View Full Forums : LDoN more new stuff!


Panamah
08-05-2003, 11:42 AM
Check it out. The main site has Rujarkian Hills on the front and info about some more things:

Interactive Objects:
<blockquote><strong><em>Quote:</em></strong><hr>
Lost Dungeons of Norrath will introduce a new EverQuest feature: Interactive Objects! These are boxes, vases, chests and similar objects that might contain treasures. There are several ways to interact with these objects:

You can inspect an object, and learn something about that object.

But, be careful! Some of these objects may be booby-trapped. Poking around a booby-trapped object might set it off. However, if your character has the appropriate skills, you can Sense or Disarm the traps on these objects.

Other objects may be locked. But, if your character has a Pick Lock skill, you may be able to open the lock. Or if you're the more brutal type, you may be able to just bash the object apart. Of course, brute force could set off any hidden traps. Note that if these skills fail, there will be few spells that can allow you to open locked objects.
[/quote]

Further in, is some lore about Rujarkian Hills: everquest.station.sony.co...arkian.jsp (http://everquest.station.sony.com/lostdungeons/dungeons_rurjarkian.jsp)
Some of these orcs look like gobbies to me!

BricSummerthorne
08-05-2003, 12:00 PM
Whoo, blitzing* comes to EQ!!




* In AO, which has instances and chests, certain classes can run through a mission and pop all the chests without actually fighting any monsters.

A 90 minute mission can be blitzed in 2 minutes.

Firemynd
08-05-2003, 12:12 PM
<blockquote><strong><em>Quote:</em></strong><hr>Or if you're the more brutal type, you may be able to just bash the object apart. Of course, brute force could set off any hidden traps. Note that if these skills fail, there will be few spells that can allow you to open locked objects.[/quote]

EQ tries to be more like D&D as the days go by, doesn't it? )
Not that I mind, really; in fact I find that to be a good thing™.

I suppose wizards will finally get an "Open Lock" spell... and while rogues will be more desirable than ever to bring along on an adventure in LDoN, one must wonder what the <em>rogueless</em> group is supposed to do when they stumble upon a locked chest or door. Perhaps the "bash the object apart" could extend to locked doors, and maybe ..just maybe.. using that type of brute force would be a warrior-only ability?

My fantasies about balancing some of the seemingly forgotten classes are surely going to set me up for disappointment, aren't they. :)

~Firemynd

Firemynd
08-05-2003, 12:17 PM
But wait ... might a druid be able to force open a door or chest by manipulating the wood or stone from which the object is constructed?

/end daydream

Sorry just had to throw that in for good measure!

~Firemynd

Panamah
08-05-2003, 12:35 PM
<blockquote><strong><em>Quote:</em></strong><hr>one must wonder what the rogueless group is supposed to do when they stumble upon a locked chest or door[/quote]

Use the spell to open it? Use your meleer to bash it up? Sounds like there's multiple ways to get into 'em.

I'm happy I'll get to be a rogue in more than just title. I always wanted more of the sneak, roguey stuff in the game.

Tils
08-05-2003, 01:27 PM
some shoudl be locked by magical forces which need a caster in order to unlock them...others should be magical immune and pure brawn should break them open...others should be picked ...well thats how i see it!



Tils

Nimmamen
08-05-2003, 01:41 PM
ahah! Someone predicted this expansion would *force* groups to get a certain class, much like slowers are required. Good chance its gonna be rogues now.

Terfiron
08-05-2003, 01:44 PM
Most likely some of the objects will be like those found in Dark Cloud... after you get Ruby. Cast a Fire spell on this to open this door... an Ice spell on that... Stuff like that.

Cantatus
08-05-2003, 01:47 PM
Can't I just smash the stuff to bits with my smithing hammer? ;)

Cantatus
08-05-2003, 01:56 PM
<blockquote><strong><em>Quote:</em></strong><hr>ahah! Someone predicted this expansion would *force* groups to get a certain class, much like slowers are required. Good chance its gonna be rogues now.[/quote]

Well, not necessarily. They seem to be giving a broad range to who can open what. It sounds like Rogues, large races (with slam) - or maybe people who can bash?, and certain casters. Of course, nothing says that all these can be openable by anyone. Perhaps certain ones can only be opened with a spell? Perhaps specific ones need locks to be picked? Perhaps the lock is rusted, and it can be bashed open?

And, nothing says you <em>have</em> to open these, we have no clue as of yet what will even be in them.

Soulcraver
08-05-2003, 02:05 PM
Bards are looking better and better with their vast abilities. Even though their disarm trap skill is set low it is just one other skill that tips the balance in their favor.

I wish I had the patience for that class. It always intrigued me.

I predict spells with knock back like the wizard spell thunderbold will be spells that can "bust" open things. I don't see them making a whole new spell for this but if they do so be it. But if it can be bashed open I want my mage's earth elemental to do some bashin=P

Iilane SalAlur
08-05-2003, 03:38 PM
<em>there will be few spells that can allow you to open locked objects.</em>

Remember in D&D there is this wizard spell, Knock, that open locks? I bet there's going to be Minor Knock, Lesser Knock, Knock, Greater Knock, Major Knock :rolleyes:

The ultimate in D&D and EQ combined :p

Autumn10
08-05-2003, 05:50 PM
I hope certain people read this thread. No more complaints about rogues having nothing to do and no way of getting loot. There goes another lame argument down the drain! Woot!

On a more serious note, I think putting in objects you can interact with sounds great. But like someone said that's going to make rogues a necessary class, either that or maybe a wizard? I don't think every caster will be getting a knock spell will they?

BricSummerthorne
08-05-2003, 08:22 PM
<strong>I bet there's going to be Minor Knock, Lesser Knock, Knock, Greater Knock, Major Knock</strong>

Don't forget <span style="text-decoration:underline">Ancient: Knock</span> and <span style="text-decoration:underline">Protection of Knock</span>.

L1ndara
08-05-2003, 08:57 PM
Holy @#%$! SOE might be on the verge of making rogues something other than an ass biter. Imagine sneaking, picking and trap skills actually mattering! Dear lord, whats next? Role-play?

Aldane
08-05-2003, 10:14 PM
<blockquote><strong><em>Quote:</em></strong><hr>Don't forget Ancient: Knock and Protection of Knock.[/quote]

And the druid version: "Knock on Wood," which will only work outdoors, where, unfortunately, there is nothing that it will work on. :p

Aldane Aglond
Ayonae Ro

Tiane
08-05-2003, 11:20 PM
Lol...

Northerner
08-06-2003, 12:31 AM
<blockquote><strong><em>Quote:</em></strong><hr>--------------------------------------------------------------------------------
I hope certain people read this thread. No more complaints about rogues having nothing to do and no way of getting loot. There goes another lame argument down the drain! Woot![/quote]

Hmm, although I don't read the Grove as religiously as I did many years ago (when I was playing my Druid full-time) I still find that statement to be a little offensive. First off, I don't imagine that this will really change anything for Rogues. Secondly, the inference to lame arguments is uncalled for, in my opinion. Although I doubt I was the "certain people" you were aiming for (and I have a decent idea of whom you had in mind) it was still a little annoying and those unfamiliar with your ongoing debates will likely take it as a simple whine.

/shrug

Baptismo Delacroix
08-06-2003, 03:10 AM
Its going to really suck to go down a dungeon and come across a chest or door to find it locked and not have brought a rogue, warrior or wizard. Pretty much how my group is on days I get groups.

Romidar
08-06-2003, 04:50 AM
If they use instancing "correctly," then these should be moot issues. If you don't have someone capable of opening the chest in the group, don't put it in the dungeon. This will still increase the value of classes who could open containers (take one with you and you might get containers to open - although if they follow the PoP model of loot, the chest will 6 copper at most), but will avoid frustration for groups who do not have such a class with them.

My normal group is:

Paladin
Paladin
Ranger
Ranger
Enchanter
Druid

We have a rogue in the guild but he doesn't play much.

Back when I played AD&D, I found traps wonderful as a DM and I always loathed them as a player. What I disliked about traps is that many of them rely COMPLETELY on the roll of a die, whereas most other encounter types allow you to use your wits and skill to get out of the situation. Rogue fails detect trap or disarm trap and BAM dead character (poisons in AD&D, for example, were a good bit harsher than in EQ ;) ).

Interesting idea, like a lot of what they're sayinga bout LDoN, but I'm skeptical until I hear some real examples of how instancing works.

Autumn10
08-06-2003, 05:57 AM
If I had pointed out who in particular then you would have said I was trolling. Guess you can't please everyone.

Panamah
08-06-2003, 06:20 AM
You were trolling anyway. You just gotta have a little more self-control there, Autumn!

I like the Knock on Wood idea. Very clever. ;)

Autumn10
08-06-2003, 06:28 AM
Not really, just trying to get through to someone that's stubborn beyond belief and in denial. It was a public service, honest! :p

BricSummerthorne
08-06-2003, 06:31 AM
I hope the traps are interesting, as masochistic as that sounds. Burst of Flame on a failed open would be lame, you might as well not bother with traps. AE Silence + nasty DOT, stuff like that would be "mwahaha".

Baptismo Delacroix
08-06-2003, 06:55 AM
<blockquote><strong><em>Quote:</em></strong><hr>
If they use instancing "correctly," then these should be moot issues
[/quote]

There's the rub. The part I'm dubious about.

Panamah
08-06-2003, 07:00 AM
traps could be fun...

Lets see... there's always the fall into a pit of writhing snakes trap, or lava. :) Maybe a snare trap, coupled with an large AE effect that'd be like getting stuck in a room with poison gas and you can't move too fast!

Or the siren trap, that'd alert the local constabulary that there were unauthorized intruders.

And there's the gnomish monk trap. ;P

Serenya EQ
08-06-2003, 09:41 AM
/quote Or the siren trap, that'd alert the local constabulary that there were unauthorized intruders.

/quote


Perhaps the Keystone cops, armed with pies?

Panamah
08-06-2003, 11:13 AM
Ah yes, the local constabulary...

Reminds of this silly boardgame I've always loved called... I think, Swashbuckler. Anyway, basically it's a barroom brawl set in the 3 muskateers era. Anyway, a fight breaks out, you're dueling away with your rapier and main gauche, swinging on chandeliers, throwing mugs, chairs, leaping onto tables, kicking, tipping over tables, pulling rugs out from under people and so on. The game ends when the Gendarmes show up and break up the fight.