Page 1 of 1

GU56

Posted: Thu Apr 29, 2010 1:46 pm
by KainUK
As I remember reading on here that you guys were looking at making the Emu compatiable with GU56, I thought I should probably warn you about one of the incoming changes (for anyone who doesn't read the official forums).

Qeynos and Freeport will no longer be starting city choices. Basically, Queen's Colony and Outpost of the Overlord are being removed... at least for the moment. A few of us are -trying- to argue with the dev's about that, but we've basically just assumed it's going to happen no matter what.

I'm personally hoping that people running servers will be able to decide if users get to start there or not with this Emu... but I thought I should throw the FYI out there.

Re: GU56

Posted: Fri Apr 30, 2010 8:33 pm
by JCL
KainUK wrote:As I remember reading on here that you guys were looking at making the Emu compatiable with GU56, I thought I should probably warn you about one of the incoming changes (for anyone who doesn't read the official forums).

Qeynos and Freeport will no longer be starting city choices. Basically, Queen's Colony and Outpost of the Overlord are being removed... at least for the moment. A few of us are -trying- to argue with the dev's about that, but we've basically just assumed it's going to happen no matter what.

I'm personally hoping that people running servers will be able to decide if users get to start there or not with this Emu... but I thought I should throw the FYI out there.
I read about some new zones and changes coming up but I didn't know they were talking about removing these two islands. Have any source for the information? And what would they replace them with?

Re: GU56

Posted: Sat May 01, 2010 1:38 am
by SolarasX
Unfortunately not sure they would be replacing them at all.. The options would be Greater Faydark, Timorous Deep, Darklight Woods and apparently Halas, though I haven't logged in to see this last one myself since SF came out.

Of course, as someone who played since like 1 month after launch I feel that disabling the old starter zones is sad/lame; that said the content, gear, quests, and overall zone size are outdated in comparison to the newer zones. Of course, it's easier for Sony to pull the plug on the old zones than to put any work into making them worthwhile.

Re: GU56

Posted: Sat May 01, 2010 8:18 am
by JCL
Added a screenshot of the current test server. Looks like they are removing the islands and added in Halas as a new starting zone.

Re: GU56

Posted: Mon May 03, 2010 7:24 pm
by KainUK
Yup... that's my source of info...

Also this thread: http://forums.station.sony.com/eq2/post ... _id=477477

And specifically this post by Cronyn...
Hey folks. I understand that many of you would like to see the old starting islands remain, but I'd like to explain the decision, at least so you see where we were coming from.

Primarily, the starting islands and following content, simply put, are not up to the standards of the newer starting cities. Players who start in these zones are at a disadvantage when compared to players who start in the newer zones. In the more recent starting zones, the play experience is laid out better, with improved loot and quests. From an art and design standpoint, the islands were great five years ago when the game launched, but the game has changed and improved in many ways and we don’t feel the newbie islands are as good as they should be today.

A great positive effect of having four starting zones is that it helps focus players into areas with other people, and encourages interaction and community. The current content revamp helps players travel along a common path as they level up, so that they will more likely come across other people, and form relationships, form communities, and experience the game when it's at its best - with friends. Making sure they have this chance by focusing them into content we feel is strong is one of the goals with turning off the islands as well.

Finally, I'd like to say that we are not planning to abandon Freeport and Qeynos. However, we'd like to repurpose them somewhat into content destinations rather than starting points. A good deal of overarching content deals with these cities directly, and we'd like to create even more content that basically turns these into important quest and activity hubs, so to speak - I can't go into it too much right now (although you saw some of what I mean during the destruction of Freeport live event), but there's definitely an idea on how we'd like them to be presented going forward. The legacy content that is there (especially the racial quests) are not being removed, but we've been discussing ways to make this content more functional overall.

Anyway, we really appreciate all of the feedback, and we hope you can see why we felt this was a necessary change.

Thanks again, all!

Re: GU56

Posted: Tue May 04, 2010 9:16 am
by John Adams
As long as SOE doesn't disable the zone files themselves (tutorial_island vpk), EQ2Emu should still be able to utilize them. I am not sure SOE has ever fully removed abandoned zones from their client... so I am pretty sure Queen's Colony and Outpost of the Overlord will continue to exist in an EQ2-emulated world. Our content DB will continue to have those zones fully populated and functioning as they are today, and when Halas comes out, we'll add that as a new starting city as well.

FYI, EQ2Emu has the ability to force any race/class combo to start in _any_ zone in our DB - regardless what the player chooses at character creation.

Re: GU56

Posted: Tue May 04, 2010 11:11 am
by KainUK
Nice!

I dunno why... but I always thought Conjuror's should be neutral while Warlocks were more evil... one of the very, very minor gripes I had with the game.

Re: GU56

Posted: Wed May 05, 2010 1:57 am
by ilythor
One of the fancy things about the Emulator, that can be fixed completely in your server!!!

Re: GU56

Posted: Wed May 05, 2010 8:18 am
by ZexisStryfe
John Adams wrote:As long as SOE doesn't disable the zone files themselves (tutorial_island vpk), EQ2Emu should still be able to utilize them. I am not sure SOE has ever fully removed abandoned zones from their client... so I am pretty sure Queen's Colony and Outpost of the Overlord will continue to exist in an EQ2-emulated world. Our content DB will continue to have those zones fully populated and functioning as they are today, and when Halas comes out, we'll add that as a new starting city as well.
They can't disable the zones as they are still used for the raid zone "Darathar's Flight"

Re: GU56

Posted: Thu May 06, 2010 12:22 am
by KainUK
Yeah, that's the very, very first Isle of Refuge... before they overhauled it to Queen's Colony/Outpost of the Overlord...

I'm actually looking at getting myself a dedicated server so I can run the emulator on it in the future. The isles will certainly be making a comeback! :)

Re: GU56

Posted: Mon May 10, 2010 3:48 pm
by drgnsly
Man I'm going to miss the old eq2. I loved that game for those newbie starting zones and now they are taking that away. I'm never going back on eq2 live ever again, ever. Mark my words. I don't like their new content and I will not play it, ever.

Re: GU56

Posted: Thu May 13, 2010 12:51 am
by KainUK
I'm trying out New Halas on test right now...

It's... ok. But I don't think it's very good at properly training a new player.

Re: GU56

Posted: Thu May 13, 2010 9:08 am
by Eradani
i have a toon on FP newb island on test - Ohforfs (anyone know where that's from?). she was still there the first time i checked, i'll check again later today.

so far, the only thing i like about GU56 is that Call to XXX is 10 seconds instead of 20. well, supposed to be, as Call to FP says 10 but takes 20.

the idea of locking at 30 with 160 usabled AAs would be cool for pvp servers, but the AA slider doesn't work right and i think they went back to pvE on testcopy with today's update, but i don't know for sure.

i hope this implementation never supports all the features of GU56 - particularly the travel maps.

Re: GU56

Posted: Thu May 13, 2010 11:04 am
by John Adams
Eradani wrote:i hope this implementation never supports all the features of GU56 - particularly the travel maps.
If by this implementation, you mean EQ2Emulator, I'm sure it will. We strive to emulate Live as closely as possible with the current state of the game - but a side goal is to also provide options to turn on/off certain features as desired. Ie., an admin who wishes to run a server with no travel maps may turn that feature off in config.

Of course, I cannot say how realistic this latter goal is since the functionality within the client really drives what we support. For example, we cannot have you use the SF client and use the old items Save VS stuff, since it's all changed. Some things we will not be able to make "classic" thanks to the changes in the client itself.