EverQuest II introduces Experience Vials with its next major update

    
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But think of all the experience someone else is going to get!

We all have a friend or two in MMOs that’s a really good player but really lousy at actually leveling. Some people just don’t like to level, for whatever reason. So why not make it possible for the people who like leveling to make it just a bit easier? That’s the heart of EverQuest II‘s upcoming Experience Vial system, allowing you to slow down your own leveling speed in exchange for creating vials of liquid progression that others can use.

Empty vials are purchased via Daybreak Cash and can then be applied to your experience bar, siphoning off a portion of your regular gains to be stored up. This experience must be in the form of adventure experience, so no tithe or AA experience while you have one one. Once the vial is full, you can claim it and use it exactly like the experience that would be earned from completing a quest; you can also trade it to others if you’d prefer. So you can bank up experience for later tithe/AA use, functionally level a friend’s character, or even save it for your alts. We’re sure you can come up with some use for concentrated liquid experience.

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Jacra
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Jacra

quixadhal 
Pretty simple: you don’t care about leveling, you play the game and leveling happens – and so fast that you don’t get to do all the quests and content. Then you could mentor down (which I find annoying in EQ2 with the Chronomancer) – or you switch levelling off (rerouted in AA, I’ve done this for over a year when I played). Or now you pay cash to get vials you can use to sell xp you don’t need (yet).

Shazanti
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Shazanti

For some reason, this triggered a flashback to original EverQuest, and my Necromancer Sacrificing other players – killing them, with the requisite xp loss – to create Essence Emeralds, which could be used by Necros to resurrect player corpses, so THOSE players didn’t suffer xp loss (or, well, a negligible amount, it’s been over a decade since I played so exact numbers are fuzzy). Now I know that ‘liquid experience’ isn’t quite the same as ‘resurrection stone’, but they both did have to do with creating an experience-related item, and it sent my brain tumbling down memory lane. Particularly the memory of Sacrificing a guildmate who had chosen to quit the game and thought that knocking his player down from max level (at that time, 60 or perhaps 65?) to the minimum level Sacrifice worked on (45?) would make him less likely to pick the game back up again, what with all the work leveling back up to max would entail. Killing him over and over and over remains one of the saddest moments I’ve ever had in a MMO.  
(Not that his ‘this will make me less likely to come back’ idea worked. He still came back. He just leveled up an entirely new character instead.)

mysecretid
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mysecretid

agemyth mysecretid Beacon Mortam 
I hear you! Ironically, one of the things I really loved about EQII is the fact that it did have so many ways one could level. You weren’t just stuck on one path through the world while moving from level one to endgame. 

Cheers,

agemyth
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agemyth

mysecretid Beacon Mortam Part of the problem with zone population is that there are so gosh darn many options of zones and dungeons to level in. There is probably a known to some “critical path”, but the kind of people that are interested in just zooming through levels is probably the same people who would consider this if it turns out to be reasonably priced or buyable with plat from other players.

melissaheather
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melissaheather

I still like to play with SOEmote sometimes in this game.  It’s really fun to watch your avatar mimic your facial expressions, even “talk” as you talk.

Denice J Cook
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Denice J Cook

Mortam 
I level my toons myself, however, this really isn’t a big deal.  Old MMORPGs like Eve, WoW and EQ2 also have instant max-level (or close) characters you can buy legally– and for good reason.  When I bring new friends into old games, their little newbies are a planet away from my maxxed-out old mains.  If I can chrono down to them or team with them despite this, I do, but if they want to be able to hang with the guildies in the new zones, this helps them do that too.  It brings communities together across the empty plains of the middle zones in old MMORPGs.

Something like these XP vials helps to bridge the gap between new friends and I if they so desire, besides financially supporting these devs, most of whom have had their teams pared down over the years as their games age.

quixadhal
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quixadhal

I honestly don’t know why people even PLAY these games.  If you don’t enjoy the leveling experience, and you get bored of the endgame dungeon grind, why are you even bothering?  These games are so stupidly easy now that they might as well just ask you what level you want to be as part of the character creation process.

mysecretid
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mysecretid

Beacon Mortam 
My experience was similar to this. There were definitely people in the game;(guilds of them, even) but mostly at the highest end of the levels.
As you say, most of the levelling zones — especially the lower-level ones — were pretty empty when I moved through them.
Cheers,

Kaloth
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Kaloth

SallyBowls1 I came here to post a similar thought. Someone at Daybreak obviously plays Eve online.

schlag sweetleaf
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schlag sweetleaf