Another EQ2 question

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I have another question about EQ2. I understand that instead of the
separate cities for each race in EQ1 (except, of course, for Neriak
which now hosts both Dark Elves and Trolls since the poor Trolls got
kicked out of their formier city by the Frogloks), there are now just
two cities: Qeynos for the good races and Freeport for the evil races
(and each city has its "subcities" where certain races reside). From
what it sounds, is it true that eventually you have to make up your
mind which city you want to align with and once you've made your
decision, you aren't welcome in the other city? Are you actually KOS
in the other city or just dubious (they won't kill you but they won't
deal with you either)?

Also, did EQ2 thus also do away with quests that would raise your
faction in other areas? (frankly, I think that would be a drag, as it
seems like a number of people in EQ1 take great pride in making
themselves non-KOS in places where they were previously very KOS).

Thanks in advance,




http://members.cox.net/batchild1
http://members.cox.net/scorseseinfo
 
Archived from groups: alt.games.everquest (More info?)

On Wed, 15 Dec 2004 11:57:16 -0800, "Batchild (Sue M.)"
<batchild1@cox.net> wrotC😀RIVE_E

>I have another question about EQ2. I understand that instead of the
>separate cities for each race in EQ1 (except, of course, for Neriak
>which now hosts both Dark Elves and Trolls since the poor Trolls got
>kicked out of their formier city by the Frogloks), there are now just
>two cities: Qeynos for the good races and Freeport for the evil races
>(and each city has its "subcities" where certain races reside). From
>what it sounds, is it true that eventually you have to make up your
>mind which city you want to align with and once you've made your
>decision, you aren't welcome in the other city? Are you actually KOS
>in the other city or just dubious (they won't kill you but they won't
>deal with you either)?
>

There is a "Betrayal quest" which you can do in your mid-teens (but
which must be done before 17, I think) which will change your
allegience to that of the opposing city, at which point, you are not
welcome in your original home. This is required for some race/class
combinations -- troll paladin, for example, or halfling necromancer.

There is definitely faction-raising in the game; you get messages
about it all the time. The effect of this are not known to me at this
time, but that may be because I haven't changed it enough to matter.
(Gnolls hate me -- big whup. The Far Seas Trading Company loves me,
but they haven't given me any quests they don't give to others.)
*----------------------------------------------------*
Evolution doesn't take prisoners:Lizard
"I've heard of this thing men call 'empathy', but I've never
once been afflicted with it, thanks the Gods." Bruno The Bandit
http://www.mrlizard.com
 
Archived from groups: alt.games.everquest (More info?)

"Batchild (Sue M.)" <batchild1@cox.net> wrote in message
news😛r41s052171pe3en9ea7depegjjok8l404@4ax.com...
> I have another question about EQ2. I understand that instead of the
> separate cities for each race in EQ1 (except, of course, for Neriak
> which now hosts both Dark Elves and Trolls since the poor Trolls got
> kicked out of their formier city by the Frogloks), there are now just
> two cities: Qeynos for the good races and Freeport for the evil races
> (and each city has its "subcities" where certain races reside). From
> what it sounds, is it true that eventually you have to make up your
> mind which city you want to align with and once you've made your
> decision, you aren't welcome in the other city? Are you actually KOS
> in the other city or just dubious (they won't kill you but they won't
> deal with you either)?
>

You can sneak in to the other city by means of the sewers. Any guard that
finds you will instantly port you out of the zone.

> Also, did EQ2 thus also do away with quests that would raise your
> faction in other areas?

Killing gnolls gives a message that my "Far seas trading company" faction
increased. But I don't know how much of a real effect that is. You don't
seem able to raise factions with important things like city guards.



--
Davian - Wood Elf Warrior on Guk
Talynne - Half Elf Rogue on Guk
Dearic - Dwarven Shaman on Guk>
 
Archived from groups: alt.games.everquest (More info?)

On Wed, 15 Dec 2004 23:36:41 GMT, "Davian"
<davian@nospammindspring.com> wrotC😀RIVE_E

>You don't
>seem able to raise factions with important things like city guards.

You do this by doing city tasks for the four guard factions in each
city.
*----------------------------------------------------*
Evolution doesn't take prisoners:Lizard
"I've heard of this thing men call 'empathy', but I've never
once been afflicted with it, thanks the Gods." Bruno The Bandit
http://www.mrlizard.com
 
Archived from groups: alt.games.everquest (More info?)

Batchild (Sue M.) wrote:

> I have another question about EQ2. I understand that instead of the
> separate cities for each race in EQ1 (except, of course, for Neriak
> which now hosts both Dark Elves and Trolls since the poor Trolls got
> kicked out of their formier city by the Frogloks), there are now just
> two cities: Qeynos for the good races and Freeport for the evil races
> (and each city has its "subcities" where certain races reside).

There are indeed, though each city consists of lots of 'towns' for each
race, these are all confined within the city walls.

> From
> what it sounds, is it true that eventually you have to make up your
> mind which city you want to align with and once you've made your
> decision, you aren't welcome in the other city?

Yes, you do indeed have to choose one of the two cities to align with,
however when you see this actually in action it makes a lot more sense
than you think. When I first heard about this, coming from EverQuest 1,
I thought it sounded an awful idea, incredibly over-simplified (compared
to the spectrum of factions that you got with the cities in EQ1 which
were also nicely spread out) but when you get into the game, both the
design of the cities and the storyline help to make this situation seem
more realistic...basically the races banded together to place their
hometowns within the safety of the cities so as to avoid trouble with
races they weren't as keen on.

> Are you actually KOS
> in the other city or just dubious (they won't kill you but they won't
> deal with you either)?

I haven't tried enterring Freeport but from what I hear, if you're
spotted by guards (and if Qeynos is anything to go by, there are a lot
of guards) you merely get evicted straight onto the Commonlands outside
the city walls.

--
Michael Greenhalgh
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