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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Windslasher

 

Congratulations on finishing the spire!

While it would have given me great pleasure to have an epic-x4 dragon with 20 million hitpoints spawn and attack you, that simply would not have fit the theme or lore of this event. The idea here was to let everyone on the server contribute in a 100% cooperative effort that permanently affects the game world. So the bosses that attack the spires during construction have a lore reason to exist, and were intended to be beatable by a small pick-up raid. The real reward for completing one of these spires is the permanent teleportation portal that opens up in the middle platform. It's a reward for the entire server, that anyone can use.

Now, I absolutely love competitive raid gameplay, but I couldn't justify setting up this event as a race to spawn the boss mob for server-unique rewards and eternal bragging rights. It just would not have made sense in this case.  I certainly want to make events like that in the future, but this one isn't a copy of the old Kingdom of Sky prelude.

 

Every single quest related to the Spire event updates progress on the spire in whatever zone you choose to turn it in. The only way to complete a quest without contributing is to do quests at a fully completed spire. But a completed spire has a teleportation portal you can click on to reach any other Ulteran spire, so it will be very easy to reach another spire and contribute to its reconstruction.

Sep 292009
 

Several of the spire reconstruction quests remain available after the spire is complete, so you have until Game Update 54 to stock up on teleport pads, etc.

 

I remember the Kingdom of Sky prelude event, and the intent behind this event was much different from the previous one. While there are some contested epic spawns, they don't give rewards that are unavailable to other participants. Everything you can take away from this event is purchased from the Quellithulian merchant.

 

Doh! I see what I did there. I'll get this hotfixed out as soon as possible. Sorry about that.

 

BabyAngel wrote:

Ok thats nice

 

So anyone know why you can't translocate to lavastorm while in lavastorm?

 

My bad!

Aeralik fixed the translocate portals for the original zones — Greater Faydark, Antonica etc. — but then I added 8 more spires to it and forgot to make the new ones work when you're within the zone. I have that fixed internally and you'll see that fix on live servers soon.

Sep 232009
 

Have you tried it again today? GU 53 just went live with a fix to the Boarfiend Lore and Legend drop rates. The pieces all have an equal chance to drop now, and if you're actually on the quest then it's rigged to give you the piece you still need sooner. Give it another shot, and please let me know if it's still awful.

 

Morghus wrote:

So does this mean that if one player clears a portal, they would need to run around and seek out another seperate one? That sounds a little annoying but I can see why it was done, but I do hope there is a fairly good distribution of them in the immediate areas. Also, the part about only one person being able to engage a portal at a time sounds like it could lead to issues if people were to intentionally stay inside every portal in the area and not kill anything to block other players.

That first note wasn't about the portals you zone into; it's about the tears that open up and release planar entities to fight. The portals that teleport you into an Ethereal Rift still spawn a separate instance for each group that clicks them so there won't be any crowding issues SMILEY

 

Vraeth@Runnyeye wrote:

will the teleport amenities work the same way as well?

You know, I hadn't done anything to them yet. But if the house pads are working properly after the next Test update then I'll see about applying the same fix to the guildhall pads too. Thanks for bringing that up.

 

Beajay wrote:

Honest, Windslasher, I didn't mean to break the teleport pads in my house. I set up 4 pads: 1 in the entrance, 1 upstairs in the bedroom, 1 downstairs in the kitchen, and 1 downstairs in the garden. The teleport pad in the entrance works fine but none of the other teleport pads work at all–except I can name them.

I'll make you a trustee so you can go in my house and see if you can figure out the problem It is a 5-room house in Goro next to the guild halls. – Almee

Sorry, actually I'm the one who broke your teleport pads! You see, there was a bug with the vertical axis, where you could place one on the ground floor and it would trigger if you walked over it on the second floor or vice-versa. My  fix for that was to have it check for the height difference before triggering, but unfortunately I set the threshold a little too low. It worked fine on my local server but it looks like distances aren't quite the same on a real server. Expect a fix in the next Test update.

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