Me Tog!

(A random role player started talking to me in Darklight wood after I’d created a character there specifically to delve into a story of some sort. I have no idea who they were, but I just wanted to say thank you for reminding me why I love these games, and why I play. Whoever “Metog” is – again my thanks if you ever read this, hope they don’t mind me using quotes of our conversation).

How she came to be in Darklight woods standing in an outpost of some sort was a story for another time. All that mattered was the ‘now’ of the moment. She was teamed up with an Arasai who she had known for quite a few years and though the two looked like a highly unlikely pair, they worked well together. 

As she spoke with the various commanders, her attention was drawn to an Ogre who was hopping about on one foot. He displayed none of the typical fear (or something that vaguely resembled hunger) when he looked at her and her winged friend, but sat himself down on the ground, smiling and drooling slightly. 

“Heddo liddle people,” He said, a grin crossing his face. The Teir’Dal and the Arasai looked to one another some what bemused as they introduced themselves in turn. 

“Gud name. Me am Tog. T O G.” He said, drooling even more. 

The Teir’Dal only half listened as a Commander rushed up to her to give her more orders, her shoulders sagged slightly. She waved a hand impatiently at the Ogre who was rambling away. 

“You dog? Well you don’t look much like a dog but if that’s your name then so be it.”

“No dog, Me Tog. Tog eat dog though, yum.”

She tried to pay the ogre the attention he deserved (could it even be said that he deserved attention?) much like one would with an unruly child. She warned him about stepping on the smaller folks who were gathered around as he clamored to his feet. 

“Tog on step if Tog told to step. Blue people tell Tog an Tog do.” She found this intreguing. He was taking orders from someone, obviously. There must be a reward of some sort as well, so she tried to figure out what that was. Perhaps this was some mastermind test set up by her family, a trap for her to get her back home.  “Den dey give Tog nice tings.”

Or maybe not. Maybe it was just greed. 

“Food an sharp tings to smash stuff wit.”

Or survival. Either way, the Teir’Dal couldn’t be bothered with finding out more at the moment. She had things to do, and as always the night refused to stand still to grant her enough time to finish her tasks. She rambled off some excuse to be on her way, and motioned that the Arasai should follow. Medog Metog frowned a little, and moved out of the way of the pair. “Tog like to smash.”

Throughout the rest of the evening, the dark elf heard Metog’s voice muttering about one thing or another 

“Scuse me. Blue people need ta make big doors.” he said once as he tried to bypass the elf entering a building. She sniffed in distaste but said nothing and gave him a brisk nod. For such a large creature he sure got around. There were other, more pressing matters to attend to that night but for some reason the image of the Ogre crouching through doorways and trying to catch fish with his bare hands wouldn’t leave her for the rest of the night and she walked around with a smirk on her face for no reason in particular.

Still No Shield, but lots of Fun!

Arysh (the coercer pictured above) is getting close to level 80 (finally) and she only has 70aa. This is what happens when you don’t do a single quest with a character (I think she has a grand total of maybe 20 completed) and only get discoveries when you tag along as a boxed character. Now that she’s getting up there, I’ll be switching my play style around some. I’ve had the coercer on the laptop dragging her around while I play the mystic in group – I’d like the coercer to have a better role and so I’m going to start putting the mystic on the laptop for healing / buff purposes and playing the coercer. Now, why on earth would I want to just drag my coercer around for 79 levels and not quest her? Pretty simple, I already have an 80 coercer + an 80 illusionist with epics. I’ve done this before, and doing the whole questing bit just simply wasn’t interesting to me at the time. It does mean I’ll pay for it now, but I don’t really mind that, either. It’s nice to switch things up a little. 

The trio headed back to Obelisk in Moors. We had a fairly clean run aside from my laptop disconnecting randomly at the beginning. Reset the wireless router and I was good to go. The healer shield refused to drop (again) and the shadowknight / paladin one was what we got (again). It was still a fun run, and each time we do the zone it gets quicker. There was still a little time to waste afterwards so we headed to Vault of Eternal Sleep in the hopes that luck would stay steady and perhaps we’d get another praetor’s guard for the coercer this time.

Has anyone else noticed a decline in master drop rate? We’ve been doing instances pretty much every day and have yet to see a metal chest aside from the one that dropped the praetor’s guard yesterday. Not a single master spell at all has dropped from any named. Slightly discouraging, but understandable I suppose. I’m wondering if this is intentional, perhaps in preparation of implementing research npc’s that’s been talked about on the forums. 

Channels on Kithicor seemed especially rude last night, I tend to phase most of it out but it’s been difficult. I’ve been spoiled by the EQ channels which are far more calm and relaxed. In EQ2 channels are flooded with people selling no trade fabled items to others who may not be able to complete the zones. In EQ this simply doesn’t happen, items that are left to ‘rot’ are announced as ‘free for all’ and whoever gets there first is able to loot it. In fact while I was playing EQ if anyone attempted to sell ‘rotting’ loot they were instantly set upon by the remaining members of the community berating them for trying to sell a piece of no-trade loot. Ah, how things have changed. 

After Vaults I decided to call it a night, as I have a Wizard 101 article I need to complete today for Beckett and would no doubt be up early. I spent a good portion of the early evening playing W101 and had a blast, got my wizard Angela to level 17 and worked my way through the early portions of Krokotopia. I used to have a subscription to the game but I really wasn’t playing nearly enough to warrant the $10/m (which is a GREAT plan by the way if you’re actually constantly playing) so I decided to buy some crowns to permanently unlock zones for my account. If you don’t have a lot of time to play this is a perfect payment plan and I’m so happy to find an alternative means for the subscription. I’m not leveling up through content especially fast, and it basically reduces my $10/m down to $5/m based on my play times. 

Hope everyone else had a fantastic evening, and are looking forward to the long Easter weekend!

EQ Hotfix Notes

HotFix 4/07/2009


*** Highlights ***

  • New Veteran Reward: The 11th year Veteran Reward has been created. Those who are eligible will now be granted the AA “Summon Clockwork Banker.”
  • Make poison has new recipes and items. You will find the instructions on new vendors.
  • A series of Rogue-only quests are now being offered by the Rogue Guilds of Norrath. Seek out the Poison Masters in your starting city for more information.
  • New types of Defiant armor have made their appearance across Norrath.

 

*** Items ****

  • Increased the bard instrument mod values on many SoF and SoD group and raid equipment pieces.
  • Created a method for converting the original roboboar to the shiny roboboar and vice versa. The polishing and rusting devices can be found on the Geerlok Clockwork Merchant in Crescent Reach.
  • Low-level Defiant armor will drop much more often.
  • New types of Defiant armor have made their appearance across Norrath.
  • Modified the Required and Recommended levels of the “Pet Proc” weapons from Fabled Planes of Power to be consistent. The Required level is now 75 for all of these items and the recommended level is now 79 for all of these items.
  • The Brell’s Party Plans book gives a bit more information about how to make the woven basket.
  • Irae Faycite Shard: Tjudawos’ Chant of Flame and and Irae Faycite Shard: Zeixshi-Kar’s Chant of Frost have been changed to increase the duration of their respective spells by 1 tick instead of increasing their damage. Their names have been changed to “Durus” to match other Type 3 augs of similar effects.
  • Modified the the naming of bard type 3 augs to be consistent with other type 3 augs.
  • Removed all casting times and mana cost from Earthen Mud so it will proc for classes without mana (and not consume mana of those with it.)

 

*** Spells ***

  • The Contact Innate in Battle Frenzy and Combat Frenzy now shares the slot with the Third Spire of Elements.

 

*** NPCs ***

  • Fixed a bug that could cause the Fabled Tribal Leader Diseranon to stop spawning in Vegarlson, the Earthen Badlands.

 

*** Quest ***

  • A series of Rogue-only quests are now being offered by the Rogue Guilds of Norrath. Seek out the Poison Masters in your starting city for more information.

 

*** Raids ***

  • Corrected the faction issues in the Queen Malarian raid.
  • Beware the clockwork devices in the Plane of Innovation! They pack a lot more punch during the Fabled times!

 

*** Tradeskills ***

  • Wood strips recipe will now return the planing tool on success and failure. Additionally wood strips will now stack to 20, allowing the recipe to give you 4.
  • Make poison has new recipes and items. You will find the instructions on new vendors.

 

*** AA ***

  • The 11th year Veteran Reward has been created. Those who are eligible will now be granted the AA “Summon Clockwork Banker.”
  • The Advanced Pet Discipline AA and Animation Empathy AAs have been modified to match the new pet control functionality.
  • Modified all 3 ranks of the Monk AA Five Point Palm to properly credit the Monk who used the Five Point Palm ability with the damage that results from this effect. You should now see a damage message, etc, indicating that the target took damage from the Player that cast the spell, rather than having the target of the AA silently do damage to themselves.
  • Removed the Endurance cost from the Monk AA lines Eye Gouge, Stunning Kick, and Crippling Strike.

 

*** Zones ***

  • Guild Banner summoning has been turned on for Solteris (note that all usual restrictions apply).

 

*** Pets ***

  • Guard and follow are on separate buttons again. Guard and follow states are independent of stop and sit. Stop and sit are overrides for guard and follow. Pressing guard or follow when stop or sit are engaged will automatically turn them off.
  • Changed the behavior of the stop command. It is now a toggle-able state. When activated, your pet will stand still and stop attacking, but remember who it hates. Stop can be turned off manually, or is automatically turned off whenever follow, guard, attack, qattack, or back off are used.
  • Added the greater hold state (ghold). Greater hold is granted by pet discipline. It works very much like regular hold except that regular hold allows opponents to be added to the pet’s hate list when the pet already has opponents on its list. Greater hold only allows NPCs you specifically add via attack or qattack to be added to its hate list. Hold and ghold are mutually exclusive.
  • Pet help has been updated with the new information about these changes.

 

*** Miscellaneous ***

  • Fixed a crash with certain custom UIs with custom hot bars.
  • Fixed a problem that caused the quest level ranges for quest givers to not be displayed under their name.
  • Lockout timers can once again be sorted in the expedition window.

 

*** UI ***

  • Optimized the raid window to get rid of the long pause when opening it when there are a large number of people in the raid.

A new update in EQ has me excited – especially the 11th year veteran rewards and all of the rogue only quests and new poisons. Yum! Also curious about that new defiant armor.

EQ2 Hotfix Notes

Hotfix April / 7 / 2009
GENERAL

  • An issue that was causing UI icons or elements to look blurry and low-quality has been resolved.
  • An issue that was causing low-quality textures on player characters after switching from third person to first person view has been resolved.

 EVERNIGHT ABBEY

  • Marcus Thex should turn aggro now once all five clan leaders have been slain.

 ITEMS

  • The Dancing Satyr has learned how to dance and is anxious to show off his new moves.
  • Bite of the Wolf will now trigger properly and apply to the warden.
  • Restitution Master 1 should no longer drop from spell tables.
  • The Signet of the Flame Disciple has been changed from +3 spell critical bonus to +3 spell critical to be more inline with the other quest rewards.
  • Vampire and Void Bane proc stacking has been fixed such that additional pieces of gear will increase the damage and proc rate, but will not add additional procs. This is the originally intended functionality.
  • The Stone Tower void shard jewelry set now has Deflection Chance as its 3-piece bonus instead of deflection skill. The block and deflection bonuses should now be roughly equivalent.
  • Corruption of the Elements should now proc on offensive spell casts.

 MYSTMYR MANOR

  • Rhul’maldis should no longer occasionally never respond to the volatile liquid.

 PVP

  • An issue that might cause no infamy gain when multiple players are attacking a single target has been fixed.

 SPELLS

  • Tortoise Shell will once again work properly on group members
  • An issue that would cause Surging Tempest to get into an unusable state has been resolved.

 TRADESKILLS

  • The Advanced Armorer Service quest now requires the new improved version of fulginate kite shields.
  • Scholars’ volume 12 books now once again contain recipes for idols, symbols, tomes, and orbs.
  • Jeweler Far Seas writs now correctly accept the new secondary items.
  •  An issue where Adornments would disappear when upgrading or imbuing items through tradeskills has been fixed.

 WARD OF ELEMENTS

  • Najena should respawn when players watch the flythrough then leave the instance and return.
  • Aiden’s banishes have been re-timed to be closer to the beginning of a land phase, giving players more time to get back to the tower.
  • Aiden’s adds have been linked into sizable groups instead of all in separate encounters.
  • Digg should no longer chain-kill players that die and are rezzed during his fight.

I’m glad to see the changes being added today, especially the warden epic portion, that one was causing a lot of anger for some druids out there. The fix to Evernight Abbey is another good one, I wanted to write about that dungeon for a guide but it was quite frustrating since for the weekend it wasn’t functioning properly.

Halls of the Forsaken

The cloak pictured above is a quest reward for one of the Commonlands TSO dungeons – the image on it is new, at least to me, I’m fairly certain that the graphic used to be of something else.  I love seeing things revamped like this. Thanks to Wpus for modeling it for the screen shot. He’s been having a lot of fun adjusting his colourful outfits lately. It’s nice to see so many new options in EQ2 as far as gear goes, even without dye. It has taken a little bit to get there but it’s coming along. 

Since last night was LotRO night, I didn’t have a lot of time to play in game. I did managed to get the Commonlands instances done for shard updates though with my mystic and coercer – and the coercer managed to ding level 79 at the same time which I was really happy about. While we were defeating the final boss in Halls of the Forsaken, we stumbled upon an interesting body drop. It was the head of Gynok in a crate (fabled item). Apparently not all of the trophies come from raid instances which was a great surprise to me. EDIT: Or, and this is probably the more likely culprit – the raid version of Gynok and the instanced version for some reason are sharing the same loot table for this particular trophy, and that’s why it is dropping. Ack! Well, glad I got one in that case!

Of course, my guild on Kithicor doesn’t have a guildhall at the moment, and we don’t have one of the player crafted bases to attach the head to yet but it’s nice to have this trophy waiting for when we do get those things. I’m sure we will even if it takes a bit of time. 

Today is the day that the new station market items get implemented. I think the costs are fairly reasonable, and they’ve been a long time coming. You can rename your character for $15. You can change their gender and appearance (though the barber shop already changes appearance for a gold) for $15. You can also change your character’s name, gender, and appearance for $25. 

I’ve already written about these new SC items over here, and I really don’t think that it’s going to be as big a problem for keeping track of ‘bad eggs’ that some forum users made it out to be. There are always preventative methods and just good common sense when it comes to recruitment. On that same note – I DO wish that the automated server transfer service had been restored instead of implementing these new automated gender and name changes. The service has been down almost a year now and it’s very frustrating to deal with the petition system and days of waiting for the transfer to take place. I understand there’s only so much manpower and there’s always lots of things on the ‘to do’ list and my list certainly doesn’t match those of the SOE employees, but it’s a little personal wish of mine none the less.

Once I had completed the three instances with Wpus, it was time to spend the evening in LotRO which is experiencing it’s own number if bugs and issues lately. It was still a nice evening, hanging out with good friends always makes things much better.