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Upcoming Changes! (and more screenshots) (1 Viewer)

Stoic

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In addition to the upcoming launch of The Serpent’s Spine, we are working on a number of improvements to EverQuest at the same time.

I wanted to give everyone else a head’s up on some of the changes that are coming your way. These changes are still undergoing testing so may change before they go live.

We are attempting to get these out in the same patch that introduces The Serpent’s Spine, but they are not part of the expansion and if deemed necessary, may be introduced at a later date.

With the increase to level 75, we’ve run into a problem with AAs. AAs are built around a static amount of experience, roughly what is required to get level 51. As levels have gone up, the amount of experience you get for killing a creature goes up too and we’re at the point now where a few kills at level 75 would be worth an AA point. To avoid this problem and the problems associated with continually inflating AA costs to compensate, we’re moving the AA system to a more relative system so the amount of AA experience you gain will be based on the difficulty (con level) of the NPC you killed rather than its level (quest XP and other ways of getting AA are likewise converted over to the new system).

The amount of experience required to get an AA is based around what a level 70 player currently requires in the old system, so players at level 70 shouldn’t see much difference. Players below level 70 will gain AA at a faster rate than before the change because they were previously gaining at a much slower rate than a level 70 can.

Spell Resists – We’ll be introducing a new spell resist formula that will make spell resists much more lenient than they have been in the past. The old system was built for the original game when the levels were capped at 50 and the resists were under 300.

It wasn’t built to be very flexible and as the levels have gone up and the resists have gone up, it has maintained the same narrow range of values that meant a spell was unresisted as it had back then. In a good system, appropriate level spells should land most of the time, but not all of the time, against appropriate level NPCs. Because of the narrow range on the older system, that isn’t the case currently.

Most spells these days tend to be all-or-nothing. They either land or they don’t and you don’t see much deviation from that. The new system introduces a formula that scales a lot better and will result in more spells falling into the right realm where spells can land, but don’t always land.

Death – We’ll be changing death so that when you die, you will be “hovering” over your body and can choose to stay that way while waiting for a resurrection instead of immediately zoning to your bind point. This is being done to help players on slow connections who take a big hit from having to zone twice when they die.

Character Creation
– We’ve changed character creation to make it more graphical, allow characters to be created from a single page, and update it to include features associated with the new Drakkin race. As part of this, we’ve set up some character defaults so starting point allocation, starting city, and starting deity all have defaults now which can be changed if you wish.

Endless Quiver
– A longstanding issue we’ve had with ranger itemization is the inability to create specialized arrows because they are never expended due to the Endless Quiver AA. This has led to arrows become a bit stale over the years. To resolve this issue, we’ve introduced the ability to create new arrows that are not affected by Endless Quiver. These arrows will specifically be marked as “Expendable”. It’s important to note that old arrows will not change and we will continue to create new arrows that work with Endless Quiver. This just allows us the flexibility to create arrows that have a big effect without the balance issues associated with them sticking around forever.

Dark Blue Con
– The concept of a dark blue con NPC has existed in EQ for a while now. It represents a range of blue con NPCs that give a bonus to their experience due to being very close to your level, generally within 5 levels.  We’ve decided to change the con system to include this range as well so you can visually see when an NPC falls into this “sweet spot”.

Likely the biggest change we are making is one aimed at reducing the amount of downtime in EverQuest.

As EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well and we’d rather players find challenge in the fights themselves than in the tedium between them. Toward that end, we’ve created a new system that is simple to use, but powerful and flexible enough to control downtime as the game continues to grow. The basics of the new system are relatively simple. Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance. For most single group content, once you are out of combat for 30 seconds you can rest. While dealing with multi-group content, that time is 5 minutes.

The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types.

There are a series of icons that will display by your character’s name to let you know what your character’s current state is.

Crossed Swords
– You are currently in-combat
Hour Glass – You are out of combat, but not yet in a resting state. (In addition to the hourglass, there is a timer bar beneath the endurance bar that will count down as you get closer to being rested.)
Poison Drop – You are no longer in combat, but cannot rest because of a debuff that is affecting you. You must get rid of the debuff before you can rest.
Void – The void is the default icon and indicates that you are not in-combat and you can rest at any time.
Energy Swirl – The energy swirl indicates that you are currently resting.


And some screenies for ya...These ones are somewhat more impressive

http://www.therunes2.com/drak1.JPG
http://www.therunes2.com/drak2.JPG
http://www.therunes2.com/drak3.JPG
http://www.therunes2.com/drak4.JPG
 
sounds like it's time to stop playing with my evolving items and start grinding for AA's before they mess it up.
 
Rashere has posted in the last couple days that the developers do NOT plan on changing how exp works, because so many people were concerned about the technical details of how it was going to work out. They are just going to make the cost of new AA's more expensive to account for how easy AA's will be at 75 instead of trying to redesign the whole system.

I was glad to read it, because if they were going to reduce AA costs on everything, it was going to be awfully difficult to reconcile all the loose ends.

What if someone had an odd number of AA's bought out of a range of AA's. Do you round up or down? SOE isn't in the habit of giving away freebies. What about someone with an odd number of AA's banked? Round up or down?

SOE doesn't give freebies. So, a lot of people would have gotten justifiably upset about the change, even the ones who understood what was happening. Imagine the number of people who don't read the patch notes and log in and see everything all fucked up in their AA lists. The number of petitions would be enormous, and it would never end.
 
with a look FINALLY at the new race i am starting to feel its time to just up and get rid of all 3 of my accounts . HOW CAN YOU POSSIBLY SCREW UP A HALF DRAGON RACE SO BADLY all we get are humans with ounk hair and a couple baby spikes in the forehead??? no scales no wings no forked tounges???? did the developers of this "new" race even know what a dragon looks like? PLEASE SOE is making SOOO much money at least get a designer with a little imagination.. sorry if my grammer and spelling are not up to par i am too devestated to care
 
morganjo said:
with a look FINALLY at the new race i am starting to feel its time to just up and get rid of all 3 of my accounts . HOW CAN YOU POSSIBLY SCREW UP A HALF DRAGON RACE SO BADLY all we get are humans with ounk hair and a couple baby spikes in the forehead??? no scales no wings no forked tounges???? did the developers of this "new" race even know what a dragon looks like? PLEASE SOE is making SOOO much money at least get a designer with a little imagination.. sorry if my grammer and spelling are not up to par i am too devestated to care

so wait...you have 3 accounts with existing toons....They add a new race that you don't like and you are "devastated"? and going to quit playing over that? WOW!
 
The race is NOT half dragon, never were, they were touched by one drop of dragon blood, giving them some reptile marking (the spikes) and body markings and hair color signifiying their donor dragon. That is all really, just humans with reptilian spikes and body tatooes.
 
I'm just waiting to see how much stuff gets screwed. The only good thing it looks like to me is the regen syystem but you know they are goning to do somethign to counter balanceit maye even over balance it.

SoE can't put in 1 good faeture without putting in 10 bad ones. Then they'll strip out the good feature and redo it in some assine way. instead of taking away the bad features and fixing the broke things.
 
The new race is pretty uninspired for sure, but even if you look at the expansion without it, there's some cool stuff coming out, and for sure a lot of things will be broken the first couple weeks and drop rates will have to be adjusted.

Anything would have been preferable to an upgraded human model with teeny horns... Any animal-human hybrid, or bird people or something, anything.
 
haha that would be cool corpses that would explode and dish out DoT's that could kill you when you go to loot em and make it random so never know if it will or not.
 
actually i was thinking of the pc being the draconian and the dots, etc affecting the mob.
 
Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance. For most single group content, once you are out of combat for 30 seconds you can rest. While dealing with multi-group content, that time is 5 minutes.

Anybody thinking about trying to find out if this is client-side or not?

The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types.

Same question here...
 
ROFL, actually i want to figure out if its clientide, if not, is there a packet that i can modify to say that i'm always ready to rest?
 
Actually this is great news for power levelers. Get yourself up to 75 and then the pre-SS AAs will fly by a lot faster due to their relatively lower point cost compared to the faster rate of point earnings.
 
Si senor.
Draconians as a race would rock! i wanna be one! (or Remorts, I'd prefer to add those in *sage*)
 
Upcoming Changes! (and more screenshots)

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