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Everquest
built 179 days ago
Everquest has an extremely long replay value simply because there is so much to explore and so many classes to play. So what the hell are you waiting    ...read the complete EverQuest at Game Over Online
Since Everquest's release in March 1999, Sony Online Entertainment has added fourteen expansions to accompany it, and several different newer EverQuest-related games of various types that are all set in Norrath. These additional games include Champions of Norrath (PS2 - February 2004) and its sequel Champions: Return to Arms (PS2 - February 2005), EverQuest II (PC, MMORPG sequel to EverQuest - November 2004), EverQuest Online Adventures (PS2 - February 2003), Lords of EverQuest (PC real-time strategy - December 2003), and EverQuest Role-Playing Game (a role-playing game produced in collaboration with White Wolf which uses the d20 system).
Everquest 2 ... introduces many changes, some of which are designed to prevent objectionable playing strategies seen in Everquest. Some of the biggest being “locked encounters” which prevents stealing other players’ rewards and changes to keep players from “kiting” which is a method used to kill mobs by staying at a distance, using ranged attacks, and running whenever the enemy comes close. Another big change that was made in EQ2 is the tradeskill system. Instead of just acquiring Everquest II items through fighting, players can craft the items through tradeskills.
John Smedley recently published an assessment of Everquest 2's achievements to date, followed by some interesting thoughts on the MMOG future. In it, he says that one of the design goals for EQ2 was to make it friendly to a wider user base, particularly the so-called casual players, a group that Terra Nova writers and many others have struggled to define even while recognize the centrality of the category.
The hoax has rocked the Everquest fans -- and set in motion yet another wave of doubt and concern over the "addictiveness" of virtual life. Fans of the game jokingly call it "Evercrack" for good reason. While fantasy games dating back at least as far as the paper-and-dice versions of Dungeons & Dragons have often been criticized for encouraging obsessive behavior, the current state of the art of online gaming has taken the quality and depth of virtual experience to new heights. Regardless of whether a young woman truly died, the dialogue sparked by the controversy is forcing a community-wide reassessment of the potential drawbacks to online life.
Thousands gather for Everquest conventions like the one in Baltimore. Some even go to Internet auction sites to buy powerful characters and magic weapons from other players, spending hundreds of dollars for virtual property.
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