It's a good game in its own right. Lots of content. It's a bit rougher around the edges than similar MMOs of its type. I used to play but I left once the item shops were put in. You can avoid those servers though. There is a free to play server if you want to try it out before dropping any cash.
Personally I think it's a great value to get started now because you can buy all available content for the price of a single game, but if your used to more polished MMOs your interest might be short lived. The graphics still look good but the engine is showing its age.
I know the graphics aren't going to touch Rift, but are they better than WoW?
EQ1 is what all three of us remember fondly.
There is no EQ1 on today's market. How many of these do you see in today's games?
EQ1 had these:
1) Loss of experience when dying. This creates fear in the player.
2) Loss of corpse when dying. This creates fear in the player.
3) Decent first person view. You felt like you were in your character. You seen your swords swinging as you were fighting from outside your own eyeballs. Immersion with your character. Most games are 3rd person, and for some (like me) that kills immersion.
4) Only 8 abilities can be used at any single time (spell bar), you had to pick and choose what you needed at the time. Never always had access to all abilities all the time.
5) Most dungeons required groups, some character to crowd control, pull, snare to prevent runners. None of the classes could do all, so you couldn't solo.
6) Mostly non instanced (at release.) You were stuck with the benefits and drawbacks of other players.
7) Slow rate of leveling. You couldn't get to max level in 4 days atleast in the beginning and without a powerlvler.
8) Buffs which meant something. Haste made a difference. HP buffs made a difference. Shamans could slow attack speed and meant something.
9) Teleporting classes and "OMG we have to get out of here gates"
10) Races which meant something. Humans couldn't see at night, Trolls had massive regen abilities.
11) Classes which meant something. A cleric, there to heal. A warrior, to tank... A wizard, to nuke. Granted certain classes were more needed in groups, some better with solo, but nobody could do everything. Every class felt important in some way. (Granted there was some balancing issues, some hybrids were not really required in alot of ways)
12) Items which are hard to get and meant something. If someone had a manastone, you knew... If someone had the procing sword, you knew...
13) Community. If you were an ass, you wouldn't get a group and therefore you'd get nowhere. You actually had time to talk to group members during battles for the most part. Today most games you have to spam buttons over and over to win... EQ, your abilities popped slow, and your spells had a long duration, and battles took 10 times longer than modern games. So you had time to get to know people while you fought.
14) Item loot on the PVP server (for those who like PVP)
15) Different tactics during battles. If there was a mob with a damage shield, you had to dispell it or kill your DPS melee characters. If there was a cleric NPC, you had to stun them to disrupt their healing. Some NPCS ran super fast (werebats in unrest), some really slow (mummies in unrest)... Some nuked (Hags in unrest)... Some had natural damage shields (barbed bone skeletons in unrest). Some shot your players around on the map (Tentical terrors in unrest). Some where undead (paladin/sk/cleric/necro had spells which targeted just those types of mobs)... Others elemental (druid/mage could target those)... All in the same zone and sometimes you never knew what you'd get every single pull.
16) Mobs that ran around noobie zones just to cause havok, giants/griffons in commonlands or the deserts of ros just to ruin your day.
I could go on, but the point being. Even if some of those things are annoying (exp loss/ corpse recovery) it added atmosphere to the game. Most games today lack just about every thing on that list...
After playing Rift, I will no longer buy an MMO without a death penalty. I've tried EQ2, Age of Conan, Rift, World of Warcraft, and if I never get scared to die, I will always be bored in the game, it will just feel like a grind.
EQ1 had huge grinds with no quests, etc. Just find a corner of a dungeon and sit there all day. Boring... But I actually had more fun doing that then I do with modern games, because I actually had a different state of mind when playing (OMG, I could die and lose everything I gained today by a single bad pull)... It's funny what a little emotion added to your daily MMO grind will do. Maybe that is not for everybody, but for me, it actually meant more than anything any modern game offers.
i tried to find my toons a few months ago but they are gone. so no way im starting over from zero heh
there is no eq1 on today's market. How many of these do you see in today's games?
Eq1 had these:
1) loss of experience when dying. This creates fear in the player.
2) loss of corpse when dying. This creates fear in the player.
3) decent first person view. You felt like you were in your character. You seen your swords swinging as you were fighting from outside your own eyeballs. Immersion with your character. Most games are 3rd person, and for some (like me) that kills immersion.
4) only 8 abilities can be used at any single time (spell bar), you had to pick and choose what you needed at the time. Never always had access to all abilities all the time.
5) most dungeons required groups, some character to crowd control, pull, snare to prevent runners. None of the classes could do all, so you couldn't solo.
6) mostly non instanced (at release.) you were stuck with the benefits and drawbacks of other players.
7) slow rate of leveling. You couldn't get to max level in 4 days atleast in the beginning and without a powerlvler.
8) buffs which meant something. Haste made a difference. Hp buffs made a difference. Shamans could slow attack speed and meant something.
9) teleporting classes and "omg we have to get out of here gates"
10) races which meant something. Humans couldn't see at night, trolls had massive regen abilities.
11) classes which meant something. A cleric, there to heal. A warrior, to tank... A wizard, to nuke. Granted certain classes were more needed in groups, some better with solo, but nobody could do everything. Every class felt important in some way. (granted there was some balancing issues, some hybrids were not really required in alot of ways)
12) items which are hard to get and meant something. If someone had a manastone, you knew... If someone had the procing sword, you knew...
13) community. If you were an ass, you wouldn't get a group and therefore you'd get nowhere. You actually had time to talk to group members during battles for the most part. Today most games you have to spam buttons over and over to win... Eq, your abilities popped slow, and your spells had a long duration, and battles took 10 times longer than modern games. So you had time to get to know people while you fought.
14) item loot on the pvp server (for those who like pvp)
15) different tactics during battles. If there was a mob with a damage shield, you had to dispell it or kill your dps melee characters. If there was a cleric npc, you had to stun them to disrupt their healing. Some npcs ran super fast (werebats in unrest), some really slow (mummies in unrest)... Some nuked (hags in unrest)... Some had natural damage shields (barbed bone skeletons in unrest). Some shot your players around on the map (tentical terrors in unrest). Some where undead (paladin/sk/cleric/necro had spells which targeted just those types of mobs)... Others elemental (druid/mage could target those)... All in the same zone and sometimes you never knew what you'd get every single pull.
16) mobs that ran around noobie zones just to cause havok, giants/griffons in commonlands or the deserts of ros just to ruin your day.
I could go on, but the point being. Even if some of those things are annoying (exp loss/ corpse recovery) it added atmosphere to the game. Most games today lack just about every thing on that list...
After playing rift, i will no longer buy an mmo without a death penalty. I've tried eq2, age of conan, rift, world of warcraft, and if i never get scared to die, i will always be bored in the game, it will just feel like a grind.
Eq1 had huge grinds with no quests, etc. Just find a corner of a dungeon and sit there all day. Boring... But i actually had more fun doing that then i do with modern games, because i actually had a different state of mind when playing (omg, i could die and lose everything i gained today by a single bad pull)... It's funny what a little emotion added to your daily mmo grind will do. Maybe that is not for everybody, but for me, it actually meant more than anything any modern game offers.
From a technical standpoint, Wow has much better graphics. That wasn't always the case though. EQ2's graphics were much better early on.
Ultimately it will come down to style. The games are very different graphically. Wow is more cartoony and exagerrated whereas EQ2 is not. No one can tell you which one you will prefer. They can only tell you which they prefer. I prefer wow.
There is no EQ1 on today's market. How many of these do you see in today's games?
EQ1 had these:
1) Loss of experience when dying. This creates fear in the player.
2) Loss of corpse when dying. This creates fear in the player.
3) Decent first person view. You felt like you were in your character. You seen your swords swinging as you were fighting from outside your own eyeballs. Immersion with your character. Most games are 3rd person, and for some (like me) that kills immersion.
4) Only 8 abilities can be used at any single time (spell bar), you had to pick and choose what you needed at the time. Never always had access to all abilities all the time.
5) Most dungeons required groups, some character to crowd control, pull, snare to prevent runners. None of the classes could do all, so you couldn't solo.
6) Mostly non instanced (at release.) You were stuck with the benefits and drawbacks of other players.
7) Slow rate of leveling. You couldn't get to max level in 4 days atleast in the beginning and without a powerlvler.
8) Buffs which meant something. Haste made a difference. HP buffs made a difference. Shamans could slow attack speed and meant something.
9) Teleporting classes and "OMG we have to get out of here gates"
10) Races which meant something. Humans couldn't see at night, Trolls had massive regen abilities.
11) Classes which meant something. A cleric, there to heal. A warrior, to tank... A wizard, to nuke. Granted certain classes were more needed in groups, some better with solo, but nobody could do everything. Every class felt important in some way. (Granted there was some balancing issues, some hybrids were not really required in alot of ways)
12) Items which are hard to get and meant something. If someone had a manastone, you knew... If someone had the procing sword, you knew...
13) Community. If you were an ass, you wouldn't get a group and therefore you'd get nowhere. You actually had time to talk to group members during battles for the most part. Today most games you have to spam buttons over and over to win... EQ, your abilities popped slow, and your spells had a long duration, and battles took 10 times longer than modern games. So you had time to get to know people while you fought.
14) Item loot on the PVP server (for those who like PVP)
15) Different tactics during battles. If there was a mob with a damage shield, you had to dispell it or kill your DPS melee characters. If there was a cleric NPC, you had to stun them to disrupt their healing. Some NPCS ran super fast (werebats in unrest), some really slow (mummies in unrest)... Some nuked (Hags in unrest)... Some had natural damage shields (barbed bone skeletons in unrest). Some shot your players around on the map (Tentical terrors in unrest). Some where undead (paladin/sk/cleric/necro had spells which targeted just those types of mobs)... Others elemental (druid/mage could target those)... All in the same zone and sometimes you never knew what you'd get every single pull.
16) Mobs that ran around noobie zones just to cause havok, giants/griffons in commonlands or the deserts of ros just to ruin your day.
I could go on, but the point being. Even if some of those things are annoying (exp loss/ corpse recovery) it added atmosphere to the game. Most games today lack just about every thing on that list...
After playing Rift, I will no longer buy an MMO without a death penalty. I've tried EQ2, Age of Conan, Rift, World of Warcraft, and if I never get scared to die, I will always be bored in the game, it will just feel like a grind.
EQ1 had huge grinds with no quests, etc. Just find a corner of a dungeon and sit there all day. Boring... But I actually had more fun doing that then I do with modern games, because I actually had a different state of mind when playing (OMG, I could die and lose everything I gained today by a single bad pull)... It's funny what a little emotion added to your daily MMO grind will do. Maybe that is not for everybody, but for me, it actually meant more than anything any modern game offers.
There is no EQ1 on today's market. How many of these do you see in today's games?
EQ1 had these:
1) Loss of experience when dying. This creates fear in the player.
2) Loss of corpse when dying. This creates fear in the player.
3) Decent first person view. You felt like you were in your character. You seen your swords swinging as you were fighting from outside your own eyeballs. Immersion with your character. Most games are 3rd person, and for some (like me) that kills immersion.
4) Only 8 abilities can be used at any single time (spell bar), you had to pick and choose what you needed at the time. Never always had access to all abilities all the time.
5) Most dungeons required groups, some character to crowd control, pull, snare to prevent runners. None of the classes could do all, so you couldn't solo.
6) Mostly non instanced (at release.) You were stuck with the benefits and drawbacks of other players.
7) Slow rate of leveling. You couldn't get to max level in 4 days atleast in the beginning and without a powerlvler.
8) Buffs which meant something. Haste made a difference. HP buffs made a difference. Shamans could slow attack speed and meant something.
9) Teleporting classes and "OMG we have to get out of here gates"
10) Races which meant something. Humans couldn't see at night, Trolls had massive regen abilities.
11) Classes which meant something. A cleric, there to heal. A warrior, to tank... A wizard, to nuke. Granted certain classes were more needed in groups, some better with solo, but nobody could do everything. Every class felt important in some way. (Granted there was some balancing issues, some hybrids were not really required in alot of ways)
12) Items which are hard to get and meant something. If someone had a manastone, you knew... If someone had the procing sword, you knew...
13) Community. If you were an ass, you wouldn't get a group and therefore you'd get nowhere. You actually had time to talk to group members during battles for the most part. Today most games you have to spam buttons over and over to win... EQ, your abilities popped slow, and your spells had a long duration, and battles took 10 times longer than modern games. So you had time to get to know people while you fought.
14) Item loot on the PVP server (for those who like PVP)
15) Different tactics during battles. If there was a mob with a damage shield, you had to dispell it or kill your DPS melee characters. If there was a cleric NPC, you had to stun them to disrupt their healing. Some NPCS ran super fast (werebats in unrest), some really slow (mummies in unrest)... Some nuked (Hags in unrest)... Some had natural damage shields (barbed bone skeletons in unrest). Some shot your players around on the map (Tentical terrors in unrest). Some where undead (paladin/sk/cleric/necro had spells which targeted just those types of mobs)... Others elemental (druid/mage could target those)... All in the same zone and sometimes you never knew what you'd get every single pull.
16) Mobs that ran around noobie zones just to cause havok, giants/griffons in commonlands or the deserts of ros just to ruin your day.
I could go on, but the point being. Even if some of those things are annoying (exp loss/ corpse recovery) it added atmosphere to the game. Most games today lack just about every thing on that list...
After playing Rift, I will no longer buy an MMO without a death penalty. I've tried EQ2, Age of Conan, Rift, World of Warcraft, and if I never get scared to die, I will always be bored in the game, it will just feel like a grind.
EQ1 had huge grinds with no quests, etc. Just find a corner of a dungeon and sit there all day. Boring... But I actually had more fun doing that then I do with modern games, because I actually had a different state of mind when playing (OMG, I could die and lose everything I gained today by a single bad pull)... It's funny what a little emotion added to your daily MMO grind will do. Maybe that is not for everybody, but for me, it actually meant more than anything any modern game offers.
Unless you account got hacked or something your characters should be all there. For some sort promotion Sony just reactivated dormant EverQuest II accounts for a week for free. My account which I hadn't used in over five years was reactivated with all its characters intact. They had some server merges a few months ago, so it's possible your characters are living on another server now.
You should try logging into your account to see if it's been reactivated. If you still have EQ2 installed make sure not to select a character from the launcher, it'll remember where your characters were, but it won't know where your characters are now.
As for the original posters questions, EverQuest II is a different game from the original EverQuest. It plays more like World of Warcraft (which was released at about the same time), though a bit more challenging and a bit more diversity. Graphically I'd say its better looking than WoW, but compared to modern games that's not saying much.
Nostalgia is really only going to be a factor for lore. You'll see names you know, places, NPC and items, but I don't think it'll be enough to hold together your group.
hmm i will have to see. i was on lavastorm in the top guild. i wouldn't mind playing again though i have no idea what my login was heh. soppose i can email soe and find out
The thing I miss most from EQ1 (not sure about EQ2, never played much of it) was the character of all the zones and races. Each zone felt unique and had its own character -- the neon signs and dark undercity of the Dark Evles; the tree platforms of the wood elves where you had to pay attention or fall out of the trees to your death; the swamp caves of the trolls, etc. Every area felt unique, and traveling from one place to another had a sense that you were moving across the countryside. Especially in areas like the Desert of Ro and getting lost in a rainstorm after your SOW ran out.
Man, I so wanna play an updated EQ now. Sure, being forced to find a group could suck at times, but it helped to facilitate a more social nature.