Showing posts with label Freeport revamp. Show all posts
Showing posts with label Freeport revamp. Show all posts

Friday, May 3, 2024

Dirty Old Town

EverQuest II's Origins/Anashti Sul beta began yesterday. This morning I took a very quick look at it. I'm not intending to spend much time there but I couldn't resist the temptation to remind myself what  Freeport used to be like. Having spent half an hour or so walking the streets of the old city I can sum it up in a couple of words: shabby and inconvenient.

Before I get to the details, I'd just like to complement Darkpaw on the beta process itself, which is exemplary. I haven't bothered with an EQII beta in a long time, one of the reasons being that it used to be something of a pain installing the client. I remember it involved a lot of fiddling around to get it working and that switching back and forth between beta and Live could be awkward. 

Not any more. It could scarcely be simpler. There's a drop-down menu on the launcher. You just open it, select the server "Version" you want from a choice of four (US English, EU English, Beta, Public Test), apply your selection and that's it. The patcher sets up a separate installation in your EQII folder. It holds the unique data and it uses the same common data as your regular install, so there's no need for an entire duplicate client, which was one of the things that used to put me off. 

When you want to switch from one version to another, you just re-select your preference and everything is done for you. It's flawless and fast.

Am I the first to arrive?
The same can't quite be said for my trip to Freeport but it wasn't too much of an inconvenience. First I had to make a character. That didn't take long. I knew I wouldn't be playing her for long so there was no point in trying to make her look perfect. And ratongas tend to look pretty decent whatever you do with them, anyway. Unlike gnomes. Or most other races in EQII, come to that.

Speaking of gnomes, the captain of the Far Journey can't tell the difference between gnomes and ratongas. All "shorties" look alike to him, apparently, although he doesn't exactly come right out and say it. It's a weird moment, presumably unintentional, possibly related to the game not recognizing player races correctly and it would most likely have gone unremarked in 2004 but it struck me as quite uncomfortable in 2024. 

Of course, the Far Journey Tutorial was re-instated in the live game several years ago, so this may not even be anything specific to the Origins project. I don't think I'm quite curious enough to make a new ratonga on Live and see if it happens there, too, but I might submit a feedback report to the beta team.

I didn't really want to play through the tutorial yet again but by the time it occured to me to wonder if there was a way to skip it, I was in the middle of it anyway so I just carried on. Fortunately, the Origins build does allow you to opt out of all the Isle of Refuge content, something I'm pretty sure you couldn't do at release. I'm not sure when that option was added so I can't say if it's authentic to the 2006 game.

That doesn't look safe...

If not, then I'm very surprised it got left in. The rule of thumb for the upcoming server would appear to be: if it counts as a "Quality of Life" improvement, take it out. After a while it became so obvious that was what they'd done, I started to think more generally about how these retro servers work. 

It's bizarre, once you look at it objectively. The PR for every Old School or Vanilla or Classic server in every MMORPG always goes hard on authenticity, the idea being that by playing there you'll somehow come closer to the ur-version of the game: clean, pure, unsullied by commerce, undiluted by compromise, somehow real in a way the modern game can never be.

What that generally translates to in practice is the removal of most of the changes that players, specifically those who played during the era that's being - faultily - replicated, lobbied long and hard to bring to the game in the first place. While devs often make changes players didn't ask for, those rarely involve things like adding more convenient travel options or reducing loading times.

Old East Freeport. Unfriendly and unkempt.

New East Freeport: Urban renewal and civic pride.

As I was walking around Freeport, looking at but not really admiring the city the way it used to be, I kept running up against things that made my progress slower, more awkward, less fluent. The most striking example was the return of closed gates between each district. Not just the Neighborhoods, which have always required a zone transition, but the cardinal quarters of the city itself.

Each of those districts is now a separate zone once more but the inconvenience goes further. I'd forgotten that none of the internal "Bells", like the one you can click on in West Freeport to go to North Freeport, for example, existed in the original game. I don't know when they were added but it must have been after 2006. 

Even the spiral staircase that takes you from North Freeport to the East Freeport docks has been seamlessly removed. I ran down there, looking to take a short cut, and found myself staring at a dead end. Now that I cast my mind back, I have a vague memory of that stairwell being added at some stage and having to learn to remember to use it. Now I guess I'll have to learn not to.

Other missing conveniences I noticed included missing vendors all over the place. The woman who stands in the corner of the East Freeport bank, to whom I always sell my status items, for example, is nowhere to be seen. Then again, neither is the banker. There is no bank in  East Freeport any more.

I was somewhat surprised to find all the crafting tables are still in the above-ground crafting building in West Freeport. I half-expected we'd be sent back down underground to the crafting instance in the basement. Things don't seem to have gone quite that far but I suspect that's where everyone will end up anyway because there's no broker or anyone to hand out writs or even sell fuel upstairs now.

In fact, if there's any convenience you've become used to in the last ten or fifteen years, I recommend you forget it. It's not going to be there. It feels surreally ironic to realise that the new server will require a subscription to play but for your money you'll be denied access not just to all the in-game conveniences but also to some of the best perks the sub is meant to give you, like instant travel to any portal on the map. 

Old North Freeport - more gargoyles, more firepots, more water-damage

New North Freeport: more mages, more gilt, better paving.
If you think about the popularity of both Classic and Hardcore servers, where more and more options are removed to make the experience more compelling, maybe the ultimate in authenticity would be a server where you'd pay money not to be allowed to log in at all. The terrifying thing is, you know if any developer added something like that, even as a joke, someone would pay for it. And then complain that they hadn't got their money's worth because they could still see the server's name in the list.

I can't really make fun of such people. I mean, I re-subscribed to World of Warcraft just to play Classic and I will surely be making a character to play on Anashti Sul, as soon as the doors open in June. I can't say, though, that the appeal for me lies in the removal of all those basic improvements we were so pleased to see added to the game in the first place.

Neither am I crazy about returning to the original Freeport, now I've been reminded what it was like. It's not just the inconvenience. It's the way it looks, too. I remember now how often the Overlord's city was criticized for its appearance back in the early days. People complained it was dull and tired and nothing like what you'd expect a tyrant of Lord Lucan's pomp and arrogance to call home.

The problem lies in both the textures and the design. If the intention was to suggest a great city worn down by decades of chaos and war, it hasn't entirely succeeded. It looks more like somewhere that used to be important until the trade routes moved elsewhere and which now can barely raise enough taxes to keep the streets clean. There are even pigs wandering around as if Freeport was some market town that couldn't afford to keep its fences in order, not the greatest seaport in the nation.

If you're gonna eat 'em, don't give 'em names.

By contrast, the Freeport that replaced it looks elegant, austere and foreboding. No-one would doubt its military might or its economic power. It's colorful and almost pleasant in parts. You could imagine Lucan's fraternal despots staying on for a few days after a summit, just to enjoy the sea air and the public executions.

The new Freeport is also much busier. There are people everywhere; no wandering pigs to be seen. In part it's that plenty of NPCs have been added to provide services but there are also more citizens just standing around. The older Freeport looks half-empty by comparison, as though anything worth doing must be happening somewhere else.

And yet, Old Freeport does have an atmosphere, downbeat and depressing as it is. The wandering pigs may make it feel as though the city's glory days are long gone but it's still nice to see Lord Oinkles again. I even thought I heard a few insults I hadn't heard in a long time as I jogged through the backstreets. I wouldn't swap the old for the new but it's good to come back for a visit, if only to see how much better everything is today.

And that's about as much as I'm going to say about it for now. I could go on to talk about the Neighborhoods, several of which I visited today, but I'll save that for when the server goes live in a few weeks. 

I'll also save my thoughts about what it's going to be like to level up in an environment like this for later, too. I'll just throw this out there as something to consider, in case you're thinking of playing: if you'd find it humiliating to be chased out of a zone by a Level 3 spiderling, you might want to re-consider your options...

Thursday, July 16, 2020

All The Trees Of The Field Will Clap Their Hands: EverQuest

When I went to log into EverQuest yesterday evening the servers were down for an update. I popped in to the forums to read the patch notes and this line jumped out at me:
"Treants in classic zones have reverted to their classic appearance."
It's a short, simple sentence but it raises a surprising number of questions, like which zones, exactly, are we calling "classic" these days? Just the ones from the original release, like in "WoW Classic" or "Core Tyria"?  Or is it the supposed "golden age of classic EverQuest", by which we could be talking about anything up to and including Planes of Power?

I'm not sure there even were any treants in Kunark or Velious or Luclin. Actually, I'm pretty sure there weren't, so I guess it's a moot point. And what exactly was a treant's "classic appearance", anyway? Blowed if I know. It must have been easily fifteen years since they changed it. I tried to remember what they used to look like but I came up blank.



Then there's the semantic value. If something's looked a certain way for more than three-quarters of its existence, isn't that its "classic appearance"? Whatever it looked like before may be its original appearance, but "classic"? I'm not convinced.

The biggest question, though, has to be "Why?" Did anyone care? Have there been complaints? Is there some kind of Treant Classic Appearance Committee that's been lobbying for a rollback ever since the fateful Day of Change?

It's not the first time this has happened, either. I remember being equally surprised a while back - maybe it was last year or the year before - when I saw a similar patch message about wolves. I think it was wolves. It might have been rats.

Whatever it was, they reverted too. I wasn't playing much at the time so I didn't follow it up although I have a vague memory of going to Velious to take a look. In which case it was probably wolves. Not many rats in Velious. Ratmen, yes. Rats, not so much.

As soon as the servers came up the first thing I did was log in my Druid. She spends most of her time hanging out with the other druids at the North Karana druid ring, just a short run from the South Karana bridge. I ran her down there and over  the river then carried on, past the centaur village, down to the old two-spawn back in the hills.

Time was when you'd need to join a list for that. Those treants had a life expectancy measured in seconds. Now they live out their days in peace, creaking and groaning in the wind. And they do indeed look like they did back when I first saw them. I remember now.

It's a very cartoonish look. I didn't realize at the time. On a 15" CRT monitor they came across as considerably more threatening, especially when they came lumbering towards you, waving their branches. Now they just look comical.

So that's the classic look. With that itch scratched, naturally I started to wonder what the non-classic look used to be. I thought I remembered but I wasn't sure. You don't know what you've got 'til it's gone, right?

I could think of a few places to check. I took my Beastlord on a quick trip to Plane of Nightmare. I'd felled my share of walking trees there, for sure, and been killed by them. But no, those trees always had their own model. They still do. I guess it's another kind of "classic". 

Over in Blightfire Moors, a zone from 2006's The Serpent's Spine, I found treants with a familiar
look. I think that's the one that's just been reverted but I can't say I'm a hundred per cent certain. I kind of wish we'd had some warning. I'd have taken a few screenshots, just for the record. It's not as if it matters but it would have been nice all the same.

There was something else in the patch notes, too. Try this one on for size:
"Painting: Tassel's Tavern when placed in housing should now correctly teleport you to the tavern in classic North Freeport."
Say what, now?

I had to look this one up. It took a bit of research but apparently there are teleport paintings in EverQuest just like there are in EQII. They come from racial "Heritage Crates". You can buy those in the cash shop. 

If you collect all of them (I think there are four) you can get an Achievement called "Human Art Collector". That gives you yet another painting, Tassel's Tavern, which will teleport you to the inn of the same name... in old North Freeport.

That's right. Not the reviled, revisionist nightmare everyone hates and shuns but an instanced version of the much-missed, original North Freeport zone. Or perhaps we should say the "classic" version.

As many people have already asked, if we can go to an instanced version, why can't we just have the classic version back for good? I mean, you just did it with the treants...

It's all getting a bit Philip K. Dick for me. I think I'm going to go and have a lie down.

Sunday, May 24, 2020

Lost In Daydreams, Forgotten By Time : EverQuest


And so we come to what might be the more intriguing part of the tale. We've all heard war stories from EverQuest's early days and its meteoric rise, when it became, briefly, the most popular and celebrated MMORPG of its day, until hubris, incompetence and implacable fate dragged it down to an ignominious and devastating fall. But all of that spans less than a quarter of the twenty-one years the game has stuck around.

We hear far less about what happened after the collapse. I saw some of it, in flashes as a lightning storm, but most is as dark to me as anyone. Just a few, glowing fragments, scattered across those long, quiet years.


The Lost Age

Dragons of Norrath 

When DoN launched in February 2005 I was deep in the slough of EverQuest II's despond. It would be a few months before Mrs Bhagpuss and I returned to the cradle. When we did we found Norrath much changed.

Looking back, it's difficult to see why we bothered. Everyone we knew, pretty much without exception, had jumped ship on both games. I never found out where most of them went because, by and large, I'd kept all my relationships on a strictly in-game footing. I didn't collect real names or email addresses. When people stopped playing they stopped existing.

I had no shots of DoN at all. I had to log in my druid to go take some.
I'm happy with that decision. It was a conscious choice and, I feel even now, a necessary one. Even with a degree of distancing, those were years filled with very considerable personal drama, much of which overspilled the game into what we amusingly liked to think of as "real life".

Before we'd left for the EQII beta I'd had a spectacular falling-out with one of the key movers in our extended social circle. Mrs Bhagpuss was not on speaking terms with another. There were all kinds of complications with any number of individuals. Guild drama was a way of life back then and we had a tangled skein of inter and extra guild relationships to contend with as well.

Things in EQII hadn't been quite so extreme but drama followed us there, too. Our guild leader had a blowout in the middle of a status run one Sunday afternoon and very publicly quit the game, never to be seen again. The guild faltered on with no active leadership, bleeding membership to other guilds but mainly to other games. We struggled on until early summer, then one day the last person either of us knew in EQII announced he was quitting and we decided we might as well call it a day, too.

I don't recall whether we went straight back to EverQuest or if we tried something else first. There wouldn't have been a lot of choice in 2005. We did, however, have a choice to make on our return to EQ.

Back in May 2003, in the days when EverQuest new servers were popping up like mushrooms, a Brand New, No Transfers, Fresh, Start server called Stromm arrived. For about three months Mrs Bhagpuss and I abandoned our friends on Antonia Bayle and made a whole new set on Stromm.

Of course it was night when she got there. Possibly the darkest in-game night I have ever seen. And this at 6pm game-time...
When the time came to return to EverQuest once again, in the summer of 2005, we still had the sour taste of the previous summer our mouths. Back then, we'd taken the opportunity of a free character move Sony Online Entertainment  were offering to transfer all our characters from Ant. Bayle to Saryrn, but we knew no-one there and had no affection for the place.

It was a time when server pride and community were both very real. We'd had a very good few months on Stromm. There were no bad memories. It had been a lively yet laid-back place, full of the enthusiasm of people starting a fresh, new life with a clean slate. That's where we decided to go.

The thing was, there'd been a level cap increase and our characters hadn't reached the last one before we stopped. Dragons of Norrath was the current expansion but most of it was a long way out of our reach.

I can't remember much about what we did to level up but I do know we barely touched anything DoN had to offer. I do recall doing some faction work in the opening zone, accessed via tunnel from Lavastorm, itself revamped for the expansion. There were some instanced missions of some kind that I may have spent a little time on at some point. I definitely did enough to earn quite a lot of one of the expansion currencies, Radiant Crystals, because there were some augments I wanted.

Here's the same shot, auto-levelled to remove all the effects. Which would you rather see when you're exploring a zone where everything wants to kill you and is perfectly capable of doing it?

Some of that probably happened on a later run. It's all more than a bit vague. I do know that, by the time the next expansion arrived, we were just about ready for its opening zone, Corathus Creep, which was meant for character levels 45 to 55.

Depths of Darkhollow

I have quite a soft spot for DoD, something I doubt you'd be likely to hear from many EQ players. The aesthetic of the zones, all of which lurk in some nebulous and ill-explained subterranean nest of caverns beneath Nektulos Forest, is pearlescent and overripe, by Giger out of Lovecraft. There are gnomes because in Norrath there are always gnomes behind everything. I can still hear the relentless clockwork theme of Corathus Creep in my head.

The fights were tough but the xp was good. Mrs. Bhagpuss and I duoed there a lot for the first few weeks. We pushed as far as the next zone, Undershore, but it was too much for us. Then the rot set in. And how.

A quiet day on the beach at Undershore.
All expansions have their unique features. There's a post to be written about that and I may well get around to writing it some day. There are features that the game was waiting for, which change the way we play forever and there are features that barely get used at all. DoD had one that started out as the first and ended up as the second.

There were three major new features in total: Evolving Items, Shrouds and Monster Missions. I'll save the first two for that post, should it ever happen. The one that concerns us today is Monster Missions.

I've ranted about this before so I'll keep it short. There comes a time in every developers life when it seems like a good idea to stop players playing the classes and characters they've chosen and instead stuff them into the pantomime costume of someone or something else. It can be a fun diversion or, more commonly, a total pain in the butt.

Monster Missions should absolutely have counted as the latter. Not only did they turn entire groups into nondescript NPCs, they imposed onerous movement restrictions and provided minimal combat abilities. I never heard anyone even pretend to find them fun. It would have been just another failed and forgotten feature to stack alongside so many more had it not been for the xp.

Those don't look hallucinogenic at all...
Somehow, Monster Missions gave more xp for the time they took than anything else in the game. Literally anything. Once word on that got out, almost no-one wanted to do anything else. If you wanted a group you'd better be ready to give up playing your character because it was go monster or go solo.

Since we were only duoing or soloing, it shouldn't have mattered but it did. These things always do. A rancid stench of discontent and entitlement permeated the air. In MMORPGs, if you make something easy and accessible and give it great xp or rewards, countless players will feel they have to do it.

Some of them will be fine with that but many won't. And yet they'll do it anyway. And hate what they're doing. And hate themselves for doing it. And tell everyone who'll listen just how bad it feels and how much they hate whoever made them feel that way, which is never themselves, even though it always is.

Things went that way and we put up with it for a while and then we couldn't any more so we left. Again. Where we went I don't recall. I can only think it must have been back to EQII, although the dates don't seem to fit. Whatever, wherever, we were gone.

Lovecraft's influence is strong. Still, better him than Tolkein.
Of course, we came back, eventually. I always come back although Mrs. Bhagpuss has finally shaken herself free.

SoE nerfed the missions hard then harder until people stopped doing them. Things went back to normal. Most people just wanted an excuse to stop. The monster missions are probably still there but no-one cares. It's a vast game with a thousand dusty corners. What's one more?

Darkhollow itself, I have revisited, several times. I've done some levels on at least three characters, most recently my old Shadowknight, who did a level in Undershore a couple of years ago. I even wrote about it. I may well go there again. As I said, I'm quite fond of the place.

Prophecy of Ro

I know nothing about this expansion other than it destroyed Freeport. I wasn't there when it launched and when I came back it was already forgotten. How it was received, what people did while it was new, whether it was considered good, bad or indifferent, I have not the least idea.

What's more, I've never really taken the trouble to go look at it since. One of the huge delights of EverQuest is the way your character becomes much more powerful with levels while Norrath remains the same. It's still surprisingly possible to get out of your depth in older content but on the right class and particularly in the post-mercenary era it's possible to play tourist in places that once meant instant death.

Look! It's another Roger Dean album cover!
I have some screenshots taken in one of the zones so I must have been there at least once but I remember absoluterly nothing about it. Maybe I'll go and take a look with my Magician when she dings 100. It should be fairly safe by then.

.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

So much for the Lost Age. It really does live up to its name. If it hadn't been for the happy hours I spent in Corathus Creep I'd barely know it ever happened.

Next up is what the EverQuest Show calls "The Renaissance". It features two more expansions for which Mrs Bhagpuss and I returned, yet again, for one more run. Mrs Bhagpuss finally bowed out after 2007's Secrets of Faydwer and hasn't been back since. I keep plugging on although I think about the last new content I actually saw first-hand must have been in 2010's House of Thule.

Next time should see us all the way through to the end. It's two-thirds of the lifetime of the game and about as much of the content but most of it remains as mysterious to me as the dark side of Drinal, Norrath's other moon.

If anyone's actually played through any of the last ten years of EverQuest maybe you'd like to tell the class about it. I know I'm curious.

Tuesday, October 21, 2014

A Trip To The Islands : EQ2

A few weeks ago, in the comments following his post on "EverQuest II Lore in a Minute", Wilhelm drew my attention to the existence of a White Wolf tabletop RPG featuring EQ2. I've been slowly picking up the various White Wolf books for the original Everquest but I had no idea there had ever been an attempt to expand the franchise offline to include the second iteration of Norrath.

The original series must have performed well enough, off the back of the success of what was generally reckoned at the time to be the most successful western MMORPG.  Fifteen titles were published in all. By the time White Wolf got around to EQ2, however, Blizzard had snatched SOE's crown and no-one was interested any more, assuming they ever were.

Given that all this happened little more than a decade ago it's harder than you might imagine to dig up exact details of what was published. White Wolf merged with CCP Games (yes, that CCP) in 2006 and all mention of Everquest has since vanished from the official record. A search at White Wolf's Digital Publishing and Print on Demand partners DriveThruRPG comes up similarly blank. Even the White Wolf Wiki can offer no more than a stub that baldly acknowledges the series' existence and no more. It's left to the Dungeons&Dragons wiki, of all places, to offer a complete and definitive list.

I was vaguely aware of these books when they were new but back then I believed I already had all the EQ I could ever use, right there on my 15" CRT monitor, so I didn't pay much attention. Over the years my complacency began to erode as various MMOs slipped into comas or shuffled willingly or otherwise towards the sunset. It began to occur to me that, while I might be willing to play Everquest on and off for the rest of my life, eventually that might not be an option and not just because I would no longer have the strength to click a mouse.

The path to purchase was crooked. I'd been writing about the desecration of Freeport in Everquest and speculating on the prospect of a similar revamp in EQ2. While researching that piece I was reminded of the time-locked Mac version of Everquest, with its one server, Al`Kabor, where it was forever Planes of Power and never Gates of Discord (like the White Witch in reverse).

It occurred to me that the Mac players must still have the old version of Freeport, which led me to check the price of second-hand Apple Macs (prohibitive) and the feasibility of PC/Mac emulators (too fiddly). By the time I'd found something that looked like it might be manageable SOE announced they were finally closing the door on 2004 and sunsetting EQMac.

It wasn't time wasted, however, because along the way I noticed the White Wolf Sourcebook for Freeport on Amazon. I bought that and it turned out to be very good indeed. I learned more about Freeport, the disparate and disturbing people who lived there and the tangled skein of alliances and enmities that fill their every thought than I had ever suspected existed in all my years actually playing the damn video game.

From there I went on to buy half a dozen more of the White Wolf game books, scenarios and sourcebooks, picking up the odd copies that appear at reasonable prices among the overoptimistic dealers on Amazon Marketplace. In time I hope to complete the set, although my enthusiasm for individual titles varies. An entire book dedicated to examining The Temple of Solusek Ro in nit-picking detail is not an enticing prospect and of all the choices they could have made, Dagnor's Cauldron strikes me as idisosyncratic to say the least. especially when you consider all the places they didn't do.

I don't imagine I'll ever use the books to for their intended purpose. Y'know, to play an actual game. Although, given the tools available for playing on a virtual tabletop online, the bloggers that are already using them, and the endless complaints of ex-EQ players that they'd love nothing better than to play Classic EQ like in the good old days, maybe a session or two sometime's not entirely out of the question. Just so long as I don't have to GM or set up the table.


For now I'm just reading. Its very interesting how effectively that fires up the nostalgia factor. More so than playing the games themselves, which, since I have played them near enough continuously, seem far more like current affairs than history. Now I have the Freeport book I can even face that abomination on the coast of Antonica with something approaching equanimity, knowing I can go to the real town with White Wolf's time machine whenever I fancy.

The EQ2 Player's Guide is, as you might expect, light on lore and heavy on rules on how to Sense Motive (P172) or use a Magnifying Glass (P212). Even so, there are sixty pages on the history and culture of The Shattered Lands, The New Lands and The Isles Of Refuge.


The last of those three chapters is of particular interest because the Isles of Refuge, set in what we now must learn to call The Shabby Sea, feature heavily in the upcoming Altar of Malice expansion. To confuse matters thoroughly, the bizarrely-named Shabby Sea breaks down into two sub-seas, Tranquil and Phantom. The Tranquil islands so far announced are the Isle of Refuge itself, Deathweave Isle, and the Pygmie-and-dinosaur-inhabited Island of Dichen, at least two of which don't sound all that tranquil to me. The sea-next-door, The Phantom Sea, offers Kithicor, the Far Seas Trading Company’s home base Highhold, and Grimshales, an island made from a shard of Luclin.

If we take the White Wolf source as canon then that's just the tip of the iceberg. (Bad analogy). The map at the top of this post shows around thirty islands with almost a dozen of them named. All the named isles are examined in detail in the book. Six of them get entries several pages in length.

I confess to having being largely unaware of the existence of almost of all of these islands. I can't recall if they were mentioned in game back in the first or second iteration of the tutorial, both of which I played through several times. I only remember the later, streamlined version with any great clarity. It's evident, nonetheless, that whether we as players were aware of it or not at the time, the waters and islands we are now so close to discovering and exploring for ourselves were there all along, both in the imaginations of the designers and in the design documents they were using.

I was already invested in the upcoming expansion. For years I've wanted to find out what the Far Seas Traders were up to. I've never trusted them. Now I'm doubly intrigued. When the expansion launches on November 11th for All Access members and November 28th for the masses, I'll be out there with my telescope, scanning the horizon for signs of islands yet unknown.



 

Saturday, December 3, 2011

It's The Beginning of a New Age: EQ2

 I know, you were expecting the Velvet Underground. Well you're Kinda Outta Luck.

Tuesday is the dawn of the Age of Aquarius Discovery and the NDA is down, so here are my thoughts.

 I hadn't planned on doing the Beta. Over the years I've come to the conclusion that it's generally a bad idea to beta expansions for MMOs that I'm already playing. While I do really enjoy testing stuff it feels too much like opening the presents before Christmas Day.

I didn't even apply for this one. Which didn't matter because I got added without asking. Since I had access I figured it wouldn't hurt to take just a little look at the Freeport revamp. And the Dungeon Maker. Oh, and Mercenaries. Just a little peek. I just peeled the wrapping paper back an inch or two, really. I hardly even opened the box...

Freeport Revamp.

Even Lucan can't stop the rain
Not strictly part of AoD, you get this whether you like it or not when GU62 rolls in on the same day. As I mentioned I was more than a little apprehensive about this one. I am delighted to report that the EQ2 team got almost everything right that the EQ1 team got wrong.

The new Freeport is absolutely the old Freeport. Pretty much everything is where it should be, looking like it should look. Yes, Lucan's had the decorators in and the builders too. There's been some re-zoning, a few buildings have gone and some citizens have been re-housed. But it's still Freeport, just smartened up and with all the doors open!

I wish they'd knocked down The Jade Tiger instead of The Blood Haze Inn because I purely loved that terrace, but East Freeport is so much better it balances out. There's a marvelous souk where the broker used to stand in his little cubby hole. Execution plaza now comes complete with an actual execution (which I deliberately haven't seen yet). The big ship in South Freeport had to go for technical reasons, but I can't say I missed it.

Overall, a big thumbs up for Freeport!

Dungeon Maker

I could have sworn it was bigger
I played with this one quite a bit and I really like it a lot. It comes with a small number of preset dungeon layouts. Crushbone was one. Literally the ground floor level of the actual zone as far as I could tell. I knocked up a perfectly serviceable dungeon in half an hour. I was really impressed by how easy the tools were to use. I was anticipating that only dedicated decorators would really get much out of this feature but just about anyone should be able to throw together something worth running.

That said, it's going to be a decorator's dream. Not only do you get a ton of dungeon-origined placeables but you can also place pretty much anything you'd be able to place in a house. Station Cash furniture doesn't always work - I couldn't place my Rivervale set that I bought with my free beta 999,999 SC allowance. (Generous or what?). You can even name all the creatures and give them dialog  (or will be able to - not sure if that's in for launch). I foresee some amazing creations. Having many of the items for the Dungeon Maker drop as tradeable loot from adventure content is a brilliant idea, too. Nothing like a gold-rush to spice up the economy.

There's one major downside that's been much discussed, of course. For balance reasons you can't run your own characters through the Dungeon Maker dungeons. I was worried that might make them feel like EQ1's Monster Missions, which I loathed, but it really doesn't. I found it very easy to associate with my Drolvarg avatar and the Bellywhumper was... well it's a Bellywhumper for god's sake!

Another big thumbs up.

Mercenaries

Mercenaries are my favorite ever addition to EQ1 so I had very high hopes for this. I only tried one Mercenary, a Ratonga Inquisitor called Stamper Jeralf. I was playing a very low level bruiser and with Stamper helping me I was pretty much invincible. In fact, this Gnoob video, which I took to be a parody, turned out to be pretty much on the nail. If I'd let him Stamper would happily have power-leveled me all day so long as I didn't run out of silver.

I'm calling Trading Standards about you, Jeralf.

Unlike EQ1 mercs, these all come with proper names and back-stories and they seem to be less focused on their jobs than their counterparts from half a millennium ago. Despite hiring on as a healer, Stamper pretty much never cast a healing spell. At one point I began to doubt he even knew how. He mostly liked to hit things with his hammer and cure me of any possible ailment I might have picked up over the last few seconds. Since his buffs were so overwhelmingly powerful that pretty much nothing could hit me I guess he didn't feel there was much need for healing.

It looks very much as though EQ2 mercenaries are being tuned to be less useful than their predecessors, but they still look pretty darn useful all the same. Apparently they are quite expensive to run at higher levels. I'd bet that after a while the usefulness gets tweaked up and the cost down.

One thumb up and the other hovering ready for the fully-tuned version.

I didn't try a Beastlord but the vibe on them in beta seems almost universally positive. Even the folks who couldn't find anything good to say about anything else grudgingly acknowledged that Beastlords were going to be a big hit. For my money and from everything I've read in and out of beta they aren't Beastlords at all, but so long as they're a fun class, who cares?

Tradeskill Associates and Reforging I also skipped. But... Othmirs!

All in all it looks fantastic. Has the potential to be the best expansion for years for the EQ2 demographic that's had to take a backseat since Kunark.

NDA is still up on all beta screenshots so these are all official SOE issue. Mine would have been a lot better, but there you go...

Tuesday, November 1, 2011

History Repeating: EQ2

 And not in a good way.

Is that what you want? Is it?

We didn't get any trick-or-treaters for Halloween but I still got a nasty surprise. It just came a day late.

I never entirely recovered from the last revamp of Freeport. The one in the original game that came free alongside Prophecy of Ro, one of Everquest's least-memorable expansions. You probably don't recall the expansion even if you were playing EQ back than, but no-one could forget that revamp. It was the one that turned a charming, idiosyncratic, human-sized city into a soulless impersonal maze.

Okay the harbor was nice, but that's no excuse.

Nevertheless, when they announced at Fan Faire that EQ2's Freeport was going to get a makeover of it's own I was sanguine. I didn't feel the fear like Wilhelm. As you can see from my rather smug comment on TAGN's blog there, I had " a lot more confidence in the EQ2 team to do a better job". Well, soon we will see how well-placed that confidence was.

Breakfast on the terrace at The Blood Haze Inn.
My problem is that all the things listed as negatives about the current Freeport in the interview with Timothy "Hoahmaru" Heydelaar (of whose existence I was previously unaware. I don't think he posts on the forums much) are strong positives for me. They are the very things that have led me to base almost all my characters in Freeport over the last six years.

Lucan, no friend to the lawnmower
I love the down-at-heel Mediterranean port ambience. I love the "pale and desaturated" palette and the "broken stucco and plaster". I have three characters living in the inn in West Freeport that 's being rezoned "to be more military focused with training grounds taking up the area where the bar and inn were".

If anyone's been to Malta they'll know just how convincing Freeport is. The capital of Malta, Valetta, is a harbor fortress built by the Knights of St. John and it's about as close a real-world analog of Lucan's Freeport as you could hope to find. Architecturally, that is. It's not the fag end of a  corrupt empire, peopled by talking rats and eight-foot tall ogres, true, but then you can't have everything.

Valetta, blurred. I blame Cisk.
The new Freeport will have plenty of bling, we're told. They've "added a lot of rich golds to replace the rusty metals throughout and replaced a lot of brick with pattern work". I'm sure it's very tasteful, but don't we already have one city out of the Arabian Nights?

Oh well. At least SoE have had the decency to add an in-game "FRAPS" style video facility before they begin tearing down the house. I'm off to make my own nostalgia documentary before it's too late.








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