Rating: Summary: Solid Everquest expansion Review: Solid expansion to the MMORPG EQ - Basically you get a group of 3 or more and enter a Dungeon (5 themes, 8 random dungeons each) and a "quest" to do while in it. You get 90 minutes for a normal risk and i think 2 hours for a hard. You and your group go in, complete the mission, go back out and you get Adventure points which you can eventually use to buy NICE items from the merchants.I suggest buying this only if youre over level 20
Rating: Summary: great game Review: this game is awesome. will provide years of play for you. it is interactive so if you dont like to talk to people from across the country/world dont play it. soloing can be very difficult later in the game. so you are going to have to group. i have played this game for a few years and it just keeps getting bigger and better. it is a great rpg and if u need a site for help on getting started and etc. instead of complaining ask someone in the game. i will provide an excellent site for you. it is www.allakhazamsmagiclarealm.com or something like that. i highly recomend this game for anyone who is 9 and older. and i hope this review helps. if you have questions about the game i may be able to help at stevestonewall15@hotmail.com.
Rating: Summary: EQ: Lost Dungeons of Norrath: Adds (some) new life to game Review: This is a review strictly of EverQuest: Lost Dungeons of Norrath (LDoN). As this package does not include the basic game, and is only an expansion, this is not a review on the game as a whole. While there is a lot of talk about how one can do many different things in EverQuest, for everyone but the most obsessive tradeskillers, it comes down to killing things and taking their stuff. The various expansions have let players do this in the jungle, on a frozen continent, do it on the moon, in a pirate stronghold, or in the homes of the gods themselves. In all of these locations, players move through areas shared with other players -- sometimes only a handful of other players, but in some cases up to 100 or more people interested in the same content. This new expansion breaks that model for the first time, by creating content on the fly for players, in the form of dungeons for groups numbering 3 to 6, that ONLY exists for them. (Other players get their own instanced copies of these dungeons to explore.) While some players feel this flies in the face of the Multi-User Dungeon game tradition that EQ grew out of, it's a welcome change to not have to look over one's shoulder for other players at all times, or to have to compete over special "named" monsters and such. The five LDoN dungeon "themes" (groups of different layouts in related dungeons) dynamically create content for groups from levels 20 to 65. The good news is that this makes the expansion potentially useful for the vast majority of players. In practice, however, it means players will be seeing a LOT of the same stuff, over and over again, as the creatures in a level 20 version of Deepest Guk are the same as in the level 65 version, just with different names and of a lot higher level. The much-ballyhooed adventure points received for these adventures is something of a mixed bag as well. While it does allow players to save up for loot they want (in a codified version of a system a lot of player guilds have come up with on their own), the points were never really balanced for any characters other than the highest level ones -- it will take rougly 24 missions for a level 20 shaman to save up for a level 24 Spirit of Shrew spell (an indoor-useable movement speed increase spell that also allows its subjects to see in the dark -- quite a nice spell for low level characters), and by the time they've earned all these points, they will likely be level 29 or 30. Things get better after level 60, but prior to that, there is a great deal of this head-scratching lack of math on the part of the development team. Likewise, the "interactive objects" -- chests and vases that players can open up and loot -- are better in theory than in practice. While they add a much-needed dimension to EQ, these items are relatively rare and almost are always trapped (including many with traps that can kill a group more or less instantly). In addition, two thirds of them require spells to deal with, and these spells are even more expensive than other low level spells, meaning most groups under level 60 simply won't be able to access this content. And, assuming all those hurdles are overcome, the loot inside ranges from OK (the same as any named NPCs in the dungeon might have had on them) to a mere handful of coins, calling into question as to whether the extraordinary efforts needed to open them were worth it after all. Having said all that, the dungeons themselves are a great deal of fun, and offer 90 minute bursts of intense excitement, with rewards of several types awaiting successful adventurers. LDoN is not perfectly implemented (both Velious and the Planes of Power were far better designed and offer much more to a player), and is perhaps somewhat light on content for the cost, but overall has to be counted as a success, and is superior to both Legacy of Ykesha and the deservedly derided Shadows of Luclin expansion. Recommended for EQ players between the levels of 20 and 65 who group up often and who already own Scars of Velious and the Planes of Power expansions.
Rating: Summary: Not for soloing or small groups Review: What hasn't been made clear from most of the ads for this expansion is that you MUST be in a group of 4 or more people to enter any of these dungeons, the members of your group must all be pretty close in level (within a range of 6 or 7 levels, I'm told), and you must finish an assigned task within 90 minutes to receive credit for completing the adventure. If this sounds like fun to you, you'll probably enjoy this expansion. I prefer soloing or small groups, and I despise time limits, so I demanded and received my money back from SOE for my pre-ordered copy.
Rating: Summary: LdoN Review, By Madriin 65 Druid Quillious Server Review: WOW!! another expantion, what was EQ thinking? well whatever it was they were right. not only is this expantion the newest instalment it is also one of the best. Some of the best parts or LdoN is you dont have to be a 60+ to get a grp anymore .. you can take your lower characters and take them into adventures, to get adventure points, new drops, or some of the best EXP or AA xp in the game. You dont need to have a full grp you can just take you and 3 of your buddies to an adventure camp and request an adventure. Or you can take your whole GUILD and do an adventure raid. Augmentations drop, what they are is a NO DROP piece that you add to your Inventory armor to make your stats even better!! Say you have the Shield or Bane Warding and it has 20 WISDOM now you win a /ran 200 and get a +6 Wisdom augmentation now your Shield has 26 WISDOM cool huh? This does make your armor NO DROP after you add this to it. But dont worry you can take them off if you get an Upgrade. The Dungeons in LDoN are amazing, the mobs are very cool looking and the drops are even better. The more dungeons you win the more adventure points you get. The points are used for UBER gear, auments, spells, and charms. Just to let you know EQ is going forward so if you want to become one of the elete you need to get all the expantions. all in all i give Ldon a 5 out of 5 and recomend it to all HARD-CORE EQ players. XP on newbies !!! have fun
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