hi all
i purchased lineage II as a download and because of this i get no manual.
does anyone know where i could possibly download a manual or if i can purchase one from somewhere.
thnx
The new player guide on the left of this page and the library contain enough knowledge to keep you settled for a while - beyond that, attentively reading the in game help and what the NPCs tell you will get you very far.
If that fails, ask here.
There is a commercial guidebook published by Prima, but it was only ever good because there was nothing else.
Word that. Trying to understand your opponents without one of their class being in the allinance is almost impossible to do. The forums here help alot by reading the suggestions people give for armor, weapons and tats. But nothing beats hunting with another type of toon for a bit.
I'll actually go as far to say that it appears that they approached Prima and said "hey... have your guys play our game for a bit and do a little "write-up".
Many of the entries seemed like they were people's opinions as opposed to actual facts, sometimes the class sections had different information than other class sections as if different people were writing each section and didn't verify with each other what they were all including.
Just plain awful. Bought it for the drop tables.
And yet the Guild Wars guide was a huge help. And looked great.
I've come to the conclusion that there are a few people at NC who are pretty much responsible for all the bad in the game.
It's as if the design team brings certain things "so far" and then says "well, this looks like it is pretty much done. Let's just give it to Huey, Duey and Louie to put on the finishing touches".
And that's where things go horribly wrong.
"We need a game guide - give it to the team of H,D & L".
H, D & L: ok prima dudes. WE need a game guide. Here, just play it for a while, let us know what you think each class is about and your opinions on what they need. We'll then take that to Kinkos, make several thousand copies and save the company a lot of money. :(
It would be nice to have a community project for that - but it's difficult to get reliable information.
Besides reliable info, you would also have to sift through a lot of opinions. People think that their way of playing is he right way. And maybe based upon their expectations and what they find enjoyable, it is.
But to make a guide that has solid, yet general, information, well thats tough.
I know splatter tried to starto one but he probalby realized that the undertaking was quite intensive.
This is part of what I'm trying to do with my site. But I do have a limited amount of time, so I put up info as I can. I just try to think of things I've needed and put them up. But because I have a 'real job' and there is so much to verify, it is slow going.
One thing that will happen is as Sovrath mentions... anything I put up is tainted by my opinion.
They have put up lots of new information here and I know Mistryl is working on it as much as she can.
Quite frankly Jute, I think you've added a huge contribution to the community with the work that you've done.
As far as the whole opinion thing. All one would have to do is to not give the opinion but to just state what an object or skill does.
And then the player can come to the boards and ask for opinions.
Early in they L2 NA "life" it was stated that people should not have drop tables but should hunt around and experiment.
However, given the small percentages of drops and even the changes per chronicle, it just isn't practicle.
There is a difference in what the game companies think might be fun and what is "actually" fun.
Sure, exploring is fun. Hunting a mob for a month to see if it drops a certain recipe: not so fun.
We are entering a new generation of MMO's where players are going to expect more.
Love it or Hate it, WoW has introduced the concept of the mmo to a lot of people. Now, some will be satisfied and thrilled with it and some will eventually want to find something a bit different.
Because of this, there are going to be a lot of players looking for a game that is fun but that offers different challenges.
They are going to want service (because there are a lot formerly "non-mmo" gamers who are not going to appreciate some of the ways that mmos deal with customers) and they are going to want to spend their money for something that delivers a decent product.
They are going to want things like manuals that deliver good, solid information about the game.
No, they don't have to have every quest spelled out (though if the game designers were doing their jobs we wouldn't need to come to the boards to find out why we finished our 2nd class quests and have no idea where to go to become that class) but a good solid explanation of what the skills do, how the manor system works, and a whole host of other items, would be more than appreciated.
As online games move more into the mainstream, a more mainstream lvl of service is going to be expected.
I keep recommending it, but almost full information on how the manor system works is available in game with very little prodding.
That's not the point. Sure, you're correct, there are numerous places that one can get this info thanks to the community.
But quite frankly, I think this is the responsibility of the game company. I might be in the minority but I feel if you are going to make a product, it should have adequate documentation.
And I will say it again, the type is hard to read, the line spacing is too close together and all in all it's a bad interface with regards to quests, manor info.
Seems to me that this is actually an issue since more than one person complains about these things and is constantly looking for this info. They are then prodded to go to a fansite and lo and behold, they can find what they need.
In game. No community work involved. I fully learned the manor from the manor manager and maybe five minutes of experimentation.
I didn't need a guide to tell me to change at my class's grand master, because the NPCs tell you to.
Etc.
Not sure how long you have been playing but the information given by the NPCs for the quests is much better now than it used to be and even now it's not immediately obvious how to do that Class change.
In every other quest you click the 'Quest' choice on the NPC's dialog. On this one you don't, you have to choose the 'Information about class change'.
In game. No community work involved. I fully learned the manor from the manor manager and maybe five minutes of experimentation.
I didn't need a guide to tell me to change at my class's grand master, because the NPCs tell you to.
Etc.
Not sure how long you have been playing but the information given by the NPCs for the quests is much better now than it used to be and even now it's not immediately obvious how to do that Class change.
In every other quest you click the 'Quest' choice on the NPC's dialog. On this one you don't, you have to choose the 'Information about class change'.
I know splatter tried to starto one but he probalby realized that the undertaking was quite intensive.
My intent was to have a downloadable type of manual something like what Morrowind did i really liked the way they did their pdf.
I just had a lack of direction and content. Starting up the project again wouldn't be that hard, but it helps to have as it was put "Being a community project"