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Elements of Corruption (GU #51) - Feedback
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Dark Elfness

Joined: Jul 14, 2008
Messages: 3850
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Hey all!  Elements of Corruption is live!  Please see the update notes and give us your feedback.  As always, please remember to be respectful of everyone, even if your feedback is negative.



Server: Oasis

Loremaster

Joined: Nov 8, 2004
Messages: 753
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My main gripe really is to make an access quest for the new instance. Don't get me wrong, I love soloing and questing, but forcing all the 80's of the server to run the same quests to be able to access the new raid instance is a bit aggravating. It's not enjoyable at all to fight for spawns, and forcing everyone to do it pretty much on the release day so they can enjoy the new raid zone is just a bad idea. I'd rather have seen optional quests I could have done when I felt like it and actually enjoyed.

 



Server: Unrest
Guild: Inner Circle
Rank: Co-Leader

Loremaster

Joined: Apr 5, 2005
Messages: 5223
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Agree, and was mentioned in testing.

The sollution chosen was to lower the number of players needed to spawn LS2, LS3, etc.

 



Server: Nagafen
Guild: Fortitude
Rank: Raider 70% +

Mouse Betrayer!

Joined: Mar 19, 2006
Messages: 4670
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I would have left the pvp changes off the update notes too, lol they are sooo broken.

 




Loremaster

Joined: Nov 10, 2004
Messages: 1385
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having to fight with the entire server to finish quests in order to get into the new raid zone = FAIL.  BIG FAIL.

Not having to clear VP anymore in order to smack Trak around = WIN



Server: Antonia Bayle
Guild: Eternal Destiny
Rank: Seeker 0-2K 7-14 days

Loremaster

Joined: Jul 13, 2007
Messages: 580
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Nothing major here but I saw no mention of Iksar eye appearance being fixed?




Loremaster

Joined: May 19, 2007
Messages: 89
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you just destroyed the pvp server...

 

u lose fame for killing other people adn going out pvping

and you lose fame when ur not even online.. GG SMART DEV'S!!!

this needs an IMMEDIATE fix


Server: Unrest
Guild: Inner Circle
Rank: Co-Leader

Loremaster

Joined: Apr 5, 2005
Messages: 5223
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gdawg311 wrote:

you just destroyed the pvp server...

That would possibly be the best thing that could be included with this GU.

 




Loremaster

Joined: May 19, 2007
Messages: 89
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Atan@Unrest wrote:

gdawg311 wrote:

you just destroyed the pvp server...

That would possibly be the best thing that could be included with this GU.

 

Is unrest so empty that you must come to the boards to troll??

=(

 

If u don't have any intelligent feedback to provide, dont speak.



Loremaster

Joined: Nov 10, 2004
Messages: 10050
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Many, many (far too many to list) items are simply not rendering correctly with human models.  Weapons are showing up backwards, being held by the wrong end of the item, being held in the middle of the item, not being held at all (books/shields), and particle effects which used to sit on an arm now cut directly through an arm. 

 




Lord

Joined: Jul 26, 2008
Messages: 68
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First off, this update has had a lot of things go into it and most of them are excellent which has improved the game for me already, so thank you. I see that alot of people usually only focus on the negative things in these roundtables, but there's a lot of positive things in this update.

I wanted to start of with that because I am currently seeing how things went from test to live and haven't finished compiling everything from this recent update as a lot of things were done in this update and I haven't been able to go through it all yet. I will be posting any issues/praises that I notice as long as somebody else hasn't posted about it in this thread.


Server: Nagafen
Guild: Ministry of Hate
Rank: Kingpin

Loremaster

Joined: Mar 8, 2005
Messages: 1058
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new fame system - clarification needed

Anyone else not gaining infamy?

 

Part 1, Botched Implementation of PvP Rank Revisions:

To address some shortcoming in the recent mods to live servers, the PvP ranking system is SERIOUSLY compromised. I killed a General as a Master and lost fame. I killed Masters twice and lost fame. Others have told me they have lost fame when killing someone and I know someone who was deranked from killing someone in fame range. Aside from that, others think that if you don't engage first, you'll get fame if you kill them in such a scenario (and they tell me they've thoroughly tested this, despite my informing them of my circumstance).


Here are  screenshots of the kills.

Here I killed a General level 80 Ranger and lost fame.

http://img25.imageshack.us/img25/39...4/eq2000069.jpg

Here, I was dueling a level Master 80 XXXXXXXXXX and gained no fame. I hit first in this fight.

OMMITTED (due to player request)

Here, I was dueling a level Master 80 XXXXXXXXX and gained no fame. He hit first in this fight.

OMMITTED (due to player request)

Part 2, PvP/PvE Crit Mit Gear:

As an aside, I URGE YOU to PLEASE equalize PvP critical mitigation gear with TSO x 4 raid gear. PvPing for THREE HOURS a DAY, 5 days a week, most players average only 10 void tokens. With 775 tokens required to get a full set, that's 108.5 days if a player is able to maintain consistency in PvPing 5 days of the week for 3 hours each day (where most won't, due to raiding, questing, doing TSO instances, real life obligations, etc). The amount of effort required to obtain this set is EQUAL TO or MORE DIFFICULT than raiding for high end loot, especially in lieu of how strategies are given away as frequently as we breath on EQ2Flames.

Increase the potency of the gear to have +spell/ca damage totals that match x 4 TSO raid gear, ensure the crit/DA/uniquity of set bonuses are just as significant on each set. There's no reason x 4 TSO raid gear should get a 5 set bonus and haste on gauntlets and PvP gear shouldn't, especially when PvP should be such a focus on a PvP server.

Part 3, Issues with Evasion, Need for Innovation:

Heavily consider implementing cyclical objectives to draw PvP away from a reliance on zonelines, evasion, evacuation, and group stacking. Put PvP writ agents at these goal areas and only allow turn-in's at them, and not at those in the city. Flag different zone objective centers to be group vs group, solo vs solo, or raid vs raid (where, if you step within a 800-1,200 meter radius [to be finalized], you remain attackable but unable to defend yourself). See my post "READ: On Fixing EQ2 PvP for other ideas on specifics. Implementations like this go a long way in increasing content longevity/variety/diversity, and more methods of gameplay allow a greater sample of the population to find their niche.

Part 4, Miscellaneous Issues:

Evacs -

All the evacuations that were modified don't work once you're engaged, yet class evacuations do. This makes most of them useless. The smokey vials of escape, the carnivorous plant evacuation, the locket of escape, the unstable void tunnel, all of them shouldn't engage you when you try to use them after being engaged. The only problem was that a couple of them evacuated you when engaged in combat, which shouldn't be.

Disengaging -

Brigands safehousing below 50% health make it so you dont get credit for killing them (neither with your PvP rank or for PvP writs) and Troubadors or Coercers charming people lets their encounter disengage. When Coercers or Troubadors do this below 50%, they can make you not get credit if you manage to kill them after the charm wears off. For the charm, a simple fix would force their encounter to remain engaged i if anyone had made an offensive maneuver (within the last 45 seconds) against the target that is being subdued by the charm. For safehouse, the Brigand should be forced to automatically engage in PvP after they arrive at their safehouse location.

Server transfers -

With EverQuest II no longer in its prime, being 4 + years old as it is, players should be alotted more optioning and liberty when it comes to what playstyles they like to enjoy. On Nagafen, one guild dominates because those that are dedicated to PvP success make the move to increase their targets and be part of the experience Onyx has had in raiding EQ2 for over two to two and a half years now. In having old names dissipate (such as Darkhand), forging an iron grip on the reigns of the server have been extremely easy. Opposing forces typically require 2 x as many players to combat the combination of maximized itemization and organization found in this guild.

If PvE players, or guilds, could be transferred, it would attract new blood to the PvP servers, ensuring that the same old forces weren't out ganking other forces like nothing, as the factions could be revived with competitive forces. As it is, those looking to be successful always try to either go Exiled or join the old, full rosters of faction guilds that consist of players without the dedication to victory. Discounts could be given to guilds that transfer their entire raid force ($10 per toon instead of 50), alts included, requiring 24+ for such a rate. Transferring 12-23 at a time would give the rate of $20 per toon, transferring  6-11 would give the rate of $30 per toon. Transfers would be limited to once per week, for each individual chracter.

Please, give these critical areas of the game serious attention, as the formulation of such prior points was done in order to pursue an enlivening and invigoration of the PvP environment. Thank you for your time, and might I hope that you look to honor the loyalty your players have to such a respectabe, open community as the one we have here. God bless. ;]

- The Gnome of Gnomes

 


Message edited by Kurindor_Mythecnea on 06/28/2009 22:22:36.


Server: Nagafen
Guild: Purity
Rank: Sushi Maker - Alt

Loremaster

Joined: Jan 15, 2006
Messages: 431
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I apologise, then, for elaborating more negative feedback, but here goes.

Regarding the PvP ruleset. I appreciate it's been traditional that the devs never explain the fame system, but i've heard reports of people losing fame for killing other players? This could really use some explanation.

Also the devs must surely be aware of the players who obsess a little over fame, so a fame decay which punishes players for logging off seems contrary to the traditional PvE sensibility, which encourages players to AFK and rest whenever possible and NOT farm zones. Not that i'm against the constant PvP environment it has created, but it seems a little unhealthy.



Server: Nagafen
Guild: Ministry of Hate
Rank: Kingpin

Loremaster

Joined: Mar 8, 2005
Messages: 1058
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Aye, we should know what stalls decay. Is it merely participating in PvP, or is it getting a fame hit? Is fame decay inhibited at all?

Also, what is the rate of fame decay? A full solo hit every 24 hours that we're logged in, or no (cause that's what it should be)? WHY would people log into lost titles? Listening to public chat channels is just a train of player support being sapped. @_@

IMO, 1 fame hit should give you 1 hr of no fame decay.


Message edited by Kurindor_Mythecnea on 03/31/2009 14:20:21.


Server: Runnyeye
Guild: Fate
Rank: Member

Loremaster

Joined: Sep 15, 2005
Messages: 2505
Location: Old South Wales
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Hmm....things seem to be going well here. Anyway...

Anyone got any screenies of the fluff crafted armour sets?

 


 
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