EQ2: New content update on test

G

Guest

Guest
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Once again Sony tops the bar with yet ANOTHER EQ2 content release this
upcoming week!


*** Headlines ***

- Act as a mentor for your lower-level friends with the new Mentoring
system!
- New treasure is available for solo players and small groups.
- Grouping made even better with reduced shared debt.
- Solo and small group XP increased even more, especially for players over
level 30.
- Artisans can let buyers know they're available with the new /LFW (looking
for work) tag.
- Quest coin and experience rewards have been increased.
- Friends and guilds can now share housing more effectively.
- Experience a new level 50 raid battle in The Deserted Mine.
- Enjoy a new solo instance in the Commonlands: Valley of the Rogue Magi.


*** Mentoring ***

- Act as a Mentor for your lower level friends with the new Mentoring
system!
- When you right click a lower level group member, you will see an option to
Mentor them.
- Selecting "Mentor" will set your level to that of your lower level friend,
and you will operate at the same effective level as your groupmate.
- The Mentor and Apprentice will receive experience, loot, and quest credit
as if the Mentor were the same level as the Apprentice. Mentors, be sure to
revisit any of those quests or locations that you may have missed along the
way!
- The Apprentice will receive an experience bonus while under the guidance
of a Mentor. Up to 5 other players can act as a Mentor for a single player
at the same time (each increasing the experience bonus).
- Mentors receive viable amounts of experience and advance toward their
actual level while mentoring, though at a slightly reduced xp rate.
- All of your gear will scale with you. You don't have to go out and get
different gear to mentor friends of different levels.
- While you are mentoring, you can use any of your abilities that you would
normally have at that level.
- You can select "Stop Mentoring" if you wish to stop acting as a Mentor to
your ally. If the Mentor or Apprentice leaves the group, the Mentor will go
back to their original level.


*** Solo and Small Group Loot Improvements ***

- All solo and small group encounters in the following zones have the chance
to drop improved treasure: Antonica, Commonlands, Nektulos Forest,
Thundering Steppes, Orcish Wastes, Enchanted Lands, Rivervale, Feerrott,
Everfrost, and Lavastorm.
- It will be easier to collect sets of armor and accessories from certain
types of creatures. A solo creature that drops one armor type is likely to
drop armor pieces of the same type. A creature that drops accessories is
likely to drop more accessories.
- More loot! You will now see more items of various levels drop in the world
than before.
- There is now greater variance in the loot type and volume that normal solo
creatures will drop and the loot that advanced solo creatures will drop.
- Encounter drops are now separated by the high and low levels for each
zone. For example, level 12 solo encounters in Antonica will drop level
10-14 appropriate gear, spells, and recipes. A level 16 solo encounter in
Antonica will drop level 15-19 items.
- Progressive solo population has been added to Enchanted Lands, Orcish
Wastes, and Thundering Steppes.


*** Increased Solo and Small Group XP ***

- Solo and small group experience has been increased again to further
enhance the solo/small group game. Players over level 30 will especially
notice an increase in solo and small group experience gain.


*** New Zones ***

- New Level 50 Raid Zone: The Deserted Mine can be entered from the Orcish
Wastes. Protect the Coercer you find within, or who knows what might happen.
- New Solo Instance: Valley of the Rogue Magi can be found in the
Commonlands. Encounter elementals, gargoyles, skeletons, zombies and more
within.


*** Looking for Work (/lfw) ***

- Artisans can now let other players know they are willing to take crafting
requests with the /lfw command.
- Using /lfw works much like the /lfg (looking for group) tag. Players can
perform a "/who lfw" command and find artisans willing to take crafting
requests.
- Players can also search for a specific profession, such as "/who
carpenter" for a list of Carpenters who are online or "/who lfw alchemist"
to get a listing of Alchemists currently flagged as looking for work.


*** Gameplay ***

- We have reduced the percentage of debt shared by group members.
- Gaining Swimming skill now increases your swim speed.
- Encounter behavior has been changed such that if an encounter breaks and
would have reset (and respawned the same encounter), it will now check if it
was overpowered or overmatched and, if not, it will instead unbreak and
become a viable target for a short period of time. If the encounter is
killed successfully during that period of time, players will receive all of
the original encounter bonus and some portion of the loot.
- The time required to camp out has been reduced from 30 seconds to 20
seconds.
- If a player was kicked from a guild while offline, their spendable guild
status points would be lost once they rejoined a new guild. This should no
longer occur.
- Encounters should no longer break if your pet lands the final blow on a
wild dog in The Sprawl.
- All group members in the same zone when a guild is created should
automatically receive an invitation to join it.
- A pop-up message will now let players know that they must use their boat
tickets before camping or leaving the zone.
- Flying mounts should no longer have a random orientation when they first
start flying.
- Fixed an issue that was sometimes preventing an encounter from ever
resetting after being broken.


*** Housing ***

- Players can now share housing more effectively.
- Items marked NO TRADE can be placed in a house by Trustees or the Owner.
- All NO-TRADE items placed in a house remember who placed them and can only
be picked up by that player.
- The house Owner and any Trustees can move any NO-TRADE items placed in the
house.
- The house Owner can destroy NO-TRADE items not owned by them.
- NO-TRADE items already placed in houses before the update are treated as
follows:
- If items with identical names are found in the house, the first 4 items of
the same type are set to NO OWNER.
- NO OWNER house items cannot be picked up until they are claimed. The
"pickup" menu item is replaced with a "claim ownership" menu item for these
items.
- After the first 4 identical items are set to NO OWNER, all subsequent
items of the same type are automatically owned by the house Owner.
- If the Owner of the house wishes to claim all NO OWNER items, that
character can use the command /house_own_all to do so.
- If the Owner of the house uses the "Collect Contents" button, they will
NOT pick up NO OWNER items, they must explicitly claim those items using the
right click menu or /house_own_all.
- Example: A house contains 3 "Know your Gnolls" books and 12 Simple Forges.
All 3 "Know your Gnolls" books become NO OWNER and can be claimed by any
Trustee or the house Owner. 4 of the Simple Forges become NO OWNER and can
be claimed by any Trustee or the house Owner. 8 of the Simple Forges are
automatically owned by the house Owner and can only be picked up by that
character.


*** Zones and Population ***

- The number of fishing spots in many outdoor zones has been reduced, making
way for other harvestable resources.
- The success and failure boat timers for the following zones have been set
to 25 minutes: Orcish Wastes, Enchanted Lands, Everfrost, The Fanged Sea,
and Lavastorm.
- The Windstalker Rumbler should no longer break the encounter when
attacked.
- The restrictions placed on zoning into Blood Skull Valley have been
lessened: Players can now enter with 1-24 people instead of 12.
- Modifications have been made to The Malevolent Knight in the Freeport
Graveyard.
- Some modifications have been made to the Drayek event in Icebound.
- More elder hawks have been spotted near their nesting grounds in
Thundering Steppes.
- Lower level deer should no longer roam in the higher level areas of
Thundering Steppes.
- All solo encounters within A Pirate's Hidden Stash, The Rumbler Caves, and
An Open Grave should now be of the correct difficulty.
- Rognon the Angler should no longer spawn twice in the same instance.
- Zoning out of the Crypt of Vox will now allow you to arrive in a safer
location.
- Evacuating the dungeon instances in the Thundering Steppes and the
Enchanted Lands should now take you to the dock area of those zones.
- Wildlife in front of the gnoll towers in the Thundering Steppes will no
longer break the encounter when attacked.
- Advanced solo creatures in the Thundering Steppes will now be aggressive
toward travelers.
- Gurk Strongarm will be found within the mill in Orcish Wastes more often.
- A typo in the name of some lizardman encounters in the Feerrott has been
fixed.


*** Quests ***

- Quest coin and experience rewards have been increased from this day
onward. The experience increase will be especially noticeable in
non-repeatable quests that are of a lower level than your character. You'll
want to complete any quests that you may have missed during your journeys in
Norrath.
- Books providing details on the Norrathian calendar can now be found in
each city's library.
- All items that initiate a quest have been changed to NO-TRADE.
- Fixed an issue that would sometimes prevent players from starting the
Feerrott access quest.
- Logan Belchbottom's "Lost Friend in Fallen Gate" can now be completed by
those who outleveled the quest after receiving it.
- An item used in "Far Seas Supplier - Elven Attack" can now be obtained in
order to complete the quest.
- The "Nektulos Creature Cataloging" quest will now require players to seek
out "a dusk dart" instead of "a voracious bleeder".
- The quest "A Foul Wind" can now be found under the "Access" category.
- The quest "The Idol of Fear" can now be found under the "Access" category.
- "The Treaty For Treasure" quest can now be found under the "Access"
category.
- Players should now be able to complete "Fresh Samples", even if they've
already outleveled the quest.
- Tome quests in Obelisk of Lost Souls and Serpent's Sewer should now have a
quest category added to them.
- A new version of "Children's Rhymes" has been added. Please note, the
original version in a player's quest journal will remain unaltered.
- Permafrost tome quests will now be listed in the appropriate section of
the quest journal.
- Taskmaster Deldrin's dialogue has been clarified.
- The "Karnath the Forgotten" quest in Thundering Steppes should now be
easier to complete.
- Added the correct quest category to item and tome quests in Serpent's
Sewer if they previously lacked them.
- Added the correct quest category to item and tome quests in Obelisk of
Lost Souls.
- The target for the "Wanted Gnoll Bandit!" quest has been changed to a
darkpaw raider.


*** City Sabotage ***

- Some Sabotage quest objects in South Qeynos, West Freeport, South
Freeport, North Freeport, East Freeport have been relocated.
- An inaccurate quest detail with "Towers of Stone" has been corrected.
- "a wandering cow" has been renamed to "an infected cow".


*** Items ***

- Prismatic weapons now have improved damage/delay and more effective procs.
- Merchants no longer sell items related to Erollisi Day.
- Heritage items are now NO-TRADE and NPC merchants desire to get their
hands on these rare items.
- The Inscribed Wooden Staff no longer has a typo in its name.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Top Posting because I intentionally didn't want to snip the article, it is
all relevant to what I'm talking about here.

These new changes (below) are all well and good, but it shows that Sony
made the game too unfriendly for casual gamers from the launch, and now it
may be too little too late to try and win any back that might have left. In
droves. I know four real-life friends who quit EQ2 and went to WoW because,
and I quote: "EQ2 made the grind in EQ look like a cakewalk."

The important thing to realize about these friends is that:

1. They are not guilded and do not want to be.
2. They two-box, so they run 2 characters at the same time.
3. Because they two-box, they do not join groups unless they absolutely
must. Any group-only content was essentially barred from them due to their
choice in play-style, except in the rare cases they were all online at the
same time and at relatively equal level.
4. They are essentially casual gamers. They have real-lives and jobs.
Families too. They do not have 80 hours a week to dump in an online game,
and they also still want to see some progress on their characters from week
to week. WoW lets them do that, but EQ2 did not. After they reached level
20 progress was so slow it became unfun.

If EQ2 wants to woo back the casual gamer, they are going to have to change
their game which might alienate their hardcore market. It might in fact be
better not to try and compete with WoW which is catering primarily to the
casual gamer market, and let EQ2 be available for the massochists who like
a "real challenge" like spending a kajillion gazillion hours to reach
maximum level on a single character.

"Joiner" <joiner@hotmail.com> once tried to test me with:

> Once again Sony tops the bar with yet ANOTHER EQ2 content release this
> upcoming week!
>
>
> *** Headlines ***
>
> - Act as a mentor for your lower-level friends with the new Mentoring
> system!
> - New treasure is available for solo players and small groups.
> - Grouping made even better with reduced shared debt.
> - Solo and small group XP increased even more, especially for players
> over level 30.
> - Artisans can let buyers know they're available with the new /LFW
> (looking for work) tag.
> - Quest coin and experience rewards have been increased.
> - Friends and guilds can now share housing more effectively.
> - Experience a new level 50 raid battle in The Deserted Mine.
> - Enjoy a new solo instance in the Commonlands: Valley of the Rogue
> Magi.
>
>
> *** Mentoring ***
>
> - Act as a Mentor for your lower level friends with the new Mentoring
> system!
> - When you right click a lower level group member, you will see an
> option to Mentor them.
> - Selecting "Mentor" will set your level to that of your lower level
> friend, and you will operate at the same effective level as your
> groupmate. - The Mentor and Apprentice will receive experience, loot,
> and quest credit as if the Mentor were the same level as the
> Apprentice. Mentors, be sure to revisit any of those quests or
> locations that you may have missed along the way!
> - The Apprentice will receive an experience bonus while under the
> guidance of a Mentor. Up to 5 other players can act as a Mentor for a
> single player at the same time (each increasing the experience bonus).
> - Mentors receive viable amounts of experience and advance toward
> their actual level while mentoring, though at a slightly reduced xp
> rate. - All of your gear will scale with you. You don't have to go out
> and get different gear to mentor friends of different levels.
> - While you are mentoring, you can use any of your abilities that you
> would normally have at that level.
> - You can select "Stop Mentoring" if you wish to stop acting as a
> Mentor to your ally. If the Mentor or Apprentice leaves the group, the
> Mentor will go back to their original level.
>
>
> *** Solo and Small Group Loot Improvements ***
>
> - All solo and small group encounters in the following zones have the
> chance to drop improved treasure: Antonica, Commonlands, Nektulos
> Forest, Thundering Steppes, Orcish Wastes, Enchanted Lands, Rivervale,
> Feerrott, Everfrost, and Lavastorm.
> - It will be easier to collect sets of armor and accessories from
> certain types of creatures. A solo creature that drops one armor type
> is likely to drop armor pieces of the same type. A creature that drops
> accessories is likely to drop more accessories.
> - More loot! You will now see more items of various levels drop in the
> world than before.
> - There is now greater variance in the loot type and volume that
> normal solo creatures will drop and the loot that advanced solo
> creatures will drop. - Encounter drops are now separated by the high
> and low levels for each zone. For example, level 12 solo encounters in
> Antonica will drop level 10-14 appropriate gear, spells, and recipes.
> A level 16 solo encounter in Antonica will drop level 15-19 items.
> - Progressive solo population has been added to Enchanted Lands,
> Orcish Wastes, and Thundering Steppes.
>
>
> *** Increased Solo and Small Group XP ***
>
> - Solo and small group experience has been increased again to further
> enhance the solo/small group game. Players over level 30 will
> especially notice an increase in solo and small group experience gain.
>
>
> *** New Zones ***
>
> - New Level 50 Raid Zone: The Deserted Mine can be entered from the
> Orcish Wastes. Protect the Coercer you find within, or who knows what
> might happen. - New Solo Instance: Valley of the Rogue Magi can be
> found in the Commonlands. Encounter elementals, gargoyles, skeletons,
> zombies and more within.
>
>
> *** Looking for Work (/lfw) ***
>
> - Artisans can now let other players know they are willing to take
> crafting requests with the /lfw command.
> - Using /lfw works much like the /lfg (looking for group) tag. Players
> can perform a "/who lfw" command and find artisans willing to take
> crafting requests.
> - Players can also search for a specific profession, such as "/who
> carpenter" for a list of Carpenters who are online or "/who lfw
> alchemist" to get a listing of Alchemists currently flagged as looking
> for work.
>
>
> *** Gameplay ***
>
> - We have reduced the percentage of debt shared by group members.
> - Gaining Swimming skill now increases your swim speed.
> - Encounter behavior has been changed such that if an encounter breaks
> and would have reset (and respawned the same encounter), it will now
> check if it was overpowered or overmatched and, if not, it will
> instead unbreak and become a viable target for a short period of time.
> If the encounter is killed successfully during that period of time,
> players will receive all of the original encounter bonus and some
> portion of the loot. - The time required to camp out has been reduced
> from 30 seconds to 20 seconds.
> - If a player was kicked from a guild while offline, their spendable
> guild status points would be lost once they rejoined a new guild. This
> should no longer occur.
> - Encounters should no longer break if your pet lands the final blow
> on a wild dog in The Sprawl.
> - All group members in the same zone when a guild is created should
> automatically receive an invitation to join it.
> - A pop-up message will now let players know that they must use their
> boat tickets before camping or leaving the zone.
> - Flying mounts should no longer have a random orientation when they
> first start flying.
> - Fixed an issue that was sometimes preventing an encounter from ever
> resetting after being broken.
>
>
> *** Housing ***
>
> - Players can now share housing more effectively.
> - Items marked NO TRADE can be placed in a house by Trustees or the
> Owner. - All NO-TRADE items placed in a house remember who placed them
> and can only be picked up by that player.
> - The house Owner and any Trustees can move any NO-TRADE items placed
> in the house.
> - The house Owner can destroy NO-TRADE items not owned by them.
> - NO-TRADE items already placed in houses before the update are
> treated as follows:
> - If items with identical names are found in the house, the first 4
> items of the same type are set to NO OWNER.
> - NO OWNER house items cannot be picked up until they are claimed. The
> "pickup" menu item is replaced with a "claim ownership" menu item for
> these items.
> - After the first 4 identical items are set to NO OWNER, all
> subsequent items of the same type are automatically owned by the house
> Owner. - If the Owner of the house wishes to claim all NO OWNER items,
> that character can use the command /house_own_all to do so.
> - If the Owner of the house uses the "Collect Contents" button, they
> will NOT pick up NO OWNER items, they must explicitly claim those
> items using the right click menu or /house_own_all.
> - Example: A house contains 3 "Know your Gnolls" books and 12 Simple
> Forges. All 3 "Know your Gnolls" books become NO OWNER and can be
> claimed by any Trustee or the house Owner. 4 of the Simple Forges
> become NO OWNER and can be claimed by any Trustee or the house Owner.
> 8 of the Simple Forges are automatically owned by the house Owner and
> can only be picked up by that character.
>
>
> *** Zones and Population ***
>
> - The number of fishing spots in many outdoor zones has been reduced,
> making way for other harvestable resources.
> - The success and failure boat timers for the following zones have
> been set to 25 minutes: Orcish Wastes, Enchanted Lands, Everfrost, The
> Fanged Sea, and Lavastorm.
> - The Windstalker Rumbler should no longer break the encounter when
> attacked.
> - The restrictions placed on zoning into Blood Skull Valley have been
> lessened: Players can now enter with 1-24 people instead of 12.
> - Modifications have been made to The Malevolent Knight in the
> Freeport Graveyard.
> - Some modifications have been made to the Drayek event in Icebound.
> - More elder hawks have been spotted near their nesting grounds in
> Thundering Steppes.
> - Lower level deer should no longer roam in the higher level areas of
> Thundering Steppes.
> - All solo encounters within A Pirate's Hidden Stash, The Rumbler
> Caves, and An Open Grave should now be of the correct difficulty.
> - Rognon the Angler should no longer spawn twice in the same instance.
> - Zoning out of the Crypt of Vox will now allow you to arrive in a
> safer location.
> - Evacuating the dungeon instances in the Thundering Steppes and the
> Enchanted Lands should now take you to the dock area of those zones.
> - Wildlife in front of the gnoll towers in the Thundering Steppes will
> no longer break the encounter when attacked.
> - Advanced solo creatures in the Thundering Steppes will now be
> aggressive toward travelers.
> - Gurk Strongarm will be found within the mill in Orcish Wastes more
> often. - A typo in the name of some lizardman encounters in the
> Feerrott has been fixed.
>
>
> *** Quests ***
>
> - Quest coin and experience rewards have been increased from this day
> onward. The experience increase will be especially noticeable in
> non-repeatable quests that are of a lower level than your character.
> You'll want to complete any quests that you may have missed during
> your journeys in Norrath.
> - Books providing details on the Norrathian calendar can now be found
> in each city's library.
> - All items that initiate a quest have been changed to NO-TRADE.
> - Fixed an issue that would sometimes prevent players from starting
> the Feerrott access quest.
> - Logan Belchbottom's "Lost Friend in Fallen Gate" can now be
> completed by those who outleveled the quest after receiving it.
> - An item used in "Far Seas Supplier - Elven Attack" can now be
> obtained in order to complete the quest.
> - The "Nektulos Creature Cataloging" quest will now require players to
> seek out "a dusk dart" instead of "a voracious bleeder".
> - The quest "A Foul Wind" can now be found under the "Access"
> category. - The quest "The Idol of Fear" can now be found under the
> "Access" category. - "The Treaty For Treasure" quest can now be found
> under the "Access" category.
> - Players should now be able to complete "Fresh Samples", even if
> they've already outleveled the quest.
> - Tome quests in Obelisk of Lost Souls and Serpent's Sewer should now
> have a quest category added to them.
> - A new version of "Children's Rhymes" has been added. Please note,
> the original version in a player's quest journal will remain
> unaltered. - Permafrost tome quests will now be listed in the
> appropriate section of the quest journal.
> - Taskmaster Deldrin's dialogue has been clarified.
> - The "Karnath the Forgotten" quest in Thundering Steppes should now
> be easier to complete.
> - Added the correct quest category to item and tome quests in
> Serpent's Sewer if they previously lacked them.
> - Added the correct quest category to item and tome quests in Obelisk
> of Lost Souls.
> - The target for the "Wanted Gnoll Bandit!" quest has been changed to
> a darkpaw raider.
>
>
> *** City Sabotage ***
>
> - Some Sabotage quest objects in South Qeynos, West Freeport, South
> Freeport, North Freeport, East Freeport have been relocated.
> - An inaccurate quest detail with "Towers of Stone" has been
> corrected. - "a wandering cow" has been renamed to "an infected cow".
>
>
> *** Items ***
>
> - Prismatic weapons now have improved damage/delay and more effective
> procs. - Merchants no longer sell items related to Erollisi Day.
> - Heritage items are now NO-TRADE and NPC merchants desire to get
> their hands on these rare items.
> - The Inscribed Wooden Staff no longer has a typo in its name.
>
>
>



--

Knight37

The gene pool could use a little chlorine.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

On 26 Feb 2005 19:11:29 GMT, Knight37 <knight37m@email.com> wrote:

>Top Posting because I intentionally didn't want to snip the article, it is
>all relevant to what I'm talking about here.
>
>These new changes (below) are all well and good, but it shows that Sony
>made the game too unfriendly for casual gamers from the launch, and now it
>may be too little too late to try and win any back that might have left. In
>droves. I know four real-life friends who quit EQ2 and went to WoW because,
>and I quote: "EQ2 made the grind in EQ look like a cakewalk."
>
>The important thing to realize about these friends is that:
>
>1. They are not guilded and do not want to be.
>2. They two-box, so they run 2 characters at the same time.
>3. Because they two-box, they do not join groups unless they absolutely
>must. Any group-only content was essentially barred from them due to their
>choice in play-style, except in the rare cases they were all online at the
>same time and at relatively equal level.
>4. They are essentially casual gamers. They have real-lives and jobs.
>Families too. They do not have 80 hours a week to dump in an online game,
>and they also still want to see some progress on their characters from week
>to week. WoW lets them do that, but EQ2 did not. After they reached level
>20 progress was so slow it became unfun.
>
>If EQ2 wants to woo back the casual gamer, they are going to have to change
>their game which might alienate their hardcore market. It might in fact be
>better not to try and compete with WoW which is catering primarily to the
>casual gamer market,


99% of prospective purchasers of such games and <<not just the
casual ones>> either...

Anecdotal:-

I have 2 sons who are enthusiasts for on-line RPG-style
games. They are both (PvP) aces at Asheron's Call 1 and have really
taken to WoW. On Wow, they enjoy adventuring in tandem
and are very successful. The fact that Wow allows huge flexibility
in styles of game-play, solo, tandem, party, makes it highly
attractive. Plus the casual game-player is not overwhelmed.
Blizzard have done an outstanding job of generating an on-line
game appealing to all interesting in adventuring/role-playing ---
except for the fringe "enthusiast", who is only pleased by
a game matching his/her narrow model of "how it should be".

> and let EQ2 be available for the massochists who like
>a "real challenge" like spending a kajillion gazillion hours to reach
>maximum level on a single character.
>

Yep, and then let it die like the dinosaur (for lack of subscription
$$.)

John Lewis
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Knight37 wrote:
<snip!>
> The important thing to realize about these friends is that:
>
> 2. They two-box, so they run 2 characters at the same time.
<snip!>
> 4. They are essentially casual gamers. They have real-lives and jobs.
> Families too. They do not have 80 hours a week to dump in an online game,
> and they also still want to see some progress on their characters from week
> to week. WoW lets them do that, but EQ2 did not. After they reached level
> 20 progress was so slow it became unfun.

I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
casual gamer". I don't care how few hours a week they have to spend on a
game, if you're two-boxing, you are not casual, you are a hardcore nerd.

Not that there's anything wrong with that.. I'm just sayin'. 🙂

Cheers!
David...
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

David Carson <david@eldergothSPAMTRAP.com> once tried to test me with:

> Knight37 wrote:
><snip!>
>> The important thing to realize about these friends is that:
>>
>> 2. They two-box, so they run 2 characters at the same time.
><snip!>
>> 4. They are essentially casual gamers. They have real-lives and jobs.
>> Families too. They do not have 80 hours a week to dump in an online
>> game, and they also still want to see some progress on their
>> characters from week to week. WoW lets them do that, but EQ2 did not.
>> After they reached level 20 progress was so slow it became unfun.
>
> I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
> casual gamer". I don't care how few hours a week they have to spend on
> a game, if you're two-boxing, you are not casual, you are a hardcore
> nerd.
>
> Not that there's anything wrong with that.. I'm just sayin'. 🙂

They 2-box because they have the excess income so the fee and hardware
isn't an issue, and it lets them "solo" things other players can't.

Casual Player on an MMORPG is someone who doesn't level to 60 in 15 days,
like the "Professional MMORPG Players" do.

--

Knight37

The gene pool could use a little chlorine.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"David Carson" <david@eldergothSPAMTRAP.com> wrote in message
news:4220e7d0$0$435$c3e8da3@news.astraweb.com...
> Knight37 wrote:
> <snip!>
>> The important thing to realize about these friends is that:
>>
>> 2. They two-box, so they run 2 characters at the same time.
> <snip!>
>> 4. They are essentially casual gamers. They have real-lives and jobs.
>> Families too. They do not have 80 hours a week to dump in an online game,
>> and they also still want to see some progress on their characters from
>> week to week. WoW lets them do that, but EQ2 did not. After they reached
>> level 20 progress was so slow it became unfun.
>
> I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
> casual gamer". I don't care how few hours a week they have to spend on a
> game, if you're two-boxing, you are not casual, you are a hardcore nerd.
>

The concept of a full-time job and disposable income is beyond your
comprehension or what ?
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Grackle" <nowhere@lalaland.ca> wrote in message
news:_D9Ud.37347$uO.1020972@news20.bellglobal.com...
> "Knight37" <knight37m@email.com> wrote in message
> news:Xns9609863213583knight37m@130.133.1.4...
>> Top Posting because I intentionally didn't want to snip the article, it
>> is
>> all relevant to what I'm talking about here.
>>
>> These new changes (below) are all well and good, but it shows that Sony
>> made the game too unfriendly for casual gamers from the launch, and now
>> it
>> may be too little too late to try and win any back that might have left.
>> In
>> droves. I know four real-life friends who quit EQ2 and went to WoW
>> because,
>> and I quote: "EQ2 made the grind in EQ look like a cakewalk."
>>
>> The important thing to realize about these friends is that:

It is not being crushed, in fact many high level people I know in WoW are
now leaving (including my entire guild) due to Blizzards ineptitude in
keeping a server running, or their lousy failure to provide content or a
decent amount of race / class combinations. Something which EQ2 does
inifinately better
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Grackle" <nowhere@lalaland.ca> wrote in message
news:_D9Ud.37347$uO.1020972@news20.bellglobal.com...
> "Knight37" <knight37m@email.com> wrote in message
> news:Xns9609863213583knight37m@130.133.1.4...
>> Top Posting because I intentionally didn't want to snip the article, it
>> is
>> all relevant to what I'm talking about here.
>>
>> If EQ2 wants to woo back the casual gamer, they are going to have to

Its too bad Blizzard is so bad at this business they cant keep stable
servers or figure out how to fix their broken classes

http://patchtimer.org/
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Thusly "Grackle" <nowhere@lalaland.ca> Spake Unto All:

>> I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
>> casual gamer". I don't care how few hours a week they have to spend on a
>> game, if you're two-boxing, you are not casual, you are a hardcore nerd.
>
>The concept of a full-time job and disposable income is beyond your
>comprehension or what ?

So the definition of "casual gamer" is "someone with a full-time job
and disposable income"?

I'd otherwise agree with the OP that two-boxing is pretty hardcore.

--
"Forgive Russia. Ignore Germany. Punish France."
-- Condoleezza Rice, at the time National Security Adviser, on how to deal
with european opposition to the war in Iraq. 2003.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Mean_Chlorine" <mike_noren2002@NOSPAMyahoo.co.uk> wrote in message
news:q6m3215p92s9qufs9hckcsvih5jlj7aqhm@4ax.com...
> Thusly "Grackle" <nowhere@lalaland.ca> Spake Unto All:
>
>>> I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
>>> casual gamer". I don't care how few hours a week they have to spend on a
>>> game, if you're two-boxing, you are not casual, you are a hardcore nerd.
>>
>>The concept of a full-time job and disposable income is beyond your
>>comprehension or what ?
>
> So the definition of "casual gamer" is "someone with a full-time job
> and disposable income"?
>
> I'd otherwise agree with the OP that two-boxing is pretty hardcore.
>
> --
> "Forgive Russia. Ignore Germany. Punish France."
> -- Condoleezza Rice, at the time National Security Adviser, on how to deal
> with european opposition to the war in Iraq. 2003.

It makes sense for the reason stated by Knight37.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

"Joiner" <joiner@hotmail.com> once tried to test me with:

> It is not being crushed, in fact many high level people I know in WoW
> are now leaving (including my entire guild) due to Blizzards
> ineptitude in keeping a server running, or their lousy failure to
> provide content or a decent amount of race / class combinations.
> Something which EQ2 does inifinately better

Good. All you "blow through the content in 3 months and then bitch about
it" are welcome to EQ2, I certainly don't mind.

--

Knight37

The gene pool could use a little chlorine.
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

Grackle wrote:
> "David Carson" <david@eldergothSPAMTRAP.com> wrote in message
> news:4220e7d0$0$435$c3e8da3@news.astraweb.com...
>>I'm sorry, but I cannot accept anyone who two-boxes as an "essentially
>>casual gamer". I don't care how few hours a week they have to spend on a
>>game, if you're two-boxing, you are not casual, you are a hardcore nerd.
>
> The concept of a full-time job and disposable income is beyond your
> comprehension or what ?

Wow, that's a pretty impressive non-sequitur, even by the standards of
Usenet.

I'll answer this quickly, since I'm just checking my newsgroups before I
go to work. 🙂

What I was trying to say was something like: playing only a few hours
per week does not magically make you a "casual" gamer, regardless of
your style of play. There are many things which you can do which are not
casual at all, even if you're only playing a few hours a week due to
other commitments. For example:

Scouring forums and websites for the hard numbers behind game mechanics
to minimax your character is not casual behaviour.

Studying Thottbot to plan out your movements for maximum quest
completion density in minimum time is not casual behaviour.

Finding out which instance boss drops a blue item that is a good upgrade
for you and then farming him until it drops is not casual behaviour.

...and opening a second account and two-boxing is certainly NOT casual
behaviour. Do you honestly think a truly casual player would even know
that such a thing was possible?? To me, it seems perfectly obvious that
the OP's friends are using the skills and knowledge they have gained
through hardcore gaming to maximise the return on the limited amount of
time that their commitments allow them to dedicate to the game.

And as I said in my first post, "not that that's a bad thing". I'm in a
similar situation myself, having a full-time job and disposable income
and all. I don't two-box, but I do certainly attempt to learn as much as
I can about the game so I can play aggressively and successfully. I
think it's working, I'm at much the same level as a bunch of guildmates,
with a significantly lower /played time, and that's without compromising
my fun by grinding xp.

Cheers!
David...
 
Archived from groups: comp.sys.ibm.pc.games.rpg (More info?)

David Carson <david@eldergothSPAMTRAP.com> once tried to test me with:

> Grackle wrote:
>> "David Carson" <david@eldergothSPAMTRAP.com> wrote in message
>> news:4220e7d0$0$435$c3e8da3@news.astraweb.com...
>>>I'm sorry, but I cannot accept anyone who two-boxes as an
>>>"essentially casual gamer". I don't care how few hours a week they
>>>have to spend on a game, if you're two-boxing, you are not casual,
>>>you are a hardcore nerd.
>>
>> The concept of a full-time job and disposable income is beyond your
>> comprehension or what ?
>
> Wow, that's a pretty impressive non-sequitur, even by the standards of
> Usenet.
>
> I'll answer this quickly, since I'm just checking my newsgroups before
> I go to work. 🙂
>
> What I was trying to say was something like: playing only a few hours
> per week does not magically make you a "casual" gamer, regardless of
> your style of play. There are many things which you can do which are
> not casual at all, even if you're only playing a few hours a week due
> to other commitments. For example:

That's true, I'm with you so far.

> Scouring forums and websites for the hard numbers behind game
> mechanics to minimax your character is not casual behaviour.

True. They do not engage in this behavior.

They do read forums to keep up on important news, like patch information,
and for help on quests or stuff like that.

> Studying Thottbot to plan out your movements for maximum quest
> completion density in minimum time is not casual behaviour.

Agreed. But using Thottbot to find the NPC you've spent the last 30 minutes
unsuccessfuly locating isn't a sign of hardcore behavior.

Hardcore is being the guy who aquired the information that goes in
Thottbot. Because YOU. FOUND IT. FIRST.

> Finding out which instance boss drops a blue item that is a good
> upgrade for you and then farming him until it drops is not casual
> behaviour.

Definitely agree here. Farming anything is not casual behavior. They do not
do this. They play for fun, not for profit.

> ..and opening a second account and two-boxing is certainly NOT casual
> behaviour.

Here is where we disagree.

> Do you honestly think a truly casual player would even know
> that such a thing was possible??

Are you kidding me? How hard is that to figure out?

> To me, it seems perfectly obvious
> that the OP's friends are using the skills and knowledge they have
> gained through hardcore gaming to maximise the return on the limited
> amount of time that their commitments allow them to dedicate to the
> game.

They are both ex-EQers. But they don't 'minmax' which is something you're
describing above. They do not "rush to level max" like some hardcore
players do. They do not camp for hours on end for PH4t L3wt.

The reason they play 2 accounts is because the cost is negligible to them,
they are skilled enough to manage it, and they enjoy SOLOING which two-
boxing made possible in EQ and even easier in WoW.

I'm seriously considering buying a second account myself, assuming I can
convince the missus, for 2 reasons: 1. I can two-box when none of my
friends are online, and 2. the missus can play with me when she's feeling
frisky. And I don't mean that as a euphemism. :)

I got her hooked on Diablo 2 once, it could happen.

Now I am a hardcore gamer, I fully admit. But I'm also a dilettante and
that means I'm not "hardcore" in the sense of the typical hardcore MMOGer.

> And as I said in my first post, "not that that's a bad thing". I'm in
> a similar situation myself, having a full-time job and disposable
> income and all. I don't two-box, but I do certainly attempt to learn
> as much as I can about the game so I can play aggressively and
> successfully. I think it's working, I'm at much the same level as a
> bunch of guildmates, with a significantly lower /played time, and
> that's without compromising my fun by grinding xp.

Yah that's cool. I still don't think 2-boxing makes you hardcore. Hardcore
is devoting your life to the game. 2-boxing just means you're a big spender
when it comes to your games.


--

Knight37

The gene pool could use a little chlorine.