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View Full Version : [Review] - Everquest 2: Echoes of Faydwer


bean19
12-18-2006, 11:16 PM
I was not a fan of Everquest 2 when I played it after launch, but I bought the game some two years ago because the immense amount of voice-acting amazed me, and the low level game that I had played in the beta was very fun and rewarding. Unfortunately, the low-level game is not a fair representation of the full game. It is a bit like going out on a first date and later finding out that your initial impression was based on a pack of lies. So I approached this expansion with trepidation.

The unfortunate result is that Echoes of Faydwer is just more of the same. While Faydwer does add an immense amount of content to the game, a new fairy race (the Fae), and new crafting professions (transmuting and tinkering), the same core game exists and it's just as unfriendly to solo players.

It starts out promisingly. From levels 1-20, you can solo most quests and while you might die a few times, or have to think your way through certain encounters, the difficulty and pacing are great. You can get on and expect to beat several quests each night. However, once you get past level 20, though many of the quests are supposedly built for solo play, they actually require grouping due to the way they were designed. In many cases, mobs (NPC monsters for those not keen to MMO slang) are set very close to each other so that it is impossible to pull only one mob. In other places, the mobs that you are required to engage are surrounded by higher level mobs that roam in random patterns. The result is that most quests at this level are exceedingly easy if you join a group, or exceedingly difficult if you actually attempt to complete them solo. It's like the game designers built the game for couples who like to play the game together, as I've found that pairing (playing with one other player) makes these "solo" quests beatable, but still challenging. The designer's intent may be to encourage grouping, but what they accomplish is to simply make soloing impossible and grouping unsatisfying. This was true in the original game (anyone remember trying to fight level 21 undead drowned footsoldiers that are surrounded by roaming level 25 undead drowned protectors?), and it remains true in Echoes of Faydwer.

Additionally, the quest design seems to be designed to be frustratingly buggy and time-consuming. To complete a heritage quest (these are very long and lore filled quests that have great rewards and high difficulty that are designed for groups), we were asked to clear out all spawns of orc footsoldiers in order to spawn orc expedition officers. This meant that we had to wipe an area of all mobs before the mobs we needed would spawn, and we needed to do this multiple times as we had to get 4 of these special mobs to spawn total. It took about 15-30 minutes to get a single officer to spawn, and when they did, it would have to be one that we had not already defeated. This was all very easy as the mobs conned green to us, but it was also extremely time-consuming. It took us 3 hours to complete just this small portion of the quest. That's just one example though as I ran into several other quests that required that you take out a rare spawn that might not show up for hours or pick up a randomly spawning object that could take just as long to spawn. Beyond the frustration of having to wait forever in order to progress in the game, this is also immersion breaking. Why does everyone in our group have to loot a rare-spawning stone that will summon a bad guy when activated? Wouldn't one do the trick? Why do the officers only show up after the footmen are killed? None of it makes sense and the player is given hours to think about how silly these game mechanics are.

So if you disliked Everquest 2 because of it's group-dependency and frustrating quest mechanics, then you will still dislike Everquest 2: Echoes of Faydwer. If you don't mind grouping and spending hours waiting for rare spawns, then there are some additions in Echoes of Faydwer that are great.

The most positive change is in the city of Kelethin. People who have played Everquest 2 are no doubt familiar with the long load times players experience as they travel between the many zones that make-up the other two starting cities: Qeynos and Freeport. Kelethin has none of these problems as the entire city requires no loading and is simply part of the extremely large starting zone. You can move in and out of it without any load screens whatsoever.

The Fae are also quite a bit of fun. Their biggest play difference from other races is that they have wings. These are not just ornamental (though that is their biggest function). These wings also make it so that Fae players can slowly drift down when dropping from heights and that they thus avoid "falling damage". Jumping from the tree city of Kelethin directly down to the forest floor is great fun and also extremely time-saving.

Additionally, tinkering and transmuting hold a lot of promise. Transmuting allows players to turn rare gear they don't use into adornments. Adornments are basically small buffs that can be placed on top of any gear you already own to give it a supplemental buff. This is like enchanting in WoW except that you don't have to trust the enchanter to buff you as you can simply buy the result of their work instead of having to request their direct services. That is a nice touch to a fun system. Tinkering is much like tinkering in WoW. You can build mechanical objects that have various uses, some of them more helpful than others, but nearly all of them are amusing. Both of these new crafting professions are quite fun and well done.

The bottom line is that Everquest 2 remains a group-dependent game that hosts quests designed by masochists, but that the EoF expansion is a quality addition to this formula for those players that enjoy this type of play. If you are a fan of WoW, then this game is not for you. However, if you are eagerly awaiting Vanguard (an upcoming hardcore MMO that is extremely group-dependent), you will probably have a lot of fun with this expansion. Additionally, EoF also comes with the previous 2 expansions to the EQ2 Universe free of charge as well as the standard 30 day "free" subscription, so the expansion's $40 price tag is reasonable (to those who can put up with the poor quest design).

2 1/2 out of 5 Evil Eyes.

fitbabits
12-19-2006, 06:09 AM
Nice review, beanie! I've moved it to In-House and front-paged a blurb.

bean19
12-19-2006, 06:11 AM
Nice review, beanie! I've moved it to In-House and front-paged a blurb.

Awesome. Thanks bootsy!

alienchild
12-19-2006, 06:20 AM
thumbs up, well written :)

Serapth
12-19-2006, 06:24 AM
WOW EQ2 sounds like EQ1 with better graphics. Glad I gave it a pass.

bakes73
12-19-2006, 06:33 AM
I just got back into EQ2 for this expansion and I have to agree with bean19. The game is great 1-20, but if you are in a hurry to level up, you better find yourself a good group and a very solid guild. The upside to this , is that EQ2 is full of such things.

JazGalaxy
12-19-2006, 07:01 AM
I played about 7-10 levels of EQ2 when it was first released and I thought it was fantastic. It was the only MMORPG that I actually had fun wiht aside from City of Heroes, and EQ2 was more fun based on content. I liked the mission variety, I liked that there was more to the game than just killing random stuff to collect even more random stuff, I liked... no LOVED the world system and having an apartment, the writing was great. I haven't dropped back into it but I want to sometime when I have a lot of time to myself. I can't play a lot of MMORPGs because at this point in my life I can't help but feel like I wasting time by doing so. Time I should spend.. I dunno... looking for a wife or something.

DeadlyDonkey
12-19-2006, 07:48 AM
World of Warcraft: The Burning Crusade.

'Nuff said.

Grimgrock
12-19-2006, 08:03 AM
They keep claiming you can solo and be successful and then I keep reading how, if you really want to succeed you need a group. You can't have it both ways.

This thread is about EQ2 so I won't compare it other offerings out there. It's unfair to do so because the game is marketed to two completely different play styles. Pretty much all the major game play elements are designed very differently. From crafting to combat and combo moves where group members help put together the combo by using different skills.

It's unfortunate that what they've created isn't for me because I really enjoyed my time in EQ. If I could have found a good guild, I think my experience in EQ2 would still be going strong. I am a bit tempted by this expansion and maybe it's worth the $40 but I think I'll wait and read more about it.

Klade
12-19-2006, 08:06 AM
You can solo and be successful in EQ2 slightly less well then you could solo and be successful in EQ1. Its possible to do.. But then its also possible to scale the outside of the Empire State Building with one arm tied behind your back.

Stoke_Ydral
12-19-2006, 09:20 AM
I played the beta and then played the release for about a year and I thought it was balanced between the effort for soloing and the effort in a group. May I ask what class you play? I don't think it's fair to say it's nigh impossible to solo if you are a class that's not suited for soloing.

bean19
12-19-2006, 09:33 AM
I played the beta and then played the release for about a year and I thought it was balanced between the effort for soloing and the effort in a group. May I ask what class you play? I don't think it's fair to say it's nigh impossible to solo if you are a class that's not suited for soloing.

I've played several of them including a conjuror (very good solo). I also know how to "body pull" to get rid of social aggro.

My point is not that you can't solo, but that the quests are often frustrating and thus to play at a satisfying pace and to feel challenged, you should play with one other player.

Did you read my review or are you replying to someone's response? (That isn't snarky, I'm not sure if you are asking me questions or asking them to another poster).

Edit: Reread the review and I do call soloing impossible. It isn't impossible. It is just frustrating and unrewarding.

jadkins555
12-19-2006, 09:37 AM
I used to play EQ2 actively and soloing was never a problem. Sure, some quests are designed for groups and the best gear comes from raids/groups, but you can reach max level and get decent equipment by doing nothing but solo play.

Stoke_Ydral
12-19-2006, 09:41 AM
I've played several of them including a conjuror (very good solo). I also know how to "body pull" to get rid of social aggro.

My point is not that you can't solo, but that the quests are often frustrating and thus to play at a satisfying pace and to feel challenged, you should play with one other player.

Did you read my review or are you replying to someone's response? (That isn't snarky, I'm not sure if you are asking me questions or asking them to another poster).
No, I was asking you. I can see your point about the pacing if you're soloing quests, though I don't totally agree with you. My main reason for asking was that I feared you did not know how to play well enough solo to give an accurate representation of the soloing side of the game (no offense.) Otherwise, great review.

Jimmay
12-19-2006, 12:04 PM
Yes, you can solo in the game and I've grouped and solo'd to 48 (paladin). I find it easy to solo and the solo quests are on an equal level as the group quests. This is the 3rd time I've tried the game (I actually started again before EoF) and the furthest I've gotten. My biggest complaint about the game is that it is not a place I want to be for very long. The art style, while much better in EoF, just isn't inspiring and interesting enough to keep me going for very long. I will say that the quests are better in EQ2 than in WoW, but it still isn't enough.

I mean really... most MMOs (especially WoW) are about you getting a little stronger and the world getting a little stronger and you get to see new zones (art/sounds/AI) and fight different art... err mobs. The rest of it is socializing. If the art of the mobs and zones aren't interesting and the AI doesn't get more challenging, then what's the point? I'm bored with WoW atm too, and scared that I won't enjoy BC because I hear it is more of EXACTLY the same thing as 1-60. Maybe the flying mounts will do it for me, I dunno.

Kem0sabe
12-19-2006, 12:21 PM
Character Customization... Thats where Everquest 2 fails miserably... i seriously find it aggravating to have a level 60 toon wearing the same armor as a level 20... but with a slightly different color \o/

Oh, and whomever thought it was good design to divide the game world into countless zones where your forced to stare at loading screens for half of your playtime... Kudos to you.

BigJonno
12-19-2006, 12:29 PM
I still don't get the idea that the more people it takes to do something, the more challenging it is and the better the rewards should be as a result. How is sitting around for ages waiting for your raid to get its shit together and then doing exactly what you're told for six hours any more worthy of reward than working through a tough dungeon with a small group? If raiding is that great and good, why not have raids at all levels for those who want them instead of sticking them as massive timesinks at the end of the game? Oh wait, it's the only way they can think of to get people to stick around once they hit max level.

It's my major beef with WoW. You play it up to level 60 and then it turns into a completely different game.

Mad-E-Fact
12-19-2006, 02:14 PM
The art style, while much better in EoF, just isn't inspiring and interesting enough to keep me going for very long.

I agree. There's something about the art that makes the game look horribly ugly. I much prefer the style of WOW or the upcoming Warhammer MMO.

balamoor
12-19-2006, 09:29 PM
It's my major beef with WoW. You play it up to level 60 and then it turns into a completely different game.

I agree with that, fortunately TBC will be changing all of that. Smaller raid groups (For the most part Five or Ten man and even the 25 man Raids will be Puggable) Better PVP rewards and Quest chains that Yield Non-Raiders comparable gear thanks to socketed items, that’s what happens when a company listens to it's community.

As for EQ II Beans Right if you’re going in looking for a solo experience past 20 you will be disappointed, but to me that's not a bad thing. I play EQ 2 with a static group (were not organized enough to be called a Guild) and we have a blast, but to have the same experience solo? Not happening in EQ II at least not right now.

Still all in all since Chilton more or less replaced Kapplen at Blizzard WoW is my game of choice, and probably will be until WAR goes live.

Chameleo
12-21-2006, 02:23 AM
meh; i play single player games to solo, and MMO's to group with people.

its just so hard to find good people to group with. if we had a good group i would still be playing WoW and FFXI - but there is never the right people....

BigJonno
12-21-2006, 04:45 AM
meh; i play single player games to solo, and MMO's to group with people.

its just so hard to find good people to group with. if we had a good group i would still be playing WoW and FFXI - but there is never the right people....

Well I'm still playing WoW, but it does explain why every piece of gear on my level 60 was bought or crafted. Trying to find people to group with who aren't either incompetent, arseholes or both is damn near impossible. The idea of getting enough people for a 40 man raid is just mind-boggling. Every time I have heard about a guild or raiding community that seems to be okay, I check them out and they seem to be just as controlling as the next hardcore raid guild.

The only people I know who have progressed in WoW at 60 have, at the very most, a 9-5 job to worry about and no other responsibilities. Either that or they're ignoring the responsibilities they do have.