History VideoGame / Everquest

16th Nov '16 7:12:30 AM supergod
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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. This is averted in the [[VideoGame/EverquestII sequel]], which added more skin colors and facial features.

to:

* 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. This is averted in the [[VideoGame/EverquestII sequel]], which added more skin colors and a higher amount of facial features.customization.
16th Nov '16 6:49:39 AM supergod
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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. 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.

to:

* 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
race. This is averted 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 [[VideoGame/EverquestII sequel]], which added more skin that is somewhere between the other two.colors and facial features.
6th Oct '16 7:04:29 PM nombretomado
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[=EverQuest=] has a sequel, VideoGame/{{EverQuest II}}. 2004 saw the release of a (mostly forgotten) RTS adaption, known as "Lords of Everquest". There's also a tabletop version of [=EverQuest=] and a couple of tie-in novels.

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[=EverQuest=] has a sequel, VideoGame/{{EverQuest II}}.''VideoGame/{{EverQuest II}}''. 2004 saw the release of a (mostly forgotten) RTS adaption, known as "Lords of Everquest". There's also a tabletop version of [=EverQuest=] and a couple of tie-in novels.



* DamagerHealerTank: One of the first games to 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 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 capabilities.

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* DamagerHealerTank: One of the first games to introduce this dynamic, EverQuest [=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 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 capabilities.



* HelpingWouldBeKillstealing: [[MassivelyMultiplayerOnlineRolePlayingGame MMORPGs]] such as ''EverQuest'' and ''WorldOfWarcraft'' are the TropeNamer. In these games, killing monsters is a main source of personal growth for your character. If a monster attacks you and hurts you, you normally do NOT want someone to save you. If an NPC is being attacked by multiple people or parties, whichever group construct ends up removing 51% of the monster's health actually takes the kill and its loot.
** This is even worse in EverQuest. While in World of Warcraft, you typically get XP based on the damage you did, in EverQuest, whichever group did the most damage to the enemy got ''all'' of the experience. Furthermore, in World of Warcraft, the first player to attack an enemy "tagged" it and was allowed to get the loot even if someone else killed it, while in EverQuest, the person that gets the XP also gets to loot.

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* HelpingWouldBeKillstealing: [[MassivelyMultiplayerOnlineRolePlayingGame MMORPGs]] such as ''EverQuest'' ''[=EverQuest=]'' and ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' are the TropeNamer. In these games, killing monsters is a main source of personal growth for your character. If a monster attacks you and hurts you, you normally do NOT want someone to save you. If an NPC is being attacked by multiple people or parties, whichever group construct ends up removing 51% of the monster's health actually takes the kill and its loot.
** This is even worse in EverQuest. [=EverQuest=]. While in World of Warcraft, you typically get XP based on the damage you did, in EverQuest, [=EverQuest=], whichever group did the most damage to the enemy got ''all'' of the experience. Furthermore, in World of Warcraft, the first player to attack an enemy "tagged" it and was allowed to get the loot even if someone else killed it, while in EverQuest, [=EverQuest=], the person that gets the XP also gets to loot.



** 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.

to:

** Of course, this also makes sense in the EverQuest [=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.



** Interestingly enough, this has led to the rise of privately-run EverQuest servers that seek to scale back some of the more recent expansions, including a very popular one that intends to limit content to the first three expansions, the last of which was released in 2001.

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** Interestingly enough, this has led to the rise of privately-run EverQuest [=EverQuest=] servers that seek to scale back some of the more recent expansions, including a very popular one that intends to limit content to the first three expansions, the last of which was released in 2001.
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.

to:

** 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.

to:

* 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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Added DiffLines:

** 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]]
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