Lost Dungeons of Norrath NDA Lifted

Here's the post from the official site: "As of September 4th, the Non-Disclosure Agreement for the Lost Dungeons of Norrath Beta is no longer in effect, except that a beta participant's confidentiality obligation shall continue with respect to information concerning the beta program and all feedback and comments (whether from the participant, any other participant or from SOE employees)." So I'll open this thread up for the LDoN beta participants to give their impressions of the expansion and also answer any questions the rest may have. Please post away.

Comments

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corpse
# Sep 07 2003 at 3:35 PM Rating: Default
what happens to your corpse if you die in one of the dungeons ? since you cant go back in by yourself for a CR..does it pop in a safe point somewhere?
RE: corpse
# Sep 07 2003 at 9:32 PM Rating: Decent
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508 posts
You can come and go from a dungeon whenever you want, up until it expires. So, you can do CR or rejoin the group. If the dungeon expires, the corpses are moved outside into one area.
RE: corpse
# Sep 07 2003 at 4:36 PM Rating: Default
If you die in the dungeon it will pop outside of the zone at the zone in point.
RE: corpse
# Sep 07 2003 at 4:15 PM Rating: Excellent
you can zone in within 30 mins of pass fail, whether or not your group is still created. CRs are easy within that time limit (no respawns so you can just walk right in) and easier afterwards.. 30 mins after pass/fail it pops at the dungeon enterance.
Mounts =)
# Sep 07 2003 at 2:15 PM Rating: Decent
[b][/b]The Question I have is Can and will I be able to ride my Drogmar? Inside the LDoN Zones?? Will they have an upgraded version of the Drogmar if I can not do this?
RE: Mounts =)
# Sep 07 2003 at 2:25 PM Rating: Excellent
No. The zones are all indoors, so no horses or drogmors. They are not making a version you can ride inside.
RE: Mounts =)
# Sep 08 2003 at 10:46 AM Rating: Default
They are adding a druid/shaman/bst/ranger spell that will help for indoor zones. Spirit of shrew is the name of it. It adds a 30% "sow" type spell to your run speed. Granted not as good as sow but certainly better than nothing for indoor zones.
RE: Mounts =)
# Sep 08 2003 at 10:45 AM Rating: Default
They are adding a druid/shaman/bst/ranger spell that will help for indoor zones. Spirit of shrew is the name of it. It adds a 30% "sow" type spell to your run speed. Granted not as good as sow but certainly better than nothing for indoor zones.
RE: UI
# Sep 07 2003 at 3:17 PM Rating: Decent

I have d/l a lotta UI skins for eq, and yours is nice, if you dont mind my asking - where can I get it? :p (off topic?)
RE: UI
# Sep 07 2003 at 4:16 PM Rating: Good
email me at ui@kevin-gorman.com for it.
solo
# Sep 07 2003 at 11:30 AM Rating: Default
so will people be able to solo in these dungeons like mages? or do u need like 4 people in a group just to enter? im confused so dont make fun of me....
RE: solo
# Sep 07 2003 at 11:30 AM Rating: Excellent
You need 4 people to start a dungeon.
What About Smithing??
# Sep 07 2003 at 11:02 AM Rating: Decent
I haven't found much about the new smithing/fletching recipes on here... I am a 188 smither and all my other skills are 200 or over... can anyone tell me if Shadow Scream will still be the way to go or if LDoN will offer a new and better way for me to skill up?? I sure hope so!!

Nelwae 55 Enchanter
One of the Chosen
The Rathe
RE: What About Smithing??
# Sep 07 2003 at 11:29 AM Rating: Excellent
LDoN site etc say they are mostly covering 175-225 on skill ups... most recipes were/have not been found in beta, but it is likely that there will be another choice for at least part of the way.
Pets
# Sep 07 2003 at 10:44 AM Rating: Decent
btw, noone mentioned about the "companions" in the dungeon yet so i guess i'll pop the top on that one =P in every dungeon, you'll come across some sort of mob laying down with like 2% hps called a "wounded X" or things like that. if you smack him/her, then hail him/her it brings up some text like "blah blah blah can i follow you?" just say "follow me" and you've got yourself a lt blue pet for extra dmg. the only problem is they can only go for a limited distance from where you got them and then they dissapear, but fortunately theres a bunch of them all over the dungeons so you can keep getting them if you need some extra dmg. they're like enchanter pets in that they're hard to control though, so don't get your hopes up all that high =P
RE: Pets
# Sep 07 2003 at 11:31 AM Rating: Good
of course when you hit them, they can also spawn 3 mobs, AOE curse dot your party for 500 a tick, aoe snare your party etc.
RE: Pets
# Sep 08 2003 at 1:49 PM Rating: Decent
40 posts
Yet they are still "WOUNDED"...

I'd love to be "Wounded"....
____________________________
*+*+*+*+*+*+*+*+*+*+*+*
Sport Vandora
Who can group ?
# Sep 07 2003 at 10:20 AM Rating: Default
Hello all..
One question I didnt see an answer too..
What are the level restrictions...everyone has to be within 5 lvls?
Can I as a 49 BL group with all 40-49 ppls or could I group with a range of ppls within a fixed.. say 47-52 or whatever possible combo?

Entlas 49th BL Quellious
RE: Who can group ?
# Sep 07 2003 at 11:31 AM Rating: Good
7 levels in beta atm. apparently final goal is 5 levels at the lower end and 9-10 levels at the higher end. Measures from the highest to the lowest, not from the groupleader
RE: Who can group ?
# Sep 07 2003 at 10:38 AM Rating: Decent
there's a range. i think it's within 7 lvls, but im not sure if its 7 lvls of the leader or the min/max lvls in grp have to be 7 lvls apart max.
#Anonymous, Posted: Sep 07 2003 at 10:01 AM, Rating: Sub-Default, (Expand Post) So amyn of us have done our epics. So many of us love our epics but when you look at what you have done, the pride, the time dedicated, the effort... all wasted when you can go to the bazaar and buy a weapon or item for about 10k that totally exceeds the ability of what you spent (in some cases) a year to complete. Then we get LDoN with the promise of augmentation. COOL!!! Epics to be reborn. What happens? Sony in its infinite wisdom... says **** you all, no epic augmenting except for warriors and mages. Well great... ***** the rest of us sideways with a rusted nail. PoP comes out and for a short time prior there were rumors of epic2's or ways to upgrade them. Well we see how that went. no where. LDoN comes out with similar promises and like i said, except for warriors and mages, Epics are left for naught again. Many of you may think... who cares, they are old and out dated. Well duh, that's the ****** point you asshat. LDoN would have been able to revive the "outdated weapons." You wanna comment against doing them or blow them off as "outdated" it's because you cannot do them. "Sour grapes" is all that amounts to and nothing you can say will mean different. You can't get it, you bash it. Prove me wrong and say nothing at all. Prove me right and say as i have portrayed.
RE: Epic Augmentation, screw you sony
# Sep 07 2003 at 11:35 AM Rating: Decent
Go take a reading comprehension class. Sony said that they were changing epics, so that the mage and warrior ones could be augmented. The mage epic is a spell and the warrior one goes back and forth between two items. All epics can be augmented.
RE: Epic Augmentation, screw you sony
# Sep 07 2003 at 10:14 AM Rating: Decent
OK Please read what is said before you throw a hissy fit. what they were saying is that for mage and warrior epics to hold augments they would have to make changes to them. I think the reason why is clear to anyone that thinks it thru. THe mage epic is summoned and they will have to change that for it to hold the augments and teh warrior is much the same making a new weapon every time you take it from 2 weapons to a 2 hander... they didnt say these were the only weapons that could hold augments but I am sure with the current design they are the only ones that CANT hold augments and they are going to change that.
Group Only Characters get a break
# Sep 07 2003 at 9:42 AM Rating: Default
I, personally am looking forward to LDoN because it's pretty much the only expansion that's been made so far to bash solo'ers and help out the group only chars. So when you guys start complaining about how so "totally unfair that I'm threatening to *gasp* not buy it!" Think about warriors (and no doubt the clerics, wizzys, and others) like me who have to sit in PoT saying "61 war LFG" for 3 hours, then think about all the people gaining 10 aaxp solo in that time. Please don't bash this expansion, you know you'll buy it anyway, I don't mean to insult any solo'ers because I respect them and it takes great skill to do what they do. /rant off :D

My question is this: What are some of your favorite dungeon zones and why?
RE: Group Only Characters get a break
# Sep 07 2003 at 2:36 PM Rating: Default
My favorite zone theme is Miragul's, that is found in Everfrost. Something about the mobs, and the atmosphere that was just cool. Besides, I think they were the coolest looking of the zones. Mistmoore was a lot of fun. Guk was pretty cool as well. Some of the new models are just cool. But remember, if you want to have a chance at all the rewards, you have to do all the dungeon themes.
Monks
# Sep 07 2003 at 4:03 AM Rating: Decent
How are monks in LDon? Are they really needed, or is it hard for them to get a group. I dont want to pay for this expansion if my 63 monk cant get a group. Would be a waste.

"/ooc 63 monk lfg"
"jayberd says, Should we get the monk?"
"Ohumbut says, For what?"
"Jayberd says, Good dps"
"Ohumbut says, Nah we got a rogue for that"
"Jayberd says, Ya but they can FD pull, split mobs"
"Ienwenlia says, Pfft...we got a ranger/druid for that"

Bah I hope im wrong..

Edited, Sun Sep 7 05:01:09 2003
RE: Monks
# Sep 07 2003 at 11:37 AM Rating: Good
monks suck in LDoN. Its basically impossible to split, and rogues are more dps/more utility in ldon. Welcome to the role of 6th spot filler!
RE: Monks
# Sep 07 2003 at 10:46 AM Rating: Decent
kinda get shafted really. you don't need/want to FD pull so you can stay within the time limit. but you'll probably still get alot of groups just because of the extra melee.
RE: Monks
# Sep 07 2003 at 6:25 AM Rating: Decent
monks are rogues in LDoN sorry bud :(
Adventure points shared?
# Sep 07 2003 at 3:10 AM Rating: Decent
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517 posts
The new adventure point system sounds really cool but since all the new LDON spells are only available from the wayfarer merchants and thus I assume the scrolls will be no drop. Will SOE make adventure points shared between characters?
RE: Adventure points shared?
# Sep 08 2003 at 12:41 AM Rating: Decent
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517 posts
Guess it makes sense to not allow sharing between characters. Means that 65er's wont be able to do the dungeons and get lots of adventure points and twink their casters with the new spells. Thanks for answering yall
RE: Adventure points shared?
# Sep 07 2003 at 11:38 AM Rating: Excellent
Scrolls are no drop. points will not be shared.
RE: Adventure points shared?
# Sep 07 2003 at 10:49 AM Rating: Default
you complete 2 normal difficulty lvl 65 dungeons and get like 96 points or something and a whole list of spells pops up at the merchant. although i imagine it takes more to get the better spells
RE: Adventure points shared?
# Sep 07 2003 at 9:30 AM Rating: Default
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508 posts
Wow, I hope not.
COF
# Sep 07 2003 at 12:32 AM Rating: Default
Will there be a way to Augment a COF in order to Raise the %Haste to 41% rather than it's current 36% and will it be possible to Augment Warrior Epic Blades to lower the Delay on the Ratios?
RE: COF
# Sep 07 2003 at 12:33 AM Rating: Excellent
Neither are currently found, I don't think the haste one will happen. The delay mod is very likely, either in this expansion, or perhaps a future one. Although.. I don't know what slots epics have, a delay mod would likely be a slot 8 augment. So even if there is a delay mod, it might not fit.

Edited, Sun Sep 7 01:45:49 2003
RE: COF
# Sep 07 2003 at 10:52 AM Rating: Default
Absor posted on the warrior boards something about everything from stats to effects being on focus items. He said its even possible to have 2 procs on a weapon but it's super hard to get. Theres vengeance ones, and added dmg ones, so I would imagine you could find a lower dly one and probably a haste too (although i doubt the hastes would stack). But like czaemon said, it's going to be very rare.
ratings
# Sep 06 2003 at 11:45 PM Rating: Good
Please remember to rate good posts up, and bad posts down (to drop bad posts off filters, and let good posts show up to those who have their filters turned to display excellent only)
lvl limit?
# Sep 06 2003 at 11:37 PM Rating: Decent
is there a min level to get andevntures or no? wondering if i can use them to lvl a alt up differently instead of the same old newb zone, oasis paludal highhold crap
RE: lvl limit?
# Sep 07 2003 at 9:32 AM Rating: Default
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508 posts
levels 20-65
RE: lvl limit?
# Sep 06 2003 at 11:38 PM Rating: Excellent
Any group of 4 or more people over 20 can get an adventure.
loots off mobs
# Sep 06 2003 at 11:31 PM Rating: Default
how are the loots off mobs?
RE: loots off mobs
# Sep 08 2003 at 9:15 AM Rating: Decent
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508 posts
Not likely that beta drops of loot/exp will match production. So any answer will most likely be irrelevant to the released game.
RE: loots off mobs
# Sep 06 2003 at 11:38 PM Rating: Excellent
over all.. pretty nice. here is a link to a scepter that dropped in a normal 65.
http://www2.freepichosting.com/Images/44591/9.jpg
XP ok in LDoN?
# Sep 06 2003 at 9:05 PM Rating: Default
Generally indoor zones sport better XP than outdoor, how is the XP in LDoN? Is it feasable to gain decent AA while exploring the instanced dungeons?
RE: XP ok in LDoN?
# Sep 07 2003 at 9:34 AM Rating: Decent
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508 posts
How close any beta test is to real exp is a total question mark. To get people into the testing and to test more variety, exp and loot is often far better in a test than a real environment.

Take any opinions on this with a grain of salt.
RE: XP ok in LDoN?
# Sep 06 2003 at 9:18 PM Rating: Good
about an aa per adventure, slightly less or more depending on how much you killed.
PVP
# Sep 06 2003 at 7:45 PM Rating: Decent
On Rallos Zek, Will PvP be allowed in said dungeon zones?
RE: PVP
# Sep 06 2003 at 7:57 PM Rating: Excellent
Don't know.. but as only your groupmates can zone in, it would be an assanine thing to do.. hopefully they will hardcode it so you cannot.
LDoN ?'s
# Sep 06 2003 at 6:35 PM Rating: Default
Can only 1 group/raid occupy one of the new dungeon's at a time? I.E. Does one group have to wait for the previous group/raid to finish up in one of the dungeon's before they can go on thier adventure? If not, then why have a time limit?
RE: LDoN ?'s
# Sep 07 2003 at 9:38 AM Rating: Default
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508 posts
About 11,000 simultaneous copies of the dungeons was what they mentioned in articles. That is just on the starting hardware they have, if they need more, adding servers scales up the number of dungeons (ie its not a limit of the design).
RE: LDoN ?'s
# Sep 06 2003 at 6:36 PM Rating: Good
No. they can supports HUGE numbers of people per dungeon (although each group gets their own version of the dungeon.) the time limit is in place to add a bit more challenge to it.
overview
# Sep 06 2003 at 5:41 PM Rating: Excellent
As a lot of the posts below are repetitive, here is just a general overview + the screenshots. Sorry if any of the stuff is repeated in another part of the post, or doesn't seem to flow too fluidly... its mostly cut and paste of my posts, a lot of which had fallen on to the second page. This should hopefully answer some of your questions.
raids time limits seem to be about 3 hours. adventure time limits are 90 mins. raids take 18-36 people, adventures take 4-6. awarded points on each successful adventure completion depending on level and difficulty level (normal/hard.) you can only get an adventure in a group with people within 7 levels of you. a normal level 30 adventure will provide 3 points, a normal 65 will provide 51 points, and a hard 65 will provide 76 points. you start seeing items at the adventure merchants when you have over 100 points in any one theme. Augments can be dropped **OR** bought at an adventure merchant. adventures have 90 min time limits, twice that for most raids.
after you go through some dialogue in your hometown (or RM/karana if you are kos at home) and some at any adventurers camp, you get an "adventurers stone" to augment your charm. Once you have it you can port around the camps simply by saying the name of another camp near a magus. can add stats when you get a lot of adventure points also. most pure casters recieve disarm/unlock spells for chests. Paladins (my main in beta) recieve a spell called Guidance, which is a 1100hp + 54ac buff (basically on par with aego.) Also get temperance and group temperance. Enchanters get single target VoQuellious and illusion frost bone among other things. New series of spells for several classes that add spellshield %'s, similiar to the items found in potime. Clerics get a melee guard spell -- similiar to spell shield, except takes off melee damage instead of spell damage. various other interesting spells.all items that I saw have aug slots, old world items only one. depending on the level item it is, it will have a different slot. nubi items have slot 1, while time items have slot 8 etc. augments are both dropped, and found on the adventure merchants.

edit: also, a good series of q& a about zoneouts, lds etc down below. not copying it into here as that would make it larger.



https://everquest.allakhazam.com/screenshots/misc/augs%20time%20raid.JPG
https://everquest.allakhazam.com/screenshots/misc/bridgerujark.JPG
https://everquest.allakhazam.com/screenshots/misc/pressmiraguls.JPG
https://everquest.allakhazam.com/screenshots/misc/treetakish.JPG
https://everquest.allakhazam.com/screenshots/misc/vampmistmoore.JPG
https://everquest.allakhazam.com/screenshots/misc/wardentimeraid.JPG
-- various LDoN stuff,hosted thanks to illia

http://www2.freepichosting.com/Images/44591/2.jpg
http://www2.freepichosting.com/Images/44591/7.jpg
http://www2.freepichosting.com/Images/44591/6.jpg http://www2.freepichosting.com/Images/44591/5.jpg
http://www2.freepichosting.com/Images/44591/9.jpg
http://www2.freepichosting.com/Images/44591/3.jpg
http://www2.freepichosting.com/Images/44591/4.jpg
The below screenshots were all taken by nytrous, bumping them to the top anyway as some of them are really nice.
http://home.earthlink.net/~dmac024/ldon/QuintessenceOfSand.jpg
http://home.earthlink.net/~dmac024/ldon/3dmgaug.jpg
http://home.earthlink.net/~dmac024/ldon/frogghost.jpg
http://home.earthlink.net/~dmac024/ldon/numleou.jpg
http://home.earthlink.net/~dmac024/ldon/ojun.jpg
http://home.earthlink.net/~dmac024/ldon/takc.jpg
http://home.earthlink.net/~dmac024/ldon/takfight.jpg
some maps -- also by nytrous for the most part
http://ragedemon.netfirms.com/ldon/





Edited, Sat Sep 6 18:36:22 2003
RE: overview
# Sep 06 2003 at 6:08 PM Rating: Excellent
Current mechanics of the Adventurer Stone charm augment:

Max stats: 10ac, 10 to all stats and sv's, 100hp/mana

10 successes in *one* theme = 5 bits of knowledge from the adventurer stone quest NPC = 1 boost to your augment

1 boost to your augment = 2hp/mana

every 10hp/mana = 1 ac, 1 to all stat/sv's

minimum successes required to max out aug = 500

as much as that sounds, it won't take that much time... perhaps a month or two if you're an above-average of a typical gamer (in between "typical" and "hardcore")

Currently I'm at around:
10 guk, 6 miragul, 14 mistmoore, 10 rujarkian, 10 takish`hiz wins... 8hp/mana on my charm aug
RE: overview
# Sep 08 2003 at 11:02 AM Rating: Default
I have a couple of charms I use, depending on what stats I want boosted at the time. Can I get two stones and put one on each charm, or are some augmentations lore such that you can't have more than one on any item on the character?
RE: overview
# Sep 06 2003 at 10:57 PM Rating: Default
What expansion must you have to get charms? Pop or LoY? And must I have LoY before I can install LDoN?
RE: overview
# Sep 07 2003 at 12:34 AM Rating: Excellent
LoY. No - ldon only requires original eq.
RE: overview
# Sep 06 2003 at 6:28 PM Rating: Excellent


Edited, Sat Sep 6 19:27:39 2003
RE: overview
# Sep 06 2003 at 6:18 PM Rating: Good
So wait, this charm thing can augment whatever charm you have? so u could say put it on that planar charm? That would be pretty cool for all those high level players. And i can even augment my dumb brotherhood charm with it? Awesome, i hope i understood the post right.
RE: overview
# Sep 06 2003 at 6:25 PM Rating: Excellent
yes murd, the charm augment can go on any charm.
RE: overview
# Sep 06 2003 at 6:38 PM Rating: Decent
Awesome---your so awesome! You post great info, you rock! God i hope that doesnt come out sarcasticly =P cuz i mean it!
RE: overview
# Sep 06 2003 at 6:12 PM Rating: Good
thanks for posting that -- out of curiousity, do successes before you get the charm aug count? IE, if there is a good LDON charm found (IE better than pop flag charm) at higher point levels, could you destroy your pop flag charm, use the new charm, get a new stone, put it in it, and still get the benefits?
RE: overview
# Sep 06 2003 at 6:30 PM Rating: Excellent
Yeah, successes/losses are stored in a new system when you click the View Stats button on the LDoN Adventure Window (Alt V).

Although, the augment only gains power as you get information from the NPCs which flag your character every 2 successful adventures in that NPC's theme. Every 5 flags you get, you get a message saying your augment has gained in power.

I believe you can hail the NPC for a new augment if you happened to dissolve the one on your current charm. (the process used to remove augments from items)

There is also a new, cool, competitive system called the Leaderboard for the hardcore LDoN that shows your standing among others in LDoN, such as Rank, Your Name, Wins, Losses, Success Percentage.

There is also ranking for each individual theme.
RE: overview
# Sep 06 2003 at 6:33 PM Rating: Good
thanks -- knew about solvs etc, just wasn't sure (well, closer to didnt believe) if they were intelligent enough to keep the power of the charm in a flag-type thing. and ya, leaderboard has overall wins, overall percent wins, wins by theme, and percent wins by theme. certain # of missions needed to get the percent ones, so ppl that are 1/0 wont get on it.
One question I haven't seen yet...
# Sep 06 2003 at 5:36 PM Rating: Decent
Do the items with augmentation slots come from the Wayfarers, or do they drop off NPCs in the dungeons, or both?

I imagine the more slots an item has, in addition to its base stats (before augmentation), the rarer the drops are, if they are dropped at all.

Any word on how many adventure points it takes to get items that would be considered an ugrade between 55 and 65? I'll be buried in the dungeons either way, but I am curious as to how much time I should expect to spend before I'll be getting rewards that are an improvement in my gear, rather than fodder for a vendor.

Are augmentations available from the Wayfarers, or are those dropped only? I'm guessing from the names, the dropped ones are specific to which theme of dungeon you are in, but some of them are generic in name, and I was curious if those can be picked up just with points.

How did the existance of charms look? I haven't seen any screenshots of any, but I'd heard there would be some new ones. (And at that, if there are new ones, are they augmentable as well?)

Figured I'd throw out the questions I came up with skimming the replies, and didn't see.
RE: One question I haven't seen yet...
# Sep 06 2003 at 5:43 PM Rating: Excellent
both. yes. a lot -- most point values are not decided atm, and even the items will change. you won't get any useless loot from the wayfarers (dropped is a slightly different issue) Augments both drop, and are avail. from the wayfarers. More likely to get the ones you want from the WF's, because they have a huge selection, but you will get more just dropped (cheap augs cost 100 points, hard 65 adventures give 76. often see augs drop in hard or normal adventures of all levels) the new charms are augmentable... but.. honestly the ones I have seen tend to be pretty crappy.
Speed
# Sep 06 2003 at 4:21 PM Rating: Decent
I posed this in a reply but more people prolly gonna look at this post. The new zones are dungeons right? Are they dungeons by definiton, meaning are they like traditional dungeons? The real question im asking is-Can u cast SoW or bard speed while in a dungeon?
RE: Speed
# Sep 08 2003 at 9:16 AM Rating: Decent
**
508 posts
But you can buff up before you enter, and you can exit the dungeon at any time as well. If you are really that much in need of a sow.
RE: Speed
# Sep 06 2003 at 5:01 PM Rating: Excellent
you cannot sow or selos in them, but there is a new series of indoor spells that are just a tad slower than sow, called spirit of the shrew.
Nice
# Sep 06 2003 at 3:35 PM Rating: Decent
This expansions provides some good things for the game. I haven't had much time to beta test much of it, but I noticed going through the dungeons was a blast, and was exciting. Classes that aren't really used can now find groups, even to "fill" a spot.

I have a couple augmentation drops, but haven't used them. I have some screen shots I'm gonna compress a bit, and try to post them!
Fifth Theme
# Sep 06 2003 at 2:38 PM Rating: Decent
Havent seen the name of the fifth theme posted anywhere. What is it?
RE: Fifth Theme
# Sep 06 2003 at 5:03 PM Rating: Good
the five themes are: Mistmoore catacombs, Takish-Hiz (old elf city), Miraguls Menagerie, Rujarkian Hills (orcs), and deepest guk.

Edited, Sat Sep 6 23:26:43 2003
System Requirements
# Sep 06 2003 at 12:45 PM Rating: Decent
My question is concerning system requirements. Currently with a cable modem and a so-so video card many of the new areas are extremely laggy, such as JaggedPine or POT. Should I expect the same for LDoN?

Also, will charms still be No Drop with this expansion? Finally, how do you become a beta tester within EQ?

RE: System Requirements
# Sep 08 2003 at 9:18 AM Rating: Decent
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508 posts
There are no changes to system requirements for LDoN. If you play EQ, you can play LDoN without hardware changes.

I also found tha thte lag was far less in LDoN dungeons than in PoP and Luclin zones.
RE: System Requirements
# Sep 07 2003 at 12:27 PM Rating: Decent
I normally have very bad FPS issues almost everywhere I go... especially PoP zones and LoY which forces me to turn my clip plane to 0%. On LDoN, the dungeons look better than anything else in the game (except, maybe Soulsek Ro) and I was able to turn my clip plane to 100% with zero lag. They've also outdone themselves on the music, so I turned off my MP3 player and enjoyed the LDoN sounds. :)
RE: System Requirements
# Sep 06 2003 at 5:06 PM Rating: Default
Define "lag", and I can better answer your question. Are you talking about the response time of your connection, or your framerate? Your internet connection has no effect on FPS in Everquest, and your video card will not likely affect your network stability, unless it is so slow, it degrades the performance of the entire computer.

That aside, you can usually get away with turning your clipping plane down quite a bit in dungeons, since you can't see around corners anyway. I don't imagine framerate will be a problem for anyone with this expansion. (Well, unless you're still playing on a Celeron under 600 MHz, I suppose...)
RE: System Requirements
# Sep 06 2003 at 1:39 PM Rating: Decent
cant find posted system reqs anywhere, but pretty sure they arent as bad as JPF. expect lag in some areas tho. haven't seen any non no drop charms, and beta openings for expansions are generally announced at www.everquestlive.com.
Augments
# Sep 06 2003 at 12:10 PM Rating: Excellent
You know whats odd? I logged on today to check whether the droppable status of augments had changed since the last patch. 5 of the augments I had on droppable items were still droppable. My augmented Donal's bp however was no drop. wonder how this will turn out -- devs have stated that aug'ed items will remain droppable, but at the same time, there are supposedly interviews where sony ppl have stated otherwise.
RE: Augments
# Sep 06 2003 at 5:09 PM Rating: Decent
I hope the augmentations are droppable, so you can trade with people to get the ones you want. I imagine at some point, augmentations will exist that only work in items usable by a specific class (excluding items usable by 'all'), and your group of four obviously doesn't have every class represented. :)

I have no doubt, however, that nodrop items with augmentation slots will remain nodrop after they have augmentions added. Non-nodrop items, after they are augmented, better stay non-nodrop. It's bad enough that it raises the required/recommended levels. :)
RE: Augments
# Sep 06 2003 at 5:53 PM Rating: Good
I haven't seen any droppable augs.. comments from the q&a sessions etc leave wide open the possibility for droppable augs, but as it stands I dont believe there are any. ATM some aug'ed items are droppable, and some are not.
edited for typos

Edited, Sat Sep 6 19:33:58 2003
RE: Augments
# Sep 07 2003 at 12:16 AM Rating: Default
All of the Augmentation items I came across were no drop, however, I only tested them when they first started dropping. At that time, a tradeable item, augmented with a no drop augmentation, was still tradeable.

Recent rumors make it seem like it will be the other way now. SOE tends to use NO Drop as a way to "protect" new expansion content. If you can put nice augmentations (aka +8 int) on basic crafted resist gear, and sell it in the bazaar, there will be a lot of people who won't need to buy the expansion. So for that reason, I wouldn't be surprised if they have changed the way this works.



XP and Drops
# Sep 06 2003 at 11:44 AM Rating: Decent
I was wondering what the normal time it takes to complete a dungeon and are they good enough to use these as main xp spots? Also are the drops better then what you would usually find at your lv like a lv30 in OT or 50 in KC or %)+ in teir1 groups? And lastly what are the rewards for the points gained in the dungeon because i havent seen anything that reallt talks about that subject?

hasty answers be great and thnx in advance for info

Legosus Bard <Bristlebane's Guildless>

Edited, Sat Sep 6 12:43:28 2003
RE: XP and Drops
# Sep 06 2003 at 11:48 AM Rating: Excellent
Under 90 minutes. Yes. various rewards, ranging from augments and charms to armours.
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