Following a brief delay yesterday, EverQuest II’s newest progression server is up and running.
The time-locked expansion server will start subscribers over at the earliest era of the core EverQuest II experience, after which expansion content will unlock at the rate of one every 12 weeks. The Fallen Gate FAQ has all of the information you’ll need to make a decision whether or not to roll a character on this server.
One of the key incentives for starting over on this special server is to gain rewards for all of your characters: “Heritage Quests are a staple of adventure in EverQuest II and we have some exciting rewards for those who complete them on Fallen Gate. Completion of any HQ on the Fallen Gate server will not only provide the normal reward, but also make a level appropriate version available for all your characters! Time to take those Journeyman’s Boots off the shelf put them to good use!”
Massively OP’s MJ has been slowly streaming through all of EverQuest II’s Heritage Quests (slowly, because there are more than you can shake an Iksar at!). The group is finally finishing the level 50s, and that puts them smack dab in the middle of the fires of Lavastorm, and one of the ways to try and save time is by running multiple HQs concurrently. Currently the crew is Lavastorming, working to finish all three in that molten land. Can they finish one up tonight? Join us live at 8:00 p.m. for some hot adventures.
What: EverQuest II
Who: MJ Guthrie
When: 8:00 p.m. EDT on Tuesday, June 27th, 2017
Next week, EverQuest II is opening up Fallen Gate, a new “time-locked expansion server” that’s going to function a little bit differently than other progression servers have in the game’s history. Essentially, it’s going to unlock new expansions every 12 weeks and allow players to complete heritage quests to earn rewards for all of their characters across all of the game’s servers.
If you’re curious about the finer details of this new server and are weighing your decision whether to roll a character or not, you’re probably going to want to read the FAQ that the team put out yesterday that clears things up.
The team did mention that combat encounters are going to be a bit tougher on this server. “While items drops are not the same as they were in the early days of EverQuest II, both items and encounter power have been adjusted to approximate the play experience of launch. So while items have more stats, such as DPS, potency, or critical bonus, the encounters have been tuned to expect those stats, so the fight balance should be relatively the same.”
EverQuest II’s Proving Grounds proved to be pretty difficult (as well as littered with bugs!). Even finding a full group was pretty challenging! With the newest Proving Ground, however, Massively OP’s MJ won’t have to worry about that last bit; the Underdepths is a solo experience that also negates class and gear disparities by transforming the player into a powerful avatar. Join us live at 8:00 p.m. as MJ takes on this challenge for the first time.
What: EverQuest II
Who: MJ Guthrie
When: 8:00 p.m. EDT on Tuesday, June 20th, 2017
EverQuest II is no stranger to Daybreak’s penchant for creating and operating progression servers. But after all of these years, is there a way that such a server can be made in a way that feels fresh and interesting? The team thinks so.
Coming on Tuesday, June 27th, the Fallen Gate progression server is slated to open up to the public and offer players additional incentive to roll up a character. “This will be a time-locked expansion server where expansions unlock automatically. In addition, Fallen Gate will have a new twist on heritage quests. Completing a heritage quest on this server will not only provide the quest reward — but an additional reward on EVERY server you play on,” Daybreak explained.
All races and classes will be available on Fallen Gate, and the server’s expansions will unlock at a steady rate of every 12 weeks. It does require a membership to join in the fun, so free players are not welcome to participate.
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!
This week we have stories and videos from MechWarrior Online, Guild Wars 2, EverQuest II, Cabal Online, EVE Valkyrie, Paragon, Second Life, Luna Online, Atelier Online, Final Fantasy XI, Legend of Ancient Sword Online, No Man’s Sky, Heroes of the Storm, Art of Conquest, Dreadnought, Overwatch, SINoALICE, Blade and Soul, Pokemon Go, and Eternal Crusade, all waiting for you after the break!
As Ashes of Creation takes aim at the $3M line for its Kickstarter campaign, Intrepid Studios announced that it has made several significant hires to its development team, some of which come from the Daybreak fold.
The hires include Lead Economic Designer Rocco Scandizzo (Psyop Games), Lead Programmer Kevin McPherson (EverQuest, PlanetSide, Vanguard, and Shadowbane), Lead Technical Designer Akil Hooper (EverQuest II, Fallout: New Vegas), Senior Character Artist Mat Broome (H1Z1, DCUO, PlanetSide 2, EverQuest), and Alex Khudoliy (Amazon).
Another interesting announcement is that Intrepid is partnering with Panopticon Labs to develop fraud detection and prevention tools for the game to make it as secure as possible.
Ashes of Creation devs will be on hand this evening at 6:00 p.m. EDT for a final Kickstarter livestream. The team also posted a brief video showing some of the winter effects in the different game environments, which you can watch below.
When it comes to text-based MMOs created in the ’80s, ’90s, and 2000s, the sheer number of them would blot out the sky. There are certainly more multi-user dungeons (MUDs) than I’ve ever been able to get a handle on when I’ve tried creating lists of the most important to know, but I will say that there are a few that seem to pop up more than others. The original MUD1, created by Richard Bartle and Roy Trubshaw, was certainly a watershed moment for online roleplaying games. Learning about DikuMUD is pretty essential, considering its impact on graphical MMORPGs that we still play today.
But there’s another title that often goes unnoticed, unless you keep an eye out for it. It’s a MUD that keeps popping up when you look into the history of the MMORPG genre, one with ties to key players and design concepts that are still active today.
It’s the MUD that shaped the MMO industry, and it was called Sceptre of Goth.
I’ve been playing a lot of Ultima Online the past few weeks, but so many times I’ll be doing something that is objectively tedious (like taming or shuttling boxes of junk loot to the community trash box to turn in for points) and realize it and think to myself there is no freakin’ way that anyone who started playing MMOs in the last decade would put up with some of the quirks and conventions of the game. That’s no judgment on gamers, just the realization that it’s probably way too late to get into now if you’ve grown up under altogether different game design systems.
It’s not the only MMO I feel that way about; I’ve often felt that EverQuest II was too opaque and convoluted to return to, and oddly enough World of Warcraft has felt that way to me since Draenor.
Are there any MMOs you think are just too late to start playing?
Last week, a guildie of mine mentioned that he’d been interested in Crowfall until he realized he couldn’t be a gerbil (Guineacean) of the class of his choosing. It was a total coincidence that the Crowfall devs had literally that same week announced they were nuking their race/class-locked archetype system and disentangling races and classes, so I got to tell him his wish had been granted.
I think this pushes the game more solidly into MMORPG territory, so I’m happy to see it: More customization and choice and variety is what I’m all about. But I was going to play it before, too. For this week’s Massively Overthinking, I’m presenting the idea of locked vs. unlocked archetypes to our staff to mull over. How important is it to you to be able to play any race/class combo in a game? Is it something you see as critical to MMORPGs? Is archetype-locking more the domain of MOBAs and ARPGs? When do you let it slide to play a fun game?
EverQuest II recently introduced a new feature with the release of GU103 back on May 10th called the Proving Grounds. That place is no joke. I can assure you that it is pretty aptly named; this little instance is all about showing you and your group what you are made of.
When this feature was first announced, I was pretty excited. Who doesn’t like new content, especially something with replayability? It sounded fun. Initially I had thought (hoped?) that the new Proving Grounds content would be a feature enjoyable by the majority of the population. What I learned — quite quickly — was that my hopes and reality were two very different things. And I learned that the hard way. Hard as in double-digit-death-counter hard. Instead of sinking my teeth into this content, it sunk its teeth into me! Now that’s not necessarily a problem. I enjoy a challenge, and I do so look forward to conquering this one and exacting some revenge. However, I just wish my first experiences with the Proving Grounds didn’t come with more disappointment and frustration than fun because I do think it’s a good idea filled with promise.
Last week Daybreak pulled a switcheroo (or more accurately, didn’t switch!), keeping the Felwith map in EQII’s new Proving Grounds instead of changing. But Massively OP’s MJ wanted pirates, and she still wants pirates. Today, she gets pirates! She’s heading back in to the sure-to-be punishing instance to show off the second map in this new feature. How far will her group get this time? Tune in live at 9:00 p.m. for a look at the Battle on the High Seas.
What: EverQuest II
Who: MJ Guthrie
When: 9:00 p.m. EDT on Tuesday, May 23rd, 2017
If you haven’t hopped back into EverQuest II since the launch of The Menagerie update earlier this month, you might want to do it today: Today is the very last day to redeem a free level 100 character boost for an existing or brand-new toon. All accounts that existed before April 20th can log in and grab the boost (and its concomitant 320 AAs and properly leveled gear) for nothing; accounts newer than that will need to sub first. The promo runs out at 3 a.m. EDT tomorrow morning (midnight tonight PDT).
MOP’s Stream Team recently hopped back into the game to check out the newly introduced Proving Grounds; you can see that below!