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Everfrost Revamp
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EverQuest II » Top » The Development Corner » In Testing Feedback Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3 , 4 , 5  Next
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Developer

Joined: Jul 9, 2007
Messages: 260
Location: san diego
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Hey guys!

Let's use this as a consolidated location for feedback regarding the revamp that is going to hit Everfrost with GU48. Being very busy working on expansion content, I otherwise might miss some of it.

A quick summary of the major changes you will see:

Roughly 50 new quests centralized in four new hubs (with a few sprinkled throughout the zone), as well as two Everfrost only collection quests.

Mobs have been re-leveled and re-tiered to provide pockets of heroic content but enable solo players to move through the zone.

There is now a tunnel that connects Bitterwind Trench and Hollowfrost grove.

New items throughout.


Server: Unrest
Guild: Deviance
Rank: Lunatics

Loremaster

Joined: Nov 11, 2004
Messages: 5233
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Is the zone still 40-50 or did some levels get added to it?



Developer

Joined: Jul 9, 2007
Messages: 260
Location: san diego
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It's still level 40-50. SMILEY


Lord

Joined: Jan 3, 2008
Messages: 271
Location: You would never believe me
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I actually liked it the way it was. Back in the day it was even harder with heroics just beyond the spider cave, but all that was nerfed to solo mobs.

I am glad to hear there will be some heroic parts tho, and the soloers can still get around. Just to see people will be using it again is great news, it is a great zone with wonderful graphics.


Server: Befallen
Guild: Virulence
Rank: Full Time

Loremaster

Joined: Dec 12, 2005
Messages: 154
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looks good, other than the fact that one of the camps is sitting right beside a contested 55x4.. heh SMILEY

 

 


Message edited by sheila717 on 08/21/2008 14:33:08.



Loremaster

Joined: Dec 3, 2005
Messages: 6380
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Ukae@Befallen wrote:
looks good, other than the fact that one of the camps is sitting right beside a contested 55x4.. heh SMILEY

Don't you know...thats the new "in" thing to do!



Loremaster

Joined: Nov 18, 2004
Messages: 92
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Wonderful news to bring life to a little-used zone.  Can't wait to see.


Loremaster

Joined: Nov 10, 2004
Messages: 20
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1. The evac point in the zone means, when you want to get out of the zone, you gotta swim where Dreadwake roams a times. I highly recommend that you change the evac point to near where the zone is. If that means you have to increase the size of the dock slightly, then so be it.

2. Moving from the water up through the narrow canyon area (skels area), many times when just attempting to make a right, head to the open area and then to the spider caves, the "Concordance of Screams" (spelling?) named mob often appeared right where you need to make that turn. If I recall correctly, and it has been a while, he saw invis and so, I could not a) kill him, was too tough for me soloing on my ranger or b) get past him, delaying what I wanted to do for quite a while, waiting for him to move, etc. If you could change his range a bit, so that people soloing could get to the areas beyond there a bit easier, that would help.

3. Water (happens in EF and other zones) - Playing a ranger, if I was sneaking through the water (even occurs now), graphic messes up to where I cannot see above the water. Make is so that if you are invis or sneaking in water, that you can still see out of the water and not have your head (think due to the body sneaking graphic) is just below the surface of the water.

Server: Valor
Guild: Natural Born Knights
Rank: Mainchar

Loremaster

Joined: Dec 17, 2004
Messages: 1087
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I love the art from this zone and was so sorry, that there was so little to do (quest wise).

I'll try it out and let you know. SMILEY


Tester

Joined: Nov 12, 2004
Messages: 281
Location: Murrieta, CA
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One of the new quest camps is sitting practically ON the Kra-Thuk

in the quest Thar Be Wolves, the root things you have to harvest dont' disappear from your inventory

in the quest Save The Root there are not enough bottles of poison or idols to harvest and they don't seem to be respawning


Server: Antonia Bayle
Guild: Vermin
Rank: Pirate

Loremaster

Joined: Nov 13, 2004
Messages: 1615
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Miss Doomcookie is the best dev handle ever.

That aside, do you also have some or many of the original quest NPC's moved into the new hubs, where appropriate?



Ara





Loremaster

Joined: Dec 7, 2004
Messages: 233
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Are the existing quests staying?



Loremaster

Joined: Feb 9, 2005
Messages: 498
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I'm hoping the reason behind the revamp is due to the upcoming Miragul zone coming with the expansion.  I'm also hoping that Najena is actually located in Lavastorm and not somewhere "more convenient."


Developer

Joined: Jul 9, 2007
Messages: 260
Location: san diego
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Not too many of the NPCs should have been moved. There were some that were moved due to changes in the art for the islands in the water.

And no quests have been removed.


Loremaster

Joined: Mar 3, 2005
Messages: 1420
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Always nice to see the old world getting some love SMILEY
 
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