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Ten things I hate about EverQuest

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Snicker Furfoot, Esq.

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Aug 9, 1999, 3:00:00 AM8/9/99
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These are ten things I hate about EverQuest. They're not even
necessarily the top ten, and there's loads more where these came from.
Perhaps someone who cares will see them and consider the need to make
a change.

10. Camping as a rule. That's the name of the game, want a neat piece
of equipment, thou shalt camp it. I've done my share of camping, too
(albeit only for one piece of equipment that was subsequently eaten by
a bug), but I didn't enjoy it as much as I enjoy traveling. Solution?
Dozens have been suggested. Close your eyes and throw a dart.

9. Twinkies. I really hate it when I see someone 4th level doing 16
points of damage a hit. Or when I see 1st and 2nd level people
wandering around in flowing black robes with skulls and pulsing
orb-shield thingys. did they "earn" the right to wear those? Maybe
their player did, but I doubt that character did. And contrary to
popular belief it DOES throw off the balance of the game. Now instead
of barely being able to kill orc pawns at third, I regularly see first
and second level players taking out one and two pawns, then running
off for more. Meanwhile, other people their level or slightly higher,
are not able to compete equally, because the monsters that they would
have normally had a shot at are being eaten by the twinkies. Am I a
twinkie? Yes. Thanks to Brad, I do pay some price - the armour I wear
isn't nearly as effective at this level as the armour one step down
was. But I do wish there were level limits on some of these things.
If I see one more newbie in flowing black robes or wielding those
bloodclaw things, I think I'm gonna scream!

8. Lucky the Beggar. Why do I hate him? Because in the entire game,
out of thousands of creatures, spell effects, and mob progs, only his
type (madmen/beggars, etc.) have a voice. "Might I have some coppers
please?" might make you jump out of your skin the first time you hear
it, but why do you never hear the voice of Fippy barking or cheering
sounds when you cheer? Why was that the ONLY voice used for a
coherent message?

7. Incomplete zones. It's obvious how much loving attention to detail
went into zones like Qeynos and Everfrost. But where is that same
attention to detail in Kelethin or Kaladim? Felwithe is practically a
ghost town for all the mob interaction (or lack thereof, rather), and
I'm still wondering what happened to Erudin - do they only talk at
night or something?! Part of what brings these zones to life is the
interesting (and sometimes unexpected) actions of the NPCs (the
Barbarian fishing-pole thief, the Bards of Qeynos, the occasional
monster-on-monster duels). And the numerous empty "rooms" in Kelethin
especially make me wonder about how finished that city really is.

6. Trade skill nerfing. Okay - everyone else bitches about it, but
here's my rant: Brad, you say that you wanted a world where people
wouldn't just sit around hammering or baking all day. But what about
those people who ENJOY that?! Is it too much to ask that you allow
them some enjoyment? For some people, virtuality is the ONLY way that
they can create something "perfect" or "cool." Let them, and stop
trying to kill the tradeskills that make this game interesting.

5. Stagnant economy. Where's the money? It's certainly not moving
the way it should. Had someone used a little forethought, the
smithing skill would easily be one of the most valuable. What am I
talking about? Item decay. The more you use something, the more worn
it should get. After a while sans repairs, it will break or become
useless. You have created what in Magic the Gathering© is termed an
"Upkeep" cost. Pay for your stuff or lose it. Then you have the
added option of making some items indestructable (more valuable) or
unrepairable (less valuable, and guaranteed to decay). And hey -
another use for trade skills!!!

4. Rogues. I'm not a rogue, and even I can see how badly screwed they
are. Poison is an utter joke at the current cost vs. effectiveness
ratio. Where are the locks to pick or traps to disarm? Why bother
even bringing a Rogue when you can take another spellcaster or tank?
And will Rogues ever be able to pick (player) pockets in PvP servers?

3. Lack of attention to detail. For all the cool little "touches"
Verant has put in, there are just as many stupid goofs. Why is Frebin
Tinderhue STILL human-sized (he's a Gnome, for those who don't know).
Why can't they stop those two clockwork merchants from wandering up
to the top of Ak'Anon? Why are sharks STILL flying in Erudin? When
will the clock in Qeynos actually work?! (It's always 4 o'clock there,
I guess.) Why am I still "strumming" my drum-that-looks-like-a-flute?
Why can't there be a noise when ships arrive and depart ports? And
why aren't there NPCs on the ships? And why can't I fish while on a
ship???

2. Inconsistent GM'ing. Brad, why did you join in killing Vox, then
turn around and claim that she was too easy? And reward those players
with mondo-toys to boot?! Why do you insist that if we hit a mob that
can't hit us it's exploiting, but if the situation's reversed it's
"just part of the game"?! Whatever happened to monitoring names? I
remember how upset "Thebear" was when they forced him to change his
name (and now I can't even remember what to... pity, he was a nice
guy), yet yesterday, I saw "Thehealer", "Enchantyou", and
"Dwarvensupplier"?! Today I saw "Moff Tarkin" - that had to be
something a GM allowed, right?! Where is the "attention to fantasy
names"?

1. Secret "nerfing". Put simply, as much nerfing as we hear about,
there's 10 times as much going on in the background that's not told.
How do you find out that your invisibility effect is no longer
effective against undead? When the undead start killing you. How do
you know that you are no longer safe as a minor illusion? When the
monsters start killing you. Why are these things not put forth
plainly? Does someone, somehow thing that they "weren't important
enough"?

Talies the Wanderer
<The Wandering Minstrels>
Bristlebane

Fraser Stewart

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Aug 9, 1999, 3:00:00 AM8/9/99
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On Mon, 09 Aug 1999 12:50:09 GMT, sni...@pinkpig.com (Snicker
Furfoot, Esq.) wrote:

>These are ten things I hate about EverQuest. They're not even
>necessarily the top ten, and there's loads more where these came from.
>Perhaps someone who cares will see them and consider the need to make
>a change.

Interesting post, not much to add except

>1. Secret "nerfing". Put simply, as much nerfing as we hear about,
>there's 10 times as much going on in the background that's not told.
>How do you find out that your invisibility effect is no longer
>effective against undead? When the undead start killing you.

When you cast Invis vs Undead, you see "Your skin starts to tingle",
or on someone else it is something like 'they fade from view a bit'.
Once it wears off, I get "Your skin returns to normal", or it stops
tingling, can't recall which. YOu just have to watch for it in the
chat window - not ideal, I agree.


--
Fraser D. Stewart frasers at owl.co.uk

Support the Campaign for Unmetered Telecomms http://www.unmetered.org.uk/

Alex Mars

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Aug 9, 1999, 3:00:00 AM8/9/99
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Add to the list:

Inability to click on something behind a body.

Ghost images of monsters that have already moved on.

Super NPCs that respawn within one minute of being killed (vengeful soloist in
Everfrost).

Unbalanced newbie zones (compare Everfrost to Nektulos).

-Agent of Satan, but my duties are largely ceremonial.


Doc lnsane

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Aug 10, 1999, 3:00:00 AM8/10/99
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I might as well add to the list :)

11) Losing experience when you die. Why take 1 step forward for killing a
monster and take 40 steps back if he kills you?

12) Monsters should drop their loot everytime they die. How many of us have
camped Drelzna(she drops the Journeyman boots) in Najena for 4+ hours to get
nothing but a bunch of keys?

13) Why do green conned mobs attack us? We get no experience and very little
loot, so why bother with them? They take off more hit points than they're
worth.

14) Why can a level 20 wizard kill steal from a full group of level 23-26
warriors? This one really ticks me off.

15) Why can't melee players bind anywhere? Does Verant have something against
melee characters? Why can't we have the same conviences as casters? Its not
about game balance, its about saving time and frustration.

Well, glad I got that off my chest.

13)
Ziuk Frogsmasher
Level 23 Troll Warrior
Fennin Ro

Mike Wilson, UCE Account

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Aug 10, 1999, 3:00:00 AM8/10/99
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Snicker Furfoot, Esq. <sni...@pinkpig.com> wrote:
> 5. Stagnant economy. Where's the money? It's certainly not moving
> the way it should. Had someone used a little forethought, the
> smithing skill would easily be one of the most valuable. What am I
> talking about? Item decay. The more you use something, the more worn
> it should get. After a while sans repairs, it will break or become
> useless. You have created what in Magic the Gatherin is termed an

> "Upkeep" cost. Pay for your stuff or lose it. Then you have the
> added option of making some items indestructable (more valuable) or
> unrepairable (less valuable, and guaranteed to decay). And hey -
> another use for trade skills!!!

Only thing I wanted to comment on here, but there is no need to make items
"decay". Make the items "sellable" to the vendors at a slight profit so that
people will sell them when they upgrade. I know for a fact that my players
will pass down their banded armor when they get bronze/etc because selling
it to a vendor is a loss of money.

Making things decay is a part of that "other game" that I hated (along with
the force PvP). Please come up with another option!

--
---
Mike Wilson, http://www.drwho.org http://www.pobox.com/~mwilson
*EQ: Celestian of the Grey Council on Povar *
Resistance is futile. You will be intoxicated.


Gladimir

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Aug 10, 1999, 3:00:00 AM8/10/99
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#1 Thing I Hate about EverQuest?

Class-Imbalance Whiners.

It's one thing to get broken features/functionality fixed, but this other
stuff is getting on my nerves.

- Gladimir, Barbarian Shaman of Clan Blackwatch, Cazic-Thule


Doc lnsane

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Aug 10, 1999, 3:00:00 AM8/10/99
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>#1 Thing I Hate about EverQuest?
>
>Class-Imbalance Whiners.
>
>It's one thing to get broken features/functionality fixed, but this other
>stuff is getting on my nerves.

2 easy solutions :
1) Either don't read the newsgroups all together or
2) Don't read any posts that are titled "Rant", "My class sucks", or "BRAD-READ
THIS!!!"

Gladimir

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Aug 10, 1999, 3:00:00 AM8/10/99
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Great suggestion, but I sometimes feel that Verant is paying attention to
these people, which is bad (IMHO).

- Gladimir, Barbarian Shaman of Clan Blackwatch, Cazic-Thule

Doc lnsane wrote in message
<19990810190515...@ng-cl1.aol.com>...

Gladimir

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Aug 10, 1999, 3:00:00 AM8/10/99
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Well, yes. I don't think wizards should be warriors or warriors, wizards.
I have grouped with a Magician since level 9, an Enchanter since level 12,
and a Wizard since level 25. I think they all are completely different from
each other, and they have different effects on group combat tactics. This,
in my opinion, is the best class balance design I've seen in an online game.
If the people who complain about imbalance are speaking in reference to solo
combat, either against NPCs or PCs; then they should've known that not all
classes are well-suited for those scenarios. There is only ONE way to make
solo PvP combatants balanced, that is to allow only one race and one class;
all having access to the same equipment and skills.

The imbalance argument seems to be coming from the same people who call the
hack-n-slash tedious and boring. Six of these people will sit 5 steps from
the zone and allow one person to have a little fun, by going out and
"fetching" a mob. Oh my god, I have to agree that nothing could me more
boring. Not only that, this method is more forgiving of players who don't
know how to play their class. Do they ever try to work more like a team and
penetrate a dungeon? Do they get themselves in positions where full health
is a blessing, full mana is a pipe dream, and when/what your next opponent
will be is totally unknown? That is fun. That is challenging.

This is a great game because of its versatility. Unfortunately, that is
also its biggest drawback. If you don't force people to play in a certain
mind-set, and you don't make their choices for them; they may take the path
of least resistance and unknowingly limit their own enjoyment.

- Gladimir, Barbarian Shaman of Clan Blackwatch, Cazic-Thule

- Baphomet, Troll Warrior, Cazic-Thule

Alex Mars wrote in message <19990810202025...@ng-fm1.aol.com>...
>So you're in favour of imbalanced classes?
>


Alex Mars

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Aug 11, 1999, 3:00:00 AM8/11/99
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So you're in favour of imbalanced classes?

>From: "Gladimir" cfen...@san.rr.com
>Date: Tue, 10 August 1999 04:20 PM EDT
>Message-id: <BP%r3.3895$K8.6...@newsr1.san.rr.com>
>
>#1 Thing I Hate about EverQuest?
>
>Class-Imbalance Whiners.
>
>It's one thing to get broken features/functionality fixed, but this other
>stuff is getting on my nerves.
>

>- Gladimir, Barbarian Shaman of Clan Blackwatch, Cazic-Thule
>
>
>
>
>
>
>
>
>

-Agent of Satan, but my duties are largely ceremonial.


RoccoS

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Aug 11, 1999, 3:00:00 AM8/11/99
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On Mon, 09 Aug 1999 12:50:09 GMT, sni...@pinkpig.com (Snicker
Furfoot, Esq.) wrote:


<many valid points>

> And why can't I fish while on a ship???

Fishing from a sailing ship would be impossible. You cannot fish from
a ship that is travelling at, say, 30 knots. The drag of the line
would rip the pole from your hands.

<other valid points snipped>


Timothy J Parker

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Aug 11, 1999, 3:00:00 AM8/11/99
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Alex Mars wrote:
>
> So you're in favour of imbalanced classes?


Of course! What else would possibly be any good?
All classes equivalent? No freaking way!

Snicker Furfoot, Esq.

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Aug 11, 1999, 3:00:00 AM8/11/99
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rocc...@hotmail.com (RoccoS) wrote:

>On Mon, 09 Aug 1999 12:50:09 GMT, sni...@pinkpig.com (Snicker
>Furfoot, Esq.) wrote:
>
>
><many valid points>
>

>> And why can't I fish while on a ship???
>

>Fishing from a sailing ship would be impossible. You cannot fish from
>a ship that is travelling at, say, 30 knots. The drag of the line
>would rip the pole from your hands.
>
><other valid points snipped>

I wasn't even addressing this one from a physics or reality point of
view. I was addressing it from a BOREDOM point of view. Right now,
it's "get on boat, check time, go watch TV for 18 minutes, come back,
disembark"
At least if I could fish, I'd have SOME motivation to watch the
screen.

Talies the BORED Wanderer (not always but boats... )


Snicker Furfoot, Esq.

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Aug 11, 1999, 3:00:00 AM8/11/99
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uce_...@yahoo.com (Mike Wilson, UCE Account) wrote:
>Only thing I wanted to comment on here, but there is no need to make items
>"decay". Make the items "sellable" to the vendors at a slight profit so that
>people will sell them when they upgrade. I know for a fact that my players
>will pass down their banded armor when they get bronze/etc because selling
>it to a vendor is a loss of money.
>
>Making things decay is a part of that "other game" that I hated (along with
>the force PvP). Please come up with another option!

You know, Mike, something occured to me - I don't think anyone
understood my meaning here:
Items wouldn't "auto-decay". First off, they'd decay at appropriate
intervals (criticals to armour, fumbles on weapons, etc.). Next,
decayed items would almost all be repairable by smiths, etc. Think
about it - it's not like you'd have to see your repairman every day -
but once a week (assuming 2 hour days, 6 days a week), you should at
least have "minor" decay on some things.
And not everything would decay, either.

As it stands, we do have some item decay - food (gets eaten), charged
items (get used up), arrows and other ranged weapons (lost
automatically when fired). Expanding it slightly to make armour wear
out slowly or weapons to rust slowly isn't a bad idea, is it?

Talies the Wanderer

Ed Wheeler

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Aug 11, 1999, 3:00:00 AM8/11/99
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Favourite things to do on the boat:

1) Trade. Always nice if there is an enchanter/magician on board with some
spare summoned bandages for me - might even find someone who happens to be
carrying that piece of armour you've been after...
2) Group with another race and teach each other languages.
3) Chat. Shoot the breeze about EQ, life in general or whatever.
4) Stand on the bow with a sexy female half-elf and re-enact that scene from
Titanic!
5) Get drunk and try to run round the ship without falling off ;) (only if
really bored!)
--
Hrun - Lvl 18 Barbarian Warrior
Erollisi Marr

Snicker Furfoot, Esq. wrote in message

Kaz

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Aug 11, 1999, 3:00:00 AM8/11/99
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Don't forget the sing alongs!!!!! Either the Celine Dion song from
Titanic or the Gilligan's Island theme :o)

In article <7ormjt$1uh$1...@soap.pipex.net>,

--
**Sir, your remarks are repugnant to me, **
**and I disagree with your viewpoints. **
**But I will defend to the death your right**
**to express them. --Voltaire **


Sent via Deja.com http://www.deja.com/
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Ben K. Krauskopf

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Aug 11, 1999, 3:00:00 AM8/11/99
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In article <tG5s3.3960$K8.7...@newsr1.san.rr.com>,
"Gladimir" <cfen...@san.rr.com> wrote:


> know how to play their class. Do they ever try to work more like a
team and
> penetrate a dungeon? Do they get themselves in positions where full

No, because:

A. The melee types are probably bound 5 zones away and really don't
want to come that far naked for their bodies.

B. My experience is that most groups have one or more people who WILL
get lost somewhere. Keeping the group together is just plain tough.

--
Ben Krauskopf
ben...@texas.net

Felix

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Aug 11, 1999, 3:00:00 AM8/11/99
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I was on the boat a few days ago, and someone *did* start Gilligan's theme.

Kaz wrote in message <7os0r6$8tu$1...@nnrp1.deja.com>...

J. Eric Townsend

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Aug 11, 1999, 3:00:00 AM8/11/99
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rocc...@hotmail.com (RoccoS) writes:
> Fishing from a sailing ship would be impossible. You cannot fish from
> a ship that is travelling at, say, 30 knots. The drag of the line
> would rip the pole from your hands.

What sort of sailing ship makes 30 knots sustained?

--
J. Eric Townsend -- http://www.spies.com/jet
looking for: Art of Noise and Kraftwerk videos, state generated
propaganda, my copy of _The Big U_, Heckler & Koch police/military ads.

Cannon Fodder

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Aug 11, 1999, 3:00:00 AM8/11/99
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In article <37b0e8a2...@news.earthlink.net>, rocc...@hotmail.com
says...

> On Mon, 09 Aug 1999 12:50:09 GMT, sni...@pinkpig.com (Snicker
> Furfoot, Esq.) wrote:
>
>
> <many valid points>
>
> > And why can't I fish while on a ship???
>
> Fishing from a sailing ship would be impossible. You cannot fish from
> a ship that is travelling at, say, 30 knots. The drag of the line
> would rip the pole from your hands.

30 knots?! On a square rigged sailing ship?!?! LOL

--
Please remove "SPAM" "ME_NOT" to reply via email.

C. Adams III

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Aug 11, 1999, 3:00:00 AM8/11/99
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"J. Eric Townsend" wrote:


>
> rocc...@hotmail.com (RoccoS) writes:
> > Fishing from a sailing ship would be impossible. You cannot fish from
> > a ship that is travelling at, say, 30 knots. The drag of the line
> > would rip the pole from your hands.
>

> What sort of sailing ship makes 30 knots sustained?
>
> --

No ship with sails for power I can assure you.

Baenwort

> J. Eric Townsend -- http://www.spies.com/jet
> looking for: Art of Noise and Kraftwerk videos, state generated
> propaganda, my copy of _The Big U_, Heckler & Koch police/military ads.


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Mike Wilson, UCE Account

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Aug 12, 1999, 3:00:00 AM8/12/99
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Snicker Furfoot, Esq. <sni...@pinkpig.com> wrote:
> As it stands, we do have some item decay - food (gets eaten), charged
> items (get used up), arrows and other ranged weapons (lost
> automatically when fired). Expanding it slightly to make armour wear
> out slowly or weapons to rust slowly isn't a bad idea, is it?

I really don't want to have to get my Staff of the Observers "fixed" by
someone I don't know I guess. Sure I can fix it myself (im a master smith)
but I know there has to he hundreds of people with this problem and they
CANT smith.

If items did "wear out" i'd only have it make the item less
effective, say slower attack rare/slightly worse AC. Even then I'd never
have this effect on any magic/quest item. I really can't see this would
improve the game though that much.

I still think making it so people can sell items to a vendor at a profit
would help but Verant doesn't seem to think so. I'd just like to see
smithing become viable for more than a week or 2. Even if they added some
sort of plate it'd only be a matter of time before "Everyone" had it and the
prices fell again. If however the items could be sold to vendors some would
go "poof" and not passed around. I think Verant sees this as an exploit to
make a lot of money though.

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