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Ten Reasons You Should Buy Everquest II November 9, 2007

Posted by Kendricke in Everquest 2, Rise of Kunark.
20 comments

For those of you unaware, Everquest II released on November 9, 2004.  It was three years ago today when Everquest II launched and at least a quarter of a million gamers began to anxiously patch the new incarnation of SOE’s flagship product.

Now, we can rehash the mistakes and missteps that SOE’s development team took in those early, heady days of yesteryear, but I’d rather concentrate on the present.  Quite frankly, the Everquest II of 2007 is very different from the game it was at launch.  And that’s a good thing in my opinion. 

Now, maybe you’ve never touched the game before, but you’ve heard some things which intrigued you. Maybe you’ve long hold a grudge against SOE, but lately you’ve heard that with this game things aren’t quite the same. Maybe you’ve been playing World of Warcraft for a long time and you just want something similar, but different. Maybe you played the game a while ago, but you just aren’t sure if you should come back. Maybe you played Everquest and you’re curious about the new Kunark expansion coming out.

Whatever the reason, you’ve thought about playing Everquest II, but you haven’t quite committed to the idea. If you’re still sitting on the fence about whether or not you should play Everquest II, I humbly submit these ten reasons I think you should consider visiting the Shattered Lands.

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“What Not to Post”: Kunark Special Edition November 7, 2007

Posted by Kendricke in Rise of Kunark, What Not to Post.
3 comments

Rise of Kunark launches on Tuesday.  Assuming you’ve taken the day off from work or school to be ready to jump in, let’s take a brief moment to explain some of the ways you should NOT spend your day:

1.  Do NOT go to the official forums to complain about the servers being down.  This is the MMO equivalant of honking your horn in a traffic jam.  It won’t make the time move any faster, and you’ll simply add to the noise that’s already there. 

2.  Do NOT use the official forums to complain about your retail pre-order not being in stock.  SOE has no ability to assist you if the store you pre-ordered from does not have your Rise of Kunark in stock when you show up. 

3.  Do NOT use the official forums to ask where you can find your Epic Quest starter.  When you do manage to get in-game, don’t ask in-game where you can find your Epic Quest starters either.  Epic Quests won’t be in game at release. 

Rest of the list after the break…

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Kunark: No Epic Weapons at Launch November 7, 2007

Posted by Kendricke in Everquest 2.
12 comments

In case you missed it, there will be no epic weapons available at launch. 

Per Massively.com’s Rise of Kunark Beta tour:

Sadly, I was told, the Epic Weapons will not be in the expansion when it launches on November 13. But considering players will probably have to be level 80 to even start the quests, SoE has some leeway to put the final polish on the quest lines before implementing them.

Pondering Classes November 6, 2007

Posted by Xeavn in Everquest 2, Rise of Kunark.
Tags: , , ,
6 comments

 Anyone who has played Everquest 2 for any length of time, has probably realized that they have a lot of classes, twenty four in all. There are 6 fighter classes, (Berserker, Bruiser, Guardian, Monk, Paladin and Shadow Knight) 6 priest classes, (Defiler, Fury, Inquisitor, Mystic, Templar and Warden) 6 scout classes, (Assassin, Brigand, Dirge, Ranger, Swashbuckler, and Troubadour) and finally 6 mage classes (Coercer, Conjurer, Illusionist, Necromancer, Warlock and Wizard). That is quite the list, and I have to admit that I couldn’t list them all from memory. I was able to get most of them correct, but I switched a couple of classes with their related subclass.

I think the question, “Is this too many classes?” has to be asked. I also think this isn’t the easiest question to answer. How do I define too many? Well at the point that the development studio has a hard time supporting all the classes, and making them truly unique. At that point I think there are too many classes. In the case of my fury, if I am hardly different from the warden, is it worth it to have two different classes? Would both have benefited from being called druid and having the best from each class?

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Lessons from MUDs November 2, 2007

Posted by Xeavn in General Game Concepts, The Gaming Industry.
Tags: , ,
13 comments

Multi-User Dungeon, or MUD as it is known to most people that have had a chance to play one. “What am I talking about?”, you might ask. I am talking about older text based games, that I used to play in High School, as well as in College. They have been around for a lot longer than that, since the early 80’s at least. They were some of the first multiplayer online games.

The reason I want to look at MUD’s a little bit today, is because I read an article that got me thinking about an old MUD I used to play. That lead to thoughts about game design, and if some things that MUD did would work in a Graphical Massive Multiplayer environment. After all MMO’s really are just fancy graphical MUD’s.

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69.99 November 1, 2007

Posted by Kendricke in Everquest 2, Rise of Kunark.
1 comment so far

On my guild’s forums this morning, one of our newer members made a pretty astute observation:

“I was thinking about leveling a bit this morning on my way into work. I remember reading that characters at the level cap have 0 vitality when a level cap raise happens. If that is the case would it be best to stop leveling at about 69.9% to let my vitality build? If I stop close enough I can easily hit 70 from the exploration XP from traveling to the RoK zone.”

He’s got a point.  More than that, I think he’s really touched on one of those interesting quirks of Everquest II levelling.  Though it’s certainly been discussed before, I think it’s time to touch the subject of vitality and expansions once more. (more…)