Original EQ Had IMMERSION

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Archived from groups: alt.games.everquest (More info?)

Moopy <pingu@keg.zymurgy.org> writes:
> Luclin had a different approach. At release it had no ports, but they
> gradually phased them in once everyone had gotten used to the expansion
> and bored of the travel.

Huh? I wasn't around for that, but I'm trying to understand how
anyone got to any of the Luclin content without the Nexus Spire
ports. It's not as though you can walk there from Norrath! Was
it all done via wizard/druid taxi services? (Which are ports, of
course.)

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 51 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 44 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 35 on E. Marr remove the "hyphen n s"
-- http://www.iCynic.com/~don
 
Archived from groups: alt.games.everquest (More info?)

"Jason Hawryluk" <jh@3gcomm.fr> writes:
> <snip>
>
> Though I am surprised (disappointed) by the reactions. You all feel that a
> novice news group user should in fact go download the rules/etiquette etc
> before responding to a post. I always thought (and I have been using various
> news group's for about ten years, starting way back when BBS's where a fade)
> that they were created for open discussion and not an excuse to flame and/or
> attack someone that wishes to participate in the community. Sure did get a
> lot of response from a "/agree". Granted it was a long post, and I should
> have cut it, but then again if you are reading this then you have time.
> Sorry to cost you all a couple of cent's.
<further stuff snipped>

Thank you for your calm, reasoned reply. The reason your earlier post
got ridiculed is because it *is* a common newbie mistake, and taking the
time to explain it slowly to each newbie is annoying, so people have
gotten out of the habit of doing so. Frankly, if you've been using
newsgroups for 10 years, I'd expect you to have seen many examples of
people who copy a long post in its entirety only to say "I agree" or
"Me too" or whatever; I've seen such posts ridiculed in many other
newsgroups as well.

As you say, though, any of us can slip occasionally and post something
we shouldn't. I can't speak for the readership at large, but for my
part I accept your apology for the ungainly post, and I encourage you
to participate in the other discussions in a.g.e. (Hopefully with more
to say than "/agree"! 🙂

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 51 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 44 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 35 on E. Marr remove the "hyphen n s"
-- http://www.iCynic.com/~don
 
Archived from groups: alt.games.everquest (More info?)

Don Woods <don-ns@iCynic.com> writes:

> Moopy <pingu@keg.zymurgy.org> writes:
> > Luclin had a different approach. At release it had no ports, but they
> > gradually phased them in once everyone had gotten used to the expansion
> > and bored of the travel.
>
> Huh? I wasn't around for that, but I'm trying to understand how
> anyone got to any of the Luclin content without the Nexus Spire
> ports. It's not as though you can walk there from Norrath! Was
> it all done via wizard/druid taxi services? (Which are ports, of
> course.)

You got it the wrong way around - the Nexus Scions came with the
expansion, but the druid and wizard ports were added months
afterwards. So people who wanted to go to Luclin had to wait for the
spires, much like the boats only without the brokenness and the slow
boat ride.
 
Archived from groups: alt.games.everquest (More info?)

42 <nospam@nospam.com> wrote in
news:MPG.1c64723be17d173f9899e0@shawnews:

> In article <Xns95ECA6A0A4E5BRumbledorhotmailcom@204.127.204.17>,
> Rumbledor@hotspamsuxmail.com says...
>> 42 <nospam@nospam.com> wrote in
>> news:MPG.1c643f62ac1d40ec9899df@shawnews:
>>
>> > In article <Xns95EC60BE887A7Rumbledorhotmailcom@63.240.76.16>,
>> > Rumbledor@hotspamsuxmail.com says...
>> >
>> >> Well, I found starting with one bag to be just enough of an
>> >> improvement to facilitate practical inventory management. When you
>> >> have to run back to the bank or merchant every several minutes to
>> >> avoid having to pass over even the trivial loot you desperately
>> >> need, it doesn't allow for you to get very far at all from town or
>> >> get started with much more interesting than the rats at the city
>> >> gates.
>> >
>> > The rats & bugs & skells at the city gates were the only thing you
>> > could kill. Where were you planning on going? By level 3 or so, you
>> > could have easily had a small box or two, and maybe a spit or
>> > backpack for larger items.
>>
>> Sure, if that's all you needed to focus on purchasing. There was also
>> bandages (which weren't cheap at that level), sewing kit & patterns
>> to craft tattered armor, maybe a bow, fletching kit and components,
>> next level of spells, etc.
>
> If you couldn't afford it you didn't buy it. A bow and arrows was a
> luxury that you could live without for the first dozen levels. (and
> never miss it either, although perhaps we didn't know that at the
> time.) My first bows came from BB gnolls... I don't think i ever saw
> one I could afford at the merchants. I rarely did more than 1 damage
> with it... hardly with a silver per shot.

Pulling and maintaining your skill. 'Nuf said.

> Bandages? Waste of money. 10 seconds... 1-4 hit points. Certainly not
> worth a silver+ each on a newbie bankroll. You'd get hit points back
> just as fast by sitting, and mana too.

Waste the time now when 1-4 hp is at least something, or later when it
is just a time sink *and* robbing you of med time.

With the ability to bw while sitting now, it's not an issue, but back
then it was.

> But a sewing kit was a great investment... it doubled as a container,
> and let you combine silks out in the field. When I found out you could
> get large sewing kits in Halas that motivated me to make the trip.

Unless, being more expensive than a backpack, it was the only container
you could afford, in which case it was always full of stuff, preventing
you from crafting with it.

>> Mmmm...cracked staves and plague rat tails. :)
>
> I actually don't remember plague rat tails back in '99. I swear they
> added them later. (either that or made them a lot more common)

You may be right.

>> >> >> > The
>> >> >> > long treks were for IMMERSION.
>
>> Well, I guess we can just agree to disagree here. I think it added to
>> the atmosphere of being far from home and certain dangers that go
>> along with that.
>
> I'm not even sure if we *really* disagree. I agree long trips did add
> to immersion.
>
> As I said... I liked making the trip. I liked the sense I had gone
> *somewhere* and that I couldn't just pop back. I just didn't like not
> being able to bind at the end of it. Making the same 40 minute trip 3
> times in one day didn't add to anything. And I'd have welcomed trips
> that were twice as long if there was a way of reliably binding at the
> other end.
>
> Quite frankly, it detracted from the immersion to have traveled that
> long and that far to a distant land... where the trip back would be
> another hour... only to trip over a cliff and find yourself home 2
> continents away in the blink of an eye.

Simple solution -> be more careful. Nothing keeps you from accidentally
selling that uber breastplate to a vendor either. 😉

> Trolls and Ogres in particular had a beast of time. There were
> significant faction obstacles to many bind spots.
>
> It was even hard getting a bind at home in Ogguk. One was actually
> better off trying for a bind in freeport. (Ogguk like Erudin was
> always a ghost town... erudin at least was home mostly to bind capable
> casters... ogre shamens otoh were comparatively few and far between vs
> erudite ... well...erudite anything almost.

Granted, ogres had it tough, trolls not nearly so, sharing their home
city with dark elves. Still, that is something that needed attention at
the race/class level, not in game design philosophy.

Aside from that, playing one of the most hated races in all of Norrath
was *supposed* to offer challenges.

> When you consider that most players played humans and elves, races
> with reduced faction issues, and 5 or even 6 bind capable classes, and
> most lived in the great hubs (freeport & kelethin); its no wonder
> there is such a large spread of perspective. Sure I could get into
> Freeport or Kelethin to bind (well under kelethin anyway), but I
> couldn't bank, or shop there. I regularly had to make a pilgramige
> back to Ogguk or Neriak relied extensively on others to purchase
> food/water, change money for me, and sell items. I carried gems around
> as lightweight liquid currency.
>
> I was friends with a rogue at the time and even his experience was
> quite different. Home was Kelethin... he never had trouble finding a
> bind there and he was welcome in places like halas, hhk, erudin,
> kaladim, rivervale, etc and if a binder was available he could even
> get bound safely in Ogguk or Grobb.

Like I said, ogres obviously had issues. That doesn't begin to explain
or justify the complete removal of the travel aspect from the game.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
Archived from groups: alt.games.everquest (More info?)

i enjoyed taking the boat and running through freeport as an iksar.. I
enjoyed having to sneak around in every city there was.

it all started with luclin.. and PoP topped it off. Next thing you
know.. everyone will get gate. =(
 
Archived from groups: alt.games.everquest (More info?)

Vladesch wrote:
> <snip>
>
> Im surprised you didnt mention flagging for POP and GOD.
> IMO what killed off eq1 more than anything. (By killing the smaller guilds)

It died before that, really. Velious began to kill them, and Luclin
finished them off. Prior to Velious, the difference between a top-end
guild raider and a casual player was maybe 20% more mana or hps. After
Velious, the gap started to widen. With Luclin, the gap changed into a
chasm... and the smaller guilds suddenly couldn't keep up with the content.

When modrods were nerfed, that was the death knell for the smaller
guilds who liked to raid... suddenly, you needed quite a few clerics to
keep up with the damage whereas before you could get away with 2-3.
 
Archived from groups: alt.games.everquest (More info?)

In article <Xns95ED579E41E51Rumbledorhotmailcom@63.240.76.16>,
Rumbledor@hotspamsuxmail.com says...
> 42 <nospam@nospam.com> wrote in
> news:MPG.1c64723be17d173f9899e0@shawnews:
>
> > In article <Xns95ECA6A0A4E5BRumbledorhotmailcom@204.127.204.17>,
> > Rumbledor@hotspamsuxmail.com says...
> >> 42 <nospam@nospam.com> wrote in
> >> news:MPG.1c643f62ac1d40ec9899df@shawnews:
> >>
> >> > In article <Xns95EC60BE887A7Rumbledorhotmailcom@63.240.76.16>,
> >> > Rumbledor@hotspamsuxmail.com says...
> >> >
> >> >> Well, I found starting with one bag to be just enough of an
> >> >> improvement to facilitate practical inventory management. When you
> >> >> have to run back to the bank or merchant every several minutes to
> >> >> avoid having to pass over even the trivial loot you desperately
> >> >> need, it doesn't allow for you to get very far at all from town or
> >> >> get started with much more interesting than the rats at the city
> >> >> gates.
> >> >
> >> > The rats & bugs & skells at the city gates were the only thing you
> >> > could kill. Where were you planning on going? By level 3 or so, you
> >> > could have easily had a small box or two, and maybe a spit or
> >> > backpack for larger items.
> >>
> >> Sure, if that's all you needed to focus on purchasing. There was also
> >> bandages (which weren't cheap at that level), sewing kit & patterns
> >> to craft tattered armor, maybe a bow, fletching kit and components,
> >> next level of spells, etc.
> >
> > If you couldn't afford it you didn't buy it. A bow and arrows was a
> > luxury that you could live without for the first dozen levels. (and
> > never miss it either, although perhaps we didn't know that at the
> > time.) My first bows came from BB gnolls... I don't think i ever saw
> > one I could afford at the merchants. I rarely did more than 1 damage
> > with it... hardly with a silver per shot.
>
> Pulling and maintaining your skill. 'Nuf said.
>
> > Bandages? Waste of money. 10 seconds... 1-4 hit points. Certainly not
> > worth a silver+ each on a newbie bankroll. You'd get hit points back
> > just as fast by sitting, and mana too.
>
> Waste the time now when 1-4 hp is at least something, or later when it
> is just a time sink *and* robbing you of med time.
>
> With the ability to bw while sitting now, it's not an issue, but back
> then it was.
>
> > But a sewing kit was a great investment... it doubled as a container,
> > and let you combine silks out in the field. When I found out you could
> > get large sewing kits in Halas that motivated me to make the trip.
>
> Unless, being more expensive than a backpack, it was the only container
> you could afford, in which case it was always full of stuff, preventing
> you from crafting with it.
>
> >> Mmmm...cracked staves and plague rat tails. :)
> >
> > I actually don't remember plague rat tails back in '99. I swear they
> > added them later. (either that or made them a lot more common)
>
> You may be right.
>
> >> >> >> > The
> >> >> >> > long treks were for IMMERSION.
> >
> >> Well, I guess we can just agree to disagree here. I think it added to
> >> the atmosphere of being far from home and certain dangers that go
> >> along with that.
> >
> > I'm not even sure if we *really* disagree. I agree long trips did add
> > to immersion.
> >
> > As I said... I liked making the trip. I liked the sense I had gone
> > *somewhere* and that I couldn't just pop back. I just didn't like not
> > being able to bind at the end of it. Making the same 40 minute trip 3
> > times in one day didn't add to anything. And I'd have welcomed trips
> > that were twice as long if there was a way of reliably binding at the
> > other end.
> >
> > Quite frankly, it detracted from the immersion to have traveled that
> > long and that far to a distant land... where the trip back would be
> > another hour... only to trip over a cliff and find yourself home 2
> > continents away in the blink of an eye.
>
> Simple solution -> be more careful. Nothing keeps you from accidentally
> selling that uber breastplate to a vendor either. 😉

Actually I aug things I don't want to accidently sell. 😉
"Be more careful" is all well and fine, but accidents do happen...
whether it was hitting combine on your sewing kit-cum-backpack and
*destroying* everything in it, tripping off a cliff, standing where a
hillgiant is about to spawn. The punishment for an accident should be
commesurate with the avoidability and severity of misjudgement.

Getting sent 10 zones backwards, 45 minutes of travel, without your
stuff and docked the better part of a yellow of xp for getting too close
to a hill giants spawn point is too high a penalty.


Raiders fighting gods suffer less when they die. (96% xp rezzes, 0
return travel time,... worst case they fail to take the god out...)


> > Trolls and Ogres in particular had a beast of time. There were
> > significant faction obstacles to many bind spots.
> >
> > It was even hard getting a bind at home in Ogguk. One was actually
> > better off trying for a bind in freeport. (Ogguk like Erudin was
> > always a ghost town... erudin at least was home mostly to bind capable
> > casters... ogre shamens otoh were comparatively few and far between vs
> > erudite ... well...erudite anything almost.
>
> Granted, ogres had it tough, trolls not nearly so, sharing their home
> city with dark elves. Still, that is something that needed attention at
> the race/class level, not in game design philosophy.

Uh... trolls home city used to be Grobb (now Gukta) in Innothule Swamp.
But both trolls and ogres have always been reasonably welcome in Neriak.

> Aside from that, playing one of the most hated races in all of Norrath
> was *supposed* to offer challenges.

Extra downtime isn't a challenge. If you upped the difficulty level in
Doom III and the only difference was that load times were tripled...
well feeling a little ripped off would be an understatement :)


>
> Like I said, ogres obviously had issues. That doesn't begin to explain
> or justify the complete removal of the travel aspect from the game.

Sometimes I wonder if you are even reading what I'm writing. I like
travel. I am not arguing to remove it from the game.

For me, the biggest flaw with slow travel is the deathport. If I die I
should respawn in a safe spot not more than a zone away, not halfway
around the world.

If they did that I'd be happy to remove *all* fast travel from the game.

(Of course, if that were to happen, other things would have to change
too... like more places to sell/bank, some way of gathering for raids,
etc...)
 
Archived from groups: alt.games.everquest (More info?)

On Thu, 27 Jan 2005 16:20:35 GMT in
<MPG.1c62b4aef74b23cf989689@news.sf.sbcglobal.net>, Rhogar
<nospam@nospam.com> graced the world with this thought:

>That immersion is forever gone.

Yeah, and now I don't have to sit mindlessly for half a goddamn hour
doing nothing in order to play the game.
You're confusing immersion wiht banality.
 
Archived from groups: alt.games.everquest (More info?)

Gary Beldon wrote:
> On 27 Jan 2005 20:05:49 GMT, Graeme Faelban wrote:
>
>
>>"Jason Hawryluk" <jh@3gcomm.fr> wrote in news:41f93ca7$0$6595$8fcfb975
>>@news.wanadoo.fr:
>>
>>>/agree
>>
>>Thank you oh so very much for topposting and quoting the entire article...
>
>
> I think Wanadoo must be the French equivalent of AOL...
>

You might be happy to know that AOL/CS2000/Walmart
Connect/WhateverElseTheyOwn are shutting down their usenet servers in
the next week or two. 😛
 
Archived from groups: alt.games.everquest (More info?)

42 <nospam@nospam.com> wrote in
news:MPG.1c65b483d41c022c9899e2@shawnews:

> In article <Xns95ED579E41E51Rumbledorhotmailcom@63.240.76.16>,
> Rumbledor@hotspamsuxmail.com says...
>> 42 <nospam@nospam.com> wrote in
>> news:MPG.1c64723be17d173f9899e0@shawnews:
>>
>> > In article <Xns95ECA6A0A4E5BRumbledorhotmailcom@204.127.204.17>,
>> > Rumbledor@hotspamsuxmail.com says...
>> >> 42 <nospam@nospam.com> wrote in
>> >> news:MPG.1c643f62ac1d40ec9899df@shawnews:
>> >>
>> >> > In article <Xns95EC60BE887A7Rumbledorhotmailcom@63.240.76.16>,
>> >> > Rumbledor@hotspamsuxmail.com says...
>> >> >
>> >> >> Well, I found starting with one bag to be just enough of an
>> >> >> improvement to facilitate practical inventory management. When
>> >> >> you have to run back to the bank or merchant every several
>> >> >> minutes to avoid having to pass over even the trivial loot you
>> >> >> desperately need, it doesn't allow for you to get very far at
>> >> >> all from town or get started with much more interesting than
>> >> >> the rats at the city gates.
>> >> >
>> >> > The rats & bugs & skells at the city gates were the only thing
>> >> > you could kill. Where were you planning on going? By level 3 or
>> >> > so, you could have easily had a small box or two, and maybe a
>> >> > spit or backpack for larger items.
>> >>
>> >> Sure, if that's all you needed to focus on purchasing. There was
>> >> also bandages (which weren't cheap at that level), sewing kit &
>> >> patterns to craft tattered armor, maybe a bow, fletching kit and
>> >> components, next level of spells, etc.
>> >
>> > If you couldn't afford it you didn't buy it. A bow and arrows was a
>> > luxury that you could live without for the first dozen levels. (and
>> > never miss it either, although perhaps we didn't know that at the
>> > time.) My first bows came from BB gnolls... I don't think i ever
>> > saw one I could afford at the merchants. I rarely did more than 1
>> > damage with it... hardly with a silver per shot.
>>
>> Pulling and maintaining your skill. 'Nuf said.
>>
>> > Bandages? Waste of money. 10 seconds... 1-4 hit points. Certainly
>> > not worth a silver+ each on a newbie bankroll. You'd get hit points
>> > back just as fast by sitting, and mana too.
>>
>> Waste the time now when 1-4 hp is at least something, or later when
>> it is just a time sink *and* robbing you of med time.
>>
>> With the ability to bw while sitting now, it's not an issue, but back
>> then it was.
>>
>> > But a sewing kit was a great investment... it doubled as a
>> > container, and let you combine silks out in the field. When I found
>> > out you could get large sewing kits in Halas that motivated me to
>> > make the trip.
>>
>> Unless, being more expensive than a backpack, it was the only
>> container you could afford, in which case it was always full of
>> stuff, preventing you from crafting with it.
>>
>> >> Mmmm...cracked staves and plague rat tails. :)
>> >
>> > I actually don't remember plague rat tails back in '99. I swear
>> > they added them later. (either that or made them a lot more common)
>>
>> You may be right.
>>
>> >> >> >> > The
>> >> >> >> > long treks were for IMMERSION.
>> >
>> >> Well, I guess we can just agree to disagree here. I think it added
>> >> to the atmosphere of being far from home and certain dangers that
>> >> go along with that.
>> >
>> > I'm not even sure if we *really* disagree. I agree long trips did
>> > add to immersion.
>> >
>> > As I said... I liked making the trip. I liked the sense I had gone
>> > *somewhere* and that I couldn't just pop back. I just didn't like
>> > not being able to bind at the end of it. Making the same 40 minute
>> > trip 3 times in one day didn't add to anything. And I'd have
>> > welcomed trips that were twice as long if there was a way of
>> > reliably binding at the other end.
>> >
>> > Quite frankly, it detracted from the immersion to have traveled
>> > that long and that far to a distant land... where the trip back
>> > would be another hour... only to trip over a cliff and find
>> > yourself home 2 continents away in the blink of an eye.
>>
>> Simple solution -> be more careful. Nothing keeps you from
>> accidentally selling that uber breastplate to a vendor either. 😉
>
> Actually I aug things I don't want to accidently sell. 😉
> "Be more careful" is all well and fine, but accidents do happen...
> whether it was hitting combine on your sewing kit-cum-backpack and
> *destroying* everything in it, tripping off a cliff, standing where a
> hillgiant is about to spawn. The punishment for an accident should be
> commesurate with the avoidability and severity of misjudgement.

Pfft. I could cross the center line on a highway by merely not paying
enough attention, and the punishment for that is quite severe. I don't
think your philosophy in this regard is grounded.

> Getting sent 10 zones backwards, 45 minutes of travel, without your
> stuff and docked the better part of a yellow of xp for getting too
> close to a hill giants spawn point is too high a penalty.

Except for the fact that when the punishment is more severe, you'll tend
to take more steps to avoid the mishap. You have control.

> Raiders fighting gods suffer less when they die. (96% xp rezzes, 0
> return travel time,... worst case they fail to take the god out...)

Yeah, I've never quite figured that one out. I do believe the higher the
reward the higher the risk.

>> > Trolls and Ogres in particular had a beast of time. There were
>> > significant faction obstacles to many bind spots.
>> >
>> > It was even hard getting a bind at home in Ogguk. One was actually
>> > better off trying for a bind in freeport. (Ogguk like Erudin was
>> > always a ghost town... erudin at least was home mostly to bind
>> > capable casters... ogre shamens otoh were comparatively few and far
>> > between vs erudite ... well...erudite anything almost.
>>
>> Granted, ogres had it tough, trolls not nearly so, sharing their home
>> city with dark elves. Still, that is something that needed attention
>> at the race/class level, not in game design philosophy.
>
> Uh... trolls home city used to be Grobb (now Gukta) in Innothule
> Swamp. But both trolls and ogres have always been reasonably welcome
> in Neriak.

Doh. You're right. I wasn't thinking. Darned game changes have gone to
my brain.

>> Aside from that, playing one of the most hated races in all of
>> Norrath was *supposed* to offer challenges.
>
> Extra downtime isn't a challenge.

No, but avoiding it *is*.

> If you upped the difficulty level in
> Doom III and the only difference was that load times were tripled...
> well feeling a little ripped off would be an understatement :)

Not a fair comparison.

>> Like I said, ogres obviously had issues. That doesn't begin to
>> explain or justify the complete removal of the travel aspect from the
>> game.
>
> Sometimes I wonder if you are even reading what I'm writing. I like
> travel. I am not arguing to remove it from the game.

I've not seen any alternative to the PoK books come from you, so it was
a safe enough assumption. Perhaps I'm not hearing your point in full.

> For me, the biggest flaw with slow travel is the deathport. If I die I
> should respawn in a safe spot not more than a zone away, not halfway
> around the world.
>
> If they did that I'd be happy to remove *all* fast travel from the
> game.

That makes some sense.

> (Of course, if that were to happen, other things would have to change
> too... like more places to sell/bank, some way of gathering for raids,
> etc...)

Perhaps scattered outposts where prices aren't nearly as good as a more
familiar locale.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
Archived from groups: alt.games.everquest (More info?)

Moopy <pingu@keg.zymurgy.org> wrote in
news:slrncvkoeg.25kc.pingu@keg.zymurgy.org:

> On 2005-01-28, Graeme Faelban <RichardRapier@netscape.net> wrote:
>>>
>>> Yep. But thats what ports are for. Interestingly, in Velious they had
>>> 'portal teeth' that required you to visit a ring once by foot to
>>> collect the tooth before you could be ported there. I have no idea
why
>>> they removed that ;/
>>
>> It made it too difficult for raids to gather in those far away
places...
>>
>
> Hhahahaha because, yeah, TOV was simple to get to after they removed
> the teeth 😉
>
> Ahh, happy days. Watching the guild trying to get across Sirens Grotto
> and Eastern Wastes. I loved that stuff 😉
>

Well, yes, ToV was simple to get to unless you are a total idiot... I
have made the run, without any porter the whole way in the past (to WW,
need velium hounds). It's really not difficult at all. For raids it's
even simpler, Druid/Wizards get full groups, succor across SG, people
invis/levi, and run to ToV. A number of folks, like me, just run across
SG rather than wait on a succor, as we know the way, and it's really not
a hard run to make, never once have I died doing it. If the dragon is up
at the ToV entrance, then run fast, and click in. :b (OK, actually, set
up a CoTH group with a nonKoS mage at the ToV zone in, and just CoTH
people from SG zone line to ToV zone in. I've done that a few times too,
again, never died doing it (including several runs past the dragon while
I was KoS). This was all done at levels from the high 50s (pre PoP) to
the mid 60s.

Seriously though, so long as people listened, it was really quite trivial
to do the run.

Port in to Cobalt Scar, get SoE/Invis, run to SG, Succor/Evac across,
zone out, CoTH to ToV, zone in. I admit, we have a few folks in the
guild who somehow managed to mess even that simple process up.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
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"Jason Hawryluk" <jh@3gcomm.fr> wrote in
news:41fa9691$0$10465$8fcfb975@news.wanadoo.fr:

> Top posting is both good and bad, even though perceived as mostly bad.
>

Topposting in a newsgroup that primarily bottomposts is bad. In other
newsgroups, where that is the norm, it is of course bad to bottompost...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
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Rumbledor <Rumbledor@hotspamsuxmail.com> wrote in
news:Xns95ED579E41E51Rumbledorhotmailcom@63.240.76.16:

> 42 <nospam@nospam.com> wrote in
> news:MPG.1c64723be17d173f9899e0@shawnews:
>
>> In article <Xns95ECA6A0A4E5BRumbledorhotmailcom@204.127.204.17>,
>> Rumbledor@hotspamsuxmail.com says...
>>>
>>> Sure, if that's all you needed to focus on purchasing. There was also
>>> bandages (which weren't cheap at that level), sewing kit & patterns
>>> to craft tattered armor, maybe a bow, fletching kit and components,
>>> next level of spells, etc.
>>
>> If you couldn't afford it you didn't buy it. A bow and arrows was a
>> luxury that you could live without for the first dozen levels. (and
>> never miss it either, although perhaps we didn't know that at the
>> time.) My first bows came from BB gnolls... I don't think i ever saw
>> one I could afford at the merchants. I rarely did more than 1 damage
>> with it... hardly with a silver per shot.
>
> Pulling and maintaining your skill. 'Nuf said.

My warrior got his first bow and a supply of arrows off goblins he was
killing.

>
>> Bandages? Waste of money. 10 seconds... 1-4 hit points. Certainly not
>> worth a silver+ each on a newbie bankroll. You'd get hit points back
>> just as fast by sitting, and mana too.
>
> Waste the time now when 1-4 hp is at least something, or later when it
> is just a time sink *and* robbing you of med time.
>
> With the ability to bw while sitting now, it's not an issue, but back
> then it was.

I let BW languish at early levels due to the cost of the bandages I have
to admit. It was a pain later on, but I did raise it. (Not on my shaman,
that was a total waste).

<snip>
> Granted, ogres had it tough, trolls not nearly so, sharing their home
> city with dark elves. Still, that is something that needed attention at
> the race/class level, not in game design philosophy.

Trolls had their own city once...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
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"Paleghost" <avicars@gmail.com> wrote in news:1107038896.062270.143220
@z14g2000cwz.googlegroups.com:

> i enjoyed taking the boat and running through freeport as an iksar.. I
> enjoyed having to sneak around in every city there was.
>
> it all started with luclin.. and PoP topped it off. Next thing you
> know.. everyone will get gate. =(
>

Oh, wait, they did...

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
Archived from groups: alt.games.everquest (More info?)

42 <nospam@nospam.com> wrote in news:MPG.1c65b483d41c022c9899e2@shawnews:

> In article <Xns95ED579E41E51Rumbledorhotmailcom@63.240.76.16>,
> Rumbledor@hotspamsuxmail.com says...
>
>>
>> Like I said, ogres obviously had issues. That doesn't begin to explain
>> or justify the complete removal of the travel aspect from the game.
>
> Sometimes I wonder if you are even reading what I'm writing. I like
> travel. I am not arguing to remove it from the game.
>
> For me, the biggest flaw with slow travel is the deathport. If I die I
> should respawn in a safe spot not more than a zone away, not halfway
> around the world.
>
> If they did that I'd be happy to remove *all* fast travel from the
game.
>
> (Of course, if that were to happen, other things would have to change
> too... like more places to sell/bank, some way of gathering for raids,
> etc...)
>

Heh, EQ2. That is exactly what they did for deaths (you get to pick a
spot to pop in at when you die, unless you are getting a rez). They do
however have some of the fast travel options in game, and no boats, in
general, for transport.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
Archived from groups: alt.games.everquest (More info?)

murdocj <murdocj@hotmail.com> wrote in
news:lbcsv0dg08nrm756b9o4v738lj503kcl89@4ax.com:

<snip>
> The game is more social because there are not huge penalties for
> failure. There are still people that you don't want to play with
> because of their antics, but there isn't a huge penalty for making the
> wrong choice. I can sign on quickly, play for an hour, have some fun,
> and sign off again. In EQ, it might take me an hour just to get set
> up with a group and start playing. It had gotten to the point in EQ
> where I really felt like I had to have a block of 3 hours to "play" in
> order to sign on...
>

Fortunately, playing a shaman, I always had, and still have, the
alternative of just soloing when I know I don't have enough time to group.
Admittedly, now, when I have just an hour or so to play, I choose EQ2
instead of EQ, as it is much friendlier to a casual player than EQ is.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
Archived from groups: alt.games.everquest (More info?)

Don Woods <don-ns@iCynic.com> wrote in news:7w651h54r4.fsf@ca.icynic.com:

> Moopy <pingu@keg.zymurgy.org> writes:
>> Luclin had a different approach. At release it had no ports, but they
>> gradually phased them in once everyone had gotten used to the expansion
>> and bored of the travel.
>
> Huh? I wasn't around for that, but I'm trying to understand how
> anyone got to any of the Luclin content without the Nexus Spire
> ports. It's not as though you can walk there from Norrath! Was
> it all done via wizard/druid taxi services? (Which are ports, of
> course.)
>

It had Nexus, but not the other port locations on Luclin.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Braeler, 14 Craftsman
 
Archived from groups: alt.games.everquest (More info?)

Graeme Faelban <RichardRapier@netscape.net> wrote in
news:Xns95EF5FFC79DAArichardrapiernetscap@130.133.1.4:

>> Granted, ogres had it tough, trolls not nearly so, sharing their home
>> city with dark elves. Still, that is something that needed attention at
>> the race/class level, not in game design philosophy.
>
> Trolls had their own city once...

Aye. Already addressed that particular brain fart. 😛

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
Archived from groups: alt.games.everquest (More info?)

"Rumbledor" <Rumbledor@hotspamsuxmail.com> wrote in message
news:Xns95EFC97E88C9ARumbledorhotmailcom@216.148.227.77...
>
> It's interesting that those who find such fault with things like this are
> all but unable to enjoy anything that doesn't move them farther down the xp
> track.

Generalize much?


--
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?)

"Graeme Faelban" <RichardRapier@netscape.net> a écrit dans le message de
news:Xns95EF5E914A9EArichardrapiernetscap@130.133.1.4...
> "Jason Hawryluk" <jh@3gcomm.fr> wrote in
> news:41fa9691$0$10465$8fcfb975@news.wanadoo.fr:
>
> > Top posting is both good and bad, even though perceived as mostly bad.
> >
>
> Topposting in a newsgroup that primarily bottomposts is bad. In other
> newsgroups, where that is the norm, it is of course bad to bottompost...
>

My point exactly...
 
Archived from groups: alt.games.everquest (More info?)

Graeme Faelban <RichardRapier@netscape.net> writes:
> > Next thing you know.. everyone will get gate. =(
>
> Oh, wait, they did...

Yeah? Tell that to my level 51 monk. (As I understand it, the
everyman gate ability is only available to high-level characters,
or costs a lot of AA points, or both.)

-- Don.

---------------------------------------------------------------------
-- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm
--
-- Sukrasisx, Monk 51 on E. Marr Note: If you reply by mail,
-- Terrwini, Druid 44 on E. Marr I'll get to it sooner if you
-- Wizbeau, Wizard 35 on E. Marr remove the "hyphen n s"
-- http://www.iCynic.com/~don
 
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"Davian" <davian@nospammindspring.com> wrote in
news:au2dnYabhtBmTmPcRVn-pA@adelphia.com:

>
>
>
> "Rumbledor" <Rumbledor@hotspamsuxmail.com> wrote in message
> news:Xns95EFC97E88C9ARumbledorhotmailcom@216.148.227.77...
>>
>> It's interesting that those who find such fault with things like this
>> are all but unable to enjoy anything that doesn't move them farther
>> down the xp track.
>
> Generalize much?

Excuse me. *Many* of those. Feel better?

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
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Don Woods <don-ns@iCynic.com> wrote in news:7wy8e9uiet.fsf@ca.icynic.com:

> Graeme Faelban <RichardRapier@netscape.net> writes:
>> > Next thing you know.. everyone will get gate. =(
>>
>> Oh, wait, they did...
>
> Yeah? Tell that to my level 51 monk. (As I understand it, the
> everyman gate ability is only available to high-level characters,
> or costs a lot of AA points, or both.)
>

Level 70, not sure off hand about the cost. Nobody specified level, aside
from which, everyone does have gate available to them if they really want
it. I've sold quite a few gate potions.

--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons

On Steamfont in <Insanity Plea>
Graeme, 22 Dwarven Mystic, 20 Sage
Aviv, 12 Gnome Brawler, 14 Craftsman
 
Archived from groups: alt.games.everquest (More info?)

"Rumbledor" <Rumbledor@hotspamsuxmail.com> wrote in message
news:Xns95EFECECFD1BERumbledorhotmailcom@216.148.227.77...
> "Davian" <davian@nospammindspring.com> wrote in
> news:au2dnYabhtBmTmPcRVn-pA@adelphia.com:
>

> > "Rumbledor" <Rumbledor@hotspamsuxmail.com> wrote in message
> > news:Xns95EFC97E88C9ARumbledorhotmailcom@216.148.227.77...
> >>
> >> It's interesting that those who find such fault with things like this
> >> are all but unable to enjoy anything that doesn't move them farther
> >> down the xp track.
> >
> > Generalize much?
>
> Excuse me. *Many* of those. Feel better?
>

Not particularly. Whether its everyone or almost everyone, declaring
unilaterally that those who disagree with you on this are exp obsessed, non rp
powergamers (or whatever you're calling them this week) may be a nice way to
declare victory in your argument, but it doesn't really bolster your point.

In other words, unless you have some way to back up what you're saying, I
officially declare you to be talking out of your ass.


--
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?)

"Graeme Faelban" <RichardRapier@netscape.net> wrote in message
news:Xns95F0546C5AFF1richardrapiernetscap@130.133.1.4...
> Don Woods <don-ns@iCynic.com> wrote in news:7wy8e9uiet.fsf@ca.icynic.com:
>
> > Graeme Faelban <RichardRapier@netscape.net> writes:
> >> > Next thing you know.. everyone will get gate. =(
> >>
> >> Oh, wait, they did...
> >
> > Yeah? Tell that to my level 51 monk. (As I understand it, the
> > everyman gate ability is only available to high-level characters,
> > or costs a lot of AA points, or both.)
> >
>
> Level 70, not sure off hand about the cost. Nobody specified level, aside
> from which, everyone does have gate available to them if they really want
> it. I've sold quite a few gate potions.
>

67 and 8 AA's, I believe.


--
Davian - Wood Elf Warrior on Guk
Talynne - Half Elf Rogue on Guk

Davian - Night Elf Rogue on Bloodhoof
 

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