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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Official Podcast #71 is now available for your listening pleasure!  This episode includes Dragon*Con 2009, EverQuest II’s Shards of Destiny and the Star Wars Galaxies Buddy Program. Also featured are interviews with attendees from the SOE Gen Con Meet and Greet, and the start of the EverQuest Underfoot Countdown.

There are two ways to get the Podcast:  either  head over to the Podcast’s official site, and click on your preferred bandwidth, or go to the  iTunes store, type SOE into the search box and click Subscribe!  You can leave feedback on the Station forums or via email.

Sep 302009
 
Sep 302009
 
Sep 302009
 
Sep 302009
 

Fury Spells

 EverQuest II - News  Comments Off
Sep 302009
 
Sep 302009
 
 

With the recent changes to spell naming conventions, we thought it might be nice to help everyone figure out what their new spells are versus what they used to be and when you get them! We’ll be updating a few a week and will update this list with links for your convenience as they get posted. Read more!

 

One of my first, and fondest, memories of MMORPGs is playing Everquest and hearing the screams of “TRAINNNNN!!!!” whilst adventuring in Blackburrow. That word usually meant that you either had to make a very quick exit to the zone line or face death. Ah, how I miss the trains.

For those of you who are unfamiliar with the term, the word “train” was used to describe a stream of mobs (monster or beasts!), forming quite literally a train of evil, chasing a player until they zoned. See, in the original Everquest, mobs never stopped chasing you until you killed them, died, or zoned away. They were like the Terminators of MMOs. They also had an unfortunate habit of being very aggressive and attacking anyone that happened to get in their way which is what made trains so dangerous. If a player was running with a train of creatures chasing him, they would stop and attack everyone they encountered on their path. Fortunately this style of A.I. was quickly phased out in later games.

Train in Steamfront Mountains, Everquest

Train in Steamfront Mountains, Everquest

Trains were usually caused in dungeons when a player or group got in over their heads. Mistime the spawn rate or accidentally aggro a roaming mob and you’d be forced to either die in glorious battle or run for your lives. Players being the cowards that they are *ahem* following their natural instinct for survival tended to opt for the latter and leg it for safety as quickly as possible with little heed of the consequences to others in the zone. Most at least had the courtesy to shout “TRAINNNNN!!!!” when they did it – I even had it as a macro on my hotbar.

So why do I miss those trains? No, I’m not a masochists, I just miss the memories and challenges that they brought. Trains gave players the opportunity to be cowards or to be heroes, to be scared or to be brave. Without trains I wouldn’t have the memories of running for my life through Blackburrow or being miracously saved by some huge Ogre Warrior.

Trains are about creating social interaction and co-operation through challenge. It’s not about making life frustrating for the players (although I dare say it was to some) but rather it’s about creating an element of risk and consequence which in return made our endeavours that much more fulfilling. Without risk, there can be no reward.

So next time you’re running for your life in some dungeon in some virtual world in some MMORPG, stop, think, and try to start a train. Bonus points go to the most inventive scream.

Original post from: We Fly Spitfires – MMORPG Blog

I Miss The Trains

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GENERAL

  • The destroy confirmation is now more clear in confirming that you are actually destroying an item.
  • The Guardian of Eternity has returned to Charasis: Vault of Eternal Sleep
  • Research Assistants are a little more helpful when asked about their jobs.

ALTERNATE ADVANCEMENTS

Monk

  • Enhance: Mend will once again work properly.

ITEMS

  • Najena’s Ring of Readiness is no longer heirloom. Additionally, the Ring of Readiness effect will only function as long as the ring is worn.
  • The Charm of Rallos Zek now has 2 additional melee crit bonus.
  • The Charm of Anashti Sul now has 3 additional ranged doubleattack.
  • Scourge Knight Spaulders have been restored to their previous salmon color.
  • Chainlinks of Hatred now have ranged crit chance and bonus, as well as ranged skill.
  • Barbute of Curling Horns off the Tangrin now has only 3 shield effectiveness.
  • Rohop, the Icecleaver has been redesigned.
  • Perfect Cube of Ice now has 2 deflection chance to match its shield effectiveness.
  • The 5-piece Riftcloth bonus Empowered Minion V now works correctly.
  • Armor pieces from Miragul’s Planar Shard now have the intended critical mitigation.
  • The Loops of the Undying and Girdle of Ykesha’s Warlock have been slightly upgraded.
  • The hate reduction modifier on armor will once again display properly.
  • Certain bosses in Miragul’s Planar Shard now drop patterns from The Shadow Odyssey.
  • Certain items in Miragul’s Planar Shard have been increased in power.

KYLONG PLAINS

  • The difficulty of the population through Kylong Plains has been reduced in order to make transition into Kunark a little friendlier. Other ROK zones will remain as they were in the past.

MIRAGUL’S PLANAR SHARD

  • The chest for Glaciactus now spawns in the center of his room, in front of the throne.
  • Some of the adds associated with Haladan Moonrunner, Kervis Pendlair and Qxectus Qxectus can now be stunned/mezzed.
  • Haladan Moonrunner (non-enraged), Glaciactus and Kervis Pendlair have had their chance to crit hit players reduced.  The Tusker’s trumpet buff and berserkers fury buffs associated with the enraged Haladan encounter will no longer result in as massive a damage increase for the NPCs.
  • Many NPCs in this zone have had their damage, health and levels reduced.  AOE spells should now be spaced more evenly in encounters. 

QUESTS

  • Back in Fashion should no longer be granted by Collector Rattelis.  The quest will be available when the cloaks are obtainable.

SPELLS

  • Poolburn type effects like Manaburn or Anashti’s Presence of the Void will once again function properly.
  • Combat arts which combine a melee attack and a dot will no longer display really low values on the initial hit.
  • Barroom Negotiation will once again work with Double Up.

Assassin

  • Fatal Followup will increase values appropriately for AOE based attacks.

VEESHAN’S PEAK

  • Nexona has had the DPS cap removed for the fight.

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