Have you ever left a game and not gone back for years? That's exactly
what I did this week when I decided to revisit
EverQuest II
to see what
has changed since my hiatus. I left the game shortly before the first
expansion, Desert of Flames. The server I was on at the time was
suffering from population issues and my hours had become so bizarre
that it became virtually impossible to group with anyone on a regular
basis. Eventually, I went on my way, but knew that sooner or later, I
would return to the lands of Norrath.
What I enjoy most about playing MMOG's is
they're
continually changing.
I know this evolution both terrifies and infuriates some people (I'm
looking at you, my faithful Vanguard players!), but as a person that
gets bored easily, I always love seeing something new. It's for this
reason that not only am I glad I finally got around to dusting off my
ancient EQII account, but was completely floored by the depth of
changes as well.
To say things were slightly altered from the last time I played would
be an understatement of gargantuan proportion. The biggest change I
discovered the moment I went to create a new character (aside from the
new races: Arasai, Fae, and the Sarnaks) was the absence of the
archetype system. I can't stress how much of a pain this system was,
especially for those of us that have a habit of making alternate
characters on a regular basis.
I don't want to bore anyone with a "back in my day" story, but I have
to give the quick version so you can understand. Back in the day
(sorry, couldn't resist!), you had to start as one of four archetype
classes (Fighter, Scout, Priest, or Mage). At level 10 each archetype
would split three ways for a total of 12 classes. I'd like to say you
were done at this point, but you weren't. Those 12 classes would then
split further at level 20 for a total of 24 classes.
Any time you wanted to try another class, you had to play through 20
levels of content first. As if that wasn't bad enough, once you finally
became the class of your choice, you only received one or two new
abilities. This meant that you were basically still playing the same
class you had been for the last 20 levels. My necromancer never even
felt like one until I finally hit level 32 or so. That kind of system
may have looked good on paper, but in practice, it was an absolute
nightmare. Thank the gods it's changed now!
With the addition of five expansions (Desert of Flames, Kingdom of Sky,
Echoes of Faydwer, Rise of Kunark, and The Shadow Odyssey), there are
new lands to begin your quest for glory and adventure depending on your
race and class. No longer are we poor souls relegated to the cities of
Qeynos or Freeport. Characters can now begin in Timorous Deep and my
beloved home away from home, Neriak. There was no way humanly possible
that I could resist checking out a new version of a city I had known
every nook and cranny of from my EQ days, so I created an Asarai
Shadowknight.
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