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November 28, 2024, 08:10:11 pm *

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1  General Category / Updates / Re: Few Changes - T11, VP, Guardian Charm on: March 24, 2024, 10:28:26 am
When it comes to essences, I found the quickest way to get them was not from Sleepers or VP, but rather combine ZP with a double or triple instance, targetting the various progression zones one by one.

If you are looking for a specific essence this is for sure the way. If you are just looking for bulk essences because you just need everything VP was by far faster for T5+ in the back half.

Essences still drop in VP, but the rate they drop at is not what it was. It should never have been nearly as lucrative for essences as it was, nor should I have left it like that for as long as I did.

The new rate is pretty rough after spending a bit of time clearing, but I definitely do think it was way too lucrative before so I don't disagree with the change.

There is a solution I am kicking around, that eliminates the economy busting rate of essence drops, but still gives some relief to people who really do need to come into T11 pretty well equipped. This solution is that VP will drop No Drop, all in one essences, that can be turned into the Essence Trader, and will give credit towards the 100 essence quests. While these won't drop as frequently as essences were, their utility will be far superior. I want to think on this for a few days though, and make sure it's not something else that could cause issues down the road.

I like this solution a lot. It makes Veeshan really sound like the final stop before T11 where you can clean up everything. I'd kind of be okay with this just being the only thing it provides because if we need a few essences here or there for other things we could go back towards the actual zones or sleeper.

Because people have been abusing (not in an 'against the rules' way) the Guardian Charm's overpowered effects for so long, I do intend to make a few changes, though it's not going to be extreme:

• Increase base faction rewards from kill quests, likely from 75 to 100.
• Reduce Plagueborne kill count, likely from 1000 to 800.
• Introduce a new item 'Sunderock Spear' - this item will be the result of a Magic Box combine of 5 Scorpion's Spears, and will be an area pull item with a short duration root (usable in Sunderock only). This will allow players to more easily pull camps in Sunderock, and not lose too much to the inability to zone pull (without GC).

Zone pull will still work in Sunderock, and it is certainly survivable with the right gear, but most people rely on GC to faceroll ZP it.

For clarity, GC will be useless by level 78. Level 77 it will be very ineffective, with 76 and 75 being slightly better. Ultimately, Guardian Charms are a cheat code, and they were never intended to be.

I see notes of Sunderock changes, but will there be any changes for Hills of Shade? I think it's a zone that kind of feels it's balanced around Guardian Charm at this point. I also understand if it's just sort of time to sunset HoS with the idea behind a new Halloween zone since the accessories from HoS have alternatives through Veeshan/Sleeper.
2  General Category / General Discussion / Re: T11 Feedback Thread on: March 22, 2024, 10:21:00 pm
Characters: 2 Warriors, 4 Paladins, 1 Cleric, 1 Druid, 1 Shaman, 1 Ranger, 3 Rogues, 1 Monk, 1 Beastlord, 1 Mage, 1 Enchanter, 1 Wizard, 2 Bards, 1 SK, 1 Berserker, 2 Necros,

Gear: Main Warrior is fairly closed to as max as you can get pre-T11, Rogues+2nd War all have UW12+EBoA, Monk+Pal1 have UW12 have a few scattered UCv4 with most the crew being fairly close to having all their Sleeper gear and most have scattered Veeshan gear + 3-4UA pieces with UC/v2 or Brawler 50s.

I poked around entrance trash with each mob taking a few minutes to kill. Incoming damage felt manageable for what I toyed with.

Posting my thoughts cause this was being discussed in Discord a bit today

My opinion is I don't want to see anything get weaker cause that would feel bad to those who really are capped out on Pre-T11 gear. Like the post above we might need something that helps bridge the gap a little between a 100% maxed out character and one that is 95%. I didn't think about earring originally, but that is one of the dps increase spots. The other spot of note is Necklace since the only ones that give a damage buff are the Halloween and GoW neck. I originally thought weapons felt weird, but after scoping them out there isn't much room for improvement on sleeper weapons without them encroaching too closely on UWs in my opinion. This may just be the spot where people have to really spend some time filling out UCs which is what I'm working toward right now so I'll slowly be seeing how the power changes in my raid with those changes. There might not be a big need for change here for newer players, but I'm just one guy testing with what's available to me.
3  General Category / Updates / Re: Few Changes - T11, VP, Guardian Charm on: March 19, 2024, 09:46:32 pm

That is a fantastic idea.  To add onto that, would you consider making each essence type drop from any mob rather than those in the front dropping different types than those in the back?  Most people are going to want to attempt to clear near bosses or kill specific mobs to spawn bosses.  Having those able to drop each of your new "essence bundle" item, would be a nice change of pace.

I'd like to agree with this. I don't mind reduced drop rates at all. I'd just love if all the essence types could drop in the back half. I'm on the grind for UWs so I can break into T11. It's a pretty steep increase in health for T11 which is understandable because people have been at top end so long so anything that helps is awesome.
4  General Category / Updates / Re: Rallos Zek Event Info on: July 31, 2022, 05:33:59 pm
Thanks for the event. It's really cool to have something where the players are working together on something. It was clearly a labor of love for the server that you put in. Hope to see more stuff like this.
5  General Category / Updates / Re: Source Update 6/23/2015 on: June 27, 2015, 07:25:57 pm
After talking with a few players. It seems that the health bar stops updating (some report at 50% some at 70% some have no change in bar) i have noticed that i have huge jumps in my update time with the health bar as well. (self hp health bar)

I've noticed this. I'm in the 70-77% before updates stop depending on buffless and up to T9 buffs. On my boxes the health updates completely normally for myself though.
6  General Category / Suggestions / Re: Broken Stuff Repair Shop v2.0 on: September 01, 2014, 09:16:59 pm
I misread what he said. My bad.
7  General Category / Suggestions / Re: Broken Stuff Repair Shop v2.0 on: September 01, 2014, 07:15:26 pm
Ponzi there is a guide to T7 on the forums. The trap mobs don't even help your kill counter. The kill counters are actually clear mob x40. For some it's just mob X x40. The others it is mob X + Y = 40. Go to this page and read up some.

http://ezserver.online/forums/index.php?topic=3822.0
8  General Category / General Discussion / Re: T7 Boss Chains on: July 13, 2014, 11:27:11 am
Bosses still spawn from Stone Droppers. That's not what he's saying. In the guide it says Stone Droppers can spawn from Bosses.
9  General Category / Suggestions / Re: Sword n' Board! on: May 13, 2014, 05:03:20 am
They probably exist for the fact there are SK tanks on the server. You may not run one, but some people do. I'd assume if Pally mitigation was a bit better people might even run Pally tanks. Hell I'm even considering picking up an SK as an off-tank for my raid if at some point I add more guys to my crew.
10  General Category / Sticky Topics / Re: Everquest Tweaks and Settings for Optimal Performance on: May 01, 2014, 08:29:08 pm
Are you running EQplaynice in wineq2? If so you have to shut that off. MQ2 and it conflict and cause large ram usage.
11  General Category / Updates / Re: Server Code Update on: April 23, 2014, 05:46:23 pm
If I'm being honest I trained HoH for a few hours since the patch and never had an issue. I always moved in a manner to live like state as it makes AoE'ing mobs easier to begin with. On live when you trained stuff around you pretty much always had to drag a little extra to make sure they stacked up correctly and then on larger mobs move in a little if their hitbox was smaller.
12  General Category / Updates / Re: Server Code Update on: April 21, 2014, 03:01:21 pm
It appears Cleric pets got broke in the switch. I believe they are missing the Animation Empathy AA to let them command their pets.
13  General Category / Updates / Re: Server Code Update on: April 21, 2014, 02:43:03 pm
860 sounds like a point where you should be getting hit by spells. Pretty sure my boxes were and I mass pulled HoH for days last week.
14  General Category / Updates / Re: Ultimate Weapon Discussion on: April 08, 2014, 02:19:31 pm
I'm not massively far along in the server (prepping my crew for T6 and no UW) I want to drop my thoughts here. I've personally never cared about the damage, as long as they aren't absolutely decimating current content with a combat round or two. The HP and maybe Heroic Resists have always been the content swaying factor on the item. If those came down to realistic and manageable levels (I do still think they deserve to be above epics as it is a grind) content would be more balanceable. I'm also all for augs that are nice for UW holders. I'm not against them having extra damage, healing or what not (Anything that can be provided by adding a character pretty much), but in the aug thread I stated that I was pretty against UWs having extra mitigation stats and clicks cause that just bridges the gap again. Remember this is just an outside view as I'm pretty sure most this thread will be from people with UWs.
15  General Category / Suggestions / Re: A way to use any armor for better graphics on: January 22, 2014, 04:39:25 pm
Well you missed it. It does double the code because all the of level up checks require you being wearing all the pieces. You now have to reformat that code to again include all the augs as possibilities. This is why Xiggie just said for the next tier because at that point the code to ensure it all works will still be being formatted as opposed to already implemented.

The main issue with the "skins" is aug slots based on tier, but  The "skins" could be sold on vendors of that tier for change in number of aug slots. If we want a faster implementation of this though I'd suggest making a turn-in where we turn-in our armor and they give us the piece back plus an aug with same stats that we can just throw into one of the "skins". In this manner we actually still have all the pieces to make the level up check. The issue then is still making all the augs for each tier. I could be wrong on how this all works though and feel free to correct me on this one Hate.
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