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Veteran's Lounge
| - Server vote?(49)
Sorry guys, couldnt find anything about this around, and I heard it second hand, so I was wonderin if anyone knew anything about the vote to decide what type a new server should be in March (?). I was told it was happening in Jan, is this right? This looks like my chance to speak up for a classic '99-'01 EQ option, so I don't wanna miss it 
| | | | | - Tank Mercs set to 'assist' are stealing agro(22)
From http://crucible.samanna.net/viewtop...php?f=35&t=6469 I run 3 boxes right now, with a merc tank, merc cleric and added a second merc tank on assist mode this weekend. All J5 (Journeyman, tier 5) I can confirm the following.
The merc tank on assist mode still intercepts mob off of the assigned puller REGARDLESS of who is marked as Main tank. I tried it with the other merc tank on aggressive marked as main tank. I tried it with a player character (druid) as main tank. I tried it with the Main assist marked as main tank (again druid), and the assist merc tank still went for the mob and fought for agro with the other merc tank every fight.
Wasn't a huge deal for the merc cleric to deal with and only set the assist tank to passive for named fights, as I thought there would be too much issue with her trying to split healing between them.
My guess if asked would be that they still need some work on the assist mode. I intend to /bug it tonight just to make sure they have the info. Also going to duplicate some of this info to the general merc post that I started way back.
I had a similar experience with a T5 Tank Merc in Rathe Chambers set to 'assist' (only time I've grouped with tank merc other than testing). I had to fight it for agro the entire time it was in the group. Using Fabled Gem Encrusted Axe with +4 dmg aug (98/32) and spamming agro spells like crazy. I was watching spell casting, and only thing I saw was merc procing Puma (as was I). Didn't see any other weapon procs. I don't recall if I was set to Main Tank role or not, but from the quote above that doesn't seem to matter anyway. Anyone else having these issues? Theories: - Tank Mercs set to 'assist' are still taunting. If so, needs to not taunt in 'assist' mode. - Tank Merc weaponry has large amounts elemental dmg on it, causing massive agro. If so, need Merc /bandolier code for 'assist' weaponry set up sans elemental dmg. - Tank Mercs are doing crazy DPS, more than Solteris geared melee (somehow I doubt this).
| - Merc great for some not so for others.(54)
First off, i do very much like the merc system. I know there are only 2 basic types of mercs tank and healer. So that pertty much helps 2 typs of classes out the most... tank and healers. Survivability wise on many different types of mobs. They don't so much help the in-between classes IE enc, wiz, bard, some necro too So what you guys thank? and is there plans for a merc that will work well for an enc? maybe one that will snare to help them charm kite or something (i know there is plans for other mercs though) or wizard, a merc that will basically be a rogue pet and kill a mob while a wizard is kiting. would the healers be good enough for a bazaar geared bard to do much? mostly i could see a tank pick up a healer merc and easily pick off older raid mobs or harder hitting summoning mobs NP. Now for classes like wiz, ench what kind of merc could they have that could possible help them do that? They could use a tank merc but who would heal? they could use a healing merc but could they keep up beings a silk class will get pummeled.
| - When merc buffs are combined with Druid buffs(16)
When you get a druid skin, the healer merc will buff you with a symbol and melee mitigation. Which is Great. Except the true combination here is Druid Skin, Cleric Symbol and Cleric AC. Ie Blessing of the Heartwood Rk. II plus Darianna's Mark Rk. II plus Order of the Devout Rk. II equals AC: 215, HP 4033 and 20mana regen. This combination is greater than Gallantry rkII AC 176, and HP 3775. It would be nice if the Healer merc could perform this combination with the Druid Buffs. Thanks
| - Hackers and Cheats!!! Trust me, we are tracking them down...(299)
I have seen mixed reactions to SOE's policy on handling Hackers and Cheaters and I wanted to step in and give everyone some insight to the procedure.
Generally speaking Customer Service will be notified that someone is hacking or cheating and they will monitor the character during these actions. If the character is not online there are various details that the CS rep can look into and find out if there is something that is not "normal" with the account in question. Once it has been determined that the person was exploiting the game, the player will be suspended on the first offense. I know that many of you would rather see the player just flat out banned but we do run a business and we have to give the player the benefit of doubt. Believe it or not, some players are using hacks or exploits that they heard about and (although it is clear as day in the legal text) they don't realize that they are doing something wrong. The player will not be able to play EQ during the suspension, but once that time is up they are able to come back to the game and play. A few players have seen known cheaters back in the game after a suspension and they have been frustrated at SOE's allowing them back into the game. I can say that our CS department has a strict policy that once a player has been suspended, they are to be banned on the next offense. I hate to do it but I have to throw out a disclaimer: there are situations that range from cut and dry to very strange and difficult to understand. We do our best to take care of the problems and make the game a better place for all of the players that are not cheating.
Many of you have noticed that we just cut a large group of players from the game and we will continue to do so as long as needed. The crazy thing is that the worst offenders go out of their way to go buy a new box (account) everytime that they are caught, which makes is very challenging for us to track them all down. I would suggest letting a CS rep know if you suspect a player is Hacking/ Cheating and they will look into the situation.
I hope that helps a little bit in understanding our goals. Fighting this problem is an ongoing issue and your help is part of the winning solution.
| - EQ ART(2)
Have you guys seen the 1H blunt that you buy with station cash? It looks.............................................................................................................................................................................................................................................................. AWFUL whoever made that design...................................... They never played a game before seriously, what people like are FLASHY items, ITEMS THAT DO COOL THINGS. Like everytime you cast a spell your wand makes flames around you or lightning flash through you, or weapon that looks like a lightsaber... Speaking of which, I havent seen any flaming swords or such in a long time believe they are warrior weapons. Now whoever is in charge of making weapons is giving us these awful designs, he has no idea how bad they are because he keeps making them ......................... awful. $4 for that design, who in the right mind is gonna pay for that. Stupid waste of money. And the armor bundle, I HAVE NO IDEA WHAT IS INSIDE. OMG dont tell me, its ELEGANT ARMOR AND A ELEGANT WEAPON. OMG they sell for 100pp in bazaar, you think I pay $10 for 400pp worth. ROFL LMAO LOL. I AM WILLING TO SPEND $$$$$$$ BUT YOU GOTTA MAKE IT WORTH IT, NO BC. I HAVE BEEN PLAYING FOR 6 YEARS, MOST OF THAT STUFF IS JUNK TO ME LOL.
| - Tier 5 Mercs: Power Has Gone to Their Heads(35)
My husband and I play together, and between us we have 3 characters we regularly play. We got all 3 through void E progression about a week ago, and we got our tier 5 mercs. Other than a couple minor things, we're not seeing a lot of improvement, though we haven't done the extensive testing that other players have done. Our biggest issue with all three is that they will routinely go on 'break'. Set to reactive, they won't buff and will heal late or not at all. Resetting and zoning, suspending and unsuspending don't help. At other times they are fine and work as intended. Several other people in our guild are expressing similar problems. Getting through void E only to be rewarded with a merc that doesn't want to do their 'job' is a bit frustrating to say the least. I play an 85 beastlord who is well equipped with almost 1k aa's and over 21k hp unbuffed...so when 3 mercs can't keep me alive killing named roamers in FoS (let alone not wanting to buff me), it makes me want to go back to tie 4 mercs. This isn't necessarily a whine-fest, though many will likely feel it is. I'm hoping others with similar issues will post so that we can compare notes and make SOE aware that there are some concerning issues. And before anyone suggests the usual, like making sure we're out of combat for buffs etc, I assure you we've tried every possible 'fix', and we use mercs quite a lot. I do appreciate input and suggestions, but we've tried all that and I want to bring these issues to light so we can get something DONE.
| - The community = EQ's HPs(82)
Heya, EQ is a social game. Even with mercs, the game cannot survive without friends, guilds, and strong social networks. In a word, 'community'. The strength of EQ's communities is CRITICAL to the health of the game. Instead of hoping' for the best, what can we do to help strengthen it? The best way to build community is to encourage grouping. Make grouping something you ALWAYS want to do. Encourage play that fosters new friendships and stronger ties between players. Give players strong incentives to work together, at all times (not just for XYZ quest), even for short periods. There are lots of ways to do this... Here's my suggestion: add 20% XP per non-merc group member (past the first). Reasoning: A very simple code change to make it so that you ALWAYS get better XP by adding folks to your group. Players should WANT to invite joe-shmoe, even if only for 15 mins, because it means more XP. The more players group together, the more friends they make; the more they feel a sense of belonging; the more they learn about the game; the more places they discover in the world; the more they are likely to invite their friends; and the more players are likely to stick with the game. So, that's my suggestion. What's yours?
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