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EverQuest Trivia #360 - Game started by Community Member Yalum, winner of EverQuest Trivia #359.

EverQuest Word Search - Created by Community Member ELISLRAC
Just for fun I created a wordsearch. There are 63 words associated with EverQuest. Can you find them all!

Recommended Regions to Explore - Discussion started by Community Member Critter667
So my level 44 Wizard is growing tired of Crescent Reach, Blightfire Moor, and PoK. It's not that these places aren't good, it's just, well, I leave for a long vacation in a few days and would just like to see some of the more interesting sights of EQ before I go. Obviously, when I get back I'll be playing too, but I'd just like to see what is out there.

So to all of you, any recommended regions? I have all expansions except SoD, so what's good? What's fun, what's interesting?

I'm a Drakkin Wizard, but I do have invis so though a faction may not like me, I can just avoid them. So really, where would you suggest I go looking?

Idea for Group & Raid 24/54 man - Discussion started by Community Member wizdons
This is a plan for how to make the game for possibly the next expiation or even (some parts) this expansion if it was able to add in another story line. It involves 3 types of game play and they should all be amounts of loots and events/content – loot is scalable of course. I don't have any solo in here because the game really has never been designed for soloing in mind. Also with the addition of mercs true blue soloing is even less.

This is to help groupers, small guilds, and large guilds. Every expansion release will be an upgrade to the previous expansion category and tier.

CATEGORY – GROUP/SMALL RAID/ LARGE RAID - They should all be equal in length and content.

RAID SIZES - ONLY 24 or 54 man so guilds can plan to either be a 24 man or 54 man and plan there rosters accordingly. If a guild desires to do 54 man and they have the numbers they can try to move up to that scale. Or if a guild has reduced and can only handle 24 then they can go to that content. Bottom line is that there should not be anyone left out. You could keep this format until the game shuts down or until 54 man raids are no longer done.

PROGRESSION - 3 three types here are completely independent of one another (IE person A is a grouper and he does the progression and that only flags him for group content). This would keep a person that only raids 54 man content from having to do group content beings most of the time a raider will not have time to group. But if a raider does the 54 or 24 man progression it flags him for the group or if a raider does the 54 it flags him for the 24 man tier. Flagging and progression will be separate for the purpose of "ULTAMATE HARD CORE" see below. Must do the progression to get that part but you will be flagged to zone in.

Group 1-6 people
None instance zones with grinding and farming as usual and progression. This progression only goes for group and a completely separate progression for the 2 other types of raiding will be needed. 0 open zones minus T1. You must do the group progression so you can go into the zones. A full group could bring 1 non flagged (5 flagged - 1 non flagged) This is basically your standard EQ hunt and kill / farm / grind and get a named from time to time.

Another key change Spells RK1 only from group content dropped as Runes. Yes this brings back the rune days where you loot and turn in for your spell, but they will drop randomly off of any mob of the specific tier. They will also be tradable.

Mercs - Journyman

Small scale raid - 24 man
Complete sub story line. Kind of like all major wars there are small battles to be fought. This is where these smaller battles could be fought. This progression unlocks the group tier zones. 4 un-flagged max. T1 of course is open. The gear should be X% better than Group. 1 – 2 loots per event (1-2hr per event)

Spells are Rk2 and are again dropped as runes. No-Trade

Mercs - Master

Large scale raid - 54 man
Huge scale battles with the final bosses (main story line). This is the hard core area of the game. This is the difficult end of the game that the big dogs can play at. This progression unlocks the group tier zones and Small Scale raids. The gear should be X% better than Small Scale. 3-4 loots per event (1-2hr per event) 9 un-flagged max.

Spells are Rk2 – dropped as runes No-Trade

Mercs – Grand Master or Elite

ULTIMATE HARD CORE
This involves quests within all the categories and completion of all category progression. Once done, person can loot X item from 54 man raids and turn in + some sort of currency to get the ULTAMATE LOOTS. Also opens up Titles, Illusions, and mounts and all other sorts of bonus items for your hard work.

No additional spells or Mercs