Not being able to target group members by left clicking their HP is a bug and has been fixed internally. - J. Chan, Senior Programmer - Everquest
It is not yet known when the fix will go live.
The full thread is here.
Not being able to target group members by left clicking their HP is a bug and has been fixed internally. - J. Chan, Senior Programmer - Everquest
After the new pet functionality has been pushed, the following are some of the new pet features you will have!
1) New pet UI! You will be able to assign buttons to all pet commands in the pet window!
2) Pet target will be displayed under your pets hp bar so you will always know who your pet is attacking!
3) Toggleable buttons throughout the pet UI for sit/stant, focus, hold, taunt, and spell hold!
4) New pet text based commands! You will now be able to toggle all states off or on, or simply toggle the state with a pet text based command. For example, /pet focus on, /pet focus off.
5) New pet attack command will switch your pet to attack the new target regardless of AA's or level. Great for new and low level players! (Old command will still exist as qattack which is what it always should have been).
6) New pet hold functionality! (Ever had your pet not hold properly? Ever have your pet run off and aggro a mob somewhere far away in the zone? Ever have to spam pet back? Well, not anymore!)
7) New pet focus + pet hold functionality (call this pet state "pet convergence" )! This is what the players really wanted, now, when you turn on both the focus and hold states, your pet will attack SPECIFICALLY what you want it to and when finished won't attack or aggro or do anything else! No more pet back, no more of your pet doing anything but what you exactly want it too! Pets not allowed in raids because they might run off, aggro some mobs, and wipe the group? Nah, this ain't happening with the new changes!
8) Improved /pet back off. Fully clears the hate list and stops your pet from doing whatever it was doing before.
9) Bug fixes for: focus failing to work properly when aggroed in certain situations, PERSISTENT pet states now hold on zoning, on logout, and are will now be 100 percent persistent.
10) Coming soon, new and updated full and complete documentation of all these changes!
juhans-DEV
EverQuest Programmer
MESSAGE OF THE DAY: Greetings Norrath! There will be a scheduled patch tonight at 2 a.m. Thursday 12/11/08 with an estimated downtime of 2 hours. We apologize for the short notice, please plan accordingly. Thank You!
...tonight's patch is only to fix Win98/ME issues. - Steven S. Klug, EverQuest Assistant Lead Programmer
Sorry it took so long to get back on this, but I had to do some research on what was and wasn't possible in the system before I could make a determination.
The SoD quest NPC will be changed to use chronobines instead of doubloons and will buy any of your quest items for 1 chronobine as well. So you'll only ever actually be losing chronobines if you're buying an item you've destroyed or lost in some other maner.
It's important to note that he won't purchase the combined pieces, only the individual quest rewards.
-Ryan, EQ Lead Designer
From October 9, 2008 through February 11, 2009, current EverQuest and EverQuest II subscribers with paid subscriptions in good standing will receive five non-tradable Ethernauts booster packs per month included with their EverQuest or EverQuest II subscription at no additional cost, for their personal collection.
During this promotional period, the booster pack in-game drops in EverQuest and EverQuest II will be suspended, and will resume on February 12, 2009.
It was not supposed to go up as much as it did from what I'm hearing. So don't expect it to stay that way forever. Enjoy it while you can. - Steven S. Klug, EverQuest Assistant Lead Programmer
All EverQuest Live Servers (except Al'Kabor) will be brought down at 1:00 am PDT on Wednesday, October 29, 2008 for a Game Update. The servers are estimated to be down for 7 hours and are due to come back up on at 8:00am. (PDT is -7 GMT: 9:00am MDT, 10:00am CDT, 11:00am EDT, 3:00pm GMT)
10-24-08: Status Update: Any pending issues with bonus items will be resolved with the next Game Update which is pending for next week. - Zatozia, EQ Community Relations Manager
Found the bug. Fixed it... but it needs a data patch to go live. I am not sure when the next data patch will be. ...It is looking like next week, though I do not have a specific day (it sounds like Wednesday... but sometimes this post launch patches get pushed a day to Thursday) - Dev-Ngreth, EQ Designer
So after doing some checking, it seems this is real, and is a problem..
However.. There will be a simple way for people to receive the items necessary without having to petition. - Elidroth, EQ Designer
We are implementing something to allow people to NOT have to carry all the myriad parts of these quests around all the time taking up inventory space.
This same system will actually allow people who have lost the item, or in this case did not receive it due to some missing data, to also get the item if they have completed the appropriate content (quest, mission... or whatever the appropriate content was)
There will be more information on this in the future. - Dev-Ngreth, EQ Designer
it is mostly done, it just needs some testing and confirmation that it works.
Assuming it works properly, it should go in shortly after launch. (since it is all but done) We are just in lockdown to try and prevent last minute changes from causing bugs. - Dev-Ngreth, EQ Designer
There wasn't a chance to get this NPC tested before launch. We chose to hold it until after launch rather than send it live undtested. We'll get it in soon. - AbsorEQ, EQ Asst. Lead Designer
"Ok, this is fixed and should be in the next patch. I need to do some digging to see why it broke in the first place to make sure my fix isn't breaking something else, but barring anything odd, it should be good." - Steven S. Klug, EverQuest Assistant Lead Programmer
I'm sure almost everyone is aware of how putting a see invis aug on an item with faerune allows a player to see a rogue that is using SOS. Is that supposed to happen or is that just a mess up in coding? Sorry if this has been asked before, but I have only heard different answers from different players, and never a definitive answer from a Dev. Thanks! - Sirrod
It's a bug that will be fixed soon. - Nodyin, EQ Designer
In the next patch evolving items that are lore will be going onto linked lore groups.
If you somehow acquired two versions of the same evolving item one of them will be removed after the patch.
I don't think this will affect most players, but this is a heads up just in case.
- Merloc, EQ Designer
Actually, it is an intended behavior. I intentionally added it.The full thread is here.
While fixing the heal crit issues, I had a discussion with Rytan and Prathun about item-based heal spells. We decided that heal spells from items should be focusable, but only from AAs.
Nuke clicks should be unaffected.
Enjoy!
- Bembaru, EQ Coder
As I'm sure most of you are aware, backflagging has been a hot topic for EQ for quite a while now. The complex flagging mechanisms for older expansions can make it difficult for guilds that take on new people to experience the content they are wanting to do. With the sheer amount of content between Qeynos and Crystallos it can be extremely difficult for new players to catch up with their friends in any reasonable time frame.
So, in order to make it easier for players to access appropriate content we would like to make some changes to previous flags. All of the existing flags will stay in place, as will the various quest rewards that were additional benefits to their completion. However, the following zones will have an alternate entry criteria of a minimum level. It's important to know that either the previous key OR the new minimum level is required to enter the zone, not both.
Required Level 46
1. The Howling Stones
2. Old Sebilis
3. Cobalt Scar
Required Level 55
1. Veeshan's Peak
2. Vex Thal
3. Sleeper's Tomb
4. Locked areas of the Temple of Ssraeshza
Required level 57
1. Bastion of Thunder
2. Halls of Honor
3. The Temple of Marr
4. Tower of Solusek Ro
5. Drunder, The Fortress of Zek
6. Yxxta
7. Kod`taz
Required Level 60
1. Plane of Water
2. Plane of Air
3. Plane of Fire
4. Plane of Earth
5. Uqua
6. Ikkinz
Required Level 62
1. Plane of Time
2. Qvic
3. Inktu`Ta
Required Level 65
1. Txevu
2. Tacvi
- Rytan_the_Wyrmlord, EQ Asst. Lead Designer
The various flag requirements for actually spawning the instances and stuff have not been changed as of this time. So you'll still need 1 guy who has the flags to spawn them in many cases. We're going to look at those and evaluate them on a case by case basis and may change some of them in the future.
- Rytan_the_Wyrmlord, EQ Asst. Lead Designer
Two things to note here:
First, these changes won't occur on the progression server. The point of that server is to experience content as it was released as much as possible, so this runs contrary to that. The work Rytan has been doing has included a check to negate the changes if we're on a progression server. When the progression server eventually catches up to normal servers and essentially becomes a normal server, these changes will kick in.
Second, this is part of a larger push aimed at updating the low to mid-tier game in a way that will culiminate in events aimed squarely at attracting new players and people who have left over the years. This isn't the first change we've made like this recently and certainly not the last. There are a number of other things that will roll out over the next few months so if you're upset about this change because you feel the way to keep the game healthy is to continue to make sure that people new to the game or returning to the game have as steep a hill to climb as those of us who did the climb when the mid level game was thriving and the hill was much smaller, then I'll apologize in advance because you're not going to be getting happier anytime soon. I understand the feeling that it cheapens what you personally had to do to get into the content at the time and Rytan is working out some rewards for that effort, but I think continuing to attract new players that you can actually play the game with once they reach your level is a bit more important than that and, frankly, the online landscape isn't the same as it was. People simply won't tolerate what they would even a couple years ago so we're working to address that.
- Rashere, EQ Lead Designer
Hello everyone! Now a Producer's letter that has a bit more meat to it compared to the one that rolled out prior to Fan Faire.The Producer's letter is here.
I'm going to fix that. Next patch all 3 lines will be separated out again.The full post is here.
- Nodyin, EQ Designer
Both the "Heart of" and "Core" AAs still exist. The Mage correspondent alerted me that the requirements were set incorrectly on both of them (Requiring rank 3 of the "Elemental Form: X" line instead of the previous rank 1 requirement. I've corrected that bug and it will be fixed in the next patch.Read the full post here.
- Nodyin, EQ Designer
i changed my facial features and whenever i zone they revert back to something else. anyone else have this problem? it seems to only happen when i try to use no facial hair and have a bald head.
It's a bug and should be fixed with our next patch.Read about it here.
Rashere, EQ Lead Designer
In this Producer letter I am proud to announce that we're changing our tactics so we can accomplish what we have set out to do and do it with the quality we know we can deliver. Our next expansion will be released in November. This will give us more time to polish the game content and features. I am also happy to announce that November will be the month for all future expansion releases as well.Read his letter to players here.
In the near future, we're going to make a change that will reduce the amount of hate generated by DoTs so I wanted to give a head's up. For most damage spells, they generate aggro based on the base amount of damage they do. DoTs do this as well, generating hate based on their damage every tick, but they also generate initial aggro worth one tick of damage when they first land. This means that they basically have one extra damage tick's worth of aggro at all times.The full thread is here.
We're changing things so that you won't gain aggro based on the DoTs damage until it actually does its first tick of damage which will bring them in line with other damage spells for the amount of hate they generate.
- Rashere, EQ Lead Designer
Just checked with code and they've got a fix for this already.No word on when the fix will go live.
- Rashere, EQ Lead Designer
We've been able to reproduce this problem (as was stated in the Maximum Redfang!!! thread) and it has been given to the coders so they can look into it.The full thread is here.
Thanks for the heads up on this issue! - Maddoc, Assistant Lead Designer
Since Skin to Vines now turns undead and summoned creatures into plants and stops other abilities from working, it seems the cure was more harmful than the affliction. With some new functionality we received a few days ago I was able to change Skin to Vines such that it works on everything except undead and summoned creatures. This should go live in our next major patch. Let me know if you have any questions. Thanks!The full thread is here.
Prathun, EQ Designer
Good point. Changed it to affect everything but Summoned, Construct, and Undead. Thanks! - Prathun, EQ Designer
Fast updates on this one...The full thread is here.
Code has found and fixed the issue. DoT Shielding was only working if you cast a spell on yourself or in a PvP situation. After the fix, DoT shielding will properly work on any spell NOT cast on you by yourself and will continue to work in PvP.
Rashere, EQ Lead Designer
On March 28, 2007, we will be merging the EverQuest Progression Servers. Characters will be moved from The Sleeper server to The Combine server and The Combine server will retain its name. The Sleeper server will then be closed.The full article is here.
We will not be doing the low level character wipe at the time of the merge. We will re-evaluate the situation after the merge and determine if the character wipe is needed.
The scheduled downtime is from 4:00 am Pacific Time to 12 noon. We will provide the answers to other questions as needed before the merge as needed.
The fabled augments can't currently be inserted, but they should be fixed in the next patch.The full thread is here.
The 35 AC aug from a 55ish level NPC was a mistake, the 35ac is meant to be 35 endurance and it will be changed in the next patch.
- Merloc, EQ Designer
Anniversary In-Game Events - We have introduced dozens of Fabled Luclin NPCs, we brought back all the fabled fiends of years past and there is a new scavenger hunt! Speak with Tyla Filinav in the Nexus if you are interested in helping her collect a few things. These Anniversary Festivities will be available from March 16, 2007 through April 16, 2007.Read all about it as well as some messages from current and former developers here.
EverQuest® The Anniversary Edition includes all expansions ever created for EverQuest® making it the largest compilation of MMO expansions ever
EverQuest The Anniversary Edition will only be available at participating retail locations and is scheduled for release on April 23, 2007, for the suggested retail price of US$19.99.
Yes the reward is missing. I don't know how it happened but I'll take the hit for this one. We'll need a patch to get this fixed but I've already made the change on Test. As soon as I know when we can fix this I'll let you guys know. - Nodyin, EQ DesignerThe full thread is here.
Due to the method for storing bazaar prices, any prices on bazaar listing has been removed. You will need to relist your bazaar items with new prices. We apologize for the inconvenience this causes. Going forward there should be no further issues with pricing being removed from items. - Kytherea, EQ Community Relations ManagerThe full thread is here.
I'll change it so you can bind there.The full thread is here.
- Rashere, EQ Lead Designer
February 28, 2007
_____________________
News for Station Access Subscribers
We want to give you some important information regarding your Station Access subscription. Effective April 2, 2007, the new monthly subscription rate will be US$29.99 per month (not including applicable taxes).
We know that rate adjustments are never popular, but the increase is driven by our desire to provide our Station Access subscribers with a consistently high quality entertainment experience, as evidenced by our most recent addition to the Station Access subscription plan, Vanguard: Saga of Heroes™.
You don't have to do a thing; you will automatically be migrated to the new monthly subscription rate under your existing subscription plan when your current subscription plan comes up for renewal on or after April 2, 2007.
We appreciate your support and continued participation in our community.
Station Access subscriptions are recurring, meaning you will continue to be billed at the appropriate subscription interval, until you affirmatively cancel your subscription. Subscription fees are subject to tax and value-added tax, as applicable. The subscription charges are in addition to the cost of the games that are part of the Station Access subscription plan. All game software is sold separately.
For more information, please visit: www.stationaccess.com.
A forage AA will be made available to everyone in the next few months if things go as planned. We didn't get the code changes we needed to make this work for TSS and it wasn't something that I could do for TBS.The full thread is here.
- Nodyin, EQ Designer
Thanks for posting. I've looked into it and it has been fixed. The change will be live in the next couple of days.The full thread is here.
Vahlar, EQ Designer
I've added information to his task text that mentions that you have to ask for the potion and the vials. This will go out with the next full update.The full thread is here.
- Absor, EQ Designer
Well that was pretty stupid of us. That happened because of a lack of communication between two designers (my bad).The full thread is here.
I've fixed the Sunstone Savages task to not require handing in the Sunstone Sun Charm, but that will have to be updated with a full update, and I don't know when that will happen.
- Absor, EQ Designer
I'm not sure if this is something new, but it seems like augments with extra text are not displaying solvent information.The full thread is here.
I'll ask code to look into it and correct the display so that it displays the solvent type as well.
- Merloc, EQ Designer
I've been working on this problem most of today. I think I know what's going on and have a fix heading over to QA to verify. The problem seems to affect people who only have the idol and don't have it on their key ring yet.The full thread is here.
- Rashere, EQ Lead Designer
I can get a semi-fix in place without a full patch that will let people use the normal entrance again. You just won't be able to fellowship in until a full patch is done. I'll be looking to get the semi-fix in place today or tomorrow.
Rashere, EQ Lead Designer
I saw something from a coder about looking into something about this.The full thread is here.
It seems to be when the seller has more than one stack of an item, and to give the buyer the quantity requested it needs to hit a "second" stack, it does not count anything from the second stack in the money it gives the seller. From the note it looks like the coder found the issue.
I am not sure when the fix will go in, but I expect that it needs a patch.
Though admittedly this will put a crimp in peoples "AFK" sales... if you can just have one stack per item, it should keep your money complete until the fix goes in.
- Ngreth, EQ Designer
The "Banner Material Kit" and "Banner Dye Kit" are the items that are used to create a banner and place it in the world.
When you open the guild window and go to the "Banners" Tab, you should see a list box with a single entry that says "Standard of Honor". Just beneath that list box, you'll see a checkox that says "Show All", select it.
This will populate the list box with a bunch of banners that are going to be greyed out (which means you don't have the components to create them). Just beneath the checkbox you checked is the description window, which will give you a brief description of the banner's effect, as well as the items needed to create that banner, which you may then purchase those items from the two guild banner vendors in Plane of Knowledge.
The "Banner Exchange Insignia" are used to edit the settings (looks) if your banner. The more you change the looks of your banner, the more it's going to cost you by requiring a higher tier of exchange insignia.
- Maddoc, Assistant Lead Designer
Placing a banner requires 12 guildmates to be in the same zone within 150 distance units from the player planting the banner. If they're too far away, they will not be able to place the banner.The full thread is here.
- Maddoc, Assistant Lead Designer
The appropriate folks are aware of this. Currently one of the crash bugs prevents us from even live-copying zones, so we will get it fixed as soon as we can. - Ngreth, EQ DesignerThe full thread is here.
I brought this up with several people last week, we're looking into it. - Nodyin, EQ DesignerThe full thread is here.
Sorry about that. I have a fix for this and I'll check when I get in to work to see what the status is on this (has QA verified the fix works?) and figure out when we can get it out to the Live servers. The event can be completed now but just has issues if you wipe. - Nodyin, EQ DesignerThe full thread is here.
Bonus Experience WeekendThe link to the post is here.
Greetings,
We hope that everyone is enjoying all the features that The Buried Sea expansion has to offer. The team worked hard to focus on content and features that would enhance gameplay, while reducing the adventuring downtime in between. If you haven't tried it thus far, you can find information about the expansion here.
We would like to apologize for the inconvenience of the amount of server downtime that has occurred since the release on Tuesday. To help you enjoy this weekend, we are turning up the heat! Experience will be increased fifty percent on Friday evening and will remain until Tuesday morning [February 20th] at 10 am Pacific Time.
Enjoy!
~ The EverQuest Team.
Prat made them all - ports, group ports and translocates/zephyrs. - Nodyin, EQ DesignerThe full thread is here.
Just to give a quick update here...The full thread is here.
We weren't able to get the TSS item changes in for the live patch this week. It's the top item on Merloc's task list at the moment, though, and I expect he'll be wrapping them up later this week.
Rashere, EQ Lead Designer
A while back there was talk of changing the "goes on a Rampage" message to reflect if it was single or AE. Is this still "in the works" or abandoned?
A while back there was talk of adding faction hits to Stitcth and Sothgar (if not all raid trash) to facilitate backflagging. Is this still "in the works" or abandoned?
A while back there was talk that the skels in non-instanced dreadspire were fixed on test to be non-see-ivu and set to normal instead of raid mobs. Is this still "in the works" or abandoned?
Enquiring minds want to know. - Prex_Atlane
1. Fixed and will go live with the next patch. Sorry for the delay. We thought it was done already, I'm not sure what happened with that.The full thread is here.
2. That's in progress. Rashere asked me to look at the entire TSS progression arc and I'm going to be doing that over the next few weeks including these raids and faction hits on them. It makes sense to add "backflag" faction to the raids if you can 85/15 into them.
3. I'm not sure about that, I'll check
Nodyin, EQ Designer (02/08/2007)
AE Rampage will be shown as "Soandso goes on a WILD RAMPAGE" after the patch tomorrow.
Also, the dreadspire see IVU NPCs should be fixed. That change was done a while ago and the data will go out with the patch.
Rashere, EQ Lead Designer
I believe the "pets forgetting their attacker" problem was introduced with the OOC changes which made an NPC forget about you 30 seconds after you left its awareness range. Since pets are NPCs they are also affected.The full thread is here.
We've added a check to exclude PC pets from this calculation which should return them to their previous behavior. Barring any problems, this should go out with the expansion patch.
Rashere, EQ Lead Designer
As far as I know the fix for this is done and will go out with the Patch for TBS. If it's still giving you issues let us know after that. - Nodyin, EQ DesignerThe full thread is here.
Greetings,The notice was posted here.
In order to improve the performance of the in game mail system, starting on February 20, 2007, we will be implementing a routine purge that will clear out all in game mail that is more than 4 months old. This will be an ongoing process.
To help players save messages that they wish to hold on to, on February 13, 2007, we will be implementing the new ability to export their email to a text file in the EverQuest directory. To use the new Export feature, take the following steps:
1. Open up the e-mail window (ctrl-E).
2. Select the messages you would like to export by clicking them in the top pane, using shift-click and/or ctrl-click if you would like to select multiple messages.
3. Click "Export".
4. The selected messages are then saved to a file in the EverQuest Mail directory with a name in the format:
SavedMessages_charactername_servername.txt.
This export will need to be done with each character that has mail you wish to save.
Thank you,
The EverQuest Team
On Tuesday, February 13, 2007 at 2:00 am PST (3:00 am MST, 4:00 am CST, 5:00 am EST, -8.00 GMT), the EverQuest Servers will be coming down a Game Update, and the release of The Buried Sea Expansion. The estimated downtime is about 12 hours. If further delays are expected we will make an announcement on the EQPlayers website and the official forums.
Yep, done. Changed the following spells to work up to level 75 before scaling down.I am unable to link his post since it was made on the Beta forums. He gave permission for people to announce this despite the Non Disclosure Agreement that normally prevents anyone from revealing what is discussed in Beta.
Nature's Blight
Silence of the Snake
Season's Fury
Serpent's Silence
- Prathun, EQ Designer
Last night [01/25/2007] we updated the King Odeen raid. The following changes were implemented. Please let me know if you experience any further issues, and thanks for your patience.The full thread is here.
- The issue that could cause the King to remain non-combatable while on the bridge MAY have been fixed. We were unable to reproduce the bug, but introduced changes that might have fixed the problem.
- King Odeen should no longer warp from his location at the Hot Springs to the Bridge and from the back of the castle to the Hot Springs. Note the he will teleport beyond the front gate and the castle gate, and run from there (that's intentional).
- Removed some of the basepop in the throne room.
- Fixed the script that modified the King's resistances as he moved from area to area. At each area he will now be amazingly resistant to a specific type of magic (or two).
- The King will remove all spells on him each time he changes locations.
- Reduced the number of adds that the King calls while fighting at the hot springs. Note: we were not able to reproduce the reported swarming issue. This change should reduce the problem and may eliminate it.
- The Wraithguard that protect the King on the bridge no longer summon.
- The Wraithguard that protect the King on the bridge will give up the fight when the King surrenders.
Absor, EQ Designer
Most of these changes are already on Live (sans the Rank III turn-in). Please let me know if you have any questions!The full thread is here.
* A vendor named The Quiet Wanderer [location n193, p1633] has moved into Sunderock Springs. He offers spells and abilities of the calming persuasion, including several which were not previously available: Song: Whispersong of Veshma, Spell: Drifting Fog, Spell: Dulcify, Spell: Nature’s Placidity, Spell: Quiet Mind, and Tome of Phantom Silhouette.
* Based on feedback from the Druid community, Wildskin and Blessing of the Wild have been replaced on a one-for-one basis with Blistering Sunray and Sunscorch. The old spells will be replaced with the new ones.
* Based on feedback from the Cleric community, Rectitude and Cure Corruption have been replaced with Blessing of Purpose and Ward of the Dauntless. Rectitude was swapped on a one-for-one basis with Blessing of Purpose. However, because Cure Corruption is used by multiple classes the spell could not be swapped directly with Ward of the Dauntless, so clerics can simply no longer use the Cure Corruption spell. Turning in a Rank III spell rune while you have Cure Corruption Rank III scribed will result in a copy of Ward of the Dauntless Rank III and a return of the spell rune. Aside from that, Cure Corruption can be deleted from the spell book.
* The statistics on the items created by Summon Aenda’s Trinkets have been improved.
* The number of “procs” that Steeltrap Jaws can fire before fading have been doubled.
* Skin to Vines will now work on a wider variety of NPC targets.
- Prathun, EQ Designer
SAN DIEGO, CA – January 12, 2007 – Sony Online Entertainment LLC (SOE), a global leader in the online games industry, today announced EverQuest® The Buried Sea™, a new expansion for the Massively Multiplayer Online Role-Playing Game (MMORPG), EverQuest. EverQuest The Buried Sea will only be available via digital download beginning February 13th, for the suggested retail price of U.S. $29.99.Read the full press release containing details on what to expect here.
Greetings EverQuest Community!The post is here.
On Thursday, January 18, 2007 Sony Online Entertainment will be transitioning the EverQuest Official Forums to an internal forum solution. Transitioning to this new system gives us the opportunity to offer new functionality, as well as update the system as often as needed as well as allowing us to add new features and perform necessary maintenance.
Your Forum Handles, post counts, posts, etc., will be transferred from the existing forums to the new forums. Bookmarks, subscriptions, friends lists, floated threads, etc . . . will most likely not transfer over. If you currently use any of these, you will want to make note of them before the transition, so that you can set them up once again, after the transition occurs.
Forum Ranks (titles) will go thru some changes. However, you will automatically receive the appropriate new ranks and titles upon login. Those of you with specialized forum ranks and privileges will be adjusted after the launch of the new forums or shortly thereafter.
During the transition period, the forums will be down for 48 hours. A single temporary board will be available during this time. Data will not be transferred from the temporary forum, so don’t get too comfortable there. If any of this information changes, we will post the updated information on the official website.
Once the new forums are live we will provide more information on all of the new features.
Thank you and see you on the new forums!
Kytherea [EQ Community Relations Manager]~~fear the Halfling that wields a giant hammer & is accompanied by a hairless War Hamster~~
"We're off to bash the {insert character class here}"
I'm in agreement that the progression is in need of streamlining. Some changes are already in testing and due to make their way to Live servers soon, and others will follow. We're not looking to eliminate the single-group stuff. It's been a part of the progression paradigm for the past several years and it works. However, we are looking to make it less time-consuming. - Prathun, EQ DesignerThe full thread is here.
I understand your frustration with the TSS progression. Refactoring the TSS progression will be my first task after we launch TBS and wrap up any launch issues. - Nodyin, EQ DesignerUpdate is here.
Changes to the Frostcrypt Progression should go out with our next patch. Ashengate progression changes will be next after that. My changes involve making more tasks repeatable without needing to do a "set" of tasks and raising the faction gains pretty much across the board for the tasks. I think it will take about half the time it takes now to get Ally with the Wraithguard Leadership. - Nodyin, EQ DesignerThis post is here.
It's fixed [the skeletons seeing through Invisibility versus Undead] on Test / Beta but not on Live. - Prathun, EQ DesignerThe full thread is here.
Hello,
We are starting the new year here at SOE, and we are commited to providing the best service we can for EQ Station Players. The service has most definitely not been abandoned, and we are currently working on support for the next expansion. We have continually been making improvements, but not announced them in the past. The feeling here has always been "Just one more fix, and then we do a big announcement", which is what has led to buttons showing up on pages with no explanation, or fixes slowly showing up with noone to explain why. We are changing that mentality, so that we have more open communication of the fixes coming out and so that you are more aware of the fact that we hear the issues you are bringing to us, and working on resolving them. In this thread, I will create a list of known issues which we are tracking and try to keep you up to date on the status of those things. Please let us know about any issues you are seeing, and please let us know if there is something you would like to see that you aren't. This service is ultimately for our players, and your feedback is essential to keep it that way.
David Bennett
Platform
This is a list of known issues. This list is to track system-wide issues which are causing problems for many or all of our customers, if your individual issue does not show up in this list that does not mean we are ignoring it, we deal with individual issues through Private Messages or posts.The full thread is here.
Known Issues:
1. My Character Doesnt Show Up - This is a known issue which happens when people are restored from a delete, or get into a state which would cause us to mark them as deleted. We are working on removing any situation where your character is not restored in both places, but until then you need to email your Character Name, Server Name, and Station Name to eqplayersqa@soe.sony.com.
2. Not all TSS Items are showing up.
3. /paperdoll does not always work, and the saved image does not upload correctly.
4. The Test Server is not populating data into EQ Players.
Enhancements:
1. On Leaderboards - instead of sorting by Flying Kick Skill, sort by Flying Kick Worn Mods.
2. A List of all Item Stat Mod totals.
3. Profile Items link to Item Details, instead of Character Inventory.
David Bennett
Platform
Found the problem...The full thread is here.
Looks like its caused by linked spell timers. Any item that is activating a PC spell that has a linked spell timer will use up the timer for any other spell on that same timer (including itself). It's just how linked spell timers work.
There's about 30 items that are affected, including the DA hammer. To fix this, I'm going to create new versions of the spells that aren't PC usable and attach those to the items. Should go out next time we patch items and spells to live servers.
Rashere, Lead Designer
Hey everyone -- here is a little information behind this quest -- Hidaga currently only gives out 12 quest completions per spawn, which may have been why she left in a hurry. Also, once the first player completes their quest by hailing her, she only waits for a short while before porting out unless another player comes to her with the quest. I have removed this timed departure, so she will now wait around for much longer, but will still only complete up to 12 quests.
On a side note, I increased the spawn rate on the Arbiter to be more in line with other rares found in the zone. I hope this helps. - Celrak, EQ Designer
I've just increased the amount of time this NPC will remain up to 30 minutes but Hidaga will still only give out a set number of flags before despawning. I'm passing it to QA and we'll get it out to the Live servers as soon as possible after it clears QA. - Nodyin, EQ DesignerThe full thread is here.
It looks like the min_damage_done modifier on Ferocity VII isn't providing any useful bonus to min damage. This is something that we'll need to look into further. - Prathun, EQ DeveloperThe full thread is here.
You're right. After confirming with Code that the range is the max distance you can be ported with the spell I changed this AA to a much lower value. I'll pass this on to QA for verification and we'll go from there. - Nodyin, EQ DeveloperThe full thread is here.
I'll talk to Rashere when we get back into the office and see if we can get this changed so if the ability "bounces" for any reason you do not lose it. It's a code change, however, so I'm not in control of when it gets implemented. - Nodyin, EQ DeveloperThe full thread is here.
The full thread is here.This is on my list of things to fix, I agree that it's kind of dumb to have a charm like this with no bane weapons in the expansion. - Merloc, EQ Developer
To address some issues with spell rarity and location I made the following changes to spell drops:Full thread is here.
Effectively doubled the rate that spells drop
Changed it so that each NPC that can drop spells can theoretically drop 4 spells at a time (although the odds of getting 4 spells are very very very very remote)
Changed it so that each NPC that can drop a spell of a given level can now drop all spells from that level. So instead of one spot to get a level 72 Mage spell, you can now go to any spot that drops level 72 spells and potentially get a Mage spell.
We hope that this will address any issues with the spell drops. The expansion is still very young so it will probably be a while of watch-and-wait before we make any further changes to how spells drop in TSS for Teir 2.
- Nodyin, EQ Developer
We have a fix for the issues reported in the 9th step of this task currently on the Beta server. Beta players who were copied over and on this step report that they can now progress to the rest of the quest. After the fix is verified by QA we can look into getting this copied out to the Live servers. When I have an ETA I'll let you know.
- Nodyin, EQ Designer
Most likely the next Game Update will be with the launch of The Serpent's Spine on September 19. - Raghnell, EQ Producer
July 18th, 2006
_____________________
- /raid commands should now work appropriately.
- Added /decaycorpse command on The Combine and The Sleeper. You can now target and manually decay any of your own corpses that no longer have items on them. Please help us keep Norrath clean of unnecessary corpse litter.
- Fixed a bug that would cause ground items to not respawn appropriately.
The main reason for this mornings update was to upgrade our hardware (although we did slip in a few minor things). Our operations team is working very hard to get this done but we are going to have to push the server uptime another hour to 11am PDT. Sorry for the delay. - Raghnell, EQ Producer
In the last patch I increased the distance from basecamp the Dwarves have to be before they return to full strength. It's about midway from basecamp to position one so if you move them to a position and then attack from there they'll be full DPS. If you pull the Giants to basecamp they'll do a lot less DPS.
- Nodyin, EQ Designer
The Dwarves will now be unable to locate the Giants until the zone emote announces they are on the move.
- Nodyin, EQ Designer
The dwarves were never intended to hang out by the East Waste zoneline and perform a coordinated attack as soon as the giants stepped off.
Sound strategic use of the armies is still possible and is now, quite possibly, the only way to win the misison.
- Nodyin, EQ Designer
SAN DIEGO, CA – July 10, 2006 – Sony Online Entertainment LLC (SOE), a global leader in the online games industry, today announced EverQuest® The Serpent’s Spine™, a new expansion for the Massively Multiplayer Online Role-Playing Game (MMOPRG), EverQuest. EverQuest The Serpent’s Spine will only be available via digital download beginning in September for the suggested price of U.S. $29.99.
“In an ongoing commitment to introducing new features into EverQuest, The Serpent’s Spine introduces the Drakkin, the first new player race since the Frogloks were added to the game seven expansions ago,” said Chris Sturr, Senior Brand Manager, Sony Online Entertainment. “In addition to the new race, players of all levels will benefit from this expansion, as we are including content for levels 1 to 75.”
Players will also be able to explore a new starting city, Crescent Reach, which contains merchants, quests and combat. As in the last expansion, there will be new dynamic features such as auras, traps and destructible terrain. Players will be able to reach level 75 with new spells, raids and abilities.
Some NPCs are likely hitting for more and others for less than before the patch. The change involved switching old world NPCs over to newer systems. Old NPCs all had hand-set values, which led to a lot of variance from NPC to NPC even within the same level range due to different designers making different NPCs (the dreaded "under con"). It also made it very difficult to tune since each individual NPC has to be tracked down and changed if you decide a certain range of NPCs needs to be adjusted.
Under the newer system, NPCs of the same level start with the same baseline values and modify from there based on the NPCs capabilities and class (warriors have more hps, giants hit slower and harder, werewolves are vulnerable to fire, golems have low intelligence, etc.) so depending on what the NPC was set at before, it may have gained or lost damage dealing capabilities in the conversion or it may be dealing similar damage, but in a different fashion (hitting harder, but slower for instance).
This only affected NPCs who weren't already on the new system, which is basically NPCs from Original EQ, Kunark, Velious, and Luclin. It was also limited mainly to NPCs below level 50 and excluded event NPCs, which have to be tuned case by case regardless.
If you come across any particular NPC that seems to be way out of line compared to other NPCs of the same level around it, feel free to call it out and I'll go have a look. I'll just need the zone and the full name of the NPC to find it.
Rashere - EQ Lead Designer
As posted by Maddoc:
Hey everyone,
In the last few years, much has changed in the world of EverQuest, which is a great thing for all of us -- It's what keeps us all interested in the game and enjoying the time we spent playing.
In developing a server like this, we have to be mindful and aware of those changes such that we can make an informed decision on what course of action to take when addressing any issues as they come up. As you might imagine, there are years worth of content to be aware of, enough so that some of the changes require a lot of time.
The change that I'm about to explain makes huge strides towards dealing with what you guys feel is one of the biggest issues to overcome for this server. This same change is also why I've been largely unavailable for the last week or two. The change is not small, affecting a great portion of EverQuest and it's NPC's, nor is the change to be taken lightly, needing as much testing time as you guys are able to muster. If you have a character and haven't participated in beta for a week or two, I'd encourage you to please log in and test everything out.
With that said, the changes that have been made are going to affect a number of NPC attributes in an effort to address the power disparity between melee-classes and caster-classes in the early stages of progression on these servers. So, without further ado...
NPC Health - This has been increased on average for most NPC's.
NPC Armor Class - This has been reduced on average for most NPC's.
NPC Overall DPS - The overall dps done by NPC's has been reduced slightly on average for most NPC's.
NPC Damage - This has been reduced on average for most NPC's.
NPC Melee Speed - This has been reduced slightly (meaning they hit faster than previously) on some NPC's, though most will be roughly the same.
NPC Resists - This remains largely unchanged, staying the same on average for most NPC's.
NPC Effective Spellcasting Level - In the last year or so, PC spells got a pretty big boost in power, which means that NPC's also got a pretty good sized boost in power as well. I think the best way to address this is to get a means to specify an NPC's spellcasting-level independent of it's actual level.
As an example, this means that I can now tell a level 50 NPC to only cast level 42 and lower spells, without changing the NPC's level at all. With this functionality, I can reduce the spellcasting power of the NPC's without reducing anything else. With this change, you should see a very noticeable change in the NPC's spellcasting power, particularly in the level 25 to 40 range.
DISCLAIMER : Given the nature of these changes, I'm speaking of an 'average', so there will be situations where an NPC or small group of NPC's that now resist more now than they did previously, likewise you will see situations where an NPC or small group of NPC's will resist less now than they did previously. This applies to all of the information listed above.
I've made these adjustments to about 70% of the NPC's so far and that data will be hitting the server this afternoon. There are still some NPC's that have not been fully converted yet, so I'll post when those are done as well.
There's one more thing that I have on my plate to do to address some of the melee concerns (that I'm sure will be posted in this thread), so stay tuned and please throw as much testing as you can at this change.