Forum Settings
       
Reply To Thread

free j-boots with pre-order? UghFollow

#1 Aug 13 2004 at 3:36 PM Rating: Decent
So I got an email from SOE, same offer stands on their website, that with pre-order of Eq II now we'll get the "official starter kit" with some nice stuff (wall maps, a stand alone program to create characters, etc)

AND

an in-game item: journeyman's boot to "help speed you on your way" in-game. So I guess expect to see lots of level 1 people running around not needing SoW because they pre-ordered. (Which I think reduces the in-game cooperativity between players which is a great thing in Eq).

To be honest, it feels like a marketing trick - which they should not need! They are number one now. Just make EqII a better game and I'll play it. I'll hand over the US$50 at that time - when it is live and I can see the reviews and read the commentary on messageboards. If I were in beta and actually knew anything about the game -or- if I could return the game if I didn't like it I would have no problem forking over the dough but I'm not going to just gamble it on a total unknown.

Really, from what I have read EqII should be awesome. I'm fairly sure I will switch to it (or a competitor of some kind - if one is better) within, say, one year of it's release. I just don't like this kind of marketing.
_____________________________
#2 Aug 13 2004 at 6:23 PM Rating: Good
**
806 posts
These are nowhere near EQLive Jboots. And they will only get it on the first character they create, so it won't be a big difference.

Also, by mentionning SoW, you're thinking of EQ2 in terms of EQLive. The EQ2's dev motto is "This is not EQLive", keep that in mind.
#3 Aug 19 2004 at 6:33 PM Rating: Decent
Even runspeed one (which IIRC is about a 10% increase in speed, not near jboots level) is a big difference: either you can outrun the mob, or you can't.

I assume somebody is going to be able to cast a runspeed enhancing buff in Everquest II. If that is true, they will be in less demand because of these boots. It's one of the best aspects of Eq that players rely on each other: that in groups you really can be better then the sum of your parts.
#4 Aug 24 2004 at 6:02 AM Rating: Decent
*
133 posts
As I see it, one of the basic concepts of EQII is that mass buffing will not be happening. A lot of buffs are group only, and require concentration (you can only keep so many spells active at once - not throwing out sow, kei, etc. to the entire zone).

I believe that the Scout branch of the class tree gets a run/movement buff.

Either way, I don't think that it makes the game less sociable. I see it as encouraging people to travel in groups. I also agree that it seems to be a cheap marketing trick.
#5 Aug 24 2004 at 10:38 AM Rating: Decent
*
51 posts
Any speed buffs you get weather it's from J-boots or player will drop while you are in combat. They don't want you to be able to kite in EQII.
So I have no idea if you will ba able to out run mobs at all.
#6 Aug 25 2004 at 6:11 AM Rating: Decent
I oredered the collectors edition. I know Its a waste of money but I have a little extra i saved up over the past 5 months. Quick question. Do you suppose that speed buffs will stack with the boots??
#7 Sep 14 2004 at 3:07 PM Rating: Default
Reading stuff like this is just further proof that I will not waste money on the tripe known as EQ2. Why don't they just make two classes - you cast or you don't - then everyone would be equal.
#8 Oct 02 2004 at 2:46 PM Rating: Decent
I'm really enjoying the new setup for EQ2. I hate having to completely depend on others. I like socializing and being with people to beat larger monsters but I don't want to have to really "need" someone if I want to be able to run fast or feel that I can't live without them. Thats why I preordered just due to the boots and I'm gald mass buffing won't happen. The whole concentration thing seems very similar to what is done in Everquest. You can only cast so many buffs and have them running on a set about of people. Like one or there there is good. You fully buff someone you might not have any concentration points left to buff someone else. So gaining money from buffing people is out. Which is great :) :) :) I can't be happier.
#9 Oct 05 2004 at 11:17 AM Rating: Good
**
806 posts
volarax wrote:
Reading stuff like this is just further proof that I will not waste money on the tripe known as EQ2.


You won't be missed. Jboots runspeed boost won't stack with the pathfinding scout ability (group SoW), that every scout gets at lvl 3, so this isn't a game-breaking imbalance (and if you still think it is, just pre-order the damn game).

Not that I'm trying to convince you to come to EQ2, I don't enjoy the company of extremely negative people.
#11 Oct 20 2004 at 11:42 AM Rating: Decent
44 posts
Well, being a beta tester myself, and since the NDA has been lifted, I'll make a few corrections to your post. :)

1) Death- Yes, when you die, you have the option of staying there, and having a priest give you a rez, or you can choose to Revive. This will result in you leaving a spirit shard at your point of death, and you respawning somewhere (depends on where you died, you usually have a choice) with all your gear. You gear loses 10% durability each time you die, and when it reaches 0% you are unable to equip it and must have it repaired either by an artisan or by a Mender NPC. You incur a death penalty, which is shared by all group members, should you be in a group. This provides more incentive for your group to run and have 1 person die, than stand and fight and have the entire group to wipe. Your spirit shard will be automatically reabsorbed after 72 hours, should you not be able to retrieve it. Your stats are slightly lessened by each shard you have in the world, but having 1 or 2 shards out doesn't greatly affect your play.

2) Buffs- Your description of buffs is fairly accurate. You have your mana pool (called Power since both casters and melee use it) and you also have a Concentration pool. You only have 5 concentration slots available, no more, no less. Most buffs require the use of 1 slot. Most buffs though affect your entire group, and do appear to drop when you leave the group. This prevents the buff whoring found in EQLive. It also allow them to make the buffs last a great deal longer (most buffs last 2+ hours). Only the person who maintains the buffs uses the concentration point. So, if you have say 2 mages in the group, they could share the buff duties, and leave more points available to both, rather than 1 of them maintain all the buffs, and the other use none.

3) Quests- Quests work wonderfully. It actually brings meaning to the name EverQUEST. Quests especially right now, will be your primary means of income and equipment, especially at the earlier levels (levels 1 through 10 or 15). You do have a quest journal which works well to keep things organized. Also, your quest "inventory" is seperate from your normal inventory. Killing or obtaining the required mob/item for a quest automatically updates. Also, anyone in the group who needs the item gets credit. Also, you only have a quest waypoint for certain quests, Hallmarks being among them.

4) Loot- Trivial Loot Code is in effect with EQ2. Any mob which provides no experience, also will provide no treasure/rewards. This does prevent item farming by the higher levels. But considering you should be able to solo any mob around your level this shouldn't be a problem.

I'm probably leaving some things out, but this should be a fairly clear picture of how things are CURRENTLY working. Remember it's in beta and things are changing weekly. Some things still aren't implemented, and some things which are, are being changed based on feedback.
#12 Oct 20 2004 at 4:56 PM Rating: Good
**
806 posts
Quote:
you get a journal you can bring up at any time that will tell you where you are in a quest, and your next step. you get a lighted path to your next quest person just like in SWG.


I wish. As far as I've seen, only the citizenship quest is that way. You spend lots of time finding the people, it isn't trivial by any means. Stupid Remmy made me run around East Freeport for 20 minutes trying to find him.

Quote:
sure......if you are not in a hurry. the mobs are tough. adn anything you could solo is likly going to be lower level than you.


With up to date equipment and skill people are able to take yellows in the twenties. Well, today's patched introduces mob roid rage when they use special, but that's another story. XP is still reasonably fast solo. However, I spent the last year in FFXI so my view might be skewed (solo xp in FFXI is non-existent past lvl 10-15, and I mean zero for most class).

Quote:
sounds like a decent game, sounds like they went to far to make it exploit proof though. will see in 4 weeks.


When you play it, you don't feel too limited imho. Of course people that instinctively go for the easy way will hurt a wall fast. For instance people coming from FFXI hoping to have a cleric powerlevel them from lvl 1 to 20 will encur a swift death when the heals don't land. But that's not a bad thing, that's a good thing.
#14 Oct 26 2004 at 6:11 AM Rating: Decent
Quote:
Why don't they just make two classes - you cast or you don't - then everyone would be equal.


Don't you think that would make for quite a dull game. Or better yet... have no classes and just make it a giant chatroom
#15 Oct 26 2004 at 12:52 PM Rating: Decent
From what I've read the issue of fleeing a fight won't be an issue. If you are getting totally beat up you use the /yell for help command to unlock the encounter. After that others may attack the creature. Also it seems they don't run past a certain distance from their spawn point. So it sounds like you won't even have to run all the way to a zone point.
#16 Oct 26 2004 at 12:58 PM Rating: Decent
I just wanted to get a clarification. Under your quest part, you said "Also, you only have a quest waypoint for certain quests, Hallmarks being among them." Does this mean if everyone in the group is looking for x item and one person in the group grab it, they all get credit for aquiring it and can collect the reward? If so, that would be nice for us casual gamers who don't have all the time to spend several weeks hunting in the same spot to get item x for quest y and having to wondering if you are ever going to get your chance to nab it.
#17 Oct 27 2004 at 4:54 AM Rating: Decent
A new feature which really helps when doing quest npc's was recently introduced. Ask the guard :) Simply right click on a guard and a drop down menu appears, select find npc and then typein there name. If the guard knows who they are, they point and set up a waypoint. Atm they don't seem to know them all but they seem to know quite a few, really cuts down on the time it takes to find them.

This feature really helps, as you end up with so many quests, it's often very hard if not impossible to remember where you got the quest from. As many of the quests can be combined, i.e 2 or more quests might require you to visit the same location or kill the same mobs, it's worth always taking every quest that is offered, even if you have to wait a few lvls to start them.

A word of warning about guards, only ever click on guards, not watchers etc.. if you don't get a speech bubble appear when you run your mouse pointer over them, DON'T double click on them, unless you want to die.

Sorry I went off theme, it's been stated on the beta boards that the JBoots you get with the pre-order kit are not the same as in EQ1. They give a 'slight' run speed boost for a short time. To get the old style JBoots, you need to do a heritage quest, which are long, hard and normally fun. There are several items from EQ1 that can be aquired as heritage quests, these seem to start at lvl 20.

Aammer

Cleric 65 on AB
Rogue 16 on beta 1

#18 Oct 27 2004 at 8:23 AM Rating: Decent
JBoots give a horribly small runspeed increase- especially since it doesn't work in combat, all characters have "Sprint" (combat-usable run speed buff, lasts for about 60 seconds, but drains your power bar while using it- designed for fleeing or jetting around town) and Scouts get "Pathfinding" at level 3 which is a Group SoW with superior speed to the actual SoW.

EDIT: Addendum. Of course, should you want to earn a JBoots, you can complete their Heritage Quests and grab a pair for yourself. You have to be 20+ to do the quest, but it's not like this is an item that only Collector's Edition people can earn.

Edited, Wed Oct 27 09:24:07 2004 by RPZip
#19 Oct 27 2004 at 1:50 PM Rating: Decent
44 posts
Yes, anyone in the group who is doing a quest will get credit for the "drop". This also makes it nice if there are 2 or 3 people doing a quest, they can group together which A) increases their kill rate and B) prevents them from having to fight over spawns.
#20 Oct 27 2004 at 8:39 PM Rating: Decent
Quote:
Any speed buffs you get weather it's from J-boots or player will drop while you are in combat. They don't want you to be able to kite in EQII.
So I have no idea if you will ba able to out run mobs at all.


I can't speak about upper level mobs, but if you have power left (blue line, which is same pool as mana), you can outrun mobs.

I've also noticed that mobs only chace you so far, and then they stop.....but if they can't attack you, you can't attack them either(even with a spell).

#21 Nov 02 2004 at 6:06 PM Rating: Decent
I Think u should research what the hell your gonna complaign about first instead of going off on something stupid and making everyone's IQ go down b/c of your stupidity
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 157 All times are in CST
Anonymous Guests (157)