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Interesting information from Fan Faire

 
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Aelorean
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Joined: 13 Jul 2002
Posts: 952
Location: Des Moines, IA

PostPosted: Thu Oct 02, 2003 8:54 pm    Post subject: Interesting information from Fan Faire

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The following is a set of questions and answers sent in by a visitor to the EverQuest Fan Faire in Chicago (September 2003)

Why can't Enchanters charm much in LDON?

There is one type of NPC in each LDON zone which can be charmed though they require the highest level charm spells. Other classes can also charm in some zones. For example in Rujarkian Hills the Slave Slayer dogs can be charmed.

Why do items become NO DROP when I add an augment to them?

If you add a NO DROP augment then the item in question will take on that property.

Can we make the mission selection in LDON easier?

We will look into this. We understand there's certain missions players prefer to do.

Why are some of the Dungeons 3 zones away from the camp?

This is done to avoid world shrinking. If all the dungeons were right next to the camp people would just bounce back and forth in the one zone without exploring the environment.

How is the Dungeon Difficulty calculated?

The dungeon difficulty is based almost entirely on the Level of the characters in the group.

Currently the extra 20 points isn't worth doing a hard mission. Is this being changed?

We will be rebalancing hard missions for a better reward.

Why are the points on Raids so low?

Raids are for loot. Adventures are for points. If you want to make points do adventures. But if you want to see the high end, high level items in the LDON expansion you will need to do Raids.

How do we know what to do on the Raids? Often we fail simply because there's not enough information.

Part of the challenge is to learn what each raid is wanting from your party.

Why can't horses and lizards be used in LDON zones?

Not all items in EverQuest are useful everywhere. In this case it's horses and lizards.

Traps on Chests for lower level groups regularly set off even when trying to open them.

We'll look into the lower level traps on chests.

Why can't I put augments into my Gnome Armor?

Because this armor can be recharged it is not compatible with augments. When you 'recharge' an item in EverQuest you generally have the old item destroyed by the system and replaced with a new item. Currently you would lose your augment if you tried to recharge an augmented item. Because of this we chose to not allow augments in rechargeable items.

Can we see some kind of way to mass produce tradeskills?

It is possible that you may at some point be able to drag 20 Silver Bars and 20 Rubies and hit combine 20 items to produce items which go straight into your backpack. This is one of the changes to tradeskills we are considering.

Is there any way GM made items could be better than say a Master?

We are looking into a system to perhaps add extra stats to an item on a master combine.

Do the same augments drop in all the different dungeons?

For the most part yes. There are two separate loot systems. One is a global table for all dungeons which includes a number of augments. The other is a specific set of loot data for Raids and individual NPCs. Better augments will drop off named mobs and Raid mobs.

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