View Full Forums : Mistmoore and Splitpaw Revamp Announced


Koldriana
12-08-2004, 06:46 AM
Looks like both re-vamped zones will be available to us in January sometime on regular servers, with Legends getting a sneak peek mid December.There has been no mention of the difficulty of these new revamped zones as of yet but I'm sure we will find out shortly.


The lore behind each zone revamp is posted on the EQ Live Site.
Mistmoore Lore (http://eqlive.station.sony.com/news_section/newsview.jsp?story=64379)
Splitpaw Lore (http://eqlive.station.sony.com/news_section/newsview.jsp?story=64380)


On a personal note, I just find elementals in Splitpaw a little too wierd, but we'll see how it goes.

Islington
12-08-2004, 06:58 AM
On a personal note, I just find elementals in Splitpaw a little too wierd, but we'll see how it goes.
View it as cost / time savings. Elementals are in the global character files so they don't need to A. Create new models or B. Take the time to put more mobs in the splitpaw graphics files.

It's just SOE being cheap and lazy.

Cedre
12-08-2004, 11:18 AM
From Test Server:

New Mistmoore mobs con dark blue to yellow to a level 65.
New Splitpaw mobs con yellow and red to a level 70.

Toprem
12-08-2004, 11:52 AM
New Mistmoore mobs con dark blue to yellow to a level 65.
New Splitpaw mobs con yellow and red to a level 70.

:eek3: :noes:

Hopefully the loot will be decent from these revamps, unlike the so-so loot from Sol C and Chardok B (which are a pain in the prick to get to). I also hope they adjust the RoS faction you get from killing the new mistmoore mobs -_-;...

Auvyen
12-08-2004, 02:06 PM
Paw had better end up with OoW-rivalling loot or an insane ZEM (or both) otherwise it's going to end up totally empty...again.

Either that, or fixed pathing and no enchanter mobs. ;)

Cedre
12-08-2004, 02:28 PM
Keep in mind that new zones are put on test server for final tuning. It is fairly easy for the devs to add or subtract levels to adjust the difficulty.

I did not see any enchanter mobs in splitpaw. Lots of elemental models (at least one of which was flagged as a summoned mob). I did not spend much time there however, the first mob I attacked tried to turn my druid into druid jam.

Clakar
12-08-2004, 02:56 PM
Any word on were some of the spell and/or quest item drops will go?

I didn't check the links you posted so I'll apologize now if they mention that via the posts.

I'm sure many know there are some old school MM quest items as well as some not so old school (like shaman epic 1.0 via MM and necro 39 corpse summon spell via SP).

Aluaeia
12-08-2004, 02:58 PM
Outside the zone in lfay and sk, just like the CT revamp.

Cedre
12-08-2004, 05:35 PM
Most of the Mistmoore quest mobs were moved into four of the LFAY orc camps. I didn't see the shaman epic mob but I did see the advisor which if I remember correctly is the placeholder for the epic mob.

Aluaeia
12-08-2004, 07:24 PM
Not ph, killing advisor spawns epic mob.

Stewwy
12-09-2004, 09:44 AM
Keep in mind that new zones are put on test server for final tuning. It is fairly easy for the devs to add or subtract levels to adjust the difficulty.

I did not see any enchanter mobs in splitpaw. Lots of elemental models (at least one of which was flagged as a summoned mob). I did not spend much time there however, the first mob I attacked tried to turn my druid into druid jam.

Yes but is anyone still playing on the Test Server?

Cedre
12-09-2004, 11:38 AM
People are still playing on test server. At least two of the raiding organizations are still active. I have seen groups in both Mistmoore and Splitpaw. I have not been to TOFS in the last week, so I don’t know if anyone is checking on the changes there.

Nendarea Lanthir
12-09-2004, 01:03 PM
it bothers me that they kinda took the hole lore and used it for the revamped Splitpaw..as well as the laziness of using elemental models. i spent alot of time in MM with all my characters in their 20-30's, soloing, in groups, my monk spent alot of time in Splitpaw soloing. and now i won't be able to go there AT ALL. not even my highest level character (55) would survive. it just bugs me that SoE caters to the level cappers and forgets that, there are more people who play this than the people who lock themselves up in BoT and Time. (no offense meant)

I can understand wanting to revamp zones...but there are Other zones that need it much more badly, PC, Runnyeye, even Unrest (and i love unrest) NOT to raise the level range, but to just update.

ok..i'm done ranting now..this just is something i hear about every night, from my friends and my guildies..we all pretty much hold the same idea about it and i have a couple very valuable people quitting the game because of this revamp. it just makes me sad.

Kamion
12-09-2004, 01:19 PM
now i won't be able to go there AT ALL. not even my highest level character (55) would survive. it just bugs me that SoE caters to the level cappers and forgets that, there are more people who play this than the people who lock themselves up in BoT and Time. (no offense meant)


Not sure what server your on, but overall anywhere you go nowadays finding someone whos under lvl 65 (and not an alt) is a rare siting. Something *needs* to be done about opening up more high end areas to XP,.. trust me WOS and PG more crowded than any low lvl zone,.. so i think the revamping is a great idea. W/o having good loot and augs they wont be popular at all, so they really need to consider that.

There are a LOT of zones for a lvl 30's to get xp in,.. try kunark or velious. I would MUCH rather see the old zones get some use, so I like this idea. Its almost imposible to travel through the Karana's / lake rathe area w/ seeing someone xping or doing somethign other than a quest. I think a high end revamp would fix this problem.

Would also be nice to see some lvl 70+ mobs in "open-style" zones in the old world that could be messed around with.

Nendarea Lanthir
12-09-2004, 01:50 PM
as a guild leader for a newish guild in Drinal, most of my members..are way below the level cap. my highest member is level 58. so when someone in their 20's asks me, what's a good place to get fast exp? first thing out of my mouth.. Mistmore. Now i'll have to tell them somewhere else. and generalizing that most of the people per sever are high end is really wrong. because it's not true at all. and yes..there ARE alot of zones for 30's to get exp in...and yes, we spend ALOT of time on kunark and velious, but that's not the point. the point is that SoE caters to those level cappers, and forgets that there ARE lower levels. who pay the SAME amount to play the game as the high levels. i personally feel that everyone should be treated as equal instead of forgotten because they don't give two figs about flags and time and bot. now i's done..as opinionated as i am..i said my peace.

Kryttos Arcadia
12-09-2004, 02:20 PM
i personally feel that everyone should be treated as equal instead of forgotten

Unfortunately the influx of new players to a 6 year old game is almost nil. MOst people who start a new char on EQ are the people that are 70 already and starting an alt. And you can fly through 1-45 in a week anyways

Toprem
12-09-2004, 04:21 PM
Yeah I agree with the people that say theres still zones to get exp in. I never set foot on faydwer for exp outside of unrest on any of my toons. I would love to see some old world zones get revamped for the higher level people, because it is true that there are VERY few TRUE new to EQ players coming in and the zones arent doing anything. Hell, it *MIGHT* lower the population of WoSesque zones if the loot in them is worth anything...

Clakar
12-09-2004, 05:35 PM
I don't think anyone can argue the point of few new players entering the game. I would also go so far to say that most high-levels that play alts have twinked the alt to some extent.

However I can feel for what the other poster stated about catering to high levels is good and bad. There is a certain amount of comfort regarding Paw and MM. They have been static since birth to some degree.

Point I guess is why was the investment of time, money, etc placed in those two zones and not with higher level LDONS or something like that. I look at it more along the lines of if not broke don't fix. High level zones are broke in a sense so why "break" a low level zone. Why not "fix" LDoN or add an instance off of Nightmare or something along those lines.

Not haveing seen what is on test and still not having read the links on post 1 :p.

Is the dungeon layout the same for Paw and MM or has the entire zone been revamped?

If the zone was revamped completely I'd have to ask why. Why didn't they just add a zone off lake rathe, or rathe mntns, etc. Why take a "legacy zone" that wasn't broke and break it?

High levels don't care where the gear drops just so long as there are ample camps/zones and the gear be good enough. If they added an entirely new zone the high levels would have been just as happy and it wouldn't have "greifed" the lovers of what was (if you follow me).

Kamion
12-10-2004, 01:16 AM
"There's so many zones in EQ that don't get the use they should"

You've probly heard this in some form in the past; if anyone has a better idea to get use outta them than to put mobs that people can xp off of, i wanna hear it.

Firemynd
12-10-2004, 02:13 AM
As the average level rises, it really isn't a bad idea to convert low-level zones into something that a greater portion of the playerbase can put to good use.

A few suggestions for SOE:

- Would be great the South Karana druid ring would be activated; turn on that LFay druid ring while you're at it. Getting to Splitpaw and MM aren't as tedious as getting people through Chardok to Chard-B, but creating more travel timesinks makes the world seem that much bigger (and combined with a shrinking population, that much more empty).

- Itemize the new zones exactly how you intend itemization to remain, and distribute items more randomly instead of static named "camps". We don't need another OoW where Yantis (and other) plat farmers are able to hog every named mob right up until drop rates are nerfed; and I think most players are sick and tired of content design that only reinforces bad behavior, grief, and hostility. That was one good thing about LDoN - players were rewarded equally by working together cooperatively, and could spend points individually to suit their own needs.

- Create exits in both zones far enough away from their entrances that people can zone in without running into a fresh train of two dozen hostile mobs... especially since most mobs will likely see through invisibility.

- Give some thought to the types of creatures in these zones. Place a few "youngling" mobs near the entrance for those who invested AA points for Dire Charm; especially consider druids and necros, who spent the same number of points as chanters but are limited to animals and undead types. We don't need these lowbie critters to be uber war tank machines; they're just fun to have around and provide a little extra DPS. (Devs did an excellent job in PoP on the cute little rats and corpse scavengers in CoD, the frogs and squires in PoV, etc.)

- Balance mobs to allow more varied grouping combinations; be creative. For instance, make some mobs immune to slow but with far less HP than their slowable counterparts... so a damage shield would make a more noticable impact in shortening the fight. Or give them lower ATK, so they aren't necessarily a death sentence for a non-traditional tank like monk or ranger. Heck, even make some mobs immune to melee altogether, but make them especially susceptible to spells and procs.
In other words, spice things up, but without relying on the same old formula of "bigger hp, bigger dps, bigger ac"...

- Let spell runes drop in these zones! One of the reason most 'pocket' and 'revamp' zones aren't well-received is that they're only recognized for a few specific items that stand out... so they're typically farmed and quickly forgotten.

Since the game provides no vendor-buyable spells for the highest levels, spells really need to be integrated into every high-level zone's reward system -- with the same consideration as weapons and armor.

You could even make actual spells part of the loot tables for the new MM and Splitpaw. Not just runes, but scrolls for specific spells that could be scribed or sold later. For example, any mob could have a very small chance of dropping a spell scroll, random class and level (up to 68th, with 69-70th spell scrolls randomly from boss mobs).

~Firemynd

Megn Summer
12-10-2004, 08:55 AM
It appears that SoE is thwarting the ability to PL new toons. These zones were once a great method of getting your alt up fast.

WHY!?! Why stomp on the lower levels? Why not fix LDoN by making it appropriate for high levels? I can't pay peeps to go to LDoN anymore. I was working on collecting some LDoN points to spend when the latest expansions came out. Now LDoN is vacant!

If LDoN had level appropriate encounters, WITH level appropriate drops/gear, then peeps would be able to play that expansion, and not leave an ENTIRE expansion to rot. I (and YOU) paid full price for that expansion, now it's useless.

So SoE is going to focus on high end content, in newb zones, and NOT 'tweek' LDoN up to where it's playable for level 70 toons. Brilliant! (NOT!)

/plugs her /rant into a nuclear power device.

WHAT ARE YOU THINGING SOE?!? You released a COMPETING product with EQlive. There are other competitors in the arena now! You HAVE to be seeing a SEVER drop off in numbers, both logging on and cancelling! AND THIS IS YOUR RESPONSE?!?!?

Revamping old world zones while the NEW content is bugged, or just plain crappy designed is a waste of time and money! Money you could be using to fix REAL problems! LIKE OUR DRUID EPIC EFFECT AND THE FACT THAT IT DOESN'T FIT THE WHOLE, FRICKIN, STORYLINE OF THE EPIC QUEST!

/straps on Solid Rocket Boosters to /rant and ignites them for orbit.

DO YOU HAVE EVEN THE SLIGHTEST CLUE? HOW FAR HAVE YOU BURIED YOUR HEAD IN THE SAND?!?!?!? (or whereEVER you shoved it?) Good Lord! What a TOTAL waste of energy! Brain-damaged, idiotic choices like this are going to KILL EQ! I thought you wanted to keep the game alive! I see now that's not true!

HOW can it be true, WHEN YOU RELEASED A COMPETING PRODUCT WITH YOUR OWN PRODUCT! LIKE, DUH! MANY HIGH END GUILDS HAVE LEFT EQ! WHAT IS LEFT?!?!? You keep 'revamping' for uber players, who are leaving in droves! WAKE UP!

And announcing ANOTHER summit! Well, the last one went SO well lets do it again! Lets pretend to listen to the customers, give a few special favorites the red carpet treatment and IGNORE the player base again! I believe that the ONLY peeps who benefited from the last summit are the peeps who run the website that SOE seeks to gain control over! IT'S ALL A POLITICAL MOVE! And frankly, I'm burnt to a crisp with politics.

/feels blood vessels about to burst in her forehead.

Dammit! I put 4 and a half years of my life into this game, and you're squandering the twilight moments with this foolishness. FIX the old stuff, don't REVAMP IT FOR UBERS WHO ARE LEAVING!

Oh, btw. Guess I won't be logging in AGAIN tonight.

Miegre Nature'Dancer
12-10-2004, 10:14 AM
Anyone actually doing a /feedback or sending emails with these rants? :crazy:

Tudamorf
12-10-2004, 12:44 PM
There is a certain amount of comfort regarding Paw and MM. They have been static since birth to some degree.Funny, I remember the first Paw revamp years ago, and the same arguments being advanced (I like to PL there, bla, bla, etc.). Fact is, no one went there before the revamp, and except for a few farmers and necros getting their spell, no one went after. I suspect the same will be true after this revamp, it will be much ado about nothing.

What SoE fails to realize is that it takes momentum to get players to visit a new zone, which means a BETTER risk/reward ratio than current zones. Usually, SoE does the opposite -- sets the risk/reward ratio slightly lower than current zones, which results in an empty zone. The only exception I can think of it the revamped CT, where, for a brief time, it was popular due to the excellent risk/reward ratio.

Toprem
12-10-2004, 05:33 PM
sets the risk/reward ratio slightly lower than current zones

"Slightly"? Back when Chardok B and Sol C went live there were people there for like, what? A week? If that? The loot in the revamped zones is soooooooooo out of whack for the risk it takes to get to those zones (Hi stupid chardok faction mobs that see invis, Hi every damn mob in Sol B except bugs sees invis, Hi stronger than normal lava I have to swim through naked if we wipe...) that no one is willing to go there. The same goes for the exp you get in the zones, its just not worth going there.

Gusinator
12-10-2004, 10:28 PM
Very true about Chardok and Sol B Toprem. However we cant really criticize a zone thats not revamped yet. I think it will atleast be interesting to see how SOE handles this because they are going to be really doing all they can to keep the subscribers they still have. I have fond memories of both of these zones and I will go check it out after it comes to normal servers. Theres a million other zones to PL your twinks in stop complaining about them refreshing content.


PS WHERES MY BLACKBURROW REVAMP?
:cry:

Ariell
12-11-2004, 01:23 AM
Umm, nothing wrong with ChardokB items. If you can't get through Chardok A easily, well, that's your issue ;).

The FT2 necklace, the nice see invis earring, the very nice quest ring and a decent quest range item.

Firemynd
12-11-2004, 02:44 AM
PS WHERES MY BLACKBURROW REVAMP?

heheh I'd expect SOE to avoid increasing mob levels in zones which adjoin starting cities by very much, just to make sure newbies always have somewhere nearby to hunt after they're ready for mobs beyond level 1-3 rats, bats, etc.

Although... it would be interesting to see Crushbone 2.0 .. I'm trying to imagine a level 75 Ambassador D'vinn... ;)

~Firemynd

Toprem
12-11-2004, 01:53 PM
Umm, nothing wrong with ChardokB items. If you can't get through Chardok A easily, well, that's your issue

Risk >>>>>>>>>>>> Reward, and everyone starts off KoS to Chardok and not too many people wanna kill eleventy billion goblins to fix that.

Nanoq MajicBlade
12-11-2004, 02:51 PM
Minimum level in Revamped Splitpaw is 68. Was being chased by Ancient Cyclops and ran in there to safety...sure....right...saw a halfling female Mage just inside, warned me about going any further...but being the halfling Druid I am, I cast Superior Camo, went around the corner where the doors are and WHAM!!! You have been hit for 625 dmg...you have been knocked unconscious....you have been killed by a "Water Wavecrasher Elemental" (not sure this was the name....had track up and this is all I remember seeing before I died)....Loading.....please wait

Iilane SalAlur
12-11-2004, 05:47 PM
Although... it would be interesting to see Crushbone 2.0 .. I'm trying to imagine a level 75 Ambassador D'vinn... ;)

*SCREAM* I'll be the first one to reinstate my account just to go kill a level 75 D'vinn. He's the bane of my newbie existence, thanks to a evil halfling druid who trains D'vinn on all the groups fighting outside the castle every single day I was in Crushbone.

Firemynd
12-12-2004, 01:56 AM
*SCREAM* I'll be the first one to reinstate my account just to go kill a level 75 D'vinn.

You'd probably have to stand in a very long line! Nearly everyone I've ever reminisced with about 'growing up' in Gfay said after they were higher level they went back and killed D'vinn at least once just for spite. :lmao:

Makes sense if ya think about it .. for most folks who started in Felwithe or Kelethin, he was their very first 'boss' mob. They may not remember him fondly, but they remember him well. heh

~Firemynd

Miegre Nature'Dancer
12-12-2004, 03:17 AM
What I would personally love to see are decent quests that are doable with just a small group or two of friends and not a raid force - yet wield a decent item for the effort. There are a few now: Dain Ring, Shawl Quests, etc. ... but IMO they should add a few more on all levels so folks can enjoy the QUEST part of EverQuest again and not just the high-end loot / gods.

I actually spent a full day of doing nothing but TradeSkills and the like last week and I was so much happier that I went back to something other than going for an upgrade or xp grinding. I doubt I am of a minority here, but this is just my 1/50th of a dollar.

Drae Hanlar
12-12-2004, 03:25 AM
I agree with you Miegre

Rydaak
01-08-2005, 06:00 AM
i will agree that there are better items to make with tradeskills now then there were before, and have made tradeskills worth takin up again. though the tradeskill quest items are becoming outdated due to new content that are better. so why dont they update old quests and finish some like they were supposed too.... i mean there was supposed to me 10 shawl quests.. but atm there are only 8. they revamped VP, why not revamp ToV and kael and make them worth going to again? i still want to see NToV, but no one goes there anymore, and unfortunatly when i got the faction to start playin in HoT in ToV, guilds had moved on to bigger and better things. the biggest mess up though was the revamp of mischief which wasnt needed. lately though i havent played my druid much at all, reason being is we're shafted when it comes to gear.... everything seems geared more towards mnk or bst and very little to druids even though it wears druid tag. the druid ornate is hardly worth gettin, seeing as though alot of the stats are still comperable with elysian... an the stuff that is worth gettin most cant get becouse patterns are going for 100k at a min... sorry but we're not all uber like that or port whore ourselfs out. and WTF is up with DC lately? i was in WW past few days where i used to farm pelts to work on tradeskills and could easly find a DC mob.. now lately i've tried to DC well over 50 mobs and none are DC able becouse thier too high lvl... nerfed again... WTF gives?

Veresz
01-08-2005, 07:41 AM
From what I've seen so far (and to be honest I haven't been more than a couple of times as I was disappointed....sorry to be downbeat) the loot in Mistmore is mediocre at best. I dont remember stats of anything off hand, but some high mobs (white etc to 70) were dropping stuff a lot poorer than OOW mobs (WoS for example, not talking high end).

It is also add central......

Guan
01-21-2005, 02:00 PM
With the exception of CT (and then only until POP launched). Each and every zone re-vamp they have done, has failed miserably. Why in the hell do they continue to insist on repeating past failures? I swear, SOE must be run by utter morons! :smoke2:

Toprem
01-21-2005, 02:37 PM
CT failed, after like a week almost no one went there. And its loot (for the most part) sucks horribly for the difficulty (back then, it was so-so, now its horrid)

duralupal
01-21-2005, 07:09 PM
Droga and Nurga were great revamps, and CT stayed alive for a bit on Quellious. VP was a candy-land sort of revamp if you were at the right spot progression-wise (not too far, but far enough to kill the key mob), not great thematically or anything, but honestly nothing was lost there.

Toprem
01-21-2005, 11:25 PM
People dont even kill *in* VP, they just got keyed and did the quests.

Droga and nurga were nice, but still, theres never more than a few people there soloing for stuff.

Xitix
01-23-2005, 09:10 AM
CT was a great revamp. Loot wise it had some great single group loot for the time frame and a couple unique items and items to fill weak slots. Couple fun events for small raids with decent loot as well. A few of the choices they made to up the difficulty made some classes avoid the place but others had no problems. I saw decent numbers in the zone right up until PoP made it all green with max level 65 and its stupidly small light blue/blue exp mob level range on release.

Any zone revamp at least provides an evening or two of fun exploring areas again fighting new mobs and trying the small events they put in them these days. Will never recapture the MM or PaW of before Kunark's release anyway.

Aluaeia
01-23-2005, 12:27 PM
One of the major faults of almost all zone revamps has been mob density and ease of travel. Revamped VP mob density is absolutely sick, random mobs see invis and eat you if you're kos. ChardokB more or less random see invis means you have to clear if you want to go anywhere. SolC has that ****ty superlava that most people of the appropriate level to hunt there CANT SURVIVE A CR THROUGH. CT was decent enough, and quite popular until PoP came out and made the exp seem atrocious in comparison. HS revamp was decent enough, except that no one ever hunted there anyways because of the necessity of gate to get out unless your group wants to commit to clearing to a zone out and getting the keys to get there. Droga and Nurga were ok, but again mob density is fek nuts in most places. CoM revamp was ok, except that they revamped it to still be a low level zone, meaning no one cares. That should be all of the recent revamps. That I remember anyways. Oh, SG, Lol @ that, people just hate water zones.

Toprem
01-23-2005, 01:57 PM
to agro Droga and Nurga mobs, you have to be in pissing distance of them and they will rarely get close enough to assist one another.

nikkonxev
01-24-2005, 08:33 PM
What I've been worrying about is: after this revamp, where am I to go for the faction that is available now in Mistmoore? RoS and Bards, specifically.

I guess I'll be slaughtering this zone from now until the revamp goes live. :(

Bristiladd
01-25-2005, 10:59 PM
So how many remember the last time they revamped splitpaw?

Aluaeia
01-26-2005, 12:13 AM
What I've been worrying about is: after this revamp, where am I to go for the faction that is available now in Mistmoore? RoS and Bards, specifically.

I guess I'll be slaughtering this zone from now until the revamp goes live. :(

King Kazon Stormhammer

guluvasea
01-27-2005, 03:09 PM
i popped into splitpaw last nite, did a quick track and saw the many white, yellow, and red cons (i am lvl 66).

far as i can tell they dont see invis but then i didnt go in very far. there was a small group hunting in the first room so they could zone when needed so I joined them. pretty much all elementals that i could see on my track. the earth ones you cannot snare nor root. I think the air ele's you cannot mezz... and they hit fairly hard (5 to 600).

nothing dropped for us except some stuff for the quest given out by the npc in the first room.

good hunting

dekkon

Nimchip
01-27-2005, 04:16 PM
dropped in MM from triggered event red con mob....

Dirgeful Deathgrime Leggings
Slot: Legs
AC:75
STR: +20 STA +20 CHA +20 WIS +15 INT +15 HP +210 MANA +200 ENDURANCE +200
SV FIRE +15 SV DISEASE +20 SV COLD +15 SV MAGIC +15
ATTACK +20
REGENERATION +2
MANA REGENERATION +2
SHIELDING +5%
RECOMMENDED lvl 70 REQUIRED lvl of 65
WT: 8.0 Size Large
Class: war, clr, pal, shd, brd
race all
slot1, type 8

This was posted in my guild's msg board.