EverQuest II + Star Wars Galaxies

  • Norrathians have a <3

    If you are like many men, seeing mention of Valentine's Day just put you in a panic that you haven't gotten anything for your significant other yet. Before you dash out the door to find something at Walgreen's, take a quick moment to check out Savanja's article on in-game love.

    Anyone that has made their home within a tight kind of guild, or server community, knows that bonds of friendship, and sometimes those deeper bonds of love, form. It’s inevitable when you spend time with any group of people that alliances, and rivalries will take hold. I know so many couples that have met the love of their lives in a MMO. I have seen so many friendships form that vastly outgrow the barriers of a virtual world. And to me, it seems such a pure way of making those connections, free of the physical worries of everyday interaction. I can be the geeky gamer girl that I am, and still find caring acceptance within the confines of this silly little box on my desk, which I lovingly refer to as my “cupholder”.

    Read more about life, love, and the little known /humplikebunnies slash command at EQ2 - TenTonHammer.

    Mon, Feb 13, 2006
  • Hammer Time!

    If you just imagined a guy dancing in baggy pants and yelled "Stop!" - sorry about that. This time we are talking about a real hammer...well ok, a virtual hammer. Just get that song out of my head!

    EverQuest 2 @ TenTonHammer sat down with master Carpenter Adeste and discusses how this class is perceived and what improvements are warranted.

    What drew you to this class? Why Carpentry over some of the more popular classes like Sage?
    What drew me to carpentry is the tangible outcome of my work. In all the other tradeskill classes, you don't end up with something you can place and see and touch and admire. Nothing else results in a physical object added to the world. Classes that make consumables - like spells, poisons, and food - seem very ephemeral to me. Even classes that make equipment for others, such as weapons and armour, aren't as satisfying. An adventurer will wear the item for 10 levels, then sell it to a vendor, and it'll be gone as if it never existed. But furniture is forever, and can be enjoyed by everyone who sees it, not just the wearer.

    Get in touch with your inner handyman at EQ2 @ TenTonHammer!

    Sat, Feb 11, 2006
  • The Latest Did You Know is up.

    Did You Know?
    Participating in Arena Champions isn't just fun, it's also rewarding! You can earn titles by defeating foes and winning matches in the Arena. Does Blackguard the Triumphant sound like a cool title? We think so, but you'll need to get 500 wins in the Arena to obtain this prestigious level of fame (or infamy, as it were). Read on for the list of titles awarded for participation in Arena Champions combat!

    Titles for Wins

    * the Contender - 100 wins
    * the Triumphant - 500 wins
    * the Victorious - 1000 wins
    * the Champion - 2500 wins

    Titles for Kills

    * the Combatant - 500 kills
    * the Assailant - 1000 kills
    * the Vanquisher - 5000 kills
    * the Gladiator - 10000 kills

    Earn these titles and become a feared combatant in the Arenas at Maj'Dul, Freeport, and Qeynos!

    Will PVP save EverQuest 2? Only time will tell.

    Visit our EverQuest 2 site!

    More News and Info on EverQuest 2

    Fri, Feb 10, 2006
  • What happens when you release EQ2 and WoW in the same month? Well.. you get servers shutting down. It's shaping up to be a pretty good game but it doesn't seem to be enough.

    As outlined in the recent EverQuestII producer's letter we will be starting the server moves on Monday 2/6/2006 at 3:00AM PST. The list of the servers that will be moving and the dates which they will be moving are as follows:
    # Monday, 2/6/2006 - Faydark will move into Befallen
    # Tuesday, 2/7/2006 - Innothule will move into Crushbone
    # Wednesday, 2/8/2006 - Steamfont will move into Oasis
    # Thursday, 2/9/2006 - Oggok will move into Blackburrow
    # Friday, 2/10/2006 - Neriak will move into Kithicor
    # Monday, 2/13/2006 - Lavastorm will move into Nektulos
    # Tuesday, 2/14/2006 - Grobb will move into Everfrost
    # Wednesday, 2/15/2006 - Highkeep will move into Butcherblock
    # Thursday, 2/16/2006 - Toxxulia will move into Guk
    # Friday, 2/17/2006 - Shadowhaven will move into The Bazaar

    For More Great Information Visit our EverQuest 2 Website

    More News and Info

    Mon, Feb 06, 2006
  • An exclusive TenTonHammer glimpse at the new "Kingdom of Sky" EQ2 expansion...

    TenTonHammer delves into the beta of the new Everquest 2 expansion, Kingdom of Sky. With the help of a Community Manager RadarX takes a behind the scenes tour and manages not to ask a single embarassing question. Aviaks, undead dragons, achievement points, and much more await those who seek passage to the Overrealm skies.

    As I began this article, Green Day was performing a small concert on television. I watched the crowd and their various reactions to the music. Some danced, others were jumping around screaming "Rock On!" (at least they were in my head, cause it was funnier like that), while a few seemed to be just standing there listening. It struck me how very similar players' reactions to the release of Everquest 2's latest expansion Kingdom of Sky are to this. Many are happy to see new content, the level 60's are screaming "Rock On!" to a new level cap, while a few are standing around "wishing they would work more on the already released content." Like the Green Day audience, we all have one thing in common. We're all interested in whats going on.

    Check out an exclusive first glimpse at EverQuest 2's "Kingdom of Sky," only at EQ2 @ TenTonHammer.

    Mon, Feb 06, 2006
  • To solo or not to solo in EverQuest II...

    Soloing, the companionless form of gaming and the lonley road to success or failure in Norrath. Is Everquest 2 good at delivering this type of gameplay to its patrons? Slide, squinting through thick lenses, takes a looks at soloing and talks about its standing in Everquest 2.

    So how easy is it to play Everquest 2 alone? Sony has put a lot of effort into putting a lot of soloable quests and creatures into their game. Places where strong enemies barred passage to deeper parts of a zone have been dumbed down in difficulty. Many new quests have been added or tweaked to more easily allow players to finish them alone. In many areas, mobs in groups of 3 or more are labled with three down arrows making the odds of one player winning much higher. Zones have basically been split into sections of difficulty. Easier enemies will tend to spawn in one area whereas the more difficult triple up mobs will congregate elsewhere. Think of it as a ski hill with different levels of difficulty. The game has deffinately evolved from it's early days.

    Slide's candid take on soloing in EverQuest II, live at EverQuest II @ TenTonHammer!

    Mon, Feb 06, 2006
  • It's not about cows (but it smells just like it)

    Put on your overalls and grab your pitchfork. Then toss them both out, because we're not talking about that kind of farming. RadarX talks about a few of the negative impacts farming has on Everquest 2 and other MMOs.

    First and foremost, farming tears up the economy in a special way. You can see a recent example of this in Everquest 2, with the loot changes to the Ruins of Varsoon and Runneye zones. The addition of numerous pieces of Legendary and Fabled equipment made these zones popular and ripe for the picking. For example, master spells that would cost 90+ gold, can be bought for less than 20 gold and uber equipment galore made its way to the brokers. The value of crafted equipment in those Tier's plummeted and even Adept 1's became too plentiful.

    Read the entire farming article at EQ2 @ TenTonHammer.

    Fri, Feb 03, 2006
  • A New Hope?

    In a move dubbed NGE or "New Game Enhancements" SOE / LucasArts re-launched its ailing MMORPG Star Wars Galaxies (SWG) for the second time last November. Despite a wave of angry criticism from the alternately hopeful and disillusioned subscriber community, both licensor and licensee maintain that subscription numbers have steadily risen since the change.

    We tell the somber story of the MMORPG that was supposed to bring our brand of gaming into the mainstream two years ago, then lighten things up a bit with a review of the game as it stands today.

    When we arrived at the neutral station, the nastiest surprise was lag, lots of lag. My rig handles today's graphics-intensive games with ease, but for SWG I had to viciously scale back settings before the frame rate got above a barely playable 10 / sec. Even afterwards, the game seemed to move faster than it could load. The elevators jerk you down or up a level in a split-second (literally - they put the "hyper" in hyperlift), but you'll go tear-assing into the cantina (characters seem to move at something like 200% movement speed all the time) and you'll have to wait a few seconds for the NPCs to appear.

    After trying out several character models I've noticed an unsettling "slippery floor" quirk, resulting from the character's gait being unnaturally faster than the actual movement rate. Another painful tendancy: the dialog boxes which appear when you converse with NPCs actually move with their (sometimes spasmodic) gestures. When I talk to an NPC, I sometimes feel like I'm trying to shoot Bin Laden in one of those "Win a PS3!" banner ads.

    In the end, SWG received a doleful 2 out of 5 hammers. But have a look for yourself: the Star Wars Galaxies "New Game Enhancements" review at TenTonHammer!

    Fri, Feb 03, 2006
  • Sony put up a new Character Progression Dev Article on the EverQuest 2 page. I don't play the game anymore but reading it was quite interesting.

    Players now select their profession at character creation instead of moving from archetype to class to subclass. For example, you can choose to play a Wizard at character creation. When you arrive in the world, you will be a Wizard--not a Mage. Distinct spells and arts designed for each profession are now given immediately in place of the more generic archetype and class versions. You are a member of your final profession right away instead of waiting 19 levels to do so.

    Some of the previous class and subclass quests still exist, but they are not required to progress in your chosen profession and will no longer restrict your level growth. Existing characters that were at the archetype or class level will be prompted to choose a profession before logging into the game. Existing spells and arts will be replaced (at the same quality level) by the new profession-specific abilities.

    Well what do you know? Evolution at it's best.

    A Great EverQuest 2 Community Site

    More News and Info on EverQuest 2

    Thu, Feb 02, 2006
  • A fireside chat about EverQuest II and PvP...

    While sipping tea and eating scones, Savanja. Slide and RadarX discuss the sociopolitical ramifications of bio-engineering as it relates to human welfare. Hey! Stop laughing! Ok, while drinking Mountain Dew/Diet Coke and eating Cheezits, Savanja, Slide and RadarX talk about the new Player versus Player content coming to Everquest 2.

    Why do you think SOE waited as long as they did to bring PvP to Everquest 2?

    Savanja: I believe that it was made clear from the beginning that they were looking to make EQ2 the kind of game that would be constantly and forever evolving, to help foster longevity. This wasn't meant to be a "finished" game right out of the gates. And steadily, that is what we are seeing, EQ2 is molding itself to market trends, and doing so easily, all because they didn't rush to insert half-assed concepts, that would have been a serious pain to alter later had it not been done properly. They weren't ready to put in PvP, and they didn't until they had the time and resouces to dedicate to it.

    Slide: I don't think SOE ever intended for the game to be PvP. It seems to me that they wanted to be the odd man out and let the environment do the fighting for them. SOE didn't want players to get angry with a game meant for hardcore PvPers. They wanted EVERYONE to enjoy the game for what it was, a nice adventure game that holds very little paranoia with a larger demographic than other MMORPGs. That demographic appealed to both hardcore and casual gamers anywhere form 10 to 50 years of age. (but that's just my opinion). Even now, PvP is only showing up on 2 servers. It's not like the whole gaming community is going to be forced upon it.

    RadarX: It appears to me at launch, SOE didn't feel they even needed PvP. They always hung the "it's a possibility but there are no plans at this time" answer out there any time it was asked. Why? Every other MMO to date had PvP? Were they that confident in their product, or was there just not enough time? It seems World of Warcraft kind of made up their mind for them.

    Join the Ten Ton Hammer EverQuest II thinktank for a "meeting of the minds" PvP discussion!

    Tue, Jan 31, 2006
RSS feed

News from around the 'Net