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EverQuest2 Revisited Part 2: Travels in Faydwer
2009-11-09 00:00:00
the map once you are in close proximity to the quest NPC. Why confuse and befuddle a player like this by purposely not having this show up on the map until you are practically at the quest giver?There is a also public horse system that allows players to travel to various points in Greater Faydark but you must visit *all* of the horse stables to have the privilege of being able to use them. Frankly this makes no sense whatsoever and as it could have had the potential to make travel a bit more convenient for players if horse travel is made available from the outset.Another thing I would like to mention that at night it is very hard to see NPCs — especially those blue orcs that seem to blend in to their surroundings. Even when you target an NPC in EQ2 it’s still hard to see them. At least when you target something in WoW the color of the object or NPC brightens up. Again a lack of visual cues and feedback rewards for a player is a bit puzzling.One bizarre thing I noticed is that there was a distinct scarcity of resource nodes compared to other newbie zones; the worst offender being a conspicuous lack of felled trees which is strange considering the forest nature of Greater Faydark.Some general suggestions as far as adding cosmetic and visual cues:All roads and pathways should have elven lampposts to light the way for playersMore evidence of Elven culture should punctuate the areas below Kelethin providing more “civilized” points of interest to balance out the predominance of natureRoads leading to hostile areas could have tiki torches and totems posted to give the player the visual cue that danger lies aheadMore patrolling guards on the roadways and more guard...
Investing a lot of time in something is worth more than actual skill
2009-04-24 00:00:00
rewards. People who invest less time "do not deserve " rewards. This is an absurd lesson that has no connection to anything I do in the real world. The u...
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