History YMMV / EverQuest

2nd Aug '16 9:37:58 AM LuciaMoore
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** Vex Thal was this when it was released. Just to reach the bosses that are the primary goal of the raid, you have to fight through dozens of mobs with extremely high HP that drop nothing of value, which serves no purpose other than to pad out how long it takes to complete the raid.
28th Jul '16 9:55:40 AM LuciaMoore
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* OffModel: When Shadows of Luclin was released, the graphical models for the player races were overhauled. The new models were much higher in polygon count and allowed for custom eye color, hair color, and a few hair styles. However, while the models looked good enough, the animations were jerky and unnatural, and some made no sense, such as most models performing a half-hearted one-handed thrust with two-handed bludgeoning weapons. This lead to many people sticking with the older models which, while dated, at least utilized reasonably fluid and realistic animations.
14th Jun '16 7:45:54 AM Pichu-kun
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* EnsembleDarkhorse: Fippy Darkpaw, a level six gnoll who repeatedly committed suicide by charging headlong at the gates of Qeynos (which were guarded by level 50 guards). As the joke went, "Who wants to see The Fabled Fippy Darkpaw finally hack his way into Qeynos and take revenge for all those years of torment?"
** Not exactly a joke, since there was a Fabled Fippy Darkpaw during an event, who managed to get inside Qeynos. Many other Fabled creatures appeared, such as Fabled Ambassor D'vinn, or Fabled Garanel Ruskiff.
** Fippy later reappeared in Underfoot as a raid boss, where it was revealed that his true form became more powerful every time he was felled in Qeynos.

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* EnsembleDarkhorse: Fippy Darkpaw, a level six gnoll who repeatedly committed suicide by charging headlong at the gates of Qeynos (which were guarded by level 50 guards). As the joke went, "Who wants to see The Fabled Fippy Darkpaw finally hack his way into Qeynos and take revenge for all those years of torment?"
**
torment?" Not exactly a joke, since there was a Fabled Fippy Darkpaw during an event, who managed to get inside Qeynos. Many other Fabled creatures appeared, such as Fabled Ambassor D'vinn, or Fabled Garanel Ruskiff.
**
Ruskiff. Fippy later reappeared in Underfoot as a raid boss, where it was revealed that his true form became more powerful every time he was felled in Qeynos.



* MemeticMutation: ''[=EverQuest=]'' 1 is the originator of "Ding! (Grats!)".

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* MemeticMutation: MemeticMutation:
**
''[=EverQuest=]'' 1 is the originator of "Ding! (Grats!)".



* MostWonderfulSound: ''[=EverQuest=]'' is the codifier of '''''DING!'''''

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* MostWonderfulSound: MostWonderfulSound:
**
''[=EverQuest=]'' is the codifier of '''''DING!'''''



** Back in the old days, ''Everquest'' had "hell levels", so called because the way the experience was calculated caused certain levels to take ages to clear. Specifically, multiples of 5 (30, 35, 40, etc...). This was removed after [=SOE=] took over from Verant Interactive and, among other changes, redid the experience mechanics.
*** This was even more painful when the game included class-based experience penalties, which were 10% for arcane spell-casters, 20% for monks, and a whopping 40% for "hybrid" (ranger, paladin, shadow knight, and bard) classes! Combined with racial penalties, this could result in an overall experience penalty as hefty as 68%! It was not uncommon to hear of some race/class combinations (Troll Shadow Knight, anyone?) having to grind for days just to escape a hell level.
** Trains. The provider of the page quote. Trains happen when a player or group is overwhelmed or overmatched and are forced to flee to the zone line, which the mobs cannot cross. The group of monsters that attacked them, as well as any that get picked up during the run, are the train. Trains can mean instant death to any unprepared adventurer in their path, and since the death penalty was so steep and trains were always someone else's fault...
*** This was particularly bad for creatures that have "frenzied agro", meaning they would ''always'' attack the nearest target if the focus of their hatred moved out of range. This meant that sometimes, you'd be killed by the train even if the person responsible for it was still in the zone! Undead in particular were known for having frenzied agro mechanics.
*** Special mention goes to Estate Of Unrest for being train hell. If you got within a certain range of any single mob in the house, you would bring the ''entire'' house down upon your group's heads. And if someone else pulled the house and trained to zone, and anyone was in the courtyard, they had to pin themselves against the walls to avoid aggro after the puller zoned.

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** Back in the old days, ''Everquest'' had "hell levels", so called because the way the experience was calculated caused certain levels to take ages to clear. Specifically, multiples of 5 (30, 35, 40, etc...). This was removed after [=SOE=] took over from Verant Interactive and, among other changes, redid the experience mechanics.
***
mechanics. This was even more painful when the game included class-based experience penalties, which were 10% for arcane spell-casters, 20% for monks, and a whopping 40% for "hybrid" (ranger, paladin, shadow knight, and bard) classes! Combined with racial penalties, this could result in an overall experience penalty as hefty as 68%! It was not uncommon to hear of some race/class combinations (Troll Shadow Knight, anyone?) having to grind for days just to escape a hell level.
** Trains. The provider of the page quote. Trains happen when a player or group is overwhelmed or overmatched and are forced to flee to the zone line, which the mobs cannot cross. The group of monsters that attacked them, as well as any that get picked up during the run, are the train. Trains can mean instant death to any unprepared adventurer in their path, and since the death penalty was so steep and trains were always someone else's fault...
***
fault... This was particularly bad for creatures that have "frenzied agro", meaning they would ''always'' attack the nearest target if the focus of their hatred moved out of range. This meant that sometimes, you'd be killed by the train even if the person responsible for it was still in the zone! Undead in particular were known for having frenzied agro mechanics.
***
mechanics. Special mention goes to Estate Of Unrest for being train hell. If you got within a certain range of any single mob in the house, you would bring the ''entire'' house down upon your group's heads. And if someone else pulled the house and trained to zone, and anyone was in the courtyard, they had to pin themselves against the walls to avoid aggro after the puller zoned.



* TheyChangedItNowItSucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.

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* TheyChangedItNowItSucks: TheyChangedItNowItSucks:
**
Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.
8th Oct '15 9:59:31 AM Pichu-kun
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* FanHater: ''[=EverQuest=]'' players do ''not'' like WorldOfWarcraft. Bashing [=WoW=] is a common pastime in general chat.

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* FanHater: FandomRivalry: ''[=EverQuest=]'' players do ''not'' like WorldOfWarcraft. Bashing [=WoW=] is a common pastime in general chat.
27th Jun '15 11:20:31 PM zaphod77
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** Trains. The provider of the page quote. Trains happen when a player or group is overwhelmed or overmatched and are forced to flee to the zone line. The group of monsters that attacked them, as well as any that get picked up during the run, are the train. Trains can mean instant death to any unprepared adventurer in their path, and since the death penalty was so steep and trains were always someone else's fault...

to:

** Trains. The provider of the page quote. Trains happen when a player or group is overwhelmed or overmatched and are forced to flee to the zone line.line, which the mobs cannot cross. The group of monsters that attacked them, as well as any that get picked up during the run, are the train. Trains can mean instant death to any unprepared adventurer in their path, and since the death penalty was so steep and trains were always someone else's fault...
4th Dec '14 8:57:40 AM LuciaMoore
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*** This was even more painful when the game included class-based experience penalties, which were 10% for arcane spell-casters, 20% for monks, and a whopping 40% for "hybrid" (ranger, paladin, shadow knight, and bard) classes! Combined with racial penalties, this could result in an overall experience penalty as hefty as 68%! It was not uncommon to hear of some race/class combinations (Troll Shadow Knight, anyone?) having to grind for days just to escape a hell level.


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*** This was particularly bad for creatures that have "frenzied agro", meaning they would ''always'' attack the nearest target if the focus of their hatred moved out of range. This meant that sometimes, you'd be killed by the train even if the person responsible for it was still in the zone! Undead in particular were known for having frenzied agro mechanics.
4th Dec '14 8:45:38 AM LuciaMoore
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* TheyChangedItNowItSucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.

to:

* TheyChangedItNowItSucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.Sony.
** Inverted considerably when many players attempt to relive the old days on some of the privately-run "pre-Sony" servers that emulate gameplay from the earlier years, only to give up within a few months when the rose-colored glasses come off and they realize that a lot of those "features" they enjoyed back then were really just barely tolerated because there simply wasn't anything more convenient at the time.
4th Dec '14 8:35:24 AM LuciaMoore
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* BrokenBase: You know those vaguely caricatured statements on how people denigrated the changes that streamlined the game? ''There are people who actually, honestly think that the level of misery the game engendered was good for it.''
** And the funny thing is, their complaints are right in a very specific sense - back in the days of misery, you got good or you gave up. Of course, softening the games blows made it more accessible to casual players (that in and of itself bothers some people), and the calamities the old ways would have caused, such as a raid wipe in Veeshan's Peak, are no longer the kind that literally cause players to quit the game. The utter bastardry of the game also engendered a kind of camaraderie, since you were forced to work together with other players just to have a chance.

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* BrokenBase: A few examples.
**
You know those vaguely caricatured statements on how people denigrated the changes that streamlined the game? ''There are people who actually, honestly think that the level of misery the game engendered was good for it.''
** *** And the funny thing is, their complaints are right in a very specific sense - back in the days of misery, you got good or you gave up. Of course, softening the games blows made it more accessible to casual players (that in and of itself bothers some people), and the calamities the old ways would have caused, such as a raid wipe in Veeshan's Peak, are no longer the kind that literally cause players to quit the game. The utter bastardry of the game also engendered a kind of camaraderie, since you were forced to work together with other players just to have a chance.chance.
** Several details regarding the game's first expansion, ''Ruins of Kunark'', drew a lot of ire from the player base due to what felt like forced incentive to buy the expansion.
*** When it was first released, all of the zones from the expansion boasted an experience bonus, meaning anyone not able to travel to the expansion's areas was at a disadvantage while leveling up.
*** The new playable race, Iksar, were seen as severely overpowered at the time. They were the only other race (besides humans) that could play as monks and they had a higher natural armor class as well as innate health regeneration, started off with maxed swimming skill and could hold their breath underwater for an extremely long time. The developers claimed that these benefits were offset by the fact that every other race would attack them on sight, but given that city factions mean practically nothing at the endgame and the fact that Iksar could easily hit the level cap without ever leaving their home continent, it wasn't much of a drawback.
*** Another drawback stated by the developers was that Iksar couldn't wear plate armor. However, their natural AC bonus offset this somewhat, and since they got their own alternate chainmail version of the class-specific plate armors anyway, it didn't hinder anyone. They eventually tossed that idea out the window soon after anyway, and now Iksar can wear most plate armor without restriction.
*** Lake of Ill Omen, one of the starting zones for new Iksar players, could take a player all the way from level 1 to their mid 30s, and was located adjacent to the Iksar city. Adjacent to ''that'' zone was another that could take you to the mid 40s, and within that zone was a dungeon that could take you to the level cap. It really took all of the sting out of that whole "you're hated on other continents" drawback the Iksar supposedly had.
10th Sep '14 6:14:00 PM MagBas
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* JumpedTheShark: Most old school EQ players point to the release of the Plane of Knowledge as the place where the shark was jumped. Of course, you have people who point to Kunark as the shark-jumping moment, especially with regards to class balance, as well.



* TheyChangedItNowItSucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.
* UnfortunateImplications: Some people felt this way about white people and black people being two entirely different races in [=EQ1=]. Whites were regular humans, while blacks were tall slender universally intellectual people called "erudites". In [=EQ2=], [=SoE=] changed it so all humans, as well as half-elves and barbarians, could have various skin colors including shades of dark brown. Meanwhile, the erudites were changed to have skin in various shades of gray. They brought back the original style erudites in the Sentinel's Fate expansion, though.

to:

* TheyChangedItNowItSucks: Many, many players long, or think they long, for the days when Verant Interactive ran the game, as opposed to Sony.
* UnfortunateImplications: Some people felt this way about white people and black people being two entirely different races in [=EQ1=]. Whites were regular humans, while blacks were tall slender universally intellectual people called "erudites". In [=EQ2=], [=SoE=] changed it so all humans, as well as half-elves and barbarians, could have various skin colors including shades of dark brown. Meanwhile, the erudites were changed to have skin in various shades of gray. They brought back the original style erudites in the Sentinel's Fate expansion, though.
Sony.
17th Apr '14 7:15:42 AM Kuddy
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** Not exactly a joke, since there was a Fabled Fippy Darkpaw during an event, who managed to get inside Quenyos. Many other Fabled creatures appeared, such as Fabled Ambassor D'vinn, or Fabled Garanel Ruskiff.

to:

** Not exactly a joke, since there was a Fabled Fippy Darkpaw during an event, who managed to get inside Quenyos. Qeynos. Many other Fabled creatures appeared, such as Fabled Ambassor D'vinn, or Fabled Garanel Ruskiff.Ruskiff.
** Fippy later reappeared in Underfoot as a raid boss, where it was revealed that his true form became more powerful every time he was felled in Qeynos.


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* MostAnnoyingSound: Most pets are guilty of this, but necromancers' spectres are the worst of all, since they emit an incessant hissing sound wherever they go.


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** The raid version of Meldrath's Majestic Mansion was reviled when it was current content due to the ludicrous amount of trash mobs in the zone, as well as ambushes from powerful mobs that would randomly occur whenever doors were opened.
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