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Old 02-27-2008, 10:28 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Quote:
Originally Posted by Vexus View Post
Instead of fixing melee rates, heres the caster nerf.... lets not fix it, lets nerf some more
you're still operating under the assumption that low melee hit rates on these encounters are unintended.
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Old 02-27-2008, 10:31 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

I'm about to buy my 2nd G15 b/c I have just about worn my 1st one out (what with getting mad at other players and throwin shit/spillin coke on it)..

seriously those boards are the shizzle.

As for the extra contesteds? We'll see. Extra AA for the slackers imo.

Concerning the resists...fuck. I guess it's only fair. But how about making our resists worth a damn?
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Old 02-27-2008, 10:39 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Quote:
Originally Posted by Rambo View Post
i have 2 nice macros for locks:

macro1:
/useability >>>insert any spell name<<<
/g rez plz
/r rez plz
/wait 10
/accept rez else /revive
/start macro2

macro2:
/start macro1


Close, mine are more like:

/g rez plz
/r rez plz
/wait 10
/useability <insert spell name>


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Old 02-27-2008, 10:54 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered


So this means...

CA's and Spells will be resisted more.

Looks like a lot of new balancing will be occuring when this goes live! Especially with PEEL being nerfed as well! Overall DPS is going to be lower for everyone!
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Old 02-27-2008, 10:59 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

COMPATABILITY
Logitech G15 Support
  • EQ2 now supports the Logitech G15 Keyboard's LCD display.
  • You can enable/disable this option under Options->User Interface->Game Features.
  • The Default UI ships with five pages of data.
    • Page 1 is the title page and shows what each of the 4 buttons do when pressed.
    • Page 2 displays your current ping, packet loss, frame rate and bandwidth usage.
    • Page 3 displays experience for your adventure level, tradeskill level and achievement points.
    • Page 4 is a mini persona window showing your stats, health and power.
    • Page 5 displays the health and power for all members of your group.
  • The data sent to the LCD window is extremely customizable.
  • UI modders can display any number of pages with each page showing any of the dynamic data already available to the client.
Only took a year, but should be nice.


LOOTING
  • Harvestable Shiny objects ("?") will now act like treasure chests.
Only took 3 years for them to listen to this /feedback!!!

Group Looting Method Changes
  • Need before greed: Players are given the option to select "need", "greed", or "decline" for each item in a chest. The item will be assigned to a random player who chooses "need". If no players choose "need", it will be randomly assigned to a player who chooses "greed".
  • Round-Robin: Items will be assigned to players automatically in round-robin fashion.
HAHAHAHAHA - no really HAHAHAHA

Group Looting Item Rarity Option
  • You can now specify an item rarity level in your group options, such as Treasured, Legendary, Fabled or All Items.
  • Items of the specified rarity and above will be awarded to group members according to the specified looting method (Lotto, Need before greed, etc)
  • All items below the specified rarity will be assigned automatically via round-robin.
  • This applies to No-Trade items as well, so if you prefer to not have any items assigned automatically, select "All Items" and every item will be awarded according to the selected loot method.
See above!

GAMEPLAY
  • The Domini have shown themselves in order to lead the Sathirian nation into a new age of glory! They are contested raid targets in overland RoK zones intended for casual raid guilds in difficulty.
Really lets put more time on adding mobs with new loot tables INSTEAD of fixing the fucking broken ones already ingame - this one is smart !
  • You will no longer be able to accidentally fly to Timorous Deep or Butcherblock from Sinking Sands if you don't have the correct expansions.
  • Characters will no longer pass through the cliff wall in Pillars of Flame on the carpet from the Swiftrider's Camp to Eastern Stinging Isle.
  • Players are now able to set their last name immediately upon reaching level 20.
  • Epic mobs in Kunark will now have increased wisdom and resists. To compensate for the increased resist rate a number of debuffs have had their chance to be resisted lowered.
HAHA once again, instead of fixing melee hit rates, lets take the ez way out and just nerf casters - fucking brillant
  • The "/who all guild" command will now display information for all guild members regardless of anonymous or role-playing settings.
So we going to add a new /anon ?? some of us like everyone not knowing wtf we are at - another great idea
  • Logging out/going linkdead on a non-boat transport should no longer move you to odd locations.
QUESTS
  • Collectors will show a Quest Completion icon when you have a collection ready for turn-in.
  • The quest helper window will now scroll properly when displaying a timed quest.
  • Kullaba in his cave lair should no longer chain heal.
  • If you completed "Saphronia's Request" but deleted your "Casualties of the War of the Fay", you can speak to Princess Saphronia again to get another Bag of Gold Fairy Dust.
  • Exiled illusionists can now speak to Angelia Clayton, Molly Daysun, and Nathan Ironforge.
  • During the Illusionist epic, Lanice will no longer give the option to hand over the furniture unless players are on stage 2 of the subquest.
ITEMS
  • The Mark of the Awakened once again shows up. However, switching into first person no longer displays the rune in front of your vision.
  • Male illusionists that cast their drachnid illusion from the epic quest will now get a male drachnid illusion instead of a female one..
  • Guise of the Deceiver should now persist through zoning
  • Items awarded by quests will now be reflected in guild events according to the guild's settings.
And now the real bitch, you can fix items that have pretty effects when enuff ppl cry over them , but you still cant fix ARROWS, you know the item that is broken and people actually have to use to play there class - great move again - hey Dev's, seriously go Fuck yourselves.

So tell us again why its not that easy to fix - I see a whole list of stuff that got fixed, added, and alterd. Things that dont break a class, or if not break - seriously hamper them. New mobs, other item fixs, zone fixs, but changeing the level on a arrow is sooooooo hard???
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Old 02-27-2008, 11:15 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Quote:
Originally Posted by osibia View Post
nerfing /anon
Wow, shut the fuck up and don't be a pussy then.

Guilds who go anon are the ones that are afraid of something, grow up.
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Old 02-27-2008, 11:20 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

actually the /who all guild thing I think applies to YOUR guild.....

right now if you type
/who all guild
it only shows non anon people

the change is making it the same as pressing U and seeing who's on
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Old 02-27-2008, 11:21 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Hey retards crying about /anon being changed for people in your guild. Hit the U button, damn I can see where that anon person is. Big fucking deal.
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Old 02-27-2008, 11:26 AM  
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Default Re: EQ2 Test Updates.. Whatcha Think?

Don't worry in the next update all things will be good again. I heard from an inside source they are fixing cross server tells and /afk messages.
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Old 02-27-2008, 11:28 AM  
Fucking SICK of spell resists
 
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Default Re: EQ2 Test Updates.. Whatcha Think?

Guilds should remove anon/role, corporations should publicly reveal all their R&D projects, and Dubya should tell Putin the max thrust of the F-22.
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