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The thing I liked best is all the diffrent environments and lots of places to explore. All the dungoens did not look like a copy of another dungoen (like some other games have done).
The funnest hunting area for me had to be Crushbone. I meant alot of good people here and had a load of run killing Orcs and avoiding Trains.
Good Journey
Loneshadow<Supreme Dragon>
Founder of the Dragon Lords
http://kinncaid.proboards20.com/index.cgi
Good Journey
Loneshadow<Overlord>
Founder of the Dragon Lords
http://kinncaid.proboards20.com/index.cgi
Comments
Well, actually I do miss EQ. Here are the things I miss the most:
- All the bitching and sniping in guild chat when 60 of us wiped on a raid
- All the love in guild chat when 60 of us killed something for the first time (from Trakanon all the way up to Zeb)
- Winning my first Flowing Black Silk Sash
- Fighting to Terris Thule (first on the server) with two groups and ten people then taking her on. She was weak melee and her health was going down with only ten of us then - Bam, she warped (I was tanking and pulled her to the archway) so we charged after her, two clerics and a druid healing were keeping my health ok - WE ARE WINNING! - then Swoosh! Here comes a dozen or so 300 hitting butterflies LOL
- graveyards
- Tanking Mithaniel Marr from 90% to 26% before discs stacked! (If a war you know we couldn't always AE taunt, Disc Furious, Disc Defensive ----- which trivialized tank switches )
- old model half-elf female thongs
- Tells when LFG -------> (HP/AC?)
- Scratching my arse (troll war btw) before the Luclin models
- Tanking Rallos Zek with 10 charmed Diaku beating on his backside in the corner of the Pit
- Camp check!
LOL, hurry up EQ2.
Fond Memories
As Monk:
1) Winning the roll on my Tranquil Staff at level 54 ( the other monk in group didn't even know what it was)
2) Getting my monk epic
3) Camping mushroom king for 16+ hours straight with 4 people I didn't know. ONE fungi tunic drops during that whole time, and I won the roll. This was pre-luclin and I was level 56 at the time so it was an awesome item.
4) First time in Dragon Necropolis
5) First time in Temple of Veeshan
6) Soloing from 59-60 in Chardok (chardok in general is an awesome zone)
7) First time killing Avatar of War
8) FINALLY winning the role on Flowing Black Silk Sash after losing 6 (Frenzied Ghoul in Lguk) at level 35 I think
9) First time in Hate, First time in Fear, First time in Growth (Growth was fun fun)
10) First time in Crystal Caverns
As Beastlord:
1) Getting Beastlord Epic
2) Soloing from 55-60 in Katta Castellum (near bank)
3) First time killing Emporer in SS temple and I win a Caen's Staff
3) Getting my Vex Thal key
4) First time in Vex Thal
5) Grieg's End and getting turned into random NPC's like troll females
6) Winning PoJ trial on first attempt
7) Soloing the caller quest in Fungus Grove
8) Killing half the gods in PoP (I had to quit EQ, had enough of it)
9) Finally getting all my PoP 60-65 spells
10) Soloing in Plane of Growth
Things I miss in general:
1) The first six months of EQ. I had never even heard of the game, just picked it up one day at the store. The rest is history.
2) All female models except erudite
3) Just logging on and pondering the 1000's of different places I could go. I miss the immensity of the game
4) I miss the days when you had to take boats everywhere and a corpse run could take two hours. Made the gameplay better somehow.
5) When Velious was released (Velious was the best expansion ever created for any game)
6) Kunark in general
Things I DO NOT miss:
1) Racing for spawns
2) The attitudes of half the people
3) The unbelievable greed
4) People in your own guild that you HATE
5) Raids need way too many people
6) The years of my life wasted on a videogame.
7) PoP trivializing travel.
8) Velk's Lab
There's probably tons more but I'll let someone else fill in the blanks
I loved so many things about EQ I wont bother putting them all down. The two biggest ones though and they are something all the newer mmorpgs have totally failed to include are:
Races with unique cultures that really mattered. In most mmorpgs the races are just a different model and stats and have no culture, history or anything really unique and fun about them. In EQ each race had a very unique home city that showed the deep culture, hates, and loves of each one.
I loved Neriak with its underground city, lakes, neon magic signs, underwater viewing bar. A city where it was always dark and eerie and good races feared to tread. The amazing tree city of Kelethin with the wood elves constantly at war with the orcs. The halfling city with its hobbit holes, long wall defending the vale from the goblins and the cute sheriffs with their little hats. I could go on and on about each race and how unique they were.
the second big thing was the factions. The detailed faction system in EQ created an environment where each race had its own enemies and allies and gave them depth and purpose beyond just a different character model. Having to sneak through the sewers to pass through a good city as a dark elf or down to meet the thieves guild was always exciting to me.
Unfortunately it sounds like these two most important things to me about the original EQ will not be present in EQ2.
While there are many things I liked about Everquest, and probably just as many I didn't , the top of the list would have to be the zones.
All of the zones were made by hand, and it showed. Each zone had it's own atmosphere, and just had that... something that made being in them an experience in and of itself. Until Luclin, anyway. That's where the game went south for me, so I left about 3 or 4 months after the expansion came out.
The zones in EQ2 seem to be missing that feel. Alot of it is the fact that the zones are so flat, and devoid of, well, anything really. The drab color pallete they used in EQ2 is a part of the problem. But even zones like Nektulos Forest, which have trees and so on, just don't feel alive. It's the same feel I had in SWG. Like everything was created by a robot that had studied pictures of various places. Sure they are technically perfect, but they have no soul.
Wow, a lot of good things people mention here seem to revolve around the time before Luclin came out. That's about when SOE took over completely and Brad moved on. Coincidence? Maybe Vanguard:SOH will be the MMOG that brings back that tingly feeling again.
EDIT: Not to say that for certain, but it starts to seem that way more and more.
Yeah, Vanguard is one I'm keeping an eye on. From the screens I've seen it looks like it gives EQ2 a run for the money graphically. If it can recapture that spark that EQ had while avoiding the rough spots of early Everquest, the Gov't might as well give them a license to print money.
Turning invisible and running through the Sarnak fortress to save time while I was travelling through The Lake of Ill Omen. Also running through High Hold invis while running cross continent.
Passing by a group that has a pul out of control, things look really bad. Tactics are faliing and people are starting to run, etc. And I cast my AoE snare on all the mobs and yell, "Run you FOOLS!"
Heh, usually while I took off running myself! Wasn't very Dark Elfy of me, but I hate group whipes. Even if it isn't my group.
Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.
________________________________
Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.
EQ1 was a great game, many expansions to keep the game getting even more interesting each new expansion. There were so many great features of that game that it was fun forever.
Ahhh I liked teleporting all over creation, and at lvl 56 torquing off dark elf guards and running a hell of a train around Neriak.
~Yeti
...Role Player since before D&D had their first hardcover books. (Simple and Advanced Editions rules!)
...has a very hard time keeping the same avatar.
...became disenchanted with SWG after a long long haul, but still dedicated to MMORPG's.
~Yeti
In EQ, and EQ2 the zones represent the different areas of the game. To relate it to SWG, each planet was a different zone. Zoning being the time spent loading the new area when traveling from Naboo to Tattooine, for example.
There's just alot more zones in EQ, and EQ2, than there was in SWG. Well, visible ones anyway.
The problem I have is, as stated, in Everquest, each zone was created by hand. With SWG, and from the looks of it, EQ2 the world was created by computer. The devs throw in some variables, and a few parameters, and the computer spit out Tattooine, or the Commonlands, for all intents and purposes. Then all the devs need do is place the cities, and the 'hotspots' like the Krayt skeleton, or the escape pod, and oila.
It's been stated emphatically that EQ2's zones are hand-crafted from the ground up. One thing that will remain from EQ1 is the "wow" factor when exploring new zones.
What I liked best about EQ1 was the Quests. The vast selection, the rewards, the sense of accomplishment; it was all priceless. I can't wait to try out the quest system in EQ2. It seems even more immersive and interactive!
Well, I'll have to go back and look some more, because I'm not getting the wow factor. And the zones feel, and look like SWG more than EQ. Part of that, I'm sure, is that they use essentially the same color pallete for EQ2 as they used in SWG. Lot's of earth tones, and just much more muted color tones, than in EQ which was more of a 'riot' of color.
Well, lets see I loved it when i won the roll on my Shiny Brass Halberd! YAY and all the other fun newbie stuff before the powergaming really started, hope to recapture that for the first few months in eq2 aswell
Actually, I'd have to say that SWG had a more lively color than the screenshots I've seen of EQ2. That doesn't bother me, though, because I like the grittiness of a more muted palette.
If you really want the latest info on EQ2 in a concise, easy to digest format, go HERE...
As far as screenshots, this site has an excellent gallery, and so does Gamergod.
I'm in the beta test, so aside from the technical background stuff, like them handcrafting the zones, I'm aware of most of that stuff. I have to say though, if they did do the zones by hand, it doesn't show. They still feel very sterile compared to EQ.
And yeah, SWG is more colorfull than EQ2, but the progression from EQ-SWG-EQ2 is still there. I wouldn't mind the pallete in appropriate areas, like Freeport, but it just seems that it's everywhere, even Qeynos is muted, and dull.
I'm wondering if it's not a bug with the graphics engine, or the settings somehow, since everytime I log out, I have to readjust the gamma, and contrast on my desktop, which I've never had to do with other games. I'll have to remember to pass that one on to the devs.
Well, your being in beta trumps anything I may have to say
You know Vineyard, I was reading through this and I saw waht you wrote, and you know...the first thing I thought was: What the hell is this? This Vineyard must be some kind of IDIOT!
And here is WHY:
j/k
Seriously, I agree. I kinda like the way it looks. And I know SWG had some issues with sterile landscapes, but every now and again...I would be somewhere up in the mountains, camping/hunting...I would come over a rise and the sun would be rising...and it seemed I could see forever, and I really did think to myself. Wow...this is beautiful. They did a nice job here.
I need to get out more.
Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.
________________________________
Everything born must die. All that is, will come to ruin. This is the essence of Doom. So sayeth the Doomsayer.
~Yeti
...Role Player since before D&D had their first hardcover books. (Simple and Advanced Editions rules!)
...has a very hard time keeping the same avatar.
...became disenchanted with SWG after a long long haul, but still dedicated to MMORPG's.
~Yeti
The things I liked most about EQ1:
Things that bothered me:
the fear...exploring was actually interesting because you were really afraid to die - it was the most real experience i've ever experienced in a game - because the death penalty was so tough, because there were actual consequences, the game was that much more fun - no game has come close to this since - they've removed the fear from the games and replaced them with more "fun" ie minimal to no death penalty.
from what i've heard from beta testing friends, the penalty in eq2 is wimpy, it's more of an annoyance than anything else.