Everquest TLP - Aradune and Rizlona Servers (Now with real customer service)

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Sterling

El Presidente
13,092
8,067
hmm so there's a window where broken golem can spawn in a dz with the 4-12 thing? Also Wraith lol.
 
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Crone

Bronze Baronet of the Realm
9,714
3,211
Like 20 epics changed just now boys

- Paladin and Rogue Epic: Reduced the respawn time for the Oracle of K'Arnon from about 7 hours to 2 hours.
- Paladin Epic: Lich of Miragul will now spawn thirty-five hours after being killed. There will now be a delay for between five and fourteen hours before it will spawn for the first time.
- Druid and Ranger Epic: Venril Sathir's remains will spawn every twenty hours instead of just over twenty-six hours. This will increase the window to access this NPC for quest hand-ins.
- Magician Epic: Undertow (and its placeholder) will spawn every six hours instead of just over seven hours.
- Monk Epic changes:
- - Increased the chance for Targin the Rock from 5 percent to 15 percent and Raster of Guk from 2 percent to 10 percent.
- - Brother Zephyr, Brother Qwinn, Ran'un, Brother Velan Torresk, and Thena Lonnes have grown in strength. They are much more dangerous. Also, persons killing these folks will be greatly disliked by monk factions.
- Rogue Epic changes:
- - Eldreth will now return after leaving for one hour rather than eight. He can no longer be killed by miscreants.
- - Founy Jesthands and Tani N'Mar will no longer have any parchment on their corpses if killed. They will, however, always have them in their pockets if someone happens to be clever enough to take them.
- - Renux Heranor will no longer carry a Jagged Diamond Dagger.
- - General V'ghera will no longer carry a Cazic Quill.
- - Karg IceBear will be a bit easier to find and will be carrying the Gigantic Zweihander more often.
- Enchanter Epic changes:
- - Vessel Drozlin and Wraith of Shissar will now respawn nine hours after being killed and from five to fourteen hours after zone or server reset.
- - Verina Tomb will now respawn thirteen hours after being killed and from five to fourteen hours after zone or server reset.
- - The One Key, Lost Scroll, and Charm and Sacrifice have had their respawn time reduced from twenty-four to five hours.
- Shadowknight epic changes:
- - Caradon will now spawn 8 hours after being killed and from five to fourteen hours after a zone or server reset.
- - Lhranc will now spawn 13 hours after being killed and from five to fifteen hours after a zone or server reset.
- - NPCs involved in the quest for Innoruuk's Curse can now see things that are invisible. They will only deal with people they like.
- Wizard Epic: Broken golem will now spawn 8 hours after being killed and from four to twelve hours after a zone or server reset.

Inb4 Kunark launch TLP 2021.
Those are some HOT changes!!
 

Bobbybick

Trakanon Raider
481
701
But everyone enjoyed the Vessel shitshow!
wishuwerehere.png
 
  • 2Worf
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WorryPlaysGames

Blackwing Lair Raider
537
311
They are doing quite a bit for the new TLP. Wonder what basic ideas that change - Kunark launch like Zaide said? They won't change BST/BER to make them playable earlier.
 
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Crone

Bronze Baronet of the Realm
9,714
3,211
They are doing quite a bit for the new TLP. Wonder what basic ideas that change - Kunark launch like Zaide said? They won't change BST/BER to make them playable earlier.
This is a good thing. Look forward to what future tlps bring us.
 
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Atabishi

Lord Nagafen Raider
320
101
RIP being able to lock the server out from doing Broken Golem...it was such a great wizard recruitment tool.
 
  • 1Worf
Reactions: 1 user

Cinge

Ahn'Qiraj Raider
7,277
2,302
Like 20 epics changed just now boys

- Paladin and Rogue Epic: Reduced the respawn time for the Oracle of K'Arnon from about 7 hours to 2 hours.
- Paladin Epic: Lich of Miragul will now spawn thirty-five hours after being killed. There will now be a delay for between five and fourteen hours before it will spawn for the first time.
- Druid and Ranger Epic: Venril Sathir's remains will spawn every twenty hours instead of just over twenty-six hours. This will increase the window to access this NPC for quest hand-ins.
- Magician Epic: Undertow (and its placeholder) will spawn every six hours instead of just over seven hours.
- Monk Epic changes:
- - Increased the chance for Targin the Rock from 5 percent to 15 percent and Raster of Guk from 2 percent to 10 percent.
- - Brother Zephyr, Brother Qwinn, Ran'un, Brother Velan Torresk, and Thena Lonnes have grown in strength. They are much more dangerous. Also, persons killing these folks will be greatly disliked by monk factions.
- Rogue Epic changes:
- - Eldreth will now return after leaving for one hour rather than eight. He can no longer be killed by miscreants.
- - Founy Jesthands and Tani N'Mar will no longer have any parchment on their corpses if killed. They will, however, always have them in their pockets if someone happens to be clever enough to take them.
- - Renux Heranor will no longer carry a Jagged Diamond Dagger.
- - General V'ghera will no longer carry a Cazic Quill.
- - Karg IceBear will be a bit easier to find and will be carrying the Gigantic Zweihander more often.
- Enchanter Epic changes:
- - Vessel Drozlin and Wraith of Shissar will now respawn nine hours after being killed and from five to fourteen hours after zone or server reset.
- - Verina Tomb will now respawn thirteen hours after being killed and from five to fourteen hours after zone or server reset.
- - The One Key, Lost Scroll, and Charm and Sacrifice have had their respawn time reduced from twenty-four to five hours.
- Shadowknight epic changes:
- - Caradon will now spawn 8 hours after being killed and from five to fourteen hours after a zone or server reset.
- - Lhranc will now spawn 13 hours after being killed and from five to fifteen hours after a zone or server reset.
- - NPCs involved in the quest for Innoruuk's Curse can now see things that are invisible. They will only deal with people they like.
- Wizard Epic: Broken golem will now spawn 8 hours after being killed and from four to twelve hours after a zone or server reset.

Inb4 Kunark launch TLP 2021.

I only ever play bard so I don't have personal knowledge of a lot of those, but looks good. A nice balance between just give away a epic and shit like enchanter/wizard/sk on a crowded server currently is.
 
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Atabishi

Lord Nagafen Raider
320
101
Woah the server? we had 10 main wizards get it in era.

In kunark I think we had 27 wizards. Only 4 total wizards outside of TEB got their epic while we camped those 27 wizard epics. 3 of those were while TEB were racing expansion launch completion. Only 1 of those is while we were camping those 27 epics due to it spawning in the middle of us pulling OW trakanon in. You might have got some wiz epics in era, but it was definitely after we finished all 27 of our wizards and decided to open it to the server as we had recruited enough of em =)

Samuell, Monado and someone else is who finished their epic while we were doing the race. Playstation is who got it while we were doing OW trak.
Sunstrike from QM was another but we helped him get his.
 
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  • 1Pathetic
  • 1Rustled
  • 1Worf
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Evernothing

Bronze Baronet of the Realm
4,798
8,925
Taking OW MOTM mobs out doesn't really change much at all in terms of racing when it comes to numbers. Neither does lowering the max players in a DZ.

TEB did basically 0 OW mobs during the Luclin race until VT which we did OW. Emp we did in a DZ so no one could snipe the rift mobs from us and we got 99% of our orbs from just dz splits.
TEB relegated to "just another DZ guild" confirmed.
 

Animosity

Silver Baronet of the Realm
7,051
5,949
They are doing quite a bit for the new TLP. Wonder what basic ideas that change - Kunark launch like Zaide said? They won't change BST/BER to make them playable earlier.
We have been asking for years for a TLP that starts in Kunark. That would be an awesome change for once.

Bring back old Freeport and EC tunnel would too much of a pipedream.
 

Zaide

TLP Idealist
3,904
4,751
The biggest argument against a Kunark launch is just that it’s a really good idea and in my experience Daybreak/DPG has a rule against doing things that would work too well.
 
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Sieger

Trakanon Raider
343
395
The race to get into x place is always the goal which requires numbers and organization. Killing the mobs has always been a foregone conclusion once the requirements to enter has been met. There have been a few servers where this was pretty fun because there were equal parties racing. The way EQ is setup the greater numbers of course always have the advantage during the race.

I know there are a ton of solutions out there which could make the mobs in the race actually matter but most require far to much dev time which wont happen. I still think the easiest way to make the race focus more on mobs and not on numbers is to remove all OW raid mobs which have MOTM up to and including POP. Reduce DZ size limit to 54 up to and including POP. This would force people into smaller guilds and make good players a premium. Even at 54 it wont be a hard challenge but it will atleast make you think twice before guilding with so many bad players.

Next TLP
- Mangler Copy same EXP, Truebox rules
- All OW mobs with MOTM have been removed
- All DZs max at 54 players

Yeah, the issue you ultimately run into is there isn't like a meaningfully difficult EQ raid until Vish in DoN, and even he can be beaten with like 20-30 characters in era. In some way DZ only would dissuade guilds from Zerging (you saw this on Selo where every guild other than mine actually turned members away for the first couple months), Selo having half dz lockouts and being into pure DZ content by like month 3 meant OW was only relevant on Selo for a short time and to a lesser degree than normal TLPs. But at the end of the day the mobs themselves are just extremely easy in EQ, even the hardest late era (like Underfoot+) content in EQ would be considered babymode PvE content in any modern PvE focused MMO.
 

Sieger

Trakanon Raider
343
395
Finding new and more efficient ways of doing raid mobs is part of the fun. I don't believe any of the current ways guilds do raid mobs would get them banned or in trouble.
Of course, people in classic wouldn't know as much as people do now, thus why there are new strats so bringing up how things were done in the "OG" days is kind of irrelevant other than for bringing up old memories. It's like the "back in my day" type people.
This isn't right, old era EQ management was pretty ban happy on people for being "creative." It's not like today where they see a strat they don't like (e.q. spamming clickies to play threat games, pulling Emp out of his room etc) and just patch it out, in the '99-02 era they would do big suspensions and bans for strategies GMs disliked even if there was no public "rule" about it. Back then server GMs were actually present on the servers daily and had tons of autonomy. Current CS only get involved if petitioned, and it goes to a team that doesn't even work out of the same office and has limited communication with the core Darkpaw employees, most of them barely understand what EQ is.

Conquest got banned back in 2000 or so in Velious for stuff that frankly was nothing compared to any of fifty exploits I've used on Daybreak era TLPs on raid content lol.

Edit-What's interesting is Blizzard kinda follows that old model with WoW. They regularly issue guild suspensions for doing anything during the early weeks of a new raid where it's obvious the guild is doing something against "the intended mechanics of the fight." Even if it's a Blizzard bug or whatever, they'll still do suspensions. The first couple guilds to actually do content Blizzard also monitors and will despawn events if a guild discovers a tactic they consider to be unintended gameplay, and won't let them pull the boss again until they hotfix it out.
 
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