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<Brannoc> Welcome to today's House of Commons chat with the developers of Everquest! <Brannoc> To submit a question type /msg Brannoc My question here! - questions send to the developers will not be answered! We'll be doing a general chat today so any questions on the game are welcome. <Brannoc> We'll begin with a brief introduction from our guests and then jump straight into the questions. The full logs will be available at http://eq.stratics.com shortly afterward. <Vahlar> Good evening! I'm Holly Longdale, assistant lead of EQ Live - Content. <Prathun> Good evening everyone! I'm Jonathan Caraker, the developer responsible for the spells / disciplines. <Merloc> Hello, I'm Keith Turkowski, in charge of items for EverQuest. <Ngreth> Howdy! I am Adam "Ngreth" Bell, Game Designer specializing in tradeskills. <Nodyin> Hello my name is David Ford and I work on the Alternate Advancement system. <Maddoc> Good evening! I am Jason Mash, an assistant lead designer on the EverQuest team and I handle most of the systems work! Welcome to the chat! <Poxan> Hello my name is Alan Krause and I’m an assistant lead programmer. <Zatozia> Greetings Everyone, I'm Zatozia the Torturess, Community Relations Manager for EverQuest. <Brannoc> *KyrosKrane* Ngreth has stated he plans/hopes to make new tiers of cultural armors with the next expansion. Are there als plans for new tiers of type 12 augs, including more-accessible lower-level ones if possible? <Ngreth> We definitely plan on higher tier type 12 augments. We currently do not have any plans on lower tier type 12 augments. These are really intended to be raid augments to bring the armor up to near raid level armor, not a "third" slot to fill. That said, we are not dead set against doing something with them, we just have no particular plans. <Brannoc> *Zasbus-AB* With the next expansion you will obsolete OoW, DoN, DoD, and PoR raids unless you change the way focus effects work. Will we see either some changes to current focii and/or will you provide a new raid progression path, starting at Anguish level? <Maddoc> This is an issue that's been brought up in a couple threads on the EverQuest forums and has not escaped my attention. At the current time, we're still discussing and planning progression through the new expansions, as well as evaluating (a whole bunch of) stuff for the level cap increase. I can say that this has come up in our discussions and it is something we're looking into. <Brannoc> *Chanaluss* When can we expect ashengate faction to be in line with frostcrypt's e.g. faction hits on raid targets, etc? <Nodyin> The changes to the Ashengate faction progression has been on my agenda for a while now. The Frostcrypt changes seemed to be the more urgent of the two progressions and I addressed those first. I think I have a handle on the changes that need to be made to the Ashengate side and I hope to have something done soon. <Brannoc> *Nolrog* Any chance that level V & VI focus effects recipes for augments will be implemented...not just the BAzu/Last Blood style, but the OoW style that can fit in slot 7/8 ? <Ngreth> It is something that I am interested in addressing at some point, but it is not on the schedule at this time. So yes there is a "chance", I just do not know when it will come to fruition. <Brannoc> *Eckish* Any chance of revisiting the slot 7/ slot 8 issues with folks who do both raiding and grouping? Each expansion obsoletes more and more raid content makeing the issue greater and greater for top end groupers. <Merloc> I believe that I've already begun to address the issue with itemization in The Buried Sea, a lot of the top end single group augments are useable in both type 7 and 8 augments. <Merloc> I haven't discounted merging them, but that's something that I'll have to think about and discuss quite a bit more. <Brannoc> *Nolrog* What are the plans for Spell Research in the next couple of expansions (SoF and teh one after that...) <Ngreth> We have not fully fleshed out our plans for spell research. We have some ideas that may excite spell researchers, but they are still nebulous and we are not ready to speak on it. Sorry for the tease! <Brannoc> *Nolrog* Can you give an update on the status of the Forage AA? <Nodyin> I have recieved a first pass of the Forage AA code support but we have some additional changes we need from our coders before we're ready to push the AA out to Live. As soon as I get the functionality I need I will be releasing that AA. You won't have to wait for an expansion to get the Forage AA, it will be available for free as part of one of our normal patches. <Brannoc> *Darkmatil* Is there anything in the works to significantly reduce or (preferably) eliminate the inordinate amount of pet and player push done to mobs? <Vahlar> The issue of player/pet push on mobs has been an ongoing discussion on the design team. We currently see it as an element of our game play and many of you (and designers) strategize around that mechanic. That said, at times and in some environments we recognize it's problematic. To that end, we have discussed the issue and possibly modifying it, but there is no date or set plans at this time. <Brannoc> *Swampfunk* So, since it has been a while, has there been any work done to fix the "rounding errors" of the haste system? <Maddoc> This is a fairly high priority issue for us and it is currently on the code schedule to be fixed, so it's expected to be done in short order. <Brannoc> *Chanaluss* Is it possible to change the mage spell "rage of zomm" to be a lower level version of the Raging servant pet? <Prathun> I'd like to go through lower level spells and introduce lower level versions of high-end staples that classes now enjoy, and this is probably a good example of that. <Prathun> If time allows and I have the opportunity to do this I'll post more about it on the boards. Thanks. :) <Brannoc> *EnderSword* What is the Plan with Fizzles? After 4-5 years of No Fizzles, they are back, and they seem to be occuring way more than the specified rate of 2%. Why was this 'Fixed' after so long, and Can you put it back to how it was until you have appropriate new AA for Casters and Bards in place instead of Before? <Maddoc> There was a bug with a specific AA that was preventing a character from fizzling at all, once they'd purchased it in conjunction with another AA, and this bug has been corrected. Currently, after some extensive testing, I'm finding the fizzle rates to be pretty much in line with the expected two percent. <Maddoc> [wed May 16 13:34:02 2007] Casts: 18294 Fizzles: 507 Failures: 2.7714% is an example from some of the data that I've been running just this morning. <Vahlar> (tm) <Maddoc> I'm more than happy to look into specific cases where fizzles are higher than that, but at the current time, I don't plan on modifying the fizzle ratio. <Maddoc> We are investigating some potential changes to the /melody command for bards, since this particular change will hit them a lot harder than normal casters, due to the frequency of casting the spell./ <Brannoc> *Swampfunk* When parsing the new Solteris 2handed weapons they appear to parse lower than the weapons that are dropping from solteris... considering the risk vs reward of this situation leads me to believe that the solteris weapons should be surperior when compared to previous 2handed weaponry. When can we expect to see a change to fix this problem? <Merloc> Retuning Solteris weapons, 2H in particular is top 3 on my list of issues to address. I am planning to bump them up to be more in line with DPS of the 1h weapons. <Brannoc> Kela-the-Gypsy* Wizards: The raiding wizard suffered greatly with the drastic change (please stop using the word slight, as a raider I assure you it is not) made to <Prathun> Some of that question is missing (5.5%?), but I see where you're going with this. <Prathun> There must be a middle ground between wizard's doing enough damage, burst and sustained, to make a valid contribution on raids... versus a spell lineup that rewards the class for using a wide variety of spells. <Prathun> In the interest of narrowing the gap between instant cast spells and the other nukes in a wizard's arsenal, I'm going to try a few different things on Beta until I have something that I'm happy with, then push it out to the Test server. <Prathun> As I posted on the boards already, the paradigm of 3 spells (2 really, when you factor in the linked recast timers on Cold Snap and Flashfires) being the primary tool for the class in most situations is bad for the game. <Prathun> And my primary goal is to widen the toolset that wizards can use to perform their job at maximum efficacy. <Brannoc> *Nolrog* With the upcoming level cap increase, are there any plans to add more potions to the game, that go beyond "potion X"? <Ngreth> Yes, I do plan on extending potions past X for the upcoming expansion. I will be going to XII maybe XII. <Ngreth> I mean XII maybe XIII :) <Brannoc> Nolrog* Can you give us some hints as to what the lore is behind the new expansion? More than we've seen in the press release that is. <Vahlar> All I can tell you right now is that Meldrath the Malignant has a plan that would see the end of Ak`Anon. His acts will uncover undiscovered areas of Faydwer including Loping Plains, Dragonscale Hills, and the Hills of Shade where several new characters and foes will be met. Players will once again meet the Kerafyrm, the Sleeper, who plans to see Norrath begin anew by wiping out everything in existence. <Vahlar> Outside of those generalities, you will have to wait until we get closer to our launch date when the specifics of all the stories and characters begin to come to light. <Prathun> I'm not sure what's more evil, the chromatic dragon that can wipe out everything in existence, or the gnome bent on destroying Ak`Anon. <Brannoc> *Darkmatil* Any chance we'll be able to have more than 9 players in a fellowship, or instead maybe allow alts or multiple fellowships at once? <Vahlar> Pfft. Gnomes. <Ngreth> Well Gnomes taste good! <Maddoc> There are no current plans to increase the number of players or allow alts in a fellowship, since that would essentially become a guild at that point. I won't say that it's never going to happen, just that it's not something currently in the plans or being discussed. <Brannoc> *Kernos* Any hope of a group version of the beastlord ferocity spell and any plans to make it useful again? <Prathun> Because of the diminishing returns on offense, and the fact that most other melee increase effects are capped, don't work for all classes, or don't stack, it is difficult to improve upon Ferocity (or similar spells). <Prathun> I can look into introducing a group version of previously single target spells, as I did with the beastlord mini-focus in Serpent's Spine. <Brannoc> *Diet_Canada* to make some of these slower nukes(7-8 sec cast times) better in compeating with melee damage, would you all consider making spell haste a big more common and add in an aa that lets these slow cast time spells to crit 100% of the time? :) <Prathun> That's the nicest thing you've ever said to me, DC. ;) <Prathun> I agree with you in that today's game could benefit from faster casting spells, either from AAs, worn effects (foci), or changes to the base spells themselves. <Prathun> In a fast paced raid environment... or actually any environment, an 8 second cast time is an *eternity*. <Prathun> Even with the best cast time reduction foci available. <Prathun> I'm not sure what the best solution will be address this, but I do agree that it's something that should change, and soon. <Brannoc> *Holy* whats the cap on dmg shield miligation mod that u just added ? <Maddoc> I think you're using some kind of magic to glean information you're not otherwise supposed to have just yet! * Prathun O_O <Brannoc> That's it for this one folks! We'll post the logs shortly on http://eq.stratics.com - be sure to join us next time. <Vahlar> Have a great night everyone! <Prathun> Thank you for coming. =) <Zatozia> Take Care Everyone! <Ngreth> Thank you for attending! Don't cook too many gnomes... leave some for the ogre! <Nodyin> Thanks for attending!

so while you "harvest" it, it's worthless.
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