Skip to main content

Reprieve for Varsoon

I was definitely feeling down in the dumps about EQ2 yesterday after it got my hopes up only to dash them quite expertly behind an ill planned spawn limitation. Fortunately, I cried on the right shoulder, and this resulted in SOE Senior Producer Scott "Gallenite" Hartsmen himself being nice enough to stop by and address my spawn-limitation concerns: "That sounds like some old content. By current standards, we treat it as a bug if you're being asked to kill more than can reasonably expected to be up at any given time."

Well, alright then! It looks like EQ2 has a team that cares, after all. With that kind of reassurance, I find myself back on the route to getting into EQ2 again.

Into the Ruins of Varsoon

I had three hours to play today, so I logged in Bruxx. Given that the issue I encountered yesterday was one with older content, I reasoned that it was time to head straight back to Faydwer (which is nothing but newer content). However, I decided that I'd go ahead and see if I couldn't tackle my Ruins of Varsoon prestige quests first. My designated targets were Servants of Varsoon and Apprentices of Varsoon, the Ruins themselves located in the Thundering Steppes.

The Ruins of Varsoon are yet another zone of hand-crafted goodness in a game that has made hand-crafted goodness its hallmark. Half of the dungeon was soloable, each encounter balanced at being just tough enough to challenge high 20s solo player. However, the deeper areas (where the Servants of Varsoon were) turned out to be balanced for groups only. There was, at least, quite a plentiful amount of Servants of Varsoon - no need to wait for them to respawn.

The most reliable way to get in a group is to put together one yourself. However, that takes effort. Fortunately, a full group came to me and I received an invite as soon as one of their members dropped. I was able to take down those pesky Varsoon Servants without much difficulty at all.

Unfortunately, the Apprentices of Varsoon were much harder to find. I scoured the entire dungeon and was not able to find one. I'll probably file a bug report and delete the quest.

In this way, I've decided that instead of just bailing out when there's a design dead end killing the fun, I'll give the EQ2 team a chance. If Gallenite's attitude is reflective of the rest of the team, they're not the impassive types who look the other way when there's a massive mob shortage going on with a prestige quest.
Post a Comment

Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Ancient Warfare - What Is It Good For?

The Ancient Warfare mod for Minecraft threw me for a loop.  I was looking for "villagers" that would perform useful tasks while simultaneously resolving the glut of food with a need to eat, thereby turning Minecraft into a bit of 4X game you can play from the inside.  Millenaire wasn't quite there, partly because recent updates to Forge had broken its compatibility with Minecraft 1.7.10, and Minecolony's development is not quite fast enough to keep up with the state of mods in general (they probably need to make a core API).
In comes Ancient Warfare, which does indeed provide workers and soldiers who need to eat, you can even order around a little army of them to defeat your enemies.  It has working waterwheels and windmills, something I thought was awesome in Resonant Induction.  It has a warehouse with a built-in sorting system, as well as courier NPCs that can move things from building to building, and crafting NPCs that can create things for you automatically - w…