• Welcome to Keepers of Fortitude - Saryrn / Bertoxxulous.
 
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - chingerz

#1
Starting a new thread because i might ramble on a bit!

My decision to hold off on Vanguard wasn't made with a great deal of personal experience with it. I logged on during the last few weeks of beta and it was sluggish on my system. Slow enough that I didn't care to go beyond level 3.  Video lag in the newbie are is just not acceptable.  I think Brad has great goals with the look of his game, but it's just unbelievable that something 1 week from release would have choppy audio playback at the character CREATION screens.

While I didn't play the beta all that much, I've kept up with some forums that tend to be more critical of Brad, and every other new game, but the forum crowd is something that should be used as a guideline more than something used as a final arbitor on a purchasing decision.  FoH is one of those communities that has been around for years, and is filled with posters that cross the spectrum of gaming, from jaded EQ beta types who learned to love/hate Brad in 1999, to the relatively new group that got into the market because of SWG/WoW and now Vanguard.  The general tone of the threads there is usually mature and honest criticism, but the modern gaming/internet world is filled with people (or pseudo people) that have an agenda behind their words.  It's good to read just to get an idea of what to look out for as you play, especially from a non-company source.

I have conflicting emotions about Brad and what he's done in EQ (and EQ2 to a lesser extent), and what he thinks about this sort of game.  I'm sure we all remember "The Vision" and how it's a great thing in press releases and web site blurbs, but how unfun it is to live under it in a virtual world.  When most of us started playing EQ, we were not trailblazers who consumed content at breakneck speed.  I started in March 2001, three months after Velious hit the market.  The journey from level 1 was fun, and most of us didn't care all that much about levelling as fast as possible, because the guild connection and a relatively plentiful server population made the slow level curve bearable.  We played in blissful ignorance not knowing that much of the high end raid content in Velious wasn't ready for players.

A great thing about these games is that the definition of 'beginning' and 'end' are left entirely to the player.  For the most part, someone can start years later and each game is new and fresh.  I've repeatedly read that Vanguard eventually takes away the ability to progress without grouping, and I think that's a tragic miscalculation based on what I saw happen in EQ.  Sometime in Luclin, EQ added the soulbinders in the original starting towns because they were mostly abandoned as people relocated to the moon. With Luclin self contained, nobody had much reason to visit the old towns besides the North Freeport market, and what was killed off with the bazaar.  My point about this is that over 5 years ago, EQ was forced to put features into the game to accomodate the new player, and that forced interdependence (getting a caster class to travel out of their way to the West Freeport gate to give a level 5 a bind) just isn't viable on a long term basis.  It's a lofty goal, but as we move forward in gaming, it just doesn't hold up.  Populations shift, newbie areas initially overrun with hundreds of people are empty, leaving the true newbie frustrated that they can't progress.  The average gamer is not some teenager with the free time to stand around sending tells to random strangers in order to beg for help.

Vanguard's initial design and early beta had all of the worst that EQ had to offer. Key highlights were corpse runs, lack of solo or small group options for tangible advancement, lengthy travel, and did I mention corpse runs?! I think Brad's ideas make for great copy, but fail to translate into an environment where people go to escape difficulty, and to be 'heroic' for a time.  There is nothing heroic in mechanisms that frustrate the player.  Corpse runs might have some rewarding factor, but I think it's a mechanic that should stay in our collective pasts, where EQ players can remind the new punks about their 'wasted' hours on Saturday afternoons rebreaking the Plane of Hate because some fool went too close to the north wall of the entry room.

Whoa, be glad I had to go visit someone in the hospital, or this might have been much longer!

Ultimately, players have demonstrated a willingness to tolerate some seriously flawed releases from Brad in the past.  My brief flirtation with beta was enough to tell me that he was going to do more fixing with subscription revenues rather than deliver a more polished product.  I understand that these online games are never done, but with 4 years of development, the people who pre-ordered the game shouldn't be getting screwed with server bugs and daily restarts.  What a great benefit for the early access they were given before the official 1/30 release date.

I'd wager that Vanguard will only get better as it ages, and might replace EQ2 as the best game of the genre that I'll never play.
#2
But I finished class skills yesterday!

#3
General Topics / LoY patch message 2-24-2003
February 24, 2003, 04:47:59 PM
February 24, 2003  5:00 am
------------------------------

*** The Legacy of Ykesha is now live! ***

As the afternoon heat grows, a trickle of adventurous folk can be seen moving through the rocky vales of the mountains called Stonebrunt.  These quiet lands, normally inhabited by panda bears and kobolds, are slowly becoming a throughway for heroes, mercenaries and adventures of all races.  Are you one of them?

And in Gukta tadpoles are growing into young Frogloks.  There is no doubt in the minds of the conquerors of Grobb that the new generation of their people will grow into strong and steadfast servants of Mithaniel Marr, worthy of his respect.  Will you be one of them?

OOC:  Have fun with the new features, the new race and the new zones.  Thank you for playing EverQuest.



** Gameplay **

We've adjusted the entry requirements for some Planes of Power zones.  Several of these zones required each character to complete a quest before gaining entry.  We've relaxed this requirement somewhat as follows:

* A raid with 32 or more members can enter a locked plane provided that 85% of the raiders have finished the entry quest.  This means a raid group can bring along some friends who haven't completed the quest.

* Characters who haven't done the entry quest must stay with their raid while they are in the locked zone.  If these characters leave the raid for more than three minutes, they will be transported out to the Plane of Tranquility.

* Using this method does not grant permanent access to the locked zone.  If a character wants permanent, unescorted access to a locked zone then they must still complete the quest.  The goal of this change is to allow raiding groups to bring along a few friends who haven't been able to complete the quests, but still wish to help with the raid.

- Several of the flagging events will now only give out a maximum of 72 flags each time they are completed.
- The dialogue boxes for resurrection and translocation will remain for 5 minutes instead of 1 hour.
- Increased the maximum number of members on ignore and friends lists to 100.
- Made some adjustments to the Halls of Honor alternate entry quest that should make it more friendly.
- The horse buff icon will no longer show up for characters using non-Luclin models.


** Interface **


- Containers now close after zoning.  This prevents a bug that was causing the same container to be opened twice.
- The rogue hide message "You have moved and are no longer hidden!" is filtered as a "skill" message and not an "other" message.
- Fixed a bug that was causing the spell effects opacity slider to always return to 0% when logging out to the desktop.


** Items **

- Happy Dragon should no longer use a charge when the target is out of range.
- The inventory icons for Trydan's Greaves of Nobility, Deathwatch Sword and Wetfang Steak have been corrected.
- Corrected the name of the Drakescale Covered Tunic (was Drakscale Covered Tunic).
- The Manicle of Disruption has been renamed Manacle of Disruption.
- See above for Vorshar's Manicle of the Blight.
- Corrected the spelling of Golden Idol of Rodcef Nife.
- The Rantho Rapier is now a piercing weapon, not a two-hand slashing weapon.
- The Wand of Mana Tapping is no longer labeled as usable in the secondary hand (since it is Enchanter only and could not be used there anyhow).


** Quests **

- Made a change to the way Planes of Power spell quests work. All spells usable by more than one class are now obtained from the same level quest.  If a spell is level 61 (Ethereal) for one class and level 65 (Rune Word) for another, both will have it as a reward on their Ethereal quest.
- Corrected issues with the quest from the Iksar Hermit.
- Corrected a grammatical error in some of Bolli Hillfoot's text.
- Marshal Anrey should be more responsive when talked to.
- The "Bag of Troll guts" is now dropping off of the correct NPC.


** Zones and NPCs**

- Removed the ability for PCs to bind in the upper tier Planes of Power zones.  Binding is allowed in Plane of Knowledge and Plane of Tranquility.
- The entrance to the Plane of Fire now requires the appropriate keys for entry.
- Gods in the elemental planes now have fixed respawn regardless of zone outages.  If the god in an elemental plane is up when the zone comes down it will still be up when the zone comes back up.  If it has two days left before its respawn when the zone comes down it will still respawn in two days.
- Prior to this patch Rallos Zek was changed, he no longer allows anyone he dislikes to stand above the arena.
- Removed a "safe spot" from the Plane of Disease.
- NPCs in the Plane of Justice can no longer be affected by Fear spells.
- Fixed an issue with some level 10 NPCs in the Karanas having about 400 times the hit points that they should.
- Denizens of Aerin`Dar's lair will no longer be getting angry at folks just because they are stomping around on the ground above the lair.
- Puslings now understand how to "enrage" properly.
- Creatures in Fungus Grove will be less likely to ignore people shooting them from a distance.
- Mature Arboreans are now plants.  Just don't call them that to their faces.
- Giant Whiskered Bats in the Qeynos area no longer drop rat skulls.
- Dalin Greskar has given up his hobby of trying to sell blacksmithing gear that he doesn't have and has gone legit with pottery supplies.
- Corrected a typographical error in some of Tarnic McWillows speech.
- Firon Dernkal will no longer add a random "t" to the end of people's names when talking to them.
- Corrected an error in Eirod Haerod's text.
- It seems as though the troll sent to retrieve the Forge from fallen Grobb has returned with Forge in hand.
- Corrected an issue with the respawn of Fennin Ro.
- A Kromzek spy will no longer give a "beta neutral" faction hit when killed.


** Spells **

- Fixed a bug that prevented the owners of charmed warders from controlling or re-summoning their warders after the charm breaks.
- Disinfecting Aura has been changed to no longer cure poisonous effects.  It will now cure disease effects with much more potency.
- Fixed a bug that was causing Bind Sight to fail to land if the recipient had exactly 15 other buffs.
- Convergence should not eat its component as often on some types of spell failures.
- Corrected the spell book icons for several Enchanter spells.
- Shadeweaver port should no longer place you beneath the world.
- In a previous update, we added a message when a person recasts a charm spell on their charmed pet.  Recasting charm on an existing pet did not actually re-charm the pet, it just failed silently and appeared to succeed.  The new message is now displayed intentionally in these cases.  This is not a bug.


** Miscellaneous **

- Attack text for the Vah Shir when punching now says, "punches" instead of "hits"
- Fixed a bug that was causing the reduced statistics to not update properly when the character has low hit points or is encumbered.
- Fixed a bug that caused some sale prices for items in the Bazaar (mostly those with a lot of 9s) to be invalid.
- The /guildmotd command has been modified.  Guild leaders and officers can now use this command to set or clear the guild Message of the Day.  There is a new command, /getguildmotd, that can be used as an alternative to viewing the Guild MOTD in the Guild Management Window.


** New and Changed UI Files **

Animations
Bodytintwnd - NEW
Cart01.tga - NEW
Cart02.tga - NEW
Cart03.tga - NEW
Cart04.tga - NEW
dragitem25.tga
dragitem26.tga - NEW
EQUI.xml
Editlabelwnd - NEW
Gemicons01.tga
Gemicons02.tga
Groupsearchwnd - NEW
Groupwnd
Guildmgmtwnd - NEW
Inspectwnd
Inventorywnd
Maptoolbarwnd - NEW
Mapviewwnd - NEW
Selectorwnd
Shortdurationbuff
Windowpieces04.tga
#4
General Topics / blah
December 25, 2002, 12:18:50 AM
so who noticed that the time on the board was off by 1 hour for a week?

i am posting from the future!
#5
General Topics / PoP is live
October 21, 2002, 02:33:28 PM
October 21, 2002 3:00 am
------------------------------


*** Planes of Power is now Live ***

Welcome to the Planes of Power. Of course, if you haven't purchased the expansion you can do so at our online store at //www.everquest.com. If you have, prepare for adventure beyond Norrath and into the realm of the gods. We hope you have fun.

One of the new features included in the Planes of Power is a new way for NPCs deal with Player Characters. It allows NPCs to recognize certain actions taken by player characters. This may mean that an NPC will not be interested in talking to you until you've accomplished a certain task or until certain events have occurred. So some NPCs may not have much to say to you upon your first meeting, but might be more talkative later. This can also apply to events and locations that might react differently to a character that has accomplished a task than to one that has not.


** Important Notice about unspent Alternate Advancement points **

With this patch any character with more than 30 unspent AA points will have those points deleted when they log in.


** Patch Information **

- Reduced the maximum NPC level that Harmony can affect
- Fixed a bug with the bard epic effect and singing stacking


** Raids **

The Raid functionality has been added. Here is a brief overview of the Raid system.


In the past, experience on raids would generally go to a single group or a few groups. The group doing the most damage would get the experience on any given kill. But, that has been changed by a new Raid feature.

The Raid system is intended to aid in the formation and organizing raids and make looting on raids a little more manageable. It allows a certain amount of experience to be shared among all members of a raid. The basics of the system work very much like grouping has always worked. The Raid Leader is the leader of all the raid groups and the group leaders remain leaders of their individual groups.

Alt-R or /raidwindow will toggle the new Raid Window. This window works much like the group window. You can invite people to the raid (if you are the raid leader) and see a list of the folks in your raid, along with the status of those members (Raid Leader, Group Leader or raid member - which shows with no rank). It also shows you the group number of the individual members.

Only Raid Leaders and Raid Group Leaders can invite people to a raid. This is done with the Invite button on the raid window.

If a Raid Leader invites an individual (someone not in a group), that person joins the raid as a Raid Group Leader. If the Raid Leader invites a member of a group, the entire group joins the raid, and their group leader becomes a Raid Group Leader.

A Raid Group Leader can invite people to their group, thus inviting them to join the raid group as well.

Only a Raid Leader can remove someone from the raid. He or she does so simply by clicking on the character's name in the raid window and clicking the Disband button (also in the raid window).

Being removed from your group (using the normal grouping features) will not remove you from the raid.

You can remove yourself from the raid just by clicking the Disband button in the raid window.

Just like groups, raids have their own chat channel. /rsay works for the raid just as /gsay does for groups. Just like group chat, you can set this to be your default channel for a given chat window by choosing it from the right-click Default Channel context menu.

Experience for killing NPCs will be distributed to all members of the raid that are within range. However, the experience given will be smaller than the experience that would be earned by a single group. Generally, unless you are fighting NPCs that require a raid, you will still be better off earning experience with the old fashioned six-person group.

Raids will definitely allow for larger than traditional groups, however, much of EverQuest is designed with the six-person group in mind. Adding a small number of people to a given group will allow this "oversized" group to gain experience. However, we recommend that once a "raid" of ten or more people forms, a second, traditional group split off and adventure on their own.

The Raid Leader determines the looting permissions for any NPC killed by the raid. There are three types of looting that the leader can choose from (though the Raid Leader can always loot NPCs killed by the raid).

1. Only the raid leader can loot until the corpse opens up for all
2. Only the raid leader and raid group leaders can loot until the corpse opens up
3. Raid leader chooses up to 9 other raid members that can loot until the corpse opens up

Please note that altering loot permissions only applies to NPCs that are killed after changing this setting. See the command list below for more information about setting raid loot permissions.

When an item is looted by a raid member, a loot message is sent to all members of the raid.

Summary of Raid Commands:

- /raidwindow - toggles the raid window
- /makeraidleader [name]- reassigns raid leadership - Optional argument, name of raid member to be new leader, or you can just target them. If you type a person's name, that name is used instead of your current raid window target.
- /raidinvite - invites the current target to the raid
- /raidaccept - accepts an invitation to a raid
- /raiddecline - declines an invitation to a raid.
- /raidremove - removed the current raid target from the raid
- /setloottype <#> - sets the raid loot type - Takes one number argument: 1, 2, 3.
- /addraidlooter - adds a raid member as an early looter to all future corpses - Target a raid member in raid window.
- /removeraidlooter - removes a raid member as a possible looter from all future corpses - Target a raid member in raid window.
- /rsay - Sends a message to all members of the raid
#6
General Topics / Patch Message for Sept. 26, 2002
September 26, 2002, 02:25:01 PM
As of 9am Central...

QuoteSeptember 26, 2002  3:00 am
------------------------------

** Planes of Power Pre-Order Bonus **

If you pre-order the PoP expansion you will be able to purchase the Planes of Power original soundtrack CD for just an additional $4.95.


*** Important Notice about Alternate Advancement ***

- When a character has 30 or more AA points, they will receive a red message stating:

Warning: You are currently over the earned Advancement point limit of 30. Please spend some of your stored AA points. You will not be able to earn further AA points until you have fewer than 30.  On October 21, 2002, all points over 30 in your AA pool will be deleted.

It seems appropriate that Advancement points earned prior to the release of Planes of Power be used for abilities from earlier expansions.   In addition, many of the Luclin abilities are pre-requisites for Planes of Power abilities.  When the servers come up on October 21st, all unused Alternate Advancement point pools over 30 will be wiped.


** New Spell Effects **

We are implementing a few new spell effects using our new particle effects engine with this patch as a way of easing into the new system.  The new effects are faster and give you more control over how they look.  We have changed the Display Options menu to accommodate these new options.

On the Display tab of the options window you will now find four options regarding particle effects.  The first three, listed under Spell Particles are Near Clip Plane, Density and Opacity.  These are the options for controlling the new particle effects.  They will not change the old particle effects.  The old particles are controlled using the Other Particles option.

Note on Near Clip Plane:  This option chooses how close to you particles cease to be visible.  So Near allows particles to be seen right up to the character.  Farthest will clip out particles near the character and only show those at the 'farthest' distance.

Note on Opacity:  This feature works at all settings for cards that support TnL.  For other cards setting Opacity to 0% will turn off the effects and any other setting will show them fully.

We'll leave it up to you to discover which spells have the new particles...


** Alternate Advancement **

- Beastlords now have access to the Mend Companion ability.
- Beastlords now have access to three unique class alternate advancements.
- Permanent Illusion used with Wolf Form should no longer result in a wolf tinted by the Enchanter's robe.
- Updated Finishing Blow -
 "This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. The first level works on NPC's below 50, the second on NPC's below 52, and the third on NPC's below 54. (Non-Warriors must first train one level of Combat Fury to use this ability.) "
- Improved Combat Fury for non-warriors to give more value to the points spent after level 1.



** Spells **

- New Druid and Shaman heal spells are available.
- The "Your XXX Spell Has Worn Off" messages for DoT spells will now go to the right character.
- Illusions that are of a character type that can't wear armor, such as werewolf, will no longer cause the character to be naked when the illusion drops.
- Fixed the Illusion wolf form swimming animation.
- Shaman and Beastlord Shrink spell has had its location restriction removed.
- The outcasts of Echo Caverns have deciphered new magics that allow Dark Knights to channel the essence of terror into their enemies minds.  While their initial findings have proven very powerful, rumors exist of even greater magics that might channel the nightmares of Terris Thule herself into the minds of mortals.  Where that power might be found is not yet known.


** Items **

- Items that grant bonuses to bandage skill should be working now.
- Guise of the Hunter no longer makes the user appear to be naked.
- Validus Custodus Battle Axe no longer looks like a bard mandolin when equipped by a pet.  


** PvP Servers and Gameplay **

- The recent resist changes have been adjusted for PvP.  They will not be exactly as they were prior to the resist change, but they should be reasonable now.  Please let us know if you feel they need further adjustment.
- Player characters will no longer lose experience in the Arena areas on the Sullon Zek server.
- A player character can no longer tell his pet to attack another player's horse when not on a PvP area or in a duel.
- Kael, Skyshrine, and Thurgadin on Sullon Zek no longer have the newbie protection code active.
- Players should once again be able to use level-restricted clickable buffs on the Sullon Zek server.


** Pets **

- Improved Beastlord pets to scale more reasonably with the level of the Beastlord after level 40.  This also puts them into line with the last round of pet balancing, which did not improve beastlord pets at the time.


** Horses **

- Locate corpse songs/spells should now work on horseback.
- Detect traps should also now work on horseback.
- Fixed a bug that was preventing manipulation of inventory items if a character died with coins on the cursor.
- Invisibility on horseback should now make your horse invisible to NPCs as it does the rider.
- Zoning with Levitate/Levitation and horse no longer causes the levitation to fail.
- Fixed a bug that would cause the horse 'buff' to disappear when zoning in some zones.
- Player characters on horseback can now be hit by various missiles, such as arrows, thrown weapons or the various bolt spells from PCs and NPCs.
- Call of the Hero should no longer put people under the world when the caster is on horseback.
- Dragging a corpse while on a horse will no longer cause the corpse fall under the world.
- You can now right click on spells to arrange your spell book when on a horse.


** Zone Specific **

- We believe that we fixed the major source of lockups caused for players in certain zones such as the Great Divide and Shadowhaven.
- Hierophant Oxyn in East Cabilis will be showing up again.


*** The Following User Interface Files have been changed with this patch ***

Updated:
equi.xml
equi_aawindow.xml
equi_optionswindow.xml
 
New:
equi_gemsgamewnd.xml


** User Interface **

- The New User Interface will default to ON.  Officially, it is now just The User Interface and the other interface is now the Old User Interface.  :)
- The Fade to Transparency option should now affect all bags.
- PC/NPC name on/off settings will now be saved when leaving the game.
- CTRL key being pressed while looking up or down no longer creates a cycle of constant panning up or down of the camera.
- Wrapping in the middle of the first word in an Item Tag no longer causes all text from then on being included in the tag.  
- Fixed bug with Item Tags for items that contain comma's in their name.  
- Pet sit button will now change to stand button if the pet is already sitting.
- Added Item Tags to list of buttons in the Chat Options page, you can now change the color of the tags.
- Item Tags now appear as part of the standard "You have looted an X" messages.
- Hair should no longer disappear in Character Creation of Female Ogre with Luclin models on.
- The Tracking window selection color is no longer the same as a yellow con mob.


** Miscellaneous **

- Fixed a bug with /hidecorpse making corpses invisible, but still be targetable.
- /Gems is now available in both User Interfaces.


** An Ancient Arises **

Deep within the recesses of a cave yet unknown to the world at large, a dark, menacing figure parts with the slumber that has kept him silent for ages. The eyes of a magnificently ominous beast pierce through the darkness, his memories flowing freely once more. In the depths of this beast's mind sparks the knowledge that his prophetic savior has been released from the ancient magiks of time, let loose upon an unsuspecting world where the kin shall once again reign supreme.

"My master's shackles have been trounced, and so it is written that in this world that has been so deftly overrun by pitiful mortals, he shall bring power back to those of the scale." The deep rumbling voice of the beast lingers throughout the cavernous hideaway, the barely distinguishable figure of a mighty lizard moves through the stone and dirt and dust as if to leave the gloomy surroundings and find his place once again upon Norrath proper.

"For far too long have I been a prisoner to the overwhelming might that kept me in a state of secluded sleep; for far too long have I been victim to the ancestral elemental forces keeping my master at bay. Now I awaken and bring life back to the disciples; now shall the lifeblood of the Four once again spread the word of prophecy!" The footsteps of this great beast are slow but sure, moving through the depths of the gaping mountain retreat towards the surface. Along the walls, pebbles and stones that have remained dormant for years crumble and crack, falling to the ground as the immense beast walks past.

A maze of dead ends and broken paths twists and turns in the expanse beyond the figure's resting place.  The skeletons of those who had tried - and failed - to make their way to him in the years he spent in forced slumber remain, tumbled landmarks of heroes long lost. Slowly he moves, his reptilian eyes darting back and forth looking for any meager meals that may still be available. As he proceeds, he steps atop a mighty echelon, overlooking the bodies that could not defy the magical properties of the cave; fools of mortal thought, incapable of fathoming the power that lay beyond them. "Time has been good to you, my faithful warren... let us both pray that I no longer need you. The time for the revival is at hand."

#7
linkage

this speaks for itself
#8
General Topics / May 8, 2002 Patch Message
May 08, 2002, 04:04:16 PM
So much for the scientific method...

Don't quote the whole thing if you reply, since it's already pushing the post size limit.

May 8th, 2002.  3:00 am
------------------------------

** Items **

- We've made some changes that will cause a few proccing items to be out of charges after the patch.  Players with such items will need to petition and ask a GM to swap the item out with a new one
- Focus items using the "Naki's Pernicity" effects should now be working as intended
- Focus items that affect a spell's duration should now work for clickable items
- It should be impossible to equip an item that will reduce your hit points by more than your maximum hit points.  Also, hit point reduction items should not lower hit points below 1
- Tinkered Compass now adds the appropriate bonus to the sense heading skill
- Hit point bonuses on food items should be working


** Spells **

- Higher level familiars should once again survive when their masters go invisible, Abscond or Evac
- Fixed a bug that was preventing the Lesser Familiar mana regeneration component from working
- Familiars no longer cause damage to their master upon death
- Familiar buff remains after the caster uses the /pet get lost command to remove the visual representation
- Torrent of Fatigue should be working properly now
- Allure of the Wild has had its level cap raised to make it a useful upgrade
- Umbra has been improved to give a slightly higher AC benefit
- A character can no longer trade with an NPC when invisible.  Character must turn visible before starting the trade
- Characters can no longer scribe a scroll that they can't cast due to deity restrictions
- Invisibility should now remain after a link death
- Theft of Thought will no longer give mana when cast on PC classes that do not have mana (in PvP or in a duel)
- Drain/Share spells can no longer be cast on players on blue servers, and can no longer be cast on group members on PvP servers.  Spells Affected: Succession of Shadows, Crippling Claudication, Mind Wrack, Degeneration, Zevfeer's Theft of Vitae, Torrent of Hate, Torrent of Fatigue, Torrent of Pain
- Spirit Armor scroll no longer lists Shadowknights as a class that can use it (they couldn't anyway)
- Bard AE songs now have vertical limit of 50 feet. This is also the case for Mass Group Buff
- Gating and porting while in tree form should no longer cause crashes
- Removed all "Begins to cast X spell" text from procs
- Resurrection request box will now reset if you open another window while it is up, preventing a problem where a character is unable to be resurrected if he has the res box up and he loots a mob or opens a trade window
- Fixed a bug with lifetaps that would cause people around a lifetap to see, "You feel drained..." instead of "Fippy feels drained..."
- Issues with Healing seeming to be delayed have been fixed (see Spell Filters)
- Fixed a bug that was causing "soandso's song ends" to show up as "he's song ends" if the bard was targeted, "it's song ends" if not targeted
- Divine Glory received a small upgrade to make it more in line with the spell series


** Spell Filters **

- Issues with healing seeming to be delayed should be fixed.  The problem was with filters that allowed players to ignore spells that were hitting them.  The following changes were needed to fix this issue
- Player characters will now always see spells that hit them and spells they cast
- Players with the Group option set for PC spells will see the start spell casting messages for people in their group and they will also see when member of their group are hit with spells
- Players with the ALL option will still see all PC spells and spell hits


** Spell Stacking **

General stacking changes:  Some buffs were not being allowed to stack which now will stack, and other buffs were being allowed to stack which should not have.  

For example, many stacking problems with spells that have a See Invisible or Levitate component are now gone (e.g. Dead Man Floating), while a number of stacking exploits that granted too much regeneration, too much offense (ATK), too large of a damage shield, or too many hit points have been fixed.   Here are some of the details:

- Vision abilities (natural or spell-granted) should no longer cause spells to fail to take hold
- Bard songs should in general overwrite fewer spells

- Harness of Spirit no longer stacks with spells that grant Strength or Dexterity boosts.  It was never intended to do so
- Harness of Spirit and Avatar should now stack properly
- Call of the Predator and Warder's Protection should no longer stack
- Arch Lich should no longer overwrite innate racial vision abilities
- Levitate and Dead Man Floating should no longer conflict
- Dead Man Floating should no longer conflict with any vision abilities (natural or spell granted)
- Spirit of Eagle should no longer cancel Levitation/Levitate spells
- Fixed a stacking exploit with Armor of Protection and Armor of the Risen
- Focus of Spirit should no longer overwrite Visions of Grandeur
- Focus of Spirit should now stack with the Whistling Fists effect
- "Circle of" Druid spells should no longer stack with their Resist counterparts.
- Shroud of Spirits and the Cloak of the Akheva should stack properly now
- Cantata of Soothing should no longer overwrite Clarity spells
- Cantata and Chorus of Replenishment should no longer overwrite Acumen
- Bladecoat no longer overwrites Clarity II
- Lower level druid group buffs should now be less likely to overwrite higher level buffs
- Avatar and Force of Nature will no longer stack
- Ancient Feral Avatar should now stack properly


** Alternate Advancement **

- Improved Familiar should now be better than Greater Familiar
- Fixed a bug with Permanent Illusion that was causing the caster to see his illusions drop when zoning, even if others continued to see the illusion
- Trolls and Iksar no longer receive double regeneration ability from AA abilities
- The Archetype skill Casting Deftness will no longer supercede the Class specific Quick Buff casting time reducing skill.  Note that at this time there is a maximum benefit to casting time bonuses of a 50% reduction
- Casting deftness was changed to reflect the increases presented by the in-game help (5, 15 and 25%)
- Turn Summoned should now work on all summoned creatures, not just pets.  The text should correctly say that there is only one level for this ability
- Improved Reclaim Energy now works with the epic pet
- Fixed a crash bug caused by Call Corpse
- Alternate Advancement abilities that affect a spell's duration should now work for clickable items
- Quick Summon should now work for Call of the Hero and Manifest Elements
- Quick Summon also changed to match the benefits presented by the in-game help


** Skills **

- Increased the velocity tolerance for the Hide skill.  This may slightly improve the functionality of the Evade skill
- Poison should no longer be interrupted
- Sneak only breaks when a character is hit, not when he hits someone
- Fixed a bug that was causing a problem when Pick Pockets was used before Beg had refreshed.  Beg and Pick Pocket use the same timer, so now using Beg or Pick Pocket will cause both buttons to gray out
- A message is now displayed and skills are properly reset when a rogue breaks sneak and/or hide because he is looting a corpse
- Beastlords should function like other hybrids when casting in melee


** Zones **

- The Hole now uses Kunark-level Mez/Charm/Taunt rules
- Petrified humerus should now be available
- Zones where mounts cannot be summoned will now remove mounts when they enter the zone
- High level NPCs can now be taunted in Cazic Thule
- Random frame lag in Guktop and Oasis should be fixed
- Fixed a pathing problem in Tenebrous Mountains
- Fixed a pathing bug in Paludal Caverns
- Fixed pathing exploits in Chardok
- Fixed a pathing exploit in Cazic Thule
- Fixed a pathing exploit in Acrylia
- Fixed a pathing bug in the Tower of Frozen Shadow
- Fixed a pathing bug in Fungus Grove
- Fixed a spot where characters could get stuck in Twilight Sea
- Moved the Permafrost 'safe point' closer to the zone line
- Addressed an issue with an aggressive NPC that appeared outside of the Arx Building in Sanctus Seru
-Modified the Vyzh`dra the Cursed spawn trigger to make the various incarnations more accessible
-Modified several NPCs in the temple of Ssraeshza to address the disparity between melee and caster effectiveness in the zone


** Quests **

- Adjustments have been made to the 8th Coldain Prayer Shawl quest
- High Priestess Alexandriana should be working properly now


** Tradeskills **

- Added over 1,000 new tradeskill recipes for all levels of skill, along with many recipe books.  A few of the vendors of Norrath might be able to get you started on your way
- Added Mortar and Pestle to a Thurgadin merchant
- Rubbing Alcohol is now available from a vendor in Thurgadin


** Guilds **

- Fixed many bugs with the guild system, for example:  GMs can now rename guilds without the need to destroy and recreate them, guilds can have names that share the first 15 characters with another guild (they couldn't before) and people should no longer experience random guild kickouts when a guild on their server is deleted/reformed.


** Pets **

- A character may now have a horse, a pet and an Eye of Zomm at the same time
- /pet attack range has been limited to prevent its use as a targeting tool.  Asking pets to attack targets outside the range will generate a "not a legal target" message
- Pets will once again tell you who they are attacking by sending its master a /tell
- Pet attack animations should now be working for all pets


** Chat Channels **

- Players can specify a chat channel as their default channel using the /channel commands (e.g. /channel chat mychannel)
- The 'old' method for setting the default channel is also now saved in the INI file
- Kick and Invite should be working for chat channels


** Horses **

- Potions now work while on a horse
- Skeletons can now ride horses (meaning: PCs should be able to mount and ride horses while changed into a skeleton)


** Miscellaneous **

- Fixed a bug that was causing the AFK flag to sometimes not be visible to players entering a zone after it was turned on
- Made some adjustments to factions to make Beastlords, Druids and Rangers (as well as small adjustments for Vah Shir) a little better liked by animals (those that don't adhere to a faction)
- No updates are sent when the player character is not moving, saving resources.  We've also increased the rate that position updates are made by moving player characters, using up some of those saved resources but making movement a bit smoother
- Stationary NPCs should no longer warp when they aggro/summon
- NPCs who shout names while they Death Touch should be fixed
- Teleports arriving in some zones should spread the arrivals out a bit more.  Affected zones are Nexus, Skyfire, Emerald Jungle, Butcherblock Mountains, South Ro, Greater Faydark, Tox, North Karana, West Commons and Lavastorm
- Fixed the bug that was preventing players from seeing the "your spell is interrupted" or the NPCs spell interruption message
- Fixed the issue with boats depositing players at the safe point of the zone after zoning
- Fixed the strange floating NPC bug (seeing NPCs floating in the air after zoning)
- /cry is now working
- /consent %t should allow the consented character to drag your corpse
- Target Nearest NPC (F8 by default) has been fixed.


** Sullon Zek Rules Change **

We have increased the number of character that can be created on an account to three.  These characters, however, must be on the same team


** Firiona Vie Rules Changes **

Since the launch of Firiona Vie we have had tremendous support for this special server from players who want a very roleplaying immersive environment. Players have made numerous suggestions to tweak the ruleset a little more. We have taken many of those suggestions and made changes accordingly.

We will be keeping the following rules intact:

* /ooc will remain unavailable to remind people that acting in character is strongly recommended.
* The Common language will remain out, to help maintain the feeling of race-based community and to allow people to continue to roleplay someone with a native tongue.
* The Trivial Loot Code and all of the special rules for no-drop items will remain. This has worked out nicely for the sense of community on the server.
* The one character per account restriction will remain.

However, we will be removing the following restrictions:

* Anonymous/roleplay flags will no longer be required. They will remain available, but forcing anonymity on characters was causing undue problems finding groups and other such things that are essential to enjoyable gameplay.
* The language learning limit/speed restrictions will be removed. While the idea of limited languages seemed like a good idea, this is another item that was just making it too hard to actually play the game. Roleplayers that don't want their characters to be overly literate always have the option to play their characters that way.
* /shout and /auction have returned to unrestricted use to allow easier grouping and selling. People are welcome to filter those channels if they prefer not to see them, but the benefits of having them availabe is just too great. /ooc will remain disabled on this server. Obviously, acting in character on any channel is strongly recommended.
* Alignment restrictions has been removed. Forced restrictions for grouping make playing the game too much of a chore. Characters, however, may always decide who they wish to group with based on any factors the character perceives. If your Dark Elf won't group with a paladin, he doesn't have to (and shouldn't). If your cleric of Quellious wants to heal a necromancer because healing people is the right thing to do for him, then you should be able to do so. But not allowing these things is a restriction on your ability to play that character 'in-character', and a real hindrance to general gameplay.

Again, it's important to understand that this is still a roleplaying preferred server. The rules that we are changing were often as much of a restriction to one's ability to roleplay as they were a help. And the artificial barriers to grouping, especially the trouble created in just finding a group, needed to be removed to allow people to actually play the game.
#9
General Topics / The Link Item
April 24, 2002, 05:36:33 PM
Found an armor comparison page. Class Armor Stats