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Welcome to the Desert


Welcome to the Desert
Brenden "Magi" Gardner - 09/14/2005


The day has arrived at long last.

I can remember, early in the summer, when rumblings of both the Desert of Flames and the combat revamp were being discussed in full. At the time I was full of excitement and could not wait for them. Truth be told, I always thought the combat revamp would be released much sooner.

Regardless, the day is finally here.

Both the Desert of Flames and the combat revamp launched today (September 13th 2005) and both of these stand as testaments to the game far beyond necessary additions to the game itself. They stand for, really, a sign of good things to come: a new era of EverQuest II is here.

The proof is in the cards, as well.

Make no mistake: EverQuest II has changed dramatically since launch. Not only has this title changed - through the monthly updates, adventure and expansion packs - but the vision has changed significantly too. Not many developers have been prepared to do this.

Take a look at almost any game you want: World of Warcraft, Final Fantasy XI, Lineage II and the original EverQuest. What do all of these games have in common? While they continually add content the vision of the game remains the same.

This is exactly what EverQuest II is not doing and only one other game has done something similar, and it is to a much lesser extent.

Star Wars Galaxies is the only other game I spoke of, and, as I said, it was this way in a much similar respect. Really, it involved a complete overhaul of the combat system so it could be brought in line with other popular titles. Besides that, however, nothing else was dramatically changed when it came to vision.

This is where EverQuest II comes into play.

While I am not trying to suggest the combat system in EverQuest II was broken - far from it - the system needed some dramatic tweaks in order to make all classes viable, or perhaps to put it another way, balanced. This has been achieved, more or less.

But the developers at Sony Online Entertainment has changed EverQuest II's vision with the Desert of Flames and this can only mean good things.

It isn't just the Desert of Flames either.

For those of you who've been around since launch, or earlier, know that the solo versus the group game was much different then from what it is now.

Soloing, by and large, was "doable" (note the quotations) but it was far from viable. What this ended up being translated into was a forced-grouping game, really. That is a vision that simply doesn't work in today's game and the vision for the solo versus group dynamic was altered accordingly.

This even changed the game further, with the introduction of solo dungeons that are found throughout the world. This is only something that I see as unfinished and wouldn't be surprised to see more dungeons like Fallen Gate and the Wailing Caverns get solo variants.

The vision was altered once again with the Splitpaw Saga and the "leveling equalizer" that occurred there which allowed for content to be experienced by everyone, regardless of level. Not to mention, as well, a solo dungeon (Harclave) that allows for exponential experience and loot increases.

All of these things were just the beginning.

The main feature, as far as many are concerned, that the Desert of Flames will bring is the introduction of the player versus player dynamic. For some games this might just be a pebble in the ocean but for EverQuest II it is highly important.

Two things support this stance, really: 1) it was maintained for the longest time that player versus player was never in the developers minds for any period of time and 2) there is a strong commitment from the developers to make player versus player very strong.

The first item I don't need to spend time on, as it is fairly straightforward, but number two is just an important point for the developers as it is for the community.

When it comes to discussing player versus player it comes down to two things, really: hardcore and casual player versus player. In the case of the former, we're talking about open player versus player that you see in World of Warcraft and Lineage II. Casual, on the other hand, is something we saw initially with EverQuest and Asheron's Call but greatly expanded upon.

Let's face it, people don't want mind-numbing, bland, player versus player. By and large, players want some meaning and added excitement to that very system. This is the reason why the Arena's exist: it adds meaning.

The Arena's is what will make or break player versus player in EverQuest II and this is the commitment that I mentioned earlier. If the Arena's are flawed, and it is simply another name for dueling, then it isn't going to be very popular and the community will be upset.

But this isn't going to happen.

The Arena's, through the different scenarios that can be setup, are as close to edge of your seat excitement that you will experience in an MMORPG. It forces team-based scenarios to occur and presents a very unique challenge. These are all things that the community wants and is being rewarded with.

But that's enough player versus player talk for now.

I mentioned a new era with the launch of the Desert of Flames but I realize now that's unfair to say. If you look at the major changes - and I outlined most of them - it is quite obvious that the new era has been occurring for quite some time.

So let me rephrase: more accumulations of greatness in this new era will occur.

You really have to wonder sometimes what will be next out of this development team. We've seen a balance of solo and group content, solo dungeons, level equalizers and now meaningful player versus player.

So what's next? Who knows? We'll have to wait and see.

Until that time I'll be staring out at that blue, crisp wave of possibilities.



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Posted by Forbidder at 2005-09-15 09:21:29
This new system BLOWS I play a 38 ranger was owned last night by a lvl 28 green mob. I used everything i had to kill it too Didnt even get it bleow 50 health. I am used to solo-kiting lvl 39 mobs around DFC but now with this so called more realistic fighting system it looks like SOE is forcing group play over solo. I could rant about these changes for a very long time... One person in my guild said that it is going to take some getting used to. I am not going to get used to the fact that my mitigation has dropped by over 300 points and my avoidance has dropped by about 12. And I will not get used to the fact that mobs 10 lvls below me will own me... I hope that i am not the only one that feels these changes are a bit drastic and on the ridiculous side.. Untill SOE devs tweak these silly changes i see my ranger getting less and less play time.


Posted by Mordeak at 2005-09-15 09:49:49
I couldnt agree more with the writer of this article. When i first heard about the revamp I was upset because I got used to the way I pla*beep* my main toon. So I decided to start a test account and created 1 toon of every type. this being fighter mage priest and scout. I noticed that everything became a lot easier then on live. *bleep* *bleep* *bleep* was the first thing out of my mouth. No I didnt wanted this game to become easier. So I leved and got high enough to go and try an heroic mob. Low and behold they did what they had said Heroics are not for soloing anymore so I put on my running shoes and got the *beep* out of there. When the revamp came to the live servers I logged in got my new training and race spells and went to DoF. I must say I liked it so much I explored the entire map got some friends together and started hunting some 52 Im lvl 49 btw. Easy as pie. Little bit too easy I must say. So good job SOE. Youve strengthened my trust in your capabilities


Posted by DeathNailz at 2005-09-15 10:45:52
Forbidder youre crazy. Im a 41 ranger and Im soloing level 45 mobs now. In fact Im soloing better than ever Are you using good poisons Are you well geared Are you buffing properly Theres something seriously wrong if you cant solo green mobs my friend.


Posted by Forbidder at 2005-09-15 11:17:27
Yes to all your questions DeathNailz. Good gear good poisons proper buffs. The lvl 28 was heroic with 2 up arrows. But still he was hittin me in the 500 mark. With my mit and avoidance does that mean he hits normally for 700ish Or does that mean that any and all heroics are God-like now I will test it out more I am sure. But so far my intiial feel is not good.


Posted by Celiak at 2005-09-15 11:39:37
Damn dude that sucks I was able to kill a green triple arrow with 2 normal adds. My pet died and I went down to 3 health and pretty dang low on magic. The doble arrow heroics at green are pretty easy I think you may be doing something wrong


Posted by Forbidder at 2005-09-15 12:01:10
Even if I was doing everything in the book wrong.. which perhaps i am.. Should a mob 10 lvls below me be able to whip my butt that easily Or perhaps the way i have been playing up till now is wrong and i reached lvl 38 by sheer luck.. Like I said i will test it out more..


Posted by Kaemeleon at 2005-09-15 12:06:28
I also have a 41 ranger who has only improved with the combat changes. Particularly in groups though solo content is also easily manageable.


Posted by Wackbag at 2005-09-16 11:04:36
Forbidder did u miss everything posted for the last month and a half. HEROICGROUP. Stop whining. Yes a Heroic a bunch of levels below u will win. Accept that or quit. ONE MORE TIME. HEROICGRoup. the way it should be imo.


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