PDA

View Full Version : Stonebrunt Nerf???


GoneSwimming
01-03-2017, 04:09 PM
Why did we enable the trivial level thing in Stonebrunt? We don't have a "newbie" playerbase to really take advantage of that on Blue. Seems like they killed a zone a lot of people were really enjoying with this "fix". We have a lot of non-classic things on our server, why did this need to be done? I didn't see any abuse of the zone, only had like 7-10 people in it. Is there a legit reason for this, like some kind of abuse of the system etc?

nilbog
01-03-2017, 04:12 PM
It was something that forgotten when the zone was released.

Trivial Loot Code is removed from Warrens/Stonebrunt in ~November2001 timeline.

edit: this wasn't a bug report

GoneSwimming
01-03-2017, 04:13 PM
So then we just need to wait a bit before it's back to being lootable for everyone? I can chill if that's all I need to do for a bit. Otherwise it kind of feels like the zone is only good for PL'ing and we have enough places for that already. Also I didn't mean to sound like I'm QQ'ing too hard. I'm happy to even have the zone at all, I just want to go back to playing in there without all the restrictions :D

Sorn
01-03-2017, 04:23 PM
'killed a zone a lot of people were really enjoying' and 'only had like 7-10 people in it' don't quite match up.

It's in the middle of the work day in the US, man...there will be more people, but not if it's known as a high level farming area. =\ Fewer farmers and more level appropriate players would be good.

Speaking of which, I'm forming an exploration team of mid level-ish characters to run around Stonebrunt this evening!

GoneSwimming
01-03-2017, 04:26 PM
Well the term "a lot" is ambiguous, but the amount at any given time is also not representative of how many come and go either. But I was still hoping to play around with my druid to learn the area before trying with an alt.

Erati
01-03-2017, 04:35 PM
what level is proper there?

GoneSwimming
01-03-2017, 04:36 PM
30 would probably suffice for most things interesting, the titans are 40.

Evia
01-03-2017, 08:56 PM
This was one of my favorite zones back in the day. What was nerfed?

ZiggyTheMuss
01-03-2017, 09:37 PM
They should do the trivial loot code thing worldwide imo.

Ravager
01-03-2017, 09:48 PM
Trivial loot code doesn't stop high level players from making Warrens unplayable. Should be a trivial faction code too.

Ikon
01-04-2017, 03:20 AM
They should do the trivial loot code thing worldwide imo.
100% truth. Hopefully if they ever make a green server it'll be FV rules. Trivial loot everwhere - almost everthing tradeable.

kaev
01-04-2017, 03:24 AM
They should do the trivial loot code thing worldwide imo.

Trivial loot was kinda lame, what's needed is trivial dungeon code. Banning overleveled toons from selected dungeon zones would be cool (no 35+ in Unrest, no 45+ in Mistmoore and SolA, for a start).

Swish
01-04-2017, 04:03 AM
Maybe turning 45 could see you banished but also trigger an easyish to kill NPC (something like dhamp or the AC in difficulty) with potential custom loot for the group you just got torn away from. Not sure thats possible with the code but I like the idea of it.

Sounds harsh for the leveled player but its a nice way to give something out to others and chances are you might have had a few rolls yourself on it when others bit 45.

Edit: oops thought i was in the custom content thread, but still :p

Ikon
01-04-2017, 05:17 AM
Trivial loot was kinda lame, what's needed is trivial dungeon code. Banning overleveled toons from selected dungeon zones would be cool (no 35+ in Unrest, no 45+ in Mistmoore and SolA, for a start).
Why was TLC lame? It meant lower level players could join in the economy instead of having to share a dungeon with players that could single handedly wipe the entire zone. Went into BB with an alt the other day to get some experience, there were 4 mobs up and 1 player in zone. Log for a few hours came back same thing. Guy was there for 6 hours at least.

Swish
01-04-2017, 05:26 AM
Agreed it was bad (and is bad) that overleveled players can take over a zone.

Baler
01-04-2017, 07:39 AM
I'm glad this is a CLASSIC server and shit's classic.
no joke

The yikes at not classic ideas is real.

khandman
01-04-2017, 07:48 AM
Trivial loot was kinda lame, what's needed is trivial dungeon code. Banning overleveled toons from selected dungeon zones would be cool (no 35+ in Unrest, no 45+ in Mistmoore and SolA, for a start).

Sorry had to jump in at this one :)

I level my paladin in unrest from 20's to 46, so I feel the suggestion of 35+ is a bit low :p considering it was a very valid levelling option for me before moving to Kithicor :)

Swish
01-04-2017, 07:57 AM
I have to admit I did solo level my cleric through 39 on the festering hags upstairs, was a hard camp to break at the time.

Brocode
01-04-2017, 08:54 AM
if you were wondering what is Trivial Loot Code like me:

The below code is no longer correct:

“ Briefly, the Trivial Loot Code works like this: If a character kills an NPC and that NPC does not give them experience, then the Trivial Loot Code takes effect. If any member of a group does not get experience for a kill, the Trivial Loot Code will take effect. The Trivial Loot Code prevents magical, lore and no-drop items from appearing on the corpse. Normal items and coins will appear on the corpse in all cases as usual. ”
— Knowledge Base - EQ Trivial loot code
The above Knowledge Base entry is no longer correct. The Trivial Loot Code was changed to requiring the mob to be dark blue or higher.


Source: http://fanra.wikia.com/wiki/Tips

Gamkek
01-04-2017, 01:45 PM
Trivial loot was kinda lame, what's needed is trivial dungeon code. Banning overleveled toons from selected dungeon zones would be cool (no 35+ in Unrest, no 45+ in Mistmoore and SolA, for a start).

This would mean there are many dungeons where lowbie characters will never get an XP rez (such as Unrest). Just a friendly reminder of what you're signing up for.

Ravager
01-04-2017, 02:27 PM
This would mean there are many dungeons where lowbie characters will never get an XP rez (such as Unrest). Just a friendly reminder of what you're signing up for.

Rezzes are for the weak. Man up.

Kaedain
01-04-2017, 02:42 PM
and you know there would just be level appropriate twinked out characters sitting at whatever item, earring of essence would be 15k instead of the 3k, but permacamped by a epic'd out lvl 35 twink instead of a lvl 60 afk.. might be more essence emeralds floating around though

Tecmos Deception
01-04-2017, 05:43 PM
TLC was awful.

They should have just removed no drop from existence instead and let the invisible hand sort shit out. If someone wants to farm gnolls fangs and sell them to raider alts until he has enough plat to buy his level 25 ranger a SoD, who are we to tell him no?!

Ikon
01-04-2017, 05:54 PM
TLC was awful.

They should have just removed no drop from existence instead and let the invisible hand sort shit out. If someone wants to farm gnolls fangs and sell them to raider alts until he has enough plat to buy his level 25 ranger a SoD, who are we to tell him no?!
It wasn't awful it was great. What your missing in regards to TLC was almost everything on the TLC server (Firiona Vie) was droppable, exceptions were epics and some quest items, mostly for epics. That meant all the no drop items you can't sell on regular servers you could farm on Firiona Vie and sell. This was the reason why you didn't have twinked alts farming lowbie items, they were farming high level normally no drop items. I bought my 10th coldain shawl and my primals from bazaar.

No drop is not necessary when you have TLC and no drop is kind of stupid. If you kill a dragon and get a better item why shouldn't you be able to sell your old item. Makes more sense that way.

Maciver
01-04-2017, 05:58 PM
This and required, recommended levels are of their worst ideas. Twinking is fun. Removing fun seems bad.

Squabbles123
01-04-2017, 06:04 PM
They should do the trivial loot code thing worldwide imo.

Pretty sure that as a result of fairly poorly tuned dungeons in general, this would make a fair amount loot almost unobtainable.

Dungeons that start at 25 and having bosses in the high 30's, most of those bosses cannot even be reasonably attempted with a full party until its blue/green to everyone, being multi-pulls and such, resists when things are white+ is just insane sometimes and a few chain resists and you wipe.

Being able to level, then go back into lower dungeons to gear up a bit is one of the reasons I play the game, I like to get gear myself and avoid purchases when possible, but its often completely impossible until the content becomes trivial. There are exceptions, aka, gear you CAN attempt to get while you meet the level requirements, but I betcha you'd out-level (and therefore trivialize) the area before you got the drop.

Higher levels farming is what keeps the cost on these items down as well btw. If a party of appropriate leveled toon DOES want to try and camp something, the high level should leave and allow them to try (or even help them to not wipe they want) and that should be a rule thats followed and enforced, but if we ever get trivial loot code, I know I'll be uninstalling the same day.

Ikon
01-04-2017, 06:17 PM
Pretty sure that as a result of fairly poorly tuned dungeons in general, this would make a fair amount loot almost unobtainable.

Dungeons that start at 25 and having bosses in the high 30's, most of those bosses cannot even be reasonably attempted with a full party until its blue/green to everyone, being multi-pulls and such, resists when things are white+ is just insane sometimes and a few chain resists and you wipe.

Being able to level, then go back into lower dungeons to gear up a bit is one of the reasons I play the game, I like to get gear myself and avoid purchases when possible, but its often completely impossible until the content becomes trivial. There are exceptions, aka, gear you CAN attempt to get while you meet the level requirements, but I betcha you'd out-level (and therefore trivialize) the area before you got the drop.

Higher levels farming is what keeps the cost on these items down as well btw. If a party of appropriate leveled toon DOES want to try and camp something, the high level should leave and allow them to try (or even help them to not wipe they want) and that should be a rule thats followed and enforced, but if we ever get trivial loot code, I know I'll be uninstalling the same day.
What dungeons are there like that? Never been in one but I've been hanging out in Najena on my ranger alt, which is probably the closest dungeon to what your describing - lots of greens, lots of light and dark blue, a few even and a red and yellow (named spider and Akkstaff) and I'm doing it solo. A group of 20-30 would be fine in Najena.

As for farmers making things cheaper - that's a bad thing for mmo's. While you might think you enjoy items from level 50+ dungeons at level 20, that ability trivializes lowever level dungeons and lower level quests - why quest a Harvester for your Necro, running all over Norrath, spending a day or two, when you can get a superior item by farming wisps for a few hours.

NachtMystium
01-04-2017, 06:20 PM
Can anyone explain trivial loot for this zone? I'm assuming if for example a level 60 character kills anything in this zone, there is no loot at all?

Morningbreath
01-05-2017, 12:30 PM
They should do the trivial loot code thing worldwide imo.

Yeah looking back you can see where farming was part of the erosion of classic Everquest. As if the easier outdoor Kunark zones weren't enough of a distraction, being denied dungeon content designed for a group because a high level farmer needed more plat pretty much turned the original dungeons into ghost towns.

LDoN was supposed to address that issue(and a number of others) but future WoW players whined about that too.

Ikon
01-05-2017, 01:50 PM
Can anyone explain trivial loot for this zone? I'm assuming if for example a level 60 character kills anything in this zone, there is no loot at all?
Anything lore, no drop or magic is destroyed if you don't get experience from the mob.

Jaleth
01-05-2017, 02:16 PM
Kind of derailing this a bit, but I think a server like FV would be great. One toon, and nearly everything droppable and tradeable.

Ivory
01-05-2017, 02:33 PM
Kind of derailing this a bit, but I think a server like FV would be great. One toon, and nearly everything droppable and tradeable.

Or....one toon...and most everything except for tradeskills items (used in crafting or made with crafting) is no drop :3

Jaleth
01-06-2017, 02:17 PM
.one toon...and most everything except for tradeskills items (used in crafting or made with crafting) is no drop :3

Or that :D

Ikon
01-06-2017, 02:21 PM
Or....one toon...and most everything except for tradeskills items (used in crafting or made with crafting) is no drop :3
Still prefer FV rules, everything sold and bought would just change to loot rights and MQ trading.

Ivory
01-06-2017, 02:36 PM
Still prefer FV rules, everything sold and bought would just change to loot rights and MQ trading.

I would rather loot rights being sold ...because then the person needs to actually get to where it drops.

Right now most no-drop items are available to whoever shows up. They VERY often rot (that is how sneaksy has tons of high value no drop items, she shows up and no one else really cares about it....but on the open market in commons, they would be worth looting).

FV rules took that away and turned even sacred no drop camps into just another "will of the market greed roll" item.

maskedmelon
01-06-2017, 02:53 PM
I don't particularly care whether loot is bound or loose so long as it makes sense ^^ No Drop currently doesn't have any sort of game world explanation. Yeah it's great that li'l gnomes can make their way to the realm of veteran adventurers to pick up free things in exchange for being super fun and engaging, but it (the no drop mechanic, not the exchange!) doesn't make any sense :c

Think about it this way, a band of adventurers makes their way to the bottom of some dungeon, fell the infamous Wrongdoer of Nastiness and find on him the Legendary Shiv of Asspoking! Unfortunately none of them are rogues, there are no cute gnomes accompanying them and they know that the laws of the universe will bind the dagger to their souls upon touching it. So they leave it there. How does that make sense!? Make it make sense and I will hug you!

The other thing that bothers me about it, but to a lesser degree is that it forces more linearity into an open world. It is akin to the primary storylines in games like AoC or ESO. Both are great games, but less open world / sandboxy than say something like classic EQ, EQ2, VSoH or one of my personal favorites FLYFF!

Ikon
01-07-2017, 03:35 AM
I don't particularly care whether loot is bound or loose so long as it makes sense ^^ No Drop currently doesn't have any sort of game world explanation. Yeah it's great that li'l gnomes can make their way to the realm of veteran adventurers to pick up free things in exchange for being super fun and engaging, but it (the no drop mechanic, not the exchange!) doesn't make any sense :c

Think about it this way, a band of adventurers makes their way to the bottom of some dungeon, fell the infamous Wrongdoer of Nastiness and find on him the Legendary Shiv of Asspoking! Unfortunately none of them are rogues, there are no cute gnomes accompanying them and they know that the laws of the universe will bind the dagger to their souls upon touching it. So they leave it there. How does that make sense!? Make it make sense and I will hug you!

The other thing that bothers me about it, but to a lesser degree is that it forces more linearity into an open world. It is akin to the primary storylines in games like AoC or ESO. Both are great games, but less open world / sandboxy than say something like classic EQ, EQ2, VSoH or one of my personal favorites FLYFF!
Not a big fan of no drop at all for the same reasons.

When is Stonebrunt and Warrens losing Trivial Loot, was November 7 2001 on live? Where would we be in terms of Velious now?

Rainik Stormseeker
01-08-2017, 03:21 AM
For a player like me, who earns every piece of gear on my character, this TLC stinks .. my play hours are such that I likely wouldn't have time to camp an FBSS, let alone get into that group/camp, so the swiftclaw sash is the next closest thing, and sounded like tons of fun and xp to quest for... finding out the heretic are on the TLC, but the pandas and others are not, seems lame. I guess there's Velks in a few levels, but meh...

Rainik Stormseeker
01-08-2017, 03:33 AM
It was something that forgotten when the zone was released.

Trivial Loot Code is removed from Warrens/Stonebrunt in ~November2001 timeline.

edit: this wasn't a bug report

Does this mean TLC will be lifted in Stonebrunt?

Swish
01-08-2017, 04:03 AM
Does this mean TLC will be lifted in Stonebrunt?

The answer to this could have a serious impact on the ECSE

http://i.imgur.com/aMOR93t.jpg

Aaramis
01-08-2017, 05:09 PM
I don't have a problem with the TLC in Stonebrunt. It's nice having ONE zone that's unique and requires you to be of level to get appropriate loot.

My issue with with the zone is the ridiculous spawn rate of some of the mobs (titans, erudite heretics) and the lack of drop rates (panda claws, heretic heads, etc.). They need some improvements, for sure.

Tupakk
01-08-2017, 05:28 PM
For a player like me, who earns every piece of gear on my character, this TLC stinks .. my play hours are such that I likely wouldn't have time to camp an FBSS, let alone get into that group/camp, so the swiftclaw sash is the next closest thing, and sounded like tons of fun and xp to quest for... finding out the heretic are on the TLC, but the pandas and others are not, seems lame. I guess there's Velks in a few levels, but meh...

Everything is on TLC the pandas are just in your level range. If you want to do the Heritic Quest then kill yourself a few time to delevel and get down to proper level.

TLC is spose to be removed in Nov 01'patch we are currently in Aug.

goldlush
01-08-2017, 08:35 PM
Not a big fan of no drop at all for the same reasons.

When is Stonebrunt and Warrens losing Trivial Loot, was November 7 2001 on live? Where would we be in terms of Velious now?

Well, it apparently happened at the same time you could bind at the docks in Iceclad, which is currently implemented:

http://everquest.allakhazam.com/story.html?story=305

Here's today's patch notes: November 7th, 3:00 am ------------------------------ ** Project M Implemented ** Tonight we have patched something to the PvP servers that many players have been waiting for. The ability to play that gnoll, orc, or the cute and fuzzy rat. On your character select screen you will notice another button in the upper right part of your screen called "Monster". Clicking this button will randomly place you in a low-level NPC in a random zone. You will be given full control of the creature to do with it what you like. You may hunt and kill other creatures. You may even attack other players. Some things to remember when playing your own personal monster (NPC). -You will not be able to interact with players or NPC's other than moving and hitting attack. -You cannot speak, trade, sell, or do anything else that a player can do. -You will spawn with normal loot for the monster you are playing and Player Characters will be able to kill you for loot and experience. -If you are a spell casting monster you might want to take a moment to memorize some spells. -Once you die, you will return to the character select screen where you may choose to return as another NPC or play your normal character. -You may gain experience, levels, and skills as this NPC, but once you die, it is all lost. You will need to start over the next time you choose to be a NPC character. -You can't zone as a monster. If you try to cross a zone-boarder you will lose your progress and return to the character-select screen. -Monster PCs (MPCs) can not loot, sell, or gain items. They only get what they start out with. This ability to play a monster is being implemented for PvP servers only as we have no plans to implement non-consensual PvP on a non PvP server. However, we are still working with this system. We may find other ways to implement Project M on the non-PvP servers that are acceptable. We aren't done looking at the possible uses of this new feature. ** PvP Server Related ** - Guards, when seeing PCs in combat, will now attack the one that they like the least (the one with the lowest appropriate faction). If all the PCs involved are highly regarded (have very high faction) the guards will allow them to resolve their own issues without interfering. - Guards should also refrain from attacking PCs that are attacked by pets of any sort. - Sullon Zek now has an across the board experience bonus of 20%, and the experience loss on all deaths on Sullon Zek is now 50% less. ** Zone Specific Changes ** - Kael now has specific bind locations, located only at the entryways. This means that binding will only be possible in those areas. - Trivial Loot code has been removed from the Stonebrunt Mountains and the Warrens. - Added a melee bind location to the dock in Iceclad. ** Bug Fixes ** - Fixed a bug that allowed corpses to get stuck inside walls while creating a phantom corpse at the zone line (on your client only) with which you could not interact. Now if a corpse ends up in a location that is not 'valid' the corpse will be moved to the 'default coordinates' of the zone. Also, the /corpse command will now summon your own corpse to you anywhere in the zone as long as that corpse is on the default coordinates. As a rule of thumb, if you died near a wall and cannot find your corpse where you died, try /corpse before petitioning. - Fixed it so that Critical Hit damage messages match the actual damage done. - The visible damage bonus modifier on two-handed weapons has been corrected. The value that was displayed was incorrect, no change has been made to the damage bonus itself. - Fixed a language-learning bug on the Firiona Vie Server. Players will now be train each other up in languages once they train the first point with their guildmaster. ** Item Changes ** - Fixed an issue with the Bardic Epic weapon. Now if the bard has his Epic and an instrument that gives bonuses to songs, the best effect will take precedence, rather than the Epic bonuses always being used. - Cloak of Imperception should now have charges. You will need to exchange your old one for a new one with your GM within the next five days. Donal's Chestplate of Mourning has unlimited charges again. You will likewise need to exchange yours should you get an 'out of charges' message when attempting to use it. ** Gameplay/Interface Changes/Additions ** - We have changed the way the /consider command works and expanded the level range at which players are able to gain experience. We have added a 'light blue' area between green and blue. NPCs that used to /consider green but gave experience will now /consider light blue, as well as NPCs of slightly lower level than those greens. You will always get experience for something that is light blue. You will not receive experience for greens. At the same time, by including lower level NPCs in the light blue /consider, we have increased the range of lower level NPCs that will grant experience. This will be most noticeable for characters of higher level. - Added /targetgroupbuff. Type /targetgroupbuff on to activate, off to turn it off. When on, all group buff spells you cast will require a target but will affect everyone grouped (and in range) with that target, even if it is not your own group. When it is off your group buff spells will act normally. This will only work with group buffs that have a duration, and will not affect heals, portals or change form spells. - Added code that will put one item onto your cursor if it won't fit into your inventory due to a cancelled trade or looting items (and other cases). This will only work if there is not already an item on the cursor. - Added code that prevents player characters from dropping coins on the ground. This should prevent the loss of coins due to accident or scam. - Made a modification to the chase camera mouselook code. Moving the mouse forward or back in this camera view will make the camera move up and down, and the camera also automatically pitches to keep your character in view. - You now see the number of hit points you are healed, and you also now see how many hit points you heal when healing others. ** Skill Changes ** - Bard Piercing cap was raised to 250 at 60th level. - Foraging and Fishing will now result in a wider variety of items, especially in zones that have unusual items available to forage or fish (such as quest items). Quest and unique items were too common in zones that had them, often making it hard to use those skills to obtain items such as food and drink. These quest and rare items will now actually be rarely foraged or fished, as they should have been. Such items will still be available, even to those with low foraging skills, but they will be more easily found by those who have practiced the skills. *** Norrathian News *** Boisterous shouts can be heard across the lands as carriers herald the arrival of the latest volume of their city's newspapers. Citizens rush to get a copy of these publications to read the featured articles, latest gossip, and community news for their hometowns. - The EverQuest Team

maskedmelon
01-08-2017, 09:13 PM
Well, it apparently happened at the same time you could bind at the docks in Iceclad, which is currently implemented:

http://everquest.allakhazam.com/story.html?story=305

Here's today's patch notes: November 7th, 3:00 am ------------------------------

** Project M Implemented **

Tonight we have patched something to the PvP servers that many players have been waiting for. The ability to play that gnoll, orc, or the cute and fuzzy rat. On your character select screen you will notice another button in the upper right part of your screen called "Monster". Clicking this button will randomly place you in a low-level NPC in a random zone. You will be given full control of the creature to do with it what you like. You may hunt and kill other creatures. You may even attack other players. Some things to remember when playing your own personal monster (NPC).
-You will not be able to interact with players or NPC's other than moving and hitting attack.
-You cannot speak, trade, sell, or do anything else that a player can do. -You will spawn with normal loot for the monster you are playing and Player Characters will be able to kill you for loot and experience.
-If you are a spell casting monster you might want to take a moment to memorize some spells. -Once you die, you will return to the character select screen where you may choose to return as another NPC or play your normal character.
-You may gain experience, levels, and skills as this NPC, but once you die, it is all lost. You will need to start over the next time you choose to be a NPC character.
-You can't zone as a monster. If you try to cross a zone-boarder you will lose your progress and return to the character-select screen.
-Monster PCs (MPCs) can not loot, sell, or gain items. They only get what they start out with.

This ability to play a monster is being implemented for PvP servers only as we have no plans to implement non-consensual PvP on a non PvP server. However, we are still working with this system. We may find other ways to implement Project M on the non-PvP servers that are acceptable. We aren't done looking at the possible uses of this new feature.

** PvP Server Related **

- Guards, when seeing PCs in combat, will now attack the one that they like the least (the one with the lowest appropriate faction). If all the PCs involved are highly regarded (have very high faction) the guards will allow them to resolve their own issues without interfering.
- Guards should also refrain from attacking PCs that are attacked by pets of any sort.
- Sullon Zek now has an across the board experience bonus of 20%, and the experience loss on all deaths on Sullon Zek is now 50% less.

** Zone Specific Changes **

- Kael now has specific bind locations, located only at the entryways. This means that binding will only be possible in those areas.
- Trivial Loot code has been removed from the Stonebrunt Mountains and the Warrens.
- Added a melee bind location to the dock in Iceclad.

** Bug Fixes **

- Fixed a bug that allowed corpses to get stuck inside walls while creating a phantom corpse at the zone line (on your client only) with which you could not interact. Now if a corpse ends up in a location that is not 'valid' the corpse will be moved to the 'default coordinates' of the zone. Also, the /corpse command will now summon your own corpse to you anywhere in the zone as long as that corpse is on the default coordinates. As a rule of thumb, if you died near a wall and cannot find your corpse where you died, try /corpse before petitioning.
- Fixed it so that Critical Hit damage messages match the actual damage done. - The visible damage bonus modifier on two-handed weapons has been corrected. The value that was displayed was incorrect, no change has been made to the damage bonus itself.
- Fixed a language-learning bug on the Firiona Vie Server. Players will now be train each other up in languages once they train the first point with their guildmaster.

** Item Changes **

- Fixed an issue with the Bardic Epic weapon. Now if the bard has his Epic and an instrument that gives bonuses to songs, the best effect will take precedence, rather than the Epic bonuses always being used.
- Cloak of Imperception should now have charges. You will need to exchange your old one for a new one with your GM within the next five days. Donal's Chestplate of Mourning has unlimited charges again. You will likewise need to exchange yours should you get an 'out of charges' message when attempting to use it.

** Gameplay/Interface Changes/Additions **

- We have changed the way the /consider command works and expanded the level range at which players are able to gain experience. We have added a 'light blue' area between green and blue. NPCs that used to /consider green but gave experience will now /consider light blue, as well as NPCs of slightly lower level than those greens. You will always get experience for something that is light blue. You will not receive experience for greens. At the same time, by including lower level NPCs in the light blue /consider, we have increased the range of lower level NPCs that will grant experience. This will be most noticeable for characters of higher level.
- Added /targetgroupbuff. Type /targetgroupbuff on to activate, off to turn it off. When on, all group buff spells you cast will require a target but will affect everyone grouped (and in range) with that target, even if it is not your own group. When it is off your group buff spells will act normally. This will only work with group buffs that have a duration, and will not affect heals, portals or change form spells.
- Added code that will put one item onto your cursor if it won't fit into your inventory due to a cancelled trade or looting items (and other cases). This will only work if there is not already an item on the cursor.
- Added code that prevents player characters from dropping coins on the ground. This should prevent the loss of coins due to accident or scam.
- Made a modification to the chase camera mouselook code. Moving the mouse forward or back in this camera view will make the camera move up and down, and the camera also automatically pitches to keep your character in view.
- You now see the number of hit points you are healed, and you also now see how many hit points you heal when healing others.

** Skill Changes **

- Bard Piercing cap was raised to 250 at 60th level.
- Foraging and Fishing will now result in a wider variety of items, especially in zones that have unusual items available to forage or fish (such as quest items). Quest and unique items were too common in zones that had them, often making it hard to use those skills to obtain items such as food and drink. These quest and rare items will now actually be rarely foraged or fished, as they should have been. Such items will still be available, even to those with low foraging skills, but they will be more easily found by those who have practiced the skills.

*** Norrathian News ***

Boisterous shouts can be heard across the lands as carriers herald the arrival of the latest volume of their city's newspapers. Citizens rush to get a copy of these publications to read the featured articles, latest gossip, and community news for their hometowns.

- The EverQuest Team



^^

Rainik Stormseeker
01-09-2017, 01:44 AM
Everything is on TLC the pandas are just in your level range. If you want to do the Heritic Quest then kill yourself a few time to delevel and get down to proper level.

TLC is spose to be removed in Nov 01'patch we are currently in Aug.

That's just silly considering how warped the expansion timeline is here already.

Rainik Stormseeker
01-09-2017, 01:46 AM
Well, it apparently happened at the same time you could bind at the docks in Iceclad, which is currently implemented:

http://everquest.allakhazam.com/story.html?story=305

Here's today's patch notes: November 7th, 3:00 am ------------------------------ ** Project M Implemented ** Tonight we have patched something to the PvP servers that many players have been waiting for. The ability to play that gnoll, orc, or the cute and fuzzy rat. On your character select screen you will notice another button in the upper right part of your screen called "Monster". Clicking this button will randomly place you in a low-level NPC in a random zone. You will be given full control of the creature to do with it what you like. You may hunt and kill other creatures. You may even attack other players. Some things to remember when playing your own personal monster (NPC). -You will not be able to interact with players or NPC's other than moving and hitting attack. -You cannot speak, trade, sell, or do anything else that a player can do. -You will spawn with normal loot for the monster you are playing and Player Characters will be able to kill you for loot and experience. -If you are a spell casting monster you might want to take a moment to memorize some spells. -Once you die, you will return to the character select screen where you may choose to return as another NPC or play your normal character. -You may gain experience, levels, and skills as this NPC, but once you die, it is all lost. You will need to start over the next time you choose to be a NPC character. -You can't zone as a monster. If you try to cross a zone-boarder you will lose your progress and return to the character-select screen. -Monster PCs (MPCs) can not loot, sell, or gain items. They only get what they start out with. This ability to play a monster is being implemented for PvP servers only as we have no plans to implement non-consensual PvP on a non PvP server. However, we are still working with this system. We may find other ways to implement Project M on the non-PvP servers that are acceptable. We aren't done looking at the possible uses of this new feature. ** PvP Server Related ** - Guards, when seeing PCs in combat, will now attack the one that they like the least (the one with the lowest appropriate faction). If all the PCs involved are highly regarded (have very high faction) the guards will allow them to resolve their own issues without interfering. - Guards should also refrain from attacking PCs that are attacked by pets of any sort. - Sullon Zek now has an across the board experience bonus of 20%, and the experience loss on all deaths on Sullon Zek is now 50% less. ** Zone Specific Changes ** - Kael now has specific bind locations, located only at the entryways. This means that binding will only be possible in those areas. - Trivial Loot code has been removed from the Stonebrunt Mountains and the Warrens. - Added a melee bind location to the dock in Iceclad. ** Bug Fixes ** - Fixed a bug that allowed corpses to get stuck inside walls while creating a phantom corpse at the zone line (on your client only) with which you could not interact. Now if a corpse ends up in a location that is not 'valid' the corpse will be moved to the 'default coordinates' of the zone. Also, the /corpse command will now summon your own corpse to you anywhere in the zone as long as that corpse is on the default coordinates. As a rule of thumb, if you died near a wall and cannot find your corpse where you died, try /corpse before petitioning. - Fixed it so that Critical Hit damage messages match the actual damage done. - The visible damage bonus modifier on two-handed weapons has been corrected. The value that was displayed was incorrect, no change has been made to the damage bonus itself. - Fixed a language-learning bug on the Firiona Vie Server. Players will now be train each other up in languages once they train the first point with their guildmaster. ** Item Changes ** - Fixed an issue with the Bardic Epic weapon. Now if the bard has his Epic and an instrument that gives bonuses to songs, the best effect will take precedence, rather than the Epic bonuses always being used. - Cloak of Imperception should now have charges. You will need to exchange your old one for a new one with your GM within the next five days. Donal's Chestplate of Mourning has unlimited charges again. You will likewise need to exchange yours should you get an 'out of charges' message when attempting to use it. ** Gameplay/Interface Changes/Additions ** - We have changed the way the /consider command works and expanded the level range at which players are able to gain experience. We have added a 'light blue' area between green and blue. NPCs that used to /consider green but gave experience will now /consider light blue, as well as NPCs of slightly lower level than those greens. You will always get experience for something that is light blue. You will not receive experience for greens. At the same time, by including lower level NPCs in the light blue /consider, we have increased the range of lower level NPCs that will grant experience. This will be most noticeable for characters of higher level. - Added /targetgroupbuff. Type /targetgroupbuff on to activate, off to turn it off. When on, all group buff spells you cast will require a target but will affect everyone grouped (and in range) with that target, even if it is not your own group. When it is off your group buff spells will act normally. This will only work with group buffs that have a duration, and will not affect heals, portals or change form spells. - Added code that will put one item onto your cursor if it won't fit into your inventory due to a cancelled trade or looting items (and other cases). This will only work if there is not already an item on the cursor. - Added code that prevents player characters from dropping coins on the ground. This should prevent the loss of coins due to accident or scam. - Made a modification to the chase camera mouselook code. Moving the mouse forward or back in this camera view will make the camera move up and down, and the camera also automatically pitches to keep your character in view. - You now see the number of hit points you are healed, and you also now see how many hit points you heal when healing others. ** Skill Changes ** - Bard Piercing cap was raised to 250 at 60th level. - Foraging and Fishing will now result in a wider variety of items, especially in zones that have unusual items available to forage or fish (such as quest items). Quest and unique items were too common in zones that had them, often making it hard to use those skills to obtain items such as food and drink. These quest and rare items will now actually be rarely foraged or fished, as they should have been. Such items will still be available, even to those with low foraging skills, but they will be more easily found by those who have practiced the skills. *** Norrathian News *** Boisterous shouts can be heard across the lands as carriers herald the arrival of the latest volume of their city's newspapers. Citizens rush to get a copy of these publications to read the featured articles, latest gossip, and community news for their hometowns. - The EverQuest Team

Good find, hopefully this will be changed soon.

Tupakk
01-09-2017, 01:08 PM
That's just silly considering how warped the expansion timeline is here already.

If you don't like my solution then sorry.

jakerees
01-09-2017, 01:42 PM
Good find, hopefully this will be changed soon.

Now they are going to remove the bind point at the Iceclad docks

Aaramis
01-09-2017, 01:45 PM
Everything is on TLC the pandas are just in your level range. If you want to do the Heritic Quest then kill yourself a few time to delevel and get down to proper level.

TLC is spose to be removed in Nov 01'patch we are currently in Aug.


True, although the named heretic is mid 30s I think, so you can easily still farm the heads up to probably mid 50s I'd wager (at which point he'll start conning green).
Not a big issue.
And in all honesty, at that point you're better off farming an FBSS or SCHW - the head drop rate isn't great, and odds of getting a haste sash aren't guaranteed. In fact, they're on the lower end.

Rainik Stormseeker
01-09-2017, 03:12 PM
If you don't like my solution then sorry.

No, your feedback is appreciated... I guess my main issue is with being able to easily obtain the lackluster 6/22 WoFS (because both higher and lower level mobs drop the claws/skins), but can't even attempt the 15% haste sash quest outside of the named invader. that's an issue with the zone designers/Sony, not p99.

But, keeping the TLC in effect on a server swimming in 6 (7?) years of kunark mudflation is what seems silly to me.

Jimjam
01-09-2017, 03:32 PM
Or....one toon...and most everything except for tradeskills items (used in crafting or made with crafting) is no drop :3

While FV would be good, your suggestion is better! Also level 39 cap ;).

Tupakk
01-09-2017, 08:57 PM
No, your feedback is appreciated... I guess my main issue is with being able to easily obtain the lackluster 6/22 WoFS (because both higher and lower level mobs drop the claws/skins), but can't even attempt the 15% haste sash quest outside of the named invader. that's an issue with the zone designers/Sony, not p99.

But, keeping the TLC in effect on a server swimming in 6 (7?) years of kunark mudflation is what seems silly to me.

If u want a 15% belt go to TT and do forager cycle. Get urself a hangmans noose we got 2 the other night.

Rainik Stormseeker
01-10-2017, 04:32 PM
If u want a 15% belt go to TT and do forager cycle. Get urself a hangmans noose we got 2 the other night.

^ Was thinking about this.. thanks!