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Old 03-16-2008, 08:56 AM  
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Default Re: Everquest II's lore just doesn't make any sense.

Also, they should re-use characters more. I always thought it was quite neat how the kerra from the newbie isle turned up again in the Claymore questline. They should do that much, much, much more. I know killable quest mobs can spawn if you have the quest. How about hailable quest NPCs? That would be great. Each expansion should have a clutch of individuals that you see again and again, and ideally would be linked to various factions.

Another thing that kills the immersion... A side effect of making quests so important (best source of XP, only realistic way to gain AAs) is that you are pressured to do as many quests as possible, so if the game is balanced around you doing all quests in a zone then it means you're going to have to do quests that your character just wouldn't do (unless you want to hamstring yourself).

I'm not sure what the solution to that is. Good and evil paths, which are mutually exclusive, could work perhaps. Assuming the next expansion doesn't include a level cap increase, there isn't so much pressure to put lots of quests in, the emphasis is more on entertainment, interest and challenge than on having enough quests to level up on, so maybe it will be viable for that.
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Old 03-16-2008, 09:21 AM  
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Default Re: Everquest II's lore just doesn't make any sense.

What bothers me most about the lore in Kunark is basically how there isn't any kind of alternate progression choice for good and evil paths. Everyone is forced along a set path that doesn't make much sense if you're good. For example, in Fens everyone is has the stellar choices of either aiding the iksar slavers or just not doing the a third of the quests in the zone at all. I mean, really... While this is fine for evil characters, I don't see my Qeynos resident, Quellious worshiping conjy going out and beating up innocent frogloks just so they can be enslaved by an empire of mercenary iksar.

How could they not see that some people might have a problem with this, and why wasn't some other choice provided?
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Old 03-16-2008, 09:27 AM  
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Default Re: Everquest II's lore just doesn't make any sense.

When I started playing again a month ago, people told me I'd love RoK, it was just the sort of stuff I'd like, tons of soloable quests.

They forgot to tell me the quests fucking sucked. And as the poster before me said, you sort of have to do all of them anyway.

I miss the old world and DoF. I probably haven't done even half the quests there, but that was some of the fun, I didn't really have to. And the stuff I did do had some meaning. In Desert of Flames there was a hell lot of quests involving the Shimmering Citadel and Djinns, and lots of interesting stories twinned into them; and then there were the Courts.

Starting out on the beach of Sinking Sands to kill crodocildes. Okay, fetch quests; but they quickly became so much more, working for one of 3 competitive factions with all sorts of stuff, and when you got to the Of Fate and Destiny, it actually made an impact on the game world (with all the lowbies being killed by tear assassins and orcs when they dropped by Maj'Dul). This was fun!

And Peacock? From the very first quest, you feel like you're getting involved in something, and the Living Tombs and the Silent City is just full of that sort of lore that makes it something more than "Dark underground place filled with undead" that there's so many of already.

I'd try to put my frustration about playing a wizard who's gone from dragon-slaying and saving the world time and again while being an agent of Nagafen; to killing flowers for lizards, into words, but I'm sure you all understand perfectly what I mean without elaboration.
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Old 03-16-2008, 11:32 AM  
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Default Re: Everquest II's lore just doesn't make any sense.

Gone from slaying Norraths most powerfull vampire demi-god, to getting pwnd by a bee...

Makes alot of sense no?

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Old 03-16-2008, 12:27 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

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Gone from slaying Norraths most powerfull vampire demi-god, to getting pwnd by a bee...
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Makes alot of sense no?


This is a perfect example of one of the short comings of this entire expansion. Why on earth would I, a hero to all of Norrath--an adventurer of such renown, of such glory, of such power, who has slain powerful dragons, vanquished evil sorcerers, even destroyed a vile vampire demi-god, now be asked (and accept) a quest to hunt some bees?

Another poster also made a very valid point. In Kunark there are no alignment quest branches. If you're a good aligned player character you can either help the evil Iksar continue their slave trade, or you can opt not to level for crap in comparison.

Kunark quest lines will get you from 70-80 with about 30AA and some 75pp if you do the majority of the quests. Why on earth would anybody NOT want to do those quest lines? But they're unrealistic, BORING, cookie-cutter, and make me feel like I've gone from a heroic high level adventurer, to a low level apprentice searching for the scraps just to get by.

My eyes glow with power, I levitate off the ground, my weapons shine in the light of a thousand suns, my voice reverberates off the very winds and my visage strikes terror into the heartiest of adversaries...

WHY AM I DOING THESE BULLSHIT QUESTS? Where is my path apart from the evil? How can it possibly make sense that my epic weaponry pales in comparison to something some npc just happened to have sitting inside a box? A reward he gladly gives up after I run a quick and pointless errand for him?

I'm "this" close anymore to cancelling all SoE subscriptions and for the very principle of this money grubbing corporate shamble of a gaming company, refusing to ever play a game even remotely associated with SoE ever again.

Perhaps that's what this is going to take. For a huge, (and I mean huge) portion of their players to simply put their foot down and stand up for what they believe is right. If SoE no longer has any players, they'll have no choice but to begin listening to us and designing their games that we've put years of our lives and hundreds of our dollars into as if they were good games made for people who love games, and not poor games made to bleed our pocket books dry.

That's all I have to say.
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Old 03-16-2008, 12:30 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

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This is a gripe I have because it simply doesn't make sense. I'm sure many of you out there don't care about lore or reality in the realm of the fictitious, but for those of you who do; this is a warning to anyone who hasn't played this game yet, or who has, and hasn't reached this point. There are no longer any viable reasons to do anything within the realm of the game. There's nothing "epic", nothing mysterious, and nothing heroic about the world. I no longer contemplate feelings of heroism or adventure when I log in to play--feelings now replaced by an intuition that all I'm really doing is logging in an imaginary being into a computer game where monsters are replaced by statistics, class concepts replaced by spell and ability effects, and equipment lore (such as the Qeynos Claymore quest line) replaced by the item's statistics.

It used to mean something to be within an online world such as EQII. I used to feel as if I was experiencing something more, something greater than just a pixilated fantasy computer game, but alas, all good things come to an end.
I consider myself rather eloquent, but I've never been able to accurately describe why I no longer feel the need to play this game. Thank you for doing it for me.
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Old 03-16-2008, 02:44 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

I do think the RoK quests are really awkward. "Hay I'm coming in here and killing you sarnaks - OH BTW here's some gorilla hair lol okay let me finish killing you"

I wish it was more like the DoF thing, where you'd pick a faction.
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Old 03-16-2008, 03:16 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

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Also, they should re-use characters more.
Absolutely... there's no character developed enough to have your interest at all, or placed in enough danger to make a player even care. All the NPC's are dull wallflowers.
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Old 03-16-2008, 04:47 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

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Absolutely... there's no character developed enough to have your interest at all, or placed in enough danger to make a player even care. All the NPC's are dull wallflowers.
I personally thought the iksar 'Cinderella' quest line in Kunzar was done pretty well in this regard. They needed to have more quest lines like that IMHO. Plus I got a good laugh out of the Fairy Godmother.
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Old 03-16-2008, 05:17 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

Op has some great points.
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