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Hannar
Emperor of the Post

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Post subject: Hannar's (Not So) Short Beta Journal: 9/12/04 Posted: Mon Sep 13, 2004 01:03 am |
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Well, I've been in beta for a while now, and now that they've told me that I can talk to you about it, I figure that's exactly what you folks want me to do.
The bulk of my experience I'll tell you about today will be what is found on the Isle of Refuge, as that is where I've spent a great deal of time. That might sound odd given the length of time we've had to beta so far, but I think it speaks to how much can be done on the island itself. It also speaks to how busy I've been lately .
We've all seen the videos of the tutorial, and I'd imagine anyone who has really been following EQII could walk through it without blinking an eye. It's an aspect of the game we are bound to overlook, and I guess that should be expected. Most of us aren't typically in need of a tutorial for these types of games.... a quick glance at the keyboard layout and off we go. But SOE has done a fantastic job of creating a very user friendly, very immersive tutorial that will draw the average gamer in with both visuals and gameplay. It's far more impressive than, say, the SWG tutorial was. I would hardly look at it as a "feature" that makes me want to play EQII, but it should accomplish a couple of things: 1. cut down on the number of easy to answer questions that always pop up when new players enter a game. 2. allow those of us who are looking for a RPG experience to spend time in a tutorial program without having the immersion completely removed from the game. The tutorial in EQII actually adds to the feeling that you are in a living world, at least more so than what you would see in previous games. It's short, it's simple, and it works. (and you can skip it if you need to ).
Once you arrive on the island, you select your archetype. As most probably know, I've been playing a High Elf fighter; one that I plan on taking down the Crusader/Paladin path. I was quickly given a quest to kill a few goblins and report to another NPC on the island. Within minutes, players will realize that the entire "noob" experience in EQII is based around quests that progress through combat encounters. A series of progressively harder "goblin invasion" encounters are used to move the storyline forward until the player eventually discovers the source of the invasion itself.
This is typical of your experience on the Isle of Refuge: you'll be doing several series of quests, some branching and some quite short. This will end up equipping your character quite nicely, while at the same time giving you a fundamental understanding of how all the game mechanics work. You'll start out using your combat arts as you solo through the basic quests, then group together with other adventurers and work with combat chains and heroic opportunities as you take on the more difficult content.
There are several different types of quests on the Isle of Refuge, and they are somewhat indicative of what you will see in the rest of the game. Some quests will have you killing a set number of enemies (basic kill tasks with a story behind them), some will have you collecting items from an enemies body, some will have you adventuring around the island to locate various items found in the game world. The Quest Journal and Quest Helper (a little window that reminds you of the next step in a given quest) prove to be invaluable, even at early levels. It makes things much simpler.
You'll also find many interface changes that aid in all of this exploration and questing. You'll have waypoints at your disposal, a relatively detailed terrain map (nothing too revealing, but definitely useful), target indicators, etc. At this point, everything comes together quite smoothly and the visual presentation is quite slick. Early on there were some graphical and rendering bugs, but those have been cleared up for the most part and the game looks and runs absolutely fantastic. You've all seen the screens, but the game really comes alive in motion. Of particular note, the water graphics are simply amazing. They've been cleaned up tremendously over the past few weeks and they are looking tremendous.
The Isle of Refuge is populated with a pretty impressive number of different mob types for being a relatively short portion of the game. You'll find various types of goblins (being the main target of your noob-aggression), but you'll also see a lot of various types of wild life. You'll see deer and bears in the wooded areas, and in the island's bays you'll have various types of crabs, fish, and other underwater mobs. There is enough variety here to make the first few levels feel much different than the typical MMORPG experience. And thankfully, no smashing rats or bats until you reach the Cities themselves .
You'll also find a wide range of NPC's on the Island. To my knowledge, each of the races is represented in some way. You'll find a lot of typical NPC's on the island: guards, merchants, etc., but SOE has also included a liittle bit of humor with some others. I visited some refugee hostages on the Island during one quest event, and the dialogue they've created for these NPC's is fantastic. There are 6-9 of these little guys running around being whipped by goblins, and it's tempting not to save them at all just because they are so funny to listen to while they are being tortured. There are little bits like this in various parts of the game that just make the presentation feel "complete."
I encountered a lot of different play styles on the Isle of Refuge. You can burn through the Isle and all of its content in just a matter of hours (or minutes, really) if you choose to do so. Really, all a player needs to do in order to get to Freeport/Qeynos and be in good shape is advance to level 5 or 6 and be done with it. But you will also be rewarded quite well for progressing through all of the quests. The items you receive will be quite useful, and they've put quite a bit of effort in making the content itself fun. It really accomodates both play styles. If your intent is to level quickly and get on to the higher end content, you can do so. If you're actually looking to immerse yourself in the content of the game and search out every inch of the island, you'll find you are rewarded for the efforts.
As I mentioned earlier, I progressed through the Isle of Refuge quite slowly. The first time I passed through the Island, I was in San Diego. Onyx and I ran through the Island in a little over 3 hours and moved on to Qeynos without a second thought. This time around I made sure to complete all of the Island quests before taking the ship to Qeynos. When one eventually decides to make the journey to one of the Cities, you simply speak to the ambassador of your city and then head on off to the docks.
For as complete and polished as the Isle of Refuge is, the real experience definitely begins when you enter the real world. Forget what you've heard regarding the size of cities and their suburbs, because words can't describe how well built they are. Each of the outlying suburbs is probably just a bit bigger than a typical city zone in EQLive, and they all connect in some way to multiple adventuring zones and back to the central city itself.
I had a bit of a problem earlier today as I left the Isle of Refuge, as my character got bugged and everyone in Qeynos thought that I was a citizen of Freeport. Fortunately some nifty GM work took care of that and I was able to complete my short series of citizenship quests for Qeynos. These quests grant the player access to the city itself. While you can explore the suburbs at any point in time, the guards will not allow you to enter your actual city until you have completed the citizenship quest.
So, now that I've talked about the general presentation and stuff, I suppose it's time to get down to the actual mechanics of the game; what works and what does not.
Combat so far has been very good. You're given quite a few arts and things are generally fast paced, particularly in group encounters. There is a combat que system in place right now, and as it stands it is a bit slow. I liked the old system better (if you chose an art that was not yet available, you simply got a message that said "this art cannot be used at this time."). The que system doesn't seem like it has been completely tweaked yet, and it has just been implemented recently, so I'm willing to wait and see. It could become very useful if implemented properly.
The encounter locking and all of the closed set rules come through flawlessly. Things are looking great so far. Combat still feels seamless, and you won't find yourself thinking about the new "rules" 99% of the time. Grouping, at least for me, has been very rewarding and has been accomodated well by the game's mechanics. Lots of rewards for group players in terms of exp and the types of content they can take. Group leaders can set all of the loot rules, as I'm sure you are familiar with. I haven't had a chance to test them all, or the frequency of stuff like lotto wins, but so far so good. The different options are easy to use and make things fairly simple for groups. The way loot is distributed for quests is also well done, as players simply end up with the item in their inventory or are given credit for it in their Quest Journal if they have the quest already.
I really can't say too much about character stats at this point. I don't really know if I'm having a "difficult" time as a High Elf fighter because I have no one to compare myself to right now. I will say that it's certainly been a fun combination, and there has been nothing that would discourage me from making this choice during release. The resists are in place, but again, I haven't experienced much that would really tell me how they impact my character.
Instancing is working well. The instanced "noob" areas are full already and there is definitely the opportunity to meet others in game; none of those fears about being "in your own little world" hold true so far. Each of the noob instances I've been in tonight have had multiple "zones" up. You simply choose which one you would like to enter as you zone through. I've spent a lot of time in the past few hours running through Oakmyst Forest, watching other groups of players hunt the various wildlife there.
Since I was exiled from my city for most of the day, I got a chance to explore one of the outer areas of the city... the zone "Antonica." To say that the outer zones are large would be an understatement. Antonica actually reminded me quite a bit of DAoC and its seamless world. It certainly seemed far larger than anything from EQLive. That may be because it was not sparsely populated as well, though. The size of the zone is complemented by the various towers and aqueducts that are found decorating the countryside. Mountains loom in the background, as the massive (and I mean massive) Qeynos gates create a fantastic photo op for those refugees who find themselves fresh off the boat from the Isle of Refuge. There are various roaming mobs, both grouped and in by themselves, throughout the landscape. Unfortunately I didn't have the time to find any of the instanced areas or other zones that may break away from Antonica, but I'm sure you'll hear more about those as our freedom to discuss higher levels is granted.
I'll be bringing you more info as I progress through my levels. I'm currently level 7, making a strong run at 8 . As I get deeper into the game, I'll be able to explain more about how well combat is coming together and other juicy stuff that I'm sure you are longing for. Right now, I can really onlly focus on how the fundamental changes are working out and how the game is coming together in terms of presentation.
Right now the game is good... very good. The presentation is spectacular, and the content is more than enjoyable. If you like the world of Norrath, and you like PVE, you'll be in for a treat. Actually being able to walk through the game world and see how things are coming together has reinforced what I saw in San Diego. Now that I've had a chance to sit down and absorb the game for a few weeks (sorry about the two weeks I was away ), I can say that my opinion has not changed. The game is not perfect, but it is darn good... and it is already the best I've played since EQLive's glory days.
More to come... |
_________________ There separated themselves unto David into the hold to the wilderness men of might, and men of war fit for the battle, that could handle shield and buckler, whose faces were like the faces of lions, and were as swift as the roes upon the mountains. These were of the sons of Gad, captains of the host: one of the least was over an hundred, and the greatest over a thousand. |
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ShadowMP303
Apprentice Member

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Post subject: Posted: Mon Sep 13, 2004 01:15 am |
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woot great write up. im getting more excited every day  |
_________________
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Ebina
Veteran Member
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Post subject: Posted: Mon Sep 13, 2004 01:42 am |
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Can't wait for it to come out.  |
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Ahamix
Seasoned Member

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Post subject: Posted: Mon Sep 13, 2004 01:44 am |
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Awesome write-up. I can't wait to hear about 8-9 and beyond.
Be sure to do as much exploring as you can durring those levels so you can talk about some of the different zones! |
_________________
Ahamix Retired EQ: 65 Iksar Warrior, 127AA, Elemental Planes
Zebuxoruk |
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Larinix
Apprentice Member
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Post subject: Posted: Mon Sep 13, 2004 01:44 am |
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Wow. I am about to go crazy reading everyones journal. The anticipation is growing stronger and stronger every time I read them.
Any ways awesome write up Hannar. Oh and congrats on the marrage.  |
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Zeijandi
Veteran Member

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Post subject: Re: Hannar's (Not So) Short Beta Journal: 9/12/04 Posted: Mon Sep 13, 2004 01:53 am |
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| Hannar wrote: |
The game is not perfect, but it is darn good... and it is already the best I've played since EQLive's glory days.
More to come... |
I'm wondering if you've played any of the WoW beta and could compare the two. |
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Deathbane27
Forum Master

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Post subject: Posted: Mon Sep 13, 2004 01:54 am |
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I couldn't get my cat to do a jealous glare (I don't think she really understands the concept), but just picture it, okay?  |
_________________
Please FAQ yourself thoroughly before posting. We DO bite.
"Hello, and welcome to 'Whose Line Is It Anyway?', the show where everything's made up and the points don't matter. That's right, the points are just like the MMORPG.com hype meter." |
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Clober
Seasoned Member

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Post subject: Posted: Mon Sep 13, 2004 01:54 am |
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Wow. nice. I really can't wait. I loved doing quests in EQlive, i just never finished them.. As a level 17 warrior in freeport, i happened to come across the warrior epic quest, part of it, without ever knowing untill level 45... All because parts were just odd, too difficult, or you didnt know where to go next. And im not just speaking epic wise.
Im looking forward, and i mean really looking forward to the quest aspects in EQ2!
-Clober |
_________________ Teacher: Johnny, thats disgusting!
Johnny: Nope, it's a quarter, but i like your thinking! |
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monrofay
Badass Poster

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Post subject: Posted: Mon Sep 13, 2004 02:18 am |
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man i'm so dying to play eq 2 left eq 1 casue the bull expletive deleted,, and fact that i am a full time single father now.. been a while since i could get away for a break .. now 89% just on the boards i'm still working on my char page
will post when done.. < jogans lifetime> |
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Darkfiend_Lightbearer
Forum Master

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Post subject: Posted: Mon Sep 13, 2004 02:30 am |
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Hannar, Excellent job!
I am wanting to see some screens, hook us up!
Id like to see what settings you were playing at w/ the 6800 ultra, let me see how things look w/ it!
I wanna see what it will look like for me  |
_________________ Sir Lightbearer Valonstrike |
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monrofay
Badass Poster

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Post subject: Posted: Mon Sep 13, 2004 02:32 am |
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| while your at it man take some bank shots,, |
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Legas
Forum Master

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Post subject: tats nice Posted: Mon Sep 13, 2004 03:21 am |
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that was nice but how much gold do you have!!!
oh and congrats on the new ring, lucky fellow! |
_________________ ---------------------------------------------------
Vallon zek: Bolean lvl 45 monk,
Legas lvl 64 druid.
Bane of Terror ,United Legions.
Wise men live well, smart men live long, and christians live forever.
I will live well, forever.
http://www.eqii.com/phpbb/viewtopic.php?t=6841
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Ellestor
Forum Master

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Post subject: Posted: Mon Sep 13, 2004 03:24 am |
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I like Hannar. I trust Hanner. Hannar has played the current state of EverQuest II, and Hannar likes it. This gives me hope.
I thank Hannar. |
_________________ Saerain Ithildae
(seen as Taerlhain Limeryn, Tanai, and Saerain)
'In all matters of opinion, our adversaries are insane.' -- Oscar Wilde
Vanguard: Saga of Heroes |
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Lithius
Veteran Member

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Post subject: Posted: Mon Sep 13, 2004 03:32 am |
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| Good stuff Hannar. |
_________________ Drake- |
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Alaina Blackbow
Newbie
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Post subject: Posted: Mon Sep 13, 2004 03:34 am |
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As usual I love your commentary Hannar! Can't wait for more info!  |
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Razik
Badass Poster

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Post subject: Posted: Mon Sep 13, 2004 03:56 am |
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| Good job Hannar. Thank you. |
_________________
"That is correct, Pie will be Qeynos only"
"Can I play EQII on this?" |
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Lycrist of Lanys
Grand Master

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Post subject: Posted: Mon Sep 13, 2004 04:05 am |
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| Woo, thank you Hannar. Have you had a chance to try out your Tradeskilling abilites? |
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Howling Mad Murdock
Grand Master

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Post subject: Posted: Mon Sep 13, 2004 05:02 am |
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| yay hannar, yay eq2 |
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Delita
Newbie
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Post subject: Posted: Mon Sep 13, 2004 06:10 pm |
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| The quest system seems alot like WoW's, from the description's i've read about EQ2's system. In WoW you accept a bunch of quests in a quest log, and are color coded based on difficulty, with a description of what you need to do, where you need to go, and so on and so on. |
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kaid
Seasoned Member
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Post subject: Posted: Mon Sep 13, 2004 08:15 pm |
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One thing I saw in the artical that raised some huge red warning flags to me is combat queues.
The reason you have one archtype the scouts that have a main ability of manipulating heroic opprotunities. This is going to be hard as heck to do in a group as is to get them to all click the right button in the right time frame.
Now if you add in the fact you could have people queuing moves doing any sort of planned manipulation of which heroic move sounds like it would make doing this mind boggling tough.
I fear this would soon lead to people asking for a way to disable HO's to avoid aoe blast moves in confined areas that could cause extra accidental agro.
I myself am strongly against combat queues in general due the slowing down of response. Its fun to use your abilities in combat. It is less fun to wack x y z key at the start of the fight then take the hands off the keyboard and wait for them to queue out. Added to this the extra issues of the HO's and I do not see queuing as working in EQ2 at all.
Kaid |
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RihkotixInvisifists
Legend

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Post subject: Posted: Mon Sep 13, 2004 08:17 pm |
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| afaik, you can change the queue... and aoe effects only affect your locked encounter. |
_________________
Administrator of VanguardLive.com |
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kaid
Seasoned Member
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Post subject: Posted: Mon Sep 13, 2004 08:47 pm |
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Ah that is better than I feared but still its going to be tough enough to coordinate what folks are doing and without seeing the in game implementation I have to think they will be tougher to do with a queue than without.
This is mainly for rogues changing the HO's though. For doing your own a queue would be easier if you memorize what is needed. Dull if done that way but easier to fire off. But in a group getting the timing right I think would be difficult to impossible using a queue.
kaid |
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Kerrigor
Forum Master

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Post subject: Posted: Mon Sep 13, 2004 09:02 pm |
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| kaid wrote: |
| I myself am strongly against combat queues in general due the slowing down of response. Its fun to use your abilities in combat. It is less fun to wack x y z key at the start of the fight then take the hands off the keyboard and wait for them to queue out. Added to this the extra issues of the HO's and I do not see queuing as working in EQ2 at all. |
Aye, in the beginning they were saying that you could no longer be a tank that hits auto-attack, then gets up and goes to make a sandwich. I don't see how with queing it will be any different. You'll now hit attack and a bunch of hotkeys for the first 5 seconds and then go make a sandwich... I think they should get rid of it.
| Hannar wrote: |
| I liked the old system better (if you chose an art that was not yet available, you simply got a message that said "this art cannot be used at this time."). |
Much better the old way. You actually have to be there to decide what and when your character performs actions. |
_________________ *anti-Bush remark #24* |
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Delita
Newbie
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Post subject: Posted: Tue Sep 14, 2004 12:28 pm |
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| What if you could choose to have an art qued and some not, Look at it as a Group que and a personal que.. now if it was like that then there wouldn't be a problem would there? A warrior would be free to use his skills as he would like and when the group wanted to do somethin "nifty", he could hold off and add his next art to the group que which would fire off the skills in que order to make the heroic oppurtunity work.. Kind of like skillchains without the hassle timing? |
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Raahvin
Newbie

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Post subject: Posted: Mon Sep 20, 2004 03:42 am |
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Great post, Hannar. I am so excited, I think I am gonna pee my armor.
I cannot wait to get in there myself. One question I have, since you are talking about the Isle of Refuge... I have read a bunch, but never really got the feeling of a solid answer to the noob question: "When I and my 10 friends all log in the first time together, order or chaos, will we be on the same isle, in the same instance, and be able to progress together?"
I am assuming yes, but it is a question that is taunting my guild atm... we are not sure what will happen to us, since some will be Good, and some of us Evil. Mostly, we'd like to at least start off together, and see where it takes us.
Any input, from anyone on this?
TIA |
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