History VideoGame / EverQuest

20th Aug '16 10:01:34 AM nombretomado
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* OurGnomesAreWeirder: ''[=EverQuest=]'' gnomes are based heavily on the DragonLance tinker gnomes, although they're much more competent (but still blamed for 99% of everything that ever goes wrong.)

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* OurGnomesAreWeirder: ''[=EverQuest=]'' gnomes are based heavily on the DragonLance Literature/{{Dragonlance}} tinker gnomes, although they're much more competent (but still blamed for 99% of everything that ever goes wrong.)
17th Aug '16 9:37:42 AM LuciaMoore
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** Of course, this also makes sense in the EverQuest universe. Erudites, Barbarians, and Humans are all essentially just different racial variations of the same species, much in the same way that Hispanics, Asians, and Africans are in real life.

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** Of course, this also makes sense in the EverQuest universe. Erudites, Barbarians, and Humans are all essentially just different racial variations of the same species, much in the same way that Hispanics, Asians, and Africans are in real life. Barbarians resemble those of Swedish or Norwegian descent and have the most pale skin, Erudites resemble those of African descent and have darker skin, and 'Humans' seem to be European, having lightly tanned skin that is somewhere between the other two.
17th Aug '16 9:31:31 AM LuciaMoore
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* HumansAreWhite: Yes, all Humans are white - there's one human male model that looks like it ''could'' have some Asian features, though it's hard to tell (faces are low resolution). Instead of having black humans, they made the entire race of Erudites black skinned.

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* HumansAreWhite: Yes, all Humans are white - there's one human male model that looks like it ''could'' have some Asian features, though it's hard to tell (faces are low resolution). Instead of having black humans, they made the entire race of Erudites black skinned. This was a technical limitation at the time, since the game was pushing the limits of personal computers available during the late 90s, and there was no memory budget for every PC to have multiple skin color textures for every race.
** Of course, this also makes sense in the EverQuest universe. Erudites, Barbarians, and Humans are all essentially just different racial variations of the same species, much in the same way that Hispanics, Asians, and Africans are in real life.
17th Aug '16 8:30:34 AM LuciaMoore
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* BreastPlate: Mainly averted. EQ is generally quite realistic about plate mail and chain mail armor for female characters. Some of the cloth armor and almost all of the leather armor for females plays the trope straight. EQ got its reputation for filling the BreastPlate trope because characters without armor quite literally run around in their underwear, and because for years most of the advertising of the game heavily featured the skimpily dressed Firiona Vie.

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* BreastPlate: Mainly averted. EQ is generally quite realistic about plate mail Played straight with leather and chain mail armor which, for female characters. Some of most females, has a considerable CleavageWindow, and in the cloth case of dark elves, their chain armor and almost all of the leather armor for females plays the trope straight. EQ got its reputation for filling the BreastPlate trope because characters without armor quite literally run around in their underwear, and because for years most of the advertising of is little more than [[ChainmailBikini chainmail lingerie]]. However, the game heavily featured the skimpily dressed Firiona Vie.completely averts this trope with plate armor on its female models, which is depicted providing full, practical coverage.
4th Aug '16 9:31:29 AM Ichneumon
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** And yet there is "Bladder of Lizard Milk" for sale at various Kunark vendors...
2nd Aug '16 8:54:58 AM LuciaMoore
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* DidYouJustPunchOutCthulhu: Averted. While it's possible for the players to battle and even defeat the gods on their own home planes, doing so requires an army of players all equipped in powerful artifacts and wielding advanced magic. In fact, most deities have the ability to simply snuff out the life force of any mortal on their plane, commonly called a "Death Touch," though they can only perform this attack once every minute or so.

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* DidYouJustPunchOutCthulhu: Averted. While it's possible for the players to battle and even defeat the gods on their own home planes, doing so requires an army of players all equipped in powerful artifacts and wielding advanced magic. In fact, most deities have the ability to simply snuff out the life force of any mortal on their plane, commonly called a "Death Touch," though they can only perform this attack once every minute or so. This trope is also further averted by the fact that, as we later learn during Planes of Power and subsequent expansions, the "gods" you defeat during raids are just avatars of the gods themselves, and the actual gods are far, far too powerful to be threatened by mortals.
2nd Aug '16 8:32:42 AM LuciaMoore
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* NayTheist: Despite there being verifiable gods that interact with their followers (whom they usually physically created), half the classes can choose not to follow ANY god; at game start this was the safest choice, faction-wise. Divine casters (aka the healing classes[[labelnote:*]]Clerics, Druids, and Shamans[[/labelnote]] and their hybrids[[labelnote:*]]Paladins, Rangers, and Beastlords[[/labelnote]]) and evil classes[[labelnote:*]]Necromancers and Shadowknights[[/labelnote]] don't have this option.[[note]]Vah Shir are the exception; as the starting city is literally ON THE MOON there's no reason for them to even know about main-world gods. As the programmers didn't feel like adding a new god for them (which might require fiddling with every single existing faction in game) all Vah Shir were made agnostic, even the Shammies and Beastlords.[[/note]]
2nd Aug '16 8:27:38 AM LuciaMoore
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* DamagerHealerTank: One of the first to start using the trinity, though it also adds crowd control classes to the mix.

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* DamagerHealerTank: One of the first games to start introduce this dynamic, EverQuest actually expanded upon it considerably by having some classes dedicated almost entirely to other roles. Enchanters, for example, inflict rather poor damage (unless using the trinity, though it also adds a charmed pet, which carries its own risks), and cannot heal or tank, however they are considered extremely valuable and even required by some players because of their exceptional crowd control classes to the mix.capabilities.



* MasterOfNone: Bards have abilities and skills that make them a mix of almost every other class in the game. They can wear plate mail and dual wield swords like a Warrior, have a run speed buff like druids and shaman, can heal, can restore mana, charm, and mesmerize {{Non Player Character}}s like enchanters, do damage over time like necromancers, direct damage like wizards, have lockpicking skills like rogues, etc.

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* MasterOfNone: MasterOfNone:
**
Bards have abilities and skills that make them a mix of almost every other class in the game. They can wear plate mail and dual wield swords like a Warrior, warriors, have a run speed buff like druids and shaman, can heal, can restore mana, charm, and mesmerize {{Non Player Character}}s [=NPCs=] like enchanters, do damage over time like necromancers, direct damage like wizards, have lockpicking skills like rogues, etc.etc. However, none of these abilities is really effective enough that a bard can function as a primary role in a group. Their healing song heals too slowly for them to be a healer, their mesmerize songs are somewhat unreliable and difficult to juggle between multiple targets, making them less effective at crowd control, they lack sufficient agro-generation and defense to act as a tank, and their raw damage output is too low for them to qualify as a dedicated damage dealer. Despite this, the overall utility they bring to a group makes them highly valued by most players.
** Druids are the spell-caster version of this. They receive the widest variety of spell types including heals, run speed boosts, stat buffs, damage-over-time, direct damage, damage shields, snares, teleportation, and regeneration spells. However, with exception to their snare spells, there are other classes that have superior versions of these spells. Druids cannot heal as effectively as clerics, can't buff stats or do damage-over-time as well as shamans, can't direct damage or teleport as well as wizards, can't damage shield as well as magicians, and so on.
2nd Aug '16 8:09:33 AM LuciaMoore
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* DamageDiscrimination: Usually. Most monsters will not harm friendly monsters, though there are a few cases where they do, such as a raid encounter where the boss is harmed by steam blasts from his guards, requiring players to make sure the guards are aiming at him.

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* DamageDiscrimination: Usually. Most monsters will not harm friendly monsters, though there are a few cases Applies to players on non-PvP servers, where they do, such as a raid players are completely incapable of damaging one another even with area-effect spells. Similarly for [=NPCs=], Unless an encounter where the boss is harmed by steam blasts scripted so that an NPC is meant to take damage from his guards, requiring players another NPC, they will all be immune to make sure the guards are aiming one another's area attacks. This also extends to [=NPCs=] that use area-effect spells in melee. Players will be injured by their own targeted area-effect spells if they use them at him.close range, but an NPC has no such risk, and it's common for many spell-casting [=NPCs=] to use such spells in dungeons when surrounded by players.
4th Mar '16 5:54:37 PM Khaldore
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* ExpansionPack: Many many of these. They churn them out so often. As of May 2012, there are 18 total.

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* ExpansionPack: Many many of these. They churn them out so often. As of May 2012, March 2016, there are 18 22 total.
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