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#1 |
Loremaster
Join Date: Nov 2004
Posts: 405
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![]() It's time for a stroll down memory lane! With a new GU around the corner and a new expansion on the way, let's recap some of the memorable moments in Everquest 2 gameplay! Here are a few things I remember to get things started: Using emotes (or /hail) to check on named mobs upon entering a zone. You used to be able to zone into Commonlands (as an example) and type "/hail Rama'nai" and if Rama'Nai was up you'd see "Hail, Rama'Nai"... if he wasn't you'd just see "Hail". The first time they tried fixing it they failed... if the mob was up, there would be an extra space after the emote so you could still use it. Plate tanks could get up to 80% avoidance with the right buffs, trivializing even some raid fights. Berserkers using the Berserk buff would aggro absolutely EVERYTHING around them if they were fighting at all... even the mobs aggroed and taunted by other groups! Treasure chests were the number one killer of players in the game. Yes, really. Master Chests with Fabled loot could drop off of regular mudane mobs. I remember desperately seeking a fabled chest piece off the rats in Rivervale... Crafting subcombines! If you wanted to make a sword, you had to craft all the individual pieces like the hilt or blade seperately (and even those would sometimes require having multiple crafted pieces). Some items needed byproducts created by other crafters. Lots of zones had an access quest. Want to go to Zek? How about the Enchanted Lands? Well you have to do a quest to get there, and it wasn't necessarily soloable! During one update after Desert of Flames had come out, all melee damage was changed to magic damage... making many a tank confused with the amount of damage they started taking! (High resists were rare back then.) People used to complain about Crusaders getting 10% run speed horses as a fluff spell. 10% was a huge bonus back when you had to run everywhere! Many people kept their Journyman boots handy just for the 10% boost! Clerics could forcibly send players back to their hometown without that player's consent. They could also fill up their group members' inventories with food and drink to make winning loot that much easier. Wards absorbed damage before mitigation, making them incredibly weak compared to straight healing. A mob that does 1000 points of damage would only inflict 500 points on a tank with 50% mit, but it would eat 1000 points of a ward! It's hard to believe, but a Shaman used to be a bad healer! We had no idea what some abililties on our hotbar did. The Fighter's Intercept CA was certainly vague and until it was updated with a full description of effects, not a single tank I met could tell me what it actually did. Guilds lost status over time, forcing players to keep an incredible pace with writs and heritage quests just to maintain their guild level. So what does anyone else remember from the "good ol' days"? |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 476
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![]() Since it's late, I'll toss out a few for now. Heroic Opportunities. I think within a month people were giving up on them and tossing them off their hot bars. There being 5-7 instances running by about the 2nd week of the game when everyone hit Antonica level. Refugee island. I miss the boat start. I remember that access quest to Enchanted lands too. Soloers and duoers really got upset they were knocked out of content unless they grouped, and were pretty vocal on the forums about it! The game wasn't solo friendly. Majority of mobs were pack linked and/or at least ^, ^^, and ^^^! Provisioner was the only craft not reliable on another crafter.
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I'm going to fill this space soon! (tm) Wait... I just did. lol |
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#3 |
Server: Crushbone
Guild: Stealth
Rank: Officer
Loremaster
Join Date: Nov 2005
Posts: 70
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![]() Running through Nek at <17 to complete the betrayal quest. I felt so alive. ;-p Edit: But more importantly... and more missed.... Rolling a "Mage", doing a quest to become a "Summoner", then finally becoming a Conjuror (after betraying my DE)
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#4 |
Loremaster
Join Date: Feb 2006
Posts: 885
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![]() Retrieving shards after a death No quest "feathers" - just had to talk to all the npc's to find which one had a quest. About 10 "fedex" (go there, get this , bring it back) quests per city zone |
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#5 |
Loremaster
Join Date: Mar 2006
Location: Vancouver, BC
Posts: 1,774
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![]() Waiting for the spires, and being cheesed off if you missed them by a second. Waiting for the boats, and trying to do a flying leap off the docks to catch them as they were sailing away if you missed them. Getting your flying carpet for the first time--that feeling of accomplishment. And then flying around. And around. And around. Just to show off. |
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#6 |
Loremaster
Join Date: Mar 2005
Location: Finland
Posts: 397
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![]() Kiting and power draining green-con x2s and then going in for the kill - as a solo DirgeMaster II choices that the game didn't give you all the details about until you picked it - and no respecsPassive power regen having a functionEvaccing in some zones took you outside and there was a lockoutBard debuffs using concentration slotsBeing excited by the odd Treasured dropHaving to stand in your house logged on to sell on the brokerDoing the original betrayal quest for no particular reasonGrinding book quests in groups for those uncommon dingsCamping the tomes of life and death...and a bunch of other namedsRunning nek castle for the first time
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#7 |
Loremaster
Join Date: Nov 2005
Posts: 715
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![]() Kaberu wrote:
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 405
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![]() Ragnaphore wrote:
There was definitely status decay early on although it didn't last for very long... and wow! I forgot about the status being taken when leaving a guild! |
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#9 |
Loremaster
Join Date: Sep 2005
Posts: 697
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![]() Doesn't anyone remember one person dying on the team and everyone getting debt from it? A lot of other good ones were brought up though-- the L9 and L19 subclass quests, getting killed by chests....and what about getting killed by making a mistake crafting? My original caster was quickly replaced crafting-wise with a tank after she got one-shotted that way, lol.... And all those stupid grey subcombines! Ick! It stunk that crafting recipes themselves got nerfed back then once the first changes went through, but it was sorta worth it to get rid of all those grey subcombines! |
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#10 |
Loremaster
Join Date: Dec 2004
Location: Spellbound
Posts: 477
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![]() How about working on your lvl 20 class set of armor. Is that series even in the game anymore? |
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#11 |
Loremaster
Join Date: Dec 2004
Posts: 487
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![]() Kaberu wrote: Guilds lost status over time, forcing players to keep an incredible pace with writs and heritage quests just to maintain their guild level. I remember the guild writ system that was originally implemented was incredibly complicated. You had to be a guild patron in order to do writs so you could help the guild level, and not everyone was a patron because the writ XP was some how modified based on the number of patrons (so if you had a patron that wasn't doing any writs, it would negatively affect the guild status.) |
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#12 |
Journeyman
Join Date: Aug 2011
Posts: 193
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![]() thesiren wrote:
I was going to mention it, but you beat me to it. Also, let's never forget that at one time, long long ago, Thundering Steppes & Nek Forest had no Griffon Towers, & many of the other zones didn't have horse stables. Want to do the Detective quests at Bone Lake, in Nek? You ran, from Bone Lake to the Docks, multiple times. Joy of joys!
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The Swashy formerly known as Flaye, now retired Talechaser Tuckpaw, Troubador of Permafrost |
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#13 |
Server: Mistmoore
General
Join Date: Mar 2006
Posts: 637
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![]() top killer was exquisite chest, forge was also pretty high too if I recall correctly! And yea, shared xp debt was fun fun fun when entire group wiped, but made you think about who you brought into group hurricane (swash) being 100%, and also breaking mez in DoF. Think the 'breaking mez' bit took them like a year to fix. To Speak as a Dragon, who actually needed a group to clear to some of those runes, as well as get to naggy... KoS was really the last xpac where just about anyone aside from mages could tank raid mobs. contested raid mobs! Low level running to opposite city's lowby zone for a group (qeynos running to FG, or freeport running to SH) CURT SCHILLING!!!! |
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 405
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![]() Cheesers@Mistmoore wrote:
They're still in the game, but as with many of the old school quests, people usually don't find them until well after they outlevel them. I have one I thought of but it might be obscure... Tarton's Wheel!!! Man that was fun back when nobody new where the pieces were and trying to beat the other players to the discovery by solving all the riddles first! |
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#15 |
Tester
Join Date: Nov 2004
Posts: 7,842
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![]() Kaberu wrote:
They still do. In the last year, I have gotten more fabled chests from solo 'trash' random mobs in the lower levels (on alts) than from non-instance Nameds at any level. It's always a surprise to get one, too Kaberu wrote:
Those quests were for "early" access. You could do the access quest and get access at x8 or not do it an get access at the x4 of the next ten. For example, access to Zek or EL at 28 adventure level by doing the adventure quest or at 34 adventure or tradeskill level (Lavastorm and Everfrost were 38 and 44). I did more tradeskilling than adventuring then. I had to wait until x4 in alchemy for access. The automatic access was first lowered to x2 before the quests were made obsolete by giving free access to all zones. I miss the access quests and the archetype > citizen > class > subclass progression *sigh*. Tradeskilling still has the class > subclass progression, the last remnant of the original system. |
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#16 |
Journeyman
Join Date: Aug 2011
Posts: 193
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![]() Rijacki wrote:
Me too. I also miss flying around Barren Sky on the cloud-pads ... now, you just teleport from island to island
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The Swashy formerly known as Flaye, now retired Talechaser Tuckpaw, Troubador of Permafrost |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 1,285
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![]() Rijacki wrote:
As I remember it, originally the access quests were required for Anybody to get to the higher-level zones, they didn't add the level-based access until after launch. I am torn on the subject of the class quest progressions. On one hand, the quests were really neat and helped you organically develop your character and find its place in the world. On the other hand, the quests gated leveling way too much and were sort of a pain on alts. Also, you really didn't get to start getting a feel for your character's unique strengths until level 35-ish when you started to get your subclass-specific abilities. When I decide to play a necromancer I want to summon the undead and plague my foes with curses and disease. I don't want to spend 20 levels summoning elementals and blasting stuff with lightning. |
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 1,515
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![]() I miss...-Crafting recipes requiring combines, so you had to put more planning into crafting.-Experts (Adept IIIs) and Masters being rare and "unresearchable," so getting them meant something.-Only a few pieces of gear improving healing, so there was more emphasis on pressing the right buttons.--Gear in general making much less difference, so content that was challenging at the beginning of the expansion would still pose some threat at the end of the expansion.-Power mattering on fights without the plus ~500% power cost debuff, so you had to actively manage it.-Danger in overland zones, which made exploration more satisfying. |
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#19 |
Loremaster
Join Date: Nov 2005
Posts: 1,403
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![]() Game was not half as item centeric as it is today. Class skills have been most of it. Mobs hit like trucks and adds have been danger. People could go oom and die from it. Group setup wasnt written in stone for most of the content. Heal. power and mob damage have been much better balanced. Gameplay was a bit slower and more strategic. Wardens class quests required a full group only to reach the entrance to the solo instance. If the he died in the solo instance he spawned at the entrance of the sewers and his group had to bring him all the way down again. Heroic badgers could kill you when running through Antonica. Feerrott was really the isle of fear and Nek forrest was scary. *sigh* just remembered once again what a good game this once was. |
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#20 |
Loremaster
Join Date: Nov 2004
Posts: 405
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![]() Eugam wrote:
I kind of miss the dodge-the-mob shuffle when waiting around for a friend to show up and the area was plagued with heroics. Uh-oh! Mob coming in on the left, shuffle back a little! Oh no! Another one marching in behind me, move to the right! I'm so used to ignoring mobs now when in an overland zone... even ones that con aren't much of a hassle when you are speeding along on a mount. And yeah, Nektulous forest and Feerrott could be mean sometimes, mostly because all those trees would block your line of sight and you wouldn't see the mob until it came crawling up over a root right next to you... fun! |
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#21 |
Loremaster
Join Date: Mar 2006
Posts: 744
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![]() During the duration of RoK and about halfway into, You could completely avoid a mobs attacks by running behind it and never stopping your movement. By dancing behind the mob with WASD you could essentially solo epics. Of course doing this infront of a developer on the test server will get your character smited. |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 2,003
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![]() 10.000.000.000 Owl Bears in Nek Forest. Fish and Octopi would chase you all the way across the zone while flying over the land Holly Windstalker and Advisor Pandrus in Antonica used to be scary scary mobs if you were solo. All the people group grinding scarecrows to level. People yelling in chat "Bloodtalon is up!" in Thundering Steps for the people who needed him for DWB. You could kill Stiletto for his orders and sell them on the broker for a plat... big money back then. Remembering being so proud of my first plat piece back when all quests rewarded copper. Treasured gear was good enough to use, and not just vendor fodder. |
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#23 |
Loremaster
Join Date: Mar 2005
Posts: 363
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![]() All mage gear had AGI instead of INT. Yeah, i hope who ever itemized mages in T5 got their balls cut off and fed to a drake. Spirit shards in stuck in walls. It was a big deal when rare crafting raw were added to the loot tables of raid mobs. The game didnt suhk so much in some ways and yet suhked a lot worse in other ways. If a mob died while you were casting a spell on it it would still use up your spell and its cool down timer. Mana regen was the end-all-be-all stat. When you beat the game, you still only got a Legenday item. The mage epic item ahd a cool proc on it, THAT PROCED ON MELEE, AND ITS STILL LIKE THIS. farming the goblims in the start of LS for fire resist gear LS pre-nerf Epic mobs were immune to almost every wizard damage spell. Wizards were brought to raids as a MANA BATTERY. Protoflame did 3 damage as a lvl 50 wizard with PF M1. There wernt master version of every spell. Kra'Thuk training to the grave yard in Everfrost
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#24 |
Historian
Join Date: Jun 2011
Location: Parts Unknown
Posts: 41
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![]() Wurm wrote:
LOL Nek should have been "Owlbear Forest" Giant farming groups in TS. Nekk Castle and RoV being tough zones, not only to get to without dying but to run as well. Overland Epics. Overland Heroics! The Tie that Binds quest - still miss it...
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Don't blame Everquest for ruining your life. |
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#25 |
Loremaster
Join Date: Nov 2005
Posts: 1,403
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![]() Shrivan wrote:
The Texican HQ required those. Lots of them |
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#26 |
Newbie
Join Date: Aug 2011
Posts: 1
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![]() Remembering all these original mechanics really makes it painfully clear why WoW succeeded. SOE handed Blizzard the market on a silver platter with the disaster that was EQ2 Classic. |
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#27 |
Loremaster
Join Date: May 2005
Location: A small place
Posts: 1,362
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![]() Before finishing your archtype quest, you could only get to a certain level but continued to gain xp. By the time that you finished the archtype quest, you would get like three dings at once. Being scared as a mage to open treasure chest. I used to like it when rez had more meaning to it. I used to sit in places RoV on my pally looking for people to rez. You'd save a player a long dangerous run back to his shard. Being on the introduction boat thinking, this is going to be an awesome game. We used to bring along our necro friend because we felt sorry for his broken class. First day of KoS, TT was not getting multiple instances and people screaming in chat. Lag was really bad. Feeling bad when we lost a guild member...feeling worse when I realized that he took multiple guild levels with him. |
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#28 |
Loremaster
Join Date: Jun 2005
Posts: 695
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![]() Paddlefoot.
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Buffratx - 92 Beastlord - AB Buffrat - 92 Troubador - AB Arbitrat - 92 Berserker - AB Guarddog - 92 Warden - AB |
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#29 |
Server: The Bazaar
Guild: Wherever the Wind May Blow
Rank: Wind
Loremaster
Join Date: Oct 2005
Posts: 1,115
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![]() I miss everything pre GU24. Everything. Even the bad things. Whether or not you liked it, it gave the game character. I miss leveling up in overland zones as a group. Forming groups to kill the rumbler. I miss when people were less obnoxious. I miss when people in general had fun playing the game and it wasn't about the stats or gear. I miss when this game felt like an MMO.
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You must be joking. SoE? Reputable? Don't make me giggle. Ah, you went and made me giggle. There goes my sandwich. |
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 405
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![]() How about when water washed off your mount? |
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