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Upcoming changes

Posted: June 4, 2003, 1:31 pm
by Kindo
From EverQuestLive:
Upcoming for June 11th, 2003

It's been a fun month for the EverQuest team. With the recent completion of Veksar and the redesigns of Veeshan's Peak and the Plane of Hate receiving such a nice reaction from the folks that have visited those zones, it's a pleasure for us to be able to work on Droga and Nurga in the same way.

Seeing so many new faces on the Test server recently has been a great. There's no doubt that we need as many eyes on the complicated changes we make to the game as we can get. We wanted to thank those of you that have taken the time to help us out by logging into the Test server recently; you've been of great assistance to us.

And as players of EverQuest, one of the most enjoyable things about working on the game is the opportunity to add game features that we've always wanted to see. Many of them are listed below. We think you'll like them as much as we do.

1) Droga and Nurga revamp coming to Legends. The mines of Nurga have been inhabited by crafty Goblins and stolid Burynai for many long years, digging and slaving away under the earth. It's time to shake them up! The redesign for these zones will be on the Legends server, Stormhammer, with our next update. The mines of Nurga will be a fun zone for characters of levels about 40 to 50. The Temple of Droga will accommodate characters around 50th to 60th level. Both zones will have some new events and quest, while retaining the distinct feel of zones.

2) Veksar moving to all Live servers. Since the rediscovery of the lands of Kunark, there have been rumors springing from the ancient lore of the Iksar. Most of those rumors remain unfounded, as gaining access to the lore of the insular Iksar is no easy task. One of the most persistent legends is about a city that lies buried under the Lake of Ill Omen. That city was called Veksar, and it is up to you to discover the tale of its fate.

3) Group experience bonus increasing dramatically. We've been testing this on the Test server for a few weeks, and some final tuning may be needed before it is released. The goal is to dramatically improve the experience gained by groups. The old group experience bonus ranged from 2% to 20% for a 6 person group. The new bonus will range from 20% to 80%. In addition, the 6th person added to a group will not count when experience is divided. This means that in a group of 5 the total experience is divided by 5 then distributed to each member. A group of 6 will also only have the total experience divided by 5 before it is distributed to each member. Due to this large increase in group experience, we will be reducing the experience modifier given in Planes of Power zones. Those zones had a dramatic experience bonus. These zone-specific experience changes are more than offset by the increased group bonus.

4) Experience range increase for characters above 60th level. This is another change that we are testing and anticipate moving to the Live servers. It will open up many of the "old world" zones to players previously restricted to Planes of Power zones for experience gain. The range of NPCs that will be "blue" to a level 65 character has increased as far as level 50, with the "light blue" range extending to level 45. The best experience gains, however, are still going to be for fighting things around and above your level. This will open up areas for high level characters in groups and solo.

5) Shared bank vault will be added. There are times when a player wants to trade items from one character to another. In the past making such a trade may have included dropping items on the ground or asking a friend to hold them for you. To make such trades more convenient, we are adding two shared bank slots to the interface. Any character on the same account and server can access these extra bank slots. No-Drop items can't be placed in these bank slots, and only one of any specific Lore item can exist in the shared bank at any time.

6) Planes of Power access changes will be implemented. 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 problem for some guilds as some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want people to play with their friends and guild mates.

To correct this issue, we will be allowing characters to enter the following Planes of Power zones by meeting a simple level requirement:

Level 55 and over
Plane of Storms
Plane of Torment
Plane of Valor
Crypt of Decay

Level 62 and over
Bastion of Thunder
Halls of Honor

Characters that don't meet the level requirement may still enter these zones using the existing flags, and raids may still bring additional unflagged or lower level characters with them. All other planes with flag or story requirements for entry will still require those flags, and those flags can still be obtained as they always have.

This will make the majority of Planes of Power zones available to characters over the minimum level, and will allow their guilds to travel and adventure together in the planes. 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.

7) Enhanced Spell Descriptions added. Spell casters spend hours studying their trade. It takes great mental effort to understand and master the complicated arcana needed to cast even the simplest of spells. We have added new information to the spell descriptions displayed in game. An additional line of text explains what the spell does in general and includes information such as damage and duration when appropriate.

8) A new method for memorizing spells. There was a day when casters only needed 32 pages in their spell books, with only 5 spells per page. These days spell books have 50 pages and 8 spells per page. Frankly, that's a lot of spells. We've come up with a new method for finding and memorizing spells that will make things easier for the overburdened spell caster. Right-clicking an empty spell gem will open a list of spell categories. Pointing your mouse at a category will display a list of spells. Selecting a spell from that list will make your character sit down, memorize the spell and stand back up.

We know that many people are happy with the existing spellbook system. Rest assured that the spellbook isn't going anywhere. This new memorization system is an optional convenience for those who wish to try out a new method of managing their spells. The spellbook remains the only way to scribe new spells.

9) Spell Favorites. Spell favorites are an easy way to memorize a full set of eight spells without the tedious book searching. Right-clicking on the spellbook icon in your spell window will open up the spell favorites menu. You will be able to save your current spell lineup as a favorite, delete a favorite or memorize all the spells in one of your already saved spell sets. As with the new spell context menus mentioned above, this will not replace the spellbook, it is meant to make memorizing large numbers of spells more convenient.

10) Damage Over Time spell messages. Damage over Time (DoT) spells cause a certain amount of damage to the target at intervals. Currently, the caster of the spell is only told about the damage done the first time the spell does damage. All the other intervals were a mystery. What certainly sounds like an easy feature to add required a bit of work, but after the next update DoT spells will report their damage to the caster each time damage is done.

If the new messages get to be too much for you, you can disable them in the Options window, much like any other type of damage reporting.

11) Improvements to the game for new players. New players can be overwhelmed by all of the items they find in the game (heck, so do those of us who have been playing for a few years). To help reduce that confusion, we are adding a Tradeskill tag to items that are used as components in trade skill recipes. To help guide new characters, Guildmasters will take a more active role in helping out new recruits by directing them to some starting points for quests. There will be even more quests in the newbie zones, most of them revolving around the pests that seem to inhabit even the grandest cities. In addition, NPC merchants as well as other notable folks will have a title that will explain what their jobs are. For example, a baking supply merchant can be recognized as such by the description beneath his name.

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.

EQUI_Optionswnd.xml
EQUIhelpwnd.xml
Bankwnd.xml
BigBankwnd.xml
Help.html

Posted: June 4, 2003, 1:39 pm
by Fairweather Pure
Lots and lots of great changes.

Posted: June 4, 2003, 1:47 pm
by Aslanna
1) Droga and Nurga revamp coming to Legends. The mines of Nurga have been inhabited by crafty Goblins and stolid Burynai for many long years, digging and slaving away under the earth. It's time to shake them up! The redesign for these zones will be on the Legends server, Stormhammer, with our next update. The mines of Nurga will be a fun zone for characters of levels about 40 to 50. The Temple of Droga will accommodate characters around 50th to 60th level. Both zones will have some new events and quest, while retaining the distinct feel of zones.
I hope they revamp the actual geometry as well. One of the reasons nobody goes there is because if the lame one-way design.

Anyway, if you're doing Chardok faction may want to finish it up while the mobs are gimp.
2) Veksar moving to all Live servers
I visited here a bit on Test. Looks to be fun. Although CRs may be tricky since once you get not too far in the mobs see invis. The zone in/out looks like it could be a potential source of trains though. This would be a good non-PoP zone to implement graveyards in.
4) Experience range increase for characters above 60th level.
This may be ok when I'm bored and can't find a group. Otherwise I don't see myself outside of PoP zones for XP.
All other planes with flag or story requirements for entry will still require those flags, and those flags can still be obtained as they always have.
Although backflagging sucks much potatoes I think that's a wise decision.
after the next update DoT spells will report their damage to the caster each time damage is done.
I'd rather see the total amount when it's done but as long as it's filterable to another window it shouldn't be that spammy.

Posted: June 4, 2003, 1:50 pm
by Lexien
Can't wait to see em screw up once more!

But at least they are going in the right direction...

Posted: June 4, 2003, 1:51 pm
by Winnow
I like the spell favorites group mem'ing change. Very nice.

They've come a long way since the old "stare at your spellbook while mem'ing" days.

Posted: June 4, 2003, 1:57 pm
by masteen
5) Shared bank vault will be added. There are times when a player wants to trade items from one character to another. In the past making such a trade may have included dropping items on the ground or asking a friend to hold them for you. To make such trades more convenient, we are adding two shared bank slots to the interface. Any character on the same account and server can access these extra bank slots. No-Drop items can't be placed in these bank slots, and only one of any specific Lore item can exist in the shared bank at any time.
Best. Patch. Evar.

Posted: June 4, 2003, 2:00 pm
by Drolgin Steingrinder
12. We are working hard to make sure bards will not feel overlooked, therefore we are doing all we can to break them in this patch.

Posted: June 4, 2003, 2:03 pm
by Etasi
I'm so used to my spellbook that the new "mem by category" thing didn't get me very excited, but having spell "profiles" that you can switch between will be the best thing ever. I just hope they actually allow you to have more than one "favorite" lineup at a time. If I could make configurations for different occasions and switch between them just by choosing a new "favorite" on a menu, I would seriously never look at my spellbook again.

Posted: June 4, 2003, 2:05 pm
by Fairweather Pure
Rumor has it that there will be a total of 10 seperate spell line-ups that you may have and be able to mem in one shot.

Posted: June 4, 2003, 2:07 pm
by Etasi
Fairweather Pure wrote:Rumor has it that there will be a total of 10 seperate spell line-ups that you may have and be able to mem in one shot.
/em takes off pants

Posted: June 4, 2003, 2:19 pm
by Vaemas
Wow, spell favorites. Have to <3 that...makes it much faster to remem spells after Apostate kills me!

Posted: June 4, 2003, 2:53 pm
by Chidoro
masteen wrote:
5) Shared bank vault will be added. There are times when a player wants to trade items from one character to another. In the past making such a trade may have included dropping items on the ground or asking a friend to hold them for you. To make such trades more convenient, we are adding two shared bank slots to the interface. Any character on the same account and server can access these extra bank slots. No-Drop items can't be placed in these bank slots, and only one of any specific Lore item can exist in the shared bank at any time.
Best. Patch. Evar.
Indeed. WTS extra Fungi, PST :twisted:

Posted: June 4, 2003, 4:39 pm
by Pilsburry
What level is Veksar, I don't think I saw it mentioned. I hope 60+

Spell line ups you can memorize 8 at a time?!? Wow, I always wanted that....they tried to implement it in Luclin but it didn't work properly....you could see the remenants of the "mem" buttons they left under the left and right spellbook pages. As a cleric we really only had 3 spell lists, solo, buffing, and healing...but as an enchanter...heh.

It sounds like EQ is having a few nice changes.....

As a side note tho....the idea of them hard coding spell line-ups for an 8 spell slot system...further reduces the likelyhood of them ever giving any additional slots.

Posted: June 4, 2003, 4:49 pm
by Fallanthas
/spank Drolgin

Posted: June 4, 2003, 5:23 pm
by Jice Virago
The XP change makes me cringe because so far on Test, groups are not noticing any change to their XP intake. In essence I am of the pessimist camp that this is just a thinly veiled XP nerf to soloers.

Undoing the flag requirements I really don't like, and this is speaking as somone who will never see the elemental planes. The alternate key quests are there and they are not that hard IF YOU HAVE THE SOCIAL SKILLS OF A CHIMPANZEE AND CAN GET A GROUP TO HELP YOU. All this is going to do is let every kiting fucktard who were too much of a social outcast to get into a group let alone a guild zone in and turn some of these zones into a zoo. Expanding the ease of the alternate key quests and the expanded XP mob range for 61+ are enough, honestly. They should put in an alt key quest for SolRo access (non tower just yardtrash area) since that (unlike Torment) is a great XP zone no one ever uses and just leave the rest of it alone.

Posted: June 4, 2003, 5:35 pm
by Aslanna
What level is Veksar, I don't think I saw it mentioned. I hope 60+
It mostly is I'd guess. I didn't pay attention but everything was red to me. When I was there a 58 mage was soloing the entrance. It's at least 55+.
They should put in an alt key quest for SolRo access (non tower just yardtrash area) since that (unlike Torment) is a great XP zone no one ever uses and just leave the rest of it alone.
Eh. No thanks. The main reason I'd say nobody uses it is because it has no zone out other than to Fire when you kill SolRo. They could start by putting one in.

Posted: June 4, 2003, 5:45 pm
by Aaeamdar
Lots of good stuff all to cover up one giant nerf. They even tried to make the nerf sound good, but it won't be.