Two days ago I sounded really hesitant and said I was 50/50 on whether or not I would play again. I told the K&G Community I’d play again if others played with me, and before I knew it there was a team of people assembling once again.
So unless something changes and everyone backs out, I’m playing a Dwarf Cleric. The rest of my team consists of a Monk, Enchanter, and Paladin. If you’re wanting to join us in 3 weeks, be sure to make yourself known in our Discord.
We’re pretty much casuals. Some of us are uber casuals with young kids and only play at night while others are casual but will play throughout the day. We’re not hardcore. We won’t be power-leveling like the pros — meaning we won’t be level 50 in less than a week. We won’t be raiding. Right from the start our plan is clear that unless we stumble bassackward into a raid, we won’t be aspiring to do any. I don’t even know if we’re forming a guild. We’re grouping and showing up to the fun.
It's that time again! EverQuest recently announced their newest progression server. The details of this progression server are only slightly different from the previous iterations.
Now to answer the question many of you have already asked...
I don't know.
I'd say I'm evenly split 50/50 on whether or not I will play on Coirnav. If I do, I'm playing a Cleric. But I don't know if I have it in me to grind in Unrest and Guk again through the pre-Kunark era. Perhaps not this soon.
I have until March 16, 2018 when Coirnav progression server launches.
Playing an Enchanter on EverQuest’s TLP Agnarr server has reminded me of how much the art of the Enchanter class has been lost on modern MMOs.
Enchanters fill a role that doesn’t really exist anymore. It’s the role of crowd-control spells and support. The class also fills a strange role of jack-of-all-trades with its charm spells to make enemies fight each other, thus creating quite a DPS boost for the group.
Content in EverQuest, and pretty much all older MMORPGs, relied on someone in the group making it so that “adds” wouldn’t overwhelm and kill the group. The role was crucial because monsters in the game were actually a real threat and couldn’t (under normal, non-twinked, non-powerleveled circumstances) just be AoE’d and DPS’d down imemdiately.
I’ve really enjoyed the past few days of felling like my contribution to a group is more than just DPS rotations. I like that there’s a feeling of coordination.
I like classes that fill a vital role. I’m a believer that a game should really support all classes fulfilling a unique role, and most if not all of them a vital role to some extent. The Enchanter is that class. It can be a DPS indirectly by charming, it can provide the best mana regen buff and a great attack speed buff, and it can mesmerize the adds that come so that the group can focus one down at a time.
This weekend is DOUBLE exp weekend in EverQuest! To put that into perspective, I gained 10 levels today. To go from 28-38 took my Necro and Shaman MORE than twice as long because groups are lasting longer for me as an Enchanter. We’re talking over a week longer.
People are now also way more spread out. There weren’t 30 picks of Unrest and Guk — in fact there were only 2 or 3 at most.
That means there are fewer people, which also means more mobs per zone. Today we were pulling gain pulls non-stop and I able to rake in an hour every 20-30 minutes until things slowed down in the mid 30s.
I can often be quoted for saying the best part of EQ is the journey — the leveling experience. I find it noteworthy that this journey is fun whether it’s 10 levels in a day, or a 6 month endeavor. Time seems to play almost no part in my enjoyment beyond the excitement of watching the exp flow in very fast.
Something about succeeding in EverQuest gives me the urge to keep going.
Our goal (my friend and I leveling characters together) is 50 by the end of the holiday weekend. Anyone else enjoying EQ this weekend?
Yesterday’s topic about solo content missing from EQ was part of a bigger discussion I had with an EQ veteran friend. While trying to figure out why the devs removed the solo content from the game, we started discussing MMORPGs in general, and why devs don’t give people more leveling options in general.
A game like EQ is predominantly group-based experience to level up. Can you technically solo? Yes, but at a severe disadvantage in almost every case.
WoW is a game where you quest to level up. Can you still monsters for experience? Yes, but at a severely impractical rate. Interestingly, like EQ, the WoW devs changed the game. I remember playing in the first few months of launch and getting most of my experience 40-60 from grinding mobs. In fact, on more than one server I was the first level 60 Hunter and I made most of my experience from grinding — 55-60 was at these ghosts in the winter zone. It was mind-numbing, but it was efficient.
Why not let the player decide? If I’m playing a MMORPG and I want to solo, let me have my solo options. If I would rather group then give me options for grouping. If I want to hunt for treasure instead then let that be an option. Maybe have hunting for treasure come at a cost of no experience, but make it an option; Just throwing out thoughts.
I would like MMOs to be about options and open-ended choices for adventure. All of the ‘greats’ in MMO history were full of openness and choice. UO was a sandbox world without rules or expectations. There wasn’t a “this is what we should all be doing to advance” mindset. SWG let you choose a vocation and build houses, craft weapons, or hunt krayt dragons. EQ, to a much lesser extent than the aforementioned sandboxes, still let you choose a path of leveling and playing your way.
Instead of asking “is is possible” to give players the freedom to play how they want — since we know it has been done — I want to ask “why” isn’t it being done anymore. Why do you guys think our options are being taken away? Too much work to get right? Bucks the themepark trend? Too niche? I’m curious what you think is the reason, and whether or not you even want choices in your MMOs.