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Post by Kalarion »

Classix wrote: June 5th, 2025, 21:02
As mentioned I have very little experience with EQ and what hours I did get in were years ago and I recall very little so I'd essentially be a 'new player' but I'm not new to MMO's and such so I should be able to catch on quick. I'd like to go Tank/Hate Magnet so a build/class suggestions would be appreciated. I like the Pally/War kind of idea, like a Warrior Priest-sorta thing with classes that fit the theme. Sword and Boarder. No pets, theme fitting debuffs, cleanses and the like. Same as what Xen said above, work busyness varies day to day so I'll try to get this up and running with a character made when I can.

Registering shortly.
Best would probably be uhhh... WAR/PAL and maybe NEC or SHM.

WAR/PAL are going to be Godly tanks, and NEC has the most agro spells in the game. You get lifetaps and a powerful pet to go with it too. SHM on the other hand has an excellent mix of dots, slows, heals and buffs. Great pick to round off any class combo in my opinion.

One thing to remember is that (as Xenich mentioned) typical old-school MMO gameplay doesn't apply as such here unless mobs have like +10 levels on you. Everyone gets access to a generic ability, Killing Spree, that has a significant chance to give you a full heal and damage boost per kill. That means even large groups can be taken on solo and whittled down one by one. You can still take a primarily tank role, that's what I've been doing with Tweed, just know that it's not a necessity per se.

You can die, usually because you take on something far (and I mean far, 10+ as I said earlier) over your level (I've died twice because of this), and on raid mobs especially you'll need setup and discipline (traditional mmo tank play), but for the most part the leveling process seems to be about exploring content and having fun seeing what drops from named mobs.

Once we hit the Luclin raid mobs we'll probably have to slow down a bit, but right now at level 35 I can for instance solo most of SolB. The only thing gating me is having enough plat to buy all my spells :D
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Post by Kalarion »

Also, keep in mind that you get the full benefits of all three classes combined. That doesn't just mean the most advantageous skill caps and all their spells. That means, you get all three classes' HP pools, all three mana pools etc. I'm a 35 MNK/DRU/SHD with almost zero gear optimization (I'm mostly wearing bronze armor), and I have almost 2k max hp.
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Post by Classix »

@Kalarion , @Xenich

Thanks for the info boys.

"NEC has the most agro spells in the game"...
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pairing my beloved Paladin with such filth...lol

Interesting though. I could head-cannon/theme it to myself as if I was that concentrated on destroying and understanding undead and the workings of Life and Death magically, that I was able to not just Turn Undead away but managed to gain the ability to command one in particular, perhaps the risen pet ( assuming it's a skeleton ) was a follower of the Light or had some background/familiarization with it. Just me trying to get into it.
I like the internal story telling of things to see how I can make a concept work.

Thematically speaking still, how would Cleric pair with War/Pal.. or even Bard..? Never played Bard's in anything except Lotro as a healer main ( Minstrel ). I like the theme of Bard because it's like I'm encouraging the group on, reciting great words and speeches from past Heroes and having that 'inspiring presence' on display... shouting to the enemy that they stand no chance against our vicious conviction, and etc... if this makes sense. Just RPing to myself. Watching some scenes from things, trying to get into the mindset. Talk to you soon.
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Post by Kalarion »

Bard would go great with absolutely anything. Gives group buffs, mp/hp regen, dots, Bards are incredible. Their one weakness (sucking at melee) would be covered by WAR/PAL, you'd be a powerhouse. Managing songs can be a pain though. Cleric would do well as well, really good survivability buffs, some powerful self-buffs, rezzes, massive healing throughput. There's a lot of overlap with PAL but it also brings a big mana pool, helpful for casting. You'd lose out on damage, that's all.

I love bards too, I mained one for awhile in DDO, it was a blast, I loved giving everyone a steroid shot, felt great. I didn't pick bard here because I wasn't confident in being able to efficiently juggle a full caster class (DRU) with a group management class. So I went with something a little simpler that I thought would complement me (SHD).

Correction to what I said earlier re: Killing Spree. I had it wrong and I was presenting it as making the game ez-street, my bad. Killing Spree is given to the classes that get it - WAR, ROG, BER and MNK. It has a chance to give a 500 hp heal and a damage buff, per kill. So, very good but not what I said it was before.
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Post by Classix »

At a stalemate it seems. Might keep it simple as well then since this is essentially 'new territory' for me for the most part. Maybe I go Cleric... I'll take some time and think on it.

Cheers @General Kalarion
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Post by Kalarion »

@Tweed, @asf and I killed Vox and Naggy over the weekend, gaining access to Kunark. I say "we", when what really happened is that I was perma-feared and useless, while Tweed kept everything debuffed all to hell and asf nuked the **** out of both dragons. Wizards that don't have to worry about tanking, healing or mana management are truly fearsome beasts.

Now we're working on Kunark content. We could probably just blaze through levels and rush for Velious (and that's most likely what Tweed and asf will do), but I realized that my gear is dogshit in most slots, and it's affecting my ability to survive fights. So I've decided to take some time to get in a better situation.

Meanwhile...

> log in
> /who all friend
> "there is no one online that matches those filters"
> play alone for several hours
> die multiple dozens of times trying to figure out mechanics, limited self-heal, no cc
> /who all friend
> "there is no one online that matches those filters"
> more deaths
> glacial progress (but it is progress)
> /who all friend
> "there is no one online that matches those filters"

It's so ******* over.
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Post by asf »

friends will be gone until weekend
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Post by Classix »

@Kalarion

I'm sorry man, I'd be in there learning it and doing what I can but start of Summer and just before Winter is busiest times of year. Some big orders coming in, 11 hour day today, amongst other things. Will get on something with the boys at some point. I hate not being able to even fire something up with little bro for a good length of time. Only got to 10 in BL1 with him this weekend. House hunting. Working hard here to move off with him with a house of our own.

Post me some pics if you can.
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Post by Kalarion »

Tweed and I were able to duo all four Kunark progression dragons (Talendor, Severilous, Gorenaire, Trakanon) last night. They went down like chumps. We'll probably be able to continue steamrolling content until we hit late Luclin/early PoP. I think there are two primary reasons for this:
(1) Early content was never designed with AAs in mind, and on THJ not only do you get immediate access to them, you get several class- and archetype-defining AAs given to you from level 1 (things like the aforementioned Killing Spree).
(2) There are no No Drop items on the server, so you can look at trash vendors in Bazaar and find absolutely amazing loot for super cheap.

Like I said, both of these are at least somewhat mitigated by Luclin (since Luclin content was designed with at least some AAs in mind, and Luclin loot and therefore encounters started to really ramp up power). But right now it's just an ***-kicking fest. A lot of fun.

Tweed got his Shaman epic a couple days back. I got my SHD and MNK epics, they're all amazing. One nice thing about epics here is that they're awarded automatically upgraded to Legendary status, which makes their stats skyrocket. I appreciate that, since the original Epics were starting to lose their shine even by late Velious. Now I can see using both my epics for most of the rest of the game (maybe they get phased out when late PoP items start showing up).

@asf hasn't been seen since last Saturday, I've got a bag full of CLR, MAG and WIZ spells waiting for him when he logs in :D
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Post by asf »

I will be less busy eventually
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Post by Xenich »

Kalarion wrote: June 10th, 2025, 22:16
@Tweed, @asf and I killed Vox and Naggy over the weekend, gaining access to Kunark. I say "we", when what really happened is that I was perma-feared and useless, while Tweed kept everything debuffed all to hell and asf nuked the **** out of both dragons. Wizards that don't have to worry about tanking, healing or mana management are truly fearsome beasts.

Now we're working on Kunark content. We could probably just blaze through levels and rush for Velious (and that's most likely what Tweed and asf will do), but I realized that my gear is dogshit in most slots, and it's affecting my ability to survive fights. So I've decided to take some time to get in a better situation.

Meanwhile...

> log in
> /who all friend
> "there is no one online that matches those filters"
> play alone for several hours
> die multiple dozens of times trying to figure out mechanics, limited self-heal, no cc
> /who all friend
> "there is no one online that matches those filters"
> more deaths
> glacial progress (but it is progress)
> /who all friend
> "there is no one online that matches those filters"

It's so ******* over.
Yeah sorry bud, I haven't really had time to do much of anything. Too many projects atm. I plan to, but you know what they say about "good intentions".

Anyway, I thought the game was setup where a solo player is able to do the content? Is it really that difficult? Is it your multi-class makeup? I have seen random videos where guys are solo killing PoT events, so I assumed the game was a bit more on the easier side.

Oh well, like I said, if I can get on and get things going... I will shoot you a message here. Until then, sorry, don't count on me.
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Post by Xenich »

Since I haven't had much time to get on and play, I have been just watching/reading various things about THJ on how it works.

It is really interesting in how their systems work. I never played much past early golden age EQ (stopping not far after PoP) and so I didn't experience a lot of the changes to gear and systems over those later years. I tried it a bit, but not enough to really understand the game like I did during early EQ.

Obviously THJ seems to be very heavy into the "meta" style gaming of play and while I don't think anyone needs to focus on that, there are some interesting things to understand about how THJ is setup that I think can help any build someone is working on.

Here was a discussion I was watching on how using epics, various items, and certain AA focuses can help different builds excel through variations of them.



I find it really interesting (especially how some abilities, procs, etc... effect things), and I am kind of bummed I don't have a lot of time atm to get into it, but as soon as I can I will likely OCD on it. Hopefully you guys aren't so far ahead and bored of the game by the time I am able to.
Last edited by Xenich on June 17th, 2025, 18:35, edited 1 time in total.
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Post by Kalarion »

Xenich wrote: June 17th, 2025, 18:13
Kalarion wrote: June 10th, 2025, 22:16
@Tweed, @asf and I killed Vox and Naggy over the weekend, gaining access to Kunark. I say "we", when what really happened is that I was perma-feared and useless, while Tweed kept everything debuffed all to hell and asf nuked the **** out of both dragons. Wizards that don't have to worry about tanking, healing or mana management are truly fearsome beasts.

Now we're working on Kunark content. We could probably just blaze through levels and rush for Velious (and that's most likely what Tweed and asf will do), but I realized that my gear is dogshit in most slots, and it's affecting my ability to survive fights. So I've decided to take some time to get in a better situation.

Meanwhile...

> log in
> /who all friend
> "there is no one online that matches those filters"
> play alone for several hours
> die multiple dozens of times trying to figure out mechanics, limited self-heal, no cc
> /who all friend
> "there is no one online that matches those filters"
> more deaths
> glacial progress (but it is progress)
> /who all friend
> "there is no one online that matches those filters"

It's so ******* over.
Yeah sorry bud, I haven't really had time to do much of anything. Too many projects atm. I plan to, but you know what they say about "good intentions".

Anyway, I thought the game was setup where a solo player is able to do the content? Is it really that difficult? Is it your multi-class makeup? I have seen random videos where guys are solo killing PoT events, so I assumed the game was a bit more on the easier side.

Oh well, like I said, if I can get on and get things going... I will shoot you a message here. Until then, sorry, don't count on me.
It's a combination of factors for me I think.

First, when I played EQ I was a Warrior, and rarely played alts. So I came into this with almost zero understanding of how more involved classes work. It's taken me a couple weeks to get into the rhythm of managing spells, abilities, getting my UI to the point it displays what I need to see, basic **** like that. Second, I picked a combination of classes that is very powerful, but only after heavy AA investment. Yet, in OG EQ, the emphasis was "level > all". You got max level first, AAs came later. Here, it's somewhat the other way around. You have immediate access to AAs that were released with very late xpacs (Omens of War, Gates of Discord) that are very powerful, and worth rushing for as soon as you meet the minimum requirements. I didn't do that (I've started to correct this deficiency recently and it's already having a huge impact on my ability to solo). Finally, even though my class combo is powerful, it has some key gaps that make it difficult to solo raid-tier content (at least for now); I can't slow, my ability to heal myself hasn't yet caught up to the damage output I sometimes face, and my mitigations can get overwhelmed by certain mob special abilities (flurry and rampage especially).

Contrast with Tweed, who merged the two best all-around caster classes in the game (Shaman and Enchanter) with the massive beefcake stats and combat skill of Warrior. Makes it much easier to deal with stuff out of the box, and he has all critical debuffs covered. I think there's stuff even he has trouble with right now solo (he can feel free to correct me on this), but overall he's had a much smoother ride than I have so far :D
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Post by Xenich »

Kalarion wrote: June 17th, 2025, 20:49
Xenich wrote: June 17th, 2025, 18:13
Kalarion wrote: June 10th, 2025, 22:16
@Tweed, @asf and I killed Vox and Naggy over the weekend, gaining access to Kunark. I say "we", when what really happened is that I was perma-feared and useless, while Tweed kept everything debuffed all to hell and asf nuked the **** out of both dragons. Wizards that don't have to worry about tanking, healing or mana management are truly fearsome beasts.

Now we're working on Kunark content. We could probably just blaze through levels and rush for Velious (and that's most likely what Tweed and asf will do), but I realized that my gear is dogshit in most slots, and it's affecting my ability to survive fights. So I've decided to take some time to get in a better situation.

Meanwhile...

> log in
> /who all friend
> "there is no one online that matches those filters"
> play alone for several hours
> die multiple dozens of times trying to figure out mechanics, limited self-heal, no cc
> /who all friend
> "there is no one online that matches those filters"
> more deaths
> glacial progress (but it is progress)
> /who all friend
> "there is no one online that matches those filters"

It's so ******* over.
Yeah sorry bud, I haven't really had time to do much of anything. Too many projects atm. I plan to, but you know what they say about "good intentions".

Anyway, I thought the game was setup where a solo player is able to do the content? Is it really that difficult? Is it your multi-class makeup? I have seen random videos where guys are solo killing PoT events, so I assumed the game was a bit more on the easier side.

Oh well, like I said, if I can get on and get things going... I will shoot you a message here. Until then, sorry, don't count on me.
It's a combination of factors for me I think.

First, when I played EQ I was a Warrior, and rarely played alts. So I came into this with almost zero understanding of how more involved classes work. It's taken me a couple weeks to get into the rhythm of managing spells, abilities, getting my UI to the point it displays what I need to see, basic **** like that. Second, I picked a combination of classes that is very powerful, but only after heavy AA investment. Yet, in OG EQ, the emphasis was "level > all". You got max level first, AAs came later. Here, it's somewhat the other way around. You have immediate access to AAs that were released with very late xpacs (Omens of War, Gates of Discord) that are very powerful, and worth rushing for as soon as you meet the minimum requirements. I didn't do that (I've started to correct this deficiency recently and it's already having a huge impact on my ability to solo). Finally, even though my class combo is powerful, it has some key gaps that make it difficult to solo raid-tier content (at least for now); I can't slow, my ability to heal myself hasn't yet caught up to the damage output I sometimes face, and my mitigations can get overwhelmed by certain mob special abilities (flurry and rampage especially).

Contrast with Tweed, who merged the two best all-around caster classes in the game (Shaman and Enchanter) with the massive beefcake stats and combat skill of Warrior. Makes it much easier to deal with stuff out of the box, and he has all critical debuffs covered. I think there's stuff even he has trouble with right now solo (he can feel free to correct me on this), but overall he's had a much smoother ride than I have so far :D
I think clicky items are a huge factor as well. Many of the build discussions I have seen rely heavily on using them in conjunction with AA and various class combinations.

Also, I am not entirely sure but I think certain core concepts of play may be different from live as well (ie how mana, hp, etc... is calculated).

It is kind of cool though, an interesting way to breathe life back to the game.
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Post by Xenich »

So how are you all playing the game in terms of obtaining gear progression? Do you camp mobs for items, etc.. or do you "shop" your progression off the Bazaar?
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Post by Xenich »

Ok, so changed up and made a SK/Beast/Wiz, just level 12, but should be picking up pace here over time as I can get in and play.
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Post by Tweed »

Xenich wrote: June 18th, 2025, 16:18
So how are you all playing the game in terms of obtaining gear progression? Do you camp mobs for items, etc.. or do you "shop" your progression off the Bazaar?
Kalarion is being a ****** and mostly getting stuff from mobs which is why he tanks like a chair. I've bought stuff off of vendors and gone shopping in the bazaar which is why I don't die.

This is not a standard server, this is much closer to D2 than EQ, treat it as such.
Last edited by Tweed on June 19th, 2025, 00:32, edited 1 time in total.
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Post by Xenich »

Tweed wrote: June 19th, 2025, 00:31
Xenich wrote: June 18th, 2025, 16:18
So how are you all playing the game in terms of obtaining gear progression? Do you camp mobs for items, etc.. or do you "shop" your progression off the Bazaar?
Kalarion is being a ****** and mostly getting stuff from mobs which is why he tanks like a chair. I've bought stuff off of vendors and gone shopping in the bazaar which is why I don't die.

This is not a standard server, this is much closer to D2 than EQ, treat it as such.
From what I have seen on the videos, the game seems to be more of a meta game focus to find specific items that fit builds and create synergies that amplify the power of the classes. Also, I see a lot of suggestions about working AA's early on rather than shooting to cap first (it was suggested sitting at 35 and working AA's for a while). I didn't play D2 much, is that what you mean?

I am in no rush to plow through the content to cap to be honest as there are a lot of interesting and useful drops that can be very useful to even builds at cap and I really want to play around with the content being that it has been so long since I played.

Kal said you guys were already pushing on to Velious, and I really don't want to steam roll that fast personally either.

I will play it by ear though, game levels so fast that catching up level wise isn't going to be an issue either and my build has mass kiting built into it so I can easily knock out AA's to be able to solo the bosses.

One interesting thing about kiting I found is that there is no cap on the number of mobs you can hit with the AoE's. One claim mentioned getting around 17+ AAs each pull, so that should be easy returns.

Gear is important, but from what I understand AAs are the key here in terms of how the gear excels (ie sympathetic healing and the like gear amplifying with AA stacking bonuses).

I am fine with balancing some of it out with bought gear though, but like I said... I don't want to "blow" through the game fast either.
Last edited by Xenich on June 19th, 2025, 02:04, edited 2 times in total.
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Post by Tweed »

Xenich wrote: June 19th, 2025, 02:01
Tweed wrote: June 19th, 2025, 00:31
Xenich wrote: June 18th, 2025, 16:18
So how are you all playing the game in terms of obtaining gear progression? Do you camp mobs for items, etc.. or do you "shop" your progression off the Bazaar?
Kalarion is being a ****** and mostly getting stuff from mobs which is why he tanks like a chair. I've bought stuff off of vendors and gone shopping in the bazaar which is why I don't die.

This is not a standard server, this is much closer to D2 than EQ, treat it as such.
From what I have seen on the videos, the game seems to be more of a meta game focus to find specific items that fit builds and create synergies that amplify the power of the classes. Also, I see a lot of suggestions about working AA's early on rather than shooting to cap first (it was suggested sitting at 35 and working AA's for a while). I didn't play D2 much, is that what you mean?

I am in no rush to plow through the content to cap to be honest as there are a lot of interesting and useful drops that can be very useful to even builds at cap and I really want to play around with the content being that it has been so long since I played.

Kal said you guys were already pushing on to Velious, and I really don't want to steam roll that fast personally either.

I will play it by ear though, game levels so fast that catching up level wise isn't going to be an issue either and my build has mass kiting built into it so I can easily knock out AA's to be able to solo the bosses.

One interesting thing about kiting I found is that there is no cap on the number of mobs you can hit with the AoE's. One claim mentioned getting around 17+ AAs each pull, so that should be easy returns.

Gear is important, but from what I understand AAs are the key here in terms of how the gear excels (ie sympathetic healing and the like gear amplifying with AA stacking bonuses).

I am fine with balancing some of it out with bought gear though, but like I said... I don't want to "blow" through the game fast either.
You don't have to rush, you're going to move fast no matter what. I was level 50 in 3 days of total playtime. It slows down after that, but this is by no means a hardcore server. You're three classes in one and depending on what you pick and how well you play, you're a one man army.
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Post by Tweed »

Supposedly coming 27th:

Overview
This enhancement is designed as a set of three stackable modes which fundamentally modify gameplay and the way that players interact with the environment, other players, and the lifecycle of their characters. Each of these modes must be selected at character creation, and (with the exception of Hardcore) cannot be removed or added later. One or more modes may be selected independently, stacking both the benefits and restrictions of each mode.

Solo
Solo characters are restricted from joining groups, raids, or other's expeditions. Additional, Solo characters and their pets cannot be affected by the spells of other players, except for serverwide buffs. Lastly, Solo characters are prohibited from engaging mobs which have been engaged by another player, and other players are prohibited from engaging any mobs which have been engaged by them.

Self-Found
Self-Found characters are restricted from obtaining items through means other than their own efforts. They cannot loot the corpses of NPCs that they did not kill, they cannot pick up items off the ground left by other players, they cannot access their shared bank, they cannot purchase items sold to other players to NPC vendors, they cannot access the parcel system, and they can neither trade with other players or utilize the bazaar trader or buyer systems. Self-Found characters do not receive Veterancy AAXP bonuses. Additionally, Self-Found characters must unlock all Waypoints themselves, rather than accessing their pool of unlocked waypoints attached to their Account. These characters are also prohibited from engaging any mob that a non-Self-Found character is engaged with, and vis versa. Lastly, Self-Found characters may not join groups, raids, or expeditions of other characters unless they are also Self-Found.

Hardcore
Hardcore characters face a unique challenge - if they die, they stop being Hardcore, and lose access to both the restrictions and benefits of this status.

Hardcore characters operate under similar restrictions as Self-Found characters, except instead of being totally blocked, they can economically interact with other Hardcore characters (Trading, Bazaar, Buyer, Parcel, etc). Likewise, they can engage and loot mobs which have been engaged by other Hardcore players, and vis versa. Hardcore characters, so long as they are not also Self-Found, will have access to a special Shared Bank in which they can deposit items and platinum to survive that character's death, for use on other Hardcore characters on that account. Hardcore characters may not receive the benefit of any serverwide buffs, nor can they change any of their classes.

When these characters inevitably die, a serverwide broadcast will be made announcing the details of that failure. Similarly, many of their achievements will also be broadcast.

Poor Kal, he started too soon for his playmode.
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Post by Xenich »

Tweed wrote: June 19th, 2025, 07:57
Supposedly coming 27th:

Overview
This enhancement is designed as a set of three stackable modes which fundamentally modify gameplay and the way that players interact with the environment, other players, and the lifecycle of their characters. Each of these modes must be selected at character creation, and (with the exception of Hardcore) cannot be removed or added later. One or more modes may be selected independently, stacking both the benefits and restrictions of each mode.

Solo
Solo characters are restricted from joining groups, raids, or other's expeditions. Additional, Solo characters and their pets cannot be affected by the spells of other players, except for serverwide buffs. Lastly, Solo characters are prohibited from engaging mobs which have been engaged by another player, and other players are prohibited from engaging any mobs which have been engaged by them.

Self-Found
Self-Found characters are restricted from obtaining items through means other than their own efforts. They cannot loot the corpses of NPCs that they did not kill, they cannot pick up items off the ground left by other players, they cannot access their shared bank, they cannot purchase items sold to other players to NPC vendors, they cannot access the parcel system, and they can neither trade with other players or utilize the bazaar trader or buyer systems. Self-Found characters do not receive Veterancy AAXP bonuses. Additionally, Self-Found characters must unlock all Waypoints themselves, rather than accessing their pool of unlocked waypoints attached to their Account. These characters are also prohibited from engaging any mob that a non-Self-Found character is engaged with, and vis versa. Lastly, Self-Found characters may not join groups, raids, or expeditions of other characters unless they are also Self-Found.

Hardcore
Hardcore characters face a unique challenge - if they die, they stop being Hardcore, and lose access to both the restrictions and benefits of this status.

Hardcore characters operate under similar restrictions as Self-Found characters, except instead of being totally blocked, they can economically interact with other Hardcore characters (Trading, Bazaar, Buyer, Parcel, etc). Likewise, they can engage and loot mobs which have been engaged by other Hardcore players, and vis versa. Hardcore characters, so long as they are not also Self-Found, will have access to a special Shared Bank in which they can deposit items and platinum to survive that character's death, for use on other Hardcore characters on that account. Hardcore characters may not receive the benefit of any serverwide buffs, nor can they change any of their classes.

When these characters inevitably die, a serverwide broadcast will be made announcing the details of that failure. Similarly, many of their achievements will also be broadcast.

Poor Kal, he started too soon for his playmode.
I really like the self-found. Very cool.

Not like it is difficult to level up though and it doesn't seem to mention if you can select this existing characters once it is implemented.

edit:

This is one of the main issues I had with EQ as well and I am sure some of you have read my rants on "player trade" being a problem with game progression in play.

Hardcore is interesting, but I guess is a way they compromised.

Having to get your own gear does slow the progress in play and it makes sense as well because the player will spend more time locking level exp early on so they can gear up to be able to progress.

It will be interesting to see where they take this. With proper tuning to slow down progression for Self-Found combined with the multi-class system, it could create a nice long term progression of play for those who want to experience a more EQ like approach to play rather than the bum rush meta-twink god mode style it has now.

I will definitely be making a new character when this is released.
Last edited by Xenich on June 19th, 2025, 13:48, edited 2 times in total.
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Post by Kalarion »

Xenich wrote: June 19th, 2025, 13:36
Tweed wrote: June 19th, 2025, 07:57
Supposedly coming 27th:

Overview
This enhancement is designed as a set of three stackable modes which fundamentally modify gameplay and the way that players interact with the environment, other players, and the lifecycle of their characters. Each of these modes must be selected at character creation, and (with the exception of Hardcore) cannot be removed or added later. One or more modes may be selected independently, stacking both the benefits and restrictions of each mode.

Solo
Solo characters are restricted from joining groups, raids, or other's expeditions. Additional, Solo characters and their pets cannot be affected by the spells of other players, except for serverwide buffs. Lastly, Solo characters are prohibited from engaging mobs which have been engaged by another player, and other players are prohibited from engaging any mobs which have been engaged by them.

Self-Found
Self-Found characters are restricted from obtaining items through means other than their own efforts. They cannot loot the corpses of NPCs that they did not kill, they cannot pick up items off the ground left by other players, they cannot access their shared bank, they cannot purchase items sold to other players to NPC vendors, they cannot access the parcel system, and they can neither trade with other players or utilize the bazaar trader or buyer systems. Self-Found characters do not receive Veterancy AAXP bonuses. Additionally, Self-Found characters must unlock all Waypoints themselves, rather than accessing their pool of unlocked waypoints attached to their Account. These characters are also prohibited from engaging any mob that a non-Self-Found character is engaged with, and vis versa. Lastly, Self-Found characters may not join groups, raids, or expeditions of other characters unless they are also Self-Found.

Hardcore
Hardcore characters face a unique challenge - if they die, they stop being Hardcore, and lose access to both the restrictions and benefits of this status.

Hardcore characters operate under similar restrictions as Self-Found characters, except instead of being totally blocked, they can economically interact with other Hardcore characters (Trading, Bazaar, Buyer, Parcel, etc). Likewise, they can engage and loot mobs which have been engaged by other Hardcore players, and vis versa. Hardcore characters, so long as they are not also Self-Found, will have access to a special Shared Bank in which they can deposit items and platinum to survive that character's death, for use on other Hardcore characters on that account. Hardcore characters may not receive the benefit of any serverwide buffs, nor can they change any of their classes.

When these characters inevitably die, a serverwide broadcast will be made announcing the details of that failure. Similarly, many of their achievements will also be broadcast.

Poor Kal, he started too soon for his playmode.
I really like the self-found. Very cool.

Not like it is difficult to level up though and it doesn't seem to mention if you can select this existing characters once it is implemented.

edit:

This is one of the main issues I had with EQ as well and I am sure some of you have read my rants on "player trade" being a problem with game progression in play.

Hardcore is interesting, but I guess is a way they compromised.

Having to get your own gear does slow the progress in play and it makes sense as well because the player will spend more time locking level exp early on so they can gear up to be able to progress.

It will be interesting to see where they take this. With proper tuning to slow down progression for Self-Found combined with the multi-class system, it could create a nice long term progression of play for those who want to experience a more EQ like approach to play rather than the bum rush meta-twink god mode style it has now.

I will definitely be making a new character when this is released.
Me too, but it won't be a focus until everyone else moves on. Then I think it will be something to come back to every once in awhile.

An epic here, an epic there...

What's your character name? I'll add you to friends. We should probably start a guild just to make it easier to keep track of each other.
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Kalarion did this a lot better you know.
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Post by asf »

i am on a journey to get the mag epic thingy

it seems i just need to collect approximately 5000 different items, each of them under the most obscure and nonsensical conditions

according to my estimates if i camp all spawns correctly and play 24x7 i might be able to gather everything before 2060, probably

also it seems the epic item itself sucks
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Post by Xenich »

Kalarion wrote: June 19th, 2025, 16:09
Xenich wrote: June 19th, 2025, 13:36
Tweed wrote: June 19th, 2025, 07:57
Supposedly coming 27th:

Overview
This enhancement is designed as a set of three stackable modes which fundamentally modify gameplay and the way that players interact with the environment, other players, and the lifecycle of their characters. Each of these modes must be selected at character creation, and (with the exception of Hardcore) cannot be removed or added later. One or more modes may be selected independently, stacking both the benefits and restrictions of each mode.

Solo
Solo characters are restricted from joining groups, raids, or other's expeditions. Additional, Solo characters and their pets cannot be affected by the spells of other players, except for serverwide buffs. Lastly, Solo characters are prohibited from engaging mobs which have been engaged by another player, and other players are prohibited from engaging any mobs which have been engaged by them.

Self-Found
Self-Found characters are restricted from obtaining items through means other than their own efforts. They cannot loot the corpses of NPCs that they did not kill, they cannot pick up items off the ground left by other players, they cannot access their shared bank, they cannot purchase items sold to other players to NPC vendors, they cannot access the parcel system, and they can neither trade with other players or utilize the bazaar trader or buyer systems. Self-Found characters do not receive Veterancy AAXP bonuses. Additionally, Self-Found characters must unlock all Waypoints themselves, rather than accessing their pool of unlocked waypoints attached to their Account. These characters are also prohibited from engaging any mob that a non-Self-Found character is engaged with, and vis versa. Lastly, Self-Found characters may not join groups, raids, or expeditions of other characters unless they are also Self-Found.

Hardcore
Hardcore characters face a unique challenge - if they die, they stop being Hardcore, and lose access to both the restrictions and benefits of this status.

Hardcore characters operate under similar restrictions as Self-Found characters, except instead of being totally blocked, they can economically interact with other Hardcore characters (Trading, Bazaar, Buyer, Parcel, etc). Likewise, they can engage and loot mobs which have been engaged by other Hardcore players, and vis versa. Hardcore characters, so long as they are not also Self-Found, will have access to a special Shared Bank in which they can deposit items and platinum to survive that character's death, for use on other Hardcore characters on that account. Hardcore characters may not receive the benefit of any serverwide buffs, nor can they change any of their classes.

When these characters inevitably die, a serverwide broadcast will be made announcing the details of that failure. Similarly, many of their achievements will also be broadcast.

Poor Kal, he started too soon for his playmode.
I really like the self-found. Very cool.

Not like it is difficult to level up though and it doesn't seem to mention if you can select this existing characters once it is implemented.

edit:

This is one of the main issues I had with EQ as well and I am sure some of you have read my rants on "player trade" being a problem with game progression in play.

Hardcore is interesting, but I guess is a way they compromised.

Having to get your own gear does slow the progress in play and it makes sense as well because the player will spend more time locking level exp early on so they can gear up to be able to progress.

It will be interesting to see where they take this. With proper tuning to slow down progression for Self-Found combined with the multi-class system, it could create a nice long term progression of play for those who want to experience a more EQ like approach to play rather than the bum rush meta-twink god mode style it has now.

I will definitely be making a new character when this is released.
Me too, but it won't be a focus until everyone else moves on. Then I think it will be something to come back to every once in awhile.

An epic here, an epic there...

What's your character name? I'll add you to friends. We should probably start a guild just to make it easier to keep track of each other.
Yeah, I am fine holding off on playing it later on once everyone is moving on as well. Besides, I would like to learn a bit more about the server before I commit to a true play through on that level.
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Post by Xenich »

asf wrote: June 19th, 2025, 16:57
i am on a journey to get the mag epic thingy

it seems i just need to collect approximately 5000 different items, each of them under the most obscure and nonsensical conditions

according to my estimates if i camp all spawns correctly and play 24x7 i might be able to gather everything before 2060, probably

also it seems the epic item itself sucks
LOL

More of a problem when epics came out. I think most things have a better drop/spawn rate than back then.

What makes you say the epic sucks? Seems like it summons an extra pet doesn't it? With AA's, pets get really nasty. Also, it appears this one will not flee, so I assume it won't get feared?

Anyway, I wouldn't be so quick to dismiss things until you at least have gone through all the possible AA/class/augment/synergy item possibilities with it.
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Post by Kalarion »

asf wrote: June 19th, 2025, 16:57
i am on a journey to get the mag epic thingy

it seems i just need to collect approximately 5000 different items, each of them under the most obscure and nonsensical conditions

according to my estimates if i camp all spawns correctly and play 24x7 i might be able to gather everything before 2060, probably

also it seems the epic item itself sucks
The item as stat-stick is nothing to write home about (although Legendary epic stats are pretty **** good, and you'd appreciate that if you didn't immediately kit yourself out in as much vendor-trashed VT/Time gear as you could lay your grimy little mitts on), but the clicky is an amazing pet that will probably serve you until deep into an expansion that hasn't even been released yet on this server.
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Kalarion did this a lot better you know.
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Post by asf »

i buy all the op stuff in bazaar yes
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Post by Tweed »

As I recall mage epic pet holds its own until PoP.

Got my warrior and chanter epics done in the span of about one night. Enchanter camps suck, good thing some of those items were for sale.
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Post by Tweed »

Play modes have been pushed back:
We had a great Q&A and we want to formally announce some of what was shared live on stream with the greater Heroes Journey community.

While we're excited how well the Play Modes update is shaping up, we've made the decision to hold it back and work on it more.

With every new system we create, we see opportunity for new and better interactions that will bring a much better user experience.

We know this is disappointing to many, but we believe pausing this update is the right choice for the health and longevity of The Heroes' Journey.

Believe me when I say that no one wants to see all of this hard work in your hands more than we do! I am personally dying to play myself and am excited for what comes next!

Thank you for taking this journey with us!

Be well, Heroes!
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Post by Xenich »

Tweed wrote: June 20th, 2025, 23:22
Play modes have been pushed back:
We had a great Q&A and we want to formally announce some of what was shared live on stream with the greater Heroes Journey community.

While we're excited how well the Play Modes update is shaping up, we've made the decision to hold it back and work on it more.

With every new system we create, we see opportunity for new and better interactions that will bring a much better user experience.

We know this is disappointing to many, but we believe pausing this update is the right choice for the health and longevity of The Heroes' Journey.

Believe me when I say that no one wants to see all of this hard work in your hands more than we do! I am personally dying to play myself and am excited for what comes next!

Thank you for taking this journey with us!

Be well, Heroes!
Let me guess, some people got upset about it?