SOE Live Recap

Discussion in 'Off Topic Discussion' started by ARCHIVED-Moorgard, Oct 24, 2012.

  1. Wyve wrote:
    moorguard said he may have missed things in typing his recap and a lot of what you are mentioning was talked about in the panel meetings so watch the videos.
    don't have a lot of time to go into great detail as i need to get ready for work but
    pota b that was the baby of other developers that aren't there anymore and they have notes from it but they dont have all the exacts so they are wanting to do and but they are researching it and going over the line.
    cave of wonders... going to be lead into by COB
    there not takling stirrhad now they are just doing pankor and they let us know that it would lead to stirrhad
    also as a side note, you want new content and they are working on delivering and making sure it's quality. now you want to complain about the content your looking at getting before it's even out there?
  2. Exmortis wrote:
    +1 on the not being able to do both sides of the craft aswell, having them combined would just be too much, your recipe book would end up being way too big, i dont even want to have to think about all the recipes i'd have to go through to find the one i want and i dont even have all the continental styles yet (cringes)
  3. Thanks for the update - all well and good for 50+ however, everyone seems to have forgotten the path to getting to 50+.
    Group quests that require drops often only drop for 1 person at a time - if you have a group of 6, you have to take turns getting the drops - look at the drop rate for the Hunters league quest skawlra rock turtles (in cave) for example - completely sloppy and unacceptable - this also happens during the zombie portion of the quest - 1 drop at a time.
    There are other group quests that have a similar failing as well, although they don't come to mind presently.
    The unicorn quest often has a hidden foul that is needed to complete that portion of the quest - very difficult to find unless the chunk is restarted or you get lucky.
  4. Josh@Telon wrote:
    I and possibly some of the others did mention drop rate to the dev's. I believe Moorgard was there during one of the conversations I was having with Ceythos. We mentioned how some mobs / quests will drop the items you need almost with every kill and others could see 50 kills and still no drop. I specifically mentioned one instance where I had two quests for a mob (I believe it was turtles near the HL stuff) One was for an item off the mob and the other was an kill X amount. After completing the Kill Quest you still had to farm the mob for an extra hour just to finish off the 10 or so of the items you need from the mob, and you needed to kill far more of the mobs for the quest than the amount of items needed for the other quest.
    It is something I think they are going to be looking in to, but it is a large project cause the doesn't seem to be one set varible for loot drops. I think any quest that you have to get something to drop off the mob should drop if not with every kill at least every coule of kills andI agree that items should drop for every member of your group. Ceythos and Wiggin both groaned when we mentioned the Unicorn Quest, seems to be a recurring pain that they have dealt with.
  5. Quert@Telon wrote:
    2 of the Hunter's league quests have drop rate issues. The zombie flesh, while it drops 1 almost every time is group content but only 1 per kill means a legitimate group will need 6 spawn cycles to finish (10 min respawn plus kill times for about 20 mins per member ) most people dont gripe about this one because of the xp and generally groups will go for the jailer while waiting.
    The turtles, however, are on what appears to be a 15 minute timer and less than half of them drop a shell. This, in addition to being underwater for 90% of the kills and over a broad area with even higher level mobs nearby is much more annoying than the zombie flesh which at least are all in one room. Having to get all the way to Skawira rock , have a group that is willing to spend several hours on it has been an issue for newer players. The sapper wings give you something to do while waiting on respawns, but at least they drop 1 per mob, so everyone finishes their wings long before they finish the turtles. Other than more drops per kill, just having one per kill on the turtles would be a vast improvement. As it stands now it takes 2 spawn cycles per player to complete (roughly 45 mins per group member)
  6. leavwiz wrote:
    Just wanted to snip out this bit here.
    This would be fantastic!
  7. Ganner@Halgar wrote:
    A. Is a disappointment if that truly is the case. Didn't Silius post a pic from HOSS back when PotA was just released?
    B. Reserving comments but I don't like the idea of RI->COB->COW until I hear more. It seems to be contrarion to the taking VG off of rails design that was going on pre-F2P. Group content needs to be able to stand on its own merits, not feel like a funneling of stacking prerequisites.
    C. Looked like their adventuring/raiding content path was pretty clear: PZ then Stiirhaad with another giant here or there.
    D. They are alternatives that I hope this new team is strongly considering.
  8. Wyve wrote:
    a. hoss was worked on in 2009, that is a long time ago and it probably hasn't been touched since then. add to that most of the developers who worked on it being reasigned or moving on from vanguard and some leaving soe and it gets to be a bit of an issue. better to start working on something where the current team can build the story from ground up and not have to rebuild the code and story of people who have been gone for years. also it makes sense for the current team to focus more on something that can be done for groups and without having already finished the whole pota grind since it would encourage new f2p 51+ players and returning 50+ characters to stick around and subscribe if they have something to do.
    b. the ri->cob->cow chain is nothing really new. heck all the contentents had story lines that tied in together in some way shape or form, sure there were alot of gaps but you can follow the high elf racial storyline all the way to hegnarian (someone had a series of two or three posts maping out the stories back in 2009 or 2010 i just can't seem to find it anymore). if you read the quests in razad and such you can see that the seeds for ri->cob already existed years and years ago, it is story progression as you move further into the story of the ifriti in the desert. now i am not sure when cave of wonders was added to this since the first time i heard it mentioned as being linked was from gidoo last year and gidoo vanished mysteriously and nothing was said again. also i never remembered any lore mentioning cave of wonders, but outside of tricksters/ri/tot/nn i ignore qalia when leveling. clearly they are following either lore written when gidoo was around or gidoo was following lore that existed for years and that the current team is expanding on.
    c. we've know for years that pankor should preceed stiirhad, i think silius spilled the beans about how pankor, stiirhad and hoss tie together with the resurection of haelifur. so while i can't wait for a new raid zone, i am quite happy to have the storyline of pankor put in before stiirhad, i don't like being thrown into the fire without the lore to land on. i did like the discussion about not focusing on 12 man content for pankor, that has been a rather annoying pain on raid nights where sitting 6-12 people out is cumbersome. it would be interesting to hear what happened with the dragon in craigwind that gidoo was working on last year. would be nice to let alimora actually slay a new dragon every 3 years so he doesn't end up leaving us for a relationship.
    d. as with everything, we have high hopes but must be realistic. when we got magi hold we were suposed to get another part of the diplo saga, a round of bug fixes and then a five or so part push focused on old targanor... needlesss to say it all stopped without a word. hopefully the upper ups keep our team together and we get to see what we all have been waiting for.
  9. Nejibana@Telon wrote:
    That's the thing: they will need to rebuild the code for PZ. Either way you have guys tinkering with existing assets and storylines but where one project is massive in scope and detail, the other is substantially more shallow (PotAb wasn't going to have any roamers).
    Larger project = more manhours to complete
    Smaller project = less manhours to complete
    Wagering that in the time it would take them to completely redo PZ, they could have cranked out a retouched OT (dungeon only), PotAb, Cave of Wonders (it's a small cave with limited access points) and maybe even have popped in the ending of the Tehat Empire saga in the big pyramid that no one can get into right now.
    Looks like history is repeating itself to me.
  10. Wyve wrote:
    I see no issues with the starting to work on the PZ, Stiirhaad line, it is something that the player base has been wanting and needing. There is a DEFINATE Need for a large scale (apw size) raid dungeon for the lvl 55 crowd. There is no Harm in throwing a Dev or two onto the project and letting them get started on it while other developers work on other things.
    Another thing I HIGHLY disagree on is AA's. adding AA's is almost as game changing as adding levels, with more AA's comes more power, more power trivializes current content. AA's should not be added WITHOUT adding a mass amount of content to compensate for the power increase, AA's could be released along with say Stirrhaad as a massive raid dungeon.
    While I agree I would like to know what is going on with why Mekalia was closed down, and Sure it would be great to see HoSS, I am personally so sick and tired of gnomes, kill them all, bring on the dragons!
  11. Was there anything related to AA's at SOE Live?
    I have to disagree Karii, it depends on what type of AA's would have been / could be implemented.
    Take the Lorestones for example, if they had been implemented in AA form instead, for example 1 level = 1 AA point,
    1% damage increase = 3 AA Points, 2% = 6 AA Points etc etc, aswell as other AA's like 1 AA point = +1 stat ... whatever etc etc...
    As it stands now, instead we have lorestone buffs that have increased high level characters (and lower level characters) significantly with Damage %, Proc Chance, Strikethrough etc etc... Theres alot of AA leveling right there, and its already implemented.
    But thats another discusion, Lorestone buffs are in now increasing characters power no more than if they had been implemented as AAs.
  12. Just to add somethings that I think could be reviewed
    • Bridge of Destiny named's stripping buffs and chain summoning removeal (its currently exploitable).
    • Bridge of Destiny KDQ quests to follow the Shores of Darkness tier system and rewards.
    • Troll Coast Mob HP / Mitigation review to bring it in line with T3 Undead mobs in Shores of Darkness
    • Troll Coast Quests added
    • Pantheon of the Ancients Chamber Trial to actually give all 12 raid members the trial (quest) when initiated.
    Theres plenty more but its late. Will refer to my notes Ive taken over the years.
  13. Wyve wrote:
    hoss = raid content
    pankor zhi = group content with some raid content
    while many of us wanted hoss, pancake z will do a better job of putting out content that is accessable by the f2p people. so it is probably more in line with the stated goal of giving more quality content to people as well as aiming toward future content which we desparately need.
  14. Stabbas wrote:
    to add to this:
    • the vol tuniel and thiendal trials in pota are still exploitable via summoning.
    • chicken encounters are still BOORING beyond belief and exploitable, heck i can't remember the last time a saw a group not bug out the feeds and/or position the chicken so the adds pop in the wall.

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