A Quick Overview of Test Update 41 December 10, 2007
Posted by Kendricke in Patches.1 comment so far
Well, Update 41 is now on Test server.
For the first post-Kunark update to the game, it’s not a very dramatic build. There’s certainly some expected fixes within this update, and of course we’re all in for another year’s Frostfell. It seems the Achievement Shard (which was supposed to release with Rise of Kunark) is making its way to a living room near you, and there’s a nice little function being added to Quest Journals to allow you to filter out completed collections.
However, it would seem that Update 41 is more notable for what’s not there…rather than what is. It would seem that we’re going to have to hold out till at least Update 42 for Epic Quests. In fact, there’s no mention at all of any additional questlines for this update (a disappointment to anyone who feels there’s a lack of Heroic quest options between levels 70-75). Frostfell seems to add little to nothing new this year save for a few carpentry recipes (we’ll give it a look-see to find out if there’s actually anything different this time around).
Of course, it wouldn’t be a patch without potential hot button issues being addressed.
For anyone who was harvesting in Kylong Plains at a lower level, you better be watch out and you’d better not cry, because soon the Tier 8 nodes there are going to require the appropriate skill level of 340 (as opposed to the much lower 240+ it’s required since launch).
Of course, the real test of who’s going to be naughty andd who’s going to be nice will come with the feedback related to the massive change coming to PVP servers. If this update goes live as is, all PVP characters will gain experience for every PVP kill - whether or not they have adventure locked experience turned off. Let me repeat that in lauguage us “bluebie carebears” can understand: PVP characters who were able to essentially level-lock themselves before are no longer going to be able to keep racking up level 14 kills for all of eternity.
Full notes after the break…
The Magic of 24 December 10, 2007
Posted by Kendricke in Everquest 2, General Game Concepts.7 comments
The Magic of 24
10:31:32…10:31:33…10:31:34…
The number 24 is particularly significant in Everquest II. The original cap for the patron system stopped with 24. There are 24 “subclasses”. Raid forces can consist of no more than 24 members.
There’s enough instances of “24″ within Everquest II that a lesser person might start to wonder about conspiracies. What is it about the number 24 that is so special for this game’s design. Are any of those reasons no longer valid?
I think the concept might have a bit more meat than most people realize…