Review: Ever Quest II | |
by Marinda Darnell | |
| |
Ever Quest II is
finally here. The wait has been long, and the final release much anticipated.
Can Sony Online Entertainment
(SOE) live up to the expectation that thousands of diehard players had, or will EQ2 flop
as a cheap imitation of the original? This question was answered in early November with
much glee. Luclin has been destroyed, and has collided with the world of Norath, creating
survivors of a cataclysm that destroyed the world as all Norathians and Luclinites knew it.
See the Tome of
Destiny for the complete story. My account with SOE/Verant is extremely old by most standards. I remember when Ever Quest first came out, the server crashes, and the 4 minute wait to zone into Crushbone because my machine only had 128 MB of RAM. Then upgrading to 512 MB of RAM, it only took 30 seconds to zone. The cries of "Train to zone!!" and people running, screaming from Orcs and begging for a resurrection or help finding their corpse. Then as the servers started getting more populated, problems began cropping up with little ways to fix them. Certain areas would be camped, and those areas were jealously guarded. Players knew the exact time and location for certain loot drops, and they would always be there for those specific drops. Kill stealing became very popular, and extremely frustrating. Character customization was limited to race and gender. ![]() ![]() After your character was created (I personally have four characters on four different servers, including the RP server), depending on your alignment, your starting city is chosen. All evil aligned character start near Freeport, and good aligned characters begin in Qeynos. All characters begin on different instances of the Isle of Refuge or on a ship if you choose not to skip the tutorial. (After running through the tutorial with my first character, I skipped it with the next three). All zones are instanced in EQ2. So far I have seen up to seven instances of an individual zone, in order to keep population and lag under control. When zoning, each player is given an option as to which instance to enter. Immediately upon arriving on the island, you are hailed by an NPC that allows you to choose your archetype, and gives some starting weapons and items. ![]() Professions have changed greatly. No longer do characters start as a level one druid or ranger. Instead an archetype is chosen on the Isle of Refuge, for instance fighter, mage, priest, and scout. Each archetype then has three classes under them, which can be trained in once a character reaches level ten, and has completed the appropriate hallmark quests. Each class then has a sub-class, which can be trained in once the character reaches level twenty, and has finished the hallmark quests. For instances, Darkwind starts out on the Isle of Refuge as a Priest. Upon reaching Qeynos, Darkwind decides to continue his learning and seeks out Hierophant Aldalad in North Qeynos. Aldalad proceeds to instruct Darkwind through a series of quests and missions which highlight what each class that a priest can become involves. Upon finishing these quests, Darkwind decides to follow the path of a druid. Once Aldalad assures himself that Darkwind is ready for the druid trials, Darkwind is teleported to a remote tower where he must destroy different evil NPCs. After achieving level ten, Darkwind can then train to become a druid, and follow that path to become a Warden or Fury. The class system specialization is wonderful. This allows for different choices to be made based upon experiences and desires in the game. Each character is going to meet different characters to shape her personality, the class system allows for this shaping to be more apparent. ![]() Kill stealing has virtually been eliminated with the implementation of locked combat. Unless you are grouped with the character who is attacking a creature (as shown by a small padlock symbol next to the names of the creature and the character), you cannot attack or cast any spells that would harm or help the creature or character attacking it. So you want to go after that level twenty NPC, but you're tired of someone coming in when you have his health down by 49% and one-shot killing him for the other 51%, getting the experience and loot rights to the corpse? This is the tool for you! The major drawback is the fact that no one can heal your character if they are not grouped with you while you are in combat. The lock can be broken by calling for help, but then there are no loot rights nor is experience granted to any party. So word of warning, do not attack a mob if you think someone will take pity on you and heal you while you kill the mob. It doesn't happen anymore. I think the benefit of this far outweighs the negative. One major sticking point about EQ2 I have found so far is server load. There are more then 20 servers available for play; however none of them have below a medium load. On the Antonia Bayle server (RP, and my main server), I have often been disconnected due to server load issues. I am running 2 gig of RAM, have an outstanding video card, and a very fast processor with a reliable cable connection. I should be experiencing no lag or server dropping. Do not expect a pleasant experience when on dial-up. It's already time for server splits to start happening, and even more servers to be introduced for the growing population to expand on. Currently there are only two RP preferred servers, and no pvp (plaver-vs-player) preferred server. Admittedly there is no pvp currently in EQ2, but given more time for the game to develop, pvp is supposed to be added. Overall, I would rate Ever Quest II very high. The class system is fabulous, the story is wonderful, quest outstanding, character creation ok, and the server issues awful. My original Ever Quest account will be forever closed from this point forward. | |
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