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Thoughts on the Coming EverQuest II Anashti Sul Time Locked Expansion Server

In this “Year of Darkpaw” and all things Norrath, I haven’t spent much time writing about EverQuest II, the younger sibling of the EverQuest duo.  But it is part of the year with its 20th anniversary landing in November.

As part of the celebration on the EQII side of the house, there has been a planned special server on the roadmap since the start of the year, with June as a launch target.  We got a bit more info about the server in the April Producer’s Letter, which said it was going to take us back to 2006.

Anashti Sul – We’ll get to her in a bit

And while just being told that doesn’t feel like much, it is actually kind of a big statement.  Also, you might note, 2006 isn’t “20 years ago” so they are jumping ahead a bit in the life of the game.  As I noted at the time on the post over at Massively OP, 2006 means no going back to the original crafting and some of the other ideas that did not pan out very well at launch.

I am sure there are still a few purists out there who will bemoan the fact that we won’t be going back to four level combines to produce finished items and having to get crafting materials from two or three other professions to get anything done.  Having lived through it, I know the highs and the lows of that system.  In the end though, the reason cooking was so popular was you didn’t need to depend on anybody else.  As like as not trying to go back to that with the current client would be prohibitively expensive… and for a very short term benefit.

This server will unlock expansions fast enough that the first two years out of a 20 year progression will go by fast and we’d be to the current crafting system in no time.  So best not to bother if it is going away in any case.

As Bhagpuss said at one point, we’re going back to the era when Scott Hartsman was directing the show and the game went from trying to have a split personality that both acknowledged the old game and pretended it had nothing to do with it as it tried to forge a completely independent lore path.  But with the 2006 Echoes of Faydwer expansion the game got back on board and embraced its Norrath identity and sought to build on it, returning to old locations time and again.

And it was good.  Echoes of Faydwer was a big freaking deal, a welcome change in direction for the game that helped it find its place in the SOE ecosystem and probably got some early players to come back and commit to it.  This blog is just old enough that I was writing about Echoes of Faydwer at launch.

Echoes of Faydwer

See, just that little tidbit of information got me going on about it as a choice even though we hadn’t been told anything about the server rules itself.  But last week we got some actual meat, including the server name, Anashti Sul, which hearkens back to the Desert of Flames, the first EQII expansion… that is her picture up at the top of the post… and one of those that sought to blaze a new trail on the lore front.

So what have we been told?  Here is what we have so far:

  • There will be no spell research.
  • Krono will not be able to be consumed, traded, or sold on an Origins server.
  • There will be a 6-week Beta to ensure we cover a wide breadth of testing.
  • Attributes have restored secondary functionality, agility will help avoid melee attacks, intelligence will increase ability potency, strength will increase melee damage, and wisdom will grant extra resistance.
  • All bosses will be original stat/buff packages.
  • No weight. It could not be restored.
  • Unlocks have not been decided yet, however we do have new forums, and we will be able to poll and discuss unlocks before we launch.
  • No holiday events.
  • There will be a marketplace, but it will be very limited.
  • It will not be free trade.
  • This server is on its own design depot.
    • This is the first time for this type of separation for EverQuest II.
    • It cannot be affected by Live design updates, and vice versa.
    • Code and Art are still across all server types, for a variety of reasons. For example, connections to external or shared resources such as Database, Authentication, etc. have completely changed over the years.
  • Freeport and Qeynos are back to old school, in both appearance and functionality.
    • Livable neighborhoods, and their quests, are back! With the scope of the changes, these will need a lot of testing.
  • No persistent instances.
  • No tradeskill subcombines.
    • The current build is right after subcombines for crafting were removed.

That this is an “origins” server, a new type of special server, seems to say that the team is committing to the special nostalgia server concept more so than previously.  It is quartered off in its own “design depot” so likely doesn’t have to get updates in lock step with the live servers.

That means that they can go back to some old stuff.  Yes, we had the Isle of Refuge previously, but now we’re going to get original, old school Qeynos and Freeport, complete with the racial neighborhood ghettos… though I still feel that barbarians and dwarves got the short end of the stick being lumped together in one generic area while gnomes got a sprocket theme park.

No free trade, so there will be bind on pickup items from bosses, no holiday events, which would probably break with the older version of the cities, and a limited marketplace, which is the Darkpaw term for the cash shop.  I will be interested to see what is in that cash shop.

Krono, the Norrathian PLEX substitute, won’t be available on the server either.  You will have to grind mobs for you copper like everybody else.

Which reminds me, did mobs drop coins by 2006?  At launch SOE was extremely paranoid about the economy and inflation so mobs dropped no coins, only things that you might sell to a vendor later.  Will we start past that?

It is interesting that they couldn’t restore item (and coin) weight to the game.  But, like the old crafting system, it has ceased to be relevant by 2006.  Every time a new expansion lands everybody got big stat increases from gear, so strength stopped being much of a gate.  I was carrying around storage crates at one point, something that would drag your mobility down to nearly nil at launch, by the time Kunark hit in EQII.  It became something that merely punished low level players without being at all a limit at level cap, so I am not sad to see it is being left out.

The one thing left out is what the expansion unlock cadence will be.  I am sure it will move lickety split when compared to WoW progression servers, which are four and a half years in and only three expansions have dropped.  But will they move too fast?  It is a hard balance.

It all sounds interesting.  I am just not sure at this point whether it will be something I can commit to.  The game was solo friendly by 2006… another thing about 2004 is that beyond a certain point overland zones were balanced around group play… but it could also be pretty grindy.  I might find some time to peek in and look at the old versions on Qeynos and Freeport.

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