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  • #16
    I found they weren't too bad for my enchanter. Well, except for my poor pet. Trap==> *crack*==> *sigh*==> /g need cure ==> and then summon a new pet.

    But they definately encourage the healers to have the group wide bad effect go bye AAs.
    It's up to you, what you do will decide your own fate.
    Make your choice now, for tomorrow may be far too late. -- Twisted Sister

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    • #17
      In theory, a rogue should be able to inspect and disarm a chest before picking the lock, and thus avoid setting off any traps.

      Does it work?

      I don't know.

      While I played a rogue in the beta, I only had the opportunity to inspect one chest, which was not trapped, and not openable with maxed lockpicking skill and mechanical lockpicks. Nor, when we smashed it open, was there anything inside.

      Groups I was in discovered at least one, possible two additional chests, but they were smashed open without setting off any traps by the people who discovered them before I got a chance to inspect them. In Guk, at any rate, its easy to miss a chest when you visually look through a room as they have a tendency to blend in with all of the other debris in the rooms - though presumeably time spent in the zone will make them easier to spot.

      At any rate, Rogues should be able to spot a trap on a chest, hopefully without setting it off.

      Comment


      • #18
        A few corrections...

        Cedir wrote: The mage epic is a spell. It summons a NO RENT weapon.

        1) Incorrect. Mage epic is a spell that summons the orb.. The orb is NOT no rent. Please do not state that it is no rent. The mage epic is, iirc, the only summons a mage has that is not no rent.If they allow epics to be augmented, I suspect it would be a character based aug, ie.. any time a mage summoned his/her epic, or a warrior remade the epic into 1h/2h, the aug would be automatically applied (perhaps with the 2hs having 2 slots to cover both 1hs weapons)


        2) About traps failing. Errr, I was in many dungeons, destroyed many boxes and other objects, and never died from it. That was in groups up to 65. No idea where you all found these "deadly" trapped objects, or if perhaps it was a bug? I may have simply been lucky and not run into any of the bugs.

        Cedir wrote: My cleric had NINE spells

        3) Might want to double check this. I believe you had 3 copies of the same spell in actuallity, just listed under different categories, the same way Spirit of Eagle is listed under Levitation, Movement, etc for a druid. Logging on now to check again.


        Cedir wrote: It is a success. Not just in my opinion, but in the opinion of everybody I've talked to in beta

        4) Totally agree. From not having KSing, no camp checks, no blocking other guilds from progressing, no real contention, this should be one of the best expansions yet. This is what eq should have been from the beginning.

        <Edited to add Sig>
        Last edited by Pag0; 09-05-2003, 05:35 PM.
        Aanonymous~ Tinkered Arch Convoker
        Darial~ Vibrating Archon
        Sssindd~ Scaled Overlord
        Pago~ Multiple Personality Musician
        Lixx~ Slimey Shaman

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        • #19
          Yes Ortrillian there will be no finding me in these Dungeons
          Liliputt Pintofguiness - 65th Gnome Arch Lich of Tallon Zek
          Member of Indignation
          250 GM Brewer
          199 Potter
          170 Jeweller
          158 Tailor
          137 Smith
          128 Baker

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          • #20
            Venerable Ortrillian Orthae`Rahi

            ~Pandemonium~
            Tallon Zek


            250 Jewel Craft 250 Fletching 225 Smithing

            250 Tailoring 235 Brewing 250 Pottery

            250 Baking 200 Fishing

            Comment


            • #21
              I suppose, on a PvP server, you could hang out outside a dungeon entrance and fight people who are trying to return to their group, thereby preventing them from winning.

              Or you could wait for people to end their adventures and come out... in Beta, casters tend to gate out, leaving melees to walk out... so you can be sure of mostly non-gating victims.

              You know, if you're into that kind of thing .

              Comment


              • #22
                - A new transit system will be implemented. "If you take the time to learn all about the Warfarer Brotherhood, they will accept you into their ranks. They will then translocate you to any of the other camps through dialogue. This will remove the constant risk to evil players."
                Gee, thanks - so evils get screwed over yet again due to the fact that some genius apparently put most of the dungeon ents near light race gaurds or in the heart of the pally guild or some other equally easy place for us darkies to get to.

                So what's thier interpritation of being accepted into the ranks - basically just running the two dungeons that evils can actually get to over and over again to build up faction?

                When I finally get to play again, is my troll going to have to crawl the Neriak dungeon 2000 times to get himself up to amiable with this WB crowd?

                Tailoring items to cover the 158-250 skill levels were added with LoY in the form of ribbions and robes.

                :2cents
                Only for races with INT casters - here's your one and a half cents change.
                Cigarskunk!
                No more EQ for me till they fix the crash bug.

                Comment


                • #23
                  Originally posted by Cigarskunk
                  So what's thier interpritation of being accepted into the ranks - basically just running the two dungeons that evils can actually get to over and over again to build up faction?

                  When I finally get to play again, is my troll going to have to crawl the Neriak dungeon 2000 times to get himself up to amiable with this WB crowd?
                  To be accepted into the ranks of the Wayfarer's Brotherhood, you do a simple quest:

                  When you first log in after activating the expansion, you receive a telepathic message telling you that something interesting is afoot, and you should be part of it, so head back to your hometown to find out more. Or, if your deeds have made you unwelcome in your hometown, head to the Rathe Mountains or West Karanas.

                  When you get to whichever place you decide to go, you get another telepathic message from one of the guards in the zone telling you to seek out XXX, who has recently been accepted into the Wayfarer's Brotherhood and can give you information about them.

                  When you locate XXX, you basically follow prompts as he/she/it gives you the basic lore behind the expansion, then tells you to go to one of the five Wayfarer camps and speak to somebody there.

                  When you speak to the person at the camp, he'll ask you 4 or 5 trivia questions based on the lore that XXX gave you. If you answer correctly, you are flagged for usage of the Magus to port between Wayfarer camps. You also receive an augmentation that you can put on any charm, which will increase that charm's power after you have completed 10 adventures at any one theme (up to 5 levels of power, I guess).

                  So, basically, it's a dialog quest.

                  Comment


                  • #24
                    Originally posted by Cigarskunk
                    So what's thier interpritation of being accepted into the ranks - basically just running the two dungeons that evils can actually get to over and over again to build up faction?

                    When I finally get to play again, is my troll going to have to crawl the Neriak dungeon 2000 times to get himself up to amiable with this WB crowd?


                    The dungeon in EC is in the tunnell, far away from any guards.

                    The ones in Everfrost is so incredibly far from halas, it's a joke.

                    The one in Butcherblock is almost immediatly at the GFay zone line.

                    The one in South Ro has no guards anywhere to note.

                    The one in North Ro, I'm not sure about. Stupid people were pulling the guard nearby , to kill them. :-/ But it's on the part of the zone where the sand becomes grass. I dont think guards wander by the spot, so unless morons train the guards there, you should be fine.

                    And the wayfarers have no faction. At all. Do the quest to get your membership, and they give you proof of your membership, and a little bit of information. I never saw a faction message (for them, anyway).


                    -Lilosh
                    Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
                    President and Founder of the Loudmouthed Sarcastic Halflings Society
                    Also, Smalltim

                    So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

                    Comment


                    • #25
                      Um...

                      Dark Elf.

                      KoS in some places in Neriak. (Necro Guild and Warrior's Guild don't like me much anymore.)

                      KoS to Qeynos Guards. (rotten little fish in the pond in Qeynos, you would think people worship them or something.)

                      Which leaves me KoS in most of West Karana AND Rathe Mtns.

                      This going to be a big problem?

                      (Short form: Are the 'racial' quest givers able to see thru illusions? If so where, exactly, are the 'racial' givers in Neriak? If they might be KoS or be near KoS people are the 'neutral' givers in WK / RM standing near Qeynos guards?)
                      In My (Not Always) Humble Opinion, except where I quote someone. If I don't know I say so.
                      I suck at this game, your mileage WILL vary. My path is probably NON-optimal.
                      Private Messages attended to promptly.

                      Comment


                      • #26
                        Originally posted by Itek
                        (Short form: Are the 'racial' quest givers able to see thru illusions? If so where, exactly, are the 'racial' givers in Neriak? If they might be KoS or be near KoS people are the 'neutral' givers in WK / RM standing near Qeynos guards?)

                        Short Answer:

                        I believe (Which is pronounced "Have not personally verified") that the WK questgiver is Far away from everybody.

                        I have been told that (s)he is in the Northeast Corner of the zone, which EQAtlas tells me puts them far away from Qeynos Guard agro.


                        -Lilosh
                        Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
                        President and Founder of the Loudmouthed Sarcastic Halflings Society
                        Also, Smalltim

                        So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

                        Comment


                        • #27
                          Well that's good atleast.

                          So since anyone can do the dialoge quest to get ported around to the different camps, are the druids and wizzies going to be whining like they did about the LoY port stones now that there's potentially 40 more free ports?
                          Cigarskunk!
                          No more EQ for me till they fix the crash bug.

                          Comment


                          • #28
                            Originally posted by Itek
                            Um...

                            Dark Elf.

                            KoS in some places in Neriak. (Necro Guild and Warrior's Guild don't like me much anymore.)

                            KoS to Qeynos Guards. (rotten little fish in the pond in Qeynos, you would think people worship them or something.)

                            Which leaves me KoS in most of West Karana AND Rathe Mtns.

                            You evils are such martyrs Remember creating your character when it said "difficulty: high"? Maybe you shouldn't have ruined your faction with the one town you were safe in?

                            WK... there are 2 guards on qeynos faction in perhaps the largest zone in original EQ. So you are not kos to "most" of the zone, unless you are worried about the bandit camps. RM... where are there any Qeynos npc's in this zone? The paladin camp? Do you seriously think they will put the neutral quest npc in a good alligned camp?

                            Nice cop-out in your sig, btw. If anybody calls you on your histrionics you can point to that and absolve yourself.

                            Comment


                            • #29
                              4) Totally agree. From not having KSing, no camp checks, no blocking other guilds from progressing, no real contention, this should be one of the best expansions yet. This is what eq should have been from the beginning.
                              Not to nitpick, but what this sentence really says is you no longer have to play EQ as a mmorpg, you can play it as a 6 player Baldur's Gate style RPG instead. I think the concept behind LDoN is terrible and if its popular and other games borrow from it it will completely ruin MMORPG's. Whether or not you find things like trains, camp checks etc fun, they definetly add to the social aspects of the game, LDON more or less takes the social aspects out of the game completely. Not that big of a deal with a game the size of EQ, I just hope the next expansions aren't copies of it.

                              Comment


                              • #30
                                Originally posted by Agouth
                                Not to nitpick, but what this sentence really says is you no longer have to play EQ as a mmorpg, you can play it as a 6 player Baldur's Gate style RPG instead. I think the concept behind LDoN is terrible and if its popular and other games borrow from it it will completely ruin MMORPG's. Whether or not you find things like trains, camp checks etc fun, they definetly add to the social aspects of the game, LDON more or less takes the social aspects out of the game completely. Not that big of a deal with a game the size of EQ, I just hope the next expansions aren't copies of it.
                                SOE has stated that only a few zones in EQ2 will be instanced. I don't think they plan on making every future dungeon zone in EQ and EQ2 instanced. All the ones in this expansion are, of course, because that's like the theme of the expansion.

                                I suspect that some dungeons in the next expansion will be instanced, but not all.

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