Вопросы к разработчикам 2009.06.03

Материал из Энциклопедия EverQuest II
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3rd try:

  • When can we try on a Fae or an Arasai illusory image? Seems those two were left aside as we have available most of the other race illusions.
  • What do you think about making the mount-calling equipment (like whistles, drums, scrolls etc.) be placeble at home and making the animals (or carpets) pop up once the unequipped items used inside. I bet some guys will love the idea of designing stables in their GH or making exhibition halls to show off their herds of battle wargs or bears - or maybe even teaching lava rhinos to play piano or to swim in a fish tank.

Containers

  • Do you plan to increase max number of items in one stack? Would be great to keep more than 5 pieces of the equal items or to be able to stack those that are non-stackable now (totems for example).
  • Can you add more inventory containers with increased capacity for some specific item types (like those for raw materials) - for quest items, collections, usable buff\debuff potions etc. That'd make it easier to find a necessary item in the inventory and to help high level players with extra space coz they have to carry at least two full sets of armor\gear and many other stuff needed for raiding.
  • Are there any plans to increase the number of arrows\throwing daggers etc. per stack?

Guild Halls

  • You've mentioned that we'll see a higher tier Guild Halls in the coming expansion. Can we expect new amenities there? What kind of?
  • Guild Halls were a very convenient addition to the game but they left all the cities and towns around Norrath deserted. The MMORPG idea of socializing players failed as everyone now's stuck in the GH where he can find whatever's needed for craft, trade and travelling. Does it work as intended or you consider some changes to make the toons spend more time outside of their cells? Maybe just placing menders, bankers and brokers out of the GH's would keep the right balance between overcrowded locations (and much hated lags) and deserted streets and squares. New players get a very wrong impression of the game until they join a guild and it ends up leaving 'em no choice but to join a guild.
  • For less populated servers the GH hirelings spoil the rare resources trade - noone's willing to go mining ore or gather hides coz it's readily available in the GH Harvesting Supply Depot and as the result, just few pieces of the rare stuff on the market are offered for a sky-rocketing prices. For all servers those guys spoil one of the classic jobs for the toons - farming resources. Is now not needed at all. Those who liked that playstile are now jobless coz they can't sell their common resources harvest. Any planning tweaks?
  • Is it possible to add portals from GH 1) for any toon to any of other guild member's houses and 2) for a toon to any houses belonging to that player's alts on the same server?

Macros

  • You've mentioned that players can expect some time in the future more commands per one macro (that question was about changing equip sets). Can you help troubadors and other buffers to save their fingers and cast all 15-something spells with one key strike. That's about two hotbars and a lot of wasted time for "click and wait" after each raid wipe.
  • Ain't you planning by any chance to add conditional operands to macro?

Spells

  • Shadowknight's Bloodletter. This effect cannot be cast during combat and has 3 min of recast time triggered upon toon's death. For the raids it's a huge loss of time - once wiped, the Shadowknight makes others wait for 2,5 or even up to 5 minutes (which is a reported bug) before the spell can be used again. Is there a specific reason not to lower the recast time as the spell can't be started during combat or to keep the cool-down period but make it usable in a battle?
  • Dispell and disarm can debuff the Shadowknight's Bloodletter. Can it be made resistant to those spells?
  • Mastercrafted versions of alchemist's potions (DOT dispel) have been removed from the game while common versions got increase in their effects. But there still is a lvl 62 "Grandmaster's Freedom of Action" (-97 levels of hostile effects) and its common analogue "Exceptional Freedom of Action" (-72 levels of hostile effects). Is it an intended exception or it'll be fixed. What will be the fix - removal of GM's version, enhancing the common version or what?

PvP

  • Could you please dot all i's and cross all t's regarding the GU51 fame changes. The question is pretty simple - are there plans to change the fame mechanics (or may be even roll back to pre-GU51 state) or no changes are planned for a certain period of time.
  • A healer engaged in PvP combat with two or more enemies can heal himself only manually changing target to himself which means a huge loss of DPS and time. For that period of switching targets and self-healing even the auto-attack ain't working while the opponents do not experience such troubles and continue the extermination of the poor healer. Can any mercy be expected and the problem solved in one way or another?

world events

  • The two new events that recently were on the test server bring in tons of new decorating stuff for player's homes and GHs. That's the good news. But the quests for the Tinkerfest is something that could probably be done better. There are only two tasks to complete and they are way too simple. There's only one collection to gather and the shinies located like books on a shelf - someone needs just to stand in one place for a while and the reward is his. Yeah, events are fluffy fun thing but can you still add some more stuff to make it a bit more interesting?
  • There were some bits of information from another popular MMORPG game where (as claimed) unexpected event happened in the game world. Players could catch a nasty illness in one of the zones and then it accidently spread out from one player to another causing kind of a world-wide pandemia. The cure was unknown for a while and that was a challenge for the inhabitants how to survive. Does EQ2 allows such kind of things driven by players interaction and do you have any plans to use such mechanics in future events?

3rd try:

  • When can we try on a Fae or an Arasai illusory image? Seems those two were left aside as we have available most of the other race illusions.
  • What do you think about making the mount-calling equipment (like whistles, drums, scrolls etc.) be placeble at home and making the animals (or carpets) pop up once the unequipped items used inside. I bet some guys will love the idea of designing stables in their GH or making exhibition halls to show off their herds of battle wargs or bears - or maybe even teaching lava rhinos to play piano or to swim in a fish tank.

Containers

  • Do you plan to increase max number of items in one stack? Would be great to keep more than 5 pieces of the equal items or to be able to stack those that are non-stackable now (totems for example).
  • Can you add more inventory containers with increased capacity for some specific item types (like those for raw materials) - for quest items, collections, usable buff\debuff potions etc. That'd make it easier to find a necessary item in the inventory and to help high level players with extra space coz they have to carry at least two full sets of armor\gear and many other stuff needed for raiding.
  • Are there any plans to increase the number of arrows\throwing daggers etc. per stack?

Guild Halls

  • You've mentioned that we'll see a higher tier Guild Halls in the coming expansion. Can we expect new amenities there? What kind of?
  • Guild Halls were a very convenient addition to the game but they left all the cities and towns around Norrath deserted. The MMORPG idea of socializing players failed as everyone now's stuck in the GH where he can find whatever's needed for craft, trade and travelling. Does it work as intended or you consider some changes to make the toons spend more time outside of their cells? Maybe just placing menders, bankers and brokers out of the GH's would keep the right balance between overcrowded locations (and much hated lags) and deserted streets and squares. New players get a very wrong impression of the game until they join a guild and it ends up leaving 'em no choice but to join a guild.
  • For less populated servers the GH hirelings spoil the rare resources trade - noone's willing to go mining ore or gather hides coz it's readily available in the GH Harvesting Supply Depot and as the result, just few pieces of the rare stuff on the market are offered for a sky-rocketing prices. For all servers those guys spoil one of the classic jobs for the toons - farming resources. Is now not needed at all. Those who liked that playstile are now jobless coz they can't sell their common resources harvest. Any planning tweaks?
  • Is it possible to add portals from GH 1) for any toon to any of other guild member's houses and 2) for a toon to any houses belonging to that player's alts on the same server?

Macros

  • You've mentioned that players can expect some time in the future more commands per one macro (that question was about changing equip sets). Can you help troubadors and other buffers to save their fingers and cast all 15-something spells with one key strike. That's about two hotbars and a lot of wasted time for "click and wait" after each raid wipe.
  • Ain't you planning by any chance to add conditional operands to macro?

Spells

  • Shadowknight's Bloodletter. This effect cannot be cast during combat and has 3 min of recast time triggered upon toon's death. For the raids it's a huge loss of time - once wiped, the Shadowknight makes others wait for 2,5 or even up to 5 minutes (which is a reported bug) before the spell can be used again. Is there a specific reason not to lower the recast time as the spell can't be started during combat or to keep the cool-down period but make it usable in a battle?
  • Dispell and disarm can debuff the Shadowknight's Bloodletter. Can it be made resistant to those spells?
  • Mastercrafted versions of alchemist's potions (DOT dispel) have been removed from the game while common versions got increase in their effects. But there still is a lvl 62 "Grandmaster's Freedom of Action" (-97 levels of hostile effects) and its common analogue "Exceptional Freedom of Action" (-72 levels of hostile effects). Is it an intended exception or it'll be fixed. What will be the fix - removal of GM's version, enhancing the common version or what?

PvP

  • Could you please dot all i's and cross all t's regarding the GU51 fame changes. The question is pretty simple - are there plans to change the fame mechanics (or may be even roll back to pre-GU51 state) or no changes are planned for a certain period of time.
  • A healer engaged in PvP combat with two or more enemies can heal himself only manually changing target to himself which means a huge loss of DPS and time. For that period of switching targets and self-healing even the auto-attack ain't working while the opponents do not experience such troubles and continue the extermination of the poor healer. Can any mercy be expected and the problem solved in one way or another?

world events

  • The two new events that recently were on the test server bring in tons of new decorating stuff for player's homes and GHs. That's the good news. But the quests for the Tinkerfest is something that could probably be done better. There are only two tasks to complete and they are way too simple. There's only one collection to gather and the shinies located like books on a shelf - someone needs just to stand in one place for a while and the reward is his. Yeah, events are fluffy fun thing but can you still add some more stuff to make it a bit more interesting?
  • There were some bits of information from another popular MMORPG game where (as claimed) unexpected event happened in the game world. Players could catch a nasty illness in one of the zones and then it accidently spread out from one player to another causing kind of a world-wide pandemia. The cure was unknown for a while and that was a challenge for the inhabitants how to survive. Does EQ2 allows such kind of things driven by players interaction and do you have any plans to use such mechanics in future events?