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#1 Sep 23 2013 at 6:56 PM Rating: Good
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A lot of times I get questions that I don't think would deserve an entire thread so I don't bother because don't want to just crank out thread after thread which would end in a few posts; so if it's cool I'm going to just be posting minor questions that arise here in this thread that will never end probably. So to start the never ending deluge...

Now I'm in Bloodfields and I get faction for Children of Dranik and Riftkeepers that says "can't possibly get higher faction"; so I've always been presuming (everything I do seems to be based on presuming since there's no manual, as it were) that anyone on that faction list will regard me as an ally and not attack me or anything; this is how it's seemed to work in the past- I get faction and the people on the faction list regard me more positively. But anyway, so I go to Dranik's Scar and the guys on the faction list attack me on sight. These are the guys it says "can't possibly get any higher"? I expected they'd all be "oh hey here's our dude right here, we love this guy" but no, attack to kill. It's like, if this is "can't go any higher" reaction, I'd hate to see "can't get any lower" they must explode in balls of shrieking fire upon seeing you.

But what's going on here? What have I mis-presumed? Why are they attacking me "scowling ready to attack" and not "judges you amiably" or something? How is the faction relevant to the people of the faction?

I ask this one because it kind of affects my play; I've accidentally lowered faction in the past, and now when I see faction hits/gains I take more notice. Now here in Bloodfields I'm not sure I'm wanting to hurt faction so am holding off on attacking Dragorns without knowing how the faction is relevant.

Edited, Sep 23rd 2013 8:59pm by broonsbane
#2 Sep 23 2013 at 7:12 PM Rating: Excellent
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In Omens of War (the expac you are talking about) you very quickly max ally the factions that don't do a whole lot for you such as Children of Dranik and Riftseekers . Mostly it appears faction was used to flavor events around Overlord Mata Muram the central figure of the OoW storyline.

There are many cases of mobs that look like each other that are on opposing factions. Dragorn that aggro aren't usally a bad thing to kill, but if you notice minus faction to Dranik's Loyalist... maybe don't kill those ones.

Dranik's Loyalists is the important faction with some quest rewards worth doing years after this content was current.

Aside from mass killing the lowbie mobs on this faction, raiding Anguish is the fastest way of getting DL up enough to do the quests. Note that some of the quests require drops from the raids --not something you solo at 66.
#3 Sep 24 2013 at 4:24 AM Rating: Good
i would like to appreciate you for sharing such a great info with us
#4 Sep 24 2013 at 10:56 AM Rating: Good
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snailish wrote:
In Omens of War (the expac you are talking about) you very quickly max ally the factions that don't do a whole lot for you such as Children of Dranik and Riftseekers . Mostly it appears faction was used to flavor events around Overlord Mata Muram the central figure of the OoW storyline.

There are many cases of mobs that look like each other that are on opposing factions. Dragorn that aggro aren't usally a bad thing to kill, but if you notice minus faction to Dranik's Loyalist... maybe don't kill those ones.

Dranik's Loyalists is the important faction with some quest rewards worth doing years after this content was current.

Aside from mass killing the lowbie mobs on this faction, raiding Anguish is the fastest way of getting DL up enough to do the quests. Note that some of the quests require drops from the raids --not something you solo at 66.


Okay so would you say that faction is relevant then to, what? Quests? I mean, to this day I'm still trying to raise faction with Chardok but I was doing it to try and keep them from attacking me in Burning Woods so I wouldn't have to keep wasting my mana on them while trying to hunt the wurms (actually though I've surpassed the need for this, and now maybe I go back to that megalomaniacal herald say "I will serve the Sarnak... FOR DINNER!" *nuke*)

but meaning, why do we raise faction? For quests is that what faction is really relevant to?


Edited, Sep 24th 2013 12:58pm by broonsbane
#5 Sep 24 2013 at 10:57 AM Rating: Good
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oh and yes to echo the last post, thanks to everyone for sharing all this info- I know it takes time to post this stuff and it's appreciated.
#6 Sep 24 2013 at 12:32 PM Rating: Decent
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The dranik's loyalists factions are necessary for the Omens of War armor quests. you need to have amiable for the group armor and ally for the raid armor i believe.

The raid armor is actually pretty decent, most of it better than defiant gear of the same level. If you've got the faction up, you can loot some of the items on an anguish run and get some sweet upgrades.

I didnt play when it was current, but it looks like anguish raid gear is the best thing you can get Pre-TSS until PoR Raid drops
#7 Sep 24 2013 at 1:14 PM Rating: Excellent
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Copied from the Shisu story thread...

broonsbane wrote:
ask yourself this: if there was a button on EQ called "hide mechanics" which if you click it, you can never be privy to any mechanical knowledhe -stats won't show, hp numbers wont show, aug stat don't show. All you would ever be able to do is to get info from stuff like identify, or from NPCs telling you about it, or you may use the wand and see it fries an orc captain in one shot, whereas it takes the wizard two; whatever, but you're completely unable to see any of the actual mechanics of the game

There used to be something like that in the game. There was a mana bar but no hard numbers. People would say "at level 11, it took 1/5th of my mana" and spells only had vague descriptions on the scrolls/book such as "Type: Evocation, Description: Delivers a static shock to your target" with no reference to mechanics such as range, damage or mana cost. People hated it. To be fair, it was a real contrast to melees whose weapons clearly said Dmg: 8 Delay: 40 and unfair to keep half the classes in the dark about what their spells actually did.

My personal favorite was the level one enchanter spell "Taper Enchantment" which simply said "Tapers an enchantment". No one had a friggin' clue what that spell did and if you were helping or hurting to cast it on a foe. It's actually a very weak dispel but no one knew that for sure until third parties started dissecting the spell data files (which was "forbidden" by SOE but not anything they could actually stop).
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#8 Sep 24 2013 at 5:11 PM Rating: Good
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broonsbane wrote:
why do we raise faction? For quests is that what faction is really relevant to?


In original world we raise faction to be able to use other races cities and do quests. It you wreck Temple of Sol Ro faction (as an example) you just lost a bunch of questing options. Raising faction also allows you to make up for your misdeeds such as being a halfling and killing the halfling raiders in Nektulos (teehee).

In Kunark you had an all-level world with Iksar race faction, good character aligned Firionia Vie outpost, and evil character aligned Overthere Outpost. The worker sledgemallet resulted in many neutral and good types levelling up a bit evilish. Chardok gave you the choice of aligning with them, or killing them. This connects to tons of quests. Most killed them, but the rare person that is not kill-on-sight in Chardok can be rather handy for scouting and opening doors (if a lockpicker). Chardok rewards your loyalty with quests and rewards that only can be recharged by staying allied with them.

Velious gave us the triad factions of Coldain Dwarves, Giants (forget the exact Krom.... spelling), and Dragons (Claws of Veeshan). Each faction worked in combination/opposition. Working for the dwarves gave some cool rewards, but some classes benefitted from working other angles. You could always refaction. Plane of Growth is an example of a zone where faction choice is permanent... you kill in there, you are forever hated. Nice loots.... that very few ever had.

There's other examples... just glossing over here.

Luclin faction was less significant. The Vah Shir accept anyone into there city. Luclin mobs usually hate each other so you can choose sides (such as the aliens in Scarlet Desert) but most of the time it's not that consequential. Some quests require faction though... usually the cityish spots like Santus Seru --though I'm not even sure you had to be better than dubious for most of Luclin questing. The Devs were more into keys then faction at that time...

Planes of Power is basically factionless. It was all about flags and progression.

Lost Dungeons turned faction into merchant points at adventure camps. This evolved into alternate currencies for most of what has come since.

The Serpent's Spine gave us the Drakkin who accept everyone, but there is a lot of faction based quest stuff in specific zones. Orc and gnolls in Icefall for example that you pick a side.

The other thing they did a fair bit was hide spells/armor behind vendors that require faction. I haven't played that content near as much... but pretty sure The Buried Sea is one expac using this model heavily. They called faction "alaran language" for an expac..? Someone that has played above SoD will have to help me with that lol.
#9 Sep 27 2013 at 6:28 AM Rating: Excellent
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You have to have some faction to unlock merchants and some spell vendors in TBS. You have to have faction/progression in HOT to buy tier 2 spells and to unlock some quests in VOA. I don't know if you need it for cantrips hand in for tier 2 spells in VOA.
#10 Sep 27 2013 at 7:11 AM Rating: Good
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Learning Alaran used to be PITA, requiring doing a bunch of missions each of which awarded points in the language, but not many. Getting to 100 took awhile. Then they changed it so one entry-level quest in Shards Landing, which mostly requires just running around, automatically gives us max Alaran (100).

It's consistent with EQ's usual policy of "grand-fathering" in players who never got around to attaining some faction or ability to enter a locked zone once most of the driven players had done the hard work that was formerly required. Not knocking this policy, just saying. It makes sense so that latecomers can experience the game content which formerly was cutting edge but is now passé.
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#11 Sep 27 2013 at 10:43 AM Rating: Good
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i would like to appreciate you for sharing such a great info with us


I always feel this way about Snailish ;-)
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#12 Sep 27 2013 at 5:03 PM Rating: Good
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Anyone ever tried to solve this quest?

book of turmoil ?

I was doing some wine hand ins with Banner today, and the prompt text is still there. This is an old old quest... and the plat cost involved would have been very discouraging at the time. A few expacs pass (cost would have been daunting at low level for quite a while) and most would assume the quest reward totally obsolete.

Theories that the quest was never fully implemented should be discounted unless someone can find a dev post?
#13 Sep 29 2013 at 12:10 PM Rating: Excellent
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snailish wrote:
Anyone ever tried to solve this quest?

book of turmoil ?

I was doing some wine hand ins with Banner today, and the prompt text is still there. This is an old old quest... and the plat cost involved would have been very discouraging at the time. A few expacs pass (cost would have been daunting at low level for quite a while) and most would assume the quest reward totally obsolete.


I haven't but now that I see it I've got some time this week and I'll for one try and run though it and see where it takes me.

Quick question on alcohol tolerance- anyone have any idea what this is for? I'm maxed out but every time I hit a new level the cap raises, naturally. Anyone any closer to knowing anything about this skill?

Also, if I use a soulbinder will that replace my own bind for gate? Meaning, if I bind on Tranquility, then soulbind to PoK- when I use gate will it take me to Tranquility or PoK? Surely when I would die I would go to PoK, but will it also change my gate?
#14 Sep 29 2013 at 12:19 PM Rating: Excellent
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Also my Adventurer's Stone has been sitting dormant since I pretty much got it- I'm looking at the quests for it and am presuming, to get this thing to "work" do I go around the Wayfarers camps and just talk to the right people enough it will pop? And do the WB only do raids? Are there any solo missions? I'm looking at all the good stuff they have for sale and wouldn't mind having a few of those items- but they seem really raid/group focused? Is there any place in the WB for solos?
#15 Sep 29 2013 at 12:34 PM Rating: Excellent
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Alcohol Tolerance was one of those role-playing only sort of things (like Baking when it was first introduced) for a long while. Now there's a few spell/trap effects which cause the same blurred vision, stumbling status and having a high AT skill helps negate them. Coincidentally, the first time that happened was in LDoN.

Your Adventurer's Stone goes up in power as you learn more lore about the dungeon locations. Every ten adventures at a specific camp lets you talk to an NPC there and get some lore. Doing so also increases your stone's power. I think (it's been a long while) that you had to do 100 adventures per LDoN theme to max out the charm.
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#16 Sep 29 2013 at 1:08 PM Rating: Excellent
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Supposedly being loaded in battle used to slightly enhance your fighting skills. Makes sense perhaps for dorfs, barbs, ogres, maybe trolls. So I guess the idea was if you had high alc tolerance you could get more benefit from drinking more right before battle. But it never was significant and I doubt it even has any effect at all nowadays. Like has been said above except for a few very rare special cases where an encounter imposes some form of drunkenness upon players it's a useless ability now. Which is unfortunate because there are so many interesting alcoholic beverages in the game and it would be nice if they served some purpose other than décor.
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Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#17 Sep 29 2013 at 1:16 PM Rating: Excellent
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Okay here's a quick question for this Tome quest. I look at the Red Wine quest and it starts:

Quote:
Find Lokar To`Biath in the library of the 3rd Gate at +895, -1245.

He will not respond to a Hail.

You say, 'are you a scribe of dal?'


My question here if possibly answered is- how did anyone ever figure out what to say to this guy to trigger the quest? How do you know what to say to an NPC who won't respond to hails? Is there some mechanics I'm not aware of? Some standard thing?

Edited, Sep 29th 2013 3:18pm by broonsbane
#18 Sep 29 2013 at 1:49 PM Rating: Excellent
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Sippin wrote:
Supposedly being loaded in battle used to slightly enhance your fighting skills.

You get a slight +STR and a more sizable -INT modification when you're "drunk". Old smithing guides for fighter types used to recommend getting drunk as possible without the wavers (since you didn't want to waver off the forge) since smithing used the highest of INT/WIS/STR to determine skill increases.
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#19 Sep 29 2013 at 2:41 PM Rating: Excellent
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On that note...STR modifier (at low levels, Smithing trivial and toon levels that is) is pretty significant.

I cheated a little and sent my lvl 8 lady troll to TS school in CR. {INT 65; WIS 75, STR 128}

All the TS quests except for smithing took at least five run-throughs of the "make 20 of TS_item_xyz" before I got the next hardest item to make. Smithing I did in 2 run throughs per item.

To put that another way I did "combine and make 20 *item*" something like 25-30 times to max baking; something like 45 times total to max fletching Smithing took 8. Total.

Edited, Sep 29th 2013 6:51pm by Bijou
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#20 Sep 29 2013 at 7:44 PM Rating: Good
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There is at least one charm that gives you stats based off your alcohol tolerance. This was added much later in the game though, and goes along with the dev insistence? on making charms goofy and mostly not worth having.

Wine quest guy I just gave him stacks of wine. For Banner this was pricey (he's only got a few plat to play with) so I didn't do it too many times for repeated faction hits. Now that quest turn in can be done with full stacks... wine quest won't take much for a person to do. Since solving quests (i.e., to get the npc text, to be able to do the turn ins, etc.) often requires having good faction... you might as well max out this one.

Adventure stone will be very hard to level up unless you are able to for a partial group of the required level range [granted they have changed some things around this from original Ldon]. For a while it was the only decent charm slot aug for casual players. Crescent reach quest charm item and Crescent reach quest charm augment are partly doable solo, and even partly done rather nice.
#21 Sep 29 2013 at 9:32 PM Rating: Good
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Good LDoN guide: https://everquest.allakhazam.com/fcluster/gotopost.pl?mid=127563779851314685 Further down covers # of successful missions and NPCs to talk to about increasing the stone's power. A few are close to 100, others 60-70s. Seems like 350+ is close to what you need if you only do the minimum to max it.

I never parsed it, but it is noticeable change in Str, Agi, Int, and Wis when drinking. I always figured it was probably about equal increase in damage to due to extra strength as it was an increase in damage you take from lowered agility, unless you were extremely drunk (super tunnel vision, can't see target half the time, etc.). It was mostly bigger War toons that claimed the benefit, that already had high (150+ to start with) Str.

Yther Ore.
#22 Oct 01 2013 at 1:43 PM Rating: Good
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broonsbane wrote:
Okay here's a quick question for this Tome quest. I look at the Red Wine quest and it starts:

Quote:
Find Lokar To`Biath in the library of the 3rd Gate at +895, -1245.

He will not respond to a Hail.

You say, 'are you a scribe of dal?'


My question here if possibly answered is- how did anyone ever figure out what to say to this guy to trigger the quest? How do you know what to say to an NPC who won't respond to hails? Is there some mechanics I'm not aware of? Some standard thing?

Edited, Sep 29th 2013 3:18pm by broonsbane




Good question broons!

This was totally amazing to me in the early years of EQ, and still is for the most part. When the player base was much larger people spent a lot of time researching "trigger phrases" and quests. Some quests you don't even say anything to an npc, you just hand them what appears to be random objects. How did someone think to do that???? We didn't have floating titles over NPC heads saying "GET YOUR QUESTS HERE!!!". Basically players would stumble across a mob or npc they hadn't seen, come here (or castersrealm) and post their question or findings. Eventually quests were solved. I wouldn't be a bit surprised if there is/was a sizable amount of quests that were never discovered or solved.

I still stumble across NPC or dialog that appears to be from a quest, but doing research doesn't turn anything up about it. Unfortunately a lot of the old world quests were broken when they revamped old world zones, removed certain mobs, or relocated NPCs.

Here is a link to a quest that is still being worked on, though probably won't be solved due to lack of implementation. Skim through the comment threads and it's a good indication how the quest solving takes place.

https://everquest.allakhazam.com/db/quest.html?quest=64


Edited, Oct 1st 2013 3:46pm by ZatxWoopyoax
#23 Oct 01 2013 at 2:12 PM Rating: Excellent
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Thanks again for the great info guys.

2 questions:

1: I'm on Plane of Hate for first time and I seem to have a real problem getting out of combat to rest- is this the usual for this plane? Will I ever get the hourglass to go away? Can I slyly circumvent this somehow with a spell or something? edit: what I mean by getting out of combat is that after the fight is over, the hourglass icon remains for what seems an inordinate amount of time

2: Was dropping off old defiant gear at the tribute lady in Felwithe from which I usually get maybe 40-70 favor for intricate defiant and down: but I noticed certain items like a Griffon Tamer's Kit will give me 10,000 favor, Harpy Noble Earring and Dragorn Symbol give me 3,500 favor: anyone know why some items have a dramatic favor-profit?

Edited, Oct 1st 2013 4:26pm by broonsbane
#24 Oct 01 2013 at 2:16 PM Rating: Excellent
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Certain items have seemingly bizarre tribute values and there's no easy 1:1 comparison between their tribute value and cash value. However, I suspect that defiant gear has a rather low value due to its being a fairly common global drop. Items off rare named mobs tend to be worth significantly more since the items themselves are much more rare. If defiant gear was tribute valued like the other stuff, everyone would have near infinite amounts of tribute to burn.
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#25 Oct 01 2013 at 2:44 PM Rating: Excellent
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IMO, the best place to hunt for tribute items is still Veksar. Every item that drops from the names in there tributes for multiple thousands of points. There are other occasional drops from random nameds around the game that are usually worth a bit of tribute. So when you get some item that appears worthless due to mudflation, it doesn't hurt to see if it tributes before junking it. Sometimes there are surprising values associated with them.
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#26 Oct 03 2013 at 9:17 PM Rating: Excellent
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Hey guys I was trying the Tome quest from the other thread and noticed I had to go into Neriak. This meant trouble for me, so I put up my Daft Trickster illusion that never fools anyone to see if I could get in without a hassle. Well, no, I went up to the entrance and was attacked by the guards. I guess they hate Jokesters in Neriak as well as High Elves. Anyway, I thought I would fight back for once since I was high enough level for once, but the guards seemed immune to my attacks. So are the guards invincible? If so, what else might I run across that is invinicble so I know not to bother them?

Also I read something recently that I thought couldn't be true, but wanted to ask just in case because it's AA relevant for the "innate" abilities: I saw more than one post as well, which is why I ask: has dexterity anything to do with how much damage a Wizard's spells do?

Thanks in advance.

Edited, Oct 3rd 2013 11:18pm by broonsbane
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