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EverQuest in detail.

Fedora Master

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Is this like "I'm a zoomer and I never played an MMO before 101"?
A lot of what you explained should be obvious to anyone who wasn't raised purely on WoW.
 

Fedora Master

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I don't think new MMO players today could handle non-instanced dungeons. There was so much etiquette everyone followed.
A lot of people didn't though.
It's simultaneously why MMOs have instanced content now and P99 is a massive joke full of GM-enforced rules that never existed on the live servers.

poopsockers submit lawyer-tier complaints about how they had their raidboss stolen from them
no, that isn't hyperbole
https://docs.google.com/document/d/1x-u9B38AePUk9U-nprqKQauTo5GuaTVtDRjo5ahusPA
6/19/21 Vulak’Aerr


Situation


When: Saturday, June 19, 2021

Where: Temple of Veeshan

What: Vulak’Aerr

Who: Kittens Who Say Meow & Riot v. Vanquish

Results: Vanquish trains Riot/Kittens raid, goes on to kill Vulak.



Allegation


Parties Accused: Vanquish

Allegation of Misconduct: Q2 for raid interference (training); Q3 for refusal to acknowledge mistake; Q4 for refusal to discuss alleged raid infractions in real time during the encounter; Q11 for training.



Summary


Kittens and Riot were collectively at the top of the doubles ramp in North Temple of Veeshan, preparing for an engage of Vulak’Aerr, while Vanquish was at the triples flag doing the same. Vanquish achieved the first FTE, executed the DA trainaway, and established a kite of Vulak’s guards in the triples room. During the course of their engage, the ramp area trash mobs were trained away several times to manage guards returning to the main Vulak engage. At no time did any member of the Kittens/Riot raid descend the ramp or otherwise interfere with the kite or any of the trainaways. Vulak was eventually CH’d by a mob, as a large group of mobs wiped Vanquish. Klazdaxthun, a Vanquish necromancer, during this time ran up the doubles ramp alone and feigned death in the back of the Riot/Kittens raid. At no time did Vanquish warn the zone that Vulak was being dropped, and the kited mobs were returning home. (Violation: Q11)


The trash mobs in the ramp area were reset when Klazdaxthun stood up and re-aggroed the guards returning home. The trash mobs in the ramp area assisted the guards, and all came up the ramp where several members of the Kittens/Riot raid, who were sitting, were killed. When Klazdaxthun was hit by an AoE, he stood and attempted to gate, but was unable to do so before the group of mobs all together turned on him and killed him. Subsequently, the entire rest of the Riot/Kittens raid was wiped, requiring a lengthy CR. (Violations: Q2, Q11)

When approached about the train, Vanquish leadership refused to discuss the matter, and insisted that all parties should play on. (Violation: Q3) Vanquish’s raid disruption gave us no choice but to execute a hasty corpse recovery, and rush to engage. Vanquish was rewarded for their raid disruption and ultimately killed Vulak’Aerr.


Q2 states:


Q2: What exactly is Raid Disruption or Raid Interference?

A: Q3 and Q4 deal with what to do when this happens, but "Raid disruption" and "raid interference" are broad terms that cover a long list of things (near simultaneous FTE, training, kill-stealing, setting of AEs on other people, any violation of the posted raid rules, etc).


Vanquish’s train, which wiped the Kittens/Riot raid at the top of the doubles ramp, is within Q2’s definition of raid disruption.


Q3 and Q4 state:


Q3: If we feel our own guild/party has violated a rule, what actions should we take?

A: If you screw up, then you should concede the mob you screwed up on.


Did they screw up? Yes.

Did they concede? No.


_Q2hrBON2PpPkqNnb6ypxP4lp7g_Ptl3IKAFDJaOfZIOnVlwT5hCxXKMBLZpRqyYxdj8bHEI2VfRwBXzSCXOXZ4wrpWb1qFcvUzBTiUj8v4I1G-KIfYHuk50wqxgh8aHuA



Notice: Vanquish leaders do not deny training our raid or “screwing up.” They only deny that they must concede.


Q4: If we feel another guild/party is breaking raid rules what actions may we take?

A: It is probably in your best interest to work raid disputes out among yourselves. The other option is the petition forum.


We believe Vanquish violated rules set forth in Q2, Q3, & Q11, and we attempted to work out the dispute in the UN at the time it happened. Vanquish refused, played on, and killed the mob. We attempted to work out the dispute after the fact, Vanquish was silent to our questions and then refused to offer concessions. They held back their final response until the day this petition was due. Our only remaining option is the petition process.


In addition, Q11 states:


Q11: What about training away trash mobs?

A: This is acceptable, but if you choose to use this tactic, you must keep in mind that you are responsible for your trains/mobs. Meaning if your trainer dies or zones, and the mobs go wipe another guild, that’s still training. When the time comes to purposely drop the train, make sure to communicate and coordinate with any other guilds in the zone. This means actually communicate so that both parties have a fair amount of time to work out a safe place, or a safe time to drop the train. Please try not to run your trains within aggro range of another guild or raid party.


While it was fine for Klaz to be part of a train away/kite, he must be “responsible for [his] trains/mobs.” Mobs went and wiped another guild, and thus, that is still training. When it came time to drop their train, there was no communication and coordination with other guilds in the zone. Ultimately, one of their trainers and the train away/kite was brought to our camp and wiped us, violating Q11.


Evidence & Timeline


First video (2:49 min total): https://youtu.be/WzBYe5fcPkQ - which is a time-synched compilation of several angles of recording.

First Video: 0:05 Klaz can be seen running up doubles ramp to the Kittens/Riot raid.

First Video: 0:14 Mobs are returning from 4-way area and can be seen running up the triplets ramp.

First Video: 0:36 Riot guild chat calls when the blue drake tries to CH Vulak.

First Video: 1:02 Mobs have reset at the bottom of triples ramp from the initial train scare.

First Video: 1:38 Mobs at the bottom of triples ramp are starting to be displaced again.

First Video: 1:49 Vulak guards and others are clearly visible leaving triples and turning to head to doubles.

First Video: 1:51 Klazdaxthun begins casting, which means at this time he is presently standing up (as shown in Video 3)

First Video: 1:57 New aggro messages are shown for mobs closest to the observer, prior to any members of Riot/Kittens raid being killed, because Klaz has successfully feigned death, and he was the only player on the aggro table of the mobs.

First Video: 2:13 Klaz is seen FD at the back of the raid

First Video: 2:20 Klaz can be seen standing up, and simultaneously the drakes all turn towards him. No new aggro messages are seen because Klaz is already on the mobs’ aggro tables, and the mobs all turn on him as one for the same reason.

First Video: 2:24 Klaz is killed, new aggro messages go out from multiple drakes.


Second Video (3:18 min total) - https://youtu.be/6jd3aj93E_w

1:21 - Klazdaxthun is seen cresting top of ramp, moving out of camera to back of raid;

1:24 - a green drake can be seen in the ramp area moving up towards doubles, and Riot/Kittens raid;

1:28 - Klazdaxthun begins to cast a spell (feign death)

1:30 - Green drake is seen changing direction towards triples ramp (feign death succeeded, Klaz is down at this point).

2:53 - Klazdaxthun begins to cast a spell (Klaz is standing again, in order to be casting a spell, as shown in the third video)

2:55 - a shimmering green drake lets out a piercing roar. (Klaz was casting FD, and upon his successful feign, the mobs are free of aggro and re-aggro on a new target with fresh aggro messages).


Third Video (26 seconds total) - https://www.youtube.com/watch?v=4YojFVGhSEU

0:05 - Klazdaxthun seen standing, then feigning death in back of camp; upon his feign death new aggro message goes out. Only after a new aggro message is seen from a shimmering green drake does Darmai <KWSM> get backstabbed twice and killed, because Klaz was the only player on the mob’s aggro table prior to feigning death.


Attempts at communication:

-WKj99669717Dal5pz0P-DGU4Oh_Y_v6hq69SD0fxVoQc8tgHZgq-uDG84Y-mgZkYP2CYjEZLf0EE1TQrZtfwt99c3IKV87UzLPomzq6XYSkCED5mOsJ3YGJyno060wPNw


yd7lTROYncmhl1ptzxA2bLm5kGKkC0VdHR-xdgxKpwpL1466N8thM0lc_4uCrzSOduiNWrtTOzNsl17QpC7KmLqk57Ah_PdMoT1tIxO3U9o7lZx_LIUDC9pgA6tD0qqNpw


foeOedzqWbbgzzQ8qeBA4x9nR60JMs90lmpI498fL1piImZN_4ClLEMkQ8BrU3spz0iAK-EUupQQ3a8KkuilP-ax3edXwhvNNjzhqTsd-BPjeryRv9dll_ZvHUmC1UvSKw


EK41iP3jlxEqoEZ6prrf1yKBwI_3r-4dOz90Mw79a26AEY8v0fgkiloJysGauZQBtU64K5Ur5EZY_cWuarUYN90toDh5oFvUMMHwtBKyNwA4cwsxMtbsuW6vD7YZVBL2HA


osXL7fyogzmupv9oOXysZYdpZkaxtLfd9Dkec2rnnLfN2JMAYOro9RccBiA0CCG7vbJkuIuKlRSVlVSHPM6gb5FCQpzyZL_Dr8szz8DidTppaz_5TyPSaaf_hB5oDf1_vg


46jUS4XsiPetnGxsjX9oLNspr_ZCIs1X1BGGnqTl5kR3gGxWslHPF_MWIewWoMEaP8IQj3BHwByYoddLH1WfUWZ8RmdqcZTJLYm83KQhspYvBgwNduIcwiwkxjuR0Omhgg



We then posted additional footage (video 3) that clearly shows Klaz FDing his train onto our raid. Vanquish leadership replied:


undaHAAYm4ChHUUUPIhVJW0O9uGurx0FQqLkgR5FYhEK6V64VnTgeRT_nSEPUOZkwYBKGkC7VQPyCGnZ4hS_-qh7NVkai0pVkhYLLrk0VE7R2zPI8-ClM6rTzXXN-qKNAA




Allegations:


Vanquish Disrupted Our Raid by Training Kittens/Riot (Q2, Q11)


It is undeniable that Klazdaxthun ran up to the rear of the Kittens/Riot raid just as Vanquish was wiping on Vulak. The drakes in the ramp area were fully reset, and the Vulak guards were returning to their spawn unaggro’d when a chain of events took place: Klazdaxthun stood, reestablished aggro on the guards, caused the trash mobs to assist the guards, and trained all of the mobs to the doubles ramp. The evidence and timelines provided clearly demonstrate this, and no counter evidence has been suggested or provided to back up any alternate explanation.


As can be seen from 1:50 - 2:00 of the First video posted above, Klazdathun was standing up, and not feigned death when the mobs were coming up the ramp - at 1:53 spell messages show Klaz casting, and 1.5 seconds later, when the spell finished casting, new aggro messages went out from the drakes in line of sight of Riot/Kittens raiders.


At 2:17 in video one, a feigned Klaz is visible in the rear of the raid. At roughly 2:20 - 2:30, Klaz can be observed being hit by AoE, at which time he stood to attempt a gate. The drakes instead bolted for him, and upon his death new aggro messages went out, evidencing that he was the only player on the aggro table at the time of his death. The resulting train caused a total wipe of the Kittens/Riot raid.


The second video provides additional corroboration for this sequence of events.


  • At 1:21, Klaz is seen coming up the ramp

  • At 1:24 a green drake can be seen following Klaz up

  • At 1:28, Klaz can be seen casting a spell

  • At roughly 1:30 the drake can be seen changing direction, to move towards triples.

  • At 2:53, as the first several drakes are reaching the top of the ramp, Klazdaxthun can be seen casting a new spell (feign death)

  • Less than two seconds later a new aggro message from the green drake is observed, evidencing that Klazdaxthun was the only player on the drake’s aggro table.

While all videos contribute to our described fact pattern, the third video is the smoking gun. It provides the exact evidence that many Vanquish asked for: footage of Klaz bringing and feigning the kite onto our raid. Klaz stands with drakes incoming, then Klaz feigns death and new aggro messages go out.


Taken together, these three videos show a clear picture of the sequence of events. Klaz was dirty when he came up the ramp initially, and feigned death. He later stood up, causing the mobs which were still aggro on him, as well as mobs in the assist range of those mobs, to move towards his position. Klaz feigns death again, this time with several drakes in line of sight and within aggro range of the Kittens/Riot raid, and new aggro messages go out when he does so, evidencing he was the only player on the aggro table of the mobs. Equally important, no one was killed by the train prior to new aggro messages going out when they reached the top of the ramp - because the only player on the aggro table was Klaz, and he had completed his cast of feign death at this time. Klaz then is hit by an AoE, breaking his feign and causing all the drakes to turn in his direction. When he is killed, new aggro messages from multiple mobs all go out at once, showing that Klaz was the sole player on their hate lists. Klazdaxthun was the clear and unambiguous source of the train which wiped out the Riot/Kittens raid.


The only defense offered by Vanquish is that somehow, a member or members of the Riot/Kittens raid achieved aggro on the mobs at some point prior to this train. Vanquish has no evidence of this, and our evidence reveals a clear fact pattern that negates their defense. They’re reasoning is faulty because the trash mobs at the base of the ramp reset, and the only mobs which could have been close enough to the raid at the top of doubles ramp, were all fully reset during the course of this set of events. These mobs were only re-aggroed to assist the returning Vulak guards, which had not cleared agro on Klaz yet because he had not /q’d out. Thus, they aggroed when Klaz stood up.


At best, Klaz made an error in judgment because he thought the guards had already reset. At worst, Klaz intentionally brought seven flurry drakes and a number of trash mobs on top of a competing raid force. Either way - this is a textbook definition of a Q2: Raid interference and a “screwup” and requires concessions (Q4).



Vanquish Did Not Offer A Pause, Concession or an Uncontested Attempt (Q3)


When we approached Vanquish leadership about the matter, they refused to consider our claims, and insisted that we play on rather than review any evidence or entertain any discussion. We view this as acting in bad faith and against the expectations of CSR to work through problems as they happen. Following our subsequent rushed engage, Vanquish leaders claimed they “gave us a free shot.” However Q3 does not specify that a “free shot” is a substitute for a full concession. In the above communications Nibblewitz notes that the conversation is continuing an hour after the event - as if the time lapsed excuses their raid disruption.


Vanquish did not offer a pause, or free attempt, and continued the race to Vulak. Given the severity of the train - a full raid wipe, of a raid nowhere near any of the moving parts of the trainaway, kite, or fight itself - this should have been an easy concession to make. Vanquish’s refusal to discuss the matter is a violation of Q4, which instructs guilds to work together to resolve raid disputes.


We fear that Vanquish will continue to break raid rules if they are not held accountable to them as written. If they are not held accountable through the petition process, it is unlikely they will reconsider taking responsibility when they make mistakes in the future. We all make mistakes, but guild relations and the raid scene will deteriorate if folks do not take responsibility for raid interference.


Vanquish Leadership Should Be Held Accountable For Their Failure To Act In Good Faith


Kittens Who Say Meow and Riot regret having to write this petition. We worry that when our guilds refuse to act in good faith, more and more petitions will be created, creating more work for the staff. However, Vanquish refused to respond to our evidence, said “play on” in real time, and gave us no other pathway to enforceme very clear and specific server rules they violated. Whether we had 27 minutes or 27 hours after their train to recover - the written rules call for concessions that are not time based. Moving the bar on the rules is not up to Vanquish to decide. In fact, we all must abide by the letter of the rules as written, or else there will be no clarity on the server ruleset whatsoever.


Conclusion


Vanquish is a very talented guild and has successfully pulled off the kiting strategy in the past. However, that strategy comes with risks of wiping other raid forces when the train/kite gets out of control. Unfortunately, in this instance, Vanquish failed on Vulak and subsequently wiped Kittens & Riot with their train. Kittens/Riot kept its distance in order to avoid interfering with their engage in any way. When Vanquish trainers manipulating the trash mobs brought them partially up the ramp, calls for a cycle camp were made out of an abundance of caution, but were not necessary, as was confirmed when everything was reset (Video 1, 1:02). Kittens/Riot did not have agro because mobs were not in line of sight of the raid due to the ramp, and also because as they were already aggro on a player no other players could get mere proximity aggro. Riot/Kittens gave Vanquish all the needed space to perform their attempt, and did not interfere. Whether by coincidence or by intention, our respect for their engage was met with a devastating train that interfered with our raid, slowing down our imminent attempt. They successfully forced a hurried recovery and by continuing to compete for the mob, they rushed our second attempt. Vanquish took no action at the time of the train or afterward to express regret or contrition for interfering with our raid. Since Vanquish refuses to take responsibility, and since Riot/KWSM have no power to make Vanquish follow the rules, we implore CSR to take whatever action you see fit.

Open world dungeons and no cross server play were important parts of the early MMO ecosystem. It was possible to make a bad name for yourself by being an asshole or just simply incompetent.
 
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Codex Year of the Donut
Open world dungeons and no cross server play were important parts of the early MMO ecosystem. It was possible to make a bad name for yourself by being an asshole or just simply incompetent.
assholes create asshole guild, continue to be massive coordinated assholes
 

Fedora Master

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Open world dungeons and no cross server play were important parts of the early MMO ecosystem. It was possible to make a bad name for yourself by being an asshole or just simply incompetent.
assholes create asshole guild, continue to be massive coordinated assholes

But that takes SOME level of skill and dedication. I'm talking about the people you find in any old RNG pubbie dungeon group in WoW these days. You know, the people who still haven't figured out how to play their class.

In EQ you either sink or swim, WoW allows these bottom feeders exist at all stages of the game.
 

anvi

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Is this like "I'm a zoomer and I never played an MMO before 101"?
A lot of what you explained should be obvious to anyone who wasn't raised purely on WoW.

Yeah I rewrote more as a summary. I have a different idea about it now though. EQ and WoW sound like exactly the same game to a lot of people, and probably 90% of the mechanics are the same. But they are hugely different, it was lots of 'little things' that makes them different. But these 'little things' are fascinating in a geeky game design way, and they are never talked about and it's all becoming kinda forgotten..

I am sure someone is studying it somewhere but these little things are what interest me. There's 100 I can think of now from EQ. Some of them never should have been designed by a sane person, and some are genius, and everything in between. And there is so much debate people could have about a lot of them too like the "Tab targetting sucks" argument etc. A lot of the detail is forgotten.
 
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Let me offer some counterpoints to OP's rose tinted glasses version of EQ:

EQ was nowhere near the first MMORPG, but it was the first that took it "mainstream". Meridian 59 and Ultima Online are two examples that come to mind.

A couple of classes, at high levels, might do a tiny bit of thinking in battle. Most of the time you're just going through the same routine of spells, special attacks, what have you. However you did get an advantage for attacking an enemy's back, so there was rudimentary positioning.

More importantly, however, is that gameplay, after you spent hours tracking people down, forming a group, and getting to wherever you were going, was 10% combat and 90% downtime. Regenerating mana took FOREVER, and that was if you had an enchanter on hand to buff your regen rate. Health regen was practically nil, so you were waiting on the cleric's mana to come back. This was 90% of what was wrong with the game.

At least early on, there was no auction house, you just went to the "trading" map and spammed your warez on the auction channel. Again, this means mostly sitting around on your ass and trying to find a buyer. Or vice versa if you wanted to buy something.

The world map was very large. This is cool. There were ships to go to the different continents. This is cool.

The ships made the trip once per hour, if I remember correctly, and the voyage took 40 minutes or so. This is so not cool. Wizards eventually got spells to teleport people around, if you could bear to grind away at the game for long enough to make it to that level.

The religion system was a half baked pointless noob trap. Oops, you made your wood elf rogue worship the wrong god so everyone hates you and you get super high prices. Well in return you get... nothing.

PVP was nonexistent unless you played on a PVP server. Then it was an unbalanced gank fest. The game was clearly not made for PVP, so whatever.

Everything about the game took 10 times longer than it should have. This, incidentally, is the main factor why WoW murdered EQ and ate its lunch. Turns out people would rather have 60 minutes of fun in an hour of play than 6 minutes of fun and 54 minutes of resting. Everything was artificially stretched out because they seemed to think once people hit max level they'd quit, so they made it take forever.

Meridian 59 was fun, but a very different type of MMORPG. Itemization was easy, you could have a fully kitted out character in a couple seconds no problem. Raising your skills used a similar system to the elder scrolls games, except much slower. New spell and skill levels were obtained by training the skills from the previous level high enough. Characters were blank slates with full control over stats, with a point buy system, and skills, which were limited based on your int stat and time. It had non-consensual PVP, with full equipment and inventory drop on death, HP and skill loss on death, a guild and faction war system, and pretty fast and deadly combat. Sadly, it allowed users to simply log out to avoid being killed, so the entire PVP system was undercut.
 

anvi

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Let me offer some counterpoints to OP's rose tinted glasses version of EQ:

is EQ grindy?
Yeah the grind was huge in EQ...


is it P2W?
Sort of.

crafting any good?
Not really.

is it a trading simulator?
Yeah kind of.

do you need a guild to be efficient/have fun?
Not essential but at the high end of the game it is


Thank you for being honest. I'll move on
Thank you for being honest. I'll move on
No probs. I love the game but imo it has as many weaknesses as it has strengths. [/QUOTE]

Does that look rose tinted to you, bitch?

I could list problems day. Also all 3 of those games were released within 3 years, so your, "nowhere near the first MMORPG" angle is dumb. There was lots of thinking at all levels, for all classes, even ones that didn't have that much to do had to be on the ball in other ways. Nobody spammed a routine in the EQ I played, that would get your whole group killed. Positioning was far from rudimentary. Don't pretend you played it!

The downtime argument is basically wrong and comes from people trying to solo in a game specifically designed for 'a full party' of 6 players. If you wanted to solo in an online game then you shoulda played Tribes. In EQ Bards had amazing regen songs, Enchanter had amazing mana regen, Magicians could summon items for people to click and it gave them a chunk of mana. In a group of 6 you have plenty of room for one of those guys, especially if you care about downtime. Also some classes had no downtime, Necromancer was none-stop because they recovered mana constantly by draining their own health constantly. But they had to constantly attack things to lifetap that health back or they will die... Monks too, they didn't even have mana so all they had to do was beat stuff up and then heal. And they hardly took damage and they had an ability that heals themselves every few minutes.

I say the downtime in EQ was amazing, and a lot of people feel the same way and are clamouring for it Pantheon. One of the reasons downtime is good is because it makes people chat and bond with the group. But the main reason is that it makes resource management a huge part of the game. It made everything matter so much... (It is also a far better pace than any modern mmo)

The time spent on respawns and travelling is a different story though. The players probably coined the phrase, "time sink". But there was logic to that too, they just didn't balance it as well and then totally overcompensated later on.

The auction house thing makes you sound like a WoW player? The EQ method was much better. It's one of the things that made p99 so popular.

The religion system was not a trap, it works the exact same way as real life. Pick a religion or be agnostic, someone is gonna hate you for it. But there are plenty of other places to shop. I'll give you the fact that PVP didn't get much love though, but they had a budget of 3m so. p.s. Most of what you talk about was completely changed in EQ by about 2005. You can now level to 85 instantly. And anyone can solo anywhere they want, with an AI that follows you around slaughtering everything. Congrats, you got the game of your dreams!?
 
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GhostCow

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The time spent on respawns and travelling is a different story though. The players probably coined the phrase, "time sink". But there was logic to that too, they just didn't balance it as well and then totally overcompensated later on.

iirc the travel time is partially because when they were designing the game they were planing to charge per hour instead of per month and that was one of the main reasons behind the travel time. You're right that they overcompensated later on. Luclin pretty much ruined the game for me.
 

anvi

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That would make sense! They certainly made it last long enough to keep those monthly subs going, I played all of the first 16 months. But it was mostly because I was blown away by it. My friend at the time was working for a famous game developer who later went out of business. He said he hated going to work because everything they were working on was boring and half the staff wanted to play EQ.

But yeah a lot of things were so inconvenient and took forever. At first I thought they maybe tuned it a bit wrong and would fix it, but they stuck with that vision for years. And then it got turned into WoWquest. It's so frustrating to never get a remake that balances it all better. I loved Vanguard, it was so much better at most of this stuff. If they could have found the funding for another year it could have changed online gaming.
 

GhostCow

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It's so frustrating to never get a remake that balances it all better.

Only semi on topic but this reminds me of a funny story. Last year I was working as a security guard assigned to one of the retail stores around here. A guy walked in wearing an Everquest shirt and I told him that I liked his shirt. Turned out the guy was one of the AI programmers for EQ Next. When I told him how disappointed I was that it got canceled he gave a heavy sigh and said "I promise it wasn't cancelled because of the AI". Then he told me that he'd tell John Smedely that I said hi. It made my day but also kind of made me sad.

edit: Back on topic. I think this is the best EQ related video on youtube. I've watched it multiple times.

 
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anvi

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Wow I can't believe EQ Next is sitting on a disk somewhere gathering dust. I think that could have been amazing if they could find the budget. Thanks for that video, I've never seen it before, it's really good! I put it in the OP.
 
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I played EQ when I finally got a computer capable of running it, around ruins of kunark. I remember the booby elf lady on the cover.

I played all the classes, even a boring ass troll fighter. Necromancer was the most fun, and you could solo, but even then it was repetitive. I remember having a book to read during downtime between fights, at some point, I realized I was really bored.

To be positive for a change, it had a great economy. Money mattered, at least at first. The progression felt good and your character got noticeably more powerful.

Yeah, downtime is a feature if you require a captive audience I guess. I know I had to sit through some painfully terrible 12 year old "role playing" whenever I tried to group up with people.

The "real" everquest was twinking out your starting char with an epic set, getting super high level buffs, and not dealing with the terrible leveling at the insanely slow pace. Because you know you have a good game when people do whatever they can to skip playing most of it...

I don't like what everquest is now though, like why did they make it so you can't start in the old starter cities? I miss falling to my death from the bank.
 

anvi

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Yeah the melees were poor, except for the Monk and that was mostly an accident. I think the Rogue was probably the most boring, auto attack and backstab. Although they had sneak and hide which let them get anywhere in the world unseen, recover corpses, etc. The Warrior was way too simple as well, but the real time meant that your taunt pressing had to be on point and you couldn't mash it, it had to be saved for the right time. Also they could bash with a shield to interrupt an enemy spell cast. They also tended to be pullers and group leader types.

Later on they added a full set of abilities to the melees and it was so much better, but that was years later. The spell casters were the most fun for sure. And even that wasn't really in the design, they just hired 1 guy to do magic combat and it turns out he was amazing at it and worked insane hours doing more than anyone even knew. He could have got away with making 100 spells but by release he had 750+ spells.

The slow pace was probably my biggest problem with it, and it went hand in hand with the tedium. A lot of it made sense, like having food and water, it adds a little something to the game. But mostly all it adds is forcing the player to run all the way back to town every few days or whatever. The game was full of things like this which just needed a lot of time spent balancing. Brad had a lot to answer for! He was the genius behind a lot of the ideas and the game would have sucked without him. But he also didn't play it and he didn't really play games in general. He only really played MUDs and MTG so he pushed his concepts on to EQ and it sorta worked. But it needed someone who wasnt a hardass and who actually played the game to tweak things. He finally got that with Jeff Butler in Vanguard but that game had other issues :/
 

anvi

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I think Verant/989/SISA/SOE/Smedley was a one hit wonder who sucks at business. Because he took all the profits from their one hit, and attempted to do it again with about 20 other games which all died on their ass. I can't even imagine how many tens of millions were wasted. In the end they had no new hits and one old dying game.
 

Saerain

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Especially considering what happened even with Hero's Song. Seems like a good guy and all, with good taste in games and people, but a strange lack of commitment. At least the refunds were issued.
 

anvi

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He seems a good guy but what happened with Vanguard bothers me. I loved it but only played casually. Then they got a small team working on it and turned it into a f2p model and did some updates and they started talking about future plans for the game. It had an expansion or two already and they said they were going to add more, and there were new GMs in the game, etc. So I bought all sorts of shit in the cash shop which was fun to play with and felt like I was contributing. Then they shut the thing down just a few months later after taking who knows how much money from the players...

Total fucking con. They get all our money and didn't even keep a single server going. Disgusting. I also found out much later that the game which was a disaster to most people, had actually finally turned a profit once they made it f2p. That rubs even more salt in my wound.
 

Cryomancer

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Sorry for reanimating this topic but I must tell. OMG, EverQuest is AMAZING. Played a bit as an wiz, then switched to necro and the game is so great. Spells require reagents and can fail while casting, you can also be interrupted in melee. So far, I only disliked that :
1 - The time to regen mana
2 - Spells like "boil blood" works in freaking skeletons. How?
3 - Single summon limit.
4 - Stat stickie itemization

So far, I'm really enjoying as a necro. LV 32 at moment. Lots of spells, not only damage, but also utility(see in the darkness for eg), teleport, each spell with his own magical school and at very low levels, I was using mostly melee and failing to cast a lot. The encounters are not merely "rotation management", you need to consider position, resistances, enemy peculiarities among other things. A spell can be amazing vs undead and worthless vs other creatures.
 
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Codex Year of the Donut
Sorry for reanimating this topic but I must tell. OMG, EverQuest is AMAZING. Played a bit as an wiz, then switched to necro and the game is so great. Spells require reagents and can fail while casting, you can also be interrupted in melee. So far, I only disliked that :
1 - The time to regen mana
2 - Spells like "boil blood" works in freaking skeletons. How?

So far, I'm really enjoying as a necro. LV 32 at moment.
EQ, especially if you play the live servers, is extremely buff heavy. Progression servers less so, but the mana buffs from enchanters(been way too long to remember the name) are still great.
Necro is basically the best class for soloing so it's a good choice.
 

Cryomancer

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Yep. Call of bones helps a LOT with mana, but still I can press "9", ALT + TAB into CODEX and type here, then drink water and my mana still recharging...
 

anvi

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That spell can kill yourself if you go afk and forget :D I did that a lot. Where are you playing it? On the official servers?

Yeah it's an amazing game. The mana regen time is something I think most people grew to like. If you are playing casually to explore the game then it is just a nuisance. But back in the day it made things so exciting. Like imagine you go to a dungeon with a group, and you fight your way down far below towards a boss. And before you get to him the party needs to rest and prepare. But then a roamer attacks and brings more with him. Now the stuff you killed to get here starts respawning, and now you are sort of trapped. You can't go onwards because it's the boss. And you can't even stay here because you need to med and every time you rest stuff starts respawning. So it forced people to be efficient, you couldn't just go around blasting everything, everyone had to spread out their mana carefully.

Boil Blood on skellys yeah lol, there is a lot of that. Like snakes that can kick and carry money :) But it's kinda part of the charm. You can get more summons later on, there are swarms of pets and stuff. But mostly the pet classes focus on one main pet. But you can control it and give it gear and buffs so it's v cool.
 
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Codex Year of the Donut
IIRC being mounted counts as meditating for mana regen as a pro-tip. I believe they were added in Luclin.
Luclin gets a lot of hate by purists but I actually liked it more than the base game.
 

Cryomancer

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The server which I'm playing is Luclin. I'm only lv 33 at moment, I saw a necro with a freaking shadow pet + scythe, how I get such cool pet. IMO Shadows > Skeletons.

I think that I will sub in this game. Pretty great.
 

GhostCow

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The server which I'm playing is Luclin. I'm only lv 33 at moment, I saw a necro with a freaking shadow pet + scythe, how I get such cool pet. IMO Shadows > Skeletons.

I think that I will sub in this game. Pretty great.
You get that pet at a higher level. 60 I think?
 

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