Showing posts with label Anniversary. Show all posts
Showing posts with label Anniversary. Show all posts

Monday, March 16, 2026

I'm With You - Three Hundred Per Cent!

   

 

  

Question:

What could make me download and install EverQuest on my new PC, given I haven't bothered until now?

Answer:

A 300% XP Bonus and a free Level 115 Character Boost.

I wasn't going to post today due to laziness but then I saw this news story at MassivelyOP and I thought I ought to share. EverQuest just turned 27 and in the tradition of MMORPGs that means it's the one giving out presents

They're good ones, too:

All players will receive the following for free:  

  • Anniversary Kickoff Event 
    • 300% XP 
    • 300% Rare NPC spawn chance 
    • 245% loot 
    • 190% coin 
    • 200% alternate currency 
    • 175% Item evolution experience for all players! 
      • (The kickoff ends March 22 at 11:00 p.m. PT) 
  • A Maestro's Baton Ornament for all your characters. (One per character; available until April 20, 2026, at 11:00 p.m. PT.) * 
  • After the anniversary kickoff event, all players will receive 150% experience gains for all players! (Starting March 23 at 12:00 a.m. and ending on April 1, 2026, at 1:00 a.m. PT.) 

The celebrations come in two parts, it seems. There's a week with everything turned up to eleven, then a second week when everything calms the heck back down. Even then, 150% isn't chopped liver. (I'm assuming everyone hates liver...)

Of all of those bonuses, as an old school EQ Player it's the massive xp bonus that gets my attention. What we wouldn't have done for a bonus like that, back in the day, amirite? 

Of course, these days I very much doubt even a bonus as generous as that is going to be able to compete with the xp you can get just from standing around in the Guild Lobby, sending your agents out on Overseer missions every day. And since I haven't even bothered to do that for a few years now, it seems exceedingly unlikely I'll be going out hunting, no matter how big the bonus.

So why did I even bother patching up? Well, there's not much suspense to be wrung out of it, is there, seeing how I slammed the reason right up at the top there in the biggest point size available. It's the free Level 115 boost.

115's not the cap. It's ten levels shy. The cap, as of this 27th Anniversary, is 125 130. (Never trust an AI.) Tunare forfend they'd ever give out a boost to max level. If they did that, Luclin might explode!

Unlike the perks listed above, the boost is only for subscribers but that's fine. My highest character on the account I pay for is just 87. (Hmm. That means I must have done a couple of levels on him after I boosted him. I bet that was on Overseer...)

I have two Level 85s on that account, as well, both of them boosted. No-one on the account has ever really been played. All the characters I care about are on a different account, one for which I canceled the subscription long ago. Old story. Not going into all that again.

The F2P account doesn't need the boost, anyway. My Magician there already dinged 115, back when that was the cap, through a combination of going out and killing things and staying at home doing Overseer missions. She can't benefit from the boost and anyway, as I said earlier, if I really cared about leveling her up, I'd have been keeping up with those missions. There's no faster or easier way to level solo.

So, realistically, there was absolutely no point in bothering to re-install the game at all, was there? It's just... free stuff...

What would really be fun, now I come to think about it, would be to take one of my low-level characters and blitz through some zones with a merc and that 300% bonus, possibly topped up with an xp potion, if the bonuses stack and if I have any left. It'd be pointless, sure, but it would be fun and I haven't done it for a while.

I just might do that. And if you'll take my advice, if you have an old EverQuest account lying around gathering dust, now might be the time to brush it off and take it for a spin. After all, it's not going to cost you anything but time.

Wednesday, May 7, 2025

Has It Been That Long Already?

 



I had a busy day today. I was going to skip blogging - again - even though that would make it four days out of the last five. It's bad but in a way it's good. I'm trying to be more laid-back about posting so as to get in shape for Blaugust, when I hope to make missing a day here and there feel like a win. 

With the extra time I wasn't going to spend writing, I thought I might play some Wuthering Waves. I'd read Naithin's post so I knew I was behind again. I never quite caught up after Black Shores. Wuthering Waves has to hold the record for Game I Like Most But Play Least.

I thought I ought to find out what I was missing, so I watched the promo video for the latest update, which is also the First Anniversary Celebration. It goes by a typically overwrought title: "Fiery Arpeggio of Summer Reunion". 


The video is long! Over ten minutes! It's also only partially translated. The first part is in English but then it's hit or miss. I watched the cinematic at the start and then skimmed the rest. After I'd finished I was more confused than before I started so I read the Patch Notes.

The patch notes are long!. I ran them through a word counter. Over four thousand words but at least they're all in English. Even so, most of them meant very little to me.

I thought I'd better log in and see the thing for myself. The patch was long! 3GB but thankfully it was fast. When I got into the game, though, things slowed down. My fault, not the game.

I began by claiming everything I was owed since last time I played. That took a while. Then I went through every tab that had an exclamation point indicating something new. That took a lot longer.

As I was doing that, I came across the Anniversary "gift" that most interested me. I knew from various sources that there'd been a deal of grumpiness about the birthday handouts, which were widely seen as inadequate if not downright insulting. I wasn't much bothered by any of that. I just wanted to read my First Annual Report.

If you click on the "Resounding Waves" banner in game it takes you to a web page, where you can watch a personalized presentation of the highlights of your year in the game. It goes through the key story points you've completed and gives you a bunch of stats about what you've been up to over the last twelve months. 

Then at the end it ties the whole lot together in an infographic that's pretty much impossible to see. That's it in the tiny banner at the top of the post. Fortunately, I took screenshots of every interesting page as I went along so I've dropped a few of those in but if you want to watch the full presentation, you'll find a QR code in the header image that supposedly takes you to the web page and lets you watch the same slide-show I did. 

I haven't tested it. If you try it, feel free to let me know in the comments if it works. Or, I guess, if it doesn't, although I don't suppose there's much I can do about it.

As I was watching the report, one of the pages seemed to indicate I'd saved a lot of currency but not spent much, which is absolutely true. It made me think of something Naithin said, namely that the new Resonator is OP and that he'd been lucky enough to get her, so I thought I'd spend some of my tokens to see if I could, too.

I couldn't. Or rather I didn't. I spent about half of my good tokens and about a fifth of my newbie ones, which got me some four-stars on the 1-in-10 guarantee, plus a couple of genuine wins on top. But no five stars and certainly not Zani, the one I was after. It was fun trying, though.

It also took a while. And when I was done I thought why not whip out a quick post about it? Which I've just done. And now it's too late to play.


That's how it always happens....

Thursday, March 20, 2025

Happy 26th Birthday, EverQuest! Now Give Me My Presents!



What does it take to get me to log into a game I haven't even updated in months? Yep. You got it.

Free Stuff!

It's EverQuest's twenty-sixth birthday and guess who gets the presents? 

We Do!

God. My eyes hurt.

Before we get to the gifts, there's quite a nice video. Let's all watch it together.


So, anyway, it's been more than a quarter of a century now. Last year was the Big Silver Anniversary and I imagine we got freebies then, too, although I'd be lying if I said I remembered what they were. 

Hang on, let me check my records. That is supposed to be why I keep this blog thing, isn't it?

Hmm. I didn't post anything about EQ in March last year until this on the 21st. By then the Anniversary celebrations were clearly already well under way. I wonder when they started? The game went live on 16 March 1999 so presumably on the sixteenth?

Anyway, let's not dwell on the past, be it last year or last century. Let's think about the present. Or the presents, more like!

So, what did we get?

Well, if you're a scuzzy freeloader you get 

A 50% xp buff

from now until 1 April. (Actually from whenever it started, which was probably whenever the game last patched or maybe from the sixteenth but, again, let's not worry about what went before.)

That might not sound like a big deal to players of modern MMORPGs but even though it's not the (G)olden days any more, when everything took f o r e v e r and we liked it, xp in old Norrath is still hard to come by and a fifty per cent bonus is a big one. If I wasn't so wrapped up in other things (And the weather hadn't turned so unseasonably gorgeous.), this would be the time to get back to trying to nudge my magician closer to the level cap

A Blade of Jade Ornament

That's a nifty cosmetic that can look like a sword or a staff or a shield. There's one for every character on your account but you do have to log each of them in separately to get it.

Can I be bothered to do that? Maybe. I did log in on every character on all my accounts, plus two of Mrs Bhagpuss's, last year, when I was doing "research" for my "25 For 25" series or whatever I was calling it. 

I never did finish that, did I? Never fear, I will. Probably.

That means I at least know where they all are. I wrote it down. So that will save some time, if I decide to claim all those Ornaments. 

(Ornaments, by the way, are what appearance items are called in EQ. I don't wholly understand how they work but I'm sure I can figure it out. I mean, I already did before, once,  but I've forgotten. I expect it will all come back if I try again.)

That's the extent of the free stuff for free players. Not that amazing but what do you expect for nothing?

All Access Members, naturally, do better. They get the above but they also get:

A Metamorph: Jade Prowler Cub

Whoah! Now hold it right there... We're going to have to stop before we even get started. A Metamorph? What the heck is one of those? I've never even heard that piece of jargon before. I'm going to have to look it up...

Ah! It looks like it might be the EQ equivalent of EverQuest II's Petamorph Wands, the device you use to make your pet look like something else. It also seems as though in EQ, the Metamorph process applies to Familiars

Unfortunately, that's another thing I barely knew existed in the older game. I can see I'm going to need to do some more research. Do any of my EQ characters have familiars? 

I right-clicked the Jade Prowler Cub from inventory on a couple of characters to see what would happen. On my necro, the giant jellyfish floating next to him poofed. Maybe that was his familiar. On my banker, it did in fact summon a familiar, or rather I got the message it had and he got the buff. What I didn't get with either of them was an actual Jade Prowler Cub I could see. Maybe it's invisible.

Anyway, you get one of those for every character. It doesn't specifically say you have to log them all on but the cub is only available until 20 April so logic suggests you do.

Let's leave that for now and move on to the next freebie:

A Goblet of Adventure II

Now, I know what that is! It's an XP potion.  Specifically, it appears to be a 25% bonus that lasts for eight hours. The Press Release says it's only available until 20 April and only one per account but unlike the Metamorph and Jade Blade it didn't appear on my cursor when I logged in. Or anywhere else.

On the other hand, I do have two Goblets of Adventure II in Claim. Maybe it's one of those? But items in Claim usually stay there forever...

I don't know. Not likely to use it anyway, so let's move on to:

A Level 100 Character

Aha! Now we're talking! I could do with one of those! It's one per account again and presumably you claim it via the drop-down menu at Character Select/Creation. I actually have two Level 100 characters showing as available there. I'm guessing I had one before? Not sure why I never used it.

For the ludicrously complicated reasons I've gone through many times before, none of the characters I actually play, if and when I ever do play EQ, are on the account I'm currently paying for. It's a long and stupid story and I'm not going over it again.

The point is, I have two characters on my All Access account who already took a Level 85 potion so I suppose I ought to bump the pair of them up to 100. It is tempting to make two new characters and leapfrog past, although since there's almost no conceivable circumstance in which I would actually play any of them, I have to concede it's a bit of a moot point whether it makes any difference one way or the other.

Also, 100 is still well short of the actual cap, which I think is probably 125 these days. Let me check...

Yep. 125. Although Gemini confidently gives it as 100:

 How do they get away with it? Seriously? How? Do people actually read this stuff and believe it?

Anyway, that was yesterday's topic. Back to today's.

Now I have to decide whether

a) To log in all my characters, so they can all have more crap they'll never use.

b) If not, which ones might use any of it, so I can just log them in instead.

c) Who gets the Level 100 boost? An existing character or a new one?

And I have a month to make my mind up. Seems reasonable. Maybe I'll get around to doing a couple more of those character studies for last year's project while I'm in an EverQuest mood. I hadn't even got to some of my  most-played characters. I'd like to get those out there, at least. The whole thing tails off towards the end so I'm not so bothered about finishing it but my Beastlord and my Magician deserve their moment in the sun.

Then again, I really ought to finish the full twenty-five. I never mentioned it at the time but I did have an ulterior motive for doing the whole thing. There are companies out there that will produce a hardback book based on a blog and I've always fancied having one of those for Inventory Full

Obviously it's completely out of the question to do the entire blog. You'd need to be a billionaire to pay for it and it would be bigger than the full Encyclopedia Britannica, back when that was a thing. Twenty-five posts about twenty-five characters, though... that would make a very nice, slim volume and for an affordable price.

Something to think about... Meanwhile, Happy 26th Birthday to EverQuest and here's wishing you many more of them

Friday, April 26, 2024

Anashti Sul or She Who Could Not Be Destroyed


As time creeps forward and the mists begin to clear, Darkpaw's plans for the upcoming EverQuest II "Origins" server are slowly starting to take shape and they're... interesting. Yesterday, an outline schematic appeared on the official website and among the general information you might have expected for any forthcoming special rules server were some unusual and curious details.

Let's start with the beta. Daybreak has long been big on betas for everything from major updates to full expansions, so it's not particularly surprising to hear there's going to be one for the new server. The whole beta process is so routine now, there's a permanent Beta server waiting to be populated with whatever new code needs testing and a relatively straightforward process for players to participate.

What is notable in this case is the extent of the beta. At six weeks, it's edging towards the length normally reserved for annual expansions. That's a serious beta, as the bullet point list acknowledges:

  • There will be a 6-week Beta to ensure we cover a wide breadth of testing.

Indeed, serious seems to be the keyword for this event. By far the most unexpected revelation in the announcement is the news that the server will operate on its own "design depot".

That didn't have much of an immediate impact on me because I have never heard the term before and had no idea what it might mean. Google was no help, pointing me towards any number of disparate businesses trading under the name. I suspect it's a piece of purely internal jargon used at Darkpaw or Daybreak or even EG7 but nowhere else.

Luckily, whoever wrote the announcement thought to include a brief but fairly clear gloss:

  • It cannot be affected by Live design updates, and vice versa.

It appears a design depot isn't just an offshoot of the Live game running on a separate server with a different ruleset, the way all Time Limited Expansions and special projects have worked until now. It's almost (But crucially not quite.) a standalone game. 

  • Code and Art are still across all server types, for a variety of reasons. For example, connections to external or shared resources such as Database, Authentication, etc. have completely changed over the years.

That deserves some unpacking. And a little speculation. Firstly, there's no real reason to provide that much detail in the context of this announcement, other than to try to head off the inevitable complaints that the new server isn't separate enough from the main game. 


EQII players, by and large, tend to be traditionalists but a significant and vocal minority are positively luddite. They tend to think whatever they had before was better, just because it came first. No matter how far the clock rolls back it won't be far enough for some of them, so it makes sense to get the rebuttals out there ahead of the attacks. 

For once, I do wonder if there isn't something more going on behind the upfront explanation than mere defensive positioning. There's just a slight suggestion of frustration in the phrasing, a sense that whoever set this up would have liked to go further but had to stop a little way back from where they wanted because they'd run up against technical issues they weren't able to overcome. 

It makes me wonder whether there might be a few regrets that no-one thought more about the game's past when they were framing its future. Players may not be the only ones who sometimes wish they could go back to their glory days. Assuming EQII ever had any glory days, that is...

Then there's the confirmation that this has never been done before:

  • This is the first time for this type of separation for EverQuest II

Doesn't that make you wonder why it's being done now? It does me. If it wasn't deemed necessary to silo the previous TLE servers as securely as this, what's changed? Is it simply a case of the technology having moved on, making this a viable option when perhaps before it would have been too difficult or too expensive? Or is required to sustain a different pattern of development altogether, one that requires more strict segregation to minimize any risk of contamination?

When the project was first announced I somewhat flippantly described it as Darkpaw's response to the success of WoW Classic. Now I think that might actually be what they have in mind.

SOE, followed by Daybreak, pretty much invented the retro-server concept. They iterated on it until it became a major money-maker and a popular success but it took Blizzard, finally caving and copying the format, to show just how big a deal it could be. Classic's success made it clear that sailing as close as possible to the authentic past could grab the attention of literally millions of ex-players. People who used to play WoW "when it was good". 


I get the feeling Darkpaw's new server, which they've tellingly named Anashti Sul, the misunderstood goddess of death and resurrection, is intended to be something much more than just another version of the familiar format. By taking a number of extra steps to recreate as closely as they're able not just the general feel but the very specific ambience and gameplay of the original game, it looks like they're making a bid for more than just the usual suspects, the crowd who turn up for every new TLE server, play for a month or two, then leave.

What I'm suggesting is that this seems like an awful lot of extra work to take on, just for an Anniversary event. It seems a lot more like something you'd do if you were hoping to start a whole, new, separate strand of the business. Something like WoW Classic or Old School Runequest

Whether it'll work is another matter. I suspect the demographic that fueled the success of those two retro-spin-offs simply doesn't exist for EQII. It never had the numbers of either of those mega-successful titles and it's more than likely that most people who ever cared to come back to EQII have already done so, probably more than once. 

Even so, I'd lay odds Anashti Sul will have a bigger opening than just about any previous EQII retro-server. It does look like it's going to be genuinely different to anything we've seen before. A number of significant changes that haven't been applied to any previous Progression or TLE server are part of the package this time. 

For example, there's a return to secondary functions for base stats. I'd actually forgotten they ever had them, largely because it's not my kind of thing. Still, I instantly remembered what it used to be like when I read:

  • Attributes have restored secondary functionality, agility will help avoid melee attacks, intelligence will increase ability potency, strength will increase melee damage, and wisdom will grant extra resistance.

It's not just a detail, either. It's a signifier. It's flagging up the importance to many players of the necessity for a certain kind of mindful choice in gameplay, while tacitly acknowledging that, while the current Live game may be ferociously complicated in many ways, it isn't necessarily as thoughtfully complex as it once was.



I'm not much of a one for min-maxing stats so the thought of being able to passively dodge some damage by having a few more points of Agility doesn't fire my enthusiasm a whole lot. I'm much more excited by this:

  • Freeport and Qeynos are back to old school, in both appearance and functionality. Livable neighborhoods, and their quests, are back!

At one time, this would have been huge news but we already had the Neighborhoods returned to us a while ago, which does blunt a little of the impact. They didn't come with all of the quests, though, and I'm not sure we were able to live in them. That's going to be a trip.

As for the starting city revamps being rolled back, I'd completely forgotten Qeynos ever even had one. I'm curious to know what changed because I have no memory of it at all.

Freeport, though; that I do remember. I even wrote about it here, in the very early days of the blog. That was over a dozen years ago and quite honestly I can't remember what Freeport looked like back then although, reading that post, it's beginning to come back to me. I certainly remember the old Blood Haze Inn as it was in that screenshot.

On the flip side of what's coming back is what's staying the hell away, something that seemed even more important to some folks on the forums as I scanned them yesterday. It's a revealing set of negatives. 

No Krono means no way to buy influence or progress with real money, I suppose. It should also stop inflation from getting out of hand too quickly. Coupled with a "very limited" cash shop, it's probably as close as Accounting will let them get to the authentic in-game economy c. 2006.

No persistent instances means every dungeon run has to be completed in real time (Or at least that's what I think it means...). On Live you get a timer, generally three days, during which the server saves the state of the instance so you can go in and out to resupply or take a break as you feel like it. Now if you leave, all your progress will be lost and you'll have to start over from scratch. I'm a bit vague on why we want that but it's certainly how things worked back in the day.

No spell research means no offline upgrades. If you want the next quality level of a spell you'll have to make, buy or find it and scribe it in game. I hope it also means Adept and Master spell books will drop off mobs again or things could get awkward.



Those are what you might call the "Positive Negatives". Then there are the Negative Negatives, at least one of which I don't quite get.

No weight means coin and items will not cause encumbrance. The interesting thing there is that the devs apparently wanted to bring the mechanic back but weren't able to for technical reasons. It's scary sometimes to think what some people consider fun, isn't it?

No tradeskill combines is a huge positive to me but I've already seen people moaning about it on the forums. There's a borderline-sociopathic subset of EQII vets that considers the game's original crafting set-up to have been near-perfect. I just hope none of them hold office anywhere. 

Luckily, the delusion isn't held by anyone at Darkpaw with authority to make it happen so Anashti Sul will use the crafting system as it was immediately after sub-combines were removed, which was also before the addition of pretty much all the crafting quests. Get ready to spend a lot of time at the tables.

No holiday events. This is the one that puzzles me. I can absolutely see why the purebred server won't want to share current holidays with the mongrel hordes of Live and TLE but surely it's going to want the original holidays as and when they arrive? It's not as though they wouldn't be in keeping with the premise of the server. Anashti Sul is bench-marked as "reflective of the 2006 eraand the first Frostfell was in 2005

If we're really not going to get even the original events, I can only imagine it's because they've proved impossible restore to their original form. It's going to make for a pretty bleak experience after a while, though, if there literally aren't any holidays. After all, Norrath pretty much runs on egg nog and pumpkin pie...

There's more but those are the highlights. I confess I'm feeling quite jazzed  for this. It looks like it could be quite an event.

I may even be keen enough to make a beta character, just to see the sights a few weeks early. If so, you can count on a photo essay here, assuming there's no NDA. I'll probably hold off until the official launch in June, though. 

It's not that long to wait. Is it?

 

Note: All screenshots taken on the final day of the original EQII beta in 2004.  Complete with original letterbox framing.

Friday, April 19, 2024

So, When Is Superman Day, Exactly?

Did you know yesterday was Superman Day? I didn't and Bree at MassivelyOP didn't remember the date either. It turns out there's a good reason why we might have been confused. There's more than one Superman Day.

Bree was reporting on what she'd read in a press release from Daybreak Games' subdivision Dimensional Ink, which confidently begins "April 18th marks the official celebration of Superman Day across the web, the world, and the DC Universe." And that's the truth. Or one of them.

The DC establishment backs April 18. James Gunn is Mr. DC for the moment and he certainly thinks April 18 is Superman Day. So does Elizabeth Tulloch aka Lois Lane from Superman and Lois, the show now set to mark the swansong in the long-running and fitfully fruitful relationship between the CW and DC Comics.  

April 18 has apparently been "Superman Day" in some realities since 2004. The date was chosen because it marks the anniversary of the first appearance of the Man of Steel in Action Comics #1 back in 1938. 


If you google "When is Superman Day?", though, Days of the Year, supported by many other calendar websites, offers June 12, citing an official announcement to that effect by DC Comics in 2013. There's clearly some confusion going on, which may or may not derive from the sheer number of possible anniversaries available: Superman's birthday, Clark Kent's birthday, the arrival of Kal El on Earth and the first appearance of a comic featuring the Man of Tomorrow.

According to one of the sources linked above, there's a lore explanation for choosing April 18: it's the date Superman gave as his birthday in an interview with Lois Lane and the date he uses for official purposes. Unfortunately, whoever made that claim neglected to provide details of where and when the interview took place and I haven't been able to verify it. (Okay, I haven't tried to verify it. I have other things to do, you know...)

The same source, which I am not convinced is reliable, asserts that in his alter ego of Clark Kent, Superman claims June 18 as his birthday. Most other sources suggest what I seem to remember from my own comics-reading days, when Superman's birthday was usually given as February 29


A possible clean-up for all this comes from the unlikely source of Sky History, whose This Day in History column explains - while citing June 17 as Clark Kent's birthday - that in the 1950s Superman cut his cake and blew out his candles (Carefully, one hopes...) in October, before shifting the celebrations to Leap Year Day in the 1960s, where it remained for a couple of decades before moving to June. Just to be awkward they also throw December into the mix with no supporting evidence at all.

At this point it has probably become clear to us all that no-one knows when Superman's birthday is, nor when or most likely even what "Superman Day" is supposed to be. This is why Dr. Egon Spengler was so insistent the streams should not be crossed.

What I do know is that DCUO is celebrating its own version of Superman Day from now until... actually, I'm not clear on when it stops but it carries on into next week at least, because that's when they're giving way some free posters. 



I'll be there for that. DCUO gives good poster. I'll have somewhere to put them, too, because thanks to the games obtuse and confusing UI and patent lack of clarity I now have two entire bases to decorate. Or, in one case, re-decorate.

How did that happen? Well, I'll tell you. Only I'm going to keep this extremely short for once. I feel I've written more than enough two-thousand word essays on my own incompetence for anyone to want to read another. I certainly don't want to write one.

The key points are these: I logged into the game to spend 2000 DBC on the new prestige lair, Superman's Fortress of Solitude, for some reason now renamed the Sunstone Fortress. I have cash shop money to burn so even though the real-world equivalent is allegedly $20, it cost me what I consider to be nothing.

I bought it with no problems and added it to my Base collection but then I spent the best part of an hour, including much googling and watching YouTube videos, trying to figure out how to set the damn thing as my second base. You can have up to eight of them, allegedly, but I just could not figure out how to get more than the one I already had.

In the process I managed to completely strip all the furnishings from my old base, move it across town and replace it with the Fortress and still end up with only the one lair. In the end I figured it out (You have to buy a Deed from the cash store AS WELL as the Fortress, which is technically just a visual skin, not an additional property. Also the Deed is really hard to spot due to the way the menus work and the dumb color scheme they've gone with. It took me three passes to find it and I only spotted it then after I'd watched someone do it in a video...)

After an hour and a half, during which I even got half-way through submitting a Customer Service ticket before I decided I was going to make myself look utterly ridiculous by doing it, I finally got everything sorted to the point where I now have two bases, one of which is my new Sunstone Fortress and the other my old Gothic Lair.


They are both completely empty, of course. All my furniture - and I have a lot, almost all freebies - is in storage. It's going to take me several solid sessions to get both lairs as I want them but if I'm honest, the first one was a mess. It really needed a makeover and now it's going to get one.

Decorating in DCUO is fun so it's more of a treat than a trial. And Krypto's going to love his new home, I'm sure. 

When I'm all settled in I'll probably do another post about that but for now, enjoy the sense of space in all those outdoor shots. That view is what I really bought the place for...

Thursday, March 21, 2024

Two In A Tower

It took me a while but this morning I finally got around to trying out EverQuest's 25th Anniversary Tower. It does have a more impressive, less lore-breaking name inside the game itself but "Anniversary Tower" is what the press release called it back in January and that's the name I have stuck in my mind.

I went to take a look at it just about as soon as it appeared but there was an access quest I didn't want to get involved with just then and what with Palworld, Nightingale and everything else it's taken me this long to find the right moment to do something about it. Ever the way with EverQuest. Even when we're talking about something as low-key as an anniversary event, you don't just pile in. Bad things happen when you do that.

So, anyway, after my second death this morning...

Tell you what. Why don't we begin at the beginning? 

When I went to log in right after breakfast, the first thing I had to decide was which character was going to be my guinea-pig for the day. I'd done a little reading in advance and it seemed the rewards might be worth having for a casual solo player like myself. Sure, the raiders were all complaining there was nothing in it for them but there were some "Thank-you, Darkpaw" notes from F2P players too.

The event scales to level so I could have called on any of my three dozen or so characters but it seemed like it might be best to take what passes for my "main" character these days, my level 115 Magician. I logged her in but even before I got started I ran into the usual problem I encounter every time I go to play her - her buffs.


For about the past two years she's been standing in the Guild Lobby, right in the middle of The Pile. The Pile is the spot where everyone leaves their characters so they can soak up the Mass Group Buffs generous players often cast before they log out for the day. 

As a result, Magmia, my Mage, is raid-buffed to an alarming degree and I daren't take her out of the Guild Lobby,  Plane of Knowledge or The Bazaar, zones where time stands still and buffs never run out, unless I know I'm going to do some serious leveling. Since she can't gain any more XP until I buy the most recent expansion and unlock ten more levels, that means she's pretty much grounded.

I thought about it for a while, then I said "Sod it! Cassis is already there. She can do it!" And that, I guess, is how she comes to have 116 hours played.

Knowing the event scales to level, I wasn't expecting too much trouble. I'd read that behind each tower door lay nothing more than a single room with five mobs, each of which could be fought separately. Most of the comments I'd read were complaining about how unchallenging it was and speculating about how it must have been put together an intern on their first day.

I also knew the access quest was a scavenger hunt, another reason I picked Cassis for the job. If you're going to go zone-hopping around Norrath, a Druid is your first choice. Well, unless you have a Wizard, maybe, but I'd still go Druid for the speed.

As it turns out, the scavenger hunt for each floor takes place in a single zone so there wasn't all that much porting required. Still more than you'd think, though, albeit for reasons more related to my own lack of preparedness than anything to do with quest design.


Playing EverQuest is like riding a bike... so long as you were riding a bike last Tuesday. It does all come back to you, eventually. It's just that there's a lot of it to come back and it might take a while. In my case today it took about an hour and a half and a couple of deaths.

Fortunately, death isn't what it was in Norrath. The days of corpse runs are long gone and even significant  XP loss seems to be a thing of the past. I'm not saying there is none - just that I died twice in a session and still came out half a level ahead.

In EQ you always expect to die but both Cassis' deaths were very unexpected. And entirely my fault for making several newbie mistakes, the worst of which was starting off thinking it was going to be straightforward. It's never straightforward. Nothing in EverQuest is.

I logged Cassis in, ran down the sands to the tower and took the teleport inside I spoke to the Merchant to get the quest and realized she didn't give it. There was no-one else to ask so I figured it might trigger when you click the door. I went up the ramp to the first entrance, where I spotted a blue ball of light on the floor. I clicked on that only to find I couldn't pick it up because my bags were full.

Absolutely typical first day back. Also why I picked a Druid for the job. I found something in my bags I could live without, got rid of it to make space, picked up the ball of light and watched it turn into a "Broken Key of Sands". I had two bag slots with single items blocking them so stashed one in the only other space left and put the Broken Key in the bag slot where I wouldn't lose it. 

Since I knew I was about to do a scavenger hunt, I thought I'd better make some more space for whatever I was going to have to bring back. I memmed Ring of Knowledge, ported back, turned myself into a wolf for the run-speed, loped over to the Tinkering vendor, bought two ten-slot Toolboxes and then couldn't find them. No error message saying I didn't have space, nothing on my cursor... turned out the "Key" I'd picked up was actually a three-slot box and both the new Toolboxes had gone in there because in EQ you can put a container inside a container.

With that sorted out, I went to the bank and stashed a bunch of stuff I have no idea what to do with in my vault alongside all the rest of the stuff I have no idea what to do with and then I had plenty of space. I memmed Ring of Ro and ported back down to the desert. 

The quest told me to check the orc camps in the south-east so I ran up there. Porting had wiped my wolf illusion so I cast good old Spirit of Wolf instead, plus Levitate for good measure. I could see the orc camps on the map (EQMaps add-on. Essential.) although I knew from memory where they were anyway. I figured they'd be about level 9 so I'd be able to stroll into their camp, pick up whatever it was I needed for the scavenger hunt and be on my way without a fight.

Yeah. This is EQ. Have you played before?

I trotted into the first camp and an Orc Oracle started casting some dumb orc spell at me. One Starfire and he'd be cinders. Except he wasn't. He shrugged it off and landed Malosi on me, followed by some heavy DoT. I was half health before I realized I was in trouble. 

I dotted him back and he resisted. I tried to root him and he resisted. By this time I was back-pedalling and he was chasing me. I tried to snare him and got a message saying he was immune. I tried to heal myself but Druids don't get good heals for a long time, certainly not at 48. By the time I decided I'd better run away for real it was too late.

Back at my bind in the Guild Lobby I checked to see what damage had been done. Not much, actually. All my stuff - still with me. All my spells - still memmed. All my buffs - still on, not that there were many because I hadn't bothered to buff myself. 

Okay, I know what to expect now, I thought. Let's go again.

Round two went much the same. Well, it did after I pulled an Orc Shaman thinking it was the Oracle and killed it in seconds because that one really was about Level 9. There was no sign of my real target. I wondered if I'd bugged the quest somehow but no, I just needed to go into the camp again to respawn him.

I did better in the rematch but I'd forgotten that they'd fixed DoT stacking a few years back so spells of different levels in the same line no longer add. Higher versions block lower ones so there's no point having both Drones of Doom and Drifting Death memmed. I couldn't stack enough damage to put the Orc down but he had no such issues with me.

Back in the Guild Lobby, I remembered my Merc. I also remembered I had buffs. I got the merc out, buffed him, buffed myself, went back and did it properly. Third time's the charm. With the mercenary tanking and the right spells loaded, I was able to stack fire and magic DoTs, nuke and heal from a safe distance. When I overdid it, which was pretty quickly because I'm out of practice at playing a Druid, I got the Orc rooted and we carried on from there.

The Orc went down and I got his part of the key. Drops, not ground spawns for the scavenger quest, then. Never thought of that.

The quest updated and told me to go look in the Sand Giant camp next. I was apprehensive but the giant was pure melee, which made holding him up with the Merc and Root much safer and easier. He dropped the second piece of the key and the quest moved on to Spectre Isle.

Either the Spectre was the easiest of the three or I was getting my groove back. The Merc and I disposed of the scythe-wielding psychopath with no problems. I put the final part of the key into the container, hit Combine and presto! Completed quest, completed key.

Back in the tower I clicked on the door and nothing happened. I clicked on the key instead and got another quest. Then the door opened. Inside, as promised, I found a single room with five mobs just standing there, glaring at me: two crocodiles, two skeletons and another Spectre.

I thought I'd start with the Spectre so I tried to root him, only to get a message telling me I couldn't attack him at all. Then I noticed my quest had updated. It was telling me to kill the crocs first.

Multiple comments on several forums had led me to believe the fights inside the tower would be almost insultingly easy. They are not. Not if you're an averagely-geared Druid played by an out-of-practice player, anyway.

I won't go through the whole play-by-play but it was tense. Druids tend to like large, open areas with plenty of kiting room. They don't shine in closed rooms with very little space to move around. Even less so when they have to fight mobs that can't be snared.

Still, the crocs weren't too bad. They came one at a time and the Merc had no trouble taunting them. I needed to med after each of them and the Merc needed a heal or two but it was fine.

The skeletons were harder and the whole thing almost fell apart when the second aggroed before the first was done. Luckily the one we were fighting was down to about 10% health so I nuked him hard and we got the other one under control. At the end of that fight, though, Cassis and the Merc both needed a good sit down.

That just left the Spectre, who worryingly conned yellow, meaning he was a level or two higher than us. And he was a bloody handful, let me tell you! 


The fight came down to Cassis frantically chain-healing the Merc with her only halfway-decent heal, Greater Healing, which only gave the Merc back about 5%  health a cast. I tried to keep my two good DoTs on but it was a risk dropping a heal to recast. In the end, it came down to the wire, with the Merc falling when the Specter was at about 5% itself and Cassis was not much better herself.

The scythe was swinging my way and I was casting what looked like it would be my final nuke when the Spectre just up and imploded. The combat log mysteriously reads "a withered memory hits a withered memory for 409 points of magic damage from Sweeping Scythe Slash" so maybe the spook clumsily cut his own head off.

Whatever, I won! I collected my winnings (More event currency.), looked out of the window (Sand.) checked the half-buried treasure chest (A prop.) and zoned out. I did go up a floor to collect the starter for the next access quest but I haven't done anything with it yet. All I know is it's in Lavastorm and they gave me a shovel.

I look forward to seeing what kind of trouble Cassis can dig up for herself next.

Tuesday, March 19, 2024

One Against Many

I am still playing Nightingale. What's more, I'm playing it more than I expected, now I've come to the end of the story. And I'm not entirely sure I'm happy about it.

Angry Onions left a comment on the recent post about the Steam Sale in which he talked about playing just one game at a time, maybe for hundreds of hours. Most people reading that will relate, I'm sure. 

Wilhelm has been running a series in recognition of and response to EverQuest turning twenty-five, in which, among other things, he's been revisiting some of the key locations he remembers from his early days in the game. He's also posted several times on other topics related to the anniversary. I haven't said much about it here, although I've made up for my silence by leaving lengthy, anecdotal comments at TAGN, in part as something of a sop to my own feeling I ought not to be letting such a significant event pass by unacknowledged.

Not that I was ever going to let that happen. It is, after all, an anniversary year for EQ, and although I often mention that I started playing in 1999, it wasn't until November that I finally logged in and made my first character. 

I did think of waiting until my own twenty-fifth anniversary with the game before marking my time there with some sort of celebration here on the blog but that would clash awkwardly with the twentieth anniversary of EverQuest II, which will also arrive in November. I was there for that one. 

I was there before, actually, having been in the closed beta since, I believe, September 2004. No doubt I'll get to the details when the due date arrives but the relevant point here is that back then, when EQ was turning five and EQII had yet to be born, Mrs Bhagpuss and I, along with everyone else in our EQ guild, felt we had to make a choice between one or the other.


And it wasn't the first time. A couple of years before that we'd been through the same thing when Dark Age of Camelot launched. We went through it again with a friend and guild-mate for the launch of Horizons and once more with another friend during the surge in popularity that hit World of Warcraft in 2005. 

In those four examples - and I could quote plenty more - twice we said our goodbyes and left for the chance of something fresh and new, twice we stayed behind and waved goodbye to people we'd spent hundreds of hours with until then. These things happened all the time and although it would have been perfectly practical to keep in touch, even in the days before social media made it hard not to, mostly we never did.

I can't speak for offline games of the period but back then, if you played MMORPGs you tended to play them serially. Very few people tried to play more than one at a time and for good reason. 

Firstly, most required a subscription. That would have been a problem only for the very frugal and those on a strict budget but seeing that a large proportion of the target demographic was made up of players still at school or college, that probably meant most of them. A decade down the line it became quite common to hear veterans boast obnoxiously about their favored financial circumstances but not so much in 1999-2004, even if characters were changing hands on EBay for hundreds of dollars a time back then.

More important than money, though, came time. Doesn't matter how much you have in the bank, you only get the same twenty-four hours in your day as the rest of us. Playing MMORPGs, especially if you took it seriously, as so many did, might as well have been a full-time job. 

It was commonplace for people to play twenty-five hours a week. Forty wasn't considered at all unusual or extreme. I have always tried not to work full-time but for my core EQ/DAOC/EQII years, during which I played very socially, knew lots of people and joined in with all kinds of group and guild activities, I, like almost everyone I played with, was either in full-time employment or full-time education. 


I worked five days a week and still somehow managed to play EQ for 25-40 hours on top. With that level of commitment I was able to hit the level cap on a couple of characters and stay abreast of current group content. Barely. If I'd wanted to kick on and raid or even work on getting my characters into an acceptable state just to to apply to join a raid guild (As Mrs. Bhagpuss did, successfully and, thankfully, briefly.) I think I'd have had to give up sleeping.

The idea of playing two such games simultaneously would have been laughable to most people then, which is why it became such a contentious, emotional issue whenever anyone declared their intention to move to another game. No-one in my experience ever responded to announcement of that kind with "That sounds cool! I'll get it too and we can still hang out!"

You were either on the bus or off it. Guilds made rules about it. Loyalty and responsibility were factors. Even if you were the kind of player who mostly soloed, unless you were a complete loner a new game meant the end of your friends list and back to being the new kid nobody knows.

I was thinking about all of this yesterday, first when I read MassivelyOP's discussion topic about playing MMOs in retirement and later, when I was doing some prep work for the series of posts I'm planning for my aforementioned celebration of the EQ Silver Anniversary. I logged into EQ partly to pick up my Anniversary freebies but also to start collecting /played information on all my characters there.

Both the EverQuest games have a useful function whereby you can see the exact date and time you created your character and how many hours you've spent playing them. Strictly, how many hours the character has been online, I guess. If you were in the habit of going AFK for hours a time as many were, the definition may blur a little, especially if the character was a Bazaar trader.

I didn't even get around to checking the server with my most-played characters so I haven't yet seen the really big numbers. It's probably just as well. The lesser names from the deep past are disturbing enough. Even characters I know I only ever played for a few weeks have /played times measured in days. 


For example, one of my several druids, Cassice, a character I created in 2003 but barely remember playing at all, other than to log her in briefly in recent years to port somewhere and take a few screenshots for a blog post, somehow made it to Level 48, racking up almost five days online.

To put that in perspective, if Cassice was a Steam game, at 116 hours she'd be third on my Hours Played list after only Valheim and New World. It would be one thing if all that time spent came with a fund of anecdotes, amusing stories, or emotional memories but I can't fricken' recall a single time I ever played her! And she's just one minor character out of literally dozens. 

That was how MMORPGs were. Even now, although progress is much faster, they still eat up relatively large chunks of time compared to other genres. It may only take a couple of weeks to hit cap where once it took months but that's only the start. 

The idea that these games are more casual and require less commitment only really stands up if you play them the way I was describing earlier. Where it took me hundreds of hours just to reach the level cap back in 2003, now I could do it in most MMORPGs in a few sessions. Even in EverQuest, provided I could get groups for the last 35 levels. That, though, would just be the start.

Back then, it was entirely possible to make leveling the point of playing. Lots of people never made it to the cap and even those who did often just started over on another character. Modern MMORPGs tend to have all the grind at the cap, not before it, which may be why it's now so tempting to play lots of them, either serially in short bursts or even all at once. 

A big part of the attraction of the genre has always been the sense of satisfaction that comes from progression. The Ding Effect, if you will. That's why Tipa named her blog Chasing Dings, I imagine. Game hopping, now that leveling is so accelerated, gives you those dings in spades but when the levels run out, you have to figure out where the next dopamine hit's going to come from and it can be disheartening to realize it's going to involve a hell of a lot of one kind of grind or another. 

Much easier just to jump ship to the Next Big Thing because, after all, what did you commit to? Nothing.


Survival games package up a lot of that progression-satisfaction into tidy packages. Easy to understand, easy to achieve, they just keep on coming. It's very smart design. I suspect if we could see the numbers we'd find people stick around longer in new survival games than they do in new MMORPGs, even if both lose almost everyone in a matter of months. 

Nightingale feels particularly slippery in this respect. I was expecting to be done with it not long after I made it to The Watch and the end of what story there is in this Early Access build. That has not happened. I'm still playing several hours a day and even as I type this I'm itching to play some more.

It would be an exaggeration to say Nightingale has an endgame right now. As far as I can tell, there's no equivalent of raiding or stepped-difficulty dungeons to gear up for and take on. Instead, there's the genuine sandbox of infinite Realms, each different from the rest yet none of them as different as all that. 

That, however, is not what's holding me. It's the crafting. It's tricksy. As I explained a while ago, there may be only quality grades but there are also a number of sets (I don't know for sure how many.) plus some single pieces and as I am only now discovering, the sets have their own baseline stats that put them into some sort of hierarchy. 

This means that if you imagine, as I did, that you're done once you've upgraded all your gear to Epic you are very much mistaken. All you have is the epic version of whatever set you started with. If there's a better set, the epic version of that will be better too.


Since upgrading each piece requires forty essences from each of three tiers and since these essences cannot be recovered by salvaging the item (That just nets you Essence Dust.), every time you discover a recipe for a potentially superior set of gear, you have to begin again from Common and work your way back up to Epic.

That would be time-consuming enough but in Nightingale, materials come with stats that can be passed on to the items they make. It's a confusing process I don't claim to understand in full but I do know that if you genuinely want to have the best gear, you're going to have to acquire some very specific materials and combine them in some very specific ways. At the least, it involves hunting named creatures for Fabled materials and crafting particular Realms with perks that generate rare gems. 

There's probably a lot more to it than that, I imagine, but I'm hitting a plateau in my ability to care. I like the exploring, the gathering, the hunting, the crafting and the general ambience and I get a dingish buzz out of making new items and upgrading them but...

...increasingly I'm finding myself wondering "What is the point?" it's a very dangerous question to ask about any video game but especially about the kind that rely on gear-based vertical progression to hook you in. In MMORPGs, though, there's generally at least a token purpose to it. You need the better gear to do the harder content where you get the better-still gear to do the even-harder content....

Nightingale doesn't have that. And without an appearance system, it doesn't really have much of a stake in the fashion wars endgame, either. Thanks to the The Watch, there is the potential to strut around like a peacock, daring everyone to ask you how you managed to get yourself looking so fantabulous, but even there, in a game with no player economy, no broker, no bank system and no social structure to speak of, the opportunities to catwalk your way to fame are limited.

All the same, it is that minimal interaction with other players that just about allows me to think of what I'm doing as purposeful. Other players can see what you're wearing and everyone displays a gear score next to their name. I'm doing a few Vault runs every day and I feel some small obligation to contribute. I don't mind the occasional carry but it gets embarrassing if it happens every time. To that end, I can convince myself that continuing to upgrade my gear is socially responsible rather than some kind of nervous tick I can't suppress.

Without that fig-leaf, I'm not sure I would carry on playing. The prospect of taking the game offline, as so many have apparently demanded, seems to me to be almost surreally misguided. Other than to speed up zoning and avoid disconnections, something that could presumably be achieved with better network code and hardware, why would you want to remove the one and only objective reason for continuing after the story ends?

I could give a few answers to my own question there but I'm not going to bother. I'm a little concerned that I'm pulling too hard already on a thread that could unravel the entire tapestry. Almost a quarter of a century after I came home from work carrying that original EverQuest box, I'm finally starting to wonder if I'm getting too old for all this.


Not because I can't perform physically. I may be stiffer and slower but I can still handle most of what I ever could in an MMORPG or similar. Not because I've lost interest, either. This length of this post is ample evidence of that. No, the problem, if it is one, is that I find myself thinking more often of what else I could be doing with the time instead.

Ironically, that's less of an issue when I'm jumping between games, uncommitted, searching, scratching around for something that will hold my attention for an hour or two. Then, gaming feels like a perfectly reasonable part of a varied entertainment diet. It's only when something digs its claws in and won't let go, like all those old MMORPGs did once and like Nightingale threatens to do now, that I start to feel uncomfortable.

I never really felt that way when I was playing MMORPGs, even though objectively I spent far longer doing it than I have done or ever will do with survival games. It's because in an MMO, the presence of thousands of other players, many of whom who I can actually see or hear all around me as I play, normalizes things. It can't be so bad if everyone else is doing it, right?

Once you take all that striving and grinding into the private sphere, it becomes a lot harder to see it as benign, I think. Which is why, for my offline gaming, I prefer to narrative experiences with a clear ending. 

If I'm going to be doing something that's a completely pointless waste of time, at least I'd like some company while I'm doing it.

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