Do you think the meager profits EQ brings in is worth the continued and repeated harm your game inflicts on a vulnerable section of our society?
It takes one look at this forum, your official forum or in game to note that a very large portion of your game is filled with people who are mentally ill or emotionally unstable. Everquest is a haven for unsocialized outcasts and when you box them together they all begin to take on the traits and mannerism of the "biggest crazy in the room" consider it like a prison when someone goes in for a minor crime and becomes hardened while in prison.
Games like World of Warcraft, Hearthstone, Fortnite all have functions in play to stop this antisocial behaviour from happening and to limit its effects upon others. Everquest not only shuns this but seems to embrace this toxic mentality with little to no in game support.
In 2015 a man armed with a Mace viciously beat a woman near to death, He was a known Everquest addict and withdrew from his social life to continue to play more Everquest, in 2011 a couple so addicted to Everquest neglected their children almost to death via starvation. Suicides like Sean Woolley are even more common as well as using Everquests in game currency Krono or ingame items in exhange for hard drugs is also the norm.
From suicides to drug abuse to child abuse Everquest has a known "body count" of broken families and lives.
The release of your most recent TLP servers shows me that Daybreak has no interest in the mental health of it's players by allowing and encouraging these "races" 48-72 hour gaming marathons with little to no sleep and Toxic open world encounters that often time resolves in real life threats of violence and Doxxing.
Will any of this change in the future or will daybreak continue to be complacent.
Thank you,