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Old 03-25-2008, 03:51 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

I havent played EQ2 in about a year, but the lore was always kinda flat and dull to me. My biggest complaint was the seperation of Good and Evil. If we are a land divideded then by all means KEEP US DIVIDED! This part of the Lore would have been more digestible and authentic if they kept Freeportians and Qeynos folks seperated similar to Horde and Alliance of WoW. I would have loved to see the Q folk gleaming in a hostile red, or roaming bands of Q Guards chasing me when I first landed in Thundering Steps. It makes absolutely no sense that people of these two cities would co-mingle and go off to take down dragons together. The betrayal system would have been a great way to cross pollinate classes too. As a Defiler, instead of becoming a Mystic if I defected to Q, I would stay a Defiler but be a Q sympathizer/citizen and then be able to bring my classes benefits to a Q guild. This would have been exciting for all.
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Old 03-25-2008, 06:29 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

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Originally Posted by Broomhilde View Post
I havent played EQ2 in about a year, but the lore was always kinda flat and dull to me. My biggest complaint was the seperation of Good and Evil. If we are a land divideded then by all means KEEP US DIVIDED! This part of the Lore would have been more digestible and authentic if they kept Freeportians and Qeynos folks seperated similar to Horde and Alliance of WoW. I would have loved to see the Q folk gleaming in a hostile red, or roaming bands of Q Guards chasing me when I first landed in Thundering Steps. It makes absolutely no sense that people of these two cities would co-mingle and go off to take down dragons together. The betrayal system would have been a great way to cross pollinate classes too. As a Defiler, instead of becoming a Mystic if I defected to Q, I would stay a Defiler but be a Q sympathizer/citizen and then be able to bring my classes benefits to a Q guild. This would have been exciting for all.
Well, they kinda made PvP servers.
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Old 03-25-2008, 07:43 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

Broomhilde, just about anything they could have done would have been more interesting than what they did do. As it is, the EQ2 Good v. Evil amounts to nothing more than high school rivalries. Come to think of it, a lot of local high school rivalries are doubtlessly more interesting than EQ2 Good v. Evil.
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Old 03-26-2008, 04:01 AM  
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Default Re: Everquest II's lore just doesn't make any sense.

Someone mentioned the Freeport vs Qeynos cold war at the start of EQ2, and i've always thought that alone was a huge sign this game was being created by extremely lazy developers and my expectations of a great game were crushed there.

It showed me they cared more about putting in stupid features to appease casual gamers like locking encounters or leashing mobs instead of putting a lot of time into all the little things. I mean come on, two cities and a bunch of 10 minute slapped together suburbs around them screamed of laziness right from the start.

I played EQ1 before that game got retarded, and 'grew up' in the freeport / nektulos area and was completely let down to see the 'new' freeport area. Did they think all those hundreds of thousands of people who played eq1 over the years would have no problem with how absurdly they designed the new game?

The game devs clearly gave 2 shits about the lore of the game and as the OP shows, it easily carried over to RoK. I'm sick of these games always trying to impress people with fancy graphics, and smoke and mirrors instead of focusing on key aspects of games like storyline and general gameplay. Graphics and all the other bells and whistles quickly get old but great gameplay can keep people interested for a long time. When did game designers forget this, and more importantly, when will they remember it again?
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Old 03-26-2008, 12:18 PM  
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Default Re: Everquest II's lore just doesn't make any sense.

from what i gather, the situation at release was that the two cities had a tentative alliance, but hadn't met in a while and relations were becoming strained nearly to the point of breaking.

i think "good" and "evil" were never good designations for the alignments, since the game was designed with players able to work together and there was no pvp originally.

from a lore perspective, i can't see every class being able to cross over without changing, but had they used a different class system or set of classes, i could see it working.
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