isle-of-refuge

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  • Global Chat: Die, DPS meters, die!

    by 
    Justin Olivetti
    Justin Olivetti
    12.16.2014

    Hey you! Yes, you! Are you sick of damage meters ruining your life? Do you rebel against the virtual man by questioning such long-established gaming tropes as levels? Then have we got the column for you! In our last community blog round-up of the year, we've collected some fine pieces of discussion, debate, and introspection -- not to mention a first impression or two to tide you over until 2015. We've also got an essay about the joy of healing, what it's like to play an MMO as a bear, going back to the Isle of Refuge, and more!

  • The Tattered Notebook: Five zones that deserve a revamp

    by 
    Karen Bryan
    Karen Bryan
    05.30.2011

    Recently, EverQuest II developer Kyle "Kander" Vallee tweeted his followers asking for input on the following question: "What #EQII zone would you love to see revamped into new heroic content?" That's a tough but really fun question. Over the years, EverQuest II has added so many overland and instanced zones that there's no shortage of choices. A quick glance at the dungeon list at EQ2i shows well over 100 major heroic instances and open dungeons for groups. If you add in the list of minor instances, like the Splitpaw adventure pack instances or the Fallen Dynasty trials, it's easily over 120. In fact, there are so many group zones that it's nearly impossible to level up and see them all (I vote for a new in-game dungeon listing for the next UI revamp!). I've played through a good chunk of these zones and put together a list of the top five dungeons that deserve a makeover. Read on for the full list!

  • EQ2 nerfs Qeynos and Freeport starting areas

    by 
    Jef Reahard
    Jef Reahard
    05.30.2010

    Lost amid the lengthy patch notes for Everquest II's recent Halas Reborn update is a curious decision by the developers at Sony Online Entertainment. The game's two traditional starting locations, the Isle of Refuge and the Outpost of the Overlord (which feed into the capital cities of Qeynos and Freeport, respectively), have been removed as choices at character creation. On the surface it doesn't seem like such a big deal, as the game has several unique starting locales including Neriak, Timorous Deep, Kelethin, and the newly minted frozen north of New Halas. That said, nostalgia can be a powerful thing, and a titanic thread lamenting the changes has erupted on the game's official forums. The epic post (clocking in at 68 pages as of press time) is overwhelmingly against the change, with a few dissenters piping up to say good riddance to the venerable newbie islands. Despite the player outrage, it seems as if the decision will stand and is in fact part of a larger revamp in progress. "Primarily, the starting islands and following content, simply put, are not up to the standards of the newer starting cities. Players who start in these zones are at a disadvantage when compared to players who start in the newer zones. In the more recent starting zones, the play experience is laid out better, with improved loot and quests. From an art and design standpoint, the islands were great five years ago when the game launched, but the game has changed and improved in many ways and we don't feel the newbie islands are as good as they should be today," said SOE's Cronyn. It's also worth noting that the island content has not been removed from the game entirely as some have speculated. Characters created (and not advanced) prior to the Halas Reborn patch are still on the two starting isles, and will still feed into Qeynos and Freeport upon completion of the quest line. [Thanks to Khrong for the heads up.]