Everquest Legends

hory

Silver Baronet of the Realm
2,591
6,565
You’re over looking the emu community my friend. THJs code is out there now. Will always be options.
 

Noodleface

A Mod Real Quick
39,990
18,854
I've never really played EQ seriously and MnM gave me the itch. Is this something for someone like me who could enjoy the experience or is there too much historic knowledge I don't have that would make it suck?
 

Downhammer

Vyemm Raider
1,770
4,478
I don't have an answer for you because I'm fully in the nostalgia to separate the two but I'd be curious the answer. I've come across first time EQ players in groups and guild chat and they seem to enjoy things. You have all the benefits of 25+ years of maturity on classes, combat, and systems with modern quality of life expectations. If you treat it how it is, a social single player RPG, and not the MMO of old I think there's plenty to enjoy. Without re-opening the "should I pay for an emu" it should be easy to get $20 worth of enjoyment over the first month.
 
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Kaines

Potato Supreme
19,997
57,004
I've never really played EQ seriously and MnM gave me the itch. Is this something for someone like me who could enjoy the experience or is there too much historic knowledge I don't have that would make it suck?
The game is not going to hold your hand and, in fact, is simply going to ignore you all together. If you don't mind looking up information on your own outside the game, then you'll do fine.
 

Woefully Inept

Silver Baron of the Realm
10,232
42,938
I've never really played EQ seriously and MnM gave me the itch. Is this something for someone like me who could enjoy the experience or is there too much historic knowledge I don't have that would make it suck?
I feel servers like EQL or THJ hit a little harder if you have some prior experience with the game. Sure you can have a blast even if you don't but I know the big draw of THJ for me was hitting all the zones I never had a chance to experience as a filthy casual back in the day. If you have any sense of nostalgia I'd say go for it. If not then stick with MNM.
 

Tuco

I got Tuco'd!
<Gold Donor>
51,302
93,998
I've never really played EQ seriously and MnM gave me the itch. Is this something for someone like me who could enjoy the experience or is there too much historic knowledge I don't have that would make it suck?
EQL is a trivial game for dads with no time. With minimal effort you can cruise through the game. Whether you'd enjoy that experience without nostalgia, who knows.
 
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Muligan

Blackwing Lair Raider
3,357
1,022
I simply too old to remember I guess but is this how Sky has always been? I don't really understand what the OG devs were thinking or trying to accomplish with their design. Before EQL/THJ the last time I had ran Sky was Agnarr and I don't think we did it much. Just curious what the story, purpose, lore of Sky and how it fit into the og progression of classic.
 

Tuco

I got Tuco'd!
<Gold Donor>
51,302
93,998
You had me at hello
btw, the endgame in original EQ and the current version of EQL is a little under-developed. I'm not even considering playing EQL until Kunark comes out. You can, of course, enjoy the journey to level cap, but getting to cap and farming the fairly thin endgame sounds like a bad time.
 
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Tuco

I got Tuco'd!
<Gold Donor>
51,302
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I simply too old to remember I guess but is this how Sky has always been? I don't really understand what the OG devs were thinking or trying to accomplish with their design. Before EQL/THJ the last time I had ran Sky was Agnarr and I don't think we did it much. Just curious what the story, purpose, lore of Sky and how it fit into the og progression of classic.
I started playing EQ after Plane of Sky was released, so I wasn't on the ground floor but my view is that EQ was ground-breaking in terms of exploring a 3d MMO with raid mechanics. EQ released with Vox/Nagafen as these super powered dragon mobs for players, then they wanted to create a super raid zone that mimic'd other outdoor zones (Plane of Fear) and then wanted to make a super raid zone that mimic'd dungeon zones (Plane of Hate). They also added a water raidish zone somewhere in there (Kedge Keep).

From there, where do you go? How about you take some of the more unique concepts in EQ and then make them super hard? You get Plane of Sky where each island is a little garden of puzzle raid mechanics to push the technical boundaries of what's possible without hardly any other examples of other PVE raids to follow.

Turns out, weird mechanics can be fun as a player or group, but when you extend it to a raid it's fucking annoying.
 

Downhammer

Vyemm Raider
1,770
4,478
I simply too old to remember I guess but is this how Sky has always been? I don't really understand what the OG devs were thinking or trying to accomplish with their design. Before EQL/THJ the last time I had ran Sky was Agnarr and I don't think we did it much. Just curious what the story, purpose, lore of Sky and how it fit into the og progression of classic.
I didn't hit my stride really until Kunark so I can't speak to the original original Sky but, really, it wasn't that out of family for those early EQ expansions. Veeshan's Peak and ToV are basically the same kind of raid zone. They went away from quests for gear for VP (epics were the class quest) but went back to it for ToV and Kael. They simplified it to combine classes in the quest drops rather than very specific class drops like Sky had but it was essentially the same.

Raids were also a raid worth of people, not one player filling up their bags to mark off achievements. Early on, at least, every drop was meaningful for some individual player even if they never got all the quest drops. It didn't matter that "you" weren't a ranger because your guild did have a ranger and he got stronger which, in theory, made future runs easier.

Modern raid mechanics as we know weren't even in their infancy back then. Tank keeps agro, healers keep tank alive, everyone else presses a button once in a while.

edit add: rereading your question I realize you're probably asking about lore of PoS. That I don't know. Shit just existed. Why Hate or Fear? They needed some place to put big bad raid targets and hiding them behind a wizard port was as good as anything.
 

Punko

Macho Ma'am
<Gold Donor>
8,491
13,630
I started playing EQ after Plane of Sky was released, so I wasn't on the ground floor but my view is that EQ was ground-breaking in terms of exploring a 3d MMO with raid mechanics. EQ released with Vox/Nagafen as these super powered dragon mobs for players, then they wanted to create a super raid zone that mimic'd other outdoor zones (Plane of Fear) and then wanted to make a super raid zone that mimic'd dungeon zones (Plane of Hate). They also added a water raidish zone somewhere in there (Kedge Keep).

Then players complained they wanted more stronger mobs in open zones, and devs gave them skyfire mountains, probably one of the least useful and enjoyable zones ever.

Also they gave druids a complete dogshit pet, while druids expected a pet at least on par with shamans.

Devs trolled players pretty hard at times.
 

Mrniceguy

Blackwing Lair Raider
1,338
-218
I've never really played EQ seriously and MnM gave me the itch. Is this something for someone like me who could enjoy the experience or is there too much historic knowledge I don't have that would make it suck?

If you want to play the version of EQ most like MnM, play P99. EQL has very little in common with the game that MnM draws inspiration from.
 

Mrniceguy

Blackwing Lair Raider
1,338
-218
I simply too old to remember I guess but is this how Sky has always been? I don't really understand what the OG devs were thinking or trying to accomplish with their design. Before EQL/THJ the last time I had ran Sky was Agnarr and I don't think we did it much. Just curious what the story, purpose, lore of Sky and how it fit into the og progression of classic.

Yes. Sky originally released somewhat close to Kunark and was intentionally designed with the player power level increase in mind, so it always feels out of place in Classic on TLPs and things like that. The design was they didn't know what the fuck they were doing yet, because they were largely in uncharted territory.