Errors in Found ToT Beta

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Feedback and some bugs

South Badlands
Spires (liodreth warders)
I'm not sure what to think of this..

I don't know if it's a bug or if you actually intended to make one spawn that large. At first I thought it was the image of a liodreth warder floating above the mound, then I tried to target it and it's this huge guy.

Aviak Tower (kargryxx guys)
This place seems to be working alright, there are a couple of things that could be improved:
- Slow down the Kargryxx Windriders, they make pulling very complicated simply because when you are pulling the tower, you need to run all the way down or drop for a ton of damage. Either way, when you are pulling those that are sort of high up, the puller will get to the camp almost dead, and that's if he makes it (thinking about monks, spellcasters have a little more advantage but it's not that much really).
- The top level of the tower needs to have less npcs, there is no way a group could break up to the top of the tower and hold it. Sometimes when I ran out of mobs I tried to pull the ones at the very top, but agroing one would bring me like 6, and some of them were windriders. Possible solutions are having less spawns up there or to lower their agro radius.
- Another thing I noticed, the houses that are up on the trees, I don't know if you meant some to have 2 spawns, since they usually have 1.

Eastern Badlands
Gnoll camps
Only problem I noticed with these Gnolls is that they are very very hard to split. The group was Qudea and me (monk/sk) and we still had a hard time getting a single. On first pull you would always get all 5. After a lot of trying we managed to get a single, then another and so on. However the time it requires to split them doesn't justify the experience you get. These need to be spread a little more or lower their agro radius. They also run at normal character speed, I think that's fine.

One-Eye
I don't know if you meant this zone to be a hunting zone in general, but the level ranges are kind of insane. There are mobs like level 20 (young), then like level 30 (maulers), then like 40 (warriors), and they all walk in the same paths. After killing like four level 30 and all level 20 all there was left were the level 40 warriors. So no exp from those since they hit for like 110. If you meant this zone to be this way then it's fine. Also the amount of PP each mob drops is very high, each one drops up to 5pp and loot that sells for about the same amount.

Shadowdale
I set up my camp by Highpass Zoneline and started pulling away. The first bug I noticed is that on that hill by the zoneline, the mobs like to go under the world a lot. The second thing I noticed were the ancient treants walking around, they are way too big and out of place, they were red to me at 40 and are druids. They hit for 100+, nuke for 612 and root you. Having these guys walk around the zone makes pulling very hard, since that zone's visibility is very low and those treants look like trees. My suggestion would be to move those to a certain side of the zone or to simply remove them, they make pulling a lot more complicated than it should be. Other issues I found is that when I pulled mobs they would sometimes be DS'd (specially when I first got to the zone), this is really not that big since they aren't always DS'd. And my last suggestion about this zone is that there need to be more npcs. My group was a monk, sk and cleric and after like 30 minutes of killing, I couldn't find any more mobs to pull, I had to go almost to the middle of the zone to find something. What this zone needs is having an npc spawn everytime another one dies, except for the druid camps (I didn't go there since casters = evil).
Something I just remembered, loot tables in this zone are pretty messed up. If you kill a kodiak like 5 times the size of a regular one, you'd hope to get either more meat and pelts or to simply get something totally different. Also (this goes for darkwoods as well) a few roaming rares would be a nice thing to add.

Darkwoods
This zone is completely fucking awesome. Only annoyance was those warped spiders that run selo speed. When you were killing them they would dissappear, and then reappear on top of you. I'd expect the dissappearing and reappearing from a raid mob, not from a mob you kill just for experience grinding. Other than that this zone is very cool, I liked it a lot =p


Now there are some things I wasn't sure if they were bugs but I'll post them here anyway.
- Ressurrecting with the level 29 ress spell (revive?) pays full debt back, I'm not sure if this is a bug but I thought I'd post it here. My guess would be that if it's not then the higher level ressurrection spells probably reduce the time of the ressurrection effects.
- I am not sure if this is a bug, I could use /pet hold without having the AA for it. And the only way to break out of hold was to do /pet follow.
- Suggestion: It would be nice if you added a little more usable loot to the npcs in all the new zones. For example killing skeletons in First Ruins one dropped a shoulders item (forgot name).
- Suggestion: add more Spell Vendors are trainers to different parts of the world. Only place where I was able to get all my spells is in Oggok (besides Thurgadin), and there are no zones near Oggok (yet) where I can properly exp. So running from the other side of the continent to Oggok != fun.
- In Thurgadin there is no SK Spell vendor.


That's all I can remember for now, will probably add more later depending on how hunting goes today !


EDIT: About the Cleric ress bug... it's obvious why it's returning 100% exp back, I'm an idiot :D
 
There's a separate thread for this, and it's not exclusive to the ToT beta, but I feel I should mention it anyway.

There are no spell visual effects when playing ToT or regular WR if you patch up to the newest version of Everquest. Since it's impossible not too if your doing a fresh install, this means all new players with also encoutner this bug. It's been going on for weeks, and the hack to get around it doesn't quite work right. You get poison looking spell effects for most spells, and they are older uglier effects as well.

Please fix this! It's much more important than some of the other bugs here :(
 
antt said:
Western Plagueland (commons)

-desert mobs (scorpions, pumas) jump around on z-axis when in combat
-incorrect loot off rattlesnakes (beetle leg, beetle eye)

Something I've noticed in general, as a pet using class... If my pet is engaged in combat and I am sitting, but have done nothing to agro the mob, it will sometimes come smack me, then return its attention to my pet once I am standing. Seems like it's agroing on me for no reason.

This is how regular WR works too. It seems that sitting while your pet is engaged in combat with a mob constitutes a taunt.
 
missed a few things out about darkwood quzer :eek:
some mobs are invised up, the problem is though when they attk they stay invised, this is a pain if no see invis up or its a warp spider(it warps you lose targ and cannot targ when it reappears and start attacking again)
also some of the mobs are using human models

shadowdale(no idea if quzer mentioned it in that oh so big post :D )
mobs are going beneath the world when pulled, and as the place is full of trees when some mobs are pulled they go over the trees and at camp it seems like there on a trampoline bouncing up and down and go out of meelee range alot.

eastbadlands
the undead camp by the one-eye zone they are in raised houses when pulled to split they go back in house but underneath it and cannot be agroed again when coming to pull again.

boats :sadf:
everytime i zone while on a boat i get kicked off it and have to swim for miles, or drown to bind point ;(

northbadlands
no idea if this is a bug, i have seen a merchant in here(froggie) but he was wanderering
 
When taking the boat from Freeport to Sea of Swords, after you zone the boat seems to like port you around on it so it feels like you're going to fall off.

Then when the boat makes the turn in SoS to come north it dumped me off into the water and I had to swim the rest of the way to an island.
 
yeah I hadn't done much testing of darkwoods when I posted. What I noticed is that the warped scorpions cast invis on other mobs, I saw one cast it on invis a spiderkin. Also I noticed that the spiderkins have way too many HPs, they are decent exp but when each kill takes you 2 minutes something is wrong. The regular scorpikins that are about the same level are better kills.
Suggestion: To make this zone a bit less annoying, you should have all the spiders and scorpions before the bridge, and beyond the bridge you should only have scorpikins and spiderkins. Also maybe reduce the level of the rare I saw walking around :p I'm level 46 and even the savages con white/yellow... that rare is like 50 and I doubt that at level 50+ anyone will be hunting in that zone which makes the rare pointless since the people that are actually hunting in the zone can't kill it.
 
freeport boat is on serious drugs...also the dock when u approach the end contains a giant grey cloud u cannot pass unless u jump over it.
There is a bleeding red human sentry guard placed in a tower in nro with the named orc sundancer, all the other mobs next to it are orcs and blueish, the guard doesnt assist when u pull either. Maybe misnumbered spawn? Also there are a few overlayed textures that shimmer when u walk by them in oot and BB , I will get locs later today.
Over all the zones seem to be spread out too thin on mobs.
 
quzer:
Aviak Tower (kargryxx guys)
- The top level of the tower needs to have less npcs, there is no way a group could break up to the top of the tower and hold it.
Solo just fine with a Druid (Harmoney)

Also maybe reduce the level of the rare I saw walking around I'm level 46 and even the savages con white/yellow... that rare is like 50 and I doubt that at level 50+ anyone will be hunting in that zone which makes the rare pointless since the people that are actually hunting in the zone can't kill it.
Depends on what the loot table consist of.
I think its better to have higher level nameds spawn in common newbie stomping grounds because that raises the popularity of the mob and camp. Somtimes its not worth the jog to clear a zone of 50s to get to a level 50 named. For non tracking classes, checking spawns isnt a problem.
 
Boat

In Goblinskull Mountains (ButcherBlock) the boats run into each other and overlap. When the slightly earlier one moves, you get shoved into random places in the slower one, and when you zone into SoS on it, you get shoved completely off the boat.
 
This is how regular WR works too. It seems that sitting while your pet is engaged in combat with a mob constitutes a taunt.

Interestingly enough, this behavior seems to have changed somewhat since the change to medding. Now it takes 10 secs after sitting down before you actually start medding, and in my experience the mob doesn't generally turn on me until the 10 seconds pass. Kinda seems like it's medding rather than sitting that is actually the taunt, though I wouldn't swear by that.
 
Over the weekend I got my beastlord to 32, and was surprised to find that the mobs I'm fighting at that level drop the same sorts of weapons for loot that newbie mobs do (ie, standard store-bought stuff), with a few exceptions like tridents off goblins at Lake Starfall. Perhaps this is just for beta to keep the level of gear down for testing, but otherwise it would be nice to see some sort of progression in dropped weapons (similar to the rusty-bronze-fine steel we're used to). On a similar note, what's with the netted armor dropped by the goblins at the lake? It seems like it might be slightly better than cloth for monks (due to the dex boost), but is there some actual use for the swimming mod beyond flavor? Just curious.

FYI: I zoned from West to East Plaugelands and back without a problem by following the road. Later, I went from West to East along the grass/desert line and encountered the falling-to-my-death-below-the-world bug. Hopefully that helps pin it down.
 
eastern plaguelands

was in west plagugelands and every time i zone to east i end back at west did it like 6 times then finally fell to death
 
Not sure if this goes here or not.

I was exploring Beholder's Lair when I suddenly dropped below the world and got this message:

"Player is beneath the world in Beholder's Lair at 97.771, -24.178, -102.830, moving to safe point."

The game never did move me...just kept scrolling the above error with the 3rd set of coordinates changing from -102.816 to -102.842.

I logged out but my char, Prezzu, is still there. I'm not sure whether to gate myself out or if it would more helpful leaving her where she is.

Edit: Sorry, I missed seeing that someone already posted here about this.
 
Temple of yarrilth (cazic)

while down below, couldn't tell you where to be specific. when i bind wound, my player froze and would not allow me to do anything, not even camp.

and entering (not sure about exiting, caus i always died) had issues with crashing because of client. bout 3 out of 4.

very nice zone though, had a good time.



Toofast Twofurious
 
Had my pet fight 2 kargyxx guys in mid air. In southern badlands.

I pulled 2 of those from a watchtower and pulled pet back pet kept flying in midair and the 2 mobs where hopping during whole fight.
When pulling from village and pulling pet back it worked just fine.
 
When pulling a blackhand mercenary in Lake Starfall (near the zone line to Obsidian shard mountains) I always get 4 to 8 adds. Tried some different methods of pulling but they all have the same result (a LOT of adds)
 
In Hidden Temple of Yarilith, you can not attack or be attacked by the earthen rooted trees or Yarilith.
 
On Wednesday night, I got booted from the game while trying to zone from Freeport to OoT, and couldn't get back in that night. That problem seems to have been fixed yesterday, as I was able to get back in, but I encountered another problem soon after. I started out under the water near #10 on http://www.eqatlas.com/ootmap2.htmlhttp://www.eqatlas.com/ootmap2.html. I started exploring the islands, and when I hit the west end of #6 (I think... hadn't done a /loc recently) I suddenly zoned back to Freeport. My text log didn't show anything about me being summoned, so I imagine it's either a bug or OoT has some odd zoning built in.
 
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