The EverQuest Progression Server FAQ was updated back on the 15th. If you follow our forums at all you’ll see that we keep the EverQuest news updated regularly; if not you’ll just have to wait until times like now when I catch up and get it on the blog. Pretty big changes worth mentioning this time around. Let’s discuss a couple of them.
This is pretty much to be expected, and one of the biggest reasons why P99 is likely allowed to remain open. Many of the zones are not going to be in their proper era-specific state and will have to be altered to a version that Daybreak apparently still has in a database. Freeport, for example, will be in its “revamped” (read: sad) state. Other zones like Splitpaw, CT, some Planes, etc., will be in a loot revamp state but will transition to their newer state over the progression.
None of these changes truly bother me.
Here’s a tough one. Several of the newer game functions will be in at the launch of the progression server. The map (booo hiss), AA’s (hrmm) andÂ even [rumored] starter gear quests (bleh).Â There’s no winning here, and nothing will change what we’re getting. This is another reason why P99 is allowed to stay afloat because they offer something Daybreak can’t or won’t. Â Regardless, nothing here is TRULY going to ruin my fun, but it’ll dampen it a bit… namely maps. Why? Part of the fun is people getting lost, not knowing where to go, asking the zone for directions, etc. These things contribute to the social structures of EverQuest.
Instancing the first few level 1-15 zones for Population Control
Here’s the one I’m struggling with the most. I don’t like instancing newbie zones. I don’t like the lobby system. I don’t like when players populations are truncated. I think the true experience is to see 50 newbies in a zone and have there be no mobs. This forces people to spread out quicker. It’s the way the game was meant to be played. Is it annoying? Yes. Is it even impossible to level sometimes? Yes.
I know I’m in the minority here. Wilhelm over at Ancient Gaming Noob thinks even more zones should be instanced. I know that most people think they should have a monster in front of them ready to be killed the minute they want one, but that’s not EverQuest — that’s not a true MMORPG.
Not Instancing Raid Encounters
They deserve a pat on the back for this one.
[Technical mumbo jumbo]…Â “Besides all of that, creating instanced versions of raid encounters wouldn’t be true to the original experience of EverQuest. This playerbase formed raid rotations or other rules on its own before, and we would like to believe that it is capable of doing so again.”
Developers believing in the players? Thinking we can implement social structure and a community?! It feels almost like 1999.
Anyway, check out the polls. Vote on them. I’m fine with Maximum Nostalgia or whatever keeps us in the Kunark era the longest. Whatever it takes to prolong the time until Luclin or PoP which is actually several of them. Very few ways to lose in these polls.