June 22, 2000  9:00 am 
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***Today's Updates*** 
 
*The Hole* 
 
We are pleased to announce the opening of The Hole, a high-level  
dungeon on the continent of Odus. The Hole is a complementary addition  
to EverQuest, available to all subscribers regardless of their Kunark  
status. The files necessary to enter The Hole are available via the  
"Optional Patch" button at the bottom of the patch program interface.  
The files are quite large (about 9MB total), so if the download is  
going slowly, you may want to postpone downloading the files until  
later. 
 
As mentioned above, The Hole is a high-level dungeon, designed to  
support characters starting at about level 40. It should be regarded as  
extremely dangerous. As a note, jumping in The Hole from Paineel is NO  
LONGER A SHORTCUT TO TOXXULIA FOREST. The GMs will not recover corpses  
for people who fall, or jump, or attempt to levitate into The Hole.  
 
*Vallon Zek is now Coin-Only* 
 
As we announced earlier this week, due to the number of people  
specifying interest in "coin-only" loot on Vallon Zek, versus those  
wishing to retain item- loot, we have implemented "coin-only" looting  
rules for PvP combat on Vallon Zek. 
 
*Resurrection* 
 
Previously, players had to be resurrected within two hours after death  
in order to receive any experience back as part of the resurrection.  
Due to the increased size and difficulty associated with Kunark zones,  
we've raised this limit from two hours to three. This should assist  
players and make it easier for them to obtain an experience-returning  
resurrection within the time limit. 
 
*Warping* 
 
We put in some code that should help decrease the "ghosting" (NPCs  
appearing to be some place they aren't) being reported in some of the  
larger Kunark zones. Please let us know how this goes. 
 
*Locked Doors* 
 
We noticed few weeks ago that it is common practice to use NPCs to open  
locked doors rather than by using the services of someone that is able  
to pick locks. In order to protect and increase the value of the  
abilities of the lock-picking classes, NPCs have gained the ability to  
walk through locked doors without opening them.  
 
*Vox and Nagafen* 
 
Over the past couple of weeks, we've received more and more reports of  
these dragons being bested by smaller and smaller groups of higher- 
level (high 50s) adventurers. As we've always felt that Dragons should  
be special encounters that require a large number of people, we were  
left with some choices. 
 
One choice available to us was to increase the power of the dragons to  
a level where the level 60 folks would find them challenging. This  
would have the disadvantage of forever placing them out-of-reach for  
those who did not buy Kunark, and place them further out-of-reach for  
those who did, but are just now approaching the levels where they could  
go on Dragon raids. Another possible solution was to make the dragons  
flee (depop) when engaged by a more powerful group of people. This  
would have the undesired effect of allowing some people to deny others  
the experience of fighting a dragon. 
 
Instead of raising the bar as mentioned above, we've instead decided  
that dragons, or at least these two dragons, should have the magical  
ability to pick their own fights. Players of level 53 or above will now  
encounter some difficulty when attempting to assist in combat with  
these dragons. This should help 40s and low 50-level characters with  
their chances to encounter a dragon without worry of getting forced out  
by much higher level players. In addition, it also has the added effect  
of creating a natural progression from the younger dragons of Antonica  
to the elder and more formidable dragons of Kunark. 
 
 
-The EverQuest Team 
		
		
		
		
		
		
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