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HoC Chat - May 16th.

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  • #16
    Code:
    <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!

    Grolyn Blacknife
    Beastlord
     T:7
     M:0
     T:6
     M:1
     T:6
     M:0
    Fletching:
    284
     T:7
     M:0
     T:6
     M:0
     T:7
     M:2
    Zira Blacknife
    Shaman
     T:7
     M:0
    Maelin Starpyre
    Vazaelle
    Reiseraa
    Necro
    Research:
    102

    Comment


    • #17
      hmmm...

      Meldrath the Malignant has a plan that would see the end of Ak`Anon
      Barbequed Gnome fest? I am so getting on the beta server when they open up

      Grolyn Blacknife
      Beastlord
       T:7
       M:0
       T:6
       M:1
       T:6
       M:0
      Fletching:
      284
       T:7
       M:0
       T:6
       M:0
       T:7
       M:2
      Zira Blacknife
      Shaman
       T:7
       M:0
      Maelin Starpyre
      Vazaelle
      Reiseraa
      Necro
      Research:
      102

      Comment


      • #18
        Thanks for posting the log and....

        Leave the gnomes alone
        Rawckett Launcher
        79 Gnome Wizard of Sol Ro / Bristlebane
        300 Tinkerer; 287 Jeweler; 258 Brewer; 240 Blacksmith; 237 Fletcher; 208 Potter; 204 Baker; 200 Fisherman; 193 Researcher; 183 Tailor

        Comment


        • #19
          Originally posted by Rawckett View Post
          Thanks for posting the log and....

          Leave the gnomes alone
          ** Punt!!**

          I couldn't resist.
          Fletcher 300 || Brewer 300 || Blacksmith 300 || Jeweler 300 || Tailor 300 || Baker 300 || Potter 300 || Tome Research 144

          Comment


          • #20
            A lot of good TS questions got through. Some good stuff. Type V and VI for OOW augments, type XI, XII and maybe even XIII for potions.




            Comment


            • #21
              Just wanted to say thanks again Nolrog, especially for getting the foraging question in there 8)

              ~Clio
              Cliopatrah "Mistell Queen" Jonze
              78th Wizard - 7th Hammer
              Officer - Shattered Destinies

              Comment


              • #22
                Gnomes will prevail!!!

                Maybe they'll implement my idea for introducing Gnomish Monks (it has to do with all the tic-tok noise distracting monks from the meditations, so gnomes built a new room that's only accessible from the bottom of the waterfall, isolating them in a sound-proof dojo).


                Fenbin Dazzlebright, 71 Gnome Enchanter
                Gilmech, 54 Gnome Shadow Knight
                Chemlig, 20 Gnome Paladin
                Phenry, 24 Gnome Cleric
                Frahnk, 34 Gnome Warrior

                Proud member of Ak'anon's Destiny, an all-gnome guild

                Comment


                • #23
                  Speaking as the guy who implemented bank slots 9-16.... it sucked.

                  One of the biggest problems was the fact that not everyone got them, only those with the expansion. Other issues:

                  - the max number of visible slots goes up. Yes, this is a code issue.
                  - the max number of open bags goes up. (same)
                  - File size on characters goes up. This might seem minor, and maybe it is, but it's a potential issue.
                  - If you end up with more slots, it makes the guild bank seems even smaller.

                  Now, when I redid the bank code for first bank expansion (to 16 slots), I got rid of all the magic numbers, etc. in the code that I could (EQType's notwithstanding), so coding new slots is easier (not EASY). These other things can be a pain to remember to deal with and/or may cause other problems (especially perceived issues like the guild bank one).

                  Comment


                  • #24
                    If wizards and necro's and the likes get a foraging AA then as a druid I want a summon pet toys spell, a FD AA, a sneak and hide AA and a bag of candy.

                    Why for once can something not stay class specific? Can any of you really see a chanter or wizard dirty their hands while looking for roots? It makes no sense whatsoever for other classes beside druids and rangers to be able to forage, it defies any roleplaying thingies (sorry cannot come up with the right english word).
                    (ok inc lizzies, as a foraging race, which makes sense).

                    Only benefit I see in this is the non foraging classes not to have to pay for foraged items in bazaar, which seems a lame excuse, as I in a small guild cannot get a lot of ingredients either as they drop in zones I cannot access, so I buy.

                    Sorry /rant off

                    Comment


                    • #25
                      Explain to me how it's out of character for anyone at all to look over at the side of the road and say, "Ooh, look, some ripe fruit! Yummy! ... but wait, I'm not smart enough to pick those delicious looking watermelons."
                      Sir KyrosKrane Sylvanblade
                      Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
                      Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
                      Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

                      Comment


                      • #26
                        It -might- be that you just can't tell whether it's ripe enough to eat, it's actually not an edible variety of watermelon, or perhaps it's rotten... so while you "harvest" it, it's worthless.

                        Mind you, some zones have things that fool even experienced foragers... pile of rust, anyone?
                        Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

                        Comment


                        • #27
                          It doesn't bother me to let others get 50 skill in foraging through AA. The 3 out of 4 times it fails for them (after they skill it up) is supposed to simulate the non-ripe, non-edible, and rotten watermelons they find. In the 400 seconds it takes them to get one item (off the low table), I can forage 8 items (off the high table).

                          Comment


                          • #28
                            About the only thing 50 foraging is good for, is not needing to buy food and drink anymore, and not eating your stat food. Iksar are hardwired at 50, and can forage anything on the tables, but getting anything other than food or water is usually an annoyance. My monk usually ends up seeing if he's hungry enough to eat or drink an item, and then dropping it if he can't, so he doesn't eat his stat food. And, as mentioned above, the success rate isn't that good. Going into a zone, and using it to forage a rare item, takes forever. You usually fail, and it takes a while to even get a single stack of fruit or vegetables. And the AA might not give access to the rare table.

                            Comment


                            • #29
                              Something I looked at from the log is how responsive they were to the community. By my count, there were 6 "yes" 6 "no" and 6 "maybe" or "we're sort of looking at that" responses, which is probably not too bad. However, two things stood out:



                              <Zatozia> Greetings Everyone, I'm Zatozia the Torturess, Community Relations Manager for EverQuest.

                              The only Sony Rep who did not give their real name, and "Zatozia the Torturess" for Community Relations Manager? Why is that epithet no surprise?

                              <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.

                              This is 1/3 more than the expected 2% fizzle rate and he says that he doesn't plan on changing this. Thanks for "fixing" one of the rare bugs that works in the players favor, AND doing it so that you have made it worse than intended and calling this acceptable.
                              2100 Tradeskiller
                              300 Researcher
                              Maxed good looks

                              Comment


                              • #30
                                That's bards, I believe -- they don't have specialization and would tend to hit 5&#37; over time (i.e. 95% non-fizzle).

                                PS: Priest-classes are mostly standing around bemused at the uproar from this... we've never had anything like this to shield us from fizzles.... and maybe the other classes are now seeing the jump in fizzle rates that we saw when levelling to 71 and beyond.
                                Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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