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Upcoming EQ changes

Posted: May 10, 2003, 5:41 am
by Aslanna
Not sure I agree with all of these changes...

http://eqlive.station.sony.com/communit ... p?id=55816
Upcoming for May 14th, 2003

Here are some of the items we plan to include in the update for May 14th, 2003.

1) More improvements for new players are in the works. We're opening up the Legacy of Ykesha map system for newbie zones to all EverQuest players. This should be very helpful to new players trying to learn their way around the cities of Norrath. Context tips will become available. These are helpful tips that pop up when a player performs certain actions to help our new players to more easily understand the gameplay and controls for EverQuest.

2) The new Plane of Hate will be available on all servers!

3) Veksar will be introduced on Stormhammer. This ancient city was a hub of the Iksar Empire before it fell. There are plenty of interesting things for daring adventurers to discover there.

4) We've fixed an issue r with the Divine Intervention line that caused a character's hit points to get out of sync. This should be a boon to all players that cast or receive that spell.

5) We have increased the power of the Child of Bertoxxulous Necromancer pet. We'll be increasing its offensive power as well as giving it a useful spell ability similar to Banshee Aura.

6) We've remedied the long-standing situation that caused characters to lose all their buffs if they zoned with fewer hit points remaining than the bonus hit points provided by their items.

7) We have increased the maximum amount of mana that can be gained through the use of items by an additional 50%. This should provide a noticeable increase in the mana available to many spell casters.

8) We have completed what we hope will be the final adjustments to the Rathe Council encounter. The encounter should be at just the right difficulty level now, and should provide an interesting challenge to those that undertake it.

9) Travel in two zones should be a little easier now. We will be removing the restriction on Call of the Hero that existed in the Plane of Water, as well as removing the restriction that forbid the casting of Gate spells in Veeshan's Peak.

10) Due to player concerns (and to make the zone a bit more fun to play in), we will be removing the ability to summon player characters recently added to some NPCs in the Halls of Honor. We have introduced another mechanism to address the challenge level in that zone.

11) There will be a couple of improvements to Alternate Advancement abilities as well. We will be giving Beastlords access to the Mass Group Buff ability. This is an ability that many Beastlords feel would be very useful to them and make some of their buffing tasks a bit easier. We will also be reducing the reuse timer for the Magician Elemental Form ability from 72 minutes to 15 minutes. This will allow a Magician to keep the Elemental Form up for as long as he wants.

12) We have corrected a problem that was causing some people to be unable to log back into the game quickly if the were disconnected. This has been a complicated problem to correct, and we're glad to have found and fixed it.


Also, as a heads up to players that have created their own user interfaces for EverQuest, these are the interface files that we expect to change next week.

Targetwindow.xml
Playerwindow.xml
Groupwindow.xml
EQUI.xml


Further Down the Line


In the next month or so we will be implementing some changes designed to bring more fun back into the game. Our experience with Planes of Power has taught us a lot about what we did right and what we should avoid in the future. Building an online game like EverQuest offers us the unique opportunity to see how customers react to our ideas and to adjust them if needed. We'll be taking the opportunity to put some of our experience to work to improve the play experience in EverQuest.

1) Partial Zone Revamps.

These consist of improvements in the experience gain, monster density and/or item rewards in some of the older zones. The goal is to improve the playability and reward for adventuring in these zones without completely remaking the contents of the zone. We plan to do several of these, and we'll keep you updated as we move through these. Currently we are working on a partial revamp of Veeshan's Peak.


2) Experience Range Adjustment.

When Planes of Power was released and the level cap was raised from 60 to 65, the range of NPCs that characters in the new levels could kill to gain experience was smaller than it is for characters of lower levels. This was done to encourage characters to fight more challenging enemies and allowed us to increase the experience reward given for that increased challenge. Unfortunately, this has limited the locations available to 61+ level characters for experience gain, as well as making it more difficult for solo players to gain experience.

This is something that we don't like, and it has had a negative affect on the "fun factor" involved in playing in Planes of Power. To correct this, we will be increasing the level range of NPCs that will give 61+ level characters experience. They will have approximately the same range of NPCs available to them as they did at level 60, and should be able to gain experience in some of their old hunting grounds, as well as in Planes of Power zones.

3) Planar Progression.

Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a roadblock for some guilds, and some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want players to play with their friends and guild mates.

To correct this issue, we will be removing the flag requirements for entry into the following Planes of Power zones:

Bastion of Thunder
Plane of Tactics
Halls of Honor
Plane of Nightmare
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay


This will make the majority of Planes of Power zones available to everyone, and should allow most guilds to travel and adventure together. We understand that those that have already earned the entry flags for these zones have put some effort into that accomplishment. We will be giving a reward to those that have done so, though you'll have to wait to see what that reward is.

4) Items in the Planes of Power

We will be looking at the quality of Planes of Power item rewards and improving them where appropriate. Items for many of the lower tier gods will be upgraded and more rare items and NPCs will be added to the following zones as needed:

Crypt of Decay
Plane of Torment
Halls of Honor
Plane of Tactics
Plane of Innovation
Bastion of Thunder

5) Class Balance

We are going to look at improving the damage capabilities of melee classes, as they've fallen behind their magic-using counterparts at the very high end of the game. Some options being considered are:

Improve melee damage-increasing disciplines
Improve Planes of Power melee weapons

Additionally, we're looking at the concerns from players about their spells, and changing them where appropriate. The goal here is to remove annoying issues with spells, not necessarily to increase caster power overall.


We'll be back on Wednesday the 14th with another Upcoming and with a message from John Smedley, who will have some special news for EverQuest players.
-- -- --


http://eqlive.station.sony.com/communit ... p?id=55814
Access to the Plane of Time - part II

We've been keeping a close eye on the progress of high-end guilds towards the Plane of Time, and have made difficulty adjustments over the past few weeks to improve the Rathe encounter. Guild Afterlife of the Mithaniel Marr server were the only players to defeat the Rathe council, and we'd like to congratulate them on their success. While Afterlife was successful in beating the Rathe council, we felt the encounter was still harder than it should be, and made one last adjustment to make it an easier encounter. Since we made that change, a few other guilds have also managed to beat the new easier Rathe council and we look forward to their adventures in the Plane of Time. We feel that this encounter is now well balanced and don't anticipate further changes to the event.

Now that the Plane of Time has been entered, it's given us an opportunity to look at what's involved in getting there. One issue that's been brought up is that once a guild gets into the the Plane of Time, it's a bad idea to have them going to kill lower-tier gods to get story flags for their new members. This has two real issues - first, it means the Plane of Time capable guild is killing gods they wouldn't normally fight anymore, and second, they're taking those gods away from lower-tier guilds who are interested in experiencing them.

We're making some changes to zone entrance requirements throughout Planes of Power soon, in order to make the lower tiers much more accessible to players and to help with the feeling of being "left behind" if you miss certain raids or events. We'll be detailing those changes in the next week or so, but we're going to make this change to Plane of Time access tonight:

In order to gain access to the Plane of Time, each character simply needs to have killed the four elemental gods and have a Quintessence of Elements.

This change should maintain the difficulty of gaining Plane of Time access, but decreases the amount of lower-tier content needed for reflagging new members. This leaves the gods in the lower planes for the guilds who want to experience them, and keeps the Elemental Planes guilds in zones more appropriate to their power level. We feel this is a good change for the game and benefits high-level guilds of all types. As noted above, we'll be announcing additional Planes of Power changes next week that address many of the common concerns we've heard about planar progression.

Thanks for playing,

- The EverQuest Team

Posted: May 10, 2003, 6:13 am
by kyoukan
what

this thread isn't even remotely about me

Posted: May 10, 2003, 6:44 am
by Soriathus Serpentine
6) We've remedied the long-standing situation that caused characters to lose all their buffs if they zoned with fewer hit points remaining than the bonus hit points provided by their items.
WTF? I thought this was designed as intended?!?!? Wow good job finally getting around to fixing a BUG. lolololol
Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a roadblock for some guilds, and some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want players to play with their friends and guild mates.

To correct this issue, we will be removing the flag requirements for entry into the following Planes of Power zones:
Both bad and good. At first there's gonna be a lot of pissed of people and a lot of morons in the upper planes... but after a while it'll all even out I hope and be fore the better. For people like me I'll be able to catch up to the rest of my guild more easily. :-D

Posted: May 10, 2003, 7:08 am
by Kguku
sup kyo?

Posted: May 10, 2003, 7:14 am
by Sargeras
This will make the majority of Planes of Power zones available to everyone, and should allow most guilds to travel and adventure together. We understand that those that have already earned the entry flags for these zones have put some effort into that accomplishment. We will be giving a reward to those that have done so, though you'll have to wait to see what that reward is.
This reward better be good, and if it isn't... fuck you Sony.

Posted: May 10, 2003, 7:19 am
by kyoukan
Kguku wrote:sup kyo?
sup dood what is going on with you? 8)

Posted: May 10, 2003, 7:20 am
by kyoukan
Sargeras wrote:This reward better be good, and if it isn't... fuck you Sony.
ITS A SWORD OF WAR

Posted: May 10, 2003, 7:38 am
by Kguku
kyoukan wrote:
Sargeras wrote:This reward better be good, and if it isn't... fuck you Sony.
ITS A SWORD OF WAR
I'm just sitting here hoping I get a magical poptart of slaying!

Posted: May 10, 2003, 7:41 am
by Drolgin Steingrinder
Can you say "Gimpification" ?

I knew you could.

Posted: May 10, 2003, 7:52 am
by kyoukan
Drolgin Steingrinder wrote:Can you say "Gimpification" ?
D R O L G I N I Z I N G

Drolginize
Function: transitive verb
Inflected Form(s): -ize -izing

To make weak or weaker. To give a soft quality. To paint pink.

Man they really Drolginized that encounter; now you don't even need a warrior to tank it.

Posted: May 10, 2003, 8:13 am
by Drolgin Steingrinder
puddle so mean ><

Posted: May 10, 2003, 9:03 am
by Vaemas
Funny that Kyou mentioned the color pink. I happen to know someone who knows someone who is on a mission to get Drol's toenails painted pink at an upcoming get together.

Kyou, would this be a valid Drolginization?

Posted: May 10, 2003, 9:40 am
by Ajran
kyoukan wrote:
Sargeras wrote:This reward better be good, and if it isn't... fuck you Sony.
ITS A SWORD OF WAR

just deposit 100k PP per flag into each characters bank.. kkthxbye

Posted: May 10, 2003, 10:29 am
by Axien_Dellusions
About time they removed the "no gating" from VP.

Posted: May 10, 2003, 10:37 am
by Jaxomer
3) Planar Progression.

Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a roadblock for some guilds, and some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want players to play with their friends and guild mates.

To correct this issue, we will be removing the flag requirements for entry into the following Planes of Power zones:

Bastion of Thunder
Plane of Tactics
Halls of Honor
Plane of Nightmare
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay
Man, this will piss off a lot of people, but for guilds like mine (ie. small) this is kinda cool. I do hope the reward is good for all the people that really busted ass getting those flags.

Posted: May 10, 2003, 11:05 am
by Ajran
The joke on the FoH boards is that they will flag people with all of those flags for elemental planes...

these zones are crowded enough as it is with the people who ARE flagged. if they are going to do this i would hope they are going to release a bunch of revamped 60-65 zones for people to get some reasonable XP in..

and no just upping the mob level range of mobs who give xp isn't enough we need zones that have maybe half the ZEM of the planar zones that are challenging.

*edit* it's also my understanding that while anyone can ACCESS the zones you will still need to do the actual flagging for progression to higher tiered planes.. basically they are giving people the sub-quest flag for entry to the zone not the full blown planar projection flags..



-Ajran

Posted: May 10, 2003, 11:06 am
by VariaVespasa
They better make it worth my bleeping while- the HoH and tactics flags were a big pain the arse to get at the time, and I can do without a horde of mindless goobers running around the place for free. Grrr.

*Hugs*
Varia

Posted: May 10, 2003, 11:32 am
by Aaeamdar
/shrug. Knew that was going to happen eventually. Hopefully the timing won't suck as bad for my guild as it is looking. We took a break after North specifically to flag people for those zones before moving on to Ssra/VT. We did that specifically so our members would have some zones to XP in away from the masses. Those zones are basically pretty nice, as they are mostly empty, with the Elemental guilds sticking pretty much exclusively to there and the vast majoirty of other players not advancing past POV/POS. From the looks of it, just about the time my guild is finished keying up for Vex and are able to go and XP some on non-raid times the non-elemental zones will all be opened up and look just like POV does today. Frankly, it would take a fairly large reward to offset that and I suspect I'll be disapointed. But, like I said, it is not suprising and is pretty much on par with how other expansions have worked with their initially restricted content.

Posted: May 10, 2003, 11:50 am
by Aabidano
Soriathus Serpentine wrote:...a lot of morons in the upper planes...
They've been there a long time already, anyone who really wants to be there already is for the most part. And has been been for a year.

Excepting those just hitting level range to go anyway.

It's kind of nice having a whole expansion (mostly) to myself. I haven't left LoY in the last ~20 levels, and haven't seen anything to change my mind lately. Once I finish up run3 I'll be moving into Nadox :)

Posted: May 10, 2003, 11:53 am
by Pherr the Dorf
OMFG, YOU SUCK SoE... YOU FUCKING SUCK. Gee I know, there isn't enough places to exp in at 65, so rather then re-tune and of the 15+ zones that NOONE hunts in, we'll just open up everything short of elemental to every lvl 58 unguilded dipshit. Flags were there for a reason, and the reason made sense. Think BoT is a trainfest now... just wait... welcome to Karnors fucking castle. But hey, while we will give every gimp guild a chance on a blowable encounter, we are going to keep VT, fuck even VP keyed. Where is the fucking logic? If you cannot beat Behemoth for example, you don't belong at the next level. This is the single STUPIDEST idea, they got rid of single keys, well hot damn, that is awesome, makes perfect sense to not make a guild spend 7 months keying up... but wait... nah... we gonna take those flags away except on the final 4 planes... cause killing behemoth was too hard?? Fuck you, pull your fucking head out of your ass, you are going to remove one of the few smart things you ever did. You truely fucking suck

Posted: May 10, 2003, 12:12 pm
by Mumblefug
Jesus,this is some bittersweet shit. I can see what they are TRYING to do, and their intentions are actually good for once. But removing flags is idiocy. Now, I am not in an uber guild, my only flags are PoV/Pos, CoD, and BoT. But fuck I EARNED THEM, and I was damn glad to have at least 2 zones to xp in that were fairly tard-free, and I was very much looking forward to EARNING more flags. Now they are throwing a bone to people who didn't have the ability and/or friends to get them into the upper planes. This is gonna be a huge clusterfuck. Where do you think EVERY 50+ gimp is gonna be on the day this goes live? And if they manage to get one kill and see the xp they get (probably causing 37 trains in the process) they will never leave. Pherr is very right, if you don't have the capability to be in there, you don't need to be. How many rare ass blowable spawns are gonna get completely wasted on gimps and small guilds 'just trying it out'? In most arguments of uber vs casual player I take the casual players side, because I am one. But in this case the players that did the endless hours of work to be there should not be now swamped with people that didn't. And revamping the old zones won't do shit to alleviate the exodus to HoH, CoD, BoT, because you can bet your ass xp will be nowhere near what they can get in PoP (even if they have to sit LFG for hours like PoV is now).

Mumble

EDIT: Spelling

Posted: May 10, 2003, 12:28 pm
by Wulfran
Those of you looking for more than an AA pt per flag prepare to be disappointed in our rewards...

Posted: May 10, 2003, 1:13 pm
by Sionistic
We are going to look at improving the damage capabilities of melee classes, as they've fallen behind their magic-using counterparts at the very high end of the game.
This almost makes me want to back out of retirement
To correct this issue, we will be removing the flag requirements for entry into the following Planes of Power zones:

Bastion of Thunder
Plane of Tactics
Halls of Honor
Plane of Nightmare
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay
oh, nevermind, im staying here, fuck you soe

Posted: May 10, 2003, 1:30 pm
by Toshira
Joo want access to CoD? I give you CoD. Kill Caprin, wait a bit and train..."1,000 skellies to zone".

Hrmm...if we could get enough newbs to die to Ahvi, think of the AE possibilities!

Kind of funny how all of these revamps and improvements are happening about the same time as the release of SB. Then again, maybe not.

Posted: May 10, 2003, 1:48 pm
by noel
ROFL. Big thank you to the reason I quit for sparing me this bullshit.

Posted: May 10, 2003, 2:01 pm
by masteen
I've translated the second part of the message from DevSpeak into Engrish for your reading pleasure:
1) Partial Zone Revamps.

We encourage bottom-feeding


2) Experience Range Adjustment.

We encourage bottom-feeding


3) Planar Progression.

We encourage you and 200 of your closest friends to zerg the following zones:

Bastion of Thunder
Plane of Tactics
Halls of Honor
Plane of Nightmare
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay


4) Items in the Planes of Power

Since Time is pretty much finished, we're going to give all gimps a chance to see it my making the lewtz phatter in the following zones:

Crypt of Decay
Plane of Torment
Halls of Honor
Plane of Tactics
Plane of Innovation
Bastion of Thunder


5) Class Balance

We've found the nerf stick, and plan on using it liberally on every class except monks and roagz.

Posted: May 10, 2003, 2:55 pm
by Pherr the Dorf
Also Note- NO AGGRO CHANGES... once again... FUCK YOU SoE

Posted: May 10, 2003, 3:05 pm
by Fallanthas
They mentioned retuning some of the older zones. It would be nice to leave the planes once in a fucking while.


Re: Itemization. Tell me you aren't all sick of knocking down a reasonably tough mob and getting a goddamned fungus clump for your troubles!


The rest? I dunno. I can't see a gimp group lasting more than two pulls in a Tier three plane, so I suspect it will be a non-issue after the first rush.

Posted: May 10, 2003, 3:21 pm
by Hayley
I'm really looking forward to these changes. For the longest time I haven't been able to xp with my husband's character anywhere. :( These changes will most likely finally make it possible.

BTW, I <3 SOE

Posted: May 10, 2003, 4:08 pm
by Sionistic
good luck with that when some lvl55 trains you 3 times in a row

Posted: May 10, 2003, 7:30 pm
by Pilsburry
haha, man right before I quit EQ I spent SOOO much time trying to get ready for the emelental planes.

And now if I had stayed (granted I might have accomplished something over the last 4 months) I'd be in almost the same spot I am now had I not spent all that time getting flagged??

I really do hope they give people with those flags some nice reward...like someone said atleast an AA per flag...that's like 10 AA's....althuogh most people who have all those flags don't really have much of a need for AA's...I know I had 150 AA's back in feburary when I quit...I assume I'd have atleast 175 by now...10 more would get me something, but not something that important.

On the bright side....I couldn't find a group in most of the zones I worked my ass of to get flags in....now I could get a group there

On the dark side....if I found a group now, I'd probably make negative exp.

Torment needs more then re-itemization.....it was a suck-ass zone. The xp was shit (it was a lot light blue I think), the mobs were too many at once with silence ability...and fast repops.

A lot of the small guilds will be able to do pick-up raids on the larger mobs now...

Posted: May 11, 2003, 5:57 pm
by Nilaman
I think removing the flags sucks. Flags keep the stupid from making exping even worse. PoS is gonna be just like KC now. Newbie01 shouts "Train to zone" Newbie01 shouts "WTF WHY CANT I ZONE OUT WHERE I CAME IN?!"

Posted: May 12, 2003, 12:10 am
by Jice Virago
If they just altered the alternate flag quests to work like normal backflagging that would have been enough. I am not looking forward to having wasted months trudging through tedious alt flag quests because my guild doesn't consist of more people who's names I can remember all hitting /assist to get their flagz0rs. I mean its bad enough for the people following the actual storyline, where only 5-10 key leadership people are actually busting the ass to organize the flaggings and the rest are sheep. Immagine making everyone hunt rare as shit drops from obscure spots in three different zones to get a single zone flag (this was alt key to HoHa prior to them making the flag a group thing) or spending weeks hunting those rare fucking wurms in PoDisease just to be able to XP in CoDecay. And now the reward for the people who organized the raids or did the long ass alt key quests is GRATZ Seekers of Lore in Every Zone.

They should replace the SOE logo with a fucking handicap wheelchair symbol when you log in.

Posted: May 12, 2003, 2:13 am
by Elidain
I could see if they wanted to let people get to PoS or PoV but tier 3 is stupid.

Posted: May 12, 2003, 2:48 am
by Mumblefug
What makes it more pointless is that anyone up to 62 can xp fine with no flags at all, but those of us 63+ can only get decent xp in tier 2 and good xp in tier 3+. Now they are gonna be swamped with people that can't even hold the camps while we all sit at zone and shake our heads.

Mumble

Posted: May 12, 2003, 8:27 am
by Aabidano
Fallanthas wrote:The rest? I dunno. I can't see a gimp group lasting more than two pulls in a Tier three plane, so I suspect it will be a non-issue after the first rush.
Yep yep yep.

Then it will be back to the regular trains :roll:

Posted: May 12, 2003, 11:56 am
by Oreck
Hehe,

This is funny as hell. ok so we spend xx time getting there then they say oh by the way that was a mistake we really did not want you to have too go through all that effort. so for all your future players and char we will give you free access.

However this also means i will not have to flag my alts.. Yeah! and i will not have to spend lots of time flagging others Yeah!

Oreo :lol:

Posted: May 12, 2003, 12:47 pm
by Voronwë
the people who really get fucked by this are the mid range guilds who have been busting ass the last couple months trying to learn AD or Behemoth, which are tough mobs for those guilds. Some of the people in those guilds are probably learning some a fair amount of raiding basics as well.

now all of a sudden the people who have really been working on that content are fucked because jo blow can have access to the same thing.

they shouldnt have made it wholesale access. They should have opened up Torment and Nightmare B, but made the hedge maze still a prerequisite for the Terris Thule flag in the Bertoxx quest line. that opens up 2 zones that nobody is ever in except when the resident god is up. They could have also nerfed the Lords in Plane of Storms to make BoT quest a bit easier, but to make it free? just stupid really. i mean BoT keys are pretty damn easy, those medallions rot.

me personally, i'd rather xp in elemental planes anyways, so won't feel the pain as much, but sometimes because of group dynamics that isnt always possible. in those cases, it is gonna suck.

hey maybe somebody will zone into Torment now....

making tactics freely available was a mistake. but seeing the carnage in there the next time the RZtW script bugs out and Tallon goes zonewide apeshit will be funny.

Posted: May 12, 2003, 12:50 pm
by miir
Where do you think EVERY 50+ gimp is gonna be on the day this goes live?
Tier 1 = 55-60
Tier 2 = 60-65
Tier 3 = 65


You think a level 55 is going to be able to get a group in BOT or POT?
Hell, most POV groups wouldn't group with a level 55.

People are complaining that retards who don't deserve flags will be in zones they can't handle. Well, if they can't handle it, they are going to die... often. You guys haven't seen some of the idiots in BOT.. or the morons in POV?

My guild is capable of killing Behemoth, Grummus, Aerin Dar and Agnarr yet I only have one of those flags between my characters. The reason being is that they do most of those raids on Fri/Sat night... when I'm not playing.


Who the fuck cares really.... so many morons already have those flags now anyway. It doesn't take any great skill to kill Behemoth. Grummus and Aerin Dar can be zerged.

It's not like HoHo, BoT and POT are going to instantly fill up with level 51 necros and druids trying to solo. Hell will freeze over before the level 52 Shaman and and level 56 Warrior get a group in those zones.

Posted: May 12, 2003, 1:32 pm
by Mort
I can see how this pisses people off.... but what a wetdream for a poor sap like me who's computer took a shit and have spent the last 3 months building the God Machine! I am back soon, now I dont feel so far behind.


Sorry all you who spent so much time on this shit, but I agree..... The newbs will get slaughtered en masse.

Posted: May 12, 2003, 3:50 pm
by rhyae
*sits in seb zone out for a hour patiently waiting for her body to GY*

Posted: May 12, 2003, 4:59 pm
by Aslanna
People are complaining that retards who don't deserve flags will be in zones they can't handle. Well, if they can't handle it, they are going to die... often. You guys haven't seen some of the idiots in BOT.. or the morons in POV?
I think that's the whole point. We have seen them. We just don't want to see more than we have to.

Posted: May 12, 2003, 8:34 pm
by Midnyte_Ragebringer
Aslanna wrote:
People are complaining that retards who don't deserve flags will be in zones they can't handle. Well, if they can't handle it, they are going to die... often. You guys haven't seen some of the idiots in BOT.. or the morons in POV?
I think that's the whole point. We have seen them. We just don't want to see more than we have to.
Yuppers!

Posted: May 12, 2003, 8:54 pm
by Stalker Vacio
too little too fuckin late...

Posted: May 12, 2003, 9:54 pm
by Pahreyia
*sigh* Emp/VT keying is starting to actually look .... fun. :(

Posted: May 13, 2003, 11:23 am
by Voronwë
Pahreyia wrote:*sigh* Emp/VT keying is starting to actually look .... fun. :(
let's not get silly!

Posted: May 13, 2003, 12:36 pm
by *~*stragi*~*
im going to marry puddle

edit: i hope its like a 50 hp charm or something
i want a charm but im just too lazy to goto loy :(

Posted: May 13, 2003, 1:14 pm
by Sargeras
Voronwë wrote:making tactics freely available was a mistake. but seeing the carnage in there the next time the RZtW script bugs out and Tallon goes zonewide apeshit will be funny.
That will probably be the only thing out of this that is worthwhile to see.
Miir wrote:Well, if they can't handle it, they are going to die... often.
I agree with you, and they will most likely take us with them.
Voronwë wrote:me personally, i'd rather xp in elemental planes anyways, so won't feel the pain as much, but sometimes because of group dynamics that isnt always possible. in those cases, it is gonna suck.
You know you can always group with me! :D

Posted: May 13, 2003, 2:35 pm
by Vaemas
rhyae wrote:*sits in seb zone out for a hour patiently waiting for her body to GY*
LOL. Sad thing is I was actually thinking about that the other day. I forget what zone I was in but then realized I actually had to CR myself. *blinks*

Posted: May 13, 2003, 2:43 pm
by Ajran
Fallanthas wrote:The rest? I dunno. I can't see a gimp group lasting more than two pulls in a Tier three plane, so I suspect it will be a non-issue after the first rush.
a raid with 2 or 3 groups in it at level 55 will get as much XP as a group of 65's...