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 41 
 on: January 20, 2025, 11:05:20 pm 
Started by Relzin - Last post by Draca
guild name: NoClues
guild leader: Ordo

Thank you very much.

Done, but deleting post.

 42 
 on: January 20, 2025, 08:14:13 pm 
Started by Relzin - Last post by Relzin
guild name: NoClues
guild leader: Ordo

Thank you very much.

 43 
 on: January 19, 2025, 08:19:59 pm 
Started by Sarthin - Last post by akpainter
I know the people that have really pushed through this zone might not agree with the changes but I do think these are good changes for sure.  I for one enjoyed the zone at the start but with a pretty good amount of time killing and not a lot to show for it I burned out.

To be 100% fair we are also working like dogs so the time investment as it was was not possible, so if there now is a chance of a quicker dopamine hit (armor drop) with lower time commitment that would be AWESOME!

Thanks guys for all you do!!

 44 
 on: January 14, 2025, 09:50:22 am 
Started by Sarthin - Last post by Serra Angel
Hi I'm not sure but a problem that has been happening with my army in OC and SR is that my inventory seems to cause me to crash multiple times when entering the zone and repoping the zone.
Its very annoying and it definitely something to do with my inventory as lower tier geared people have no such problems. Might have to do with Kael equipment or even TD equipment.

 45 
 on: January 11, 2025, 02:59:41 pm 
Started by Sarthin - Last post by Sarthin
Changes to Kael

NPC changes:

- All NPCs in the zone have had their HP reduced. Regular trash HP is reduced around 30%, while some bosses have been reduced from in the range of 30-50%.
- NPCs have also had their damage reduced quite a bit. Should now on average hit around 900k more than the upper VP trash mobs.
- Ragnar got a script adjustment to align with the new damage profile.
- Spawn chances of certain named have been reduced.

Quest changes:

- The Fury of the Giants, down from 350 to 250 kills per faction.
- Improvements!, all task counts reduced from 3 to 2.
- Ultimate Charm v5, reduced shard count to complete quest from 80 to 40 shards.
- A Cold Bargain, reduced from 30 to 9 task counts to complete.
- Translocation quest reduced to 200 kills.

Loot changes:

General changes: some of the named NPCs in the zone have had their overall loot adjusted to be more worth going for if they spawn.

- Tier armor and components have been made more common.
- Roxy's coins does in some cases drop in a larger quantity.
- Slight increase overall in essence drops.
- Increased chances for spells to drop.
- Increased chances for Mechi shield components to drop



 46 
 on: January 09, 2025, 09:47:28 am 
Started by Sarthin - Last post by Sarthin
Kael revisited

It’s been about a year since Kael Drakkel, Tier 11, launched. This tier was a bit of a turning point compared to the ones before it. We wanted to create an experience where players needed to think more strategically and take precautions. The feedback we’d received was that some of the previous content felt too mindless, so we aimed to shake things up. Kael was designed with fewer mobs per encounter, but each NPC posed a bigger threat and took longer to kill. 

While we think Kael in many ways as a tier is solid, balancing it for the diverse playstyles and box setups on EZ has proven to be a real challenge. Even with the adjustments we’ve made so far, we’re still hearing that some players avoid the zone due to its difficulty and the time commitment required to complete it. With such a wide variety of player preferences, finding a balance that works for everyone in a single iteration just isn’t realistic. That’s why we believe introducing a Normal/Hard mode system in future tiers makes much more sense than trying to create one-size-fits-all content. 

Kael will, in many ways, mark the end of our old approach to zone design. The plan is to scale Kael down—both in difficulty and in the time it takes to progress through it—while keeping it slightly harder than the tiers that came before. Future tiers will feature the Normal/Hard mode system, giving players the freedom to choose their preferred challenge level and more control over how they engage with the content. Balancing tiers has always been one of the toughest challenges for us devs, given the variety of box setups and playstyles on EZ. We’re confident that the Normal/Hard mode approach will make the game more enjoyable for everyone.


Planned Adjustments to Kael

 - NPC health pools
 - NPC damage output
 - Spawn and drop rates
 - Time required to complete quests and attunements
 - Script adjustments-- to make certain mechanics more forgiving 

There could be other tweaks as well. A complete changelog will be posted once the update is finalized. 


Why Not Add Normal/Hard Mode to Kael? 

You might wonder why we’re not adding a Normal/Hard mode to Kael itself. The truth is, while we did discuss it, retrofitting that kind of system into a zone that wasn’t originally designed for it would be a massive undertaking. We believe our time is better spent on other improvements and future content. 

So, Kael will remain a transitional tier, a stepping stone that marks the end of our old approach to balancing content for everyone in one go. We’ve come to realize that it’s impossible to meet the needs of all playstyles with a single design, and the Normal/Hard mode system will help us move forward and giving you all a more flexible way of playing on EZ with a player-driven approach that Normal/Hard mode gives you.

We understand that there will be mixed feelings about this change for Kael, but we're also sure that the direction forward will provide a more meaningful experience for everyone, regardless of how you want to meet the content.

Thanks again for sticking around and making EZ the great place it is!



For Akkadius & Draca,

-Sarthin
EZ Admin Team

 47 
 on: January 09, 2025, 05:20:44 am 
Started by Draca - Last post by Draca
Pet renaming functionality was not working as intended, pets should retain their names indefinitely, through logouts etc. I have changed to the server code data bucket instead of an EZ specific solution that is outdated.

 48 
 on: January 06, 2025, 08:54:35 am 
Started by Draca - Last post by gnonim
Great to hear your mom is doing well.  Thanks for the updates and all of the hard work over the years.  Much appreciated!

 49 
 on: January 05, 2025, 07:53:43 am 
Started by Draca - Last post by Draca
Here is my take, because I was similarly interested in how new content was driving group sizes. Now, while I am a GM, and in my day I was a good player, I have not played EQ in any real capacity for almost 4 1/2 years. I did not use of the more recent combat assisting macros, I was button mashing like a WoW player, triggering heals, buffs and special melee abilities through standard social keys. There was no 'Is this buff up, if not, cast it' scripting, it was mostly triggering keypresses on other characters to do what I wanted them to do. I knew that up to Tier 9 wouldn't be a problem, so I started with a gear maxed T9 Warrior, and a mix geared group of support and DPS characters.

I was primarily interested in 6 and 12 man groups, and these my key takeaways: You have to take the time to maximize your gear, ideally using an optimized mix of classes that may, or may not be what you would like your group composition to be, and it will take longer than running a larger group (even when the loot needs of a larger group is considered). You also need to take the time to understand using MQ2. If you just throw your hands up because you don't want to learn how to get it to do what you're asking it too (within the rules), then you're on the wrong server. Boxing requires some degree of super basic MQ2 scripting, and EZ is a boxing server.

Tier 10 is doable without issue by a 6 man group, warriors still have the huge riposte and Guardian Charm benefit here, and since GSS drop rates are better than before, you can fairly quickly trade or loot the GSS's you need for UA once you're done the faction. 6 man was initially hit or miss on some fights, there is certainly the possibility that a mob, especially 2, can get the best of you, but I don't automatically equate the fact that you might die here and there with a group not being strong enough. I got through the initial faction, got my Orc armor in Tier 10 along with a couple accessories, and at that point, you could duo it with a warrior and  paladin. I did add the 2nd group, and in Tier 10 it just increases the speed you can kill, and reduces your chances of death to pretty much zero.

Sleeper's Tomb is not only doable with 6, it's almost overkill. With a max geared warrior with GC and a reasonably gear Paladin, you can duo the entire zone with no issues. I actually duo'd the entirety of ST when it was first launched, because it requires 3 pieces of UA to enter, and I didn't have the GSS's to get anyone other than my Warrior and Paladin in, and I didn't even know that the Guardian Charm was so overpowered at that point. Again, 12 helps the speed.

Veeshan's Peak is difficult with 6, but can be done. It isn't easy, and even knowing what every NPC is going to do, as I developed the zone, getting past some of the gut checks, like the dragons, was a test of patience. In all honesty though, I did re-configure my 6 man group at this point to include a Druid, since I was able to fairly quickly craft the AE heal spell. 12 man made VP feel much more stable from a gameplay perspective, as the increased healing and DPS made fights feel much more controlled, and wipes were few and far between. I did struggle with Tunare initially, and she isn't terribly 6-man friendly, but certainly doable as a 12 man group.

Kael Drakkel/Fear Itself are difficult as a 6 man group, but also can feel a bit tedious due to kill speed without some additional DPS. 12 man improved it markedly, as the majority of the 2nd group was DPS. Bosses are incredibly challenging as a 6 man group in both of these zones, and in full disclosure, I had to cycle through a few iterations of class mix to find one that seemed the best fit for my playstyle in this zone.

My final conclusion was this: You can 6 man through all of EZ's content, but you will need more patience than most players have. You will have to make sure you maximize your gear, and may have to bring up and gear a new class as the class meta changes. Playing a 6 man group in the final few zones (VP, KD, Fear) is very close to the feeling of playing old EQ, without the breaks to meditate. Fights are prolonged and challenging, and wipes are always a possibility. 12 man group simply shortens the duration of the fight, and gives you an extra healer or two, which increases survivability greatly.

Ultimately, it depends if you can separate yourself from the thought that you have to try to race to 'finish' the game. If that's the mindset, than 6 or 12 man will disappoint, and you're looking at probably 24+ groups, but if you just want to be able to play through the content, and can handle the slower, though much more terrifying, pace, than 6 or 12 is fine. That all being said, I would personally run 12, because while I don't care to race to finish the game, my patience isn't exactly that of a Saint.

 50 
 on: January 04, 2025, 04:48:38 pm 
Started by Draca - Last post by Danish
Just a quick question - realistically to have fun, how many bots do you need to weild to have fun after T9? 6?-12?-18?

I see dudes dragging along trains of up to 24+ chars. Whats that about?

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