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6-29-2005 Patch Message EQ1

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  • NAS / RAID
  • Tutorial
  • Video Games
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Anonymous
June 29, 2005 3:56:48 PM

Archived from groups: alt.games.everquest (More info?)

EverQuest - Live Update - 06/29/05
----------------------------------

*** Headlines ***
----------------------------------
- Plane of Time Instancing! - Plane of Time has been fully instanced. Every
raid that enters the zone will now get its own instance of the zone.
- New Tutorial! - A new tutorial is now available, featuring new art, new
models, new quests, and a new player experience that will take you from
level 1 to level 10.
- New Newbie Armor Quests! - New armor quests pick up where the tutorial
leaves off, taking players from 11 to 20.
- You can now invite players to your group across zones. We have enabled
the ability to use the /invite command with a players name to allow you to
invite someone that is not in your current zone.
- "Auto Consent Group", "Auto Consent Raid", and "Auto Consent Guild"
buttons have been added to the options window; when checked, your
group/raid/guild will automatically be given consent to move any new corpses
you drop.



*** Items ***
----------------------------------
- Ogre Femur Club is now monk and beastlord usable.
- The tier1 and tier2 quested breastplates in Omens of War now have click
effects that are usable from inventory.
- The Rod of Mystical Transvergance and Summoned: Modulating Rod now both
have a 5 minute item recast timer. This will give both items a visible
indicator for the recast time of the rods when used in the UI.
- The suffusive weaponry from the Trial of Ingenuity is now attunable.
- The Longbow of Chaos now has a type 4 augmentation slot.
- Haggard Trusik Shawl now has +15 int instead of +15 wis.
- Plaguebreeze now has +4 regen, +20 attack, +1 shielding, and +5 avoidance.
- The Dragonshade Mask now has the worn effect of Cleave V and the
activatable effect of Assassin's Blood. The recast time on the activatable
effect has been changed to two minutes.
- The Obsidian Battle Sword has a new graphic.
- The Blade of Vesagran is now a one-handed slasher. Please petition if you
have an augmentation that will not fit in your blade now that it has changed
to a slasher.


*** Tasks, Missions, and Quests ***
----------------------------------
- Increased the amount of time that a mission zone can be empty of players
before it shuts down from 15 to 30 minutes. This should help groups who
completely wipe out get back to the zone before it shuts down and resets.
- If you are on the mission to Unrest, Nisha Lightbrook will now respond to
your first hail instead of requiring two hails for a response.
- Sleeping on the job: Gnoll Archers will now call for reinforcements if you
have killed them before completing the previous elements in the task.
- Sleeping on the job: Holinix, Djerr, Grarrax, & Kraxz Darkpaw will not
come out to fight until all previous elements in the task have been
completed.
- Fixed an error that was causing some tasks that had elements in Grimling
Forest to be impossible to complete.


*** Events ***
----------------------------------
- The Specter of Rage in Uqua will now accept the Orb of Rage again.
- It should no longer be possible to get double-loot and double-lockout on
the MPG Trial of Endurance.
- The Vishimtar encounter has been retuned. Beware the cursed black dragon!
- After Vishimtar's demise, Creeping Doom will fade and skeletons will cease
spawning on player death.
- Standing directly under Rikkukin when he fires off a directional attack is
now a bad idea.
- Lockout timers for Anguish bosses are now 4.5 days long instead of
4.9166666 (repeating, of course).


*** Skills, Spells & AAs ***
----------------------------------
- Added new spells in the Spirit of the Panther line for Shaman at levels 50
and 57.
- Added new spells in the Ward of Righteousness line for Clerics at levels
50 and 57.
- Added new level 50+ fear spells for Clerics, Necromancers, Enchanters,
Shadowknights, Bards, and Druids.
- Added new melee guard Disciplines for Shadowknights and Paladins, both at
level 56.
- Added a new Point Blank Enthrall spell for Enchanters at level 68.
- Added new spells in the Spirit of the Panther line for Shaman at levels 50
and 57.
- Added new spells in the Ward of Righteousness line for Clerics at levels
50 and 57.
- You'll have to convince Karsor the Mad to part with the above new spells.
- Storm Guard and Frost Shield now have 60 minute durations.
- Modified the Frenzied Burnout AA so that it now has a 15 minute reuse and
will better stack with other strength and attack enhancing effects.
- The mana regeneration portion of the Enchanter spell Breeze now scales
from 5 at level 14 to 6 at level 20.
- Fixed a stacking problem with Shadowknight and Ranger Self buffs that were
being overwritten by the druid Hand of Ro line.
- Increased the innate AC bonuses granted to level 66+ pets by focus
effects.
- Increased the melee damage bonuses provided by pet focus effects on level
66-70 pets.
- Lowered the endurance cost on many Berserker Axe abilities and the battle
cry line.
- Refunded and removed Spell Casting Subtlety from Shadowknights.
- Shock of Lightning was recently changed into a new spell, Icicle Shock.
In answer to concerns from several players at the loss of Shock of
Lightning, the spell has been returned to it's previous form.
- Guard of Blood Recourse has been changed to a instant heal for 600 HP
instead of 400 for 2 ticks.
- Alternate Ability timers for newly acquired activatable AAs will properly
initialize to allow for immediate use.
- Veteran rewards on accounts that have no expansions now work properly.
- Leadership assist ranges now have the same distance rules as the /assist
command.
- When rogues using Shroud of Stealth /con an NPC that can see invis but not
shroud of stealth, they will now get a message telling them the NPC cannot
see them but can see normal invis players.
- Players will now receive 1 skill point in any new skills available when
the reach a new level.
- Spell hate for spells with a fixed amount of hate now include hate-focus
effects. Previously, spells with fixed amount of hate assigned to them would
disregard hate focus effects.
- Fixed the issue with Wrath of the Wild that caused it to last until a rune
expired.


*** Tradeskills ***
----------------------------------
- Added a minimum chance to gain a skill up on many of the Dragons of
Norrath cultural tradeskill recipes and many of the Omens of War
augmentation recipes. This will make it easier to gain an increase in skill
when doing these recipes in most cases where the character has a high skill.
- Some Velium weapons can now be converted into small Velium bars by smiths.
You will need to use the Velium Smithy Hammer in order to break down these
weapons.
- Speckled Pine Fruit can now be foraged.
- Palm Leaf can now be foraged.
- Added a recipe to create Rainwater Dressing.
- Added a recipe to create Spiced Heartfruit Greens.
- Midnight Stones and Sandstone Pearls can now be crushed in a Mixing Bowl,
not a Mortar and Pestle.
- Increased the stack size of Dragons of Norrath cultural Patterns and Molds
to 200 (400 for wrist patterns and molds).
- Caerlyna will now exchange Ice Cream Churns for tokens.
- Added information to bag tokens that will tell the player some of the
information about the bag they represent.


*** NPCs ***
----------------------------------
- There is a new potion vendor in the Plane of Knowledge. He sells some
nice new potions as well as some of the ingredients that alchemists will
need to make those potions.
- The Taskmistress Krisz encounter can now be triggered. Speak to the NPCs
in Riwwi for more information.
- Several NPCs in the Abysmal Sea are now more willing to chat. They no
longer require proof of dedication to their cause.
- New merchants have moved into Lavastorm.
- Some of the Ferans in Riftseekers will drop Softened Feran Hides more
often now.
- Some of the Ferans in Riftseekers will drop Quality Feran Hides more often
now.


*** Veteran rewards ***
----------------------------------
- The Veteran Reward buffs are now immune to being dispelled.
- The Veteran Reward buffs will no longer freeze their timers in the guild
hall.


*** Optimizations ***
----------------------------------
- File caching has been enabled which should yield performance improvements,
especially on lower end systems when dealing with the UI (opening/closing
windows, loading a UI, ...).


*** Exodus and Related Issues ***
----------------------------------
- The exodus bug where a player could possibly die during the small amount
of time after the spell is cast but before they actually zone, should now be
fixed. We did the best we could trying to reproduce the situations that
have been described to us and they have been fixed in our test cases.
Please let us know if you continue to experience an issue like this.
- Spells such as Exodus, have a chance to fail which happens for each person
that gets hit by the spell. This means each person has a chance to not get
ported. If you fail to get ported, you now receive a message notifying you
of the failure.
- Teleport bind(AA) will no longer leave the caster behind. If the spell is
successfully cast, then everyone will be ported. Previously the caster had
a 2% chance to not port.


*** Features Enabled for All ***
----------------------------------
- The raid window is now available to all players.
- The LFGroup windows are now available to all players.
- Line-art mapping is now available for all zones.


*** UI ***
----------------------------------
- The Potion Belt will now remain visible after zoning (if it was visible
before zoning).
- The advanced display options window has been enhanced substantially.
Please note that the Advanced Lighting option is for video cards that
support 1.1 Pixel Shaders and above. Also note that the advanced lighting
is still being tested with some of our known player hardware configurations.
If you experience any issues with it on, please turn it off. Not all
hardware combination have been verified to be fully functional. For those
that can use it, check out how cool the lighting looks in some of the old
zones like the commonlands with the NPCs and their spherical light
influences. It looks great.
- The help window has been merged with the petition window.


*** Misc ***
----------------------------------
- You will no longer get experience back from a corpse whose rez timer has
expired when using the Veteran AA Expedient Recovery.
- The level restriction for entering the tutorial has been changed to allow
level 10 and under.
- Fixed an old issue with particles. If you had your client running for 10
or so hours, some particle emitters would start to show huge particles.


*** Chat Channels ***
----------------------------------
- There are now system owned, persistent chat channels and players will auto
join some of these channels. Players level 20 and under auto join the
"NewPlayers" channel, over level 20 auto join "General" and a class specific
channel, and there are continent based channels as well. Auto joining
channels can be disabled under the options window.


*** Pet Commands ***
----------------------------------
- The "/pet follow" command works properly again.
- The "/pet report" command works properly again.



-- The EverQuest Team

More about : 2005 patch message eq1

Anonymous
June 29, 2005 3:56:49 PM

Archived from groups: alt.games.everquest (More info?)

"John M Clancy" wrote:
> - "Auto Consent Group", "Auto Consent Raid", and
> "Auto Consent Guild" buttons have been added to
> the options window;

And rogues everywhere rejoiced. I've seen some very angry hotkeys being
made by rogues who quite profanely (and justifiably) yell at people who
don't consent when they die. They will now have their stress levels greatly
reduced. =)

> - The Vishimtar encounter has been retuned. Beware the
> cursed black dragon!

Dang, and we *just* beat it last week. Wonder what new horrors await. =/

> - After Vishimtar's demise, Creeping Doom will fade

This killed a mage in my group on our first Vish kill. "Hooray, we won!
GAK!"

> - Added new spells in the Ward of Righteousness line
> for Clerics at levels 50 and 57.

This will be a real boon for clerics of that level; now they can be slightly
more effective soloers.

> - Players will now receive 1 skill point in any new skills
> available when the reach a new level.

That's nice; my first character didn't know he actually had to put skill
points in Meditate to benefit from it.

> - New merchants have moved into Lavastorm.

Hopefully near the dragon head so you can sell stuff after a DoN.

> - Line-art mapping is now available for all zones.

!!


--
-Richard

Monual Lifegiver
Prelate of Rodcet Nife
Povar server
Anonymous
June 29, 2005 7:47:47 PM

Archived from groups: alt.games.everquest (More info?)

"John M Clancy" <notanemail@nospam.com> wrote in message
news:11c5h61birlqua5@news.supernews.com...
> EverQuest - Live Update - 06/29/05
>
> - Players will now receive 1 skill point in any new skills available when
> the reach a new level.

This goes along with the expanded tutorial. Players were stuck in the
tutorial, and unable to train. Without training, they could not gain
increased skill in the new ability. Players suggested putting a general
purpose trainer in Tutorial, but instead this is the resolution that is
forthcoming. Quite adequate, it seems.
Anonymous
June 29, 2005 11:25:43 PM

Archived from groups: alt.games.everquest (More info?)

"Richard Lawson" <nouma@msn.com> wrote in
news:D 9ujml02988@news3.newsguy.com:

> "John M Clancy" wrote:
>> - "Auto Consent Group", "Auto Consent Raid", and
>> "Auto Consent Guild" buttons have been added to the options window;
>
> And rogues everywhere rejoiced. I've seen some very angry hotkeys
> being made by rogues who quite profanely (and justifiably) yell at
> people who don't consent when they die. They will now have their
> stress levels greatly reduced. =)

I just hope that the auto consent works better than the explicit consent
guild/raid does. It sometimes does not seem to give consent to everyone
that it should. We still ask that on a raid, if you die, explicitly
consent all rogues, in addition to consenting raid and guild.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont
Graeme, 36 Dwarven Mystic, 24 Sage, Treasure Hunter <Tempest>
Aviv, 15 Gnome Brawler, 30 Provisioner
Anonymous
June 30, 2005 12:07:07 AM

Archived from groups: alt.games.everquest (More info?)

"Richard Lawson" <nouma@msn.com> writes:
> > - Line-art mapping is now available for all zones.
>
> !!

What does this mean? Is it just saying that they're providing
map files for all zones, or is this something else?

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 55 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 52 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 36 on E. Marr remove the "hyphen n s"
-- Teviron, Knight 20 on E. Marr
Anonymous
June 30, 2005 12:07:08 AM

Archived from groups: alt.games.everquest (More info?)

<don-ns@iCynic.com> wrote:
> "Richard Lawson" <nouma@msn.com> writes:
> > > - Line-art mapping is now available for all zones.
> >
> > !!
>
> What does this mean? Is it just saying that they're providing
> map files for all zones, or is this something else?

Not even that they're providing the maps, though perhaps they are. Just
that they're enabling the map feature in all zones. Previously some zones
wouldn't display a map. ToV, Time, etc., though some of those have
sometimes allowed a map and sometimes not, depending on how buggy the map
restriction code was being.

I always thought it was ludicrous that the mere act of zoning into some
zones had an apparently large enough impact on my character's IQ that he
would no longer be able to put pen to pad and draw a map of where he's
walking. =)
June 30, 2005 2:13:00 AM

Archived from groups: alt.games.everquest (More info?)

In article <slrndc60o5.76m.faned@wyld.qx.net>, faned@wyld.qx.net says...
> <don-ns@iCynic.com> wrote:
> > "Richard Lawson" <nouma@msn.com> writes:
> > > > - Line-art mapping is now available for all zones.
> > >
> > > !!
> >
> > What does this mean? Is it just saying that they're providing
> > map files for all zones, or is this something else?

> Not even that they're providing the maps, though perhaps they are. Just
> that they're enabling the map feature in all zones. Previously some zones
> wouldn't display a map. ToV, Time, etc., though some of those have
> sometimes allowed a map and sometimes not, depending on how buggy the map
> restriction code was being.
>
> I always thought it was ludicrous that the mere act of zoning into some
> zones had an apparently large enough impact on my character's IQ that he
> would no longer be able to put pen to pad and draw a map of where he's
> walking. =)

/shrug

Nothing SOE ever did prevented me from putting a pen to pad and drawing
a map.

Of course, in some zones i did lose out on graphically represented to-
the-millimeter-grade "GPS" positioning that we've become used to in most
zones.
Anonymous
June 30, 2005 4:42:49 AM

Archived from groups: alt.games.everquest (More info?)

Meldur wrote:

> What about stealing some more from Warcraft? - a "nice" feature
> I found there was getting xp(indirect) while *OFF*line.

I'm pretty sure that they have this in EQ2. Don't you receive double
xps for a while after being offline? Or was it that you got some bonus
every hour regardless of whether you were online or offline?

> Maybe the dev team can have a look at UO too,there you can buy
> premade developed characters for real money.

They are getting something similar in EQ2.... its just that other
players get to do the pre-developing. :-)


steve.kaye
Anonymous
June 30, 2005 8:16:20 AM

Archived from groups: alt.games.everquest (More info?)

On Wed, 29 Jun 2005 11:53:41 -0500, "Richard Lawson" <nouma@msn.com>
wrote:


>> - Added new spells in the Ward of Righteousness line
>> for Clerics at levels 50 and 57.
>
>This will be a real boon for clerics of that level; now they can be slightly
>more effective soloers.

Yes ,first make people leave by releasing EQ2,then make every class
capable soloers.
Man,we are talking about a MMULTIPRPG,if I want to play by myself I
prefere a rpg with *content* and *story*.
EQ solo is simply a bad single player game.

Mheldur 65 (lowbie) Cleric
Anonymous
June 30, 2005 8:16:21 AM

Archived from groups: alt.games.everquest (More info?)

On Thu, 30 Jun 2005 04:16:20 +0200, Meldur <Meldur@t-online.de> wrote:

>On Wed, 29 Jun 2005 11:53:41 -0500, "Richard Lawson" <nouma@msn.com>
>wrote:
>
>
>>> - Added new spells in the Ward of Righteousness line
>>> for Clerics at levels 50 and 57.
>>
>>This will be a real boon for clerics of that level; now they can be slightly
>>more effective soloers.
>
>Yes ,first make people leave by releasing EQ2,then make every class
>capable soloers.
>Man,we are talking about a MMULTIPRPG,if I want to play by myself I
>prefere a rpg with *content* and *story*.
>EQ solo is simply a bad single player game.

MMORPG does not mean that grouping is the only "right" way to play.
The MM part only means that there are a lot of other people playing in
the same game world at the same time. This in itself creates an
experience that simply is NOT possible with a single player game, even
for the soloist.

--
Dark Tyger

Stop the madness! (Marvel Vs Cryptic Studios petition)
http://www.petitiononline.com/marvscoh/petition.html

Hey, everyone else is doing it. Free iPod:
http://www.freeiPods.com/?r=15728814
Anonymous
June 30, 2005 9:55:08 AM

Archived from groups: alt.games.everquest (More info?)

Palindrome wrote:

>
> Aye, many maps are useless to me because they are done in pale
> colours. The old eyes ain't what they used to be!
>
> Palindrome

I noticed the same thing and wondered..why are the maps written with
such light colored lines..its useless..then I found the reason.

The maps are meant to be viewed with a "faded background". When the map
comes up, the mapbackground is 100% opaque (no transparency), and its
difficult to see the map lines. You need to right click the map title,
pick background level or alpha level (i forget which..probably
background lelve) and there are two choices..a normal choice and a
faded choice. I make the normal choice like 50% and the faded choice
like 20%. When the map is open and the mouse is off the map, after a
few seconds the map background goes from normal level to faded level.
The effect of the level is to make the background transparent..now you
can see through the map window while traveling, and the lines still
show up brightly so its easy to navigate.
Anonymous
June 30, 2005 10:02:17 AM

Archived from groups: alt.games.everquest (More info?)

Meldur wrote:
> Hahahahahahahaha.
> What did I say,just found a new game stopping bug,group of 47 to 55
> wasnt able to get a Ldon,NPC says we arent of the right level range.
> But disabling the petition system on the other hand was a smart move,
> well done SOE.
> You just totally wasted my time SOE,took me 45 minutes to build this
> group,now you have 5 disgruntled customers more besides me,congrats.
>
> I wonder when this will be fixed,maybe as fast as the map bug or after
> the next expansion?
>
> Melforge 55 Ranger

I though for LDON the level difference was limited to 7
Anonymous
June 30, 2005 10:05:17 AM

Archived from groups: alt.games.everquest (More info?)

One bug they fixed that annoyed me..when you buy from a ncp merchant
and sort by name, after you buy him out of that item the list would go
back to the original order. Now it stays sorted by name.
Anonymous
June 30, 2005 1:18:36 PM

Archived from groups: alt.games.everquest (More info?)

<Meldur@t-online.de> wrote:
> Hahahahahahahaha.
> What did I say,just found a new game stopping bug,group of 47 to 55
> wasnt able to get a Ldon,NPC says we arent of the right level range.
> But disabling the petition system on the other hand was a smart move,
> well done SOE.
> You just totally wasted my time SOE,took me 45 minutes to build this
> group,now you have 5 disgruntled customers more besides me,congrats.
>
> I wonder when this will be fixed,maybe as fast as the map bug or after
> the next expansion?

Never, since it's not a bug. =P

Just like you can only get exp across a certain (arbitrary) range, LDoNs
were designed to only accept a certain (arbitrary) range of levels. DoN is
a 10-level spread, LDoN is a 7-level spread, raw grinding is up to a
~25-level spread (haven't bothered to check how far down I can group from
70, but somewhere around there).
Anonymous
June 30, 2005 1:19:46 PM

Archived from groups: alt.games.everquest (More info?)

On 30 Jun 2005 06:02:17 -0700, zigipha@hotmail.com wrote:


>I though for LDON the level difference was limited to 7


It's been 10 for a while now.

Shella
Anonymous
June 30, 2005 5:03:20 PM

Archived from groups: alt.games.everquest (More info?)

On Wed, 29 Jun 2005 19:48:59 -0700, Dark Tyger
<darktiger@somewhere.net> wrote:

>On Thu, 30 Jun 2005 04:16:20 +0200, Meldur <Meldur@t-online.de> wrote:
>
>>On Wed, 29 Jun 2005 11:53:41 -0500, "Richard Lawson" <nouma@msn.com>
>>wrote:
>>
>>
>>>> - Added new spells in the Ward of Righteousness line
>>>> for Clerics at levels 50 and 57.
>>>
>>>This will be a real boon for clerics of that level; now they can be slightly
>>>more effective soloers.
>>
>>Yes ,first make people leave by releasing EQ2,then make every class
>>capable soloers.
>>Man,we are talking about a MMULTIPRPG,if I want to play by myself I
>>prefere a rpg with *content* and *story*.
>>EQ solo is simply a bad single player game.
>
>MMORPG does not mean that grouping is the only "right" way to play.
>The MM part only means that there are a lot of other people playing in
>the same game world at the same time. This in itself creates an
>experience that simply is NOT possible with a single player game, even
>for the soloist.

True,you have a point there.

Meldur
Anonymous
June 30, 2005 9:24:16 PM

Archived from groups: alt.games.everquest (More info?)

On 30 Jun 2005 06:02:17 -0700, zigipha@hotmail.com wrote:

>
>
>Meldur wrote:
>> Hahahahahahahaha.
>> What did I say,just found a new game stopping bug,group of 47 to 55
>> wasnt able to get a Ldon,NPC says we arent of the right level range.
>> But disabling the petition system on the other hand was a smart move,
>> well done SOE.
>> You just totally wasted my time SOE,took me 45 minutes to build this
>> group,now you have 5 disgruntled customers more besides me,congrats.
>>
>> I wonder when this will be fixed,maybe as fast as the map bug or after
>> the next expansion?
>>
>> Melforge 55 Ranger
>
>I though for LDON the level difference was limited to 7

No,quote from EQLive/Recent Updates:

Increased the maximum level range spread for LDoN adventures from 7 to
10 so you can now group with someone 10 levels above or below you.

And I actuallydid some Ldons with this level range.

Meldur
Anonymous
June 30, 2005 9:26:07 PM

Archived from groups: alt.games.everquest (More info?)

On Thu, 30 Jun 2005 09:18:36 -0500, Faned <faned@wyld.qx.net> wrote:

><Meldur@t-online.de> wrote:
>> Hahahahahahahaha.
>> What did I say,just found a new game stopping bug,group of 47 to 55
>> wasnt able to get a Ldon,NPC says we arent of the right level range.
>> But disabling the petition system on the other hand was a smart move,
>> well done SOE.
>> You just totally wasted my time SOE,took me 45 minutes to build this
>> group,now you have 5 disgruntled customers more besides me,congrats.
>>
>> I wonder when this will be fixed,maybe as fast as the map bug or after
>> the next expansion?
>
>Never, since it's not a bug. =P

No,you are wrong,let me quote again from EQ Live:

Increased the maximum level range spread for LDoN adventures from 7 to
10 so you can now group with someone 10 levels above or below you.

It was in the 12th april update.

Meldur
Anonymous
June 30, 2005 9:26:08 PM

Archived from groups: alt.games.everquest (More info?)

<Meldur@t-online.de> wrote:
> On Thu, 30 Jun 2005 09:18:36 -0500, Faned <faned@wyld.qx.net> wrote:
>
> ><Meldur@t-online.de> wrote:
> >> Hahahahahahahaha.
> >> What did I say,just found a new game stopping bug,group of 47 to 55
> >> wasnt able to get a Ldon,NPC says we arent of the right level range.
> >> But disabling the petition system on the other hand was a smart move,
> >> well done SOE.
> >> You just totally wasted my time SOE,took me 45 minutes to build this
> >> group,now you have 5 disgruntled customers more besides me,congrats.
> >>
> >> I wonder when this will be fixed,maybe as fast as the map bug or after
> >> the next expansion?
> >
> >Never, since it's not a bug. =P
>
> No,you are wrong,let me quote again from EQ Live:
>
> Increased the maximum level range spread for LDoN adventures from 7 to
> 10 so you can now group with someone 10 levels above or below you.
>
> It was in the 12th april update.

Since this is the first I've seen it mentioned to not be working (though
with the reminder I do remember that change being announced), and even
*you* "just found" it in spite of it having been supposedly changed for more
than two months, maybe they aren't even aware of it. There are many changes
that get announced and for some odd reason don't make it to the live
servers. In the latest patch, the pet focus changes, rogue SoS/see invis
change, and others never made it live. As hard as this is for even me to
believe, Sony doesn't seem to realize these things unless and until someone
brings it to their attention. So /feedback or /bug and tell them that they
forgot to make the change that they said they were making. =)
Anonymous
June 30, 2005 10:28:09 PM

Archived from groups: alt.games.everquest (More info?)

"steve.kaye" <nospam@giddy-kippers.co.uk> wrote in
news:1120117369.163852.16750@g44g2000cwa.googlegroups.com:

>
>
> Meldur wrote:
>
>> What about stealing some more from Warcraft? - a "nice" feature
>> I found there was getting xp(indirect) while *OFF*line.
>
> I'm pretty sure that they have this in EQ2. Don't you receive double
> xps for a while after being offline? Or was it that you got some bonus
> every hour regardless of whether you were online or offline?

I believe that the vitality (double xp) bonus goes up a fixed amount for
a fixed amount of time, whether online or offline. While online, and
xping, you use it up significantly faster than it regenerates. That
being said, I have never run out of vitality with the exception of one
new character I had just made, and one time during a marathon tradeskill
session. I should add, the tradeskill and regular xp vitalities are
tracked seperately.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont
Graeme, 36 Dwarven Mystic, 24 Sage, Treasure Hunter <Tempest>
Aviv, 15 Gnome Brawler, 30 Provisioner
Anonymous
June 30, 2005 10:29:26 PM

Archived from groups: alt.games.everquest (More info?)

zigipha@hotmail.com wrote in news:1120136108.324889.311650
@g47g2000cwa.googlegroups.com:

>
>
> Palindrome wrote:
>
>>
>> Aye, many maps are useless to me because they are done in pale
>> colours. The old eyes ain't what they used to be!
>>
>> Palindrome
>
> I noticed the same thing and wondered..why are the maps written with
> such light colored lines..its useless..then I found the reason.
>
> The maps are meant to be viewed with a "faded background". When the map
> comes up, the mapbackground is 100% opaque (no transparency), and its
> difficult to see the map lines. You need to right click the map title,
> pick background level or alpha level (i forget which..probably
> background lelve) and there are two choices..a normal choice and a
> faded choice. I make the normal choice like 50% and the faded choice
> like 20%. When the map is open and the mouse is off the map, after a
> few seconds the map background goes from normal level to faded level.
> The effect of the level is to make the background transparent..now you
> can see through the map window while traveling, and the lines still
> show up brightly so its easy to navigate.
>

Yeah, I always set my fade level to close to 0%, makes many maps look
very good, and allows me to see through the map. There are some zones
where all the background in the zone is light enough that it's a problem
however.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont
Graeme, 36 Dwarven Mystic, 24 Sage, Treasure Hunter <Tempest>
Aviv, 15 Gnome Brawler, 30 Provisioner
Anonymous
June 30, 2005 10:32:08 PM

Archived from groups: alt.games.everquest (More info?)

zigipha@hotmail.com wrote in news:1120136537.518126.181530
@g49g2000cwa.googlegroups.com:

>
>
> Meldur wrote:
>> Hahahahahahahaha.
>> What did I say,just found a new game stopping bug,group of 47 to 55
>> wasnt able to get a Ldon,NPC says we arent of the right level range.
>> But disabling the petition system on the other hand was a smart move,
>> well done SOE. You just totally wasted my time SOE,took me 45 minutes
>> to build this group,now you have 5 disgruntled customers more besides
>> me,congrats.
>>
>> I wonder when this will be fixed,maybe as fast as the map bug or after
>> the next expansion?
>
> I though for LDON the level difference was limited to 7
>

It was 7, got changed to 10, and likely, as happens far too often with
SoE, accidentally got changed back to 7. I am beginning to suspect that
they have never heard of source code control systems, or just totally
lack any clue whatsoever as to how to properly use one. Mind you, that
would just be one more thing that they appear to be completely clueless
about.

Despite all that, I still play their games, as I still find them better
than the alternatives.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont
Graeme, 36 Dwarven Mystic, 24 Sage, Treasure Hunter <Tempest>
Aviv, 15 Gnome Brawler, 30 Provisioner
Anonymous
June 30, 2005 10:35:31 PM

Archived from groups: alt.games.everquest (More info?)

Faned <faned@wyld.qx.net> wrote in
news:slrndc85oo.76m.faned@wyld.qx.net:

> <Meldur@t-online.de> wrote:
>> On Thu, 30 Jun 2005 09:18:36 -0500, Faned <faned@wyld.qx.net> wrote:
>>
>> ><Meldur@t-online.de> wrote:
>> >> Hahahahahahahaha.
>> >> What did I say,just found a new game stopping bug,group of 47 to
>> >> 55 wasnt able to get a Ldon,NPC says we arent of the right level
>> >> range. But disabling the petition system on the other hand was a
>> >> smart move, well done SOE. You just totally wasted my time
>> >> SOE,took me 45 minutes to build this group,now you have 5
>> >> disgruntled customers more besides me,congrats.
>> >>
>> >> I wonder when this will be fixed,maybe as fast as the map bug or
>> >> after the next expansion?
>> >
>> >Never, since it's not a bug. =P
>>
>> No,you are wrong,let me quote again from EQ Live:
>>
>> Increased the maximum level range spread for LDoN adventures from 7
>> to 10 so you can now group with someone 10 levels above or below you.
>>
>> It was in the 12th april update.
>
> Since this is the first I've seen it mentioned to not be working
> (though with the reminder I do remember that change being announced),
> and even *you* "just found" it in spite of it having been supposedly
> changed for more than two months, maybe they aren't even aware of it.
> There are many changes that get announced and for some odd reason
> don't make it to the live servers. In the latest patch, the pet focus
> changes, rogue SoS/see invis change, and others never made it live.
> As hard as this is for even me to believe, Sony doesn't seem to
> realize these things unless and until someone brings it to their
> attention. So /feedback or /bug and tell them that they forgot to
> make the change that they said they were making. =)

Well, Meldur did claim in a different post to have actually done some
LDoN adventures with a level spread of greater than 7 after the 4/12
patch, prior to the latest patch.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont
Graeme, 36 Dwarven Mystic, 24 Sage, Treasure Hunter <Tempest>
Aviv, 15 Gnome Brawler, 30 Provisioner
Anonymous
June 30, 2005 11:24:35 PM

Archived from groups: alt.games.everquest (More info?)

On Thu, 30 Jun 2005 04:16:20 +0200 in
<r2l6c15uhvt8vu7koo7klb90m6o9hnurcg@4ax.com>, Meldur
<Meldur@t-online.de> graced the world with this thought:

>Man,we are talking about a MMULTIPRPG,if I want to play by myself I
>prefere a rpg with *content* and *story*.
>EQ solo is simply a bad single player game.

.....of course, that's <you>... not to mention, how about doing both?
Anonymous
July 1, 2005 2:12:58 AM

Archived from groups: alt.games.everquest (More info?)

On 30 Jun 2005 18:32:08 GMT, Graeme Faelban
<RichardRapier@netscape.net> wrote:


>Despite all that, I still play their games, as I still find them better
>than the alternatives.

So sad,but true,I even took the 1 year plan some months ago.

Meldur
Anonymous
July 1, 2005 1:01:02 PM

Archived from groups: alt.games.everquest (More info?)

On 30 Jun 2005 18:29:26 GMT, Graeme Faelban
<RichardRapier@netscape.net> wrote:

>> I noticed the same thing and wondered..why are the maps written with
>> such light colored lines..its useless..then I found the reason.

Aha, thanks. I'll try that :) 



Palindrome
Anonymous
July 1, 2005 10:35:25 PM

Archived from groups: alt.games.everquest (More info?)

"Simond" wrote:
>
> WoW has (approx) ten times the subscriber
> base of EQ

Did you know that (approx) 90% of all statistics are made up on the spot?
Anonymous
July 2, 2005 5:56:29 PM

Archived from groups: alt.games.everquest (More info?)

"Richard Lawson" <nouma@msn.com> wrote in message
news:D a4jvt0tie@news1.newsguy.com...
> "Simond" wrote:
> >
> > WoW has (approx) ten times the subscriber
> > base of EQ
>
> Did you know that (approx) 90% of all statistics are made up on the spot?
>
>

Blizzard announced 2 million subscribers *before* the Chinese launch, and
China/Taiwan is going to add at least another million on top of that (going
from size of beta, sales, and the number of servers they've got up over there
right now).

EQ was at, what, 350K this time last year and then lost (let's be generous*)
up to a quarter of it's subscriber base in the last year to WoW/EQ2/CoH and
the ongoing fallout from GoD.
(*I've seen estimates of a third or more of EQ's playerbase gone, in various
places.)

Maths is fun.

--
Simond
"I ask for so little. Just fear me, love me, do as I say and I will be your
slave." - Jareth the Goblin King, Labyrinth
Anonymous
July 4, 2005 12:41:05 AM

Archived from groups: alt.games.everquest (More info?)

"Meldur" <Meldur@t-online.de> wrote in message
news:vacfc15go2ffele6cra0v5cd0n7ufg31h1@4ax.com...
<snip>
> How many customers do you think they loose by this?
>

I'd say most of the players who would quit over things like this already have
done - hence all the server-merges, etc. The people who are left have shown
that they'll tolerate all those sorts of things.

--
Simond
"I ask for so little. Just fear me, love me, do as I say and I will be your
slave." - Jareth the Goblin King, Labyrinth
Anonymous
July 4, 2005 3:22:15 AM

Archived from groups: alt.games.everquest (More info?)

On Thu, 30 Jun 2005 04:34:39 +0200, Meldur <Meldur@t-online.de> wrote:

>On Wed, 29 Jun 2005 11:56:48 -0400, "John M Clancy"
><notanemail@nospam.com> wrote:
>
>>EverQuest - Live Update - 06/29/05
>>
>>*** NPCs ***
>>----------------------------------
>>- There is a new potion vendor in the Plane of Knowledge. He sells some
>>nice new potions as well as some of the ingredients that alchemists will
>>need to make those potions.
>
>I saw someone linking a potion which heals for 1400 hps,he said cost
>is 40p.
>Are we playing Everquest or Warcraft?
>
>A major change like PoK books or adding long lasting buffs like Kei or
>Virtue,and none of these did the game any good.
>I wonder what we get next,Ressurection and Kei NPCs?
>
>What about stealing some more from Warcraft? - a "nice" feature
>I found there was getting xp(indirect) while *OFF*line.

Don't know if you are referring to building up "blue" (double?)
experience while off-line. If you are, you are right, it's a great
feature. It has lots of nice effects. It discourages sitting in one
spot and grinding. It encourages playing of more than one character.
It also gets people to put somewhat sensible limits on their playtime.
Nowadays I rarely play a character when I'm out of blue experience.

So yes, as a long time EQ player, WoW has a lot of improvements, and
blue experience is one of them.
Anonymous
July 4, 2005 3:22:16 AM

Archived from groups: alt.games.everquest (More info?)

murdocj <murdocj@hotmail.com> wrote in
news:ajsgc1l1j2de5irevga2aj2c5fe1lb2622@4ax.com:

> On Thu, 30 Jun 2005 04:34:39 +0200, Meldur <Meldur@t-online.de> wrote:
>
>>On Wed, 29 Jun 2005 11:56:48 -0400, "John M Clancy"
>><notanemail@nospam.com> wrote:
>>
>>>EverQuest - Live Update - 06/29/05
>>>
>>>*** NPCs ***
>>>----------------------------------
>>>- There is a new potion vendor in the Plane of Knowledge. He sells
>>>some nice new potions as well as some of the ingredients that
>>>alchemists will need to make those potions.
>>
>>I saw someone linking a potion which heals for 1400 hps,he said cost
>>is 40p.
>>Are we playing Everquest or Warcraft?
>>
>>A major change like PoK books or adding long lasting buffs like Kei or
>>Virtue,and none of these did the game any good.
>>I wonder what we get next,Ressurection and Kei NPCs?
>>
>>What about stealing some more from Warcraft? - a "nice" feature
>>I found there was getting xp(indirect) while *OFF*line.
>
> Don't know if you are referring to building up "blue" (double?)
> experience while off-line. If you are, you are right, it's a great
> feature. It has lots of nice effects. It discourages sitting in one
> spot and grinding. It encourages playing of more than one character.
> It also gets people to put somewhat sensible limits on their playtime.
> Nowadays I rarely play a character when I'm out of blue experience.
>
> So yes, as a long time EQ player, WoW has a lot of improvements, and
> blue experience is one of them.
>
>


Actually, rest state has its drawbacks. I was spending so much time
coding that I went from 8 to 20 all in rest state -- I was outleveling
quests, my gear was way under-par and I didn't even have enough money
to get all my skills.

--
Arch Convoker Mairelon Snapbang
Feral Lord Bosra Snowclaw
Lanys T'vyl (Retired)

Mairelon, 36th Paladin
Silverhand
July 4, 2005 3:56:26 AM

Archived from groups: alt.games.everquest (More info?)

"murdocj" wrote

> Don't know if you are referring to building up "blue" (double?)
> experience while off-line. If you are, you are right, it's a great
> feature. It has lots of nice effects.

Yes, primarily by encouraging more casual players.

> It discourages sitting in one spot and grinding.

How would it do that? If a spot has the best XP, it's still the
best XP, just doubled.

> It encourages playing of more than one character.

That it does but I don't see how that's a "nice effect" on its
own. Due to double XP players can level multiple characters
almost as fast as they can level one (ignoring the hard-core
players who don't care anyway.)

> It also gets people to put somewhat sensible limits on their
> playtime.

Doubtful. They're far more likely to simply switch to an alt
(and/or crafting) when they're out of double XP than quit
playing. That is if they simply don't continue getting normal
XP.

> Nowadays I rarely play a character when I'm out of blue experience.

As a guess you're a more casual player.

> So yes, as a long time EQ player, WoW has a lot of improvements, and
> blue experience is one of them.

EQ2 has it as well, but it's called 'vitality' there (and both adventuring
and
crafting have their own double XP counters.)

IMO the primary benefit is simply a player isn't necessarily left behind
as quickly. If someone takes a night or weekend off they're able to
catch up with their regular group due to gaining inflated XP the next
time they play. It won't totally compensate but it's a big help in
keeping somewhat casual groups together.
Anonymous
July 4, 2005 4:16:05 AM

Archived from groups: alt.games.everquest (More info?)

On Sun, 03 Jul 2005 23:56:26 GMT, "Wolfie" <bgbdwolf@gte.net> wrote:

>
>"murdocj" wrote
>
>> Don't know if you are referring to building up "blue" (double?)
>> experience while off-line. If you are, you are right, it's a great
>> feature. It has lots of nice effects.
>
>Yes, primarily by encouraging more casual players.
>
>> It discourages sitting in one spot and grinding.
>
>How would it do that? If a spot has the best XP, it's still the
>best XP, just doubled.

To me grinding means long play sessions just getting experience.
Playing EQ almost became a job rather than a game. There's no point
to that in WoW because once you are out of blue exp, you slow down.
Might as well either play another char, or actually get a life and
switch off your computer. Eliminating the feeling of "oh well, guess
I'll put in another 6 hours grinding experience" is a HUGE plus for
WoW. Or to put it another way, eliminating the feeling of "I don't
want to play, but I HAVE to grind thru this level" is a big plus for
WoW.

>> It encourages playing of more than one character.
>
>That it does but I don't see how that's a "nice effect" on its
>own. Due to double XP players can level multiple characters
>almost as fast as they can level one (ignoring the hard-core
>players who don't care anyway.)

The more characters you play, the more you know about the game.
That's a nice effect. I can read up on a spell line but I really
don't understand a class till I play it. And it sounds like WoW has
even made warriors interesting, which seems almost impossible.

>> It also gets people to put somewhat sensible limits on their
>> playtime.
>
>Doubtful. They're far more likely to simply switch to an alt
>(and/or crafting) when they're out of double XP than quit
>playing. That is if they simply don't continue getting normal
>XP.

Well, I suppose if you are truly determined to play full time, you
will. For me it has a moderating influence. Except when I came back
from 2 weeks vacation. Took me a long time to work thru that blue
experience.

>> Nowadays I rarely play a character when I'm out of blue experience.
>
>As a guess you're a more casual player.

Yeah, in the sense that when I played EQ, I normally only did about 3
hours at a time. It was rare that I played more than 5 hours. That
being said, enough random people complimented my skill as an enchanter
that I felt I was a pretty reasonable player. And when I described
being online 3, 4, 5 hours at a time to my non-playing friends, and
then said that I was considered a "casual" player, they were pretty
freaked out. I think it's safe to say that the "non-casual" player
represents a pretty small fraction of humanity.

Are there any stats on how long the "average" EQ player spends online
each day?

>> So yes, as a long time EQ player, WoW has a lot of improvements, and
>> blue experience is one of them.
>
>EQ2 has it as well, but it's called 'vitality' there (and both adventuring
>and
>crafting have their own double XP counters.)
>
>IMO the primary benefit is simply a player isn't necessarily left behind
>as quickly. If someone takes a night or weekend off they're able to
>catch up with their regular group due to gaining inflated XP the next
>time they play. It won't totally compensate but it's a big help in
>keeping somewhat casual groups together.
>

Yep, that's a good point.

I admit, when I first heard about the double experience, I had a
pretty negative reaction, but I'd say that it's a big plus.
July 4, 2005 11:18:53 AM

Archived from groups: alt.games.everquest (More info?)

murdocj scribbled:

> > > It discourages sitting in one spot and grinding.
> >
> > How would it do that? If a spot has the best XP, it's still the
> > best XP, just doubled.
>
> To me grinding means long play sessions just getting experience.

Agreed.

> Playing EQ almost became a job rather than a game. There's no point
> to that in WoW because once you are out of blue exp, you slow down.

Of course there's a point. You don't stop earning XP just because
you're out of 'blue exp", right?

> Eliminating the feeling of "oh well, guess I'll put in another 6 hours
> grinding experience" is a HUGE plus for WoW. Or to put it another
> way, eliminating the feeling of "I don't want to play, but I HAVE to
> grind thru this level" is a big plus for WoW.

And I'm still looking for just how that *eliminates* either of those.
If you're 1% from leveling, does it make sense to quit "early" and
level tomorrow night just because you're out of 'blue exp' or
play as long as you normally do and level?

As I tried to say, it's a way of keeping casual players leveling
so they don't feel so far "behind the curve." That's not a 'bad
thing' IMO but it doesn't eliminate the need to grind *IF* you
had that need in the first place.
July 4, 2005 12:13:44 PM

Archived from groups: alt.games.everquest (More info?)

In article <xp5ye.139405$VH2.33823@tornado.tampabay.rr.com>,
bgbdwolf@gte.net says...
> murdocj scribbled:
>
> > > > It discourages sitting in one spot and grinding.
> > >
> > > How would it do that? If a spot has the best XP, it's still the
> > > best XP, just doubled.
> >
> > To me grinding means long play sessions just getting experience.
>
> Agreed.
>
> > Playing EQ almost became a job rather than a game. There's no point
> > to that in WoW because once you are out of blue exp, you slow down.
>
> Of course there's a point. You don't stop earning XP just because
> you're out of 'blue exp", right?

There's a point. But there's more of a point to doing something else. As
long as there is something else you have an interest in doing.

> > Eliminating the feeling of "oh well, guess I'll put in another 6 hours
> > grinding experience" is a HUGE plus for WoW. Or to put it another
> > way, eliminating the feeling of "I don't want to play, but I HAVE to
> > grind thru this level" is a big plus for WoW.
>
> And I'm still looking for just how that *eliminates* either of those.
> If you're 1% from leveling, does it make sense to quit "early" and
> level tomorrow night just because you're out of 'blue exp' or
> play as long as you normally do and level?

No, but if you are half a level from levelling, do you a) spend 6 hours
doing it tonight, or b) 3 hours doing it tomorrow.

b) is more efficient. Sure you -could- get more total xp by spending 6
hours tonight AND 3 hours tomorrow. But then, this isn't about those
people, this is about people doing cost - benefit balancing of multiple
tasks.

If its 6 hours today, or 6 hours tomorrow... might as well get a head
start on it today and put it behind me. If its 6 hours today or 3 hours
tomorrow... I might as well do something else with my 6 hours today...
whether its a quest or watching a movie, or something else.

> As I tried to say, it's a way of keeping casual players leveling
> so they don't feel so far "behind the curve."

Its true, it does keep casual players more on the curve, but it does
more than that.


> That's not a 'bad
> thing' IMO but it doesn't eliminate the need to grind *IF* you
> had that need in the first place.

Ah but it does eliminate the pressure to get it done all at once. If its
going to take me 12 hours of 'grinding' to level at double XP, 3 hours
per day over 4 days, vs 3 hours at x2, and then 18 more hours (for a
total of 21) if I try and do it straight... sure I've got the level in
one day instead of 3, but at nearly twice the effort.

Even if they plan to play 8 hours a day, its more efficient to rotate
between crafting, farming, questing, and grinding than it is to grind
for 8 hours a day straight in terms.

No minmaxxer who has more than ONE goal, will see any value to spending
21 hours straight grinding xp. As soon as they have 2 or 3 goals (be it
watching a movie or doing a quest, or farming some plat... they will
realize that their time is more efficiently rewarded if they break up
their grinding sessions. That is a *good thing*.

(And this is all fully consistent with someone who continues grinding at
1% from the level mark... at that point they temporarily fixate and only
have one goal. Its a psyche thing, when people have multiple large tasks
they tend to be able to rotate them fairly well... but when one becomes
tantalizingly close to completion they frequently fixate on it until its
done.)

In summary, it tends to be that the only people who will mindless keep
grinding for hours and hours after the double xp wears off are those who
don't have any other goals (in game or out) except to get xp.
Anonymous
July 4, 2005 6:41:59 PM

Archived from groups: alt.games.everquest (More info?)

On Sun, 3 Jul 2005 20:41:05 +0100, "Simond"
<apocalypsecow@spamfilterdeletemeplease.dsl.pipex.net> wrote:

>
>"Meldur" <Meldur@t-online.de> wrote in message
>news:vacfc15go2ffele6cra0v5cd0n7ufg31h1@4ax.com...
><snip>
>> How many customers do you think they loose by this?
>>
>
>I'd say most of the players who would quit over things like this already have
>done - hence all the server-merges, etc. The people who are left have shown
>that they'll tolerate all those sorts of things.

So,if I understand your postings right,you think it was a good
business strategy to loose players they already had by letting
well-known bugs unfixed and add new stuff to get possibly new
players?
To me this sounds like a weird concept.

Meldur
Anonymous
July 4, 2005 6:42:00 PM

Archived from groups: alt.games.everquest (More info?)

"Meldur" <Meldur@t-online.de> wrote in message
news:67bic1tbktb614g4hafaa4gt400m9csn7q@4ax.com...
> On Sun, 3 Jul 2005 20:41:05 +0100, "Simond"
> <apocalypsecow@spamfilterdeletemeplease.dsl.pipex.net> wrote:
>
> >
> >"Meldur" <Meldur@t-online.de> wrote in message
> >news:vacfc15go2ffele6cra0v5cd0n7ufg31h1@4ax.com...
> ><snip>
> >> How many customers do you think they loose by this?
> >>
> >
> >I'd say most of the players who would quit over things like this already
have
> >done - hence all the server-merges, etc. The people who are left have shown
> >that they'll tolerate all those sorts of things.
>
> So,if I understand your postings right,you think it was a good
> business strategy to loose players they already had by letting
> well-known bugs unfixed and add new stuff to get possibly new
> players?
> To me this sounds like a weird concept.


If money_lost_by_players_quitting_over_bugs < money_spent_to_fix_bugs then
yes, from a purely short-term business perspective, it is a good strategy.

I sincerely beleive that this time last year SOE were expecting to put EQ(1)
into a holding pattern with minimum investment after the EQ2 launch; the only
trouble with their plan is that EQ2 was - relatively speaking - a flop. I'm
fairly sure that "reaching about the same subs level as EQ (or slightly
lower), after having spent $40million+ on EQ2" was towards the lower end of
their predicted business plan (to put it lightly).

If you look at SOE's actions toward EQ1 in the light of they expected EQ2 to
significantly surpass it's subs numbers, the trend of neglect makes more
sense.

--
Simond
"I ask for so little. Just fear me, love me, do as I say and I will be your
slave." - Jareth the Goblin King, Labyrinth
July 5, 2005 10:11:04 AM

Archived from groups: alt.games.everquest (More info?)

"42" wrote

> There's a point. But there's more of a point to doing something else. As
> long as there is something else you have an interest in doing.

That's *always* been the case. If you'd rather not grind out a
level you'd go do something else. Getting double XP doesn't
change that at all; it just gives you an excuse to quit for the
night -- and a bit of a reward for doing so.

> No, but if you are half a level from levelling, do you a) spend 6 hours
> doing it tonight, or b) 3 hours doing it tomorrow.

That depends, of course -- 'blue exp' or no 'blue exp,' the same
as it always has.

> Ah but it does eliminate the pressure to get it done all at once.

Again, *how?* If you aren't the type to grind out 12 hrs of XP,
you're not that type. If you are, you are. Getting 'maximum
XP' for your playing time involves getting XP in some form,
not playing an alt or crafting or whatever.

> No minmaxxer who has more than ONE goal, will see any value to spending
> 21 hours straight grinding xp. As soon as they have 2 or 3 goals (be it
> watching a movie or doing a quest, or farming some plat... they will
> realize that their time is more efficiently rewarded if they break up
> their grinding sessions. That is a *good thing*.

If you have two or three goals, you did what you had to do to
meet those two or three goals. How does getting extra XP
*change* that?

> In summary, it tends to be that the only people who will mindless keep
> grinding for hours and hours after the double xp wears off are those who
> don't have any other goals (in game or out) except to get xp.

Or people who believe getting one goal out of the way first means
they'll be able to better accomplish their other goals. It's the same
argument for splitting XP and AAXP in EQ -- it's NOT "more
efficient" to split it -- but it gives *some* people 'additional rewards'
for doing so.

If you want to *eliminate* grinding you make it so people without
'blue exp' (or 'vitality' or whatever you want to call it) are less
effective in gaining *normal* XP. Make it like EQ's endurance:
if you don't have it, you're a wimp (in some way that matters to the
game for your character.) You can't 'run' or med or your normal
swing rate is cut by 2/3rds or your fizzle rate increases by 5000% or
whatever. That would *eliminate* grinding. 'Blue exp' (or EQ2's
vitality) doesn't do *anything* like that -- you just don't gain XP
as quickly. But it's *still* more quickly than it would be watching
a movie or crafting or whatever else doesn't involve getting XP.

So, again, WoW's "blue exp" (and EQ2's vitality) doesn't *eliminate*
grinding; it simply allows the more casual player to avoid falling behind
in XP as much as they would otherwise. (With the assumption you
lose 'blue exp' quicker while adventuring than you gain it, of course.)
Anonymous
July 5, 2005 4:06:06 PM

Archived from groups: alt.games.everquest (More info?)

On Tue, 05 Jul 2005 06:11:04 GMT, "Wolfie" <bgbdwolf@gte.net> wrote:

>
>"42" wrote
>
>> There's a point. But there's more of a point to doing something else. As
>> long as there is something else you have an interest in doing.
>
>That's *always* been the case. If you'd rather not grind out a
>level you'd go do something else. Getting double XP doesn't
>change that at all; it just gives you an excuse to quit for the
>night -- and a bit of a reward for doing so.
>

We're getting into the "is.. is not" level of argument here. Blue exp
may not change anything for you. For me, knowing that taking a break
is going to make it easier to level keeps me from doing the "i'm going
to level if I have to stay up all night" thing. Which improves my
overall outlook on life.

So for some folks it's a big win, for others there's no impact, which
sounds like a pretty good feature to me.
Anonymous
July 5, 2005 4:06:07 PM

Archived from groups: alt.games.everquest (More info?)

<murdocj@hotmail.com> wrote:
> On Tue, 05 Jul 2005 06:11:04 GMT, "Wolfie" <bgbdwolf@gte.net> wrote:
>
> >
> >"42" wrote
> >
> >> There's a point. But there's more of a point to doing something else. As
> >> long as there is something else you have an interest in doing.
> >
> >That's *always* been the case. If you'd rather not grind out a
> >level you'd go do something else. Getting double XP doesn't
> >change that at all; it just gives you an excuse to quit for the
> >night -- and a bit of a reward for doing so.
> >
>
> We're getting into the "is.. is not" level of argument here. Blue exp
> may not change anything for you. For me, knowing that taking a break
> is going to make it easier to level keeps me from doing the "i'm going
> to level if I have to stay up all night" thing. Which improves my
> overall outlook on life.

Read what you just wrote. "Knowing that taking a break is going to make it
easier to level". Easier. Not faster. Because, after all, we both know
that if you "stay up all night" you will get a level faster than if you wait
until tomorrow to do it. It's a psychological trick that players asked to
have played on them.

For some, the "trick" works. Others don't fool themselves and just take
advantage of it when it's available.

> So for some folks it's a big win, for others there's no impact, which
> sounds like a pretty good feature to me.

I don't knock the feature, beyond pointing out that, as with EQ itself and
the newly-added "double exp for 1/2 hour a day", it can point to a design
flaw with the game. Definitely doesn't with WoW, which has a design flaw on
the far other end of the spectrum.
July 5, 2005 9:22:27 PM

Archived from groups: alt.games.everquest (More info?)

"murdocj" wrote

> We're getting into the "is.. is not" level of argument here. Blue exp
> may not change anything for you.

Then it didn't *eliminate* grinding, which was my point.
Grinding still exists and is still faster leveling.

> For me, knowing that taking a break is going to make it easier
> to level keeps me from doing the "i'm going to level if I have
> to stay up all night" thing.

I've never had the problem so I can't relate. If it's time to
/quit, it's time to /quit. When getting XP becomes a chore,
I do something else. "Blue exp' or 'vitality' doesn't change
that -- if I want to adventure, I want to adventure. The
rate of XP gain doesn't change that.

> So for some folks it's a big win, for others there's no impact,
> which sounds like a pretty good feature to me.

I think it's a good feature for the players who'd be 'left behind'
because they don't play as much. That's a good thing if
someone has to take off a few days because they'll level
faster and catch back up. But players who grind will still
level faster.

The biggest issue with it is the increased leveling rate across
the board. It's not only the hard-core gamers who hit the
level cap; everyone can faster than they would otherwise.
That means fewer players in lower-level zones for shorter
amounts of time, more players in higher-level zones, more
high-level crafters, etc. "Extra exp" creates its own issues,
zone population issues, mudflation, etc.
!