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View Full Version : What happened to Nek Forest?


Kizee
02-13-2007, 02:24 PM
<p>I have fond memories of this place as a huge death trap and went back there yesterday with a alt and my jaw dropped when I saw what they did to it. <img src="/smilies/0320a00cb4bb5629ab9fc2bc1fcc4e9e.gif" border="0" alt="SMILEY" /></p><p>I know they changed it a long time ago but never realized how bad the killed this zone. I think 5 mobs are agro in the entire zone. I could probally shut my eyes and run from 1 side of the zone to another without dying at level 15.</p><p>Are people that bad at playing these kinds of games that they really needed to gut this zone?</p>

Mareth
02-13-2007, 02:27 PM
Agreed, when you can go to Nektropos Castle on a level 7 character, they've gone too far <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I miss the old Nektulos Forest! That place was scary when I was a newbie.

bensilvi
02-13-2007, 02:32 PM
Nek forrest was reduced to a soloers grind area. No groups needed for the most part and no real reson to go there except Necropolis Castle. I remember back in the day being deathly afraid of that place no more though.

Toredorf
02-13-2007, 02:41 PM
Pls move this thread to Zone and Population forum...... ohhh wait there isn't one <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

interstellarmatter
02-13-2007, 02:44 PM
I miss the old Nek Forest.  It was great for getting groups and traveling to the dangerous north area for adventure.  Now, most people don't seem to be grouping in their 20s anymore.  Sony decided to make it a more solo friendly place.  /shrug  Guess it happens.

Dasto
02-13-2007, 02:49 PM
<p>What are you guys talking about?</p><p>just cause the gargolyes on the way to nek castel dont argo, there are tons of stuff in that zone that argo and need a full group</p><p>the undead will agro on the way to the castle and just last night there was a 31 ^^^ named blocking the path</p><p>Skeletons near the citadal ^^^ with named </p><p>texians and the texians camp </p><p>there are aqua goblins</p><p>the pirate and bandit camps on the beach</p><p>the mobs outside the castel are ^^^ heroic</p><p>there are tons of undead near the griffon tower on the accent that are ^^^</p><p>there are tons of stuff that agro there, persoanlly I like the fact i can run 5 feet without getting attacked by every snake and spider there.</p><p> talking about making an issue from thin air </p>

steelbadger
02-13-2007, 03:18 PM
Nektulos used to be one of the most frightening zones to move through.  To get from Commonlands to the docks would take very careful manuevering, a few deaths, and a lot of time.  Triple up aggro owlbears, triple up aggro bats, snakes, skeletons patrolling the paths. Now I can wander across Nek with a lvl 1 character, I tried to get across with my assassin when he was created, with the help of 2 level 30's, and I died and they died. Sure, yes, there ARE aggro mobs, there ARE triple ups, but they have all been pushed to the extremeties of the zone, into corner, and hard to reach glades. Nektulos is supposed to be forbidding and untamed, somewhere where people dissapear routinely.  Now it feels like a dreary thundering steppes.

Balic
02-13-2007, 04:04 PM
<p>Yes, it has gotten way, way too nice.  I keep looking up expecting to see blue sky every time I'm there now.  I'm suprised they didn't add comfy chairs at various points throught the forest in case you get tired walking around.</p>

Riot-Girl
02-13-2007, 04:37 PM
I'm too new (early Jan) to remember the 'old' Nektulos Forest, but I can confirm that my lowbie (now 13th season) character tried finding the docks a week or so back, and ended up exploring [Removed for Content] near the entire zone! I found the Keeper of Secrets, found the Castle, received a lot of AA points from discovering new places. I did die twice or three times - one was to a rather good trap (obvious, if one thinks about it), and the others were simply not looking where I was going, particularly as some of the undead are VERY hard to spot. Aside from some of those Shade Spinners and wolves (cannot remember the names) wandering across the path, stick to the path (mind the 30 odd ^^^ heroic) and it's really not too hard. Does not compare with travelling from Kelethin to Qeynos in EverQuest. Now that WAS an epic adventure! Running through Kithicor at 7:55 pm was a hair raising moment. Any player who performed Kelethin to Qeynos run in EverQuest will find traversing through Nektulos a relative doddle. Regards, Riotgirl

StevusX
02-13-2007, 05:04 PM
<p>when soe really nerfed this zone to make it "easier" it was i think was a huge mistake.</p><p>On my first character i used to hate this place - because it was scary, dangerous and deadly.</p><p>But there was a sense of adventure and acheivement getting anywhere !</p><p>After the "nerf" i went back with a couple of alts i was leveling and - ho hum - what a boring zone /sigh</p><p>where were all the aggro mobs ?    </p><p>Soe should stop lowering things to the easiest common denominator.  </p><p>We need a mix of difficulty to make things interesting - whole zones - not just bits that are easily avoided........</p>

interstellarmatter
02-13-2007, 05:15 PM
Who remembers having to run it in the old days when you wanted to betray?  Stupid bears...omg..I hated those bears....  That nipped at my feets all the way across the zone.  I must of died 10x.

Kizee
02-13-2007, 05:25 PM
<cite>interstellarmatter wrote:</cite><blockquote>Who remembers having to run it in the old days when you wanted to betray?  Stupid bears...omg..I hated those bears....  That nipped at my feets all the way across the zone.  I must of died 10x.</blockquote><p>Pfft. The bears you could see a mile away.....the snakes on the otherhand <img src="/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" /></p><p>My very first character was a woodelf assassin and I did the betrayal and died about 4 times by the [Removed for Content] snakes trying to get my first shard before I gave up and just took the hit on stats and exp. (when losing your shard hurt your stats and gave you exp debt) I had to suffer thru killing 250 orcs with a double stat hit and 4 deaths and 2 lost shards worth of exp debt. (the lsot shard in Queens room and the shard in nek)</p><p>Then after undergoing all that my daughter was on my lap when I was making choices on one of the NPC's and hit the wrong responce and had to pay 5gold to continue the quest. 5 gold was ALOT of cash not even a after the game first released </p><p>Ahhh the memories. :p </p>

Moongloom
02-13-2007, 05:35 PM
<p>Remember when the zones first opened and the agro fish from the river would become land fish and chase people to the CL zone.  So when you zoned in you could get ate by like 5 fish sitting there.  This was an understandable fix when they took these fish out of Nek.</p><p>Going and hunting the giants way up north.  Had so many wipes from groups of giants just spawning all over and rampaging on your group.  </p><p>You couldn't just follow the path for safety.  There would be things wandering around all over.  </p><p>Was a fun place.  Now all the fun things are pinned up.  There are only a few giants now that are on a hilltop.  The agro shrillers are on another hilltop.  And all the owlbears are pretty much in 2 little valleys.</p>

tass
02-13-2007, 05:39 PM
Ya I remember doing my first betray waaaaaay back. I got lost and ended up god knows where in there. If anything saw u, you were as good as dead. Made betrayal that much more hard. Of course now betrayal is [Removed for Content] anymore as well.

Jerr
02-13-2007, 05:43 PM
<p>Used to take strategery to get from Dock to commonlands.  Now you just need a pulse.</p><p>I hated those shrillers with a passion.  Now I am sad they are gone.  Excitement went way down with the zone revamp-sigh</p>

Bramwe
02-13-2007, 05:44 PM
<cite>Riot-Girl wrote:</cite><blockquote>I'm too new (early Jan) to remember the 'old' Nektulos Forest, but I can confirm that my lowbie (now 13th season) character tried finding the docks a week or so back, and ended up exploring [I cannot control my vocabulary] near the entire zone! I found the Keeper of Secrets, found the Castle, received a lot of AA points from discovering new places. I did die twice or three times - one was to a rather good trap (obvious, if one thinks about it), and the others were simply not looking where I was going, particularly as some of the undead are VERY hard to spot. Aside from some of those Shade Spinners and wolves (cannot remember the names) wandering across the path, stick to the path (mind the 30 odd ^^^ heroic) and it's really not too hard. Does not compare with travelling from Kelethin to Qeynos in EverQuest. Now that WAS an epic adventure! Running through Kithicor at 7:55 pm was a hair raising moment. Any player who performed Kelethin to Qeynos run in EverQuest will find traversing through Nektulos a relative doddle. Regards, Riotgirl </blockquote>Lol, Qeynos to Freeport in EQ1 was death to me a lot.  Especially since you had to go back to retrieve your corpse.....

Ganlu
02-13-2007, 05:59 PM
I actually enjoy the revamped Nek a lot more than what was previously there... I recently levelled up an alt through the quests there and had a lot of fun.  The zone is still more confusing to get around in than Thundering Steppes, but is much more enjoyable now.

interstellarmatter
02-13-2007, 06:00 PM
<cite>Bramwell wrote:</cite><blockquote>Riot-Girl wrote: Lol, Qeynos to Freeport in EQ1 was death to me a lot.  Especially since you had to go back to retrieve your corpse..... </blockquote><p> /sigh</p><p>I remember my poor little Wood Elf Druid running the Qeynos to Freeport route.  I remember the sigh of relief when I finally hit Kithicor and I could bind myself in Rivervale.  I then made the mistake of trying to run across Kithicor at night. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>

IrishJen
02-13-2007, 08:05 PM
I've just returned to the game after about a year off and was utterly surprised to find Nek forest changed.  I can remember dying so many times due to those shriekers and owlbears that my armor would break completely.  My jaw dropped when I took a lvl 10 character through there to get to the Commonlands.  Unbelievably amazing how simple the area is in comparison.  Part of me is happy to find I don't have to fight 30 mobs of owlbears just to get to the Docks - but another part of me is a little nostalgic for it.

Rijacki
02-13-2007, 08:23 PM
I am firmly in the camp of "they went too far with it".  The original at-release Nek Forest was way over the top dangerous.  The first revamp and toning down was jsut about right.  The last revamp changed the forest completely.  It used to be frightening and spooky.  Now it's too easy to avoid anything that could in any way impede you at all.  I want the owlbears back *sniffle*

Devout Disciple
02-14-2007, 01:14 AM
<cite>Fingerbang wrote:</cite><blockquote><p>What are you guys talking about?</p><p>just cause the gargolyes on the way to nek castel dont argo, there are tons of stuff in that zone that argo and need a full group</p><p>the undead will agro on the way to the castle and just last night there was a 31 ^^^ named blocking the path</p><p>Skeletons near the citadal ^^^ with named </p><p>texians and the texians camp </p><p>there are aqua goblins</p><p>the pirate and bandit camps on the beach</p><p>the mobs outside the castel are ^^^ heroic</p><p>there are tons of undead near the griffon tower on the accent that are ^^^</p><p>there are tons of stuff that agro there, persoanlly I like the fact i can run 5 feet without getting attacked by every snake and spider there.</p><p> talking about making an issue from thin air </p></blockquote><p> Another I'd like to add to add to the list is:</p><p> Heroic skellies that can still gank ya when following the road after climbing up the ascent...check...bing!  still there to waylay ya.</p><p> Plenty of spiders and treants to waylay ya also if you're positioning yourself in a duo to do your Armor Quest on the Freeport side.  </p><p>Was trying to hit the 23 heroic elder ash owlbears with my 28 conjuror and my brother with his 25 defiler.  He must have been the recipient of 12 poison dots on em.</p><p> See don't worry....people are still dying in Nek forest....if that's what makes some happy.....</p><p> Edit:  Added wording</p>

Selfea
02-14-2007, 01:37 AM
<p>Aaaaah this explains why when I went to N'Marrs to get my griffon egg, trembling as a little lowbie Fae, I encountered not undead up N'Marrs ascent, but Freeport Guards who were non-agro whether I was invis or not.</p><p>I hadn't realised they'd revamped the zone until then.</p>

Araxes
02-14-2007, 03:03 AM
I posted this same sentiment shortly after the revamp, and, in that thread (gone with the rest of the old forum threads, now) one of the designers responded in justification.  Despite the reasoning, I think the 3rd pass was heavy-handed and I don't find any use in going to Nektulos, now, whereas before it was usually a good place to find adventurers post-level 20 and get into some trouble.  There are areas that are difficult, yes, but they are so far removed from the beaten path that most players would never see them.  The sense of foreboding, the stifling darkness (I think they removed a portion of the trees, or at least made them less dense in areas), and the constant aggro threats were what made this zone bother frustrating and fun at the same time.  I understand that the overall goal of the design in this game, with both overland zones and with the classes themselves, is to have some sort of yin-yang balance ... Antonica to the Commonlands ... Freeport to Qeynos ... Everfrost to Lavastorm ... Enchanted Lands to Zek ... Thundering Steppes to Nektulos ... but quite frankly I don't like that philosophy much as I feel it dumbs things down and makes for generally more boring experiences due to everything being less diverse overall, and I think it was more fun when Nektulos was the far more challenging zone it used to be. 

Caliga
02-14-2007, 04:14 AM
Yeah, I got all ready for my frightening trek up Nmar's Ascent so I could get griffon access.  I didn't have invis so I was gonna have to train all those skellies.  I wasn't looking forward to it at all but it had to be done else I would be forced to walk across Nek time and again and that was a far worse fate.   So I get there, I hold my breath, get ready to run, and...[Removed for Content]?!?!?! It's nothing be Freeport Guards!  Those are my buddies, I just strolled on up and got my eggs.   They pulled the teeth out that zone big time.

Belaythien
02-14-2007, 09:13 AM
I don't really see why running through Nek was tough before the revamp. I betrayed 3 times and had to run through there before the revamp. Sure it takes a bit of running zig zag but nothing really challenging. In my opinion Nek would be even less visited today if everything was still group only. You hardly find groups in that level range. Even if you do nobody these days fights in overland zones. Dungeons offer more loot/nameds and easier access to mobs. Twinks level so fast that you only hop from dungeon to dugeon. New players level much slower and can actually visit Nek Forest. So I'd say the change to a solo zone didn't hurt as this leaves something for the few of us who like to see other things besides dungeon (without having to search for hours to find a group to go there) <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> The only thing I don't like are those flowers and the slime in the water you always run into. The idea itself is nice but their graphics look bad ... and as far as these slimes are concerned there are far too many of them.

Beldin_
02-14-2007, 01:59 PM
I must say i like it much more now. Ok the old Nek had its charm with all the aggro fish and whatever, hoewever i really seldom played there, now my last twinks directly go to Nek when they hit 20 and are there most the time until level 30+ because there are so much nice quests now there <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />

Roriondesexiest
02-14-2007, 02:12 PM
<p>LoL, my whole guild betrayed when we got to lvl 17 the first month or two after the game came out (can't remember when exactly) but the entire map was black, and this was long before eq2maps.</p><p>Was terrifying trying to get through there, I think we left 4 or 5 shards there plus the one we lost for betraying...</p>

Allisia
02-14-2007, 02:37 PM
I think what many of the posters here are trying to say is that Nektulos was so intimidating to cross at low levels that they hated it. More importantly, they LOVED to hate it. I tend to agree really. The zone now is too peaceful and anything really interesting is on the edges of the zone. If feels sort of hollow.

VacuousDragon
02-14-2007, 02:49 PM
<p>Wow I was just thinking of coming back to EQ2 because WoW is getting old did they mess up EQ2 that much the fun part of the game was how tough it was in WoW you lvl like nothing in EQ2 evertyihgn was dangerous on pvp server getting ganked was way more dangerous did they change the mechanics ?</p><p>Someone please tell me Was EQ2 made easier for lowbies and if so how drastic was this move?</p><p>should i start playing again for 15 dollars a month?</p>

Ruut Li
02-14-2007, 02:57 PM
I dont know about pvp but the pve lowbie levels are Much easier, its hard to describe how much easier it is...Ok got it: Im surpised if I die even once before lvl 20 on my new alts. And Im not a very careful player, Im lazy and tend to train through yellow mobs even if I could invis <img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" />

DobyMT
02-14-2007, 03:08 PM
Ruut Li wrote: <blockquote>I dont know about pvp but the pve lowbie levels are Much easier, its hard to describe how much easier it is...Ok got it: Im surpised if I die even once before lvl 20 on my new alts. And Im not a very careful player, Im lazy and tend to train through yellow mobs even if I could invis <img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" /></blockquote><p> Exactly.  The only way possible to die before level 20 or even if you're semi safe before 30 is to jump to your death.  Its the only way I can die.  I can run through red mobs well over 10 levels ahead of me and STILL survive.</p><p>Nek forest used to be a blast.  Remeber the EL boat?  Or when the SBH meant you had really TRAVERSED the zone?  /Sigh the good old days. </p>

Caliga
02-14-2007, 03:17 PM
<cite>VacuousDragon wrote:</cite><blockquote><p>Wow I was just thinking of coming back to EQ2 because WoW is getting old did they mess up EQ2 that much the fun part of the game was how tough it was in WoW you lvl like nothing in EQ2 evertyihgn was dangerous on pvp server getting ganked was way more dangerous did they change the mechanics ?</p><p>Someone please tell me Was EQ2 made easier for lowbies and if so how drastic was this move?</p><p>should i start playing again for 15 dollars a month?</p></blockquote>Yeah it was made easier for the lowbies but its still a great game.  They made tons of positive changes in the time I was gone.  Even crafting is easier now, however asking someone to make you something right quick is no longer a 7 combine burden.  I liked that there were so many quest I could do in Nek now(once I realized I wasn't going to die a painful and horrible death), gave me a chance to raise my AA.  And the rest of the time I went into dungeons to get my grouping fix.  I had no problem finding a group most days so I don't think that the Nek changes are hurting low levels that bad.  I think it keeps new players from getting frustrated and quitting.  While is was neat to have a Hell Zone, I think 20 was a bit low for such a zone.

Rashaak
02-14-2007, 03:50 PM
<p>I do agree that Nek is NOT anything like when the game was first introduced, and feel it's been really downgraded, as well as TS, EL, and even Lavastorm. I think it's mostly due to the level cap being raised to 70, there's no need to slow level progression between lvl 25-35 anymore, so why make it difficult? Look at Zek...most mobs there used to be Epics, especially the deeper in you went, and DFC couldn't be done unless you had a 24 man raid. </p><p>Personally I think they need to really go old school EQLive style with Nek. Where it's solo mob to ^ mob's during the day, but at night the number of mobs double and become ^^ to ^^^ on a RNG to pop a named x2 epic. </p><p>P.S. Anyone remember what zone I'm referring to from EQLive?  </p>

Zarador
02-14-2007, 03:58 PM
<cite>Rashaak wrote:</cite><blockquote><p>I do agree that Nek is NOT anything like when the game was first introduced, and feel it's been really downgraded, as well as TS, EL, and even Lavastorm. I think it's mostly due to the level cap being raised to 70, there's no need to slow level progression between lvl 25-35 anymore, so why make it difficult? Look at Zek...most mobs there used to be Epics, especially the deeper in you went, and DFC couldn't be done unless you had a 24 man raid. </p><p>Personally I think they need to really go old school EQLive style with Nek. Where it's solo mob to ^ mob's during the day, but at night the number of mobs double and become ^^ to ^^^ on a RNG to pop a named x2 epic. </p><p>P.S. Anyone remember what zone I'm referring to from EQLive?  </p></blockquote> Kithcor Between Highpass and West Commonlands with Rivervale off it.

Dutchgrrl
02-14-2007, 04:01 PM
<p>I don't understand why they made the forest safer - that zone was one of the scarriest places in game for us when we first started, and the accomplishment of running the path from CL to the docks was - well - an accomplishment!</p><p> K</p>

Zarador
02-14-2007, 04:12 PM
<cite>Dutchgrrl wrote:</cite><blockquote><p>I don't understand why they made the forest safer - that zone was one of the scarriest places in game for us when we first started, and the accomplishment of running the path from CL to the docks was - well - an accomplishment!</p><p> K</p></blockquote> I can remember my girlfriend and I slowly inching our way into Nek at level 20. I think it took us a couple nights to get brave enough to get up to the D'Arthe bridge and a week to dare to fight up to N'Marr's accent. Just fighting the undead mobs up to the top was great fun, then those floaty Quazi thingies.  Then surviving those and accidentally walking into the group of Elites.  The friend who joined the game with us spent their time in TS.  I recall visiting TS after a week or so in Nek and thinking how easy that zone was in comparison.  That much said, I managed to take a level 15 alt through 90% of the zone with no problems last week.

Rashaak
02-14-2007, 05:16 PM
<p>lol</p><p>ahhh...the good ol'days</p><p>Again I agree Nek doesn't have the flare it once had, the thing that really gave me a blow to the gut was removing access quests to other zones. No more needing to fight the Demonlord on the boat to get to EL</p><p>Or the Drakota to get to EF...  /sigh</p>

pandemonium73
02-15-2007, 05:54 PM
I for one am glad they toned the lowbie zones down a bit. It WAS super cool how scary Nekt was--- The first time around, and even the second. But by one's 3rd or 4th alt it just became a pain, and as a zone, just became one I avoided except to travel through. Now that they've made it a bit less hairy, my alts actually do quests there zomg. Fact is, this is a dynamic world and things keep changing.  I agree with the player who noted that they probably changed this because the level cap his higher and so they don't need to make it as hard to level past 20's and 30's as they did at launch. I also think Nekt and TS are less scary because for three years adventurers from nearby cities have been working to tame their world. Q's finally have come to an agreement with the Great Herd, and so they only attack if you lose enough faction with them to make you criminal in their eyes.  FP's have killed many of the monsters in Nekt, and driven the other creatures and the Dark Elves deep into the back country and away from the roads.  If you want a world with real immersion and a good story... It makes more sense that lands like these, within a stone's throw of the major cities, would become more tame as these cities gain in power. That said.  I hope with each expansion they open at least one REALLY hairy zone, to be toned down after a while as NEW hairy zones are released. This provides that scary experience some folks want, without requiring the world to be static and NEVER change.

Leafbringer
02-15-2007, 08:37 PM
<span style="color: #339900">In case it wasn't already pointed out, I'll tell you the Nektolos Forest I remember.  The original EverQuest Nektolos Forest. Remember it? During the day, it was a fun, peaceful, tra-la-la journey from one side to the other.  You could have a picnic there. But as soon as it became night (was it 7pm in-game time?) horrible undead things crept out to take over.  I remember people under a certain level (can't remember what level) would literally wait outside the zone until daybreak. That's immersion. THAT was cool. They should do that to the Nek forest of EQ2.</span>

Sebastien
02-15-2007, 09:37 PM
<p>When the downtiering of outdoor zones first began, Nek Forest was one of the zones that became a focal point for the most fierce debate.  There were many players who, while willing to grudingly support the overall downtiering, felt that Nek Forest of all zones should be the last bastion of a brutal, deadly zone.  It just fit the backstory and nature of the place.</p><p>The problem (imo) from SOE's point of view is that, for new players, the expected progression for Freeport players is commonlands-->nek forest-->game opens up, while for Qeynos players the expected progression is antonica-->thundering steppes-->game opens up.  I believe the concern was that there was just no parity between Nek Forest and Thundering Steppes.  If one preserved neutral standing with Centaurs, TS was free and open for business.  Even low level players could travel through and harvest.  On the other hand Nek Forest was foreboding and potentially frustrating to new players from that side.</p><p>So I think SOE made these changes with an interest in keeping progression similar on both sides of the fence.</p><p>I will also say: if you actually play through the game, as it exists now, from T2 zones, to T3 zones, to T4 zones, the difficulty of the T3 zones is appropriate.  You'll notice things becoming harder at T4.  (Harder is relative of course; I find them all fairly easy but I mean that in the T4 zones you'll see a noticable increase in social range/behavior, more difficult npc abilities, etc)  So the progression as it stands now really makes sense.  If Nek Forest were to be made significantly harder, while you and I might appreciate it, for the average/new player the difficulty would simply be out-of-whack with the rest of the game's progression.</p><p>Given all of that, I can genuinely sympathize with OP, but I do believe SOE got it right.</p>

Sebastien
02-15-2007, 09:42 PM
<cite>Rashaak wrote:</cite><blockquote><p>lol</p><p>ahhh...the good ol'days</p><p>Again I agree Nek doesn't have the flare it once had, the thing that really gave me a blow to the gut was removing access quests to other zones. No more needing to fight the Demonlord on the boat to get to EL</p><p>Or the Drakota to get to EF...  /sigh</p></blockquote><p> These access quests were a double-edged sword.  On the one hand, I personally found them fun and felt that they yielded a much greater sense of accomplishment when you finally hit the shore of a new land.  But I can tell you as a former guild leader (small guild ~20 ppl) that they could also be incredibly frustrating.. when 4 guildies had access and 2 didn't.. when you had to go through those access quests for the 200th time because getting all your guildmates to do thier access quests at precisely the same moment would be like herding cats.</p><p>So, yah, double-edged sword there.</p>

liveja
02-15-2007, 10:35 PM
Kizee wrote: <blockquote><p>Are people that bad at playing these kinds of games that they really needed to gut this zone?</p></blockquote> Yes.

CalypsoCGN
02-15-2007, 11:15 PM
I was recently thinking about how much I miss the "oldschool" Nek forest...and now there is this thread <img src="/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" /> I realy miss this zone...I miss going above the Ascend and kill giants to level up...I miss the hassle we had with the CH-access quest (that named Fairy [was is Diadra or something like that??] was a god-[Removed for Content] [Removed for Content]...even to get to her was a hassle). I miss hoe "hard" it was when you first tried to run from the Commonlands to the Docks and vise-versa... Actually I do miss a lot of the old stuff / penalties in this game...leveling is by far too easy...[Removed for Content]...if I remeber how good I felt as 45 Warlock back then...leveling meant a LOT and it took feaking AGES to get a toon to 50...now you can reach 50 in a week, if you know how to do it (even without collections...). As it is for now only the "endgame" provides challenge with it's raids...and if you figure the mobs out even this is gone... I'm not saying they should go back to the old ways...but it's not really as much fun anymore to go through the low.levels, as it used to be back then...

TaleraRis
02-16-2007, 03:18 AM
<cite>Leafbringer wrote:</cite><blockquote><span style="color: #339900">In case it wasn't already pointed out, I'll tell you the Nektolos Forest I remember.  The original EverQuest Nektolos Forest. Remember it? During the day, it was a fun, peaceful, tra-la-la journey from one side to the other.  You could have a picnic there. But as soon as it became night (was it 7pm in-game time?) horrible undead things crept out to take over.  I remember people under a certain level (can't remember what level) would literally wait outside the zone until daybreak. That's immersion. THAT was cool. They should do that to the Nek forest of EQ2.</span> </blockquote> That was Kithicor, which was part of the halfling newbie area during the day and full of 40+ undead at night, which when the game first started was scary as heck. It *was* possible to run through there at night, though, and I did it many times in my teens and 20s to get to Highhold and the Keep there, but you had to keep targeting and you had to stay extremely high up on the wall, and SoW was essential. Also, for all those who are talking about Nek forest at launch, I originally played in Freeport at launch and I recall a Nek forest that wasn't hard to get across at all, especially if you stuck to the hills. I joined my Qeynos friends a lot through it. It was harder to get past the docks in TS because the undead used to wander all around there and used to wander the road away from the farms, than it was to get through Nek. Then the Nek revamp came along and make everything in sight heroic and aggro and crawling everywhere and betrayal became nearly impossible. Now they've toned it down, but it's much closer to how it was when I used to run through it easily back in November of 2004.

Leafbringer
02-16-2007, 02:03 PM
Kithicor! I stand corrected! Thanks!

Typhonian
02-16-2007, 02:07 PM
<cite>Dutchgrrl wrote:</cite><blockquote><p>I don't understand why they made the forest safer - that zone was one of the scarriest places in game for us when we first started, and the accomplishment of running the path from CL to the docks was - well - an accomplishment!</p><p> K</p></blockquote>Because the game is meant to be at least occasionally fun? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I remember Nek when the game first came out - it was for masochists only...

Sebastien
02-16-2007, 03:36 PM
<cite>Typhonian wrote:</cite><blockquote><cite>Dutchgrrl wrote:</cite><blockquote><p>I don't understand why they made the forest safer - that zone was one of the scarriest places in game for us when we first started, and the accomplishment of running the path from CL to the docks was - well - an accomplishment!</p><p> K</p></blockquote>Because the game is meant to be at least occasionally fun? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I remember Nek when the game first came out - it was for masochists only... </blockquote><p> Oh come on now.  When the game first came out we could all solo white/yellow-con ^^^ heroics quite easily.  So Nek Forest was never that bad imo.</p><p>But like I said in a previous post, I think they adjusted it not so much because they were worried it would frustrate people, but because they wanted it to be balanced in the overall scheme of the progression.  As it stands right now, the zones do generally increase in their difficulty as you go up in tiers, beyond just their level differences.  Restoring Nek to its former "scariness" would result in an awkward situation where I character progression from Nek to EL would find EL easier, rather than harder.</p><p>One reasonable thing I think they could do with Nek is to introduce a few ^^^ named mobs with very wide travel range, and make them "over-leveled" for the zone.  For example a really nasty treant with long aggro and nuking range that travels all over the place.. a change like this could reintroduce that sense of "fear" that some of us liked about Nek Forest, without significantly altering the overall difficulty of the zone.</p>

TaleraRis
02-16-2007, 05:47 PM
Yeah, when they revamped Nek to be mostly heroic, they threw it out of whack not only with the difficulty of EL but with its sister zone TS as well. TS was leagues easier than the heroic Nek and it really was unfair to Freeporters to give them a 20s zone that they couldn't do anything in, nor could they escape it for TS unless they had a high level grey out the zone for the run (remember they could still do that then).

Novusod
02-16-2007, 06:40 PM
You know this was demanded by the player community. How many posts are there that the game is not solo friendly? The devs did the right thing by listening to the players back then. For those that don't remember the old Nek was like how Lavastorm is now. Nobody grouped there after they got their griffin access anyway.