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Posted on January 31st, 2012 (10 days ago) by Mike
Filed under: Featured Article, MMORPG News | 1 Comment »

Following in the footsteps of Everquest 2, the original online gaming crack, Everquest will be going free-to-play this March, only 2 months from now.

Everquest will give players many options to choose from including a premium subscription, Silver and Free membership levels, item unlockers and more.  New players will also receive a Welcome Pack containing items to help them get started.

Pretty exciting news for veteran EQ players and even people like me who’ve  never played EQ. With same themepark MMO games being released every few months, I might give EQ a try as long as D3 or GW2 doesn’t come out before it.


Posted on October 12th, 2011 (121 days ago) by Mike
Filed under: MMORPG News | No Comments »

Everquest, game that brought the MMORPG genre out from the far corners of the internet into the forfront, has been inducted into the Game Developers Choice Online Awards Hall of Fame joining Ultima Online as only the second inductee.

EverQuest (EQ) is being recognized for its contribution to the long-term advancement of online gaming, pioneering major shifts in the medium’s development and video games as a whole. EverQuest is credited for introducing the concepts of guilds and raiding within an online world, and is often cited as an inspiration for nearly every subsequent MMORPG.

Everquest has had 17 expansions since launching in 1999 with an 18th on the way.  There are more than 16,000 virtual square miles of dungeons, mountains, valleys, cities and forest to explore and since the launch more than 12 million characters have been created.  Everquest has more than 380,000 NPCs, over 100,000 unique items that have been discovered and nearly 3,000 that haven’t been.

Having never played EQ, I’m baffled at the fact that almost 3,000 items still haven’t been discovered. I guess that just goes to show you the type of depth Everquest has and why it was the original MMORPG addiction.


Posted on September 22nd, 2010 (506 days ago) by Pedro Piñeiro
Filed under: Featured Article, MMORPG Related, Opinion | 9 Comments »

Welcome to MMOCrunch’s new weekly column: MMOries of a Gamer. Here, we’ll tell you our memories and experiences with many MMOs, sharing stories and sometimes funny events lived in our favourite virtual worlds. Through countless hours of playing our games, we all treasured many stories and good moments. This is the place to tell your stories. Feel free to post your remembrances of the topic game of the week, so we all can read them. This week we start with a classic: Everquest.

Continued…


Posted on September 3rd, 2010 (525 days ago) by Pedro Piñeiro
Filed under: MMORPG News | No Comments »

In the last Las Vegas Fan Faire event, SOE announced the 17th expansion for Everquest. The legend of the game that changed massive multiplayer online gaming forever, continues with EverQuest: House of Thule, set to launch next October 12. Let’s see some of the new features we’ll have in the new HOT expansion.

Continued…


Posted on August 22nd, 2010 (537 days ago) by Jordyn Lediard
Filed under: MMORPG News | No Comments »

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On August 18th, Sony Online Entertainment and EverQuest released information on the “buffed-up” editions of popular dungeons becoming available in game.

From August 18th to September 6th, Cazic and Blackburrow are accepting groups and from September 1 through September 13, Lower Guk and Unrest will be open as well.

SOE has said that the new difficulty of the dungeons are being released as content because the previous releases of Hardcore versions of dungeons were so popular with the player base.


Posted on August 11th, 2010 (548 days ago) by Jake Reicher
Filed under: MMORPG News | No Comments »

Sony Online’s legendary MMO, EverQuest has a brand new expansion coming to store shelves in October, and we couldn’t be any more excited.  The new expansion is titled EverQuest: House of Thule.  This epic new addition to the EverQuest universe will add an entirely new fantasyland zone for the player to explore and enjoy.  This new content focuses on the people of the world being enslaved by their own dreams and nightmares.  People are falling into endless sleeps and are unable to tell the dream from reality anymore.  The dream master lies behind all this chaos, using his powers to manifest your worst nightmares into reality.  The world is being swallowed by dreams and it is up to you to stop this madness.

Some very exciting new additions have been incorporated into EverQuest: House of Thule such as the level cap has been increased by 5.  This brings the level cap up to a grand total of 90 and sets new standards of EverQuest gameplay.

Continued…


Posted on June 28th, 2010 (592 days ago) by Staci
Filed under: MMORPG News | No Comments »

SOE recently published a list of the folks from SOE who will be attending SOE FanFaire from August 5th to the 8th in Las Vegas.  The lists includes what looks like almost all of the community managers across the various games, as well as developers on most of their existing titles, although it doesn’t appear like anyone from The Agency MMO is listed.  Perhaps they’ll be a surprise show?

For more details on SOE FanFaire, stay tuned here or check out the official site.


Posted on June 18th, 2010 (602 days ago) by Fabian
Filed under: MMORPG News | 2 Comments »

EverQuest and Vanguard server merges are coming, with both games choosing to operate fewer independent servers as their playerbases shrink. While both EverQuest and Vanguard announced some time ago that they would be conducting server merges, it is only recently that players are finding out the specifics of how these will be carried out – with one of the biggest sticking points being duplication of names. If you play either of these games you can find out how you and your names will be affected on the official forums for EQ or Vanguard.

It is interesting to note that while these server merges indicate that both of these MMOs appear to be in the latter stages of their lives, there is a vast difference in their ages. While Vanguard has been around for just three years, and already seems to be trailing off, EverQuest has managed to survive for well over a decade now – it is more than eleven years old. EQ is commonly credited with popularising the graphical MMORPG genre, and the fact that it is still a presence, albeit a dwindling one, is an extraordinary testament to how successful it has been at capturing the imaginations of players worldwide. I don’t think I will be alone in showing due respect and gratitude towards EQ once the lights do finally go out… but from what we know of its fantastic resilience so far, that may be a while yet.


Posted on May 24th, 2010 (627 days ago) by joar
Filed under: MMORPG News | No Comments »

Sony Online Entertainment has announced a series of server merges for their MMORPG EverQuest that will result in the number of servers being cut in half. These server merges will start on June 22nd and end on July 6th, leaving ten servers in place of the original twenty. It seems the population of the game has decreased seriously which could be the reason SOE is taking these measures for EverQuest.


Posted on February 17th, 2010 (723 days ago) by cmagoun
Filed under: Opinion, Other | 11 Comments »

sparkLast month, I posted a bit about the concept of risk in MMOs and the conclusion I came up with is that most modern themepark MMOs have sanitized their gameplay such that risk is no longer a factor. I feel that risk is an intriguing design element and that without it, our MMOs are less than they could be. In this article, I am going to talk about a traditional MMO death penalty that has been abandoned in most modern games, Losing Your Cool Stuff.

Of course, the most extreme example of this penalty is the Full Loot/Corpse Run — you die and everything you own is left on your corpse. You might have a window where only you can loot your corpse, or if the game is “full loot”, then your corpse is fair game. This is the death penalty of old-school, “hardcore” games like Ultima Online, Everquest and more recently, Vanguard and Darkfall. I understand why people don’t like corpse runs. You play through dozens of quests and instances to get great gear, only to die in the middle of a lava pit and have to sit naked and forlorn, staring at your unreachable corpse as the timer runs down and your precious items vanish. Full loot is even worse because almost every death brings with it the loss of your good stuff — and most players hate losing their stuff.

The Drop Chance System

This is a simple tweak to the full loot idea. When you die, instead of dropping all of your items on your corpse, each item has a small percentage chance that it drops — say between 2 and 5 percent. When an item drops, it will either stay on your corpse, to be possibly looted by players, or it will appear in the inventory of the monster that killed you. Most of the time, players will be able to shrug off death, having lost nothing, or only trivial items. However, every so often, death will mean the loss of a powerful weapon or armor and the player will have to decide whether it is worth the effort to get it back.

One of the problems you see in full-loot games is that items lose a lot of their value. You might own a powerful sword, but because the chance of losing it is so high, you never take it out of the bank. At this point, though the sword might be worth quite a bit of in-game currency, it isn’t in play and thus becomes pointless. If you want a game with lots of important, powerful gear, full-loot probably isn’t the way to go. Darkfall is a good example of this. Gear is important in the sense that it makes a difference in combat, but it is all expendable (and consumable) and so no specific piece of gear is interesting.

By making item loss possible, we add an element of risk. By making item loss rare, we increase the expected return of a player equipping his best gear. If there is only a 2% chance of losing the Greatsword of Doom and it increases your combat abilities by 20%, that is a pretty good bet that most players will be willing to make. We get our element of risk, but still get more gear, and more interesting gear, into the game.

Let’s take a look at some other ramifications and possibilities of this system.

magicswordSpicing Up Loot Tables: If you die to a mob, any items lost will be found on the inventory of that creature when you kill it. This gives players a chance to get their gear back, if they are so inclined, but also means that any mob kill has a chance to turn up some unexpected gear dropped by another hapless player. I like the idea of killing a wandering goblin and finding he just killed an unfortunate adventurer to the tune of a couple hundred gold and a nice sword.

Spicing Up the Monsters: Take that one step further and actually give the creature the benefits of any items he takes from players. I would mark these creatures in some way (ideally by putting the armor/weapon model on them) to show players these creatures are enhanced, but carry more loot than usual. You would have to limit this to humanoids, or just accept that this is a little goofy — how would a raging boar wield a sword? Still, imagine coming across a goblin in the wilderness and jumping him, only to find that he is wielding a wand of fire, or going up against a giant ogre boss when you know he just wiped the previous group and snatched a particularly powerful mace… but man do you want that mace!

Unique Items: One possibility I find very intriguing is that this system would allow the inclusion of powerful unique items in the game. These artifacts would be more powerful than similar items of their level, or have unique effects, but would have much larger drop chances. They are worth seeking out and owning, but you know that you won’t keep them for very long. Sooner or later, you will die and the item will pass on to the next owner.

Spicing Up the Economy: Part of the game’s economy could be focused around drop chance. Because the drop chance is low, I think people will be more willing to use (and lose) cooler stuff. However, because the chance to lose your good gear is there, most people will have backup sets. These sets will have to be looted, bought or crafted and I think a viable economy would exist for “second-tier” items. Crafted “second-tier” items would be even more in demand if you made the drop chance for crafted gear lower than that of looted gear.

A possible variation of this system is that drop chances could start low, but then increase as the player died. Certain classes or crafters could have access to enchants or buffs that lowered the drop chance. An economy would certainly spring up around these enchants as people tried to protect their best pieces of equipment.

Tying Risk to Reward: You could make certain areas of the game increase the base drop chance of the items of anyone who dies there. Increasing the drop chance increases the risk, because players who die have a higher chance of losing items. However, the rewards in that reason would be increased, either because the designers put the best stuff there, or just because all the monsters you are facing are likely to be carrying player gear. Dungeons could have the absolute best rewards, but only if you were willing to brave a greatly increased chance of dropping your best items.

So that’s the idea… If I were to be creating an MMO, I would consider a drop chance system as a compromise between a hardcore risk system like full loot and a no risk system like durability loss. Still, there are other ways to inject risk into a traditional themepark game and we will explore another one of those next post. Until then, I hope you have some questions, comments or ideas of your own. I would love to hear them.


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