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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Due to a bug which is robbing Raid mobs of their Crit Bonus, most of them have been permakilled on PvP servers until a bug fix can be rolled out. [EQ2 Forums]

UPDATE: You can read more about this issue in a thread started by Silius EQ2 Forums.

We have found the problem and will be hotfixing it as soon as we can. There is an issue on PVP servers causing NPCs to get 0 crit bonus benefit resulting in an unintended reduction in challenge. As a result of this discovery we will be permakilling all current content raid mobs on the PVP servers until the fix is patched to live.

We currently plan on pushing this fix live tomorrow along with some balance adjustments for the all servers. Once again we are sorry for the inconvenience.

 

Dethdlr’s Adornment Selector now has the non-class specific, non-raid dropped red adornments up as beta. Let me know if I got any of the numbers wrong and I’ll see about getting them fixed. I believe I’m going to wait until after GU60 to do the rest since there may be changes headed our way from SOE.

Hope you like it. :)

 

Destiny of Velious introduced an unparalleled strict progression to both its group and raid zones. Players wanting to group up in Velious instances have discovered that there are 3 sets of group zones which each require completing the one before it in progression before being granted access.

For instance, you must clear Tower of Frozen Shadow: Shadowed Corridors to gain access to ToFS: Umbral Halls, which must be cleared to gain access to ToFS: Haunt of Syl’Tor. And aspiring raiders must clear all 3 of these group zones in order to gain access to the Tower of Frozen Shadow x2 raid zone. And as we also saw in The Shadow Odyseey expansion, raiders who wish to take on the most difficult x4 Raid content in Velious must first acquire a clickable debuff item by clearing the Tower of Frozen Shadow x2.

With such a daunting interdependency on all Velious zones from group instances through x2 raid and onto the x4 raid zones, you would think that Progression Quests would have been fully tested through QA and ready for players on day 1 of the expansion. Alternately, you would expect that if bugs were discovered, some of these quests would have been passable through other means. Any MMO is going to have adjustments, tweaks, nerfs, etc. after the launch of an expansion. But it’s quite another to release content that MUST all work smoothly end-to-end, yet doesn’t.

Necretia the Widowmaker

Tuesday’s Update restored Necretia the Widowmaker, a boss of Tower of Frozen Shadow x2 nearly a week after she was removed from the game due to two problems. First, it was noticed several weeks ago that she could be killed and respawned. However it was when an extraordinary item on her loot table, the Necretia Bow of Webs was discovered that she was despanwed. This bow had inflated stats and effects such that it was equivalent to a “level 300 item”. However the issue here is one of progression. Tower of Frozen Shadow x2 cannot be completed without her.

It took several days to get this resolved, and guilds who had already started the zone must wait for their zone to reset and start over to get a chance at fighting her. Until then, certain guilds remain unable to raid Velious x4 content through no limitation of their own.

Six Weeks Later

Destiny of Velious’ progression structure ended up concentrating players into just a few certain dungeons, trying to ‘open up’ the game. Yet due to a variety of bugs, players have been flummoxed in their progression. This started right from the beginning with Lord Doljonijiarnimorinar (Lord Bob). He was at first nearly unkillable, and also bugged so that he could be killed repeatedly by raid guilds. He had to be removed from the game, thus making it nearly impossible for players to complete any group dungeons at all unless they had raid gear from Sentinel’s Fate.

In the past weeks, we have continued to see a high volume of progression bugs and script problems with locking and unlocking doors in dungeons, and the mobs themselves despawning, bugging out, or being unkillable.

Progression bugs have not been limited to new zones either:

By many accounts, Destiny of Velious is a good expansion with lots of great dungeons, challenging encounters, well-written quests, and lots of things to do. Although the itemization has been widely panned for boiling down EverQuest II’s 24 class system to a 4 class system, and graphical glitches have partly tarnished the otherwise great artwork,  it is these progression bugs that have prevented some players from just logging in and enjoying the content.

Six weeks after the launch of Destiny of Velious, bugs still remain in the progression and completion of the 9 group dungeons and 4 raid zones in this expansion, presenting additional challenges for those players who wish to enjoy the entire expansion’s content. It seems fortuitous that Velious also brought Public Quests with powerful gear as a distraction while bugs with the instances were resolved.

Your Feedback

Are we making a mountain out of a molehill? Have you been able to find plenty to do in Velious with faction grinds and questing and public quests such that a few bugs here and there in instances and raid zones don’t affect you that much?

 

Raid Zone Lag can add randomness to an already challenging fight. There are many causes such as how an encounter is designed, unintended interactions in the zone code itself, etc. This issue is of particular importance in Velious because the Tower of Frozen Shadow x2 raid zone drops a Clicky item which is required to take on most of the Velious x4 raid content. Players receive an item which must be clicked by certain classes at certain times in certain named fights in Velious hard mode raid zones in order to make them defeatable.

Although some guilds have been unable to progress due to lag specific to certain zones/encounters, compounding a consistent level of lag already present on their server (Unrest, etc.) I have received word that guilds on every server have managed to get these items, albeit with a lot of extra runs and some luck.

That said, while we wait for new server hardware, Rothgar and his team have been working on fixing specific issues within the raid zones to reduce lag:

All Velious raid zones should be running much better from now on. We’ve also found a few other performance improvements today that should hopefully make it out next week.

We are focusing very hard on performance along with the features for GU60.

added another quote:

Please do try the zones again and let us know how its working for you. We do have plans in place to resolve issues like these and we were able to make some changes last night without taking the servers down that should have helped tremendously.

We have additional plans in place to improve server performance even more over the next few weeks and months.

 

Yesterday marked the one month anniversary of the launch of Destiny of Velious. Over the last month, we have seen an avalanche of bugs impacting progression with dungeons and raid zones alike throughout Velious. While these have been steadily fixed during the nearly daily updates, at least one issue remains unresolved: The series of doors in Kraytoc’s Fortress of Rime x4 raid zone. It seems that these doors can get locked due to wipes, zone resets, etc.

Discuss this on the EQ2 Forums

 

As we first discovered in our Critical Oversight in Public Quests Gear? article, the progression from solo quest gear, to Public Quest gear, to Group Instance gear, and on to Raid gear, has not made a whole lot of sense. In particular, Critical Mitigation has been all over the map.

Silius has announced some upcoming changes in the Critical Mitigation numbers of various gear throughout the Velious itemization range.

From the EQ2 Forums:

Greetings Everyone,

I wanted to take the time to give you all a heads up about some rebalancing we are doing in regards to Velious items. As many of you have seen a few items launched with improper critical mitigation values and we have made steps to resolve these problems as they come up. Tomorrow will be what I hope will be the last set of changes. These changes affect the dropped armor pieces in various instances and public quests. In all cases the items had values that were too high for their slot and have been adjusted down to the appropriate levels.

Critical mitigation is a very important stat and if a lower end item has too much it has a cascading affect on the reward structure of the game. Some of the items being changed here had 3 times the amount they should have making them hard to replace.

To illustrate the problem here is an example:

Blood Lord’s Prodigious Barbute

  • Kael instance drop helmet
  • Critical mitigation is 14%

Barbute of the Ragebourne

  • Kael quest reward helmet
  • Critical mitigation is 26.5

The crit mit values are extremely different making the quest helm significantly better than the instance item. This is not the intended gameplay and so that quest helm’s critical mitigation value will be reduced to a value that is closer to the instance drop item.

I apologize for the error and hope you understand why a change of this type is necessary. If there are any questions about this or any other item related things feel free to PM me and I will try to respond when I can.

 

We heard about this in Beta, but Windslasher intends to add more Public Quests in future updates, possibly even to older zones. From the EQ2 Forums:

The Eastern Wastes public quests were pulled from the expansion for use in game updates. I can’t reveal what I’ve created for Pit of the Awakened yet. Sorry!

Also, Gninja has heard our pleas and will be adding zone portals near the Public Quests allowing players to join each other in the same zone for PQs, as well as our personal preference: spreading out into different instances of the Great Divide.

I will be adding a portal in the Othmir area and the Thurgadin docks area in Great Divide and the spires area in Eastern Wastes. Keep an eye on the patch notes for this to be coming to the live servers.

There’s nothing sadder than being part of 60 people unable to complete a Public Quest at Difficulty #5 (x4 raid) because of 8 second casting lag. Folks, FAN OUT into other zones please. As long as you have 24 players smoothly and quickly killing mobs, you’ll get the good loot!

This is not the picture of success:

 

The Tower of Frozen Shadow presents a unique, but familiar approach to dungeon progression. Although the seven (or is it eight?!?) floors of the Tower of Frozen Shadow are split up into 3 group instanced dungeons (Shadowed Corridors, Umbral Halls, and Haunt of Syl’Tor), there are quests that span all three. Completion of those quests is necessary to unlock different floors in the Tower.

UPDATE: Added quotes from Gninja.

When you first zone into The Shadowed Corridors, you are faced with a mirror that allows you to travel to parts of the zone that you’ve unlocked access to. This means that your first time through Tower of Frozen Shadow group zones will be quite the adventure, and take a substantial amount of time. Later visits will require less time and you can skip any mobs which are tied to the access quests.

As with the Vigilant in Sentinel’s Fate, completion of all of the Tower of Frozen Shadow group dungeons is necessary to gain access to the Tower of Frozen Shadow x2 Raid Zone.

From EQ2 Designer Gninja:

Each floor 2nd through 7th has a hidden/quested Named that is much more difficult than anything else on the floor. These are quest fights that unlock the 8th floor they are intended to be harder. They only drop appearance loot and are meant to be able to be skipped if you are just running the zone for loot/shards etc.

and:

Only one person needs access to get into any of those zones. Including the X2. You gain access to the other TOFS zones by killing the last boss of the previous zone. i.e. Spectral Librarian Emiida gives access to Umbral Halls and High Priest Mohnt/Dizzina the Lulled give access to Haunt of Syl’Tor.

For Velks speak to Viglundr Doomforge in the Storm Gorge Staging camp to get the access quests.

Appearance Gear?

Some players have lashed out in anger at the idea that some of the named mobs in Tower of Frozen Shadow only drop appearance gear when killed. However these are mobs which are normally only used for the access quests to unlock the Tower. Rather than leaving these as ignored mobs after doing each quest once, some appearance gear was added for those players who are looking for some extra replayability.

Beside the quest mobs, each dungeon has a healthy population of official “Named” creatures. These access quest mobs are of a similar difficulty to trash mobs and just provide something extra to do while exploring these massive zones.

From Gninja:

Considering most NPCs that are triggered by quests usually drop nothing I thought adding Appearance items to them as drops would be welcomed. This is not the first time quests have been required for progression. I can take a look at making them able to be transmuted if you like. Otherwise you can kill them once to get the credit for completing the quest to unlocked the best gear in the zone and get AA then you don’t have to fight them again unless someone needs the update.

Every zone has 5ish named that do drop loot.

All the quest/triggered named only drop appearance gear. They are access quest named not the typical clear the zone for loot named. They are optional.

Thanks to Brammator and Atan for help on this article.

 

From EverQuest2.com:

Soar over Norrath and see the world from a whole new perspective! Flying Mounts are one of the exciting new features coming to Norrath with the Destiny of Velious expansion! Take a look at the first flying mounts available to players, through adventuring, tradeskilling, raiding, and with purchase of the Digital Collector’s Edition.

Mounts Earned Through Adventuring

(Left to Right) Highland Gryphon, Tundra Gryphon, and Snow Gryphon

Mounts Earned Through Tradeskills

(Front to Back) Boreal Gryphon and Frost Gryphon

Mounts Earned Through Raiding

(Front to Back) Crysta, Velious Gryphon and Glacia, Dark Gryphon

Bonus Mount with Digital Collector’s Edition Pre-Order

This mount, called Stormfeather’s Brood Guardian, is available exclusively with purchase of the Destiny of Velious Digital Collector’s Edition pre-order. This is a full mount (contrary to some prior confusion that this was only a mount appearance). Players still need to complete the in-game quest to earn the ability to fly, but will then have this gryphon as another option for flying over Norrath.

It’s not too late to pre-order the Digital Collector’s Edition and add the Stromfeather’s Brood Guardian to your mount collection! (Items are awarded one per character.) For information about pre-ordering Destiny of Velious, please visit the Pre-Order website.

Keep watching EverQuest2.com for more official information about Destiny of Velious!

 

In-Game Calendar

If you have longed to be able to organize Guild Events into an in-game Calendar, post a Raid Schedule, or get a reminder on which City will be visited next by the roving City Festival, you’ll be pleased to see the addition of a Calendar in Game Update 59. The calendar will be populated with Live Events, possibly Server Events posted by Community Managers, and also your Guild leadership will have the ability to add events (it’s gained a new permission under Guild Ranks).

Ready Check!

From the Update Notes:

Raid Leaders can now initiate a ready-check by right-clicking the raid window. Raid members in the current zone will be asked if they are ready and the results will be displayed in the raid window as well as in raid chat.

This will be a great addition for Raid Leaders to be able to make sure everyone is back from AFK, and probably also a good way to find out who’s watching TV (or worse) rather than paying attention. ;)

NOTE: This is a PREVIEW. Additional features and tweaks may occur to render these screenshots outdated.

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