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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Today’s July 27, 2011 update notes address issues with the Spires and Dragon Ring Events on those servers where the events are still running. This update does not yet include a fix for servers that have already completed the events and those affected players who were present but didn’t get credit due to crashes, not having the right quest, or their mob despawning.

LIVE EVENTS

Dragon Ring and Wizard Spire Rebuild Events

  • Entering the event area should now check what quests the player has and what stage the event is on. If the player has a quest from a previous stage the quest should be updated. If the player does not have the current quest it will be offered to the player.
  • For the final encounter in both events when a player engages the encounter they will be offered the quest for that encounter if they do not have it already.
  • The Wizard Spire Replica should now be purchasable for 25 tokens if the event has been completed.
  • The Pocket Wizard Spire is now heirloom instead of no trade.
  • The Pocket Dragon Ring is now heirloom instead of no trade.
  • Using the wizard spire teleport from within a guildhall should now offer Eastern Wastes wizard spire if the event for it has been completed.
  • Text has been corrected when mousing over the Eastern Wastes option on the travel map.

PvP MERCHANTS / ITEMS

  • Rage-Fused and Reinforced Armor is now visible for all buyers.
  • All armor sets should now display their name correctly.
  • PvP merchants should now request the correct faction for all items.
  • The Crystal of Discord is once again available for purchase.

Incidentally,there seems to be some realization that the new Frozen Tundra battleground is cannibalizing interest the other Battlegrounds, especially as only Tundra is awarding faction with Velious Discord. The following change is now expected in a future Game Update:

You will now earn Velious Discord faction across all matches [subject to change]:

  • Gears of Klak’Anon – +175 win, +75 loss
  • Battlefield of Ganak – +200 win, +75 loss
  • The Frozen Tundra – +225 win, +75 loss [No Change]
  • Smuggler’s Den – +250 win, +75 loss
 

From EverQuest2.com:

The Children of War update brings changes to the Player versus Player gameplay style available on our PVP servers, a new battlegrounds lobby, as well as a new battleground scenario.

Read more at EverQuest2.com.

 

Today, arguably the largest Game Update we’ve seen in years hits the live servers. Game Update 60 adds 4 new dungeons, 4 new raid zones, more crafting, more quests from a solo shard quest to a Heritage Quest, major changes to PvP from gear to itemization to mechanics, not only a new Battlegrounds lobby, but a 4th Battleground 18 vs. 18.

We are still waiting for the full list of Game Update Notes, but in the meantime, here’s just a quick bullet point list of what we can expect:

New Level 90 Dungeons and Raid Zones

The Crystal Caverns will naturally be familiar to those who adventured through Velious in EQ1.

The Fortress of Drunder consists of 3 new group dungeons, 3 new x4 raid zones with both regular and challenge modes, a new x2 raid zone, as well as a crafting zone. Drunder zones are only accessible via flying mount.

  • Drunder: Spire of Rage (group)
  • Drunder: Strategist’s Stronghold (group)
  • Drunder: Tower of Tactics (group)
  • Drunder: Citadel of V’uul (x2 raid)
  • Drunder: Sullon’s Spire (x4 raid)
  • Drunder: Tallon’s Stronghold (x4 raid)
  • Drunder: Vallon’s Tower (x4 raid)

New Quests and Content

  • Solo Shard Quest — Unlike past solo quests to earn shards for Legendary gear, the Velious solo shard is a bit more lively and interesting. You’ll need to sneak through a version of Iceshard Keep and accomplish your goals without being seen. [Preview @ EQ2 ZAM]
  • New Othmir Tradeskill Quests — Players may have noticed that the tradeskill quest timelines for the Othmir end prior to reaching 40,000 faction. New quests have been added in Eastern Wastes to remedy this situation.
  • Tradeskill Writs at level 15 — Now that we are forced to level entirely by questing, Tradeskill Writs/Work Orders have been added at level 15. Removing the Pristine Bonus was unpopular during Velious beta and continues to be a point of contention on the EQ2 forums.
  • Tangled Roots of Growth” Heritage Quest
  • Harvesting Speed/Tools — Harvesting speed has been shortened from 5 seconds base to 3 seconds, and the benefit of crafting tools, buffs, etc. have all been correspondingly reduced. The 5 harvest tools have been replaced with a single Harvesting Kit to save bag space. Also first-time harvesters will receive an in-game mail advising them about the Gathering Obsession quest, so that they can get their updates in the course of leveling their character, instead of after reaching a high level.
  • Major PvP Mechanics Changes — Itemization has been split into PvP versions of all blue stats. PvP Crit Chance, PvP Crit Bonus, PvP Multi Attack, and PvP Spell Attack have been added and only affect PvP targets, while the regular versions of these stats no longer affect PvP targets. Fame has returned and a huge number of changes have been made. There are no new tokens, instead players must earn faction with a new group to acquire the new armor. [PvP Changes for GU60]
  • Ranged Weapons for Rogues. Heroic dungeons in Velious completely neglected ranged weapons except Bows. Gninja reports that it will be available either for shards from the merchant, or dropping in Drunder or Crystal Caverns. And it will have Multi-attack, not the useless DPS stat. :)
  • Scout Roundshields — Another category of items completely omitted are round shields appropriate for scouts. This will be remedied in GU60. Read more on the EQ2 Forums
  • Berserker Changes — Major changes have been made to Berserkers to bring them more in line with other fighter classes. [Link to the Berserker Forums]
  • Max Health Debuff — Currently, some classes can reduce the Stamina or Health of an enemy. These have had inconsistent results depending on how the mob was designed. Xelgad is merging this all to a Max Health Debuff system to streamline AAs. [Read More]

Previews of Game Update 60 Around the Web

Crafting Preview @ EQ2Traders

Velious Solo Velium Shard Quest @ EQ2 Zam

Eastern Wastes Tradeskill Quests @ EQ2 Zam

New Prestige Homes @ EQ2 Zam

“Frozen Tundra” 18 vs. 18 Battleground Preview @ EQ2 Zam

Was it Tested?

It will be interesting to see how well the new content works. Although the testing window of ~2 1/2 weeks was about what had been planned originally, the Double XP week led to many players creating new toons and leveling them up, gaining AAs, epic weapon runs, as well as working on guild XP and running the Moonlight Enchantments and City Festival events. Really, there was only 1 week of undistracted testing. The dearth of comments on the In Testing Feedback area of the EQ2 forums is particularly alarming. The new Battleground got tested, but as far as we know, there were no scheduled tests of the new group or raid content.

Did you test Drunder group or raid zones, Crystal Caverns, the new PvP or Battlegrounds, or any of the new quest content?

 

While SOE and by extension EQ2 were offline during the 12 day downtime, what were the devs doing? Scrapbooking? Needlepoint? Actually, they continued work on Game Update 60 (now slated for a May 31st debut according to SmokeJumper) as well as looking ahead to Game Update 61 and beyond.

While players were not able to test Game Update 60, the developers have continued to polish it up and add new things while the servers were down, as well as addressing the feedback from players during the short testing period.

Game Update 60 Testing

Game Update 60 is still on test, and will see more changes and improvements over the next few weeks, as well as bugfixes and tweaks from player feedback. Already there have been some new update notes for Test. Of interest to mages will be these changes to Spell Multi Attack, and a corresponding change to Illusionist’s uber Time Warp buff:

Alternate Advancement Abilities

  • Spell Multi Attack now works on damage over time abilities. If a damage over time spell multi attacks then each tick of the damage over time will multi attack as well.

Illusionist

  • Time Warp no longer adds additional ticks to damage over time abilities since those abilities can now Spell Multi-Attack.

There are numerous fixes to quests and zones, such as a fix for the long-standing issue of some active participants in Public Quests getting nothing. The biggest changes are further refinements of major PvP and Battlegrounds changes (including the new Battlegrounds Lobby) and tweaks coming with Game Update 60.

This is not to mention new Quests and the new Drunder and Crystal Caverns zones also on Test.

Lower Level Itemization

Regarding itemization of levels 1-85 which was disrupted by the Mechanics and Itemization changes in Velious, a player named Sambril asked what many of us have been wondering:

I would be interested to know if the itemization changes will include lower tier gear (particularly crafted gear) as well as Velious items. A lot of lower tier gear was effectively nerfed with the change to primary stat + stamina and the removal of +health and +power mods.

SmokeJumper responded:

These fixes are on our near-term lists of things to do.

Seeing at least crafted gear but hopefully more items from 12-82 getting some attention in Game Update 61 (slated for late August) would be welcome news.

Lower Levels and Flying?

Speaking of lower levels, SmokeJumper has posted more enigmatic comments about his plans for the entire level range of the game (not just 86-90):

While it’s true that Velious content releases will be level 90 content, we’re also expanding our vision to include multi-level content.

Freeport and Qeynos are all about multi-level content, and we intend to backfill lots of good ideas back into the older content as we move forward this year.

Also, the mysterious flying mount thing I promised to explain…well…I don’t want to build it up too big, but it’s aimed at lower-level characters also.

Apr 132011
 

Sony Online is excited about Game Update 60: Children of War, along with the “Taking Flight” promotion to get our missing friends back in the game with a free week of play (for returning accounts) and a temporary flying mount.  Check out the full press release HERE.

Here are some of the notes..

PvP & Battlegrounds improvements, including but not limited to:

  • Lobby system so players can hang together between matches with PvP merchants available locally
  • New Velious battleground map (“The Frozen Tundra”)
  • New Battleground game type! (“Vanquish!”)
  • PvP and Battlegrounds rule modifications for better balance and fun factor
  • Fame system improvements
  • New PvP armor

Itemization:

  • New Adornments interface to make this system easier to understand

Drunder!

  • Three new instanced dungeons
  • Three new raids with all new bosses

Additional Content:

  • New daily missions
  • Crystal Caverns
  • Solo shard quest
  • Two new heritage quests
  • Additional signature quest line
 

From Olihin on the EQ2 Forums:

Greetings,

With GU60, a new battleground will be added that will allow for a 18 vs. 18 combat setting.

We are currently working on possible additions to the achievements earned while in a battleground and we would like to hear some thoughts on what you may want to see.

We will also evaluate the current achievements and look for ways to reward those that have earned or are in the process of earning them. We believe that someone that can help control all the towers while at the same time having the highest kill streak should be acknowledged, for example.

Feel free to add your ideas and we will do what we can to make your experience while fighting more enjoyable and rewarding and perhaps even humorous at times…

And addressing PvP changes which were originally planned for Velious but got pushed back:

I apologize for the lack of detail and generalization of knowledge in my previous post.

I am sure not all are aware that we postponed PvP changes until GU60 and I want to make sure that our players know that when I say that there is nothing new to report…it means that nothing has been finalized for me to bring up for discussion or testing.

We did have a meeting yesterday that helped our team narrow down some of the changes we will be trying to make in PvP.

  • Revisiting FAME and adding new features to improve its function and presentation
  • Adding new armor and adornments that compliment PvP
  • Adding a new Battleground
  • Adding a new faction instead of a new token for purchasing rewards
  • Doing more for class balance (ongoing always) based on feedback

I cannot go into detail at this time on each of the points, but I hope that this is something to look forward to in the future.

In the meantime, I will start a new thread to get some focused feedback that will help with the planed changes listed above.

Thank you again for your patience and understanding!

 

Here are some notes from Friday night’s live Webcast of Rich Waters, Dave “SmokeJumper” Georgeson and Salim “Silius” talking about the upcoming Destiny of Velious expansion, including player-submitted questions. Getting into the mechanics and itemization changes, we get very close to a full transcription as there is a lot of detail and information here. We recommend listening to the webcast to get a complete picture of what was said.

Some bullet points:

  • The EQ2 team have the next year of Game Updates planned out with more group zones, raid zones, heritage quests, etc. The first Game Update will add more dungeons.
  • Items will become a lot more modular and straightforward, with procs largely moved to adornments.
  • Group players in Sentinel’s Fate should be able to jump right into grouping in Velious such as Tower of Frozen Shadow.
  • Casual raiders in Sentinel’s Fate may want to test the waters with the contested Kael Drakkel dungeon which falls right before the easier raid content.
  • High-level raiders who are already doing Underfoot Depths should be able to move into the easier raid zones in Velious without grouping, although Kael Drakkel is a good stepping stone.
  • Silius went into detail on the new Adornment scheme including a new type of adornment War Runes.
  • We won’t see new Battlegrounds gear or other PvP content until the Game Update after Velious.
  • A new mechanic on mobs (NPCs) called Critical Avoidance which means you’ll need well over 100% Crit Chance to succeed harder dungeons and raids. This effect reduces your crit (including healing!).
  • Flying mounts start at level 86.
  • On March 1st, everyone will be able to fly as a live event. The gnomes are putting in experimental test pilot tracks in Lavastorm, Tenebrous Tangle, and Butcherblock. You’ll be able to grab a tinkered craft and run through the race against time.

Destiny of Velious Webcast #3 Notes:

Waters: [Velious] is a lot to tackle. Players have a lot of expectations. People who enjoyed the first Velious in EverQuest 1, there’s a lot of story to tell there. We had to split it into two parts, there was so much we wanted to cover. We’re really happy this time that we’re touching on the story of the giants and the Coldain dwarves, old favorites such as the Othmir. We had to save a big chunk of the story for the next one. We focused on the quality and getting this right.

Greg Aguis asked “The Othmir, that always strikes me as funny as someone who is newer to the game than certainly you guys. What is the fascination with an otter player race?”

SmokeJumper: “You can break oysters on your stomach.”

Waters: “That’s a good question. We look at our race stats a lot. People seem to want to play pretty people, like elves, and little furry people. Don’t know why that is, but yeah people want to be ratongas, people want to be othmir, people want to be cat men. I don’t know why people necessarily do.”

Greg Aguis: We’re at how many placer races with the addition of the vampire race?

Waters: Vampires made 20.

Greg Aguis: Will Icepaw Gnolls be a faction, become a player race or at least an illusion with lots of animations?

Waters: You’ll see Snowfang Gnolls immediately as you get into Velious. You start in an Othmir camp and the first thing you see is Snowfang Gnolls and quests for them. I wouldn’t be surprised to see an illusion available for them.

Greg Aguis: Will we see Nature’s Defender as a heritage item or drop, as it was one of the more unique weapons in Velious?

Silius: We weren’t able to get this in for launch, but it’s planned to be in post-launch. This is one of the items that we definitely want to get in as part of our post-launch content cycles related to Velious.

Greg Aguis: Did you go back to items in Velious for inspiration?

Silius: Absolutely. We brought key things like the Coldain Ring, the 10th War. Part of the armor process in getting your armor involves gems that are drops. We got a lot of inspiration from Velious.

Waters: We got a half dozen heritage quests. We’ve been planning out the game updates for the year after Velious. There will be more dungeons in the first Game Update, more raids being added throughout the year, and more heritage quests being added as well.

(A few minutes ogling the Destiny of Velious retail box and talking about how the features on the back of the box aren’t all the things we’re getting)

Itemization

Greg Aguis: What changes can we expect going from Sentinel’s Fate gear to Destiny of Velious gear?

Silius: There’s a lot we’ve changed with the game mechanics-wise. We’re evaluating items and we wanted to make items a little more straightforward. We wanted to allow players to customize the more specialized parts of items like procs. We ended up taking yellow and red adornment slots and moving them to other items that didn’t have them. We introduced charms that have adornment slots now.

Silius: Players will be able to easily recognize that one item is better than another without having to do a bunch of crazy calculations.  On the high level, the game is way more straightforward, but for those people who really like to get into the number-crunching, there is a sort of mini-game (?) with up to 7 adornments that they can mix and match different procs that we’ve brought from SF and other expansions.

Silius: Our raiders and top-end players get this degree of customization that’s really cool and hasn’t been seen before, and also lets the player retain effects if they see a new gear upgrade drop from a harder mob, they’ll be able to repurchase that red adornment and move it to the next item (?).

Silius: The number of procs on people’s gear was becoming a big problem for performance and it’s hard to make items unique when ever item has a proc on it. How do you make an item unique? You add another proc to it. Literally, an item is better because it’s examine window is larger. That’s just something we thought was not good for the game. We think that what we have now, although it’s a lot different, will end up being a lot better in the end and be a lot more straightforward to our playerbase while offering our more involved players a good degree of number-crunching and min-max.

Waters: The thing I like about it is the foundation stats you need, like Strength and health (STA), come on the armor, which is a piece you build on after that. All the other things like Resists, effects, damage, etc., are all customizations, things you add on.

Greg Aguis: When you’re starting work on an expansion like this, thinking about items, where does that process start? Do you say there’s ‘this amount’ of content that you need to add, or what’s the starting point?

Silius: It depends on the type of expansion. This being a high-level expansion, we had to sit down and evaluate what changes we wanted to make. Any mechanics change that has to do with player stats is going to affect itemization to some extent, so we had to make those decisions first. From there, we evaluate what kind of content we’re going to have, how many dungeons we’re going to have, build a distribution plan, what slot is going to drop where. On top of that, you start working on growth, track the stats, which stats are more important, which stats can be folded into other stats, project where you want players to end.

Waters: There are a bunch of constraints we’ve had to work with. We’ve run into some issues where we can’t give you more of a stat because we’ve hit the cap. If we gave you more, it wouldn’t actually do more for you. On some stats, we’ve already given out all the headroom we can. This was a hard thing to plan 5 years ago. Salim had said that procs had to come off. Procs were a problem because every item had at least 1 proc, leading to performance issues and also items being more generic since everything had an effect on it.

Waters: The game systems have a limited amount of growth potential and that’s something we’re working on. But then our work causes some changes in how things work, we have to change the game mechanics, and people aren’t always that receptive to things working differently. You know how health worked yesterday, you want it to work that way tomorrow, you don’t want to have to relearn it. It’s a balancing act. Before we run out of headroom on something, or we have to force a rules change that people may not enjoy.

Group and Raid Progression?

Greg Aguis: What’s the overall progression of gear from Sentinel’s Fate legendary and fabled vs. Destiny of Velious legendary and fabled (raid)?

Silius: We had to define where we wanted the players of various tiers from Sentinel’s Fate to enter the Velious expansion. If you’re a top-end raider from Sentinel’s Fate and doing Underfoot Depths, you can pretty much insert yourself into our easy mode Raid content and start gearing yourself up that way. Optionally, you could do the group Kael Drakkel contested content which is just before the easy Raid zones if you wanted to get some cool items there. More casual raiders from SF will probably want to do Kael Drakkel and try out the easy mode raids.

Silius: Someone who is grouping in SF in legendary gear should be able to start right from the beginning and adventure in the Tower of Frozen Shadow. It’s going to be challenging obviously. In general, we try to pair and recognize that group players get a full progression and a chunk of content to play. And raiders may not necessarily group, so we want raiders to have a solid progression. We wanted to make sure players can insert themselves into the gameplay style they are most comfortable.

Procs and War Runes

Greg Aguis: Talking about gear mechanics…Any large gear mechanics changes from the Sentinel’s Fate gear? For example, Sentinel’s Fate gear had an abundance of procs. Any changes to streamline procs? (We touched on this earlier.)

Silius: We were noticing performance issues. Items were becoming relatively generic, because the only way we could make them better was to add another proc, or make a proc that was so insane it would never be replaced. All effects or procs are now linked to adornments. Players are already familiar with this, but yellow adornments are for group gear, red adornments are for raiders. These particular ones are your 3 weapon slots, 2 charm slots. Easy mode raids will have belts that have a red slot. Hard mode raids will have cloaks that have a red slot. So hard mode raiders can add effects to 7 total slots, on top of having red slots on their raid armor as well as any yellow slots.

Silius: Basically, we have a set of procs which we brought from Sentinel’s Fate and other expansions that are more generic. Damage procs, Damage Over Time (DoT) procs, specialty procs which are more situational, debuffs, things like that. Then on top of that, we have War Runes. These are raid-only dropped adornments. Whoever loots them and clicks on a War Rune gets flagged so he/she can go to a War Rune merchant and buy that adornment for raid shards. He/she gets permanent access to them.

Silius: War Runes are the more specialized procs, custom-made procs, a lot of which are upgraded from Sentinel’s Fate procs that players have noted as being their favorites, the procs that make an item their favorite item. With this new system, I’ll be able to take 7 War Rune procs and put them on these 7 slots as I see fit. There are upwards of 40 War Runes.

Battlegrounds? PvP?

Greg Aguis: Will there be new Battleground armor?

SmokeJumper: The next Game Update. PvP stuff won’t be in Velious, it will be in the next Game Update.

Critical Avoidance

Greg Aguis: At Fan Faire, it was mentioned that you had future plans for Critical Chance. Is this going to be meaningful beyond 100%? Can you explain how this works? Will this effect offensive abilities only or healing as well?

Silius: We have a new mechanic called Critical Avoidance. NPCs have a percentage Critical Avoidance which is subtracted from your current Critical Chance stat when engaged with that particular mob. If you are fighting a mob with 50% Crit Avoidance, you’re going to need 150% Crit Chance to crit 100% of the time. There’s a steady progression here, so Crit Avoidance is a helpful bar to know if you have enough Crit to be visiting a higher tier dungeon or raid zone. This affects healers, this affects everyone. This is our answer to Critical Mitigation being more important to tanks. In this case, every class will need to pay attention to their Crit stat. This will make crit buffs more important, as well as guaranteed crit abilities more important. This breathes new life into the Crit Chance stat.

Uncapping Stats?

Greg Aguis: Are there any plans to uncap any other percentage-based abilities such as AE Auto-attack during Destiny of Velious or later?

Silius: We recently uncapped Multiattack [previously called Double Attack].  We are definitely looking into our cap situation, so things like Attack Speed you may see us uncap. Those are things we have to sit down and discuss the ramifications first.

Flying Mounts

Greg Aguis: What is the minimum level for flying mounts? Is there a similar quest in the lower tiers that can be done to get flying mounts? Can you hide flying mounts like other mounts?

Waters: The initial flying mounts are level 86 in the Velious overlands. This is the first way you’ll be able to get flying mounts, at least in the short term.

SmokeJumper: No, they won’t be available at lower levels.

Greg: Can you hide them?

SmokeJumper: No, mostly because we don’t want players running across the sky. If you looked like this (Superman pose) we’d probably be better at liking it than if you look like this (running in place), so no we’re not doing that.

Greg: I think we have another MMO that can suit that need if you desire.

Silius: The reason it’s level 86 is because the quest is level 86.

Greg: Can you PvP on flying mounts? Or is it a safe place to hang back and watch what’s going on, only diving in when you’re ready?

Waters: If you were floating over a battlefield on your mount and someone could reach you, they could attack you. It won’t knock you off, so you can either sit there until you die from them attacking you, or you fly away or you attack back. It’s semi-safe. If you’re flying too high for anyone to reach you, then you’re probably ok, but if they can reach you with a fireball or an arrow, then you might be in trouble.

Velious Launch Celebration Week

(talking about the Velious Launch Days celebrations, including a reminder about those who login on launch day getting access to Othmir as an illusion)

SmokeJumper: There are four different kinds of Othmir. Tom Tobey ended up creating something like 30 different animations and emotes, including getting Othmir working on flying mounts.

Greg: Flying otters in EverQuest II. It’s what it’s all about.

Greg: We’ll be talking more about the launch events in next week’s Webcast for President’s Day weekend.

Greg: Tuessay, March 1st is the last day of the Velious launch events and we have a special event planned for that day.

SmokeJumper: We wanted to do something cool, something special for the last day of our launch week. One of the things we realized is that because we level-locked our flying mounts, a lot of people weren’t going to get to try it right away, so what we wanted to do was create an event so that almost anyone who wanted to fly could fly.

SmokeJumper: So for the last day, we’re going to do aerial race tracks. The gnomes have put together experimental test pilot tracks in Lavastorm, Tenebrous Tangle, and Butcherblock. You’ll be able to grab a tinkered craft and run through the race against time. There are all different kinds of obstacles. If you complete it within a certain time, you get a title of Test Pilot. And you’ll unlock that as an appearance mount once you complete your flying mount quest. Everyone can fly on March 1st. If everyone really likes this event, we’ll probably tie it in with Tinkerfest.

Greg: We’ll have one more Webcast back here on Friday. Don’t forget the Digital Collector’s Edition pre-order at a special price ($59.99) which goes up after launch. We look forward to seeing you next week.

 

While there were some interesting changes to how disputes over Character Names were handled in the first of these new Server Merges, Guild Names stuck with the original rules established long ago. During a Merge, if both servers have a guild of the same name, the one created first keeps its name, while the other receives an unceremonious “x” suffix.

While it has been a relatively smooth Server Merge between Blackburrow and Everfrost, it has been marred by some Guild and Player Name issues, other scheduled server downtime and maintenance, and some niggling issues with Mail.

More after the jump…

Guild Names

Where Guild Name issues became complicated is the shoddy records kept by EQ2Players. The Server Merge scripts (newly updated for 2010) are only as good as the data, and that data suggested that some guilds which folded long ago were still alive and kicking. Due to characters transferring off of servers, or other issues, the data might have suggested that a guild still existed when it didn’t. Anyway, with today’s fixes, issues with 43 guilds were automatically resolved.

From Rothgar:

If you remove the guild members normally, the guild will be flagged as deleted when the last one is gone. What I suspect happened is that the last guild member either transferred to another server or was deleted in some non-standard way that led to this problem.

This only occurred with 43 guilds on the entire server, so its not that common of an issue. We’ve already updated the merge scripts to flag guilds deleted if none of the members are active, so this won’t be a problem in future merges.

We’re bringing down Everfrost at 3pm PST for 15-30 minutes today. During this time we will fix the issue with battlegrounds not updating quests and at the same time I’ll fix all of the guilds who were improperly renamed.

And after the maintenance, Rothgar:

Now that the maintenance is complete, 43 guilds that had name conflicts should have been fixed. Also, players that could not receive battlegrounds tokens and quest updates should now be fixed.

If your guild is still affected, naturally you should file a /petition.

Mail Issues

Players have been unable to receive mail attachments such as the Frostfell item. These players see the attachment, but receive a message that they are Unable to retrieve the gifts at this time.” Characters with names that temporarily had xx suffixes are now not able to view any of their current or saved mail.

From Rothgar:

We will be attempting to fix the mail issue Monday morning. We have to run another script to try to restore the mail after the rename.

Character Names

So before the Server Merge, some new rules for Character Name conflicts if the same character name existed on both servers was announced:

1. Whichever character logged in within the past 60 days received the naming preference.

2. If both characters either have or haven’t logged in, then it comes down to number of days played.

From Rothgar:

If you had your name changed so that it ends with an “xxy”, you will be receiving a free marketplace rename potion within the next couple of hours.

If your name was changed so that it just ends in “xx”, you should be able to use the /rename command already in game to change your name.

EQ2Players

Lillya of Antonia Bayle pushed Rothgar for some explanation of why EQ2Players is just so inaccurate:

ANother bug from the stationplayers site is that a guild will not show up in the query for a guild if it has less than 3 members. You can get around this by searching for a known player in the guild, and then one can see the guild. There will be a lot of n/as that abound in the various boxes, however.

Rothgar, can we please hear SOMETHING about the current plethora of issues with Station Players? Please? Like guild chat being broken from the site, paperdolls going missing, data not being updated, etc? It is my current pet peeve with the game.

Rothgar gave a surprisingly candid answer:

This isn’t really the right forum for discussion about Station Players. As I mentioned earlier, we are aware of the MANY issues that result in our old data export methods. We’ve developed an entirely new system for exporting character, item and spell data, and it works GREAT!

Now all we need is EQ2 Players to be redesigned to use this new data feed structure and it will be the “most awesomest” website you’ve ever seen. Unfortunately the department that does the web development is under pressure right now from other games as well. So we are somewhat at the mercy of scheduling.

That said, let’s keep this topic about Blackburrow and merge issues. Feel free to start another thread in the EQ2 Players forum.

Of course dozens of threads have been created in that forum, but as there is currently nobody from the SOE Platform team assigned to work on EQ2 sites (they are busy working on DCUO sites and Forums 4.0) that such posts are fruitless.

 

Everfrost players have reported that they are not receiving Battlegrounds tokens for either winning or losing Battlegrounds events, and also not receiving any updates on Battlegrounds Daily Quests. Rothgar has been made aware of the issue and it’s being looked into.

From the EQ2 Forums.

From Rothgar:

Ok, thank you for the info. It’s almost 11pm here tonight and there’s nothing we could do to fix it this late but I promise we will be on it first thing in the morning to determine the problem. Unfortunately its too early to tell if a fix will require a new build and downtime or something as simple as a configuration change.

I’ll keep you posted as I find out more information.

 

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