EQ 2

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

s1njin

Senior member
Apr 11, 2011
304
0
0
Well, after 3 months in Rift my 2 friends and I are officially bagging and going to EQ2. We're hoping against hope that it is more challenging than Rift, that the leveling experience is a little more old school, and that even though the gfx engine is garbage, our rigs will be able to make the game look as good as its going to look !
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
Well, after 3 months in Rift my 2 friends and I are officially bagging and going to EQ2. We're hoping against hope that it is more challenging than Rift, that the leveling experience is a little more old school, and that even though the gfx engine is garbage, our rigs will be able to make the game look as good as its going to look !

There was a new expansion released in February called Destiny of Velious that introduced a public quest system and flying mounts along with some other changes to stats. Also the AA limit was increased to 300. The public quests are events that automatically add you if you enter the area they are taking place in and provide rewards based on the level of participation. Velious was one of my favorite expansions in old EQ and so far I am really enjoying it in EQ2 as well.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
There was a new expansion released in February called Destiny of Velious that introduced a public quest system and flying mounts along with some other changes to stats. Also the AA limit was increased to 300. The public quests are events that automatically add you if you enter the area they are taking place in and provide rewards based on the level of participation. Velious was one of my favorite expansions in old EQ and so far I am really enjoying it in EQ2 as well.

Have they done anything w/ the GFX engine or is there anything I can do on my end to tweak my way to it running as good as it can?
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
Have they done anything w/ the GFX engine or is there anything I can do on my end to tweak my way to it running as good as it can?

Only time I have ever had any graphics issues is when I have been in large raids, never encounter anything in my day to day activities. I do keep the grass turned off so that may help if you have issues.
 
Last edited:

s1njin

Senior member
Apr 11, 2011
304
0
0
You know, I find the graphics to be acceptable. I'm only still in the Kelethin noob zone, so I'd imagine as we progress into later content we'll see improvements, but so far I'm fine with the way it looks.

I also enjoy the fact that there are mobs than can kill me quickly in the zone. I actually have to be careful - which is a breath of fresh air.
 

nageov3t

Lifer
Feb 18, 2004
42,816
83
91
this thread is making me want to give EQ2 another chance.

I played the free trial a few years back, but didn't last very long in it. I think I accidentally attacked a guard when trying to talk with him and said "fuck this" and went back to WoW.

I played EQ back in the day, but I have no nostalgia for the game... I was a bit addicted; one night, I died and leveled down and kinda had a mental breakdown. never logged into the game again.

as an adult working a full-time job, there's no way I could return to a game where a core facet of endgame raiding involved getting woken up by my guildmates to login at 4 am because a mob just spawned.
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
You know, I find the graphics to be acceptable. I'm only still in the Kelethin noob zone, so I'd imagine as we progress into later content we'll see improvements, but so far I'm fine with the way it looks.

I also enjoy the fact that there are mobs than can kill me quickly in the zone. I actually have to be careful - which is a breath of fresh air.

You might want to try the Frostfang Sea starting area with a toon as well. You can quest yourself up to 20 pretty quickly following the questlines that lead from the starting area and lead eventually into Halas. They also revamped the low level crafting stuff as well so you can get a bank item to hold harvests and get roughly a crafting level per quest on the starter stuff up to level 10 or so.

If any of you that are thinking about returning have previous accounts I would suggest doing anything you can to reactivate the old accounts rather than starting new ones. The veteran awards alone make the hassle worthwhile if that option is available.
 
Last edited:

skace

Lifer
Jan 23, 2001
14,488
7
81
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.

Nostalgia can be a bitch. However, we can't attribute all of EQ's enjoyment to nostalgia. Several of us have gone back to the game a number of times. In fact, I logged into my Project EQ chars last week and the server is still going strong.

And I don't believe anyone is familiar with EQ's "formula". In fact, I think most MMO gamers would be lost in an EQ remake. Realizing they can't kill a lion without several friends would be a significant change of pace for most of them. Realizing they can't just run through a dungeon, or that it is more than scripted events. Finding out-of-depth monsters. Or having to work a bit harder for their gear.
 
Last edited:

skace

Lifer
Jan 23, 2001
14,488
7
81
Some of EQ2s textures are possibly the ugliest textures ever used in an MMO. Far uglier than anything in EQ1. I think that is the only thing wrong with the GFX and it seems like an easy fix, just do a texture swap.

The only way I can describe it is that some of the textures are just blurry, muddy blotches that only slightly resemble what they are supposed to be (dirt, grass, a wall, etc).

The engine also tends to run poorly for what it actually gives you. It's not a very good ratio when compared to a game like Rift.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
Some of EQ2s textures are possibly the ugliest textures ever used in an MMO. Far uglier than anything in EQ1. I think that is the only thing wrong with the GFX and it seems like an easy fix, just do a texture swap.

The only way I can describe it is that some of the textures are just blurry, muddy blotches that only slightly resemble what they are supposed to be (dirt, grass, a wall, etc).

The engine also tends to run poorly for what it actually gives you. It's not a very good ratio when compared to a game like Rift.

Agreed - RIFT's graphics are superior. People pining for eye candy will be disappointed here. On the other hand, people going to EQ2 w/ a open mind will probably be okay w/ it.

Or, maybe its just my rig can handle running everything on Extreme preset. That 4.5 OC is working for it baby, but I don't care. That's why I bought it ...
 

Ross Ridge

Senior member
Dec 21, 2009
830
0
0
You know, I find the graphics to be acceptable. I'm only still in the Kelethin noob zone, so I'd imagine as we progress into later content we'll see improvements, but so far I'm fine with the way it looks.

The Kelethin starting area is later content, it wasn't in the original release. If you want something a bit more hardcore, try the starting areas in Freeport and Qeynos and the rest of the original content. A lot of the quest helpers aren't supported, and while the zones have been tamed down from release, I think for the most part they're still a bit harder than the newer areas.

btw. If you ever had a EverQuest, EverQuest II or other Sony Online Entertainment account it shoud be reactivated for free right now as part of their "Welcome Back" program after they got hacked.
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
Agreed - RIFT's graphics are superior. People pining for eye candy will be disappointed here. On the other hand, people going to EQ2 w/ a open mind will probably be okay w/ it.

Or, maybe its just my rig can handle running everything on Extreme preset. That 4.5 OC is working for it baby, but I don't care. That's why I bought it ...

That stands to reason, Rift was released this year, EQ2 in November, 2004. Most MMORPGs tread lightly with graphics engine updates as they try to maintain compatibility as long as possible to the original release specs or at least this is what I have seen as the "official explanation" in threads regarding it. I won't swear to it but I do believe there is an update in the works, they are also going to redo the original release cities to make them all one zone and enable the flying mounts inside them.
 

akugami

Diamond Member
Feb 14, 2005
5,837
2,101
136
I tried EQ2, got to lvl 20'ish upon release. Figured the game wasn't for me. Character models suck ass. Classes seemed a little bland. To me it seemed like they tried to cater to all the complaints about class inequality/balance from EQ1.

I've always said that you should not try to balance all the classes. Every class should have a situation where they are superior to any others. Every class should have an ability that makes them wanted in a group or raid situation.

Take the EQ1 enchanter. There are certain situations where charm makes them god like. So charm got nerfed. Never mind that enchanters can't damage worth a crap and any giant flagged mobs (dragons, giants, some other stuff) can't be crowd controlled with the mesmerize line of spells. And speaking of mesmerize, later content reduced the need for crowd control. So we get turned into buffwhores on raids. Fun.

Don't get me wrong, some of the encounters clearly were not thought out with charmed pets in mind. Especially when charmed pets retain their mob HP and mob damage. EQ1 mobs being tuned as group kills and not solo kills like WoW or Rift. We used to have monks pull up a pet to the final boss in the Plane of Fire during the Planes of Power expansion to use it as a charmed pet for dps if that tells you anything. And a charmed Pooka in the GoD expansion of EQ1 was simply overpowering by a huge huge degree. These situations definitely required a retune.

But there is a certain danger involved with using a charmed pet. It requires constant attention because it will make the enchanter go splat. It isn't as simple as charming and siccing the pet. An enchanter was one of the hardest classes to play if you wanted to be more than a buffwhore.

Sadly all Sony did was listen to the outcry and hit enchanters with the nerf bat with no regard for what makes the class fun and how to retain that enjoyment.

Sony does the same with practically every class when they do a nerf or upgrade. Take EQ1 paladins who are suppose to be killer against undead. Put in enough undead content to make them worthwhile in groups and raids. Make them viable tanks even in raids. Make them contribute enough with utility spells and dps that they are viable in groups. EQ1 was never a dps fight (in most cases) so having high dps is desirable but not the be-all end-all.


Give me EQ1, update the graphics. Tweak the classes so that there are multiple viable classes that can fill multiple roles. For example, make it so that it's not just a warrior who can tank a raid. Allow paladins and shadowknights to be viable tanks. Make it so that it's not just clerics who can be primary healers in a raid. They already had two viable classes that can do crowd control in the bard and enchanter while many other classes had root which also help as a crowd control spell if the group wasn't incompetent.

Some of this might mean implementing a "role" system much like how Rift has multiple roles for each class. Example is a druid can go from a good damage dealer with a minor in healing to a major healer with a minor in damage. A cleric would be a pure healer but be able to switch roles into a paladin and be a tank.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
That stands to reason, Rift was released this year, EQ2 in November, 2004. Most MMORPGs tread lightly with graphics engine updates as they try to maintain compatibility as long as possible to the original release specs or at least this is what I have seen as the "official explanation" in threads regarding it. I won't swear to it but I do believe there is an update in the works, they are also going to redo the original release cities to make them all one zone and enable the flying mounts inside them.

Well, it's actually more than that. When EQ2 came out in 2004 they tried to push the graphics barrier. Which is a lot different than what MMOs try to do these days. WoW began a trend of MMOs releasing with subpar graphical options that would work on many systems, yet with very good artistic style that lasts much longer than any graphical affect would on it's own.

This trend ended up very smart and what we've seen are a lot of MMOs that look good and yet run much better than you'd expect them to also. If EQ2 had been built around this premise, I'm sure the graphics would have held up a lot better than they did.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
But there is a certain danger involved with using a charmed pet. It requires constant attention because it will make the enchanter go splat. It isn't as simple as charming and siccing the pet. An enchanter was one of the hardest classes to play if you wanted to be more than a buffwhore.

It was incredibly dangerous in a small group. Knowing that you needed the charmed pet DPS to win the encounter but also being reliant to keep the raid boss slowed or else he would out damage healing nearly instantly. Knowing both spells, as well as others, were all on seperate timers that you needed to keep track of and sometimes refreshing specific spells early so that they wouldn't expire at the same time because if charm and slow expired at the same time, your entire group would wipe. Aaahh. Being able to handle that kind of encounter actually made you feel like you had done something besides press 1,2,3.
 

damocles

Diamond Member
Oct 9, 1999
5,105
5
81
/rose tinted glasses on

Ahh, EQ.

As much as I hated corpse runs at the time, they made running dungeons more edgy and rewarding. I liked the class specializations and the fact that most activity required a group.

I liked the fact that loot tables were fickle. I hate the grind X number of dungeons/dailies for points/widgets to buy better gear that is in most MMOs now.

I loved class Epic quests (that were epic) and the other great quests (Ring of the Cabbage/Coldain Shawl etc).

I loved tradeskills that took a lot of effort to max (I still shudder when i remember maxing blacksmithing).

I preferred competing for mobs rather than having all the interesting stuff instanced.

I even liked the fact that some places took ages to get to without a port (which made remote areas... remote)

EQ (or should I say SOE) did a lot of things badly and EQ had many frustrations but I would happily play something similar again. I think there is a market for something a little more hardcore albeit that it would never be a WOW killer.

I may start up on Flippy Darkpaw given SOE has given me 46 days of free play after my details were hacked.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
The more the merrier.

Started playing w/ the advanced settings for display. There is a lot of stuff in there - needless to say when moved to shader 3.0, moved the responsibilities for shadows from the CPU to my GPU, and bumped all the lighting up - wow big difference.

Looks even better now.

Finally got myself to Kelethin last night. Went up the lift, heard the remixed music that I recall from regular EQ. Couldn't help but find myself in a happy place. Found Orc hill - my group was too strong for it by now so it didn't have the mystique I remember. I'm pretty sure it would've been diff't if I had wandered there alone though.
 

akugami

Diamond Member
Feb 14, 2005
5,837
2,101
136
It was incredibly dangerous in a small group. Knowing that you needed the charmed pet DPS to win the encounter but also being reliant to keep the raid boss slowed or else he would out damage healing nearly instantly. Knowing both spells, as well as others, were all on seperate timers that you needed to keep track of and sometimes refreshing specific spells early so that they wouldn't expire at the same time because if charm and slow expired at the same time, your entire group would wipe. Aaahh. Being able to handle that kind of encounter actually made you feel like you had done something besides press 1,2,3.

Old school enchanter. I had a mental timer on my mez spells when doing pure crowd controlling at my best. Also a quick reaction so that when a mob breaks free it's back under mesmerize in roughly a second. That was before play time took a dive and before they started nerfing encounters with less need for crowd control or outright killing the ability to crowd control with giant flagged mobs.

There were many dungeons where I'd be the puller simply because it was easier for me to cast a few crowd control spells, run back with a couple on my tail and take care of the one or two in camp and then wait for mesmerize to wear off on the ones back at the pull spot and then mesmerize them as they come in. I'd usually have a charmed pet while doing this as well. Exhilarating as an enchanter knowing there's a ticking time bomb in camp that can wreak havoc at any moment. PUG's get nervous when I do that.


/rose tinted glasses on

Ahh, EQ.

As much as I hated corpse runs at the time, they made running dungeons more edgy and rewarding. I liked the class specializations and the fact that most activity required a group.

I didn't like running from the bind point. Make more respawn points like in Rift but make you have to recover your corpse in a dungeon. This gives you a huge incentive to not screw up. And "regular" dungeons should work the same as in EQ1 so that mobs respawn. Not the instanced dungeon crap where once you clear it, it's cake to get your corpse back.

I liked the fact that loot tables were fickle. I hate the grind X number of dungeons/dailies for points/widgets to buy better gear that is in most MMOs now.
It's both good and bad. I wouldn't mind if they did this with a certain gain X number of dungeons/dailies to buy better gear. However, they should only get you slightly better gear to ease encounters but not trivialize anything of your level. All the good loot should be rare drops.

I loved class Epic quests (that were epic) and the other great quests (Ring of the Cabbage/Coldain Shawl etc).
I liked some of those but the Coldain Shawl was so much of a pain in the backside simply because tradeskilling sucks in EQ1. And get rid of those weekly timer mobs for epic quests. Make them 24 hour spawns at their longest. I don't care about raid mobs being on a 3 day or 7 day timer.

I loved tradeskills that took a lot of effort to max (I still shudder when i remember maxing blacksmithing).
As much as gaining skill in tradeskills is too easy in a game like WoW or Rift, at least the crafting system isn't complete crap like in EQ1. I don't mind it being harder to gain tradeskill levels but EQ1's system was complete shit. There should be no reason you need 6-10 vendor bought items to create an item.

I preferred competing for mobs rather than having all the interesting stuff instanced.
Me too. As much as it can create a lot of server drama, that was part of the fun. It can be frustrating at times. It was definitely more exciting being in a raiding guild when you had a rival. I remember we were roughly tied with another guild for clearing content on our server at one point. There were the top two guilds who cleared and competed for content first and then there was the guild I was in and our rival guild. That made things so much more fun. There would always be races to kill named raid mobs and sometimes we'd kill content just to block the other guild. And they did the same to us.

I think as long as you can keep things in perspective that it is still just a game this type of competition can be extremely fun.

I even liked the fact that some places took ages to get to without a port (which made remote areas... remote)
Yes and no. I think being able to travel too easy is bad but once you trivialize/beat the content you should be able to enter the general area easily. I like the idea of the porticulums in Rift. They just need to make it harder than talking to the porticulum master to unlock them. An example is the Wakening Lands from the Scars of Velious expansion and how you needed to clear an objective to be able to port in.
 

Washoe

Senior member
Nov 13, 2003
425
0
0
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.

That's the thing about Classic EQ, which differentiates it from all other MMOs. (we can argue about the reasons... it's the developers, it's the community.. it's whatever...)

But the freaking massive death penalty you got in EQ made it a completely different game from anything else I have ever played. I'm not just talking about an experience hit, which that alone made it difficult enough, causing you to lose hours of gameplay just to regain that lost xp. But I'm also talking about the fact that you could spend the next several hours, maybe the rest of your whole day trying to get your corpse back, depending on the situation. Now I know people wonder - huh? What's the fun in that? Well it is NOT fun lol but that's not the point. The point is it made you take your gaming and your character to another level. It made you take the role your character plays so much more seriously! I can't emphasize that enough. I mean, think about it. You're in a dungeon crawl, way in the back, let's say. You don't have anyone to port, maybe it's just a team of a couple tanks a cleric and a shaman. Throw in a ranger or rogue let's say. The fights are getting rough. Each battle you come out with low low mana, everyone's low on health, etc. Plus, you knew you shouldn't have gone this far back into the dungeon anyway. But you risked it just for the thrill and group confidence is high. Then, sure enough, next thing you know, a few unexpected 'adds' come walking into your room and even though you haven't had any time to recover from the last battle, you gotta fight them, or you all die, and IF you all die, you could well all be spending the next 2-3 hours trying to get your corpse back. Now ask yourself, are you going to fight those mobs maybe a little bit better than you would if you knew that death would only mean your team will simply pop back up at some bind point or something? Of course! The threat of an impending 2-3 hour corpse run causes real FEAR - even PANIC. Hell, I remember some situations where it was like "Oh crap, we are NEVER going to get our corpses back if we die here" And sometimes it was actually a strategy to try and at least fight your way to a spot that would be safer to die in than others. ...But if you're all decent enough players, you'll figure a way to fight through it. And if you somehow manage to live, how massively awesome would that be? I can recall some unbelievably close calls sometimes.... one time as a tank I was literally down to 2 hp and the cleric was completely oom and we all knew that if I died, everyone else would die too very soon after. But we all lived, and we all didn't have to do a massive corpse run - it was an awesome feeling. The greatness of EQ was that very fine line between massive frustration and disappointment vs extreme satisfaction and feeling of a job done well.

I really miss that, but the fact is I don't have the time any more anyway! Great memories though, I'll never forget.
 

Washoe

Senior member
Nov 13, 2003
425
0
0
I think most MMO gamers would be lost in an EQ remake. Realizing they can't kill a lion without several friends would be a significant change of pace for most of them. Realizing they can't just run through a dungeon, or that it is more than scripted events. Finding out-of-depth monsters. Or having to work a bit harder for their gear.

Or getting killed just in the newbie zone alone! lol
 

Washoe

Senior member
Nov 13, 2003
425
0
0
Just a couple of thoughts re: Classic EQ1. I see it as like a beta testing of mmo gaming in general. The fact is, there is so much the developers hadn't thought of when the game first rolled out. Who would have foreseen hundreds of players packed into the EC tunnel as a general trading area? Items and gear did not take damage or wear over time. Zones were not instanced until years later, which resulted in "killstealing" everywhere from the newbie yard to the highest level planes. Some zones the tracking of mobs was awful. I forget which zone, maybe Chardok, but there was one zone were even though you couldn't see a parallel hallway, the mobs "saw" through the wall that your group was within its radius, and would then not only come after after you, but would also round up other mobs along the way. A few minutes later your group is wiped, but you didn't even realize you triggered that mob to give chase. It's the unpolished things that if you look back, you could see EQ1 like a beta testing of MMOs. All the things we complained and bitched about... Guild Wars, WoW, and others took and polished it off, nice and shiny. But there is something about the rough days of early EQ1... it is definitely more than nostalgia imo.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
That's the thing about Classic EQ, which differentiates it from all other MMOs. (we can argue about the reasons... it's the developers, it's the community.. it's whatever...)

But the freaking massive death penalty you got in EQ made it a completely different game from anything else I have ever played. I'm not just talking about an experience hit, which that alone made it difficult enough, causing you to lose hours of gameplay just to regain that lost xp. But I'm also talking about the fact that you could spend the next several hours, maybe the rest of your whole day trying to get your corpse back, depending on the situation. Now I know people wonder - huh? What's the fun in that? Well it is NOT fun lol but that's not the point. The point is it made you take your gaming and your character to another level. It made you take the role your character plays so much more seriously! I can't emphasize that enough. I mean, think about it. You're in a dungeon crawl, way in the back, let's say. You don't have anyone to port, maybe it's just a team of a couple tanks a cleric and a shaman. Throw in a ranger or rogue let's say. The fights are getting rough. Each battle you come out with low low mana, everyone's low on health, etc. Plus, you knew you shouldn't have gone this far back into the dungeon anyway. But you risked it just for the thrill and group confidence is high. Then, sure enough, next thing you know, a few unexpected 'adds' come walking into your room and even though you haven't had any time to recover from the last battle, you gotta fight them, or you all die, and IF you all die, you could well all be spending the next 2-3 hours trying to get your corpse back. Now ask yourself, are you going to fight those mobs maybe a little bit better than you would if you knew that death would only mean your team will simply pop back up at some bind point or something? Of course! The threat of an impending 2-3 hour corpse run causes real FEAR - even PANIC. Hell, I remember some situations where it was like "Oh crap, we are NEVER going to get our corpses back if we die here" And sometimes it was actually a strategy to try and at least fight your way to a spot that would be safer to die in than others. ...But if you're all decent enough players, you'll figure a way to fight through it. And if you somehow manage to live, how massively awesome would that be? I can recall some unbelievably close calls sometimes.... one time as a tank I was literally down to 2 hp and the cleric was completely oom and we all knew that if I died, everyone else would die too very soon after. But we all lived, and we all didn't have to do a massive corpse run - it was an awesome feeling. The greatness of EQ was that very fine line between massive frustration and disappointment vs extreme satisfaction and feeling of a job done well.

I really miss that, but the fact is I don't have the time any more anyway! Great memories though, I'll never forget.

I recall a time where I was adventuring w/ a PUG outside of a cave/dungeon that housed Minotaurs. I don't know what zone it was in, but I had to take the boat to get there. So did the rest of my PUG.

So, things like bind point become very important when it literally takes 45 mins to 1 hour to get from the boat to the cave. Sometimes longer if you 'just' missed the boat.

So we're in there, having a kick ass time. Its a tough cave for us. We really want those special mino axes you could get if you were lucky. As others have said, dungeons were not instanced and re-pops happened all the time. We're slugging it out and one of the alpha minos comes walking around the corner and just shits all over our group. Fear ensues. We start running for the entrance, but some of the dungeon re-poped. We fall apart, death within sight of the door.

Now, the majority of us were smart enough to bind reasonably close (reasonable in EQ terms, not spoon fed Rift or WoW terms). We all reconvene in our loin cloths and burlap outside the entrance. We're all scared shitless of going back in, but we have to b/c our bodies are in there. Everybody is outside the cave except for the unlucky one who didn't bind. He's talking to us through group chat lamenting his travel. Mind you, he's doing this pretty much naked. And he's a warrior so he has no spells to help him out. Just his bare hands.

So, its 2AM at this point, and he still isn't there. The rest of the PUG is tired and we just want to end it. So we decide to try to pull VERY carefully and make our way to our corpses. Progress is good early on. We're getting closer. Our stranded friend is still not with us.

Finally we can see our corpses strewn across the ground. 3 minos stand in our way. No way to pull them separately. We go for it - I mean, its either that or walk all the way back out (and it probably repoped anyway). 3 minos go down, we are in tatters, we grab our bodies. Joy ensues. Absolute joy. Followed quickly by absolute fear. One of the Alpha minos comes BACK around the corner. Our warrior is not present for he is still naked in his sojourn back to us. We run. At this point I feel like I might actually throw up on my keyboard.

As I'm taking damage and running out the cave entrance, I see our missing PUG mate. He is running to me, in all his sexy naked toon wonder. He blows right past me before he sees what we're all running away from. I did the run backwards move so I can watch what happens. He stops dead in his tracks, turns towards me (and the exit) and starts to run. Alpha Mino is hacking him to pieces (remember, he's naked). He starts doing that 'sexy man' walk we all remember where he's slowing down and walking all funny. He drops like a box of hammers.

I can't stop laughing at him. I have tears in my eyes its so funny. He just spent over 2 hours trying to get back to where he originally died, only to die again. I laughed because it was so cruel. I laughed because it wasn't me. I laughed because it was a release from the pent up agony and fear I had with my own gaming session and corpse run.

I laughed because it was just so damned real and funny at the same time.

EQ made no excuses for itself. It was what it was. I thought it was awesome. I really wish something else would step up and be awesome just like it.
 

nageov3t

Lifer
Feb 18, 2004
42,816
83
91
all these "nostalgia" posts remind me of what a goddamned terrible game EQ was

I can't imagine a multi-day corpse run (and god forbid your corpse despawns, wave the gear you spent months acquiring goodbye) is fun for anyone but the people laughing at the sap.
 

Linflas

Lifer
Jan 30, 2001
15,395
78
91
The really funny thing is that EQ was considered a "Barney World" when it first came out as the only other big MMORPG at that time was UO with its dog eat dog approach to PvP and character death.
 

brandonb

Diamond Member
Oct 17, 2006
3,731
2
0
all these "nostalgia" posts remind me of what a goddamned terrible game EQ was

I can't imagine a multi-day corpse run (and god forbid your corpse despawns, wave the gear you spent months acquiring goodbye) is fun for anyone but the people laughing at the sap.

I enjoy the corpse runs. Makes you fear doing a dungeon if you can't handle it. Chances are if you had a group, someone could help you get a corpse. If you were doing a raid, the raid would get your corpse at some point.

The only time you were not able to get your corpses is if you zoned into a raid zone and tried to solo the damn area... I never once lost a corpse in EQ1, I'm not really sure of anybody who did...

In the end is greats a community, which is far more important than the small risk of losing a corpse... To each their own.
 
sale-70-410-exam    | Exam-200-125-pdf    | we-sale-70-410-exam    | hot-sale-70-410-exam    | Latest-exam-700-603-Dumps    | Dumps-98-363-exams-date    | Certs-200-125-date    | Dumps-300-075-exams-date    | hot-sale-book-C8010-726-book    | Hot-Sale-200-310-Exam    | Exam-Description-200-310-dumps?    | hot-sale-book-200-125-book    | Latest-Updated-300-209-Exam    | Dumps-210-260-exams-date    | Download-200-125-Exam-PDF    | Exam-Description-300-101-dumps    | Certs-300-101-date    | Hot-Sale-300-075-Exam    | Latest-exam-200-125-Dumps    | Exam-Description-200-125-dumps    | Latest-Updated-300-075-Exam    | hot-sale-book-210-260-book    | Dumps-200-901-exams-date    | Certs-200-901-date    | Latest-exam-1Z0-062-Dumps    | Hot-Sale-1Z0-062-Exam    | Certs-CSSLP-date    | 100%-Pass-70-383-Exams    | Latest-JN0-360-real-exam-questions    | 100%-Pass-4A0-100-Real-Exam-Questions    | Dumps-300-135-exams-date    | Passed-200-105-Tech-Exams    | Latest-Updated-200-310-Exam    | Download-300-070-Exam-PDF    | Hot-Sale-JN0-360-Exam    | 100%-Pass-JN0-360-Exams    | 100%-Pass-JN0-360-Real-Exam-Questions    | Dumps-JN0-360-exams-date    | Exam-Description-1Z0-876-dumps    | Latest-exam-1Z0-876-Dumps    | Dumps-HPE0-Y53-exams-date    | 2017-Latest-HPE0-Y53-Exam    | 100%-Pass-HPE0-Y53-Real-Exam-Questions    | Pass-4A0-100-Exam    | Latest-4A0-100-Questions    | Dumps-98-365-exams-date    | 2017-Latest-98-365-Exam    | 100%-Pass-VCS-254-Exams    | 2017-Latest-VCS-273-Exam    | Dumps-200-355-exams-date    | 2017-Latest-300-320-Exam    | Pass-300-101-Exam    | 100%-Pass-300-115-Exams    |
http://www.portvapes.co.uk/    | http://www.portvapes.co.uk/    |