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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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DominoDev

 

DUNGEON FINDER

Dungeon Finder is a matchmaking system to make it easier for groups to get together for dungeons. This requires a certain minimum population to be effective. Since the Test server population is tiny compared to normal servers, you may experience longer wait times at certain level ranges. However, the system only requires a minimum of six people to be using the system to create groups, so please encourage others to turn DF on when you try to use it on Test and your experience will be greatly enhanced.

To use the Dungeon Finder, click the “Dungeon Finder” button on your XP bar. (Or open the “Zones” menu by using CTRL+Z.)

  • You can queue solo or as a group (only group leaders can queue a group) for any dungeons you qualify for (based on level, critical mitigation requirements and if you have the required expansion on your account)
  • You can either queue for a Random Dungeon (and get a +25% XP bonus while playing that dungeon) or you can queue for specific dungeons by only clicking the checkboxes next to their names. (NOTE: You don't get the +25% XP bonus if you queue for specific dungeons.)
  • If you leave the dungeon, and your group stays within it, you can use the “Return” button to zone back to your group without travel time.
  • If your group isn't full, the group leader can use the ‘Reinforce' button to allow more players, currently queued in the Dungeon Finder (and who qualify), to join the group.
  • If your group finishes a Dungeon Finder dungeon, you can exit and your group leader can queue for another dungeon immediately. This should result in almost no wait time for the next dungeon as long as you still have a full group.

Note: The zones offered in the Dungeon Finder are based off your character's actual level (not your mentored level). Mentored level has no effect on Dungeon Finder matchmaking.

POPULATION / ZONE PROGRESSION

Citadel of V'uul
Overall health of trash and boss encounters has been lowered.

PLAYER HOUSING

Added a unique house ID number to saved house layout files. This can be used to identify a file from one house that has the same zone as another house.
NOTE: Old version 5 files should still be loadable. New saved files will be version 6 and include the unique ID.

ITEMS
Son of Blades and Spreading Shadows should proc correctly.

QUESTS
Quest Demonstration of Loyalty should now update properly in Nektulos Forest.

 

 

POPULATION / ZONE PROGRESSION

  • Citadel of V'uul
  • Overall health of trash and boss encounters has been lowered.

PLAYER HOUSING

  • Added a unique house ID number to saved house layout files. This can be used to identify a file from one house that has the same zone as another house.
  • NOTE: Old version 5 files should still be loadable. New saved files will be version 6 and include the unique ID.

ITEMS

  • Kingdom of Sky “Cloud Mount” questline rewards have had set bonuses re-added to them. This set bonus should work with the new and old quested items. Classes that cannot acquire the specific pieces have also been removed from each item.
  • Elements of War weaponry should now have more lenient class restrictions.
  • Son of Blades and Spreading Shadows should proc correctly.
  • Brock's Thermal Shocker is attainable in game once more. Players who have already completed the quest “Find Gingus” should be able to get the Thermal Shocker from the Shady Swashbuckler.
  • The Soulshattering Band is no longer equipable by Fighters and Scouts.

QUESTS

  • Quest Demonstration of Loyalty should now update properly in Nektulos Forest.

 

 

 

Shouldn't be an issue to get these fixed to be the same.

 

These would be great feedback for the live events forum as it's all Kaitheel's great work!  (Well, plus our wonderful artists, of course!)  Glad everyone is enjoying.

 

Nothing was changed with this in the last update.  Not even the Frostfell stuff as that was added several updates ago back when the Erollisi and Tinkerfest reactions went in (just couldn't be used till now, obviously).

 

Hrm, I will check it out!  Please do /bug in game also so QA can get it logged.  SMILEY

 

Indeed, these are specifically Sage recipes and you would lose them if you were to respec to a different crafting class.

 

I hear patience is a virtue SMILEY

 

Eveningsong wrote:

Yes, that's it!  I knew it reminded me of something, but just couldn't think what .

It might also remind you of part of the ceiling in Stormhold, or the Qeynos sewers SMILEY  Glad to hear all the happy feedback!  SMILEY

 

Rijacki wrote:

BUT, as an example, a T3 carpenter item which can be made for a few silver (including buying the resources on the broker) can be sold for several gold. Same with any teir for carpentry. They don't need a corner on the whole container market. AND mages and some priests don't need to be penalised by not being a fighter or scout class.

I have both a tailor and a master carpenter, though the tailor is only in the 50s at present.  The tailor can easily sell some of the broadcloth vests, sackcloth shoulders, and general mastercrafted cloth armor for quite a large profit … if I had the time to keep these in stock I could be quite rich, even at level 50.  So I think that claims that tailors are impoverished are not quite the case.  The carpenter got so bored of making strong boxes for all my friends and guild that I long ago swore off ever making them to sell on the broker, and hasn't suffered in the slightest for it.

 

However, I think it is important to keep in mind though that sales vary a lot between servers.  Carpenters on the roleplay servers can probably turn a much higher profit than on some others.  Tailors may also have an advantage selling appearance items there.  Any crafters on PvP servers seem to have a pricing advantage due to rarity of crafters.  Etc.  There are people in this thread and others who firmly believe that both (a) carpenters have a ridiculous advantage and make a fantastic profit, and (b) carpenters are utterly useless and have nothing that sells.  Also, (c) tailors are very well off and have lots of desirable and profitable items, and (d) all tailor armor is utterly undesirable and nothing sells but hex dolls.

 

None of these people are necessarily wrong, they are all telling the truth about what they have observed.  But there are both behavioural and environmental factors that can play a huge part in the performance of both classes (all crafting classes, in fact).  Behavioural – obviously, knowing your market, knowing what sells on your particular server, and making the effort to keep it in stock; and environmental – what server you're on and what its market demands are.  Simply making whatever you're levelling up on and slapping it on the broker is never going to optimize your profit, and there is no change we can reasonably make that will make this behaviour profitable.  What we do hope is that both carpenters and tailors have a wide enough range of items that will appeal to different situations that any player on any server has the ability, if they put in the effort, to find items that sell well.  This obviously isn't easy to do but I'm reasonably happy that both tailors and carpenters are in this situation and I don't believe the backpack changes are going to imbalance this.  I could be wrong – and if I am, then we'll ponder plan B – but it won't be possible to know this until the changes go live.

 

Thanks again for all the input and opinions, which help very much to examine all sides of the issue before deciding the best solution.  SMILEY

 

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