zones with guild mates but from time to time I would join a pickup raid or tag along when another guild needed to fill some raid slots.  Several times, when filling those empty raid slots for other guilds, myself and some of my guild mates were asked if we would be interested in coming along on a regular basis.  In one of those cases, I even worked my way up to being one of the raid leaders even though I was in a different guild.

The reason myself and some of my guild mates were able to do this is because we like being good at our characters.  We try to get whichever upgrades we can from instances, quests, faction merchants, etc.  We make sure all our spells/CAs are Expert or above.  We make sure our items are adorned.  We try to come up with the best AA spec we can and consult with each other to try and be as good a player as possible.

When we were asked along on raids, quite often we would out-parse a lot of the regular raiders.  Back when I was playing my Assassin, I had two other raiding assassins sending me in-game mail messages asking for advice on how to up their DPS since I had soundly trounced them on the parse from group 4 (traditionally the “leftover” group).

Then came Sentinel’s Fate and Critical Mitigation.  With the introduction of Crit Mit, a barrier was put in place for raiding.  Now, in front of every raid zone, there was a sign that said “You must have at least this much Crit Mit to ride this ride.”   I tagged along on a  raid or two a few months before Destiny of Velious came out.  If I didn’t get hit, I was either first or second on the parse.  But because I didn’t have the right Crit Mit, if I *did* get hit, I was pretty much one-shotted.  Not fun.

With Destiny of Velious, they made it even worse.  Not only do you have to have the right Crit Mit to keep from dying, you also had to have the right Crit Chance to make sure you can live up to your full potential.

It used to be that the reason you didn’t take a non-raider along on a raid was because they didn’t know what they were doing, couldn’t play their class well, or couldn’t do the DPS or healing job that a raider could.  Now, those things don’t matter if you don’t have the Crit Mit or Crit Chance for the zone.  It doesn’t matter how good you are at your class, if you don’t have the Crit Mit or Crit Chance, you’re useless.

Lets take two assassins.

The first one, an average player in raid gear.  The second one, an exceptional player in instance gear.  Take them both and put them up against a training dummy and the second one beats the first one on the parse.  Take them both and put them in certain raid zones and the first one will wipe the walls with the second one.  Why?  The second one is the better player.

On an equal playing field, the second one can out DPS the first one even though they are wearing worse gear.  But move them into a raid zone and those two little stats, crit mit and crit chance, will take that exceptional player and make them look like an amateur.  Why?  What did this add to the game?  Nothing.  Some unimaginative developer/designer a few years ago decided that further segregating the raiders from the rest was a good idea for some reason.  Either that or they didn’t even consider the implications on non-raiders which is even worse.

Before Sentinel’s Fate, you would see people looking in channels for certain classes when they needed to fill empty slots in their raids.  Now, those same messages come with a crit mit requirement that few instance runners can meet.  It really is a shame.

 

NOTE: Originally, Double XP was scheduled to run through January 2nd.  Apparently it’s now January 3rd.

From Isulith on the Official EQ2 Forums:

This coming weekend, from 12:01 AM PST on Friday, December 30th and ending at 11:59 PM PST on Tuesday, January 3rd, EverQuest II will be running a Double XP promotion (+100% XP). Take advantage of these four days and watch those XP bars fill up!

The bonus applies to AA, tradeskill, and adventure experience gained this weekend. Our French, German, Japanese and Test servers will also be enjoying the increase in XP gain.

Happy New Year and happy adventuring!

Time Zone Conversions

  • PST: December 30 @ 12:01AM ~ January 3 @ 11:59PM
  • EST: December 30 @ 3:01AM ~ January 4 @ 2:59AM
  • GMT: December 30 @ 8:01 ~ January 4 @ 7:59
  • CET: December 30 @ 9:01 ~ January 4 @ 8:59
 

Here are your Update Notes for Friday, December 9th, 2011 from the EQ2 Forums:

GENERAL

  • Characters created before 12/6/2011 no longer have class or race pack restrictions.  Characters created after that date are still subject to your current membership restrictions, if applicable.
  • Fixed a crash that could be caused by doing a raid with a large number of mercenaries.
  • Fixed a bug that was preventing mentoring on PvP servers.
  • Dungeon maker items in the marketplace that contain house items will now display previews in the paperdoll window.
  • Fixed issues with Shader 3.0 causing client crashes.

The complete Update Notes after the jump…

TRADESKILL APPRENTICES

  • Tradeskill Apprentices should now offer their daily quests more reliably.
  • Tradeskill Apprentices should now be coachable once per day.

ABILITIES

  • Fixed a bug where the availability of character traits was not updating until you zoned or leveled again.

Warlock

  • Absolution should no longer have such a fast cast time and reuse.

ITEMS

  • Nizaran Assassin Armor should now be usable by beastlords.
  • The Jagged Scale charm should now be usable by all fighters and scouts.
  • The Darkened Caertaxian Blood Ruby charm should now be usable by all fighters and scouts.
  • Grim Belt of the Ruthless should now be usable by all fighters and scouts.
  • Grim Chain of the Ruthless should now be usable by all fighters and scouts.
  • Brute’s Prodigious Hand Wraps should now have the haste effect added to them.
  • The Guise of the Deceiver is now usable by all classes.
  • Gleaming Mallet of the Grandmaster should now be usable by all fighters and beastlords.

QUESTS

The City of Freeport

  • The trolls have dropped more copies of the Words of Zxrath for the quest “Follow the Leader”.  They got a good deal with the local scribe.
  • Rusty Cogsprocket in Freeport should no longer disappear after first speaking to him while on the quest “Nobody Expects It”.

BATTLEGROUNDS

  • Fixed a client crash related to dying in battlegrounds.
 

When EQ2 went Free-to-Play two days ago, emails were sent out to people who had played in the past but were not current subscribers.  The emails mentioned the conversion to F2P and that they would be able to return and play at the Silver level for free.  But when a lot of these players made it back, they were hit with quite a surprise.

After installing 14 gigs worth of game files (for those that didn’t choose the streaming client) they headed to the character select screen.  That’s when they were kicked in the teeth.  Unless they got really lucky and picked a race/class combination that was free, they were staring at a list of locked characters.  In order to play, they would have to pay for race/class unlockers.  If they wanted to create a new character, they would have to delete all but three of their old characters since silver membership only has four slots.  The only other choice was to create a new account that wouldn’t have silver access.  This was not a good way to welcome back returning players.

SmokeJumper agreed.  Today this announcement was posted:

Hi, folks,

We’ve been listening to you since we launched the Free-to-Play service across all servers. One of the most frequent issues is from folks that used to play EQII Live and are now coming back to the Silver membership level and becoming very confused because they’ve never played under those restrictions. “Why can’t I play my characters? Why are they locked?”

Of course, the reason is because those players are returning to a Silver membership (which is free of charge) and those older characters are often locked behind the Silver membership race/class restrictions. There are two easy ways to get around those restrictions: Upgrade to Gold, or buy the race/class packs.

But, we don’t really want to force those decisions on returning players. It’s not a fun experience to come back to something that seemed exciting (F2P) and then get hit with a bill as soon as you arrive, just for the privelege of using your current characters.

So here’s what we’re going to do.

*Every* character that was created before 12/06/2011 at 12:01 am will be grandfathered in without race or class restriction. This means that regardless of your membership level, you will be able to play any character created before 12/6 without paying for race- or class-pack unlocks.

For any player that previously subscribed to EQII Live servers, or as a Gold or Platinum member on EQ2X, we will also refund all the class/race pack purchases made after 12/06/2011 at 12:01 am and before the time of this posting (12/08/2011, 4:30pm) so that no one loses any SC due to this change.

Of course, this doesn’t affect new characters created from now onward. If you are playing at Silver or Free membership levels and want to create a *new* character, you’ll still be subject to the regular membership class and race restrictions.

We think this should make a lot of folks happy and we’ll get this done as soon as humanly possible, either today, or first thing tomorrow.

See you in-game! Enjoy!

Personally, I applaud Smokejumper for doing the right thing for our returning players. -Dethdlr

 

From Rich Lawrence on the EQ2Forums:

Hi folks, this is Rich Lawrence, CTO with SOE. Some of you probably remember me from original Planetside as “Twist”. TR rules, but I digress.

I must apologize for the extended down time of EQ2 while we get everything in order for free to play. Obviously we didn’t anticipate it being this long. I know how important it is for the game to be available when you want to play, and what it means to miss a raid you were looking forward to, or check out new features. In this case the issues that are keeping you from playing are under my watch, so I need to say it: I’m sorry. I value my game time as well when I can get it, and I know how you feel.

EQ2 is a great product with a long history for us, and part of the reason we are taking so long on this update is because of that. Let me explain a bit. In order for everyone that played in the past or currently to get the best experience when logging in on the first day of free to play, there were many changes that had to be made in data to represent all of the features those players (past or present) were entitled to, plus new goodies, and the merge of what amounts to two different products in a business sense (EQ2 and EQ2X). This is a lot of accounts – millions – and a lot of ‘business rule’ complexity. While we have top of the line hardware running our databases for this kind of thing, and folks dedicated just to keeping it working well, the result of all that took quite a bit longer than we thought it would.

I hear the engineers of you out there (and yes, I know we have many very capable developers in our audience) saying, “But you should have modeled it ahead of time and known how long it would take!”. You’re absolutely right. We did. Turns out our model was just a tad less than 1:1 scale in some respects. I know, I know, Captain Obvious calling.

In the end we realized two things as the maintenance progressed – that this was going to take much longer than we thought it would, and correspondingly the results would be not as well tested as they should be before release. For instance, there was a risk that some out of those millions might not end up with the right race packs or character slots. In the end, we decided it was best to extend the maintenance through the night so we could do a better job of checking that kind of thing.

Please understand that we don’t do this casually or think that it’s a lack of dedication. Most of the key people involved in this publish, on the game team and our platform side, have been here very long days and every day leading up to this. I just had to tell some folks that had been here for 30+ hours to go get some sleep. If there was any way I thought we could be certain you’d be able to play with everything correct tonight, we would have done that.

I’m committed to changing how we do this type of operation going forward so that it has much less visible impact on you the players – we will trade more back end prep time and resources against less publish downtime, basically. I do hope everybody enjoys the massive effort the game team has put into this release. I’ll see you online tomorrow.

 

From Everquest2.com:

SOE Trick-or-Treat Event is Here!

It’s time to trick-or-treat in your favorite games*! Today through October 31, 2011, get treats and tricks when you visit your participating games each day. For EverQuest® II and EverQuest® II Extended, check the mailbox for your tricks and treats!

For more details visit www.soe.com/trickortreat.

Participating games include: EverQuest EverQuest® II,;EverQuest® II Extended, Free Realms®Star Wars®: Clone Wars Adventures™, PoxNora® and Magic : The Gathering – Tactics™

Note: This actually started on Friday, Oct 28, 2011

 

From Everquest2.com:

Trick-or-Treat! Double Your Treats on 10/29/11!

What better way to fill your Halloween goody bag than with DOUBLE STATION CASH®! Get Double Station Cash on Saturday October 29, 2011 starting at 12:01 AM PDT when you redeem any SOE Pre-Paid Game Card or buy Station Cash*.

Plus, we have more tricks and treats in participating games throughout the SOE Trick-or-Treat Event! For more details visit www.soe.com/trickortreat.

*Offer runs October 29, 2011, 12:01 AM PDT through 11:59 PM PDT; excludes purchase by mobile/SMS.

Participating games include: EverQuest® EverQuest® II,;EverQuest® II Extended, DC Universe™ Online, Free Realms®, Star Wars®: Clone Wars Adventures™, PoxNora® and Magic : The Gathering – Tactics™

 

Smokejumper responded to a thread from nine days ago on the EQ2Forums asking for a clear answer to what exactly is Age of Discovery.  He basically said what we already knew about the content included in Age of Discovery.  Reading through it and some of his follow up posts, it looks as though the “expansion” will be coming out near the end of November but price and distribution information won’t be released until next week by the marketing folks.

There are some good questions in this thread. Let me share some of the details of how we’re rolling out content for the game currently, so you understand better what we’re doing:

1) Destiny of Velious is going to be one of the biggest expansions ever made. The content you’ve received so far is only half of the total content you will receive for that same expansion purchase. The rest of it is going to be released from now through 2013 in several installments. (There’s the whole “dragon” side of the continent left to explore!) The Withered Lands, Skyshrine, Siren’s Grotto, Cobalt Scar and a lot more is being developed currently.

2) We’ve made a commitment to you to revamp the two cities that we all hold most dear: Freeport and Qeynos. The Freeport revamp will release at the same time as Age of Discovery, but will be received by *all* players, not just expansion pack purchasers.

3) The Age of Discovery expansion pack is a collection of major features, all designed to add fun, new experiences, replayability, and user-generated content into the game. The Beastlord is the most requested feature we’ve ever had for this game and we’re delivering it. Dungeon Maker takes the world of Norrath and allows players to craft part of it and allow other players to explore it. Mercenaries are extremely useful to heroic content players or solo players (and that’s a *lot* of us). The Tradeskill Apprentice allows crafters to find new recipes and make tremendously cool items of their own. And of course, Reforging and the AA limits provide new gameplay for the min/maxers amongst us (and again, there’s a *lot* of us), as well as letting you find great new effects for your weapons.

We are working to deliver more and more content in the coming months. We’ve been revamping our art pipeline to allow us to generate terrain more quickly so that we can do more and our design tools have been being streamline allowing more rapid work on that side of the fence also.

And after the AoD release, we’re going to circle back to features that we’ve released in the last couple of years to do refinement and fixes, many of which have been requested on these boards. (Public Quests, Battlegrounds matchmaking, PvP adjustments to counteract effects of recent feature additions, etc). This work will mostly be the code team working through the issues while the designers and artists stay on task creating new zones and revising Qeynos.

AoD is full of gameplay and well worth the price of admission, and we’re continuing to create content on a very regular, constant and frequent basis. We’re really looking forward to the November launch. There’s a scad of new info coming out about the features, the Freeport revamp, and more. We hope you’ll also be excited as you see more and more of that detail appearing.

He later posted:

Mercs are definitely allowed in any group, including raids. They’re not designed to be as good as a player though, so it’s up to you whether they’re valuable on a raid.

Noticing that there were still unanswered questions,  Raknid asked:

So are we to assume that it will be like the other expansions:

  1. Available in retail channels?
  2. Include previous expansions?
  3. Be sold as a package only and not piecemeal?

Thanks.

Smokejumper answered with this:

This kind of info is better released through the official marketing channels. Those will open up next week and you’ll get tons of info on these questions.

So it looks like next week we get to find out how much this “expansion” is going to cost.

 

From the EQ2Forums:

There have been several reported issues of players who are unable to get the Nights of the Dead quests from Ponchy. If you have done them in previous years, there seems to be a bug where it won’t let you get them again. While we are working on fixing this, please petition Customer Service to have the old quests removed. We greatly apologize for the inconvenience and will message again when we have this working normally.

http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=508575#5649447
 

From the EQ2Forums:

We are inviting the most fearful, dreadful and simply awful creatures to the frighteningly decorated Community Lounge to celebrate the Nights of the Dead holiday with us. Show off with your costume creations, partake in a variety of unique drinks, and meet new players!

The scheduled party slots are listed below:

  • Thursday, October 27 12:00 pm PST Valor
  • Thursday, October 27 12:00 pm PST Storms
  • Friday, October 28 8:00 am PST Sebilis
  • Friday, October 28 12:00 pm PST Splitpaw
  • Friday, October 28 3:30 pm PST Everfrost
  • Friday, October 28 4:00 pm PST Antonia Bayle
  • Friday, October 28 4:30 pm PST Crushbone
  • Friday, October 28 5:00 pm PST Freeport

When it’s time for the party to start, we’ll drop a portal near the carpet at the docks in Sinking Sands. Just look for the glowing spot, click, and you’ll be ported right to the Community Lounge.

Can’t make the party time slots? Don’t fret! We’ll also be opening up portals for the Community Lounge on all servers. On Storms, Valor and Sebilis, you’ll find a portal on the day of your party. For the US, UK and Extended servers, we’ll open portals shortly after 10:00 am PDT, but it could take up to two hours for us to open up all of the portals. You’ll be able to have your own parties or just pick up the party favors from the vendors! Keep in mind that the portals will only remain open for eight hours.

See you at the parties!

**Click here for a Time Zone Calculator

Just to note: we are not trying to be play favorites when selecting servers. We do not currently have enough people to run events on ALL servers. We wanted to try out having an event on some of the live servers that don’t normally get events at all. For the next holiday community event, we’ll switch around the servers and rotate it so that all servers will get some love.

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