Cusashorn
Active member
Just a heads up for what to expect when the Darkpaw Rising game update goes live: The content begins at the Darkpaw Dugout right next to the Steppes griffon station in Antonica. You will find the standard adventurer and tradeskill progressions inside.
The zones inside are INTENTIONALLY hard to navigate. It is the massive, and I mean *MASSIVE* cave system from the Sundered Splitpaw content released back during the summer of 2005.
Here is what you can and should expect:
-There are no markers to find your way around unless you recognize that mushroom or that same-brown-colored rock as everything else around you.
- Quest updates are rarely marked by any sort of glowing particle effects. The tradeskill zone does hold your hand a little, but you need good eyes for the adventure zones.
-The named mobs spawn only after completing specific objective. Some from killing special types of enemies found scattered all around the massive area. In a similar vein to the Shard of Hate zones, spawning certain names may come at the expense of not being able to spawn others.
- Some names will not be immediately nearby when you spawn. I ended up cooking crabs in one room and spawned a named wolf that didn't show up on tracking until I progressed much deeper into the zone.
If you don't have a tracking ability or mercenary, you're going to have a bad time.
This is Splitpaw 2.0, and the design philosophy of the game back at launch was for people to either figure things out on their own or go home and cry. EQ2 Maps will only be able to do so much.
I know there's going to be a LOT of crying. What's that? You can't spawn a specific name? I guess you forgot to touch a tiny little pixel in an unassuming corner way back up at the start of the zone.
The zones inside are INTENTIONALLY hard to navigate. It is the massive, and I mean *MASSIVE* cave system from the Sundered Splitpaw content released back during the summer of 2005.
Here is what you can and should expect:
-There are no markers to find your way around unless you recognize that mushroom or that same-brown-colored rock as everything else around you.
- Quest updates are rarely marked by any sort of glowing particle effects. The tradeskill zone does hold your hand a little, but you need good eyes for the adventure zones.
-The named mobs spawn only after completing specific objective. Some from killing special types of enemies found scattered all around the massive area. In a similar vein to the Shard of Hate zones, spawning certain names may come at the expense of not being able to spawn others.
- Some names will not be immediately nearby when you spawn. I ended up cooking crabs in one room and spawned a named wolf that didn't show up on tracking until I progressed much deeper into the zone.
If you don't have a tracking ability or mercenary, you're going to have a bad time.
This is Splitpaw 2.0, and the design philosophy of the game back at launch was for people to either figure things out on their own or go home and cry. EQ2 Maps will only be able to do so much.
I know there's going to be a LOT of crying. What's that? You can't spawn a specific name? I guess you forgot to touch a tiny little pixel in an unassuming corner way back up at the start of the zone.
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