EverQuest 2 Wiki
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(→‎Tier 6 Harvesting: new section)
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I saw the no-combat change discussed in the [http://forums.station.sony.com/eq2/posts/list.m?topic_id=397723 test server notes] and, knowing it is coming, thought to get rid of it. However, if you would rather wait until it hits the live server, that's good too. --[[User:SwordMage|SwordMage]] 19:20, 8 December 2007 (UTC)
 
I saw the no-combat change discussed in the [http://forums.station.sony.com/eq2/posts/list.m?topic_id=397723 test server notes] and, knowing it is coming, thought to get rid of it. However, if you would rather wait until it hits the live server, that's good too. --[[User:SwordMage|SwordMage]] 19:20, 8 December 2007 (UTC)
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== Tier 6 Harvesting ==
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Wandered all over the Fallen Dynasty zones and not one harvestable node to be found. Were nodes removed from these zones?

Revision as of 22:22, 16 April 2008

Looking good.

Most of the damage I did today was to change the tier based description of node spawn patterns to a release based one (the Faydwer, Darklight Woods, and Timorous Deep zones, levels 1-5, also have non-random spawning). I also removed the no-combat restriction (see test notes), added a few extra ideas around the edges, and added white space because white space is a good thing (within reason). --SwordMage 04:52, 8 December 2007 (UTC)

Sweeeet! Thanks for that, the page gets better. I thought the no-combat change is still "coming soon," though -- is it already here? --Whyff 18:55, 8 December 2007 (UTC)

I saw the no-combat change discussed in the test server notes and, knowing it is coming, thought to get rid of it. However, if you would rather wait until it hits the live server, that's good too. --SwordMage 19:20, 8 December 2007 (UTC)

Tier 6 Harvesting

Wandered all over the Fallen Dynasty zones and not one harvestable node to be found. Were nodes removed from these zones?