Everquest 2 Week Part 1

EverQuest 2Returning to an MMO that you’ve previously played can often be a difficult experience. Players frequently find that the game just isn’t how they left it and the learning curve can sometimes be steep. At the same time they’re treated to far more content than was ever available before. EverQuest 2 has had three expansions since I retired and that is a whole lot to take in. It is due to this sensory overload that I’ve kept from blogging about the game until now. I have two months “on the job” now and I think it is fair to bring up a few of the points about my favorite MMO. I am pleased to declare this week Epic Slant’s “EverQuest 2 Week.”

Shard Runs

Tokens have always been something I’ve been fond of for raid zones. When developers use this mechanic, far less loot is wasted and players are far less frustrated. It is no surprise, then, that SOE had implemented a token system in the Shadow Odessy. Shards (the tokens) are generated by completing daily group instances and can be exchanged later for items. This is a good thing in the sense that it lets those of us who’ve been unsubscribed for a while catch up. It also clearly sets out a progression for all players by creating four tiers of armor. Each daily instance has a single quest associated to it and SOE did a great job by making these tasks slightly random. Players will become familiar with them but every day doesn’t force you into the exact same actions. In addition to that there are a ton of zones to do. These zones are well developed and a lot of fun to complete. In general the developers have done a stellar job. The main problem with this whole system, however, is that there is a loop hole.

When it comes to earning shards, the risk versus reward is quite skewed. If you want to progress appropriately, you’ll have to find a group capable of doing the zone. That can take a little time when it comes to some of the harder instances. You can then spend an hour or so working through the encounters to pick up anywhere from one to three shards depending on your luck. In general this seems quite reasonable and fair. On the other hand you can find a level 50 character, mentor them to grey the instances out, break mentoring, and complete roughly eight zones in the same amount of time without needing a group. Now, I understand that for many EQ2 players this is old news. It feels like cheating to do this and I’ve been told that customer service claims that it is. At the same time, however, they don’t enforce the rule and the time difference between “cheating” and “doing it appropriately” is quite substantial. When every pick up raid leader expects you to be at least in full tier two armor it is hard not to take the short cut. Everyone else will and you’ll just be out on the side lines. It is too late to fix this now but I hope a similar situation doesn’t exist in Sentinel’s Fate.

Dungeons

With the Shard runs being brought into existance a whole market for quick and fun dungeons has opened up. I can’t really say enough good things about how many group dungeons there are in EverQuest 2. In a way it is overwhelming. No matter how many I’ve done I’m told there is another for us to do. It has been thrilling to explore the content with my companions. It is also a treat since this is group focused content.

Despite needing a group for most of these zones, I haven’t had much trouble finding the odd player to fill a need. It is almost as if we’ve returned to the EverQuest experience where finding a group is given and bringing a stranger in is alright. This has led to meeting some great new folks and having a lot of fun. It is my hope that this sort of activity will continue in Sentinel’s Fate and I can see myself being entertained for quite a while.

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2 Responses to “Everquest 2 Week Part 1”

  1. Dresden says:

    I have been enjoying EQ2 as well. Has a nostalgia factor for us, too.

  2. Buuncha says:

    I’m just glad you nubs aren’t so nubby anymore!

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