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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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From SmokeJumper on the EQ2 Forums:

Hey folks,

Lots of you know Rothgar (Greg Spence) who has been the Lead Programmer for the last few years on EQII. Well, he’s moving over to “EverQuest Next” now to help us move that game along, and Zoltaroth (Nandor Szots) is taking the reins.

Zoltaroth has been a Sr. Programmer on EQII for years now also and the transition has been completely seamless, mostly because Nandy and Greg have been a team for a long time now and they both know everything there is to know about the code base.

We’re looking forward to Zoltaroth’s new reign of terror…err…I mean constructive hand guiding the ship that is EQII’s code team. *ahem*.

So congrats, Zoltaroth, and we’ll see Rothgar again once EQN comes out from behind its veil of secrecy.

 

From EverQuest2.com:

We will perform maintenance that will affect account management and commerce transactions beginning at 7:00 AM Pacific* on February 8, 2012.

 

After getting called to the carpet for a revised Game Update schedule that won’t see new level 90 content coming to EQ2 until April, nearly 9 months since last year’s Game Update 61, SOE has laid out a gameplan for February events.

From EverQuest2.com:

February Publish Plans – More to Play, Your Way!

February is here already, and the team is hard at work on Game Update 63! We’ll have some “behind the scenes” videos for you in the coming weeks to give you a sneak peek at the art of some of the exciting new zones coming up, and more information will follow between now and then.

In the mean time however, there’s plenty of new stuff to do in the world of Norrath, and we’re not waiting for the Game Update to bring you some of the improvements and changes we have in store. Here are some of the things we intend to bring you in the month of February!

Love is in the Air

Erollisi Day quests and events will be available from February 7th through 20th.

Dungeon Maker Adventurers to Gain Powerups

Dungeon Maker is becoming even more more fun, as we improve Adventurer gameplay to provide a more active game style using power management! While playing as an Adventurer, you’ll use certain abilities to build up your power, which you can then spend to use other abilities. This should give Adventurers a much more engaging playstyle that we hope everyone will enjoy! This change will be heading to Test server shortly so you can try it out yourself and give us your feedback before we finalize the changes. We hope you enjoy them as much as we are!

In-Game Polls to Arrive as Mail

We now have the ability to send you polls through the in-game mail system, and as promised, we’ll be seeking your feedback on a number of topics of interest. Poll questions will arrive in your mailbox like normal letters, and you can simply delete them if you don’t want to answer; however, we hope you’ll take the time to let us know what you think and how we can continue to improve your experience! We’re looking forward to testing out this new feature and hope that it will be a great source of information.

Read more at EverQuest2.com.

 

From EverQuest2.com:

GENERAL

  • You can now access your mail without a mailbox!  You can either click the mail buff in your buff window, select mail from the EQ2 menu, or use the /start_mail command! (NOTE: You will only be able to send and receive items and coin by actually clicking on a mailbox in the world.)

ZONE PROGRESSION / POPULATION

Tallon’s Stronghold [Challenge]

  • Players have more time to defeat Decorin Deathbringer in the Tallon Zek fight before Tallon empowers him.

Vallon’s Tower [Challenge]

  • Players have more time to defeat Kulaxis in the Vallon Zek fight before Vallon empowers him.

MERCENARIES

  • Shaman mercenaries should more reliably cast their single target ward spells during combat.
  • Keyrin Curetouch should no longer stack the “Spirit of the Wolf” spell on players in their maintained buff window after zoning.
  • Mercenary healers should now heal wounded player pets.
  • Mercs will no longer cause item damage when they kill players in PVP.

TRADESKILLS

  • The recipe for Primeval Wristguard of the Animist now makes Beastlord armor instead of Assassin armor.
  • Tradeskill Apprentice reactants now display provisioner belts as items they can create.

QUESTS

  • The “Welcome to Qeynos, Citizen!” quests will no longer fail to update if you’ve completed the Faydwer expert collection.
  • “Natasha’s Note” can now be completed.  Tarakh has moved to Freeport Combined.
  • “Hand of War” will no longer fail to spawn the Left Eye of Thule if you’ve already done “Hand of War – Eye of Fear.”
  • “Strategic Point” will no longer fail to update if you’ve completed “Cartography Fun.”
  • “Tinkering with Toggery” now offers a reward to Beastlords.
 

We’re not sure what’s going on, but the DNS servers that drive everything under station.sony.com seem to have forgotten that they’re supposed to be doing something.

A post has just appeared on Twitter/Facebook which suggests maintenance tomorrow:

Account management, Commerce transactions, In-game marketplaces, forums and login will be impacted on Feb 8 from 7-8:30 Pacific Time [Ashlanne]

forums.station.sony.com
Important: We will perform maintenance beginning at 7:00 AM Pacific* on February 8, 2012. This will impact the following services:
UPDATE:
[SOE-MOD 02] Todays issue is something different then the planned downtime for tomorrow. It is being investigated as I type this. Thank you!”
 

From EverQuest2.com:

Oasis will be undergoing maintenance beginning at 12:00 AM Pacific* on February 7, 2012. We expect this downtime to last for approximately 18 hours. (Updated to extend by 6 hours, due to unexpected delays.)Chat will also be down for the Freeport server during this time.

We apologize for this interruption and will bring the servers back online as soon as the maintenance is completed.

Also, we have noticed some problems with forum logins which may be related.

 

The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it’s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!

From Omougi on the EQ2 Forums:

Our goal with these adornment and spell conversions is to give you guys something in the place of nothing essentially. Before, you were playing a zero-sum game if you had enough crit mit. If you didn’t have enough crit mit, you couldn’t do the encounters — period. All these adornments and spells did is bring you up to a threshold. If you were past that threshold, it does nothing for you.

Now, [while] these adornments and spells actually do increase your survivability at all times – equating the amount of crit mit lost to an equivalent form of HP doesn’t really work out, because any amount of HP is infinitely better than a threshold stat with no use. If you were slotting your adornments for survivability before, you are still slotting them for survivability with HP – the only change is the adornments have been made more powerful in their actual effectiveness with crit mit out of the picture.

This change equates to a free survivability gain across the board, and we need to be very careful with numbers at first to ensure things do not get drastically easier. Changing the difficulty of content is not the goal here – changing the accessibility of content is.

A point which has been made by several raiders on the official forums as well as Flames is that the top end guilds already have more than enough Crit Mit on all their characters to meet the requirements of the zones they’re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can’t because they haven’t spent months farming obsolete gear whose only saving grace is Crit Mitt.

An oft-seen comment is “The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.” Omougi has a great response to this:

A few more HP is possibly the difference between an AE one-shotting and being survivable. We really don’t want guilds to “force” their members into slotting for survivability if they are trying to push progression. If the HP difference on the adornments was significantly higher, people would feel the need to stack up on HP adorns, similar to how they feel the need to stack up on crit mit adorns now.

We are trying to make customizing your gear with adornments a viable option while progressing through content. If we make an adornment choice too powerful, then there really isn’t much choice there…especially if what you are “forced” into adorning isn’t what your class is about. Many mages and scouts would really prefer to slot more adornments to increase their DPS, but they are forced into critmit adorns in order to not hinder their guild’s chance of progress. We really don’t want to replace crit mit adorns with hp adorns and have essentially the same problem.

and some great news about the relatively limited choice of adornments we have now:

Now, our available choices need some work, specifically with mage options. We are trying to alleviate the problem by allowing more adornments to go in more slots (critbonus, potency, etc), so that scouts do not get more benefit from this change than mages. Adding more adornment choices in the future is definitely something we want to do.

 

From Silius on the EQ2 Forums:

Just to clarify some confusion.

  • Crit mit as a mechanic is being removed.
  • NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.
  • Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.
  • Replacing the adornments with HP is not to compensate for anything. Since the critical mitgiation stat is no longer useful we are converting to a stat that benefits all players.
  • The goal is for this change to not change the difficulty of the encounters. This is why we ask that you all take some time to log on to test once we push it there. We plan on having this on test by the weekend.

Note: NPC crit bonus may be used in the future on a case by case bases and will be considered in the balance of the encounter so that crit mit is not required.

If you have any questions please do not hesitate to PM me.

 

In what may go down as the best decision in EQ2 history, or a total overreaction to a problem that could have been solved with a 15-20% reduction across the board, Dave “SmokeJumper” Georgeson has announced that in the very near future, the Critical Mitigation stat will be COMPLETELY GOING AWAY.

First introduced in The Shadow Odyssey, greatly expanded in Sentinel’s Fate, and then becoming the most important stat within Destiny of Velious as an alternative form of progression to raising the level cap (which is technologically challenging), here’s the announcement of this revelation from the EQ2 Forums:

We’ve listened to all of your conversations since Critical Mitigation was originally introduced. The dev team has extensively debated about it internally. (Very extensively.) But ultimately, we decided that the right move for EQII is to remove Critical Mitigation entirely from the game.

Critical Mitigation initially seemed to do what it was designed for, but it has always suffered from a complete lack of intuitiveness for players, and it’s not a forward-extensible system. Ultimately, it doesn’t add any fun factor to the game.
So we’ve decided that a complete removal of it is by far the best solution for all concerned.

Here are the details:

  • Critical Mitigation (the stat) has been removed from the game.
  • Critical Mitigation no longer displays on the Character pane (for obvious reasons, since it’s no longer in the game).
  • NPCs no longer use Critical Bonus to add to critical damage.
  • Buffs and debuffs that have Critical Mitigation elements to them will have those elements replaced with other elements instead, so that those buffs/debuffs do not lose effectiveness.
  • Critical Mitigation values on adornments will be replaced with hit point values instead.

This change will be coming to Test soon and then to the regular servers soon thereafter.

NOTE: This change has no effect on PvP game play. The “PvP Critical Mitigation” stat is still useful for game balance in PvP play and is not being changed.

Trust me when I say that I checked the calendar more than once when reading this announcement. The only proximate holiday is represented above. ;)

What Do You Think?

  • So do you think this is a good move?
  • A total overreaction?
  • How is SOE going to provide progression without raising the level cap?
  • Is there any reason to run Heroic content anymore (outside of Drunder) now that armor is essentially free and shards are no longer needed for Critical Mitigation adornments?
 

A selection of Velious raid mobs have been doubling up on Area-of-Effect attacks since the expansion’s launch nearly one year ago. Atan (of Unrest) summed up the issues:

Condition 1: Modifieable timers line up such that a mob casts 2 different abilities simultaneously.

Condition 2: Ability that normally comes ever 40 seconds comes twice in a row with no delay.

Seems they are both bugs to me, but condition 1 is probably just a result of your design.

Maevianiu is getting serious about addressing the AoE double-casting by raid mobs in Velious raid zones and had these responses:

I cannot speak on Condition 1, I’ll leave that to the designers.

However, Condition 2 is definately a bug, and I’ve been chasing it for a while now and frankly. I cannot make it happen.

So I’m adding in some extra logging to try to pickup on when you guys make it happen and see if I can track it down from there. I’ll post in this thread later today with the zone(s) the logging has been activated in and you guys and post when it happens in those zones and hopefully we can find the cause and get it fixed.

And, if you guys can find a way to make it happen please post it here it will go a long way to getting this fixed.

and:

The logging is now active for any instances started after the time of this posting on the “Throne of Storms: Hall of Legends [Challenge]” zone.

Update:

Logging is also enabled in Foundations of Stone [Challenge]

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