Visions of Zek – The Outpost June 8, 2011
Posted by Wilhelm Arcturus in entertainment, EverQuest II.Tags: Zek, Zek the Orcish Wastes
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Zek, the Orcish Wastes, is one of my favorite zones in the original shattered lands of EverQuest II. But after years of visiting this zone with every single character, I am still not sure what to call the main fort at which you start.
The map, and quests like The Journey is Half the Fun, refer to it as The Warship Dock. But in my mind, that is the area behind the outpost.
The dock really doesn’t do it for me. It is the outpost, the first fort that really makes the zone for me. It clearly declares that there is a war on between the orcs, who are lead from Deathfist Citidel, another place I like, at the other end of the island, and the… well… those who are not orcs or otherwise formally or informally allied with said orcs. I’m not even sure with which city this whole Zek expedition is allied. The troops seem to be Qeynosian, but they let those who are Freeport aligned
Unlike a lot of other “safe” spots in the game where quest lines begin, the outpost feels like something has been going on, that danger is close at hand. The outpost is damaged, orc arrows protrude from horizontal surfaces, siege engines lay broken against its walls.
And the outpost feels all the more vulnerable for its small size.
That catapult on the hill in the background seems like it could drop stones into the outpost with impunity, if only the orcs would get to work rather than standing around doing nothing all day.
And while the outpost feels a bit sparsely staffed… you could barely cover one section of the palisade with the NPCs in the outpost, they are not without some weaponry of their own.
One wonders how they were able to build even this small given the active and aggressive orc population.
But it is from this outpost that you launch your adventures in Zek.
It is just a pity, as I found out recently, that one of the main quest lines that tells a story as it leads you through the zone is broken about a third of the way in, at the quest Reports from the Borderland. Perhaps SOE will get around to fixing this after E3.
Trion – Those 600,000 Missing WoW Players, They Play Rift June 8, 2011
Posted by Wilhelm Arcturus in entertainment, Rift, World of Warcraft.Tags: Trion Worlds
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In an interesting follow up to a question I posed a while back about where the 600,000 players who left World of Warcraft went, David Reid of Trion Worlds says he knows where they went. They went to Rift.
Rift has sold nearly a million boxes. Did they all go to former WoW players?
Kunark Live on Fippy Darkpaw! June 7, 2011
Posted by Wilhelm Arcturus in entertainment, EverQuest.Tags: Fippy Darkpaw, Kunark, Progression Server, Ruins of Kunark
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While there has been no official announcement of the vote results yet in the Time Locked Progression Servers section of the EverQuest forums, The Ruins of Kunark expansion went live yesterday on Fippy Darkpaw.
While the expansion took a bit to go live, people are able to get there now. Pictures were posted to the forums (which I have borrowed, and would give credit if I knew where to link it) of people crowding in.
There is a bit of annoyance in the forums that race change potions from the Station Cash Store are available on the Time Locked Progression Servers, allowing anybody to become an Iksar without having to start over. The discussion, as it generally does, falls into the “not authentic” and “this isn’t a ‘classic’ server” camps.
Of course, the key metric for progress is how soon the next set of objectives will be met to open the next expansion, the Scars of Velious.
As of this morning there, 5 of the 6 bosses have been killed and 3 of the 12 required quests have been completed. The report in the forums said that the first boss was down within 15 minutes of the expansion going live.
Defeated Bosses
- Trakanon (by Twisted Legion)
- Venril Sathir (by Ion)
- Talendor (by Armageddon)
- Severilous (by Twisted Legion)
- Gorenaire (by Citizen)
Completed Quests
- Orb of Mastery (by Seleking of Armageddon)
- The Scythe of the Shadowed Soul (by Corpselover of Twisted Legion)
- Ragebringer (by Dezire of Twisted Legion)
It looks like four guilds are competing to finish off the expansion. You can see representatives from each in the pictures above. The initial set of bosses were taken down by Twisted Legion within 10 days of the launch of the server.
I expect that all the quests will be complete and the last boss down by the end of this coming weekend. We shall see. With that timeline we could see Velious open up in early July.
As of this point, I have seen no formal announcement of any of this by the EQ community team in the forums or on the main page.
That Don’t Look Right… June 6, 2011
Posted by Wilhelm Arcturus in entertainment, EverQuest II.Tags: Commonlands, Freeport
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We were out in the Commonlands for a few things over the weekend, and at one point as I was running back towards the docks, I noticed that the Freeport skyline had changed a bit.
I do not recall the main tower leaning quite that far over… or leaning at all.
In fact, wasn’t that tower floating previously? Did we have a Ringworld event?
And the flames erupting from its base, just visible in this picture when viewed full size, seem to be new too. Though if the tower crashed down on the city, I shouldn’t be surprised that something caught fire.
Or maybe it just landed on that tire fire that Lucan D’Lere used to keep burning to cast a pall over the place and keep everybody fearful so he could continue to extend his emergency powers.
Obviously something has been going on while I was away.
Meanwhile, certain mounts seem to have been granted considerably more off-road traction.
With that sort of traction, I might be able to ride up the side of that tower, the way it is leaning.
I’ve obviously been away too long.
The Search for an Ore with a Heart of Gold June 3, 2011
Posted by Wilhelm Arcturus in entertainment, EverQuest II, Instance Group.Tags: Antonica, Blackburrow, Dwarven Work Boots, Heritage Quests, Stormhold, Thundering Steppes
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Saturday night found us a bit short on players.
Gaff, who now prefers to be referred to as “El Supremo” in the guild hall, was on in multiple guises.
Likewise, Potshot was in game, as was I.
And Earl logged on, having been playing WoW up until our usual start time.
But Cerredwyn and Trucknut were out for the evening.
That meant putting on hold our return to Stormhold, the follow up to our scouting mission. But we had enough people to run off and do something.
Since I was already in the heritage quest state of mind, having just finished on up, I suggested These Boots Were Made For…, the quest that starts in Antonica and yields the Dwarven Work Boots as a reward. The quest takes you to a variety of locations and you have to face a few dangerous (at our level) mobs.
So we got together out at The Keep of the Ardent Needle to get the quest and get started.
Earl and I played our regular group characters, Earlthedogwo and Campell, while Potshot used one of his alts, Deneldir, and Gaff… well… he had a couple of Sarnaks in the low 80s which he had copied over and which joined in the group, mentoring Earl.
We grabbed the quest and then hit something of a wall with the first step.
The first step of the quest requires you to go out and harvest 15 units of wood and 15 units or iron ore from harvest nodes in the zone. This of course got me to bring up how it used to be 100 units of each and it was like a Bataan death march of harvesting that would make you hate badgers before the end of it, as from a distance they look like ore nodes.
But we couldn’t start in on the mere 15 because Earl was shy of the mark for harvesting skills. You need a skill level of 20 and he was sitting at 15 for both wood cutting and mining.
That sent us on a side trip to Oakmyst Forest, one of the low level zones in the maze of zones that make up the city of Qeynos. That took a bit of time, but Earl got his skill up and we began to search.
The wood part of the collection is always easier. When you harvest from a wood node, you get… well… wood 90% of the time. And when you don’t, you get rare wood, which is always good, or material to imbue items.
It is the ore nodes that get you, and the ore nodes in Antonica are aptly named.
The ore is callous indeed.
Ore can yield up two different things. You can get metal, in our case we needed the raw iron clusters that come from callous ore, or you can get loam, which is quite useful in several trade skills, but which doesn’t help a bit when you need that iron.
So all of us finished up the wood part of the collection quite quickly. And then the search for ore began.
Antonica, like most of the early zones, also has a simple method of populating the zone with harvest nodes. A given location can spawn any of the land based nodes. So you might harvest wood from a spot at one point, and later some roots or sandwashed stone will spawn in that location. The chance of anything spawning at a given point appears to be about equal.
This is in comparison to zones added in expansions, where harvest nodes of a given type cluster in locations where you might reasonably expect to find them, stone and ore near rocks, roots and wood near fertile areas with plants, and so on.
I bring this bit of information up as it leads to something of a natural selection process in harvest nodes. People around the Keep of the Ardent Needle are often starting this quest and are therefore looking for wood and ore. They will harvest all of these nodes within site, and only a few of them will respawn as wood or ore. And then the next group will come through, and then the next, and soon the Keep appears to be surrounded by bushes, roots, and sandwashed stone, the harvest nodes you do not need.
Couple this with the fact that ore doesn’t always give you the item you want (it appears to be biased in favor of loam, though I only say this because I always have a ton of loam and never enough metal ore) and you can spend a long time fulfilling this rather simple segment of the quest.
As I said, it is a good thing they reduced it from 100, since even at a mere 15 iron clusters we spent more time searching for ore than any other segment of the quest.
Earl and I even died trying to reach some ore that was surrounded by basilisks. Deneldir, a warden, had to come out a revive us.
Eventually though, and not too long after our unfortunate deaths, we all had 15 miserable pieces of iron ore to turn in to Hwal the quest giver.
Then he sent us off to collect a few more things, though these involved just killing named mobs. A chance at last to see new places, meet new people, and kill a few of them.
The first destination was Blackburrow, which was so quick that I didn’t even take a screen shot. We ran in, killed a gnoll excavator, got our quest update, and were on our way within a couple minutes.
The next stop was Stormhold, a chance to show Earl a good interior location.
Of course, the community helped out in diminishing the whole experience. We had a guy named Ignition who seemed to be waiting for groups to attack named mobs so he could tag them first, so the group would kill the mob and he could take the loot.
He seemed to be quite good at his asshattery, as he got us once. The joys of open dungeons.
And then there was the space problem. A lot of dungeon zones in EQ2 are cramped while characters and mobs can be quite large.
And this was not helped by having a pair of Sarnaks… female Sarnaks, the big ones… in our group with one tanking. That lead to a lot of obstructed views.
But there was some good as well. Our named tagging friend didn’t follow us, and named mobs seemed to be up all throughout the zone, so there were some master chest drops for the group.
We picked up a few of the quests in the zone, and I shared out a few others I had, so we took a bit of a tour of Stormhold, before arriving at our destination, which was the Caveroot Horror on the second level.
Again supporting my theory that all named mobs are up all the time, there were two Caveroot Horrors and the scion that spawns down there as well, just waiting for us. That got us the quest update and another master chest drop.
Then it was just a matter of fighting our way back out of the zone and heading off to the Thundering Steppes, a place with which Gaff and I have a long history.
In the Steppes, it was Bloodtalon we sought. And he was up, of course, but we hesitated before we went after him.
To get the group all together at a level that would allow everybody to get credit for killing Bloodtalon, everybody ended up at level 21, except Campell who was level 20, which made the big bird, a level 27 heroic encounter, look a little daunting.
Still, there we were and the night was slipping away, so we cleared a couple of nearby griffons, then went after him.
It turned out that we did not have much to worry about. The many group buffs each of us provided ended up being more of a force multiplier than I would have guessed. In the picture above, Bloodtalon is almost down while the group has suffered almost no damage.
That completed the set of tasks that Hwal had set us, it was time to return to him. We rode back through the Thundering Stepped to Antonica, then headed to the Keep of the Ardent Needle.
While the hunting part of the night went faster than I expected, with all named mobs being up and waiting for us, the long stretch of mining for ore ate up a lot of the evening, so when we turned in that section of the quest, we also decided to turn in for the night.
Now we have to decide what to do for the next Saturday night. If the whole crew shows up, we could probably get them through to where we made it in this quest and then carry it on to at least the 72 minute wait portion. But it would be nice if they could do the ore harvesting ahead of time.
We’ll see where we end up.
Light Returned in an Hour or Your Money Back June 2, 2011
Posted by Wilhelm Arcturus in entertainment, EverQuest II.Tags: Heritage Quests, Return the Light
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Back in early 2005, in what were still the young days of EverQuest II, Vikund, my level 35 paladin, rode into The Commonlands from Nek Forest and spotted a named mob, the Lightbringer Wisp.
At this point in the timeline of the game, the Lightbringer Wisp only spawned once per 72 minute day/night cycle, only in the wee hours before dawn, and despawned when the sun came up.
It could be a tough beastie to catch, and here I had stumbled on to it and nobody else was camping it.
It was a weekday morning and I was home from work for some reason, so it was nowhere near peak play time for the game. Still, there was a certain amount of luck involved in showing up at the right moment.
Naturally, I killed it and looted the lightstone from it. The lightstone which starts the heritage quest The Return of the Light.
I then proceeded to run Vikund through the quest to the end in a little less than 2 hours.
It was one of those moments of luck that sometimes hits me when I first experience something. I ran around the zone and every named mob I needed was up and waiting for me. Even the last battle in Bloodskull Valley was a breeze. This was at the time when any mob that was low enough level to be gray to you pretty much could not hit you if attacked.
And so I came out at the other end of the whole quest thinking, “This is easy.”
Of course, it was never that easy again. Further attempts to run the quest with alts meant hours of stalking spawn points in hopes of catching named mobs.
Even later on in the life of the game, when specific placeholder mobs were put in place so you knew what to kill (often over and over) in order to make the named mob spawn, I was unable to match the sub 2 hour mark.
At least until this past weekend, when I did the whole thing in under an hour.
Things change over time I guess.
I recalled that the last time I checked the Lightbringer Wisp was pretty much up and available to kill all the time. You kill it, it respawns in a few minutes, ready to be killed again.
What I have only recently realized though is that ALL of the named mobs seem to be up at all times now.
So I was able to do the whole quest from start to finish, including the now unnecessary but I do it out of habit access quest for Bloodskull Valley, in under an hour.
Granted, it helped that I had access to a flying mount, since it was another free flying mount weekend. Though the flying mount was probably less help than you might think. The fact that I know the quest well certainly moved me along rapidly, and was a bigger factor than travel time. But the fact that every named mob I needed was standing there waiting to get the chop was the key.
When did that change go in and is it universal? Are named mobs always up everywhere in the game? I guess our peek into Stormhold agrees with that theory, as we saw a lot of named mobs.
The only part of the whole quest chain that seemed to move back in time was the big orc battle in Bloodskull Valley. Aside from the occasional spell Sigwerd, a level 37 berserker, came through pretty much unscathed. We are back to lower level mobs not being able to hit you.
The epic orc battle, which I really want to do with a full group at level, became more a matter of power management while waiting for General Drull to show up. The temptation to use my power gobbling area attacks was pretty strong.
I did get an achievement for slaughtering so many orcs.
I think I get a title and a side dish with that achievement.
Anyway, Drull was thrown down and I came to the only part of the quest with which I had trouble, the final turn-in.
The steps of the final act depend on your faction.
You give the lightstone to Cannix, who says he is going to keep it, at which point a small group of heavies show up and attack Cannix.
If you are from one faction, you have to kill the heavies, then on getting no thanks from Cannix, you must then kill him, at which point you get the lightstone and the quest ends.
From the other faction, you have to let the heavies kill Cannix, then kill them to get the lightstone and wrap things up.
But I could not remember which faction had to do which, so it took me three tries to get it right. Being from the Qeynos/New Halas/White Hat faction, I have to let Cannix die and then avenge his death.
Once I got that right, I received my reward.
All done in just under an hour.
And the Greater Lightstone was significantly better than what I was wearing in my neck slot, so it wasn’t just for status, AA points, and a sparklie house item.
Though I see the quest still has the problem of leaving you with four interim, no trade no value lightstones that you can only get rid of by destroying them. That always seemed odd to me.
I am not sure we could, as a group, do the whole thing in an hour at level. We would probably be an hour just collecting 6 lightstones from the Lightbringer Wisp. And the orc battle would be a challenge, but that is a good thing. We could probably manage the whole chain in an evening.
If you want a heritage quest you can do in an hour, solo, at level, In Honor and Service is it. But more on that another time.
Pokemon in San Jose June 1, 2011
Posted by Wilhelm Arcturus in DS, entertainment, In Person, Nintendo, Pokemon.Tags: Denise Crosby, Pokemon Video Game Championship Series
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The Pokemon Video Game Championship Series is in full swing now, with an even going on somewhere every weekend through most of the summer.

And back on May 21st the Western Regional round was held in San Jose, at the San Jose Convention Center, which is pretty close to our home. So, like last year, we went down to take a peek.

Getting there was no problem, except for a run in with a lying “spaces available” sign at the center parking garage. Really, how hard is it to make one of these signs that actually reflects reality?
But there was ample parking across the street. The event was held in Exhibit Hall 1, not 2 as listed in the original announcement.
But I doubt people were confused. Hall 2 was hosting an indoor women’s volleyball tournament while Hall 3 had a comic book convention running.
We got there at something of an awkward time. The morning competition had finished up and emptied out, but there was still quite a while to go until the afternoon competition, the Masters round, was set to go. So while there was already a long line of people for the afternoon event.
The event hall however was pretty empty.
That did give us a chance to look around and how things were laid out. Unlike last year, this time the tournament software was completely built-in to Pokemon Black and White, so Nintendo was able to dispense with a lot of hardware. Instead, everybody was able to use their own DS system via the wireless network in the hall.
The people at the registration desk were waiting for the coming storm of people. The signs were posted to make sure when people got to them they were ready to go. Nintendo puts a cap on both the number of participants and the time they in which they are allowed to register. The latter is a 30 minute window.
The big change from last year in the event was the lack of things to do if you were not there to compete. Last year there were demo stations featuring other Pokemon games, a special Pokemon to download, tables to demonstrate the Pokemon trading card game, and even somebody in a Pikachu suit along with the usual inflatable Pokemon.
Granted, we were there at an off time, when a lot of the staff were at lunch or getting ready for the afternoon tournament. But it still looks like the focus of the event was entirely on the championship. Given the size of the line out in front of the hall, I am going to guess that that they do not need to add any incentives to get people to come out and participate.
Still, I think they would have done a booming business in “I was there” T-shirts for the event.
I would have bought one for me and one for my daughter.






























