Gates of Discord Getting Re-Tuned

Brenlo from the Developer's Corner indicates the Gates of Discord is receiving some re-tuning. Note: This is still on the Test server only. It is not live yet. - - - - - - - - - - - - - - - - - - - - Gates of Discord is being tuned to rework many of the experience areas to better balance the expansion for all classes. It is our hope that this re-tuning will allow for more group diversity and better use of individual class skills while maintaining the challenge of the new content. We hope to roll out these changes within the next 2 weeks. Zone experience modifiers were increased in all zones from Tipt/Vxed and beyond. - To make it more appropriate and rewarding for the intended player level ranges. Natimbi, Qinimi, Barindu, Riwwi, and Ferubi should be tuned more appropriately for their intended level ranges. - To make the zones more appropriate and rewarding for their intended level ranges. NPCs will no longer hit for max damage as often. Knights in particular should find it easier to tank mobs they previously had difficulty with. - Grouping restraints were too tight. This caused groups to require a warrior/riposte tank with multiple healers. Ikkinz -- Guilds no longer have to flag every member of their guild in order to complete Ikkinz. Only one person needs to complete all events/raids to start Ikkinz 7. At that point, all players who complete Ikkinz 7 will get full credit for the zone. - Based on customer feedback. NPC innates have been adjusted to behave a little more reasonably. - Based on customer feedback and designer logic. The innates that were placed on the NPCs were inappropriate and were making encounters too difficult. Zone travel has been made easier. Animal aggression was lowered (faction placed to dubious) and See Invis percentages were reduced on several NPCs. - Based on customer feedback. Players needed invisibility all the time and were getting swarmed by NPCs. These changes will help reduce these issues. Spell drops have been increased. - Based on customer feedback. Increase the rate of cash drops - Based upon customer feedback Note: Please keep in mind that these changes do not affect every zone. We would like to thank all of the folks on the Test Server who have been helping with the re-working of the encounters and we hope that you enjoy the changes when they go live in the very near future. Thanks all! The EverQuest Design Team

Comments

Post Comment
Well
# May 25 2004 at 6:01 PM Rating: Default
Simply enough the reason why people didn't and dont use the Warrens... is the Warrens SUCK, and so does the loot table.

You see the key is Risk Vs. Reward. Make it very risky and make it very rewarding. Whats the point of going into the warrens and killing 250+ roamer mobs just to spawn the specialized named mob, which then has crappy drops.

I envision 2 types of zones.

Imagine this... Shialoh's Labratory... this zone will be accessable by anyone but would have the trivial loot code. Lets say for levels 25-35. A place to go after Pal caverns. A zone set so that it can have intentionally several completely separate camps lets say 8, and a few intentionally open soloable areas. A decent mixture of mobs, casters and tanks that require stratagy to kill. Now all the mobs here will be powered up so that in order to really kill the yard trash you have to be on your toes even if you are 35. But then there are randomized named mobs that spawn from killing the static camp spawns.. and I mean like every 20 or so kills a named would pop. Newbie spells, USABLE armor that is on par with today's game. For instance a Plate breastplate that gives 25 ac 5 int 5 wis 5str 25 mana 25 hp with some minor effect. A 1hs weapon 13 damage 24 delay with some minor effect. Allowing people to learn their class and their roll in a group. People would use that.

Now Shailoh's Torture Chamber.. only allows people 35-45 to enter. Inside its set up with yard trash mobs that require at least 1 full group to kill nothing soloable. And major named mobs that require no less than 18 to kill, that would give items that would allow a guild to power up its characters in preparation for higher level raiding. Such as Warrior weapons that would have procs to increase aggro... Mana pres III items... Improved healing III. The mobs set up so that definate strats have to be used to kill the mobs.

Now I realize there are some zones for the purpose of powering up and gearing your guild Kael and other Velious era zones are great for this purpose and alot of Luclin areas. These area's are set mostly for those characters 50-60 and I think the currently loot tables are below par. Why bother spending weeks with your guild getting COV faction (or whichever you choose) and raiding to get gear that in for about 200 bucks on the internet you can buy plats and just hit the bazaar and arm yourself to the teeth and level straight up to 65. I think some changes should be made to make gear more accessible for levels 25-45. 45+ reasonably has enough available in my opinion as of right now, and of course 60+ levels are flooded with easily accessable gear options.

This is what I had in mind... not crap like the warrens. Sort of the higher level game on a smaller scale.

The reason people are rushing to get to 65, and buying plats online are simple. The game really doesn't start or have much of a challenge currently until 65, and the gear we need to start raiding is too expensive to save up to buy, and too hard to solo and quests for the subpar items are too long too hard and require too much assistance.



Edited, Tue May 25 19:06:54 2004
well
# May 18 2004 at 12:26 PM Rating: Default
They tried making a newbie raiding zone with trivial loot, and more people complained about it then liked it. The Warrens first came out it was like that. The Mugglewump was your hardcore raid mob who dropped your random no drop items. Seems like it cast some sort of random effect randomly as well. Thing is hardly any newbies ever have made use of that zone. I have seen the level 5ish pop in trying to kill for exp only to be run out by massive trains, but that is really about it. Not SOE's fault, just people won't make use of it.

Most newbies are more concerned about getting 65 now then actually raiding stuff. And anymore most newbies, even the ones who are true newbies, have better stuff then your average mini-raid zones would offer.

Even now that I am in a raiding guild I have yet to use Gates for anything other then soloing mobs in natimbi.
RE: well
# May 19 2004 at 8:47 AM Rating: Decent
i have to agree with you, about the (true Newbs ) trying to get to 65 faster than their equiptment can take them...
I have a 50 druid, i have had him for a good while, even tho i rarely play him anymore he still has about couple months of work in him, i have soloed almost all the way up to 45, and loved it, while pwning hill giants at 30 ( before min lvl req for 45+ spells ) was accually fun, and there will always be new players ( newbies ) that the experienced ones ( us ) will need to educate on how to sucessfully become strong, but there are others who think they can master the game in a day, but they only can use a warrior ( the easiest at 20 n b-low) good, but then they go off and start a mage or wizard, and the first time they kill something they die easily and dont know how, then they whine and whine more. they then start crying and call us to help them ( us being more exp ) and that we give them more stuff, which i do not understand, well, that is about all i have to spill on this subject, but anyways be kind and it will always reward you ( i know from exp LOL) but dont be too kind or you will be slapped in the face by something you dont want, and you will need someoen to pry your corpse off of a giant's foot.

L8r all, good hunting
Nuppun Lvl 50 druid ( incomplete )
Belching lvl 39 warrior ( incomplete )
MasterCommander ( made up not a real char, LOL)
Yeah well...
# May 17 2004 at 6:27 PM Rating: Default
I've tested the test changes and this is what I think.

Dont get your hopes up.

GoD to start off is unreasonably difficult. The Risk Vs. Reward is way off kilter. I understand SoE wants to give more "challenge" so that people can play and "enjoy" the game. They have just went the wrong way about it. To do most of these things you need a elemental armor yourself, a cleric, a 10k+ hp tank, and some dps classes with a fairly high amount of AA's even still.

SoE needs to change the way they look at the "Challenge". Not by making the normal mobs stronger than old dragons. But by changing the rules, giving the mobs new spells and behaviors. Creating new and interesting zone lay outs that change the set up here and camp this area behavior. LDON was an excellent start.. and the current GoD expeditions are great... too bad 95% of the people playing dont know because they can only experience very very little of the GoD expansion.

Players dont need more of the same. We have enough impossible to kill crap to deal with.

I pray someone at SOE is reading this because I'm a player and this is what I would like to see.

1. Brand new raid zones, instanced like LDON that only allow people within 10 levels to enter. But can be accessed by lvl 20's. Kinda like newbie raiders training grounds. I'd also like to see some static newbie raiding area's with trivial loot code in place (If you kill this and it's not at least light blue or higher to you then you dont get loot).

2. I would seriously like to see more mana regen and HP regen spells added. Chanters and Druids dont like being bothered. Also lets really add more items out there with +mana +hp regen. Make them achievable at a lower level. I like the changes that have been made but there is room for improvement.

3. The game engine has been changed. In my opinion not for the better. But someone up there likes this goofy "sticky tree" engine. Could someone at SOE take some time and seriously read back those Feedback and /bug issues and correct alot of the problems currently in game over the next year. I'd REALLY like to see some things fixed as of right now this game is getting worst not better. Also revisit some of the issues that have long haunted us... that were said to be tied to the game engine... new engine... lets fix some old problems.

4. What about the melee changes? I thought there were more to come... where are they? Things have been kept in general well balance I would say with the exception of the dependance on enchanters over all in the game. But how about a new support class, or at least a new caster class with a completely new line of spells, we've added beastlords which imho ROCK. Same with Beserkers.. great job on those... now lets pull out something for a new damage dealing caster class with a NEW but Balanced line of spells, and something new on the support front. Seriously I know you guys can think of something.

Hey the game is yours SOE... it's a 5 year old painting that isn't complete... some of the touch ups haven't helped the overall look. The good thing is that overall you have something great in epic porportions. The direction you guys are going in... really just turns my stomach... none of it is really what I want to see. I dont think many people want it either... I dont know who you are asking... or where you are getting your data... but really. You should check the player boards, and stop listening to the 100 putzs that give bad advice at the fan faire.

Leave what works alone. Fix the problems you have. Add things PEOPLE can use.
Tuned.. not quite there yet
# May 15 2004 at 7:39 PM Rating: Decent
I tested the "Tuned" part out, and well ok they do not hit for maxium damage as much anymore which is great but it's still not levewise correct, went up against the noc's, and well the combat stability 3 and Innate defense 5, it still hit for me 900 damage in one round, 2 hits + 530 proc, now if this is intended for mid level which is guess is 40 - 50 nowish with the level cap been raised from 50 to 60 to 65 (and going onto 70 bah =p). So if I am a level 45 gnomish wizard and i decide to be silly enough to attack, well i don'thave any AA skills and really how much HP is a wizzy gonna have.. near dead after one round.. Well i will say they don't hit as much after was a few double digit damages after that, which is good, but you guys said mid to high level so good work so far, but you have only benefited the higher people in GoD, but you are listening so we will tell ya what we think. =p

Ulag_darquel
65 Soloist cleric
innates
# May 14 2004 at 4:08 PM Rating: Default
I am pretty sure by Innates they mean effects mobs produce. Such as the -250 to all stats debuffs I have heard of from some named.
pallys own
# May 14 2004 at 6:26 AM Rating: Default
pallys will be better tanks,Sks will still suck=)
RE: pallys own
# May 17 2004 at 5:17 PM Rating: Decent
Rather have an SK than a Pally any day.
RE: pallys own
# May 19 2004 at 8:12 PM Rating: Decent
Thats kinda a bold statement.Like there is really that much difference. One might deal a lil more damage than the other. Or, one might have better healing powers then the other. As far as tanking goes, thier principles are the same. They can both hold agro well, and nither has an incredible amount of HP or AC like a warrior would. So , why would you pick a SK over a pally anyday? Is there some HUGE deficit of ability that me and the rest of Norrath doesn't know about? Hmm, Pallys Stun , SK's lifetap. Pallys LoH , Sk's HT . Pallys group heal , SK's can FD.

I can see where the scale tipped so far into the SK's direction here, really. As a pally, i hold both classes in high regard. My guess is , you are an SK.

Edited, Wed May 19 21:14:08 2004
Increased Money....
# May 12 2004 at 8:18 PM Rating: Decent
What do they mean by
"Increase the rate of cash drops"

if it is what i think what it is then where are some spots to go get some good money...?
RE: Increased Money....
# May 13 2004 at 8:17 AM Rating: Decent
**
508 posts
Probably a slight increase in general plats dropped off of mobs in GoD.
pallys?
# May 12 2004 at 10:40 AM Rating: Decent
I assumed when they said knights they meant pallys..
RE: pallys?
# May 12 2004 at 5:41 PM Rating: Decent
Nope, SK's, which are superior in every way, shape, and form to useless Palerot Paladins.

Or, to speak as a non annoying individual: No, they meant SK's.
RE: pallys?
# May 13 2004 at 6:35 AM Rating: Decent
Actually they probably meant both
RE: pallys?
# May 13 2004 at 6:31 AM Rating: Decent
snicker
____________________________
The Zolz of many faces.. Shadowhawk
Take me!
# May 11 2004 at 2:54 PM Rating: Default
7 posts
Hire me! I'll test the game! I need only mmmm 30K a year plus perks...and a company car. And a butt massage every other day. That's settled, I am all yours SOE!!
RE: Take me!
# May 12 2004 at 1:19 PM Rating: Decent
LoL!! in yer dreams! Test Server is part of our paid subscription. Yes you too can help Sony Beta Test their latest bug releases.
sigh....
# May 11 2004 at 7:28 AM Rating: Good
My opinion of the matter is, it's not our fault there aren't enough "high end" testers. It's not our place to test a product after it's been released. I will be putting off my purchase of the new expansion until it's tested and tuned by the live player base (you know thats what will happen because: it seems to be Sonys policy to save a few bucks letting the customers test their product after release) I'm seriously thinking of not buying it because I purchased GoD and it's bacically useless to me.

It's rediculous and at the same time very sad becuase all the while, we the customers and people that love playing the game have been telling them what to do to maintiain their player base and loyal fans and Sony has turned a deaf ear and chose to ignore our pleas. The writing is on the wall, the game in it's current state is starting to lose subscribers. A company cannot constantly release a product that is broken and expect the users to keep buying it. They will not buy it.

It's really a shame to have the game kill itself, becuase I really enjoy playing EQ and would like nothing better than to see a resonably tested expansion just once!see a resonably tested expansion just once!see a resonably tested expansion just once!see a resonably tested expansion just once!

RE: sigh....
# May 12 2004 at 11:04 PM Rating: Decent
Maybe they are trying to drive people away from EQ1 to get them to play EQ2.

just a thought.
yay
# May 10 2004 at 8:09 AM Rating: Default
By Innates do they mean Resists? I have said all along the resists on mobs was WAY too high. I mean when a level 64 druid can't keep a animal tashed lightblue con mob rooted for more then 10 seconds (assumeing it sticks at all) its kinda insane. That is after the 4 resists of snare on it.
Maybe now people level 50+ can actually use this expansion.

Edited, Mon May 10 09:09:19 2004
god tune-ups
# May 09 2004 at 9:40 PM Rating: Decent
are there alot of new spells associates with the new expansion, i havent gotten around to buying it as of yet.
RE: god tune-ups
# May 10 2004 at 2:44 PM Rating: Decent
Not really.
Wow
# May 09 2004 at 3:47 PM Rating: Decent
Avatar
*
101 posts
Wow, im impressed. Thats great news for us Shadow knights $$ bout time something works out in our favor. glad to see the spell drops are increased
____________________________
"What was the start of all this?
When did the cogs of fate begin to turn? ~ Chrono Cross

The best place for Import goods, Play-Asia, click here~!
RE: Wow
# May 09 2004 at 4:20 PM Rating: Decent
Odd, from what I've seen posted on SKO, there aren't enough testers in the high end to form a raid to test the tuning. Hard for them to know if it will make things easier for knights if there aren't knights to test the encounters.
Post Comment

Free account required to post

You must log in or create an account to post messages.