We came up short as a group in Azeroth this past weekend. Life will get in the way and the whole group has gotten older over the last eight years we have played. But three of us, Potshot, Ula, and myself were online. We got on Skype together as we went about doing some garrison things and quests and what not. Blizzard has made “soloing in a group” work a bit better over the years, but sometimes it still feels like the optimum open world group size is one.
Potshot and Ula were off on a quest chain to unlock a garrison upgrade while I was running around Azeroth visiting elders for the Lunar Festival. I was sparked into late action on that when I read that 40 tokens from elders will buy you a 60 to 90 heirloom armor upgrade as part of the whole new heirloom system that came in with patch 6.1.
Blizzard has found a way to get me to do holiday events again, gotta give them that.
Potshot and I are pretty much on board for it… same as it ever was. We will be there for the dawn of whatever new server they put together. We also sold Ula on the idea for the moment of going back in time to a world of simple graphics, bad linoleum textures, and limited skills and spells.
Depending on when (and if) Daybreak gets this going, a progression server excursion might make a nice break from Azeroth for a bit. I would call it a hiatus, but I think we would need to play more to qualify for the term.
On conversation meandered about on the idea of EverQuest nostalgia and then I started to compare old EverQuest to EverQuest II, which in many ways seems to be almost the antithesis of EverQuest, at least when comparing the early versions of both.
Of course that made its way around in my mind to what an EverQuest II progression server would be like. How do you take what there is out there today, the game having just hit the 10 year mark back in November, and recreate the 2004 experience?
Even the EverQuest II team, during their recent “Don’t go, we’re still alive!” live stream the other day spoke of a desire to do something like a progression server for EverQuest II, if they could figure out how.
And therein lies the rub.
I must assume that the EverQuest II team is stuck with the same restrictions that the EverQuest team faces when doing progression servers, which means working with the current client and server and zones and just playing with some of the flags and settings in the background.
In this EverQuest has a clear advantage in that SOE hasn’t spent a ton of time going back and revamping old zones. Yes, they redid Freeport and the Commonlands and the Desert of Ro, for which they will spend time in purgatory I am sure, but a lot of the old zones are still the same ugly ass stuff we thought was the bees knees back in 1999. This is why I always roll on the Qeynos side of Norrath.
SOE added a lot of stuff to EverQuest, including a starting tutorial and some new starter zones, but they left a lot of the old stuff intact. Camping bandits in West Karana in 2011 was very much like camping them in 1999.
EverQuest was ever looking forward to the next expansion, the next round of content, then next increase in the level cap, the next pack of AA skills. It isn’t like it launched perfectly. There were many problems, some of which took years to fix. But the team seemed to have their eyes constantly on the horizon as they chased a crazy two expansions a year dream, which ran unbroken for a five year stretch of time, from Legacy of Ykesha to Secrets of Faydwer. Success allowed that.
Meanwhile, EverQuest II has spent a lot of its first decade trying to fix, change, or simply forget about what the game was like at launch. There have been a lot of revamps of game mechanics, as there have been with EverQuest.
But the EverQuest II team has also spent a lot of time going back to the original content to change and update things. Qeynos and Freeport have been changed and revamped and updated to the point that it is difficult to compare the 2004 versions with the what is there now. There is no Isle of Refuge on which to start anymore… unless you want to run around your own version… and I am not even sure you can still get to the swamp where that first screen shot above was taken.
And zones that made a huge impact on me back in the day, like the Thundering Steppes or Nektulos Forest, have been changed so much over the years that they hardly feel like the same places.
Given all of the changes that have rolled back over the original game over the years, I am not sure that much of 2004 can be really recreated given the limitations that the EverQuest II team will face. They are not going to be allowed to roll a special client or a special version of the server software, which leaves us with what?
I suppose there would be some interest, some value, some fun to be had in simply rolling up a fresh EverQuest II server that required Station Access or SOE All Access or Daybreak to Dusk Access or whatever the all-in-one only subscription option will be called some day, starting with just the original zones, and then not allowing transfers or level 90 character boosts. Maybe they could tinker with the experience table or toughen up the mobs a bit. It could be a hardcore or challenge server maybe. But I bet it would be tough to justify keeping the cash shop limited, especially if it turned out that the people who jumped on that server were subscribers already. Siphoning your most dedicated players off to their own isolated server can’t be viewed as a win in accounting.
So where does that leave us? Back with the status quo?
Of course, it is also reasonable to ask about how much nostalgia there is for the early days of EverQuest II. In many ways 2004 in Norrath feels like a survivors tale of horrible ideas we’re all pretty much glad we no longer have to deal with. Is any significant population of players really longing to go back to early days of the game?
There is an EverQuest II emulator project out there, but it doesn’t seem to generate anywhere close to the amount of interest that classic EverQuest or World of Warcraft or even Star Wars Galaxies server emulation does.
The cliche response is always that you can’t go home again, but in this case, do we even want to?