Are you still playing EverQuest or are you surprised that the developers continue to update it all these years later?
Let us know in the comments below! There are plenty of ways that EverQuest 2 shows its age — the less-than-stellar visuals being an obvious example — but the most fascinating to me by far is the layer of reward programs and retention bonuses that have been piled onto the game since its first free-to-play iteration in I was bombarded by free items to claim within moments of logging in. From the second I stepped foot into its world, the game did everything it could to convince me that it would be worth my while to continue playing.
The most egregious example of this is the game's opening splash screen, where a breathless pop-up informed me that I could take a level 90 character for a free "test drive" or purchase one for unlimited play with real money. Being able to purchase high-level characters has become fairly common in MMOs — heck, even subscription-based games like World of Warcraft do it now. But there was something in the wording and presentation of this in EverQuest 2 that felt desperate for whatever it could get.
Clearly at least some of this had been successful, which makes looking at what doesn't work even more fascinating. If you own the new expansion, in addition to money, loot and experience points, which are already split between two systems, leveling and alternate advancement , you get a new reward for killing enemies and completing quests: tithe. Tithe is a special currency that allows you to purchase new single-use "miracle" abilities from gods of your same alignment.
It can also be spent further buffing up your character. Essentially, it's another timesink for end-game players, which is an important element of any MMO. But there's a strong and fascinating difference between how a game like World of Warcraft handles these systems versus a free-to-play MMO like EverQuest 2. With World of Warcraft , Blizzard has the privilege of taking its time on expansions. Sure, numbers may dip a little , but the game is still successful on a level that's unheard of compared to other subscription-based games.
Meanwhile, there's a reason Daybreak has stuck to one expansion a year for EverQuest 2 without fail. Free-to-play games and MMOs that are struggling in general need to pump out new and exciting content at a ridiculous rate, both to keep current players happy and hopefully entice new players into the game.
So what gets lost in the rush? The time needed to polish content along with the ability to go back and remove content that doesn't really matter anymore. Blizzard is the master of this process. Look at the admittedly controversial Cataclysm expansion for World of Warcraft in But they won't disclose specifics.
Yet it is still possible to return to this dated world for the nostalgia and friendships you once made. Logging into any MMO is often less about playing a game for fun or for the story and more about slipping into your second skin to pick up your separate life from where you left off. To encourage that, player housing was introduced in , which lets Norrath dwellers decorate and settle down.
On top of that, guilds have always built long-lasting friendships that often carry over into the real world. But even for long-standing players, EverQuest in is very different from EverQuest in Remarkably, the developers at Daybreak are totally okay with it. At the end of the day we're gamers first and developers second.
They are doing something we could never do with the complications of running a live service game. I would encourage other companies that the passionate players are the right players to work with. So they're definitely doing something right. I think the main problem is that the creative team that launched EverQuest in the first place is long gone, so it sort of feels like an orphan to long-time EverQuest veterans.
That's something Blizzard never allowed. To the contrary, they have aggressively shut down private WoW Classic servers. But then, a couple of months later, the second expansion will hit the server. Then the next one, and the next.
The idea is that everyone gets to experience the world changing over time, just as intended. Those nostalgic visitors are the players Daybreak want as well. In some ways, the tenacious development of EverQuest feels like a constant marketing push to recapture players that have moved on.
An MMO can sometimes feel just as important as the real world because of the relationships you build along the way. When you invest literally hundreds or even thousands of hours into a character it becomes more than just an avatar. Dythan , Jan 30, It's not like with huge numbers of new low level people around. The game is pretty quiet until you approach max level. But it's easy to find guilds and people to play with.
There are tens of thousands of subscribed players and new content is released on a regular schedule. It's more active than any other MMO from its era. Compared to many MMOs, and considering its a 20 year old elf-simulator, I would say it's as active as most. Due to the long lifetime, there's an almost constant churn of people leaving and coming back. Just read the forum posts. My advice to new folks is to bring your friends, and don't be shy, but don't expect a lot of help from your fellow players.
This game is best enjoyed in company, but sadly most of the die-hard long term players nowadays have forgotten this and have become insular soloists who don't have a lot of patience for others.
Don't let this discourage you, it's still a great game and there are a lot of great and helpful players, they're just rare spawns. Ted the Mechanic , Jan 30, Duder likes this.
Some servers have very high populations, many have low populations. But each server costs money to operate and the company feels that each server on this list is still financially viable so they continue to operate them. Gherig , Jan 30, Yinla and Duder like this. This is gonna sound like a dumb question but, is there away to shut off the auto-attack in the game, everytime I hit the melee attack button it triggers an auto-attack..
I have seen people playing in the tutorial zone,,,,. LadyRanger , Jan 30, ZAM has a decent list of them here:[There also other sites that have really good resources for new players. This game is extremely well documented on the web]. An animated emote. This is used to add fun to the game. Everyone around you will see "AllaKhazam cleans the gore off his sword. Or you shiver at the thought of messing with the targetted person. People around you will hear "XXX yelled for help from your [direction].
You can add your own message as well. This is one case where you must use the parameters on and off for this to work. This will put you in attack mode even if nothing is targeted. Be careful not to use this when near NPC's that you have targeted.
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