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Pokemon Global Link Has Launched! April 14, 2011

Posted by Wilhelm Arcturus in DS, entertainment, Nintendo, Pokemon.
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Pokemon.com has announced earlier this week that the Pokemon Global Link would launch on April 13th.


Previously delayed by the tragic earthquake in Japan, the new Pokemon Global Link is now live and accessible.

The Pokemon Global Link has two key pieces.  The first is the Pokemon Dream World.


The Dream World is an online play area and is analogous to the Pokewalker environment that was part of Pokemon HeartGold and SoulSilver.

Once you have followed the instructions on creating an account, you can connect to the Global Link, put one of your Pokemon to sleep (no, not that kind of put to sleep), and they will be transferred to the Dream World, which is accessed via your computer web browser.

My Herdier in the Dream World

In the Dream World you get an island to play on and a house to decorate.  You can link your island to the islands of your friends so you can visit each other.  There are things you can do to earn or grow berries, the Dream World currency,  to buy things to decorate your house.

And the catalog of decor seems pretty substantial already.

Bigger than the Sears Catalog

You can also transfer things back to Pokemon Black and White, so I am sure there will be some items that will be exclusive to the Dream World.  This is where you go to bring back the Pokemon you may have won playing BreakOut.

My daughter, once she gets her homework done, is eager to explore the Dream World.

The other, and probably more popular aspect of Pokemon Global Link is Global Battle Union.


This is Pokemon battle central.  You can battle your friends or take on random opponents.  You can track your battle statistics.  There are world-wide rankings to be achieved and regular Pokemon League seasons, akin to what goes on in the Pokemon Trading Card Game competitive world. (The TCG actually has its own online aspect now as well.)

This will be the place to be linked if you want to hone your battle skills for the upcoming Pokemon Video Game Championship Series.

All of this, of course, requires you have access to a wireless internet connection and that your Nintendo DS is configured correctly to connect to the internet via that wireless access point.  See the instruction booklet that came with your game for directions on connecting to the internet.

Some Armor Quests Now Work, Others Still Broken April 14, 2011

Posted by Wilhelm Arcturus in entertainment, EverQuest.
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4 comments

I went on last night to see if the newbie armor quests on the EverQuest Progression Servers had been fixed.

The Halas ones, which were mentioned in the patch notes from yesterday to appear to be working now.  My barbarian warrior alt, Hafdan, who I made mostly just to suit up in the newbie armor, was able to make his helm, breastplate, and bracers.

The Horned Helm of Hafdan

However, the Surefall Glade quests appear to have been overlooked.  This, of course, affects our group, Deneldir being a half-elf druid from Surefall Glade.

The Surefall Glade armor quests were conspicuously NOT mentioned in the patch notes and when Potshot went and tried them, they still failed in the same old way.

So progress was made on the Progression Servers, but not everybody’s problem was fixed it seems.

I chalk it up to the continuing conspiracy against players that start in the Qeynos area.

With Twitter Completely Automated Now, We Can Move On To Something Else… April 13, 2011

Posted by Wilhelm Arcturus in entertainment, Humor.
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2 comments

There is now a site that looks at your Twitter history and comes up with what it predicts will be your next tweet.  It is called That Can Be My Next Tweet.


And it is disturbingly accurate… for some people.

For example, having it predict what Darren would tweet next (@tcsg_darren) came up with a series of quite plausible tweets on the whole Canadian measured rate internet issue that is his primary Twitter topic of late.  I could see him tweeting:

Uhhh huh… Point is clearly trolling there. lol lol…a tag from Jack would have thousands of my what?

or

This article’s comments on who defines a punch in there is awesome, sir!

I have no idea what either mean, which is a common thread for many tweets that are replies to some message I never saw, but they sound authoritative and in the right tone!

Since my own feed is just a list pretty much a list of blog titles for both this site and EVE Online Pictures and the links to the posts, the suggested next tweets for my feed get somewhat absurd.

Did I noted that in EQ! CONCORD Patrol Drone If You Can See Another Issue of Tanks – Victini Why Are You?

That worked in EQ, World of Tanks, EVE Online, and Pokemon.  Confusing yes, but there is a message in there about my blogging.

And for Tipa’s feed (@tipadaknife) some of the suggested tweets are right on the money!

Playing: Rift. I earned this achievement: Grim Bounty! Playing: EverQuest 2. Playing: Rift.

That would be four tweets normally.

Anyway, that is something we can all amuse ourselves with for a while.

Hat Tip to The Bloggess whose predicted tweets were close enough to reality as to be indistinguishable.


EQ Progression Servers Get Armor Quest Fixes At Last! April 13, 2011

Posted by Wilhelm Arcturus in entertainment, EverQuest, Sony Online Entertainment.
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Today’s EverQuest patch notes indicate that, nearly 60 days into the launch of the progression servers, the newbie armor quests may finally be fixed.

I have not reconciled the thread where people were tracking the broken quests with the patch notes, but the patch notes do list quite a few fixes in that regard:

*** Progression Servers ***

- Corrected several recipes that were producing too much money and returned the alchemy vendors that sold the parts for them on progression servers.
- The Vial of Pure Water recipe has been made available on Progression servers.
- Newbie weapons (and other items from those quests) on Progression servers will now be weaker until more expansions are unlocked.
- Barbarian Northern Wolf and White Rose armor quests should now be working on progression servers.
- Quests for armor “of Ro” can now be completed on progression servers.
- Shaman armor quests that produce armor “of Justice” can now be completed on progression servers.
- Dark Elf quests for Orc Slayer, Bone Mail, and Ashen Bone Mail armors should now be functioning on progression servers.
- Druid armor quests that produce “Moss Toe” armor can now be completed on progression servers.
- Erudite Abattoir Initiate, Fell Blade, and Templar of Fright armor recipes have been enabled on progression servers.
- Gnome Plague and Initiate’s Watchmen armor recipes have been enabled on progression servers.
- Restored some missing gnomish newbie armor quest givers to progression servers.
- Half Elf/Wood Elf quests for Emerald Novice armor should now be functioning on progression servers.
- Halfling Thorn Mail and Bravefoot armor recipes have been enabled on progression servers.
- High Elf Art Keepers and Sylvan Initiate armor can now be created on progression servers.
- Human Coalition Trader, Sturdy Workman, Dismal Knight, Scourge Warrior, Scourge Sorcerer, Rage Sorcerer, Songweavers, Pestilence Priest, and Dismal Warrior armor recipes have been enabled on progression servers.
- Ogre quests for armors of Protection, Darkness, and War should now be functioning on progression servers.
- Troll armor quests for Da Bashers should now be working on progression servers.
- Krivn S`Tai has returned to progression servers.
- Some missing kobold parts have been restored to Toxxulia.
- Returned some creatures that were not spawning properly in the Butcherblock Mountains on progression servers.
- Restored some missing NPC spawns in Lavastorm on progression servers.
- Gnomes can now complete the quest for the Plague Raiser Mace on progression servers.
- Andara C’Luzz has been returned to her post on progression servers.
- Brunnel Kegstander is now available on progression servers.
- Wendel Deeppockets has returned to progression servers.

Of course, there has been some controversy over whether the quests should be in at all, but it is better to have them all in (or all out) rather than giving some classes/races access while others must do without.

The fact that weapons are being nerfed (3rd item on the list) is interesting, though one of the examples listed in the forums seems to indicate that the nerf might be a bit extreme:

cudgel of justice was  a 9dmg 37 delay weapon.  Now it sits at 3 dmg 37 delay yet  a rusty mace is 5dmg 38 delay.

That is quite a nerf!

There is now a follow up post from the devs about the weapon nerf.

Hey folks,

We realized many of you would have questions about the changes to the “Newbie” weapons, and want to answer them as completely as possible. The Devs went forward and prepared the following explanation, so as to clear up any confusion surrounding how and why these changes were made.


In our planning for the Progression servers, we decided that the “newbie” armor quests that had been placed in starting cities were a good idea and should remain in place.  They give directed advancement and afford players some items that they can use for much of the early game.  Two problems showed up, however.  First, the tradeskill recipes from those quests were not all labeled properly and most of them were inadvertently disabled on progression servers.  Second, the weapons from those quests were well above the armor in power, and we didn’t notice that until after many players were able to obtain them.

In this patch, we believe we’ve enabled all quests (including some that had been broken on live servers- your external sites may be inaccurate) and associated tradeskill recipes.  Every race and class that has these quests should be able to complete them now.

We had several options with the weapon issue:

  • Remove all weapon quests and delete any weapons already obtained. This was an unnecessarily punitive choice and was dismissed early.
  • Remove all weapon quests (until later) but leave the weapons for those players who already had them. This would stop the influx of powerful weapons, but would allow for a power gap between race/class combinations that had those weapons and those who did not due to issues outside of their control.
  • Leave the weapon quests in but change the rewards going forwards. This is a little better than the last choice, allowing all characters access to something for their efforts but leaving the power gap in place.
  • Leave the weapon quests in but modify the items so they are not as powerful until a later expansion is unlocked. This is what we chose, because it allows everyone to have their quests rewarded at an appropriate level for the content, whether they could complete the quests before this patch or not. We felt this option had the fewest negative effects and would cause the fewest problems in the future.

If there are no expansions unlocked, these weapons will be at about 40 percent of their maximum power.  They will automatically add (roughly, due to truncation) 15 percent to their power with each unlocked expansion and reach full power when the Planes of Power expansion is unlocked.  Although the charm script will be present on live servers (meaning you can only see the stats when the items are equipped), it will always return its full stats for the level of the item.

The EQ Dev Team

So that is the state of things there.

And on the platinum front it seems that they fixed the alchemy issue which was making some people very rich and driving up prices on the server.

I supposed we will see tonight if the fixes are really there and working.  I know Potshot has a stack of newbie armor quests lined up for Deneldir, just waiting for them to be fixed.

World of Tanks – Live At Last! April 13, 2011

Posted by Wilhelm Arcturus in entertainment, World of Tanks.
3 comments

World of Tanks shared their launch day with another Russian of note.  We’ll see if their launch lives up to his.


Fortunately, the open beta client still works, you can just log in and it will patch up to the released version.

While the game is free to play, the launch means that they are now taking money for their in-game premium currency.  You can earn it slowly, or you can buy it directly.

The pre-order plans, which got you a special tank along with your gold, are now off the table.  I decided at the last minute to opt-in for the smallest pre-order, which got me the A-32 light tank and 12,500 gold.  We’ll see how well it does, and how long that gold lasts.

The A-32 Pre-Order Special

Detail of the launch and the rates for the in-game currency are on the World of Tanks site, but for the moment the pricing breaks down like this on the North American server:

1,250 in-game gold for $6.95

3,000 in-game gold for $14.95

6,500 in-game gold for $29.95

12,000 in-game gold for $49.95

25,000 in-game gold for $99.95

Will the game have long-term sticking power?  We shall see.  But for the moment it is exciting and the graphics are worth the download.

Pokemon Secret Egg Event Coming to Toys R Us April 12, 2011

Posted by Wilhelm Arcturus in DS, entertainment, Nintendo, Pokemon.
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15 comments

Pokemon.com has announced a new download event to be held at Toys R Us from April 27th through May 31st.

The event coincides with the airing of an episode of the Pokemon animated series where Ash is given a special Pokemon egg to care for until it hatches.

You too can download the same egg at Toys R Us and hatch it in your copy of Pokemon Black or White.

From the site:

Get a Secret Egg, pick up special Pokémon TCG packs, and discover new Pokémon at a special Toys“R”Us event beginning April 27th!

Coming up in the Pokémon: Black & White animated TV series, Ash is given a great responsibility—he must care for a delicate Pokémon Egg until it hatches. Watch episodes every Saturday through May 21st on Cartoon Network to find out which Pokémon will hatch!

You can follow in Ash’s footsteps with your own Pokémon Egg! Visit participating Toys”R”Us stores from April 27th to May 31st to receive a Secret Egg distribution for your Pokémon Black Version or Pokémon White Version game. Carry the Secret Egg with you in your game until it hatches to find out which one of three secret Pokémon you’ll get!

While at Toys”R”Us, look for a special Pokémon Trading Card Game offer: you can purchase Pokémon TCG: Black & White booster two-packs that include a secret promo card featuring one of the three Pokémon that may hatch from your Secret Egg!

Head to Toys”R”Us starting April 27th with your Nintendo DS™ system and a copy of your game for the Secret Egg distribution, and check out all the other amazing Pokémon products, including special packs of Pokémon TCG cards!

This download is only for Pokemon Black and White.  I suspect that the Pokemon that comes from the egg won’t be available through any other means, but I suppose we’ll only know once it hatches.

[Addendum: The "How To" details are now posted over at the Pokemon Black and White site.]

It Is Always Night on Kerra Island April 11, 2011

Posted by Wilhelm Arcturus in entertainment, EverQuest.
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One goal of the evening was to make it to Kerra Island to see how that looked as a place for our drive to level 20.  That meant first taking the boat from Qeynos Harbor to Erudin.

Still on that dock

The boat, however, has issues.

Really.  On Saturday the boat, called the Siren’s Bane or some such, was represented by a guy swimming.  Regular departures or not, I was not going to climb on his back.  Later, on Sunday afternoon, the boat appeared to be back and in actual boat form.  I happened on it at the island in Erud’s Crossing.  However, when it took off, it sailed straight through the island, wiping me off on the landscape.

Again, the whole boat thing has been in since 1999 and they still can’t make it work right.  WTF?

Anyway, the gnomish translocators were still on the docks, ready to zap people from Qeynos to Erud’s Crossing, then to Erudin, and back again if anybody so desired.

And so we made it to Erudin, a city ahead of its time!

Qeynos and Velious? What is this Velious?

The city is bright and clean and as confusing as the day I first stepped into it.  The team that designed it was really into teleporters as a method of travel.

Welcome to Erudin!

If you look at the full size picture above, that great big blue thing between the two stairs, the thing that looks like a huge blue pill (and don’t you wish you had taken the blue pill?), that is a teleporter.  There are many like it in town.  Sometimes stepping on them will take you where you want to go… sometimes they won’t… but there are no signs on them that indicate where they might take you.

I honestly never spent much time in Erudin or anywhere on the Isle of Odus.  There was never much to draw me there except the occasional spell that was only sold there or in Freeport.  And maybe the library.

What do you mean, "High City?"

My impressions from back in 1999… reinforced by what I have seen here on Fippy Darkpaw, is that you roll and Erudite and then you get the hell off the island as fast as you possibly can.  It is one of those places that is fine to be from.

So with that in mind, I have to admit I was very surprised to find that Toxxulia Forest had gotten a graphical re-work.

No 1999 textures here

Right, I mean, I get redoing the Commonlands and lumping that into one zone.  Who hasn’t been there?  And the Desert of Ro, totally understandable.  And even Freeport, because it sits there in the middle of those two.  But Toxx forest?

If you retexture a forest and nobody is there to see it, does it really look better?

The only thing I can imagine is that either somebody at SOE just loves this place, or it happens to use the same textures as some other new or redone zone, so they thought, “what the hell?”

I see this as part of the vast conspiracy against Qeynos.

Anyway, there is a shiny new gateway into Toxx.

Erudin Arch in Toxxulia Forest

And there is even a spiffy new portal into Paineel, the necromancer city that everybody in Erudin pretends does not exist.

Pssst... Paineel... through here!

Though, once you get inside, the place still looks like a miniature golf course.

Hitting the undead rat is a 1 stroke penalty

And, along with reworking the graphics for Toxxulia Forest, they also merged it with the zone for Kerra Island, which I might have mentioned was our destination before I got side tracked with the boat problems, the improbable city of the Erudites, and the blatant unfairness of Toxxulia Forest getting a graphical make over.  I will try to get back on topic.

Kerra Island.

You might recognize the Kerran’s, the cat race from EverQuest II.  In Original EverQuest, the playable cat race was the Val-Shir, who apparently were all wiped out when the moon Luclin exploded.  In EverQuest the Kerrans were just mobs, targets, loot and experience pinatas.

I was a what back in EverQuest?

And there was a whole island of them, just waiting to be whacked.  So that was our destination… which yes, I know, I mentioned way back at the top and have since displayed 9 pictures, none of which has one of these cat people in it.

So here is a Kerran.

Welcome to Kerra Island!

The Kerrans are a friendly people.  They viewed our group amiably when we arrived.

The Kerrans are an odd race.  They have titles from Arabic sources, but tend to wield medieval Japanese weapons.

And they keep cats as pets.  Cat people keep cats as pets.  Dog people keep dogs as pets.  In WoW, boar people keep boars as pets.  But humans rarely keep apes as pets… and when they do, it rarely ends well.

Dwarves do, however, keep goats as pets.  So the pattern holds there.

Anyway, when I scouted Kerra Island previously with Vikund, everything con’d red.  But he was level 9 at the time, so it was hard to get a read on what the place was really like since, as we all remember, red means a mob is anywhere from 3 to 97 levels above you.

But when we showed up at level 19, the happy Kerran welcoming committee that awaited us con’d green and gray.  Not so good.

In scouting around, we found some blue con natives further in and even some even or yellow con Kerrans in caves in the back.  But the ones in caves seemed to be bunched up and it looked like we might get 5 or so at a pull, which is the sort of thing that turns ugly fast.

And then we found our way to Tiger Island.  An island on an island that is part of an even bigger island?  Why not!

Tiger Island on Kerra Island in Toxxulia Forest on the Island of Odus

Tiger Island had the advantage of having a number of yellow con mobs on it that were all conveniently spread just far enough apart that nobody got any silly ideas about assisting one another.

And so the slaughter began.

Slay Kerrans, leave none alive!

One of the odd things about Kerra Island is that, despite being an island in somewhat open water, it is always dark and gloomy there.  I wonder why a bunch of cat people who look like African or South American breeds and who have Arabic titles didn’t choose some place with some more sun.  This is, no doubt, a side effect of joining Kerra Island with the Toxxulia Forest zone, which has a permanent dark gloom over it.  Appropriate for a forest, not so much for an island where the natives dress like it is the tropics.

While the spawn rate was a bit slow, we could clear the whole island before it repopped, the experience was good and the down time gave us a few moments to chat, explore, or use the bathroom.

Hey, the guy in the middle popped!

The guy in the middle, who you can see in the picture above, has a respawn timer that is faster than anything else on Tiger Island.  Since he is also the highest level guy on the island, that was good for us, once we figure it out.  Plus he is also the guy who give the island its name.  He keeps pet tigers.

It's got Tarlach!

And they assist him in battle.  I am not sure that they are really “wild” tigers, seeing as they live with the cat people who seem to groom them, provide them shelter, and keep them fed on wandering strangers.  They were the only aggro mobs on Kerra Island when we arrived.

And they are also one of the best looking models I have seen in the game.  Nice tiger!

The tiger’s have a bit of a pathing probelm.  The live in this pit and seem to be able to attack you through the ground if you get too close to the pit.  And, of course, you cannot hit them back.  You have to lead them around to the ramp out of the pit before you can come to grips with them.

And so we felled Kerra and their pets (they also keep pumas) for a couple of hours.  While they were amiable towards us when we arrived, they were glowering at us dubiously when Deneldir, the last of us to make it, hit level 20.

We got through the evening with only a single death.  You can see Tistann’s corpse in one of the pictures.  Things got out of hand on a repop and we ended up testing Deneldir’s Lesser Succor spell, which transports the group to a safe spot near the zone line.  We apparently got lucky that it pulled the whole group out on the first go, as experiments with it later showed that one of the hazards of the spell is that sometimes people get left behind.

In the end though, the whole group made it to level 20 with some tiny shred of Kerran goodwill still remaining, as they had not yet gone totally aggro on us.

The Group at Level 20

Having worn out our welcome on Kerra Island, we are now in search of a place to adventure and gain experience.  A return to South Karana might be in store for us, or maybe a peek into Runnyeye Citidel.  We will have to see how crowded things are.

Day and Night on Lake Rathetear April 10, 2011

Posted by Wilhelm Arcturus in entertainment, EverQuest.
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Having settled ourselves on the shores of Lake Rathetear, it was time to see if we could hunt there successfully.  Our goal was to get to level 19.

We decided to hit the gnolls and undead that guard the area that leads to South Karana.

Map of Lake Rathetear

(Map, as usual, from the EQ Atlas archive.)

On the map above, the area we were headed towards is marked with a “2,” while our camping point is marked with a “13.”

Getting there meant a swim of course.

Swimming to our target

Once there, we got ourselves together on the ledge overlooking the gnoll encampment, did our various buff, and generally made a plan.

Set up time

Down below us was a single gnoll, two groups of two gnolls each, and one group of four gnolls.  The gnolls were a mix of guards and shaman.  They were all at least a level or two below us, as they all con’d blue to us, so the experience was so-so, but they respawn rate was generally fast enough that we rarely had to touch the group of four.

When the sun went down though, the respawns turned to undead, which were much more lucrative for experience, as they usually con’d at our level or above, though some of the plain skeletons still con’d blue.

Combo gnoll AND undead

The only unfortunate part was that, in the 72 minute representation of the 24 hour day/night cycle in EverQuest, undead only seemed to spawn from 8pm to 5am, or about 27 of minutes.  So we spent most of our time grinding slowly through gnolls waiting for the sun to go down.

Eventually though, we started hitting 19, one by one.  When hitting 19, a little pop-up gave us advice on where to hunt next.


Of course, South Karana was just steps away.  However, the most lucrative spot for us, the Aviak tree house, was heavily camped when we got on.  But as the night dragged on and we faced another stretch of gnolls after three of us had already hit 19, we decided to head into South Karana to see if we could speed things up a bit.  We were also all encumbered with drops, so the centaur camp and its vendor was on our list of destinations.

It was late, past 11pm Pacific, and the Aviaks appeared to be at peace, so we were able to dive in for a bit and clear out those on the ground around the base of the tree house.

Attacking the Aviaks

However, our burdens were hurting our ability to fight.  Deneldir was slowed to walking speed when not buffed.  So we decided to head toward the vendor, taking targets of opportunity as we moved.

An opportune elephant

After we relieved ourselves of our excess mass at the vendor, we decided to head into North Karana.  Though we did okay in Lake Rathetear, we decided to head to Odus and Kerra Island for our next round, which meant heading first back to Qeynos.  North Karana is along the way.  We figured that we could get Deneldir his last few percentage to level there.

The familiar bridge in sight

That actually took much longer than I thought it would.  There is a gap in levels in the zone, with hill giants, griffons, and griffenes still conning red to us, but most everything else in the zone showing up as gray.  There were a few blue con mobs, high level beetles and griffawns, and a couple of runs around the zone finally got Deneldir his level.  The group was all level 19.

It was nearly midnight at that point, so we camped at the gypsy camp which, while not exactly safe, is still safer than the bridge is for Tistann.  He seems to be persona non-grata with the followers of Rodcet Nife, a priest of which is in the bridge tower.  He’s attacked me before.

The next morning I ran my guys back to Qeynos across West Karana.  Again, another odd experience, as the zone was almost all gray to my guys at 19, but I knew that there were still a couple of mobs out there I had to fear.  I even found a couple that were still worth killing for experience.

Scarecrows in West Karana

I cleared the field of scarecrows and continued on, eventually spotting the warm glow of the West Karana towers, something very home-like and familiar.  Then it was through to Qeynos, where I bound my guys on the dock so that they were be ready to travel to Odus later on.

Sunset on the Qeynos Docks

Next time, adventures on Kerra Island.

Requiem for The Agency April 8, 2011

Posted by Wilhelm Arcturus in entertainment, Sony Online Entertainment.
Tags: ,
5 comments

It has been a week since the news broke.

It seems that there are no other surprises, retractions, or last minute reprieves coming.

The time has come for The Agency.

A really, really secret agency
I’ve been riding The Agency for a while now.

I have bemoaned the hype and silence cycle that seemed to part of its life.

I have predicted it not shipping for the last few years.

I played, and mocked, the Facebook tie-in game, The Agency: Covert Ops.

It was listed on my MMO Outlook for 2011 list, which I used to take another shot at its long gestation.

Doing something about it was one of my demands for 2001.

But by now most of us have read this official statement from SOE which includes the cancellation of The Agency.

As part of a strategic decision to reduce costs and streamline its global workforce, SOE announced today that it will eliminate 205 positions and close its Denver, Seattle and Tucson studios.  As part of this restructuring, SOE is discontinuing production of The Agency so it can focus development resources on delivering two new MMOs based on its renowned PlanetSide and EverQuest properties, while also maintaining its current portfolio of online games.  All possible steps are being taken to ensure team members affected by the transition are treated with appropriate concern.

This strategic decision will have no impact on SOE’s current portfolio of live games; additionally SOE will transition development efforts for the Denver and Tucson studios’ suite of products to its San Diego headquarters.  This strategic alignment of development resources better positions SOE to remain a global leader in online gaming and deliver on its promise of creating entertaining games for players of all ages, and servicing the 20 million players that visited SOE servers in just the past year.

And so it is done, and with all I have said about it before, I felt I ought to note the closing of this chapter in MMO history.

A lot of people were excited about The Agency.  People came back from SOE Fan Faire and repeatedly communicated that excitement, which spread through the MMO community.  The fact that it seemed close to shipping so far back and that we would get news about it one day and then hear nothing for months created discontent in the fan base.

They put up some sexy pictures now and again.

Nobody who plays the game will ever be this hot...

They talked the talk and had some interesting game play videos.

But now the fate of The Agency has been sealed and the studio working on it has been closed down.

Sorry - No Positions Available at This Time

This is a disappointment to the community, and no doubt heart breaking to many who worked on the project.

But now The Agency joins the list of unshipped MMOs that have been canceled along with Ultima Online 2, Gods & Heroes: Rome Rising (the first one), Heroes Journey, and many more that never made it to the announcement/press release stage.

Now we can only wonder and what might have been.

Swimming in Lake Rathetear April 7, 2011

Posted by Wilhelm Arcturus in entertainment, EverQuest.
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We got ourselves together in South Ro for Travel last night.  I had gotten on a bit early and spent some time trying to get a bit of experience.  The net result was negative five percent, as my two guys got wiped on a combo bad pull/untimely pop.  The actual experience hit for the death was 8%, so the penalty does get a bit more harsh as you level I guess.

And as Potshot pointed out, our group is eerily powerful together, but fairly frail when split into two, with buffs and healing divided up amongst us.

So, revive sickness having worn off and a few cayman having given my guys a percentage or two back, we stood on the beach prepared to head out.

Ready for travel

I have been into all of the zones we were preparing to through.  I have even spent a lot of time in some of them.  But often that time was somewhere in the “10 years ago” scale of distance.  I could pull up some memories of the Innothule Swamp, but that turned out to be a zone they redid, judging by the ground textures.

No 1999 textures here

The swamp was a quick trip along the edge, then it was back to old textures and vague memories in The Feerrott.

These are 1999 textures

You can tell we are in The Feerrott and not, say, Kithicor Forest because… well…

There is a lizardman in the background!  You don’t see those in Kithicor.  Oh, and we’re standing on the road and haven’t been murdered by high level undead.  That too.

My recollections of traveling through The Feerrott were vague, but I seemed to recall that it was pretty safe to follow the road until it got close to the ogres on the north end side of the zone near the bridge.  So we skirted around the ogres and made it through okay.

Then it was the Rathe Mountains.  I had to get out a map to see where we needed to go, as all I could recall was that bad stuff wanders down the center of the canyons.  Something that proved to be the case still.

Avoiding a very big, very red skeleton

Deneldir got wiped off on a tree as we were running, and then we had to climb up the walls of our current canyon to avoid the skeleton.  But once we got ourselves back together and the skeleton passed, we were able to make it through the Rathe Mountains without further indecent.

That got us through to Lake Rathetear.  The journey had been simple and reasonably short up to that point.  We just had to swim across the lake to the arena, bind, and we would be set for hunting.

Swimming by and orc camp

You cannot walk around Lake Rathetear.  There is no place to walk.  Well, no easy place to walk, you can skirt along the steep shore many places, if I recall right, but for a direct route you have to swim, which is slow but easy.

Map of Lake Rathetear

(Map, as usual, from the EQ Atlas archive.)

We were headed from the Rathe Mountains zone to the arena, which is a straight shot across the lake.

Tistann changed his melody to include a song of water breathing, just in case, everybody got on follow, and then Tistann lead the way for the swim.

However, your swimming skill dictates how fast you swim through the water and, rather unfortunately, Tistann seemed to have the highest level skill.  So he started pulling away from the group.

Meanwhile, Tarlach, who was back in the pack to start with, was not only going slower, but had also angled down, so was deep under the water when he fell out of range of Tistann’s song.

And since it was a long, boring, simple swim, neither of use was paying much attention to what was going on until it was noticed that Tarlach was down to about 1/3 health.  Then there was a scramble to get him to the surface as Tistann turned around to get him back in range of his song.

But it was to no avail.

A paladin in heavy armor drowned while trying to swim across a lake.  How unexpected!

That put a damper on any hunting plans we may have had for the evening.  Tarlach was back in Freeport.

We pushed on to the arena.  At the docks there was one of the little rowboats, which we had to get in and try out.

Tistann and Thrall in a boat

I had to put Thrall on the boat to take the screen shot while Tistann drove, as your camera controls are restricted while piloting a boat.

Deneldir got his turn on the boat as well.

The sailing druid

Deneldir complained that the controls were backwards.  The boats actually have a defined front and back end (bow and stern, if you prefer), and Tistann parked the boat with the bow towards the land.  When Den jumped in, he faced himself towards the lake, hit W, and the boat when backwards from his perspective.

How you can tell which end is the bow and which is the stern is beyond me, though it becomes obvious when you try to move.

After that we headed into the arena to bind.

While I have no memory at all of the arena, it appears to be one of the zones that was redone.  It has that shiny metallic texture that seemed to be popular at SOE around the expansion The Serpent’s Spine.  You either know what I mean or you do not, it is hard to describe, but the arena appeared to be made of shiny metallic concrete.  Maybe aliens built it.

And the arena is huge.  Somebody wanted to make a giant Roman arena it seems.

View from the arena center

If you view the full size version of that picture, you can just barely seen Deneldir standing above the arch in the side of the arena.

I’m not sure why the arena needed to be so big… or so foggy.  Again with the fog.  I can see all the way across West Karana without any fog at all, but in a sports arena the fog is so thick I cannot see all the way across.  Go figure.

After that, Deneldir ported himself back to the Commonlands to run with Tarlach back to the lake.  I logged Thrall off and did a bit of scouting with Tistann.  I swam down to the barbarian camp, getting my camera position just right on the swim.

Clear view above and below

One of those quirks that has been in the game since 1999.  If you are above the water, looking down into it is blurry.  When you are below the water, everything is blurry, just like real life.

But if you are swimming along and can get your camera set just right, all becomes crystal clear.

The barbarians, while amiable, did not have anything for me, though they did have a shaman armor quest.  There was another boat at their camp, so I grabbed that and sailed back north to check out the route to South Karana.

Sailing Lake Rathetear

I had forgotten that there were gnolls all over the Lake Rathetear side of the zone line, waiting to ambush any unwitting traveler.  I was going to pop into South Karana for a look, and while I was sure I could out run the gnolls to the zone line, I decided I did not want to get entangled with them on the way back.

I headed back to our camping spot just outside the arena and called it a night.

View from the arena tunnel

There did seem to be able areas to camp mobs and the zone seemed very quiet.  We will see how hunting goes when next we get online.

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