Eq2 The Means To An End
When nobody is happy, that means you’ve reached a successful compromise, right?are upset at the announcement that the Age’s End prophecy, which has dominated EverQuest II’s storyline for almost a decade, will not be directly experienced by solo players. Others are incredulous that it will not be a difficult 24-person raid. EQ2 Lead Designer Kyle “ Kander” Vallee to give the thinking behind why Age’s End: The Final Chapter is a x2 (12 person) raid and to encourage players to playtest the content:So a few things.We opted to make this an x2 because we want to give a lot broader amount of people access to it. It is the Ages End prophecy and the end of the most important story line in EverQuest II to date. Limiting this to x4 raiders seemed unfair. Sure, we could have made it a 6 man, but that seemed less epic for the content.So we made a relatively easy x2 and a challenge x2.
The challenge x2 is not really stupendously harder, or at least that isn’t the intention, but it will lend some better rewards to those who have done the work and geared up to this level of damage.The bottom line was we wanted to give as many people access to it at that level without making it seem silly. We do not feel that an x2 format is silly. We feel our x2 content is lacking and we wish we could do substantially more.This event is on Beta now and I encourage everyone to go check it out.KanderHow can solo and group players experience the closure of the Age’s End story? I would imagine there will be live streams and perhaps pick-up raids giving it a go. Also, with the level cap raise to 100 this November, it seems likely that the x2 zone will be doable by a single well-geared group, or 12 players in average gear.
You may not get the story right away, but there are always other ways.from your site. Comments (22).July 16, 2014 at 9:12 am. Public Quests got almost no code support (because the lead designer at the time, Rich Waters, was sharply against PQs and basically sabotaged attempts to get developer time to support them). So PQs had to be done as a series of tons of hidden quests working together and doing all kinds of crazy tricks to make it work. It’s astounding that they worked as well as they did considering it was all basically done by one guy (Windslasher).Now that EQ2 has an awesome Lead Designer (Kander), just imagine what Public Quests could do!. milliebiiJuly 17, 2014 at 2:55 am.
I think we got till the end of 2015 as we going to level 100 in November, by then eqnext will be up and running and soe will probably be looking harder at the numbers. After all the folks over at vanguard said the same thing about how they were making money and even were boasting about getting fixes, and then look what happened. I am worried, I look at the numbers on Guk and the fact they keep saying were not going for server merges. I am not sure if folks are moving or if they are just leaving. All I know is population on Guk is in decline. Not sure about the other servers.July 16, 2014 at 2:44 pm. The cut the EQ2 team from 40 to 25 last summer, but they cut Customer service by 30%.
That had nothing to do with any sunsetting. They were just cutting staff down to the bone as a consequence of three failed attempts to get EQNext up and running (the current incarnation is its fourth) as well as the often-demoed, never-launched The Agency. Think of the river of money that was going out the door in R&D that never turned into a product!One could speculate that SOE was in a very tough position last summer and needed to make harsh cuts just to squeak by through to the Landmark Pre-sale. Fortunately, that was very successful and Landmark is doing very well, so hopefully there won’t be a need for layoffs this year. milliebiiJuly 16, 2014 at 5:59 pm.
People in EQ1 said the same thing when EQ2 launched. EQ2 is its own game with its own player base and for SoE to assume all of its members to flock to EQnext (a completely different game) because they both say Everquest in them is silly. A game has to be in a pretty sorry state to be shut down and even though there are low numbers on some servers there is still a large enough player base to keep the game going.As for server mergers- too much time and effort (and issues) involved in doing this and quite a lot of players spend the 25ish bucks to server merge anyway which is income for sony.
Personally I recommend transferring to a more populated server which is AB. HootJuly 17, 2014 at 1:13 am.
The difference is that SoE had the money back then. The EQ fanbase has arguably reached its peak back in 2004. Stretching whats left of the fanbase into three different games is not a sound idea.And speaking of EQ1, well SoE hired new developers for EQ1 when they shifted and switched development studios around by the time of EQ2’s launch. SoE’s doing the opposite now. They’re downgrading development teams. And anyone who’s been playing EQ2 for the past 4 years knows that as clear as day.

CaldroanJuly 16, 2014 at 1:33 pm. There is no doubt that PQ’s should be brought back, i know at least a dozen people that loved smashing narandi. If you ask your friends that played DOV, they will most likely tell you how much they liked. Even with the bugs, its still a good idea and we should all let the devs know that we want more PQ’s and even a few world events.More on topic thou, with all the complaint about the 2x zone being a 2x instead of a 4x. Why not make a version for solo, heroic, 2x and 4x with rewards that fit the difficulty?. NotclownshuJuly 22, 2014 at 5:26 pm.
Aug 7, 2017 - I've played blood bowl chaos edition which was okay (even though blitz mode was. Is this game worth it for the single player experience? Of my head after spending about 2 hours in the beta during the weekend. 
I'm having trouble figuring out the proximity for 'stop mentoring'. Apparently it doesn't end when you zone either, so I'm just trying to figure out how to end mentoring withing being next to my mentor or quitting out of the game or dropping group.Here's my example. Say I am a 65 Warden and my mentoree is a 30 Coercer.
We're hunting heroics in say Thundering Steppes. Then he gets out of my healing radius and runs away when something gets on him (sigh) and dies. His pet returns to me to attack. This normally is ok if I'm level 65, but as a 30 vs.
Mid-30 heroics solo. So I want to break encounter and run. Preferably stop mentoring since my mentoree is 1. Out of range.I right click my mentoree's name but 'stop mentoring' is greyed out.
I run closer to my mentoree to right-click him and he revives in town. Mind you I'm still being attacked by heroics. I run to town and am easily killed along the way because of the heroics and his pet, and the fact that I'm trying to hit 'stop mentoring' while running, which isn't working. Dying isn't a big deal, but it's just a bit silly.So, he decided to revive and port back to the guild to repair his equipment.
I'm in TS waiting for him, but still mentored. I try to stop mentoring now that combat is done. Nope.I go to the guild hall and try to stop mentoring him and it's fine, there seems to be no proximity limit in the guild hall. But I was standing about the same distance from him in TS and it was greyed out, so I assume that means because we were in combat?So from now on, I'll just drop group.
It doesn't really benefit anyone to restrict the 'stop mentoring' ability when you can just drop group (and it's easier to do because you can just /leave instead of right-clicking.) It just seems silly that I can't /stop mentoring whenever I want to. It would only hurt us to do so because then if we kill anything we don't get the XP.Can someone please tell me when and how I can or cannot stop mentoring by right-clicking? In combat, in line of sight.?Thanks! Finny, I've seen what you're talking about.
I think that the problem is caused by the system not 'realising' that combat is over - you're 'stuck in combat.' When in combat, as has been pointed out earlier, you cannot unmentor (and I for one completely agree with this mechanism). If the encounter finishes in a way that causes the program to think you're still in combat then this would explain your difficulty.Just guessing here but if a 'mentee' dies and then revives and zones to a guild hall - a place that wasn't part of the game design when the mentoring part was built - the encounter is still happening, that could be one example of a situation that could 'confuse' the program, and leave it thinking you're still in combat even when you're not. The program has to consider all group members at the end of an encounter - quest updates, for example, may be dependent on the result. I'm sure that there are many such examples, because I've seen it many times, in many situations.
And it's the non-reproducible intermittent bug that's the hardest to fix.Dropping group should solve the problem if it should happen again. If not, a '/camp finny' (where 'finny' is your character name) certainly will.But your post suggests that the behaviour you're experiencing isn't the exception that it is for me, it's the norm for you. If true, that's clearly not good, and I would ask you to /bug it so that it has a chance of getting fixed for everyone. If (for some reason) you are being stuck in combat more often than others are, it may be something to do with your character class, perhaps. Whatever it is, if it's happening a lot then it's probably reproducible. And reproducible bugs are the easiest to fix.
Rijacki wrote:You can't start or stop mentoring (drop or join group) while in combat.Contrary to what Kizee claims, I think that pre-dates any of the PvP servers going live 'cause I think that's always been part of mentoring/grouping.Mentoring came way after PVP servers opened.PvP was the reason for the change because the PvPers would mentor somone then start to lose then unmentor and slaughter the lower level people.It fueled one of the many 'PvP will never change PvE' threads early in the game. Mentoring was part of LU 4. 3 months after the game launched. PvP came about 3 years later.From the moment mentoring went in, you could not stop mentoring while in combat. If you engage a mob that auto engages everyone in the group the moment it is agroed or otherwise enganged, you will be in combat and cannot unmentor.If you the mob came after you, that means 1) you were within its leashing zone 2) either the mob engages the whole group or you had a ward or other type of heal on the first person to get agro.The system doesn't need to change. You need to adjust to the system. I sort of have to agree with the OP.
There are several mechanics that seemed like a good idea at the time, but can be easily worked around via one or more alternate methods. There are a couple of reasons why it's bad to allow be to unmentor during a fight, but yet you can drop group during a fight, so why not just let people unmentor during a fight, if necessary, and impose the same penalties as dropping group. If you don't want everyone doing it, make it a slash command, so that people who can take responsibility for thier own actions can find it.This is definitely bugged and several group mates have noticed the same effect where we've been out of combat for several minutes, or were never in combat to begin with and yet the option to Stop Mentoring when clicking on yourself is greyed out. Yell is so completely broken they may as well just remove it from the game at this point. Bayle wrote:I sort of have to agree with the OP.
Eq2 The Means To An End Lyrics
There are several mechanics that seemed like a good idea at the time, but can be easily worked around via one or more alternate methods. There are a couple of reasons why it's bad to allow be to unmentor during a fight, but yet you can drop group during a fight, so why not just let people unmentor during a fight, if necessary, and impose the same penalties as dropping group. If you don't want everyone doing it, make it a slash command, so that people who can take responsibility for thier own actions can find it.This is definitely bugged and several group mates have noticed the same effect where we've been out of combat for several minutes, or were never in combat to begin with and yet the option to Stop Mentoring when clicking on yourself is greyed out.
Yell is so completely broken they may as well just remove it from the game at this point.Where to begin.1) 'You can drop group during a fight' - Wrong, you cannot drop your group if you are engaged in a fight. If there are no 'sword' icons on you, then you are not really in a fight even if another member is fighting something. In which case you can drop group, but as soon as those swords are on you, you cannot drop group and in some cases, you cannot even invite someone else to join the group.2) If the option to unmentor is greyed out, then that means something has you on its attack roster.
It doesn't have to be a mob, it is well known that there are some NPC items in game that you can unknowingly agro and you will be on its roster. Only known way to get out of this type of 'stuck in combat' mode, is to evac or use another teleport type move.3) 'Yell is so completely broken' - Wrong, yell is working perfectly fine.
Eq2 Mysterious Mark
Maybe you just don't understand how yelling works: If you are engaged to one mob, and you yell, that encounter is broken. You will gain HP and Mana at an increased rate as long as you do not have auto attack going. Some mobs do not accept the yell command (for example, Shade of Ganak in Unrest).
If you have 2 or more mobs engaged, then the game needs to know which one of the 2 you are yelling off. The only way to know this, is by targeting one of them and using the yell command. This makes the currently targeted mob break encounter, while the other one is still in encounter. If you want to yell off all encounters, do not select any of the mobs, and spam the yell button once per engaged encounter. If you have agroed a mob, but have not engaged it, you cannot yell it off. You are not in combat, and you can still regen and run at your normal speeds.
That is yelling for help 101. Learn it.Going back to the OP, mentoring by your method opens up exploits. Check out my prior post. Freliant wrote:Where to begin.1) 'You can drop group during a fight' - Wrong, you cannot drop your group if you are engaged in a fight. If there are no 'sword' icons on you, then you are not really in a fight even if another member is fighting something.
In which case you can drop group, but as soon as those swords are on you, you cannot drop group and in some cases, you cannot even invite someone else to join the group.2) If the option to unmentor is greyed out, then that means something has you on its attack roster. It doesn't have to be a mob, it is well known that there are some NPC items in game that you can unknowingly agro and you will be on its roster. Only known way to get out of this type of 'stuck in combat' mode, is to evac or use another teleport type move.3) 'Yell is so completely broken' - Wrong, yell is working perfectly fine.
Maybe you just don't understand how yelling works: If you are engaged to one mob, and you yell, that encounter is broken. You will gain HP and Mana at an increased rate as long as you do not have auto attack going. Some mobs do not accept the yell command (for example, Shade of Ganak in Unrest).
If you have 2 or more mobs engaged, then the game needs to know which one of the 2 you are yelling off. The only way to know this, is by targeting one of them and using the yell command.
This makes the currently targeted mob break encounter, while the other one is still in encounter. If you want to yell off all encounters, do not select any of the mobs, and spam the yell button once per engaged encounter. If you have agroed a mob, but have not engaged it, you cannot yell it off. You are not in combat, and you can still regen and run at your normal speeds.
Eq2 The Means To An End Crossword Clue
That is yelling for help 101. Learn it.What are you, some sort of apologist?It is a violation of law that a mob should maintain a party member on it's aggro list when that party member has zoned.
If mentor and mentee have zoned they should be able be umentor. We've certainly seen the ins and outs of mentoring a whole lot lately and I for one say that its got issues.I appreciate the update on how yell works, but that does not mean there aren't bugs in the game and that certainly doesn't mean there aren't regressions, for crying out loud. I could flame on for two pages about SOE's dev practices.They made some progress early last fall on not initiating combat for the whole group when one party member enters aggro. However, there are still issues to be fixed.