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Anyone playing KoS Beta? : EverQuest 2 General Discussions

Posted: February 2nd, 2006, 5:26 am
 
slam666

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Anyone playing KoS Beta?

I would need some info on new harvesting. Send a PM if you are in the beta and would like to answer a few questions.

Thanks.

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Posted: February 2nd, 2006, 12:07 pm
 
triltor
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I'm in the beta. What would you like to know?

Just a few observations about how nodes are laid out in case that is what you are looking for.

In the Tenebrous Tangle which is the first area you will come to in KoS there are a whole bunch of little islands that you need to take cloud teleporters too. In the various sections they seem to have only 1 type of node.


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Posted: February 2nd, 2006, 12:45 pm
 
slam666

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ok here are my few questions:

For harvesting, are the nodes located where there is aggro mob or is it easy to harvest.

Did you had a chance to check where you can buy the book for crafting 60+

Is there a new town?

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Posted: February 2nd, 2006, 1:29 pm
 
tault_davuswho

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Strange question.. but so I don't waste all day looking..
Where is the entry point to Tenebrous Tangle ?
or any of the initial kos reas


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Posted: February 2nd, 2006, 5:23 pm
 
beergeek

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From what I've seen so far, all the nodes are near aggro mobs.


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Posted: February 2nd, 2006, 8:36 pm
 
triltor
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To get to tenebrous tangle you need to click the bell at the docks in antonica or commonlands. The only problem is the bell isn't always there.

As far as the nodes go, They are all near aggro mobs, however I have found several locations (each location only has 1 node type from what i've seen so far) that have mobs under level 60. Presumably they will be grey at 70.

I haven't found the 60+ books yet I'll have to take a look. Haven't found any new towns yet.


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Posted: February 3rd, 2006, 5:35 am
 
raprgz
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the books for kos atm are all on GM set toons, the content for this stuff hasnt been set for players yet.. the NPC Merchants just dont exist.

also the nodes through out the zone are all near agro mobs. Ontop of that there is only 1 island per node type that is grey at 70. but theres only 2-3 nodes per island and the respawn times are about 5 times longer then DoF so it will take days to get enough harvestables to finish up the tier.


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Posted: February 3rd, 2006, 6:28 am
 
triltor
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Here's a post from the beta forums discussing the node situation. It's not looking too good.

General observations:

Harvest nodes are HIGHLY segregated in the Tenebrous Tangle. Fields of wood, fields of rock. It was a little like that in Sinking Sands but it's much more pronounced here. While this obviously has some pros and cons, the main concern I have after seeing people harvesting in SS is that automated harvester bots will just park themselves in the middle of a field of rock and grab everything. The old arguments about node-stealing are going to come back 500%, I can see that very clearly from the layout of the harvests I saw tonight. It ain't going to be pretty, particularly as even the easiest area I found (bush nodes on Bixie Isle) (which now no longer even exists) could have been monopolized by just two players due to the slow respawn times. A much faster node respawn rate would be very good, to compensate for this.

Second observation, the areas that are safe for lower level characters to harvest are very small. While there are a lot of places with harvestables, a lot of them are inaccessible or very tricky for low levels. I managed to harvest some of everything but fish and fungus, but that was with an entire server population of 7 people. What it will be like with 100 people in the zone desperate for rares, I dread to think. So far I have found trapping nodes the hardest to find in safe areas, followed by ore and roots.

Overall, I'd like to see harvestables added to more areas (looks like maybe they haven't been added to The Barren Skies yet?), and a few more non-KOS mobs than there currently are. I'd also like to see more areas where the harvestables aren't being camped by high level KOS mobs - drakes that hit me for over 10,000 damage wandering freely in the rock field are just Not Nice. Since I first checked harvestables, many nodes have actually become harder for lower level players to reach. This is definitely concerning, as I was hoping to see it change in the other direction.

That said, here is where I could get to, and what harvestables I found.

Revisited 3 Feb, updates in yellow.

Adeste's List of Places To Harvest At Level 33:

Tenebrous Tangle: The Temple Grounds (starting isle) - on the nearer side of the river is safe the plants are now KOS, but no nodes found here yet. A tiny area around the port to Vultak Scavenging isle (reach by climbing over mountains - might be challenging without safe fall) is safe contains rocks, however I was only able to reach 2-3 of the nodes safely.

Tenebrous Tangle: The Hidden Refuge - small island, entirely safe, but no harvestables. Could some be added? Especially roots and rocks?

Tenebrous Tangle: Sanctum of the Scaleborn - could reach here with extreme difficulty, but no point as it's an indoor zone.

Tenebrous Tangle: Vicious Breeding Grounds - about 50/50, danger level seemed reminiscent of Feerrott (when I was harvesting there at 25). Wood was pretty easy to get to, however the rocks in the mountain areas were more challenging. Now even harder to reach. Highly suggest Squallburst Drakes should be non-aggro. 10437 damage in one hit is not something a level 33 crafter is going to be harvesting around easily... Death one. There seem to be more KOS mobs around now. Lots of gem nodes on the far end of the island around Spykrachis' nest (level 62 ^^^) but almost none safe to reach.

Tenebrous Tangle: Vultak Scavenging Isle - trapping nodes around the porter pad here, most of them heavily guarded by aggro raptors. Still next to impossible for lower levels to harvest. Some gem nodes on the mountain side. There was a little hollow in the mountains that looked like a motherload of gems, but no way on earth I would have lived through the attempt. I could only reach scattered nodes here and there. Fortunately the raptors don't seem to move much, nor do they have overly large aggro range - please don't change this! But perhaps do remove a few ... Death two.

Tenebrous Tangle: Ravasect Incursion Point - wood in the center of the isle, but unreachable due to KOS mobs all around. It was however possible to get to the teleport pad to Bonemire. Same.

Tenebrous Tangle: Bixie Isle - a goldmine of food nodes here, in quite a safe area, if you hike over the hills but this area is no longer safe and not possible for lower levels to harvest safely. Also some ore between the far gates which is now also too dangerous for lower level players.

Tenebrous Tangle: Gazer Isle - lots of roots in a fairly safe area near the arrival point. There are still roots near the arrival point but more mobs (the cloudeye gazers) have been made KOS. Some are still safe to reach, but fewer as the gazers wander a lot. There is also a cluster of fairly safe bushes nearby. There are ore nodes, but they only seem to be within the pavilions that are also filled with Vicious Gazers (KOS). These hit for about 3000 damage ... Death thirteen. Why is this ore so unreachable? Seems silly - move it out from under the piles of KOS mobs, please!



--------------------------------------------------------------------------------

The Barren Sky: Isle of Desolation - managed to get to the porter pad on Vultak Isle, however, arrival in the Barren Isle was instant death and I awoke to find myself nose to nose with a strifewind prowler who killed me in one hit arrival point is now safe. There was one roots and two bushes within reach. There was, however, no way for a level 33 to get to another transport point safely, I still had to die. The arrival point the clouds takes you to was also surrounded by KOS mobs, two root nodes within reach.

The Barren Sky: Whisperwind Isle - The revive point on Whisperwind Isle was near a teleporter that seemed to be nonfunctioning (or arrival-only), mobs around were non-aggro and the views were spectacular, but unfortunately, no harvestable nodes as far as I could reach some roots and bushes in safe areas, also found two gem nodes and one lumber , though not many, would be nice to see more. Definite problem with ridgestone guardians camping feigned players though - I tried to climb a chain and fell off, feigned death hastily. Lay there feigned for literally 4 full minutes (log file proves it: 4 mins 6 seconds) and the ridgestone guardian did not move an inch. Eventually stood up hoping I might be far enough away, but no. He was definitely camping me. Death three. At the very top of the island is the Windgazer Hideout, seems like this at least would be an ideal place for gems and perhaps rocks to be added. On the middle areas of the isle there were some lumber and bushes around some nasty golems. The uppermost area has had some furniture added but no harvestables.

The Barren Sky: Isle of Awakening - mostly KOS things. No obvious harvestables. One roots, one gem, and one timber within reach though not convenient or very safe. Was able to enter the Palace of the Awakened - nice furniture, but no harvestables, and very mean looking guards.

The Barren Sky: The Blackwind Isle - lots of Blacktalons around looking very grumpy. Nothing harvestable in reach. Some bushes around but very dangerous, couldn't reach any safely. Death four.

The Barren Sky: The Isle of Discord - Strifewings to the north. To the south there were just a few wanderers that could be avoided, but still no harvestables. Two gems and one stone further around to the south. There should be more rocks and gems all along this ledge. Seems like a good place to put some though. Also discovered that once you jump down onto the rocky ledge at -106, -102, -77 you cannot get back up, so Death five in order to get out.

The Barren Sky: Cloudmist Isle - deadly little clouds all over. Not a chance I'm going anywhere here. Still no harvestables.

The Barren Sky: The Isle of Eaglewatch - interesting little pillow-like things on pillars here like little satellite dishes. Lots of angry eagles too though, and no harvestables. One rock and two wood in sight. Death six.

The Barren Sky: Isle of Aversion - another isle I won't be exploring -- KOS eyes wiggling around all over. And no harvestables to be seen. There were a couple of wood nodes visible and some rocks around the back of the isle, but very dangerous reaching them.

The Barren Sky: Isle of the Watchers - more KOS birds and no harvestables. Definitely far too many birds around here. Saw two rocks and one wood, managed to reach only one rock safely.

The Barren Sky: Strifewind Isle - yet more KOS birds and no harvestables in sight. Looked like a biggish isle and there may have been a building entrance in the cliff, but I couldn't get close enough to be sure. Same.

The Barren Sky: The Prisoner's Isle - was able to get to this isle now but there was not much to see. It was possible to go safely around the entire circumference of the isle but I saw only two rock nodes which were under KOS mobs.

The Barren Sky: Isle of the Guardians - Lots of KOS mobs, saw one rock but impossible to reach.



--------------------------------------------------------------------------------

Bonemire (Not checked yet)

The Bonemire: the Shattered Weir - wood and bush nodes, trapping nodes, and some gem and root nodes, very few I could safely reach though. The KOS bats are a pain as it's very hard to judge their distance - please consider making these non-aggro. Deaths nine and eleven.

The Bonemire: Drednever Crash Site - bushes and roots, wood, trapping nodes, some stones and gems. Nodes are scattered randomly here, but mainly challenging to get to due to all the KOS mobs roaming around. The Vornerous Drones that fly around the hive area were particularly annoying and make this area pretty much impossible to harvest. Deaths seven and eight. On the bright side, I was able to complete the Fetid Harvest quest and gained 11% of a level (at level 33). Harvesting here felt similar to the Sinking Sands, but with fewer safe areas and more wanderers. It would be nice to see more harvests added in safer areas out here (for example, up in the rocks at 249, 84, 760).

The Bonemire: The Cacotoxin Stain - bushes, ore, burrows, roots. Quite a lot of wandering KOS mobs though, hard to get safely to nodes.

The Bonemire: The Cannon Briar - saw wood, roots. Carpet to get back seemed to be bugged. Not much room for error here with level 69 ^^^ aggro mobs wandering all over. Death ten - one hit for 11,677. Ouch.

The Bonemire: Doomwing Excavation - exactly one node that was reachable, a gem.

The Bonemire: Isle of the Ravasect - gems is all I saw. Very nasty Humator Ambushers that seemed to spring out of nowhere and killed me so fast I died from "pain and suffering". Death twelve. Definitely going to avoid harvesting here.


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Posted: February 3rd, 2006, 6:48 am
 
triltor
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Posted: February 3rd, 2006, 6:53 am
 
slam666

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Think Ultrabot will be very usefull in KoS, harvest and fight bot :)

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Posted: February 14th, 2006, 12:16 pm
 
dacat77
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Is there a new town to live in?


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Posted: February 15th, 2006, 12:25 am
 
fjimmy123
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harvest bot for KOS is not gonna work because mobs are all over the place and very clusterd close to nodes...


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Posted: February 15th, 2006, 8:04 am
 
slam666

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fjimmy123 (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
harvest bot for KOS is not gonna work because mobs are all over the place and very clusterd close to nodes...


Ultrabot will work since it can harvest and fight at same time :)
You can even put in waypoint navigation and have a buffbot following you.

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