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Title: Next Expansion: Rise of Kunark
Post by: Ixxit on May 09, 2007, 08:19:37 AM
Quote
Rise of Kunark Description:

Adventure through the mystifying continent of Kunark as the new player race – The Mysterious Sarnak- and discover a world full of intrigue and danger. Engage in all-new epic quests as you embark on a crusade to reveal the truth and uncover artifacts of the obscure Sarnak history. Experience the lush, nostalgic continent of Kunark and begin your courageous path from the new starting city in Timorous Deep.

Rise of Kunark is the fourth expansion pack for the critically acclaimed EverQuest II franchise. The introduction of the new playable race – The Sarnak – and new starting point- Timorous Deep- Rise of Kunark provides a full range of content for new player’s levels 1-20 as well as advanced, high level players whom can now achieve up to level 80 in high level zones, both increasing their Adventure and Tradeskill classes. Rise of Kunark includes 13 new highly detailed zones, over 350 new exotic quests, 36 new deviant NPCs, 24 brand new Epic Weapon quests and fabled armor sets.

Feature Set:

All-New Player Race – Battle as the puzzling Sarnak – the new dragon-like humanoid creature that inhabits Timorous Deep.

New Starting Area – Begin your mystic adventure from the new starting area in the lush jungle islands of Timorous Deep. Conclude your day of epic quests and retire to new player housing within the Village of Gorowyn.

Over 350 New Quests – Continue your exotic quests throughout Norrath with challenging adventures and encounters for all player levels.

More Weapons & Armor – 24 brand new Epic Weapon quests for all 24 classes. Battle through your hostile opposition and acquire additional fabled and legendary armor sets.

New Mount – Explore the world on the shoulders of a new rampaging beast - The Kunarkian Rhinoceros.

More Unique Zones – Advance your way through 13 new, highly detailed zones filled with nostalgia and danger such as the Kylong Plains, Fens of Nathsar, Kunzar Jungle and Jarsath Wastes.

New Deities – Three new belief systems added to the world of Norrath.

36 New NPCs – Encounter and engage a wide variety of new deviant enemies that inhabit the menacing lands of Kunark.

Level Cap Raised – Expand your achievements as a solo player or as a guild and progress Adventure and Tradeskill classes to level 80.

Advanced Mapping System - New full-screen detailed maps and a smaller, always-up mini-map.

http://eq2.allakhazam.com/news/sdetail9504.html?story=9504



Damn....






Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on May 09, 2007, 08:42:26 AM
Yikes, as if they they needed even more landmass to spread players out. The game seriously needs a summons totem or some such.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on May 09, 2007, 09:07:46 AM
In the Hartsman interview at your link he mentioned that they are doing huge zones with mini-zoning. Sounds an awful lot like the VG chunk idea.

Th new starting race is the Sarnaks in Timourous Deep. 

He specifically said that the Ragefire/Hate stone campfest in EQ1 for epics is NOT what they are going for and that raiding will not be necessary.

Guild level cap raised to 80 as well.


Title: Re: Next Expansion: Rise of Kunark
Post by: Merusk on May 09, 2007, 09:15:50 AM
The Sarnak? Really?  Bad choice, IMO, because they're going to look really goofy in the EQ2 one-body style.  Sarnak were pretty damn cool as the ultra-tall, lanky dragon-men of EQ.  Now they'll be pudgy ex-wrestlers with awkward mashed-in pug-dog faces.   :cry:


Title: Re: Next Expansion: Rise of Kunark
Post by: Engels on May 09, 2007, 09:25:36 AM
Well, I'm withholding judgement on wether Sarnaks are good playable race. IF they resemble the EQ sarnaks in both graphics and stupidity of their mindlessly violent culture, they got a problem :)


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on May 09, 2007, 09:29:14 AM
Well, if you listen to the Hartsman interview, they are still developing the Sarnak models.  My guess is that the cat was already out of the bag, people knew Kunark was the expansion ( domain registration ) and were guessing that Sarnaks would be the race.  This is just confirmation, plus the news that the cap is going to 70.  And non-raid Epics.  Yay, I might get one this time.  I'm gonna hold out hope that they are going to stick to their guns on not spending a massive amount of time building theh Epic weapon content that will only be available to a fraction of the player base.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on May 09, 2007, 09:56:34 AM
Adventuring, Crafting and Guild level cap - currently 70, 70 and 60 - moving to 80.

I expect the initial epic quests to be like a Heritage Quest in scope and result in a Legendary item. Then, apparently, one will be able to upgrade their epic through more quests that will require grouping, but not raiding.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on May 09, 2007, 10:04:44 AM
Sarnaks? I was waiting for them in EQ1.

They do 'em right, sign my ass up.


Title: Re: Next Expansion: Rise of Kunark
Post by: Nonentity on May 09, 2007, 10:10:20 AM
Sarnak were awesome.

Man, I have the biggest soft spot for this game, and I remember it very fondly, but every time I go back to it, it's never the same as I remember it.

What to do, what to do...

Then again, last time I played to a decent degree was pre-expansion. Any of them. No, wait - no big expansion. I had, like... the gnoll adventure pack.


Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on May 09, 2007, 10:14:08 AM
I'm not too keen on the level cap going up again.


Title: Re: Next Expansion: Rise of Kunark
Post by: jpark on May 15, 2007, 12:33:52 PM
Thanks for the post.  I continue to watch EQ2 but I am not encouraged so far.

Yup - what this game needed was a new zone(s) and a new race  :|


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on May 16, 2007, 07:21:36 AM
Thanks for the post.  I continue to watch EQ2 but I am not encouraged so far.

Yup - what this game needed was a new zone(s) and a new race  :|


Ok, what does it need? The gameplay works. Sure, not everyone loves it but it works. Once the devs get to that point, content is the name of the game. It's an MMO. The devs either revamp old zones or add new ones. There aren't a lot of options.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on May 16, 2007, 12:54:31 PM
Thanks for the post.  I continue to watch EQ2 but I am not encouraged so far.

Yup - what this game needed was a new zone(s) and a new race  :|


Ok, what does it need? The gameplay works. Sure, not everyone loves it but it works. Once the devs get to that point, content is the name of the game. It's an MMO. The devs either revamp old zones or add new ones. There aren't a lot of options.

For him to play, it needs to have some sort of crusade. Preferably engulfed in flames of some sort.

And it needs to be made by Blizzard.


Title: Re: Next Expansion: Rise of Kunark
Post by: jpark on May 17, 2007, 10:06:17 PM
Because the only games I play are by Blizzard!

Comments on areas for improvement have been covered in other threads here.

In brief:  EQ avatar shapes preferred to many of the EQ2 versions of the same races; avatar kinetics is often painful to watch (e.g. jumping); the pvp "system"; lackl luster armor / weapon variety and appearances; fewere spells / abilities, but with more impact and meaning in combat.

As an aside - languages had more meaning in EQ than EQ2 if I recall correctly.  I always enjoyed learning new languages in EQ - it was trivialized eventually as learning new languages was made much faster.  I am not aware of any similar mechanic in EQ2.  In EQ we had some guild events where we just got together and taught each other languages we had picked up.  It was a nice diversion from raiding.

Some efforts at zone immersion would help.  I never liked the click on the bell and you appear somewhere else system.  I would have been cool to board a gondola just for a short ride before zoning somewhere.  It's all the little things that in retrospect - can be done to tweak the appeal of zones.  But these guys never seem to go back.  I understand rogues can now climb walls in EQ2 - but only in the "new" zones for that expansion - not retroactivaly to all the older zones. 


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on May 17, 2007, 10:33:20 PM
Because the only games I play are by Blizzard!

Comments on areas for improvement have been covered in other threads here.

In brief:  EQ avatar shapes preferred to many of the EQ2 versions of the same races; avatar kinetics is often painful to watch (e.g. jumping); the pvp "system"; lackl luster armor / weapon variety and appearances; fewere spells / abilities, but with more impact and meaning in combat.

As an aside - languages had more meaning in EQ than EQ2 if I recall correctly.  I always enjoyed learning new languages in EQ - it was trivialized eventually as learning new languages was made much faster.  I am not aware of any similar mechanic in EQ2.  In EQ we had some guild events where we just got together and taught each other languages we had picked up.  It was a nice diversion from raiding.

Some efforts at zone immersion would help.  I never liked the click on the bell and you appear somewhere else system.  I would have been cool to board a gondola just for a short ride before zoning somewhere.  It's all the little things that in retrospect - can be done to tweak the appeal of zones.  But these guys never seem to go back.  I understand rogues can now climb walls in EQ2 - but only in the "new" zones for that expansion - not retroactivaly to all the older zones. 


There are languages in EQ2 as well. Some, like the starting race are as simple as stopping into each starting village and buying a language scroll. Others like orc or goblin are scroll drop quests, and others yet such as Dragon are lengthy quests that are precursors to other quests.

The Fae expansion does require a boat ride. And originally boat rides were needed initially as part of access quests to use the bell but those were taken out. I personally hated the boat rides of EQ. After the first time it's just an unecessary time sink. But to each their own.

And all classes can climb walls in the new expansions. I guess for the old zones they would have to go back and redesign everything to put climbable areas in somewhere but personally I'd prefer new content.


Title: Re: Next Expansion: Rise of Kunark
Post by: Bandit on May 18, 2007, 06:46:47 AM
EQ2 could offer free hand-jobs and JPark would pipe up and claim, "SOE's handjobs are lacklustre, they are too fast and don't use enough lube....if Blizzard had handjobs they take their time and would have much more polish"


Title: Re: Next Expansion: Rise of Kunark
Post by: jpark on May 19, 2007, 11:20:07 AM
EQ2 could offer free hand-jobs and JPark would pipe up and claim, "SOE's handjobs are lacklustre, they are too fast and don't use enough lube....if Blizzard had handjobs they take their time and would have much more polish"

You guys brought up blizzard I did not. 

* hug *

CoH and LOTR are also great games in my mind.  Coh did an outstanding job in many regards.

We are just talking about feature directions guys.  EQ2 is moving in the same predictable manner they seemed to work with EQ - a patchwork of zone expansions - with features not shared by older zones - giving the user a dislocated feeling this is a game not a "world".  Maybe this is the best way to go for business development - focus on the existing user base - forfeiting efforts to expand your target market. 

Languages in EQ2 - The whole idea of "teaching" other players I thought was a great element of EQ - a small detail that added to the game.  It's really too bad it's not part of EQ2.

As I have said before - avatars for example - a lot of people do not like them - and actually would prefer the avatar inspirations from EQ itself.  But Hartsman indicated there were significant cost issues here - the art revamp - and that the resources were not there to address this.  To me that was tacit admission that the inspirations for many of the current avarts in EQ2 is understood to have missed the mark. 

What am I looking for?  I think I am looking for some of these features to be addressed - rather than laying new zones and new races.  That's why I continue to watch - because ironically - much of this discussion for me is about importing more traditions from EQ - to make EQ2 more appealing to me (but not all etc. - so EQ is not an option for me).


Title: Re: Next Expansion: Rise of Kunark
Post by: Signe on May 19, 2007, 12:40:20 PM
No way I'm getting all excited about some expansion that's probably coming out at, like, Xmas or sommat.  Sometimes I wish they would just shut up until a week or so before it ships.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on May 19, 2007, 01:30:10 PM
Quote
You guys brought up blizzard I did not.

Only because we cut you off at the pass. Over a long enough stretch of time you will no doubt compare EQ2 to your current MMO hard-on. You've done it without fail in the past.

That said, I could lay out a litany of problems I have with LoTR and CoH, but I choose not to go to those forums and do so; because despite my reservations about both games, I will still play them from time to time until I tire of those problems breaking my immersion and I choose to play something else.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on May 19, 2007, 07:01:27 PM
Oh FFS, they have two complete sets of avatars. There's something for everyone.


Title: Re: Next Expansion: Rise of Kunark
Post by: Simond on May 24, 2007, 06:39:37 AM
Another interview (http://www.gamasutra.com/php-bin/news_index.php?story=14016), with an explanation about the superzones plus some interesting stuff about the post-launch development of the game:
Quote
May 21, 2007

Q&A: What's The Future For EverQuest II?
 In person, Scott Hartsman is an enthusiastic gentleman, talking a mile a minute about his passion: Sony Online Entertainment's PC MMO EverQuest II. Mr. Hartsman joined the team as producer three years, ago, in the wake of the title's somewhat slow launch.

Why the sluggish start? Up against the firestorm that is World of Warcraft, and by Hartsman's own admission laboring under a flawed vision of who would be playing the game, EverQuest II struggled in its first year of live service following its November 2004 launch. Since then, under the direction of Hartsman and people like now-departed lead designer Jason Roberts, the game has fundamentally changed in an effort to recapture the enthusiasm of past and current EverQuest players.

His enthusiasm was mixed with blunt honesty when Gamasutra spoke to him at the recent Sony Online Entertainment Gamers Day event. In a series of conversations over the course of the evening, he shared the reasons behind EQ2's rocky start, the philosophy that turned the team around, and the results of having a longer development cycle for game expansions.

Restoring The Fun Factor?

At some point after EverQuest II launched, the team looked up and said, "We are not having fun." The people on the team weren't playing the game and, according to Mr. Hartsman, "That's the kiss of death.".

For various reasons, the design standpoint when the game was first created was "we can't steal from EverQuest". The game's goal was to move as far away from EQ as they could, to attract new players while leaving the EQ player base more-or-less intact. That resulted in, essentially, a generic fantasy MMOG with some very strange design decisions.

For example, there was a lot of interest in controlling the player's experience, making sure that everyone at X level was exactly the same in a number of ways. This resulted in a feeling of sameness, and not a lot of enthusiasm for grouping. That was a particularly bad cycle, as the game was also absolutely brutal about solo play. "I think when the game first came out I leveled a character up to about 13 or 14 before I threw my hands up and said 'done!'"

That's just one example of a design structure that promoted frustration. There were several elements that fed off of each other: the locked encounter system, the initial class system that had players choosing their final class quite a ways into the game. "When your designers aren't playing your game, that means something is deeply, deeply wrong", Hartsman said - but took pains to point out that no one person or group of persons was responsible for the game at launch.

Morphing Into Something To Be Proud Of?

He explained: "The understanding behind the product was perfectly valid... it just missed the mark. So the initiative became, 'let's make this into a game we want to play.' The result is a title that everyone on the team plays quite a bit, apparently. Mr. Hartsman noted that several of his colleagues run guilds, and two in particular are regularly leading raids and unlocking new content in-game. "That's the sign that you're doing things right."

Scott Hartsman is bullish on the title as it currently stands: "If I didn't think that EverQuest II was worth working on, I wouldn't be working on the game, bluntly. I'm one of those people who needs to be truly into what it is that he's doing. I wouldn't be doing this if I wasn't. This game, when it launched, did not have a lot of things that would be required to pull in a sufficient EverQuest-friendly audience. It has in the last three years become that game."

He continued: "Between our studio and the Taiwan studio we've probably had a hundred and fifty to a hundred and seventy five people work on this game. Every 'generation' of developers has gotten the game better and better and better. If it was just us saying it, it would be one thing. It's reflected in our better review scores. It's rare for review scores to go up over time, especially an MMO. Usually your game launches, you have a review score, and then all of your review scores kind of dance around, maybe go down. Ours actually trend upward for each new expansion... This franchise is improving in value. To us, that means that this game could go on for another ten years."

Free, Pay Content To Up The EQ2 Ante

When he wasn't discussing the game's past, last week Mr. Hartsman was explaining the new Neriak and Darklight Woods areas of EverQuest II. These zones are free content created by the SOE-Taiwan, the Soga studio, and will be patched into the game at no cost to the player later this month. Along with the two new zones, the darkly 'emo' Arasai faerie race will be added to the roster of evil races.

Mr. Hartsman grinned widely as he described the collaboration process between SOE-San Diego and their foreign coworkers, navigating a floating Arasai though the Dark Elf city of Neriak. The visual style and audio environment were specifically designed to evoke the city from the original EverQuest, and onlookers were treated to a number of examples of how the 'old is new again' in the upcoming publish.

While content from the upcoming expansion Rise of Kunark wasn't available to see that evening, Mr. Hartsman was no less excited about that project. The culmination of a shift in thinking at Sony Online Entertainment, Rise of Kunark will be the first EQ2 expansion given a full 12 months to gestate before being released.

EQ2's previous expansion, Echoes of Faydwer, was the testbed for the company's policy change. Success both critically and with the player base sent a clear message to the company: take the time to do things right, and bring back the EverQuest-ness to EQ2. When the idea for the expansion was being bandied around, Mr. Hartsman was still reluctant to go directly for a 'spiritual sequel'. He consulted the game's staff on the matter, as several of them had worked on the original expansion for EverQuest. The response was overwhelming: let's do this the way we wanted to do it back then.

Hartsman explained: "We have a fixed amount of time to do a thing, where a thing is the expansion. They set the amount of time, they set my staff levels. My team sets what it is that we can accomplish thats going to be fun and polished in that span of time. As long as we can control one variable, we can win the game. And so, what we really do is we plan to have as much fun and quality stuff as we can in there."

He continued: "In this case, we have enough time to do ten more levels of content, probably four or five hundred quests, we have enough time to do a full compliment of collection quests. That's a huge thing for EQ2 players, people love collections. And we have time to do a brand new race. So we're doing the Sarnak as a playable race. In there, we also have a little bit of time left over to do some R&D. And the nice thing about expansion cycles that last a whole year is that you get experimentation time. Whereas, if you have a six month cycle you have to go with what you know works. There is no tripping. If you trip, you miss your date."

But what's changing? "In our case, our big experimentation this time is the concept of having 'superzones'. I don't want to make them sound cheesy, but they're gigantic regions. You could place two, three, or four older EQ2 zones, outdoor zones, and make them as distinct areas inside this one all-encompassing zone. We're going to have a few of these regions out there, and then each of those regions will have a few zones inside them. What that lets us do is make an expansion where there is less zoning. We're going to have zone names that sound a little foreign to people. "The Jarsath Wastes", "The Kylon Plains" - that kind of thing. Inside of those areas, you'll see Skyfire Mountains, you'll see the Dread Lands, the Lake of Ill Omen. And so those will be full zone-sized areas inside these much larger areas. You can go back and forth and not have to be worrying about zoning the whole time."

Conclusion - More Care, More Of The Time

Indeed, in Gamasutra's recent interview with John Smedley, the SOE president explained the major change in attitude affecting EverQuest II: "The teams have their heads down, they're working hard, and we're learning from past mistakes. In the case of EverQuest II, it's still a very very healthy business for us. In terms of getting it in the public eye, that's the purpose of the free updates; we're trying to target several large-scale free things to add to the world."

Smedley concluded: "We want people to know that we're not just slamming out expansion packs. I think that was a mistaken strategy that we had for a while. It decreased our quality level. The teams, and myself included, just get to the point where you want to be super proud of what you're releasing, and we wanted more time to polish things, and so we said 'the heck with it' and went with it that way." How will this considered approach pay off in terms of buzz and increased subscriptions? Only time will tell.
 


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on May 24, 2007, 08:58:18 AM
I've said it many times...the folks working on EQ2 should be the model for a Live Team. Sure, WoW has the meganumbers, but the EQ2 live team has turned around a mediocre to crappy game (I quit at level sixteen trying to solo originally) and turned it into arguably the best mmo out there. Certainly my favorite, though I still have reservations on some systems and group-only content blocking solo play (C'mon...Blackburrow is group-only? Bah).

Hopefully by the time I get back to EQ2 in October, all the vets will be done plundering Neriak so I can get in there without too much hassle (lag/crowding) :)


Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on May 30, 2007, 08:09:21 AM
I just re-subbed and started a mystic on AB. Was surprised to find a few people I used to play with on.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on July 12, 2007, 09:26:46 AM
Hartsman interview from E3 here (http://www.tentonhammer.com/node/9013).

Looks great, you know, for being shitty EQ2 graphics.  :roll:


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on July 12, 2007, 05:48:13 PM
There's nothing wrong with EQ2s graphics, never have been.

Art direction? Sure. But the graphics aren't bad at all.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on July 12, 2007, 06:18:19 PM
Sarchasm alert!


Title: Re: Next Expansion: Rise of Kunark
Post by: Grand Design on July 13, 2007, 07:18:39 AM
Chardok and Sebelis?  Much love.  Maybe I'll get to use my walk-underwater spell finally!

If they reincarnate Howling Stones and Veksar, I will be in heaven.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on July 13, 2007, 08:00:16 AM
Sarchasm alert!

Oh noes! And I fell in.

I'm just so used to defending the graphics from WoWheads like JPark, that I sometimes miss the sarcasm.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on July 13, 2007, 08:21:35 AM
I like that Hartsman kept repeating, "Hey, dungeons don't have to be plain rock!"

Now, if we can get them to look at the rest of the environment that way...  How about we make some rules of MMO development?  Something like each MMO is allowed to have one (1) bare rock cliff face of either gray or brown provided that it is kept mostly out of sight or you may include dirt roads into your design but they must be bordered by something other than more dirt.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on July 13, 2007, 08:49:46 AM
Hartsman is my hero.

Dynamic combat music? Yes.
Instancing that can be broken down into chunks? Hell yes.
"Improved reveals"? Oh H to the E to the double-L to the yes.

I'd probably end up rolling a Sarnak and just levelling another character to 30 :P Veeshan's Peak, I didn't even get to see that one in original EQ iirc. Haaated Chardok originally, those mobs hit hard and it was all but impossible to solo in there at lvl 54. My guild did several weekends in Chardok preparing to work down to the Royals for the necro epic, I was the first necro to get to that point in the guild...then they handed it to their friend who never showed up to guild events instead. Reason #3 I quit EQ and reason #1 I don't join guilds.

Graphics look great, they're really taking criticism properly and addressing some of the poor art direction and really making the most of the engine. And that engine is really starting to shine, it looks great with my 8800, though it can still chug a bit more than that demo did. Then again, I mostly chug when there are lots of players around, so that could be the difference.

Can't wait for autumn and EQ2 season! All this new content (I'm still only partway through any particular content focus original/faydwer/neriak!) is stymying my plans to eventually play my twinked out necromancer...after I get my wizard and shadowknight to at least lvl 50...so next decade...


Title: Re: Next Expansion: Rise of Kunark
Post by: Nija on July 13, 2007, 09:10:35 AM
Chardok and Sebelis?  Much love.  Maybe I'll get to use my walk-underwater spell finally!

If they reincarnate Howling Stones and Veksar, I will be in heaven.

Mystics have a walk underwater spell. When you jump, you fly up to the surface of the water. It's pretty much the best spell in the game.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on July 13, 2007, 09:24:46 AM
My interest in this expansion is muted by my dread of having more zones in the middle nowhere and hours of running to said zones.

Travel is a huge pain.  Everything was cool when it was off the docks in TS/Nek.  In the 50s, everything is spread all over the fraking place.  So in addition to the painfully long time to find enough people, there is an 20min hump to get them together.  Its not usual to spend an hour looking/waiting for people in a group that only lasts 2 hours.



Title: Re: Next Expansion: Rise of Kunark
Post by: Engels on July 13, 2007, 09:30:47 AM
My biggest beef with EQ2 was the 'theme parkiness' of the zones. I always felt 'guided' through specific tailor made routes through 'approved corridors'. I'm wondering if with these new zones they will allow for more player independence in their ability to discover the zone on their own terms.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on July 13, 2007, 09:40:24 AM
Never heard that one before.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on July 13, 2007, 10:36:06 AM
I don't know, maybe it's an issue with some of the higher level zones but Nektulous, Thundering Steppes, Enchanted Lands, Zek, Feerot and, recently, Sinking Sands share none of that feeling for me and that gets you from 20-55, the vast majority of the game, in pretty good order.  They all are more of a 'wander around and find cool little pockets' thing than any sort of guided tour.  I'll admit to the new newbie zones being very guided but I think that's a good thing for your first 10 levels or so.

The instance dungeons are pretty linear but that's actually a 'good thing' as it allows for strong story telling.


Title: Re: Next Expansion: Rise of Kunark
Post by: Engels on July 13, 2007, 10:54:31 AM
It must be a matter of personal perception then, because I felt that way, in particular, in Thundering Steppes and Nek Forest.


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on July 13, 2007, 11:34:16 AM
My interest in this expansion is muted by my dread of having more zones in the middle nowhere and hours of running to said zones.

Travel is a huge pain.  Everything was cool when it was off the docks in TS/Nek.  In the 50s, everything is spread all over the fraking place.  So in addition to the painfully long time to find enough people, there is an 20min hump to get them together.  Its not usual to spend an hour looking/waiting for people in a group that only lasts 2 hours.



I totally agree with this. It wasn't bad when the only wait time was to get into the KoS zones. But now that 60-70 are spread through some DoF, KoS, and EoF its too spread out. EoF to me just seems really segregated from the rest. At least in KoS you could get to any of the zones fairly quickly after waiting for the port up. DoF was just another bell and the zones were also pretty easy to get to. EoF is just too spread out and takes too long to travel unless you can port or can hitch a ride with someone who can.


Title: Q2
Post by: shiznitz on July 13, 2007, 01:02:14 PM
The fact that players still gripe about travel shows how far the genre has come, actually. To get from North Qeynos to Barren Sky, a high 50s-low 60s zone takes less than 10 minutes usually, and 15 minutes maximum: NQ > SQ > QH > Nek then hop on the griff to NMars and jump off at the Spires, port to BS. The spires are on a 10 minute timer so at most you have to wait 9 minutes and 55 seconds there. Barren Sky has excellent solo questlines and several group instances.

To get to Faydwer, get to Nek and wait a maximum of 3 minutes for the boat. The you will have to run through BB to get to Lesser Faydark or Greater Faydark, but we are talking less than 15 minutes again to go from one end of the world to the other, basically. It is even faster if you have the MajDul recall up. Use it, take the carpet to SS, then carpet to BB. Or carpet from QH to BB.

EQ2 does a lot to make finding a group (level segregated channels, good LFG tool) and getting together quick and easy.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on July 13, 2007, 01:37:33 PM
That carpet to BB thing is good only.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on July 13, 2007, 03:50:36 PM
It must be a matter of personal perception then, because I felt that way, in particular, in Thundering Steppes and Nek Forest.

Uh, they are both massively open free roaming zones.  You can wander anywhere at all in them across wide open swathes of land at any time at all.



Title: Re: Next Expansion: Rise of Kunark
Post by: Engels on July 13, 2007, 04:00:07 PM
It must be a matter of personal perception then, because I felt that way, in particular, in Thundering Steppes and Nek Forest.

Uh, they are both massively open free roaming zones.  You can wander anywhere at all in them across wide open swathes of land at any time at all.



Its the way the landscape is sculpted, more than anything. It felt very 'designed' for play, rather than a natural landscape. But nevermind, I feel like I'm offending, which wasn't my intention.


Title: Re: Q2
Post by: Sky on July 16, 2007, 07:15:09 AM
15 minute travel
Which is usually 1/4 to 1/2 of my total playtime for a night. One of the main reasons I solo, I just don't have time to dick around with finding a group and travelling.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on August 05, 2007, 03:26:14 PM
Post-Kunark concept art for Qeynosian Guild Hall (City?)

(http://i15.photobucket.com/albums/a398/winterm/Photo_298.jpg)


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on August 06, 2007, 06:54:39 AM
It would be nice if they'd update the cities a bit. Even a change as small (HUGE) as adding a banker to the trades instances and putting the goddamned recipe book vendor /inside/.

I mean, my new computer can zone in 12-15 seconds, but it's still a pain to have to zone out to bank and get new books. Ditto running halfway across Kelethin to bank (which takes longer than zoning in and out of an old city tradezone to bank).


Title: Re: Next Expansion: Rise of Kunark
Post by: Simond on August 07, 2007, 03:23:43 AM
There were mutterings at the Fan Faire about a possible revamp/zone consolidation of the original two cities, post-Kunark. Maybe.

Or you could just use Kelethin/Neriak instead. :)


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 07, 2007, 06:05:51 AM
I imagine that once the new expansion comes out most people will want to base their, higher level characters at least, in Kunark to save on travel times.  Combining Freeport/Qeynos into 1 zone would help see it get more use though.  I don't know about Qeynos but there is a crap load of < 50 content in Freeport I never bothered with just because of the huge hassle dealing with the place is.  Well, that and the quest rewards are pretty sub-par this late in it's life cycle.


Title: Re: Next Expansion: Rise of Kunark
Post by: Trippy on August 07, 2007, 06:43:34 AM
Huh? Freeport and Qeynos are on opposite sides of the continent from each other. How would merge them physically? Fold the continent in half?


Title: Re: Next Expansion: Rise of Kunark
Post by: Ironwood on August 07, 2007, 06:54:46 AM
Only if you control the Spice.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on August 07, 2007, 07:11:05 AM
I'm not sure you could combine them into one zone (meaning all the disparate zones each main city is composed of, Trippy, not the two cities together).

As for Simond's suggestion...I did mention Kelethin is a pita. My wood elf, in...I forget which newbie slum, the wood elf one...is faster banking. Pop out of the instance, hit the bank, pop back into the instance, the bank is right across from the tradeskill instance. In Kelethin you've got to hoof halfway across the city in a roundabout fashion, poorly laid out.

Neriak is perfect, maybe a mailbox down there, but even that's only a short run. Adding a banker to (and moving the recipe vendor inside) the trade instances in the old world is an easy customer service win.

And yes, the old quests definitely need reward revamps. I just cleared a whole bunch out of my SK's journal after looking at the rewards. The AA would've been nice, but I figure I'll worry about that later. He did a ton of the Freeport newbie quests, and with my old pc's loading times that was a nightmare I wouldn't bother with again (even using the sewers).


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 07, 2007, 08:46:58 AM
Huh? Freeport and Qeynos are on opposite sides of the continent from each other. How would merge them physically? Fold the continent in half?


All of Freeport being one zone and all of Qeynos being one zone.  Not Freeport and Qeynos being the same zone.  They are currently 8-10 zones each (more acutally with the crafting zones and etc...) which makes moving around them pretty painful.

It's not official, just mumblings from a dev at the fair.

edit: compilation of Fan Faire news cut & paste from official boards:
Quote
Legends of Norrath card game:
* The new game that is being released (Legends of Norrath) is a built in card game that is linked to both EQ and EQ2 (think Magic the Gathering but Norrath lore). You can challenge other players (even across games .. eg EQ guy can challenge an EQ2 friend). Starter packs are free. You can buy more packs OR get them as loot drops (depending how patient you are). As you win, you can accumalate real game items that you can use while in game(Cloak of Water that gives safe fall and water breathing), XP potions, mounts, etc.. So think of it as the modern version of Gems that you can play when bored that can give you real items.

* The new card game will be hitting test any time now with expected formal rollout at the end of August. One point that was made is any items you get in beta test you can keep after beta ends! He must have meant that you can keep it on the Beta Server though he didn't specifically say.

* Cards and entire packs will drop as loot from mobs. Cards will be sellable on the broker. The claim items will not be though.

* Check out http://legendsofnorrath.station.sony.com/ ... I want to win the beer stein that teleports you back to the bar of your home city !!

Gameplay/Mechanics/Engine/Graphics/MUSIC:
* You will reach Kunark by boat. When asked about druid and wizard ports the dev literally said OOPS ... he had forgotten all about that

* The new skeletel model system looks nice (we have nostrils now!!) but still far away from release. Does look neat and a lot more realistic.

* Zones are huge ... the Kylong zone is 3 kilometers by 4 kilometers in size ... that is over twice the size of The Commonlands. That one zone will have Field of Bone, Kurns Tower, Lake of Ill Omen, Swamp of No Hope, Karnors Castle.

* They have a new graphics ability that allows the look of the area you are in to change as you go from one part of a zone to another. So field of bone can be hot bright sun overhead and the swamp can be very dark and dreary.

* After Kunark, there will be a new Map system to replace what is in game now. Will come in two modes ... full screen high color mode and a permanant mini map. They are working with EQ2 Maps to coordinate compatibility.

* There will be an all new adaptive music system for combat. It will be dynamically created as you fight and will change as you are winning or losing as well as how long the fight is and how hard it is. So no more mundane looping music. They gave two examples ... one where you win a fight and one where you lose. Sounded very nice!

Lore:
* Sarnak were discovered by the Spiroc in a deep lab and accidentally woke them up 50 years ago

ZONES/MOBS:
* Two new zones are planned as Live Update Releases ... the Shard of Fear (group based zone) and the Shard of Hate (raid zone)!!

* Metrics of SOE show that folks hate grouping to gain XP in overland zones so nearly all mobs in overland zones will be solo mobs


Quests:
* There will be no new Heritage Quests since all the work needed to make the 24 class Epics. Class Epics quests will be like the Sword of Destiny style. You can get the first version of the Epic via grouping (the Legendary version) and to make it Fabled, you need to do Raid.

Spells/RACIAL TRAITS/AA:
* There will be changes to spells that will reduce the number of individual spells classes may have by combining similar functions into one icon; eg, if you have two debuffs they could be removed from game and replaced with a single spell that does both. Intent is to reduce the icon clutter (eg, 5 hotbars etc). Still lots of questions on how concentration slots would be affected and hate gain if multiple debuffs get sent in at once.

* The progression for new spells in Kunark will change such that all spell trees for a class will be upgraded in the 10 levels to 80 (no more waiting for 14 levels). Also upgrades for some of the ancient abilities from DoF will be introduced where appropreiate.

* The topic of player cast power drains came up and how they are worthless now. The dev responded that unfortunately the power drain concept is just one of those things that didn't quite work out the way they had hoped. As people may recall, at the release of EQ2, you could neutralize most named mobs by draining all their power ... thereby trivializing a lot of content. Well in response, mobs now have nearly limitless power pools. So the dev mentioned that as time goes on, any player spells or CAs that have power drains in them would be replaced with something else. No ETA given though.

* Two of the racial abilities of Sarnak are Dragon Breath (they breath fire) and Super Jump ... I guess they can jump far

* There will not be an increase in AAs .. so if you are already level 100 ... no change. But he did say that you can store two templates of how your AAs are allocated and swap back and forth via an item in your house. So you can have a Raid setup for AAs and a Solo setup for AAs.

Items/Armor/Weaps:
* There will be 3 sets of armor for all classes as part of the Kunark expansion. One legendary and two types of fabled. The top tier fabled will have abilities embedded in it that is only useful during T8 raids; such as the ability to avoid the crit damage mentioned earlier ... since only raid mobs will crit, will only have a value to raiders. Basically they are trying to make fabled armor more unique and powerful without overpowering base content.

* Mounts will be available that will go faster than any that are currently available.

Guild HALLS/GUILD:
* New mounts and titles for increase in guild level ... examples were a Rhino and the glowing dog things in Neriak .

* Guild Halls are now being actively worked on with completion sometime after Kunark ... say first Quarter of 2008

* Guild Halls would be islands placed just offshore from Antonica and the Commonlands. They would be instances so I imagine they will work similar to how apartments work, you click on something and enter your guilds own hall.

* Exile based guilds in PvP server would not have guild hall ... concern is that Exile guilds on PvP already get the best of everything ... no desire to give them even more of everything.

* Guild Halls will be HUGE ... bigger than deathfist citadell huge. Courtyard ... over 40 rooms can be unlocked and purchased. There will be two initial themes of look and feel. One very stately and following the style of Qeynos architechure. The other would be more foreboding gothic look.

* As your guild levels you can get more rooms (I imagine like how you get more bank slots in guild bank) and your guild can choose what that room will function as ... ideas include ... Guild Vault ... Mender ... Brokers ... Crafting Supply Merhcants ... Binding Rooms to call to ... rally points to launch to raids to ... the devs want folks to post ideas for rooms on the forums since they have a ton of rooms to fill

* There is customization to a degree for the halls ... banners ... statues ... your guild crest (from the cloak) on things ... etc.

* Will probably be able to get your first guild hall at guild level 10.

Gods:
* 3 new gods will be brought back ... Bertoxx ... Karana ... The Tribunal. There will be one more god release via a Live Update between now and the expansion release.

* The current gods will raise in level and so will the loot they drop.

* The other god that will be appearing between now and the Kunark expansion will be Bristlebane ... devs mentioned something about one of the miracles involved droping anvils on targets head

Raiding/Grouping:
* Raid progression is linear ... there will be 3 entry level raids and it will grow from there. All raids will be persistant. As a matter of fact all instances (even group instances) will be persistant.

* There will not be any 3 group raids ... there may be a couple of 2 gorup raids but the devs clearly don't think they bring much to the game.

* Veeshans Peak is one of the raid zones ... currently has 11 named with Trakannon leading them.

* There will be some Raid progression that requires you to have completed Raid Zone A before you can progress to Raid Zone B. Not everyone in raid will need to have completed the first to progress to the second.

* Two new zones are planned as Live Update Releases ... the Shard of Fear (group based zone) and the Shard of Hate (raid zone)!!

* There may or may not be contested mobs. The devs don't feel they bring much to the game for the amount of development needed to create them (eg, less than 1% of 1% of players will fight them).

Misc.:
* Timmorous Deep will be level 1-20 and then all other zones will be level 65 and up.
* The Sarnak starting city is now Evil (not neutral as originally released).
* Chardok zone will have the bottomless pit.
* They will be adding a new functionality to how clothing works. They are going to add a new layer of clothing that will fit over top of your armor so that you can control how you look regardless of how unmatched your armor is. This can be turned on and off.
* One dev commented ... "wouldn't it be cool if the cities were all one zone"!
* Tik Tok language is not in game and was never intended to be. Found that strange but that is what they said.
* Ventrilo or Teamspeak will not likely ever be built into the game ... why waste resourses when folks already have something they really like.
* None of the raid / heroic zones will be scaleable based on raid numbers or level. Takes just as much effort to do that as make all new zones.
* They would like to have a new character slot with expansion but can't promise since character slots are also tied into the Launcher and such which controlled by another division of SOE.
* Characters will not be sitting in chairs. The base code to scale body sizes and chair sizes just isn't there. Not like SWG where it was in there from day one.
* All avatars will be on the same timer like they are now (even if more are added).
* Rare item shinies for collections are not working out the way they wanted. Rares are too rare so probably won't repeat what they did on that with EoF for Kunark.
* If for some reason the Sarnaks are changed back to Neutral city, their class choices will be based off the Evil choices.
* One dev liked the idea of tintable furniture for rooms but tintable armor will never ever make it in game if he has any say

PVP:
* The topic of PvP came up and how to keep new folks joining the server from immediately getting slaughtered as they hit level 10 by the overpowered twinked level 14s with a billion AAs. Basically the dev said he was aware of the problem and is trying to think of ways to help such as making it easier to get purchased armor faster at lowest of levels and the AA cap was put in based on a players level. One thing he said they would NOT do was force players to level. Just not going to happen. Basically he said the PvP community needs to step up and protect the new folks.

Launcher:
* There will be a new launcher system that will replace the launchpad allowing you to easily launch any of the SOE games you own. There will also be background patching while you are not playing. So if you havent played for a while, when you log in, everything will be up to date (think of how MS Windows does the auto update thing). There will also be linking of ALL you friends lists (past and present) for all games allowing you to see who is online (even if on another game). You can go invisibile if you don't want to be seen online by your friends.


Title: Re: Next Expansion: Rise of Kunark
Post by: Trippy on August 07, 2007, 12:39:41 PM
Huh? Freeport and Qeynos are on opposite sides of the continent from each other. How would merge them physically? Fold the continent in half?
All of Freeport being one zone and all of Qeynos being one zone.  Not Freeport and Qeynos being the same zone.  They are currently 8-10 zones each (more acutally with the crafting zones and etc...) which makes moving around them pretty painful.
Duh. Sorry.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 07, 2007, 12:50:04 PM
What I wrote originally wasn't very clear.  My bad.


Title: Re: Next Expansion: Rise of Kunark
Post by: Nebu on August 08, 2007, 09:55:08 AM
Quote
PVP:
* The topic of PvP came up and how to keep new folks joining the server from immediately getting slaughtered as they hit level 10 by the overpowered twinked level 14s with a billion AAs. Basically the dev said he was aware of the problem and is trying to think of ways to help such as making it easier to get purchased armor faster at lowest of levels and the AA cap was put in based on a players level. One thing he said they would NOT do was force players to level. Just not going to happen. Basically he said the PvP community needs to step up and protect the new folks.

PvP in an MMO is bad.  PvP tacked onto a PvE MMO is worse.  I was in the PvP beta prior to live and shouted this and MANY other problems from the rooftops.  Noone heard a word that I had to say... not that I blame them. 



Title: Re: Next Expansion: Rise of Kunark
Post by: Bandit on August 08, 2007, 10:51:37 AM
Looks like some interesting changes, may have to resub EQ2 soon enough.

Quote
Launcher:
* There will be a new launcher system that will replace the launchpad allowing you to easily launch any of the SOE games you own. There will also be background patching while you are not playing. So if you havent played for a while, when you log in, everything will be up to date (think of how MS Windows does the auto update thing). There will also be linking of ALL you friends lists (past and present) for all games allowing you to see who is online (even if on another game). You can go invisibile if you don't want to be seen online by your friends.

This is a strange one though, this is the exact same thing they announced last fan faire if I am not mistaken, must be one hell of a launcher.


Title: Re: Next Expansion: Rise of Kunark
Post by: Hartsman on August 08, 2007, 03:47:28 PM
This is a strange one though, this is the exact same thing they announced last fan faire if I am not mistaken, must be one hell of a launcher.

Internally, the rumor is that it fires gnomes.

No lie.



Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on August 08, 2007, 04:44:28 PM
/punt  :-D


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on August 08, 2007, 04:50:06 PM
NO! Not the gnomes!


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on August 09, 2007, 07:51:20 AM
Bring back the fetuspult, bitches!

Or...don't.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on August 10, 2007, 07:34:34 AM
Quote
Basically he said the PvP community needs to step up and protect the new folks.

Never. Ever. Gonna fuckin' happen.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on August 10, 2007, 08:45:50 AM
The PvP community needs to step it up and leave EQ2 so we can quit worrying about how things affect PvP in a game that's overwhelmingly PvE.

I'll leave the raid part out of it, though it does suck to have just endured a pretty hefty nerf to solo play to make SKs more 'attractive' to raid parties. I hate that exclusive 'you don't bring enough to the table' mindset. I play games to have fun with people I like, if that means I have a party of five wizards and a necro, great. If that means two wizards and four paladins, great. If that means a party of 2 rangers, rogue, monk, paladin, shadowknight, great. All regular groups I used to play with in EQ1.

I guess I didn't leave the raid gripe out of it. I really fucking hate raid gameplay.


Title: Re: Next Expansion: Rise of Kunark
Post by: Miasma on August 28, 2007, 08:42:18 AM
Are there any in game screenshots of the Sarnaks out yet?  I tried looking around a bit but couldn't scrounge any up.

Also I think I remember someone saying you could level from 1-70 entirely in the new expansion (the fairy one) fairly easily, am I right about that?  And if so what is currently the fastest solo leveling class?


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 28, 2007, 10:21:49 AM
There are screenies of Sarnaks but there is a lot of confusion about them.  Apparently there were two models shown, one NPC Sarnaks and one PC Sarnaks and additionally the PC Sarnaks had different head/jaw styles.  There might be some pics in the Expansions forum on the official board but you will have go look as I am at work.

I think you can go from 1-70 without leaving the EOF areas but I'm not sure why you would want to do that as there is a lot of good content out there.

I'm not sure about fastest leveling.  Not sure if there is such a thing, pretty much every class levels pretty quickly if you just focus on exp grinding but, that's pretty boring IMO.  Maybe Warlock with all their AoE spells can grind out green/blue hordes with little downtime?


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on August 28, 2007, 10:27:34 AM
Questing is far and away the fastest way to level and quests are not class/race restricted 99% of the time other than the obvious alignment-based/faction-based conflicts.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on August 28, 2007, 10:36:42 AM
From what I understand, the RoK content is 1-20 and 65-80.  Sarnak questlines will guide them to older zones.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 28, 2007, 11:25:15 AM
Questing is far and away the fastest way to level and quests are not class/race restricted 99% of the time other than the obvious alignment-based/faction-based conflicts.

Any class can do quest leveling though so, like I said, I think they all level pretty much equally when solo.  I've never been in any hurry to level but the time it takes to level is very dependent on the number quests available for where you are hunting.  Of course, you can always move to where there are more quests if where you are at is getting sparse.

If you really want to cheese level quickly you can run around naked and get high level zone exploration exp and then get some plat to buy collection quest components off the broker.  Then there is also getting someone high level to out-of-combat tank your mobs for you...


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on August 28, 2007, 11:31:04 AM
And if so what is currently the fastest solo leveling class?

Sort of depends on how much coin you have for twinkage. A properly upgraded conjuror or necro can solo incredibly well.

The other option are the melee dps classes who solo well regardless of upgrades. If you want more tank and a little less dps go Monk/Bruiser. If you want more DPS and less tank go Swash/Brigand. If you can afford the mastercrafted poisons, which really aren't all that expensive, you can nearly one-shot most solo mobs up to level 20 whenever the poisons trigger.

And I would disagree with Shiz, questing is NOT the fastest way to level if you're purely talking adventure level and not worried about AAs. Quests still don't provide enough exp for the amount of time you spend running around and are only worthwhile if the quest happens to be for the ideal mobs you should be hunting at a given level.

The fastest way to solo-level is still grinding on blue (near green) no arrow up or down mobs. Preferably in an area where there is a large spawn population. Decently upgraded up to level 50 you should be able to knock out a level in less than 45 minutes with vitality, scaling down the further below 50 you are, down to about 10 minutes per level up to level 20. Post 50 the curve changes dramatically.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on August 28, 2007, 11:57:23 AM
But there are almost always quests to kill those same blue mobs you are grinding on, or at least mobs that are surrounded by those grind mobs. Every large outdoor zone in the game has a solo quest progression that is good for at least 3-5 levels of advancement from quest exp alone.


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on August 28, 2007, 01:12:17 PM
I can see it depending on the area.  If you can get a bunch of quests that you can do in one spot (and this does happen a lot) then you can do them all while grinding but if you keep having to run back to town to get an update or wander across two or three zones then yeah, the time spent traveling will put a severe crimp in your speed.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on August 28, 2007, 01:42:47 PM
I can see it depending on the area.  If you can get a bunch of quests that you can do in one spot (and this does happen a lot) then you can do them all while grinding but if you keep having to run back to town to get an update or wander across two or three zones then yeah, the time spent traveling will put a severe crimp in your speed.

Cannot disagree. This becomes less of a mystery with every new alt one tries.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on October 17, 2007, 05:56:47 AM
The digital download link is up for Kunark. $40, includes the same junk you get in the store, and Kunark is a full all in one pack with all expansions AND all adventure packs.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on October 17, 2007, 08:04:11 AM
I really wish they'd make a download version with just Kunark. I can see making the inclusive pack for the shelfspace, but c'mon! Let's have some flexibility in pricing.

....maybe if it came with another character slot, two more for access pass members? ;)


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on October 17, 2007, 09:12:08 AM
Well, in the past the downloadable version has been the same price as the shelf version. But the download has been only the expansion with no extras while the retail box included all the expansions and had some kind of fluff premium housepet.

And none of the previous "all in one" packs have included the adventure packs, which have entered the recursive "nobody plays them because nobody owns them because nobody plays them" loop.

So either way this is a better deal than they've offered in the past.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on October 17, 2007, 09:26:06 AM
What's with the 140 AA levels?  70 in each line or is there a new AA line no one mentioned or are we storing AAs for the next expansion?


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on October 17, 2007, 09:32:06 AM
I usually just buy the digital download but the only EQ2 disks I have are the original and it is about time I got a full set.


Title: Re: Next Expansion: Rise of Kunark
Post by: Cheddar on October 17, 2007, 07:36:44 PM
The digital download link is up for Kunark. $40, includes the same junk you get in the store, and Kunark is a full all in one pack with all expansions AND all adventure packs.

Really, thats a grand deal.  I am getting pissed at LOTRO's crafting mechanic; evidently I am shallow.  This is beyond tempting.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on October 18, 2007, 05:56:00 AM
I don't think anyone knows what's going on with AAs. It says somewhere 70 in each line. But I think it might still be in flux. Up until recently we weren't getting any additional AAs. They've promised that we'll have two specs that we can switch between, which is a great idea, but really one of those things that sounds too good to be true. (Looks across the board at the wow tank thread.)

Spell consolidation won't be in and hopefully it will just disappear.
 


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on October 18, 2007, 06:43:29 AM
They shouldn't add AA points until they add more AA! As it is right now, AA really can differentiate characters, adding more points without anyhing more to spend them on just dilutes the whole process.

Also...level 80 cap. Oddly enough, I've seen people bitching about it. The complaint goes like this "Oh 80 sucks, everyone will powergame to 80 and then only have four dungeons to farm for the next two years" (going on the assumption the next expansion is like EoF and no level increase...and conveniently forgetting the new AA window, I guess). Yes, SOE, stop adding new content because the lunatic fringe will consume it in a month and then be bored again. Fuckin' mmogtards. Also, your game is apparently too easy for these idiots, too, when they create a fabled/mastered twink to stave off boredom.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on October 18, 2007, 07:31:32 AM
Spell consolidation is dead and the 70/70 AA plan is on. Anything else is  :nda:.


Title: Re: Next Expansion: Rise of Kunark
Post by: Soukyan on October 18, 2007, 08:17:23 AM
This is going to be quite a fun expansion. Apparently SOE has learned something in all their years of producing EQ1. Dare I say they're doing things right in EQ2?


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 13, 2007, 08:11:34 AM
And so the patching begins...

Here I thought by setting up the "download while I play option" I was getting ahead of the game...

Just logged on the laptop (which was fully patched) and it's bouncing between 23-38 hours. That's over a 1Gbps connection.

Guess I'll have to spend some time with the wife tonight damn it...


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on November 13, 2007, 08:40:21 AM
Weird. SOE said the servers would be down for 8 hours starting at 5am PST. Guess you can patch but not play. Either way, I never play the first day of an expansion so I will download tonight after work and play tomorrow.

What I find somewhat amusing are the reports out of beta (NDA lifted obviously) that RoK mobs hit a lot harder than what people are used to - EXACTLY like EQ1 Kunark. Also, the equipment is much more likely to have effects on it in RoK, e.g. +dps, +CA dmg, etc.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on November 13, 2007, 11:03:37 AM
They shouldn't add AA points until they add more AA! As it is right now, AA really can differentiate characters, adding more points without anyhing more to spend them on just dilutes the whole process.

Also...level 80 cap. Oddly enough, I've seen people bitching about it. The complaint goes like this "Oh 80 sucks, everyone will powergame to 80 and then only have four dungeons to farm for the next two years" (going on the assumption the next expansion is like EoF and no level increase...and conveniently forgetting the new AA window, I guess). Yes, SOE, stop adding new content because the lunatic fringe will consume it in a month and then be bored again. Fuckin' mmogtards. Also, your game is apparently too easy for these idiots, too, when they create a fabled/mastered twink to stave off boredom.

Apparently, they've streamlined the 20-70 grind too. Something else for the goofy-ass powergamers to bitch about.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on November 13, 2007, 12:34:37 PM
The new veteran rewards include +exp potions again. I imagine there will be some 80s quite soon. Travel is going to be a huge time sink in RoK, though. Empty your bags of all the junk you are carrying before you head out to the new lands. It is a long way between banks/brokers/vendors.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on November 13, 2007, 12:39:08 PM
Hartsman has been saying in post-NDA interviews that they've had to tune the XP down a bit, there were too may 80s way to soon.  But I'll take the XP pots, and the -25% housing cost.  Maybe I'll finally move out of my one room.

The first quest line in RoK, for 65+, is to start unlocking the flight paths around Kylong Plains.  Once that's done it should be too painful - depending on where the evac points are.


Title: Re: Next Expansion: Rise of Kunark
Post by: Soukyan on November 13, 2007, 04:06:24 PM
Travel is going to be a huge time sink in RoK, though. Empty your bags of all the junk you are carrying before you head out to the new lands. It is a long way between banks/brokers/vendors.

Just like Kunark in EQ1. ;)


Title: Re: Next Expansion: Rise of Kunark
Post by: Hartsman on November 13, 2007, 09:28:01 PM
Hartsman has been saying in post-NDA interviews that they've had to tune the XP down a bit, there were too may 80s way to soon.  But I'll take the XP pots, and the -25% housing cost.  Maybe I'll finally move out of my one room.

The first quest line in RoK, for 65+, is to start unlocking the flight paths around Kylong Plains.  Once that's done it should be too painful - depending on where the evac points are.

If that's the impression I gave, I really need to choose my words more carefully.  :)

We did the opposite -- Tuned the 20-70 experience requirement down to progress smoothly between the pre-20 Darklight/Faydark/Timorous experience, and the post-70 Kunark experience.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on November 14, 2007, 05:47:26 AM
Well I caught the boat and got a group in Karnor's and then ran around the dreadlands for a little while doing the dockside quests. It was laggy as hell, but a lot of fun.

They do seem to have screwed up the online purchasing thing. The station store listed only one option, which was Kunark and everything included. Their new "station launcher" had two options, one for just Kunark and the other for the all-in-one. But those of us who purchased from the station store got flagged for Kunark only.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on November 14, 2007, 06:33:08 AM
We did the opposite -- Tuned the 20-70 experience requirement down to progress smoothly between the pre-20 Darklight/Faydark/Timorous experience, and the post-70 Kunark experience.
Ok. Maybe you need a publicist :P What does this mean? We level faster 20-70 now? Is this all experience, combat only, or what? With combat exp turned off I was already levelling a bit too fast for my taste!

Maybe just a "Make me level 70/80/cap" button for the people who don't actually want to play through your game?

 :uhrr:
Their new "station launcher" had two options, one for just Kunark and the other for the all-in-one.
Really? Interesting.


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 14, 2007, 06:35:36 AM
I definately posted too soon. I guess the patcher just wasn't ready yet early in the afternoon.

I got home a little early yesterday and started patching around 4:30ish on my home PC. The patch was done around 5:15. Not bad at all. I was able to log in and start playing.

I spent a little time in Kylong doing the initial quests but it got a bit laggy and crowded (not to mention the mobs hit HARD) so went over to Loping Plains to do the quests there since I basically skipped almost all EoF content. Nothing worse than lag as a swashbuckler since the goal is to kill the mobs ASAP by chaining all your attacks together. Lag totally wipes that out and allows the mobs to beat on you longer than usual which is death for a swashy.

At the same time I started repatching the laptop and that was done about 30 minutes later.

All in all for me it was a perfect rollout. I'm not sure exactly what time the servers came up but I'm guessing I was on within at least the first hour of their being up and didn't have much of a problem at all.


Title: Re: Next Expansion: Rise of Kunark
Post by: Ixxit on November 14, 2007, 06:38:09 AM
Haven't picked this up yet, but a quick question:

If you want to re-roll and  start in Kunark,  do you have to roll a Sarnak or can other evil races start there as well.  Also can you start good races in Kunark at Firona Vie (or it's ruins) or something along those lines.

Sorry at work, so EQII players is blocked.



Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 14, 2007, 06:39:25 AM
We did the opposite -- Tuned the 20-70 experience requirement down to progress smoothly between the pre-20 Darklight/Faydark/Timorous experience, and the post-70 Kunark experience.
Ok. Maybe you need a publicist :P What does this mean? We level faster 20-70 now? Is this all experience, combat only, or what? With combat exp turned off I was already levelling a bit too fast for my taste!

Maybe just a "Make me level 70/80/cap" button for the people who don't actually want to play through your game?

 :uhrr:

I read it to mean exactly what it says...

Before the patch you would level to 50 and things would pretty much fly by. You'd hit 51 and things would almost hit a wall as you adjusted to the new exp rate. It seemed like it took basically the same amount of killing to do 51 to 60 as 1 to 50. Same thing happens again at 61 were it got REALLY slow to level. As in less than .1% exp per kill.

The way I read this now it takes exactly the same amount of exp to level 1 to 70 but instead of getting 5% per kill before level 20 and .1% per kill at 65 it is more balanced to be .5% - 1% per kill through the leveling curve.

My percentages are probably totally off but they server well enough as an example.


Title: Re: Next Expansion: Rise of Kunark
Post by: Simond on November 14, 2007, 07:21:24 AM
No more hell levels, then? :-P
Whoa, talking about hell levels & Kunark. I seem to be posting from THE YEAR TWO THOUSAND.


Title: Re: Next Expansion: Rise of Kunark
Post by: Hartsman on November 14, 2007, 07:28:57 AM
We did the opposite -- Tuned the 20-70 experience requirement down to progress smoothly between the pre-20 Darklight/Faydark/Timorous experience, and the post-70 Kunark experience.
Ok. Maybe you need a publicist :P What does this mean? We level faster 20-70 now? Is this all experience, combat only, or what? With combat exp turned off I was already levelling a bit too fast for my taste!

Maybe just a "Make me level 70/80/cap" button for the people who don't actually want to play through your game?

 :uhrr:

I read it to mean exactly what it says...

Before the patch you would level to 50 and things would pretty much fly by. You'd hit 51 and things would almost hit a wall as you adjusted to the new exp rate. It seemed like it took basically the same amount of killing to do 51 to 60 as 1 to 50. Same thing happens again at 61 were it got REALLY slow to level. As in less than .1% exp per kill.

Yep.  That's exactly the jumps that got smoothed - The ones that felt wrong.

Not precisely hell levels, per se, since the original EQ hell levels were "A place where goofy math(tm) related to the exponential term of the per-level exp requirement caused you to have one level that was incredibly long, followed by a second level that was ridiculously easy."  Basically, each tiering where the entire formula changed.  Changing exponents in an XP requirement is just a bad idea.

EQ2's were just linear jumps that were a little too vertical to feel right.


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 14, 2007, 08:23:20 AM

Yep.  That's exactly the jumps that got smoothed - The ones that felt wrong.

Not precisely hell levels, per se, since the original EQ hell levels were "A place where goofy math(tm) related to the exponential term of the per-level exp requirement caused you to have one level that was incredibly long, followed by a second level that was ridiculously easy."  Basically, each tiering where the entire formula changed.  Changing exponents in an XP requirement is just a bad idea.

EQ2's were just linear jumps that were a little too vertical to feel right.

By the way did you happen to tune guild level 30? I just went through that particular hell level basically on my own since my guild right now is basically just used as shared storage between myself, my dad and one other guy. I'm the tradeskill monkey so most of the leveling was done by me alone just as a by-product of running trade skill writs.

I think it took about 5 weeks to get through level 30. In contrast it took about 4-5 days to get through 31. Level 30 was easily 4x as much exp needed as level 31.



Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on November 14, 2007, 08:40:16 AM
EQ2's were just linear jumps that were a little too vertical to feel right.
Thanks for the explanation. I guess I either never noticed or there aren't any by level 42 :)


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on November 14, 2007, 09:03:38 AM
If that's the impression I gave, I really need to choose my words more carefully.  :)

Podcast 25.   :oh_i_see:


Title: Re: Next Expansion: Rise of Kunark
Post by: Murgos on November 14, 2007, 02:14:58 PM
Yep.  That's exactly the jumps that got smoothed - The ones that felt wrong.

Not precisely hell levels, per se, since the original EQ hell levels were "A place where goofy math(tm) related to the exponential term of the per-level exp requirement caused you to have one level that was incredibly long, followed by a second level that was ridiculously easy."  Basically, each tiering where the entire formula changed.  Changing exponents in an XP requirement is just a bad idea.

EQ2's were just linear jumps that were a little too vertical to feel right.

Good, maybe now I can get out of the 60's.  I had noticed with my mid-20's alt that one kill of a white solo con mob would be about 2-3% exp with the rest exp bonus, the same type of white solo con mob at 63 was much less than 1% with rest exp bonus (i.e. 2 or 3 kills to see a 1% change when you hover over the exp bar).

It was really starting to feel like a grind, enough so that I was considering not getting Kunark, now I'll check out the exp gain tonight and pick it up off the online store.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on November 14, 2007, 02:24:51 PM
Kylong Plains is a little tough on a Ranger at 66, but in a little under an hour I managed to finish about 5 quests, get my sokokar flying pet, about 40% xp and 2 AAs.

Looks like there is quite a bit of faction grinding to make the vendors at the outposts useful, but maybe not so much different from DoF.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on November 14, 2007, 04:22:08 PM
Just a note. I had problems with the pre-order not giving me all the adventure packs. They fixed whatever it was. Not only do I have them all, I was even retroactively given two pre-order gifts I missed out on originally. But if you order now, be cautious, because there are two Kunark packs one with everything and one without.


Title: Re: Next Expansion: Rise of Kunark
Post by: Soukyan on November 14, 2007, 07:13:14 PM
RoK is proving to be mighty, mighty fun thus far. Of course, I am not a level cap raider either, so that play experience may be different, but for the casual gamers out there, this expansion is continuing and building upon a well done MMOG. Nice work, EQ2 team.


Title: Re: Next Expansion: Rise of Kunark
Post by: Simond on November 15, 2007, 03:11:32 AM
Quote
get my sokokar flying pet
Wait, they've got the flying dragon-frogs that were only mentioned in passing in original Kunark?

 :awesome_for_real:

Question for Mr Hartsman: I know that Heritage Quests got nixed in favour of Epixx^^ for now, but is there a possibility of them getting patched in at a later date? My SK wants a Heritage Circlet of Shadow and/or Greenmist, Unholy Khukri of Rile.  :lol:


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on November 15, 2007, 07:30:02 AM
Wait, they've got the flying dragon-frogs that were only mentioned in passing in original Kunark?

Haha, yup.  They are kinda like the "pets" you get for doing certain collection quests, they are there but don't do anything.  With these, of course, that changes when you click the stone at a "sokokar" station, where you can fly to any other station you've visited once you have the pet.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on November 15, 2007, 09:13:00 AM
There is one known issue: none of the named in Karnor's Castle are dropping loot. Still, the zone has been packed the last two nights. It is true to the EQ1 version in layout and looks great. My group got a paladin Master from a regular mob. Of course, no paladin in the group and no active paladins in the guild so the winner will sell it for 60p+ (defensive stance worth a ton to anyone planning to raid at 80.)


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on November 15, 2007, 11:30:40 AM
Train to right exit!  :uhrr:


Title: Re: Next Expansion: Rise of Kunark
Post by: Morfiend on November 16, 2007, 02:25:04 PM
So, I have been considering picking this up again and giving it a try. I love games with very fast advancement and from the talk it seems like it is pretty damn fast now. Is that true? How much /played would you say it would take to cap now?


Title: Re: Next Expansion: Rise of Kunark
Post by: Signe on November 16, 2007, 02:58:15 PM
I'll install my expansion (which is still in the box) tonight or tomorrow and try and get re-motivated.  My mouse and keyboard both started to die at the same time which may have lead to my irritation with games lately.  I'm waiting for the third shoe to drop.  Wait.  You know what I mean.  Hopefully it won't be the computer or I may go all emo.  Anyway, my new stuff glows blue and makes me happy.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sauced on November 16, 2007, 03:01:21 PM
So, I have been considering picking this up again and giving it a try. I love games with very fast advancement and from the talk it seems like it is pretty damn fast now. Is that true? How much /played would you say it would take to cap now?

Not sure, really.  8 to 10 days?  All I know is, start in the new Kunark city.  Messing around with a Sarnak (can start with other races, fyi) for 1 hour and was 14.


Title: Re: Next Expansion: Rise of Kunark
Post by: Simond on November 19, 2007, 03:45:55 AM
FWIW, I've got a SK (high elf  :awesome_for_real: )which I've played very intermittantly - mainly when I've had a mini-burnout from both WoW & EVE at the same time - and she's currently at L28 with combat XP turned off otherwise I will start outlevelling large numbers of quests. Quite a few people advocate turning off combat xp at level ten and just levelling off of quest xp to maximise the number of AAs you get.

Tip: If you're starting from scratch, start in Gfay (Good/Neutral) or either Neriak or the Sarnak city (Evil/Neutral) and spend as much time as you can on Faydwer. The older the content is, the worse it is designed (eg Freeport is actually Hell in a light disguise :uhrr: )


Title: Re: Next Expansion: Rise of Kunark
Post by: DarkSign on November 19, 2007, 05:22:12 AM
How many Sarnak braids do I turn in to get to play this race? j/k  :awesome_for_real:
This should be pretty interesting. Once I come back to EQ2 I'm definitely going to try this race.


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 19, 2007, 06:51:12 AM
So, I have been considering picking this up again and giving it a try. I love games with very fast advancement and from the talk it seems like it is pretty damn fast now. Is that true? How much /played would you say it would take to cap now?

It really depends on your playstyle. For the average person soloing maybe 10 hours per week who is new to the game I would say around 10-12 days /played is about right if you use at least a couple spoiler sites to help with quest progression and letting you know where to head next.

One big factor is how often you play a single char. If you have vitality you level twice as fast as normal and Vitality only regens about 18% per day. Soloing it takes about 6 hours to go through 100% vitality if you are steady killing w/questing. In a group it takes maybe 1-2 hours to burn through 100% by grinding.

To give you a couple ideas from someone who's been playing for years. I've started 2-boxing now and have an SK/Inq combo that only plays w/ vitality and mainly does solo quest lines. They are both at 53 right now after about 34 hours /played. This weekend I also started up a Mystic and I'm using a 70 Swashbuckler to mentor down and powerlevel and with no vitality I got him to level 23 in about 4 hours. If he had vitality he'd probably be closer to level 28-30 by now.

With tradeskills if those are of interest the fastest leveling class is a Sage. By playing sporadically and only with vitality I've hit 70 with a sage in 28 hours /played.


If you (or anyone) really just wants to burn a char up to mid-levels let me know and start a character on The Bazaar server (it is an exchange server though so be warned.) I'll let you join up with one of my duo's and powerlevel you up a few levels.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on November 19, 2007, 08:11:18 AM
Sky would love Kunark if he was high enough to go there  :rofl:

It looks like they put a lot more thought into zone layout in Kunark. It took about 6 hours (although I did repeat many quests for guildies) to do quests needed to get the 20k Teren's Grasp Faction needed to use the city.  It is a nice city. I went to Fens, it looks like I am going have to grind the Risilian faction so the damn rhino guards don't slaughter me.  I can see quests I can't get because of the guards.

Are the Soko routes for Fens not in the game yet or am I missing something?


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on November 19, 2007, 08:23:46 AM
On the other end of the spectrum, there's me with 14 days /played on my level 42 SK. :) Turned combat exp off at 31.

Put in about six hours over the last few days, my baby Sarnak is a level 18 bruiser now. Some comments on the new expansion.

Gorowyn. Ouch. Who thought making a city more convoluted than Kelethin was a good idea. Playing a puzzle game just to get to a quest giver is not a great thing imo. Luckily, I played a bruiser, so I could just jump down to most lower platforms. And the sysreqs...are we going backwards here? I had to make a new graphics profile to load in before I go into the city, I call it 'crap'. Trying to play at my normal graphical settings, which would chug a little in Kelethin, but were otherwise solid...well, that led to slideshows and multiple CTD.

LoN. Hey, the client is now centered on my screen. Unfortunately, still displaying with a vertical res that can't display the cards in my hand (the bottom edge of LoN is off the screen). Also, multiple CTD.

UI. Big win for the UI folks, some nice additions there. The new combat music works.

Lewtz. Holy crap. Definitely the new place to be rolling evils. The loot is ridiculously good. I wonder if it's tuned for good drops right now or something, because I got an exquisite chest of a normal non-aggro mob (that was for my class, even, the lvl 20 Mend). Also got an LoN starter pack/2-booster drop. Not sure whether to open it and hope for an item or sell it if the market demand is still strong. LoN continues to vex me with unplayable resolution and CTD. But yeah, lewtz...some of the teen-level drops I'm getting have better stats than my level 42 SK's gear (mostly mastercrafted). The Treasured drops are at least old-world Legendary quality.

I also like the new seamless zones. There's one flight path that takes you over a stretch of Timorous with a big  shipwreck, and you can see another zone in the distance. I didn't swim out to see, but it looked like I could. Not sure how much they implemented that at the high end of the spectrum, but it looks to have good potential.

edit: Oh yeah. Got my new favorite weapon. I have a gnomish spanner with my SK that was my favorite weapon, so cool to bash things with a wrench. My bruiser got a bottle of liquor weapon from a quest yesterday (Excuse me....Deadly Bottle of Whiskey (http://eq2players.station.sony.com/items/item_profile.vm?itemId=206306)). Kthunk. As in TF2, I'm a bottle-basher in EQ2! Going to hate to give that one up, getting used to the blue bottle hanging from my hip.


Title: Re: Next Expansion: Rise of Kunark
Post by: Blackluck on November 19, 2007, 10:54:16 AM
Sky would love Kunark if he was high enough to go there  :rofl:

It looks like they put a lot more thought into zone layout in Kunark. It took about 6 hours (although I did repeat many quests for guildies) to do quests needed to get the 20k Teren's Grasp Faction needed to use the city.  It is a nice city. I went to Fens, it looks like I am going have to grind the Risilian faction so the damn rhino guards don't slaughter me.  I can see quests I can't get because of the guards.

Are the Soko routes for Fens not in the game yet or am I missing something?

They are scattered about, but yes they are in the game (there's one on the bridge down the road from the entrance, e.g., and another one at the 'crafting' area even further down the road) FYI, completing the first quest from the guy at the entrance to Fens will make the rhino guards non aggro (you're faction will be -39000, but that's good enough not to get killed.)


Title: Re: Next Expansion: Rise of Kunark
Post by: Horik on November 19, 2007, 11:29:39 AM


Lewtz. Holy crap. Definitely the new place to be rolling evils.

Kelethin-based good characters can easily get there, I've a level 11 High Elf Illusionist in Gorowyn right now. The only challenging thing was the run across Butcherblock to the dock/Sarnak area. You start -15000 apprehensive to Gorowyn so you can sell and get quests, the only drawback is that if your a good-only class there are no trainers there.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on November 19, 2007, 12:22:25 PM
Trainers are completely useless in EQ2. Well, not completely, they are good for the level 20,40,whatever fun spells. Who wastes money on AppII scrolls?


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on November 20, 2007, 06:54:36 AM
So I am finally starting to see some legendary items linked in guildchat and the level channels and it seems to me that SOE has done a good job avoiding horrible mudflation with Kunark. From what I can tell, mid-T8 Legendary is about on par with T7 Fabled from KoS. That is about how it should be.  However, there is some mudflation in Treasured gear. T8 Treasured tends to have effects on it (+spell crit, +in combat power regen, +CA damage) that make it interesting.

For example, is a T8 weapon with a 68DR and +40 CA damage > T7 Fabled with 77DR? Intuitively I don't think so but they could be very close. The bottom line is that if you are in the low 70s, it still makes sense to raid EoF at the margin.

There is one badly planned (or badly intended) issue woth RoK. The EoF Fabled class armor gives bonuses to specific CAs/spells. When you upgrade those spells, the bonuses no longer apply.

For example, the Templar Fabled set with 3 pieces grants 4 extra triggers of their T7 heal over time spell. 99.9% of templars that have EoF Fabled have this at M1. If they "upgrade" the spell to T8 they lose those 4 extra triggers. Looking at the berserker set, the bonus for 3 pieces is +100 threat to Outrage, our single target taunt. A beserker needs the M1 of the T8 version to beat that.

I have no idea if this is intended or not. In the grand scheme of things, it only affects 1% of the playerbase but it is a wrinkle.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on November 20, 2007, 08:07:39 AM
As I mentioned, the teen-level treasured is pretty nuts. It also has a chance to have those special effects, I've seen a few with +power or +health in-combat regen. Treasured gear with double-digit stat bonuses before level 20. I wouldn't start a new character anywhere else at this point, even if I liked EoF's newbie experience more overall.


Title: Re: Next Expansion: Rise of Kunark
Post by: UD_Delt on November 20, 2007, 08:10:58 AM
One good thing is the easy access from Darklight Woods to Timerous Deep. You now have both zones full of 10-20 quests and gear to pick from and a pretty easy 15-20 AA's just from following quest progression in both zones.

To get back and forth:

TD -> Carpet to SS -> Carpet to Darklight - drops you off right in the main quest camp in darklight.


Title: Re: Next Expansion: Rise of Kunark
Post by: Soukyan on November 20, 2007, 08:32:41 AM
One good thing is the easy access from Darklight Woods to Timerous Deep. You now have both zones full of 10-20 quests and gear to pick from and a pretty easy 15-20 AA's just from following quest progression in both zones.

To get back and forth:

TD -> Carpet to SS -> Carpet to Darklight - drops you off right in the main quest camp in darklight.

Nice tip. Will have to pop over to Darklight soon. I started an Erudite Coercer last night and am level 14 already and good god is this class fun to play. At least so far. So don't ruin my fun with tails of suckage in later levels.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on January 23, 2008, 09:51:50 AM
NECRO!

I just wanted to report on my first experience on probably one of the coolest RoK instances - as far as design anyway - Chelsith, home of the Yha-lei fishmen. The tweak on Chelsith is that not all the named are up every time you enter. There are three giant worm things that are there every time. Aside from them, there are 6 other locations where other nameds can appear, but only 3 will be up in any instance. This is good because the instance is not identical every time you run it. Yes, the difference is small but some variety is better than none.

The zone is reached by swimming underwater quite a bit in Jarsath Wastes, a level 75-80 outdoor zone that combines the Overthere, Skyfire Mountains and Burning Woods zones from EQ1. All the mobs in Chelsith are 81+. The Yha-lei are larger versions of the ones found in the Fens. There are also blobs that float well above the ground throughout the zone. These are amusingly referred to as "poo" by my guildmates. We also fought a giant blue frog named The Blue Baron.  The zone is impressive graphically. It has a swampy, sewery feeling to it but it not low-ceilinged at all. Lots of blues, greens, browns and yellows.

Chelsith is not a popular zone because the metal chest frequency is much less than other instances like Crypt of Agony, but if you get a metal chest then the legendary items therein are quite amazing. It is not unusual to see 2 Master spells drop from boss mob chest. That is unprecendentd in a heroic instance. Combine that loot uncertainty with the difficulty of the mobs and one can understand why it isn't popular as a PUG instance. Single pulling is also quite challenging and takes experience to do safely. The mobs hit hard: as a 77 zerk putting Intercept on our 80 guard, I could easily get bashed down to 40% health on the pull.  We did manage it quite comfortably with a single Fury healing, though. We never wiped thanks to our monk's group feign.

I won this from the giant brown goo called Mucus of the Deep One:

(http://www.lootdb.com/eq2/examine/-61520915)

The effect is a 50% bonus to riposte damage which is huge for a zerker with a base 8% riposte chance and a few riposte CAs.


Title: Re: Next Expansion: Rise of Kunark
Post by: Kirth on January 23, 2008, 11:10:26 AM
Nice, Chelsith is the former capital of the Shissar according to the lore, that reflected at all? Looking forward to visiting some of these places, I'm 74 now with 100% vitally due to diminished play time. I should prolly join a guild but been putting that off for the afore mentioned play time issues.


Title: Re: Next Expansion: Rise of Kunark
Post by: tazelbain on January 23, 2008, 02:48:34 PM
RoK was awesome for solo game but really kicks the group game in the balls. Basiclly requiring everyone to solo quest grind to 80 basicly killed the interest for those of us who like to group with our friends.


Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on January 24, 2008, 01:24:09 AM
I just joined a guild on AB and have been running COA/VOES after a raid just about every night.

I really like speed running COA with my monk, a mystic and a brigand friend of mine, usually a coercer and 2 randoms. (Did a 30 minute run a couple nights ago - one ornate chest for the 8 named in the place rest wooden.) The drop rate on masters is really horrid.

The ramp instances other then COA and VOES to an extent are really unforgiving. I've run maidens about 5 times, and sandstorm is a huge cockblock if you don't have a ton of DPS. Impaller is a horrid cockblock if you don't have a mystic with a poison ward, Sisters you really need a mezer, and Drusilla is just a really hard to time fight with her healing ability. I really need to look through my parses and see what she starts casting to put up an alert to stop dps. Then you have the great gear who is a pushover. The zone is bizarre. I like running it, you just need a "perfect" group.

I liked chelsith the one time I've run it, just a pain to get to the named. Having a hard time getting everyone in the guild keyed for korocust so I have only gone down there once.

As for raid instances have only done Tomb of Thuuga, cleared to the named a couple times and killed her Tuesday.

They really are making it hard to gear up spell wise for people. And even then the spells are not a huge upgrade.



Title: Re: Next Expansion: Rise of Kunark
Post by: Wahn on January 24, 2008, 09:47:42 AM
I really need to look through my parses and see what she starts casting to put up an alert to stop dps.

If you are using ACT (http://home.maine.rr.com/eqaditu/ACT/ (http://home.maine.rr.com/eqaditu/ACT/)) this might be helpful for building a custom trigger:

Code:
(?<attacker>Drusella Sathir) (?:begins to shield herself in a necromantic aura\.|is shielded in a necromantic aura!)

Drusella Sathir beginning to cast and completing her reactively healing cage. (30s+)

(From the ACT RegEx forum)



Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on January 24, 2008, 12:00:55 PM
 :heart: U.

Thanks.


Title: Re: Next Expansion: Rise of Kunark
Post by: Bandit on January 25, 2008, 05:55:24 AM
I came into the expansion with mostly fabled/legendary equipment - so I figured I wouldn't be able to upgrade equipment anytime soon. I wouldn't have even bothered to check the crafted gear, until someone linked a piece in chat. Wow! the mastercrafted armour is excellent though! Much better than any of the quest equipment I have seen thus far (now 77).  I got my full imbued melodic chain set for a total of 5 plat. The mitigation was not as high as my original gear - but the stats, especially the +combat damage, +spell damage are unreal.


Title: Re: Next Expansion: Rise of Kunark
Post by: shiznitz on January 25, 2008, 10:27:57 AM
The quest gear is mostly Treasured and kind of crappy, agreed. As a plate tank, equipment upgrades other than jewelry have been non-existent outside of instances.  Most of the stuff out of Labs is better than the solo quest rewards in KP, Fens and KJ. This is how it should be, though, or mudflation would be insane. I definitely find myself choosing between mitigation and a bit more dps quite a bit with RoK loot. I like that.


Title: Re: Next Expansion: Rise of Kunark
Post by: Sky on January 25, 2008, 11:11:57 AM
Mastercrafted armor got a boost in a recent patch. My poor solo wretches actually have some decent gear now.


Title: Re: Next Expansion: Rise of Kunark
Post by: Surlyboi on January 25, 2008, 12:30:29 PM
Yeah, I've been using MC stuff and it's solid.


Title: Re: Next Expansion: Rise of Kunark
Post by: Numtini on January 25, 2008, 06:25:04 PM
I just joined a guild on AB and have been running COA/VOES after a raid just about every night.

Don't suppose it's early EST? My time zone is killing me.


Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on January 25, 2008, 08:28:26 PM
Late night PST.  Raids start at 8 PST and end at 11 generally.  So run instances until 1 or so.


Title: Re: Next Expansion: Rise of Kunark
Post by: Furiously on January 29, 2008, 06:40:52 AM
did protector's realm last night cleared it through Coilfang. Fun zone.