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Dev Live Chat (earlier today) regarding LDoN

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  • Dev Live Chat (earlier today) regarding LDoN

    I'm sure someone will post the transcript somewhere but here's a brief summary (I have screen shots on the entire chat but I don't want to put them up unless someone wants to host it.):

    On Game Play:
    - Call of the Hero will be usable in LDoN dungeons.
    - Raid level encounter will require a minimum of 18 and will allow up to 36 players.
    - Raiders of all levels (all the way up to VT, PoTime levels) will find challenges in LDoN.
    - LDoN raids (as in raid raid, not the group dungeon crawl) are targetted at high end raiders "since those players are most in need of additional contents."
    - Charm will be usable (i.e. charm tanking is still possible).
    - All LDoN dungeons are accesible from the old world, no expansion is required (including Kunark and Velious).
    - SoE planned to support 11,000 instances across all servers, based on the projected usage where half the population online at any given time will be in those instances.
    - The 48 dungeons are 48 distinct zones
    - "If you're level 20, you get 48 new zones to play in. If you're level 65, you get 48 new zones to play in."
    - LDed members will be able to return to the instance if the instance is still running. If the instance no longer exist, the player will spawn near the entrance.
    - To start an instance, a group needs to have a minimal of 4 members.
    - Latecomers will not be allowed to join an instance. (interpretation: probably means the instance flag is saved with your character)
    - 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."
    - There will be some form of records on adventure points for comparison between players. But no system is in place to calculate guild total. It might be added in the future.
    - The entire group can evac/succor/port out and reenter an instance while the "adventure time is still active".


    On Augmentation:
    - Augmentation can be removed but once removed, the augmentation cannot be used again. The un-augmented item is unharmed.
    - If an augmentable item is tradable but the augmentation is no-drop, then the result will be no-drop. Removing the augmentation will make the original item tradable again.
    - Epics will not be made augmentable.
    - "[Most] existing worn items will be augmentable in some ways. However, some augmentations are only usable in items you find in LDoN."
    - Augmentation is no-fail. No tradeskill is needed.
    - Augmentation can add "worn effects, procs, focus effects, skill mods ... almost anything you can find on other items."

    On Graphics:
    - The new skeleton model will not be applied to current pet or lich or NPCs. They are working with the art department to switch in the future.
    - The new skeleton model has moved over to all applicable illusions.
    - New color mats are included in the new model. e.g. Ice skeletons will have a blue hue.

    On Loot:
    - Even the best LDoN drops or rewards will be sub-PoTime level.
    - Opening containers (like chests) can failed. Failures may lead to item(s) within being destroyed.
    - There are drops in the dungeons.
    - Completion of Wayfarers' tasks will yield points. Points can be saved and accumulated for larger purchases later.
    - New spells are "purchasable" with adventure points from Wayfarers.
    - Hybrids will get 5 spells. Priests and Casters will get 8.

    On Tradeskills:
    - Smithing and Fletching will have new recipes to bridge the 175-215 gap.
    - Baking, Brewing, and JC also have new recipes.

    Extra:
    - Mage and Warrior epics are being modified to hold augmentation (!!!!!). **I know this is in conflict with the info above but we could not obtain clarifications as the chat is heavily moderated. **
    - The retail box will include a key-chain. Those who purchased retail box will also obtain a weight reduction bag "Satchel of Abu-Kar" in-game (one per account)
    - SoE is interested in steering towards achievements against environment and away from achievements by denying other players/guilds contents.
    - LDoN is an experiment on alternative rewarding system, as oppose to the current known loot drop from known mob in known camp. (interpretation: That participation will yield rewards, luck (on rolls) become a lesser factor.)
    Dark Elf Sage. Celestial Rising . Xev

  • #2
    - SoE is interested in steering towards achievements against environment and away from achievements by denying other players/guilds contents.
    That's some truly terrific news right there.
    Retiree of EQ Traders...
    Venerable Heyokah Verdandi Snowblood
    Barbarian Prophet & Hierophant of Cabilis
    Journeyman Artisan & Blessed of Brell
    EQ Players Profile ~ Magelo Profile


    Smith Dandi wipes her sooty hands on her apron and smiles at you.

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    • #3
      /bye pvp.
      Last edited by Ortrillian; 09-05-2003, 04:12 AM.
      Venerable Ortrillian Orthae`Rahi

      ~Pandemonium~
      Tallon Zek


      250 Jewel Craft 250 Fletching 225 Smithing

      250 Tailoring 235 Brewing 250 Pottery

      250 Baking 200 Fishing

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      • #4
        It says that priests and casters get 8 new spells. My cleric had NINE spells just to interract with objects/traps. So, it looks like they're not counting those against the 8 total.

        Which is good, because those 9 spells are worthless outside LDoN.

        Comment


        • #5
          On Tradeskills:
          - Smithing and Fletching will have new recipes to bridge the 175-215 gap.
          - Baking, Brewing, and JC also have new recipes.
          I have seen the books for Smithing, Fletching, Baking, and Brewing. However, as far as I can tell, no new books have been added for JC.

          I guess I'll just have my Jeweler start combining gem-like things from the dungeons with jewelry bars. Will take notes.

          - There will be some form of records on adventure points for comparison between players. But no system is in place to calculate guild total. It might be added in the future.
          There is a ranking system. You can see your successes and failures in each theme. You can also see your absolute ranking among other players in that theme, and in all themes combined. I'm not sure whether these numbers are based on all players or just players currently logged in.

          There is also a leaderboard. Yup, it sounds like an arcade game. But it's fun.

          - "[Most] existing worn items will be augmentable in some ways. However, some augmentations are only usable in items you find in LDoN."
          As I said in another thread, this includes everything each of my characters was wearing (I copied my characters over to beta). Other than my Small Red Drum (drogmor).

          Items made with new tradeskill recipies for LDoN (*not* old crafted stuff) seem to have more slots, and more slot "types" than existing items.

          - The new skeleton model will not be applied to current pet or lich or NPCs. They are working with the art department to switch in the future.
          As of last night, the new models *were* applied to pets and lich forms.

          - Opening containers (like chests) can failed. Failures may lead to item(s) within being destroyed.
          Failure will often kill every member of your group, regardless of distance from the object. Very risk/reward challenged.

          - Mage and Warrior epics are being modified to hold augmentation (!!!!!). **I know this is in conflict with the info above but we could not obtain clarifications as the chat is heavily moderated. **
          The mage epic is a spell. It summons a NO RENT weapon. That doesn't make any sense. I haven't seen this transcript, but somebody was confused.

          - LDoN is an experiment on alternative rewarding system, as oppose to the current known loot drop from known mob in known camp. (interpretation: That participation will yield rewards, luck (on rolls) become a lesser factor.)
          It is a success. Not just in my opinion, but in the opinion of everybody I've talked to in beta.

          Comment


          • #6
            - LDoN is an experiment on alternative rewarding system, as oppose to the current known loot drop from known mob in known camp. (interpretation: That participation will yield rewards, luck (on rolls) become a lesser factor.)
            Cool cause I am the most unlucky roller you ever saw.
            Merkell IronHorse
            Brellian Defenders
            Warrior of the 52st Tour of Duty on Brell
            GM Brewer 250 Trophy

            "Classes are not that out of balance" --AbsorEQ

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            • #7
              Bah...no Tailoring recipes?

              lame...
              Delandril Ravenclaw
              Druid of the 61th Bough
              Lord of Faith
              Court of the Crosswinds - Firona Vie

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              • #8
                Originally posted by Delandril
                Bah...no Tailoring recipes?

                lame...
                Supposedly. However, I found lots of items that seemed very tailor-like, with the tradeskill flag on them.

                No idea what they're for.

                Comment


                • #9
                  Tailoring items to cover the 158-250 skill levels were added with LoY in the form of ribbions and robes.

                  :2cents
                  Master Iannyen Sparklybitz
                  Coercer of 65 Dissapointing Illusions
                  Bearer of the Blessed Coldain Prayer Shawl

                  Tradeskills were once displayed here

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                  • #10
                    umm, dark elves/high elves/gnomes/iksar/erudite/humans did indeed recieve some filler recipies for tailoring, however barb/troll/ogre/froglok/vah shir/dwarf/wood elf did not. (Note that there are more races lacking the new robe recipies than that have them.) For many races the skill progression for tailoring is much worse than for smithing. (SS armor has a decent progression it's just a bitch to farm.) For me (barb) there are no tailoring recipies trivial between 188 and 242 (studded and reinforced acrylia armors) with the exception I think of fleeting quivers.
                    ~Tudani
                    Retired Shamaness of Talisman
                    Tunare

                    "Measure twice, cut once."

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                    • #11
                      Originally posted by Tudani
                      For many races the skill progression for tailoring is much worse than for smithing. (SS armor has a decent progression it's just a bitch to farm.) For me (barb) there are no tailoring recipies trivial between 188 and 242 (studded and reinforced acrylia armors) with the exception I think of fleeting quivers.
                      Progression in SS? there's 2 trivial points, 228 and 248. There's one zone you can farm it in. Please try and get your facts at least close before carrying on about how unfair things are.

                      Comment


                      • #12
                        Hey, no intention of starting a flame war here, lets all relax.

                        The ribons trivial at I think 187 though? Thats a step up from WU's at least. But you are right, its not good for wis only races.
                        Master Iannyen Sparklybitz
                        Coercer of 65 Dissapointing Illusions
                        Bearer of the Blessed Coldain Prayer Shawl

                        Tradeskills were once displayed here

                        Comment


                        • #13
                          Just for clarity on Shadowscream, the parts drop in multiple zones, its just a real pain getting them in some of the alternate zones:

                          Shrieking Substance: Tenebrous Mountains, Grimling Forest (may have been removed), Hollowshade Moor, Katta Castellum
                          Wailing Substance: Grimling Forest (may have been removed), Paludal Caverns, Hollowshade Moor
                          Swirling Shadows: Twilight Sea, Shadeweaver Thicket, Maiden's Eye
                          Last edited by Forin Ironshield; 09-05-2003, 01:35 PM.
                          Forin Ironshield
                          Paladin of Underfoot
                          Aegis Wolves
                          Master Smith, Master Fletcher
                          Animals die, friends die and I shall die, but one thing never dies.... and that is the reputation we leave behind at our deaths.

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                          • #14
                            Failure will often kill every member of your group, regardless of distance from the object. Very risk/reward challenged.
                            Just curious...does "failure" mean a spell activates, everyone takes damage and dies?

                            Or does "failure" mean a box pops up that says "game over" and everyone gets ported out?

                            If it means damaging the group enough to kill them, does cleric DA/DB stop it?
                            Venerable Velisaris Groovenhymer
                            Archon of Quellious
                            Maelin Starpyre server
                            ---------------------------
                            Funny...I don't *feel* balanced.

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                            • #15
                              Originally posted by Velisaris
                              Just curious...does "failure" mean a spell activates, everyone takes damage and dies?

                              Or does "failure" mean a box pops up that says "game over" and everyone gets ported out?

                              If it means damaging the group enough to kill them, does cleric DA/DB stop it?
                              In my experience, attempting to lock pick, attempting to cast the Cleric "sense traps" spell, or even attempting to "disarm traps" on the chest will *invariably* trigger the trap. The traps are zone-wide area-effect dots that kill so quickly you have very little chance of surviving.

                              Fortunately, the standard "room traps" are nowhere near this deadly.

                              I am not sure if the chests are "working as intended" or if they are bugged. It could also be that we as players just haven't yet figured out the proper usage of the new tools to open chests.

                              Personally, I have learned to scream at anybody in one of my groups who gets near a treasure chest of doom.

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