![]() and its normal servers were crafted for competition. The biggest part of people playing on the server will choose by their own if its time to unlock or not.ĭont underestimate too some high hardcore guild who moved some hours of their timeplay to play on the progressions server. it will be MORE fun to have a server locked for all at start with an unlocking timer or a question UI who ask players if SOE unlock or not. just my think about it : Unlock yes but take time to it. I have started a progression and play him regulary. Old-world zones that are made for level 50s - both in gear opportunities and experience - can't normally attract the modern player. And EverQuest's original 50 level cap has raised over the years as well, topping out now at level 75. Those original +9 Intelligence/Wisdom Golden Efreeti Boots that were once a badge of honor can't hold a card to even mid-level Planes of Power (5th expansion) gear. This leads to each expansion inflating the standards of gear and experience. Hunt spots where players once waited in line are deserted raid targets that were once highly contested are soloed by bored clerics and gear that was once coveted is now handed down to alts and sold to vendors.Īs zones are introduced to EverQuest, they have to offer players new opportunities: new landscapes, encounters, and gear upgrades. With eight years of evolution and change, the game is vastly different from the three-continent world which opened its doors to thousands of adventurers in 1999. In this, the first of a two-part look at the EverQuest Progression Servers, Community Manager Laura Genender talks about the project and her experiences in-game.ĮverQuest today consists of over 375 zones scattered over 13 expansions worth of area - multiple continents, a moon, alternate planes of existence, dreamscapes, and more.
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