s1njin

Senior member
Apr 11, 2011
304
0
0
Just out of interest, anybody playing this? I see SOE has been putting out expansions and additions for awhile now.
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
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.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
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?
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
I know the graphics aren't going to touch Rift, but are they better than WoW?

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.
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
I have not played EQ2 since about 2007-2008ish. But at the time, it was pretty good. I quit about a month after the Kunark release.

EQ2 uses full shader model 2.0. However, the game does not have seamless zones. All zones are sort of a bubble in which all connect to one another either through a single entry point or ringing a bell on a dock (which indicates you want to ride a boat and travel to another zone)... However, they did fix that a bit with later expansions so it's less restricted and more natural. There isn't flying mounts, but you can use griffons and other modes of fast travel (griffons are towers on the map that you use to fly to other locations.)

The graphics in EQ2 were different. It was a mixed bag. Sometimes things looked really good, other times, really bad. All in all, it was better than WoW (IMHO). The later expansions seemed to be a bit better, even if things were a bit bland. But WoW was a bit bland in areas as well.

The best thing to do is just watch some videos on Youtube.

Otherwise, the gameplay was a bit stale. It's fairly comparable to the gameplay of Rift, as alot of EQ2 developers/producers joined Trion. So it's sort of like an older version of Rift, but it did have alot harder gameplay than Rift. There were zones in EQ2 where you had to have friends or groups to do the content. Rift 95% of the game is soloable, in EQ2, maybe not as much, maybe 85%...
 

s1njin

Senior member
Apr 11, 2011
304
0
0
Interesting. I'm asking b/c my current group is deciding whether or not we want to stay w/ Rift. I really enjoy WoW (and it still seems to be the consensus juggernaut), but they haven't really invested too much into WoW to make a impact. All three of us were veteren EQ1 folks - but didn't venture into EQ2 for various reasons (marriages, children, etc.).

EQ1 is what all three of us remember fondly. Just looking for something close to the feel of that today (hopefully w/ some upgraded gfx to give our new rigs some exercise).
 

Anteaus

Platinum Member
Oct 28, 2010
2,448
4
81
EQ1 is what all three of us remember fondly.

Nostalgia can be misleading. Many people have fond memories from those days, but much of that fondness can be attributed to player age and where the industry was at the time. MMOs have come along way since then. If a game identical to EQ1 vanilla was released tomorrow under a different name but with upgraded graphics, it would be universally panned as being under-evolved and overly traditional. Gamers are way too familier with the formula now to feel that sense of freshness anymore with any game created in its mold, including itself.
 

waggy

No Lifer
Dec 14, 2000
68,143
10
81
EQ1 was ok
EQ2 was a little better. I was in the top guild on my server. but man the amount of time i spent raiding and such was to much. It was fun but more of a job then a game.

I quit playing after desert of flame. the guild moved to WOW and fell apart.

i tried to find my toons a few months ago but they are gone. so no way im starting over from zero heh
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
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.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
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.

Yah, now THATs what I'm talkin' bout !!! You nailed it man ...
 

LurkerPrime

Senior member
Aug 11, 2010
962
0
71
If you didn't know there is a pre-kunark server available for EQ1 if your looking for nostalgia. It isn't run by sony, its free, but you do need to have a copy of EQ titanium (can get for 20 bucks or so). Last time I played about 6+ months ago they had over 1000+ people on the server, so it has a decent community. They also planned to "release" the expansions on about the same timeline that the originals came out, so it could possibly be on kunark now, but I'm not sure.

When I went back and played I got an enchanter to about lvl 20. Sure the nostalgia was nice, but after playing other MMOs, EQ1 was just too brutal. I dont' have the time that I had back then, so I can't stay up all night trying to get my corpse out of guk. In addition after playing other MMOs, leving in EQ1 seems to take an eternity. That eternity is compounded by the fact that you only get new spells every 4-5 levels.

I did play EQ2 for awhile up to the third expansion (think they are on 6 or 7 now) and it was ok. I felt like EQ2 was lacking in non-raid content at the higher levels and that the loot variety was also lacking. Although this may not be true for the current expansions. If you like having a house that you decorate with crap, then EQ2 is for you.

They had decent loot variety for the raid content and I felt that you had to actually think alot more than raiding in WoW. If your looking for a more challenging game than WoW then I would go with EQ2, unless they dumbed it down some for the newer expansions.
 
Last edited:

Ross Ridge

Senior member
Dec 21, 2009
830
0
0
i tried to find my toons a few months ago but they are gone. so no way im starting over from zero heh

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.
 

OCNewbie

Diamond Member
Jul 18, 2000
7,596
24
81
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.

qfmft
 

paperfist

Diamond Member
Nov 30, 2000
6,520
280
126
www.the-teh.com
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.

Maybe I'm living under a rock not having played either in about 3 years, but WoW has come that far to surpass EQ2?
 

KMFJD

Lifer
Aug 11, 2005
30,031
45,271
136
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.

this man speaks the truth, newsletter etc....
 

Tequila

Senior member
Oct 24, 1999
882
11
76
I don't think people realize just how much content EQ2 has. There are fricken huge quest lines to do outside of raiding. And the best part is you can level lock and experience the expansion if you can find a progression guild. There are two such guilds on AB -- one is Vitality and another is Tales of Norrath.

But I do agree, I miss the harsh world of EQ1. The long boat rides, corpse runs, etc made for a great community where people went out of their way to help. I don't miss staring at a spellbook for 35 levels but I miss many things about that game compared to the blandness of WoW.

EQ2 has its share of issues but lack of content is not one of them. And the dungeons are so huge and fun, not like the boring instances of WoW. EQ2 does have some dungeon instances especially in TSO but most dungeons are still persistent with rare mobs and usually with a small instance inside them that drops master level spells. One thing I really hate about EQ2 is tradeskills -- ugh sitting there managing all the buffs is not my idea of fun. And the tradeskill progression is really slow past 50.
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
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.

And to think that when it was released people thought it was way too "Barney World" compared to the dog eat dog PvP in UO. EQ1 really was in a class by itself.
 

waggy

No Lifer
Dec 14, 2000
68,143
10
81
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
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
They introduced flying mounts with the last expansion, Destiny of Velious. They have a promo going at the moment that allows you to get a free one from the in game marketplace good for 12 hours to check them out if you do reactivate your account.
 

waggy

No Lifer
Dec 14, 2000
68,143
10
81
i just gotta remember my login/password heh. the account is witha Email i don't use anymore (comcast).
 

Ross Ridge

Senior member
Dec 21, 2009
830
0
0
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

There's only one more day left on the free week, Thursday, so there's not much time. As for your characters they'd now be on the Guk severs, possibly with one or more "x"'s appended to their names. Lavastorm merged into Nektlulos in Feburary 2006 and Nektlulos merged into Guk in November 2010.

If your characters are that old, starting over may not be that bad. The level cap is now 90 and there's an seperate alternative advancement (AA) system to dump XP into now. They've made leveling faster in many ways, especially at the lower levels, so having a level 50 character with no AA points isn't much of an advantage.
 

Larries

Member
Mar 3, 2008
96
0
0
EQ2 now have a free to play server where you just need to download EQ2 (over 10G!) and start playing. You can access up to previous expansion.

There are some limitations (like some equipment you cannot use unless you buy tokens with real money, small number of bags, limits on gold per level etc). But you can access all the zones (up to previous expansion).
 

kamikazekyle

Senior member
Feb 23, 2007
538
0
0
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.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
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.

I'm with ya man. I want EQ1 w/ updated graphics and sound, perhaps w/ a WoW interface, but that's about it. Give me the sense of excitement/dread. Give me the sense of movement in a world, discovery. Give me a sense of accomplishment and a fear of trains that would aggro on you if you weren't paying attention. I want it all back, just make it look prettier.
 
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