Yep, despite my occasional belief that the only reason I still play EQ2 is to decorate houses, I’m still playing and enjoying myself. I may only log in and poke around doing quests here and there on my alts, but even that is enjoyable. I can play at any time really and have something to do. Even if I’m just cleaning out grey quests on the alts, I can get in, do a quick quest or two and log off without feeling like I must keep playing. And that is something I’ve found I prefer these days.
So here’s some basic character updates: Continue reading
It’s a really good idea, actually. Seeing how it works in action now, the whole concept is well thought out and can give newer players a huge boost to catch up with long-time existing players. And the benefit isn’t just one way, as I mentioned in my other post. Just grouping means each of us gets 200% experience bonus. Now, on top of the double experience from having vitality, I’m thinking that works out to something like 300% XP total without using potions.
But that can lead to problems really, especially outleveling content too quickly. Right now, the friend that I’m grouping with is level 67 and he’s done almost no quests at all. He’s not a complete newb to EQ2; we played on Nagafen back in 2006 when HoS made a chapter there. He couldn’t remember his old account information and started a new one instead, which is why we’re both benefitting here. So he’s familiar with the older questlines and such, but he’s passing it over at the moment in a drive to reach 80 before the friend bonus runs out after 90 days. Considering that we aren’t even 30 days in yet (he’s still in the free month portion of his sub) we’ve got plenty of time. Continue reading
So EQ2 has this pretty cool idea going on – Refer a Friend program/promotion, which means that if you get a friend to sign up and subscribe (not just do the trial), both of you benefit. By linking your game accounts together (for this purpose only, I’m sure), anytime you and your friend(s) are grouped and you’ve mentored down, you both get an XP bonus. It’s designed to help get your friend up to speed fast, especially if you have a max level character and they are just starting out.
Well, it works. Continue reading
This is an article I meant to write years ago, back when Grimwell Online was just getting started. It was going to be an ongoing debate about the merits of “good” versus “evil” in online PvP gaming. Obviously I never wrote the article, but as MMOs came and went, I never stopped thinking about player conflict and how it was driven.
As I’ve mentioned before, my first online multiplayer game was Asheron’s Call. Logging in for the first time, a new player was allowed to choose one of three races – Aluvian, Sho and Gharundian, respectively based on the cultures of Western Europe, Asia and the Middle East, more or less. You then picked out a pre-made template or if you were daring, played around with stats and created your own template. A starting city was chosen for you based on your race and away you went, happily killing monsters by the dozens. Other than racial preferences (Aluvians preferred daggers, Gharus were spear and Sho used unarmed weapons), there were no real differences between the races or classes really. Picking Sho simply meant you got a +5 to your unarmed (UA) skill and your avatar looked vaguely oriental, but that’s it. Your character wasn’t classified as “good” or “evil” based on anything other than your actions in game. Continue reading
I wrote this as the origin story for my character in a D&D 3.5 campaign a friend was running. She was a young and rather rude shifter ranger, and this explains why. I needed to write this for the other players, especially after I was extremely rude to a high level aristocrat who’d hired our group for some work. We’re playing another game currently, but I really wish we could go back to this one some day.
I’m not sure how I skipped posting this before, so I’ll just mark it as of today’s date and leave it at that. This was originally written back in October, 2005. Continue reading