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Reader Comments (43)

Posted: Aug 23rd 2010 10:18AM Faryon said

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New item now in the Station Store: EQ2 Upgraded Spell Effects. Buy this item to revert the spell effects back to pre-GU57 awesomeness! Costs a bajillion Station Cash.

Nah, just kidding.. but it wouldn't really surprise me either.

Posted: Aug 23rd 2010 10:44PM Pitt said

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They are doing a spell revamp, and the way in which the spells are rendered, the new spells are using shaders and hardware instead of being calculated on the CPU in software.

Yes they may look crap now, but once they fully beef up the shader programmed spells, they weill look spectacular. You can do so much more with hardware shader effects. And that's what SOE are slowy doing to the whole game with the shader revamp.

Make sense ?
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Posted: Aug 24th 2010 7:53AM (Unverified) said

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Most developers, when doing a major revamp of existing functionality, will wait until they have actually finished the revamp and have the new functionality ready to go, before they remove the old functionality.
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Posted: Aug 23rd 2010 10:31AM (Unverified) said

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Funny enough (well, kinda) it were the spell effects of EQ2, that I used as a main argument to convince my brother of trying the game. The spinning translucent skulls and the green fog of necromancer and shadowknight spells in particular. Or the skeleton clawing it's way out of the earth upon summoning.
"Now that is how it has to look!"

It's a shame, that - for now? - exactly this feature was removed from the game. Hopefully this move will be reconsidered.

I undestand that some years ago few machines were able to handle the max graphics of EQ2 (especially at release), but nowadays that should not be an issue even for a two years old graphics card.

Posted: Aug 23rd 2010 12:08PM Joshua Przygocki said

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It's not the graphics card though, EQ2 runs heavily on processor power.

So even my fairly new gaming rig has trouble running it on max in some areas, though I dealt with the lower frames for those sexy spell effects...
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Posted: Aug 23rd 2010 10:38AM dawmdt said

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For my class (Conjuror) I think the spell effects are much better... lol still what do I know :P

Posted: Aug 23rd 2010 10:39AM Lateris said

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I think it is really frustrating to watch people who love a game so much get smacked down by their games Devs every year. And I think it is such a waste of good talent at SOE to practice this every year. Even CCP will back down because of the forum reaction for 9 out of 10 issues.

Posted: Aug 23rd 2010 10:40AM ultimateq said

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I played EQ2 to the 20s maybe 30s in the past. Now I've recently tinkered around in EQ2X. I will most certainly agree that the spell effects took a hit for the worst.

What I find most disappointing is the lack of classes. Or more precisely, the lack of variety of classes.

Guardian and Berserker, Templar and Inquisitor, Wizard and Warlock, Swashbuckler and Brigand. Who picked these? They're all the same. Give us a little bit of variety. How about Guardian and Bruiser, Templar and Fury, Warlock and Illusionist, Swashbuckler and Troubadour.

Posted: Aug 23rd 2010 5:11PM Vestas said

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"Guardian and Berserker, Templar and Inquisitor, Wizard and Warlock, Swashbuckler and Brigand. Who picked these? They're all the same. Give us a little bit of variety. How about Guardian and Bruiser, Templar and Fury, Warlock and Illusionist, Swashbuckler and Troubadour."

Just to be nitpicky... Bruisers, Furies, Illusionists and Troubadours all exist. Your post is very misleading about class choice. And by end game there are significant differences between Temps and Inquis, Guard and Zerkers, and Swashies/Brigands.
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Posted: Aug 23rd 2010 12:09PM Joshua Przygocki said

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I haven't tried EQ2X yet, but are you saying that there are no druids or summoners or enchanters!?
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Posted: Aug 23rd 2010 1:03PM HalfGamer said

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As of right now (and they keep reminding us that this is "beta" so it might change) the other classes are only available to gold members ($14.99 a month players).
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Posted: Aug 23rd 2010 5:24PM ultimateq said

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I guess I should have clarrified. The first set of classes are the classes that are available for free on EQ2X. In early game they seem pretty identical to me. I'm sure your right about late game, but let's face it, if someone plans to play late game, they'll have a subscription and this discussion would be unnecessary.

Having more variety on the freebie classes for EQ2X can do a lot to hook additional subscriptions.
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Posted: Aug 23rd 2010 10:49AM pcgneurotic said

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Speaking as a long-term EQII vet, I can honestly say that this was my favourite update since 33.

Posted: Aug 23rd 2010 11:32AM (Unverified) said

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the spell effects are indeed tiered now. spells in EQ2 have tiers, apprentice all the way up to master (or even grandmaster) .. so now the spell effects progress too. Not exactly a hard concept to understand really. Damage go up, boom effect go up.

What troubles me though is this. How do the new players progress from EQ2X to Live?

On top of that, the "Gold" EQ2X subscription is $14.99 a month, same as the current Live subscription, except that "Gold" doesn't get the same benefits as Live and current Live subscribers don't even get Gold when using EQ2X.

So on top of paying $40 for the game, $40 for each expansion over 5 years and $14.99 a month for a substantial amount of time, Sony now expects us to pay an additional $14.99 a month to get LESS on EQ2X than we do on Live.

thats what your W. T. F. should be.

Population on EQ2X is great, finally people to play with, but it looks to me like there is NO plan to keep the increase in population flowing to the Live servers.

Posted: Aug 23rd 2010 11:37AM nevin said

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Can anyone comment that the higher level mastery effects are indeed the same as pre-GU57 ?

If the idea was to show progression in spell power then I'm ok with that.

Posted: Aug 23rd 2010 11:41AM Jef Reahard said

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I would be interested in hearing from some level-capped players as well (not quite there yet myself).

If the spiffy effects are still in the game, I'll downgrade my WTF to a WTH, as it still took away something cool I used to have. Either way, interesting times.
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Posted: Aug 23rd 2010 5:11PM Vestas said

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The spell effects are more involved at level cap on my Druid, but still nowhere near the particle grandiosity they were (I.e. Spirit of the Wolf no longer shows the ghost wolf when cast, even at level cap). While it is somewhat easier to tell what spell was used, and I was one of those that turned effects way down on raids, I'll miss the old effects and wish there was a toggle choice in the UI to choose between them.
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Posted: Aug 23rd 2010 12:44PM Seffrid said

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Pretty much all spell and combat arts effects have been replaced. You will get a slightly better effect the higher the version of the spell or combat art, ie a Master will look better than an Apprentice, but in most cases I find the new effects are a lot worse than the old ones. It was a dumb decision in my view, the top notch spell effects were one of the few remaining selling points for the game, and so what if some players had to turn them down or off because they were in raids or had crap machines? That's no reason to trash the effects for everyone.
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Posted: Aug 23rd 2010 1:50PM Jef Reahard said

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Huh, that's disappointing, but thanks for replying Seffrid.
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Posted: Aug 23rd 2010 1:03PM Bhagpuss said

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As an EQ2 player of 6 years standing with a dozen or more characters ranging from 10 to 90, I love the changes.

The UI is an improvement. I've always used the default UI, which I was perfectly happy with. The new default UI is a bit more convenient. No big deal, but it's more than acceptable.

The new spell effects: well, frankly if I was asked to describe any of my old spell effects I would be stuck for an answer. I can't honestly say I ever pay much attention to them. Consequently, to say the new effects look "better" would be a bit of a stretch. They do, however, PLAY better, which is much more important for my money. Double thumbs up to streamlined, efficient spell effects.

The changes tothe starting zones are largely well thought out. Still a few bugs to be fixed but generally an improvement.

Overall, I am very happy with the changes and I think the game is going in the right direction again for the first time since Scott Hartsman left. It had veered off much too far in the direction of satisfying the hardcore faithful (whose predecessors largely departed under Hartsman's tenure as Producer). Redirecting the game towards a less, shall we say, intense audience is very welcome.

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