Gee, these features are sounding very familar.Daybreak Games and independent development studio Game Jawn are thrilled to announce their fan-driven collaboration designed to give players a new way to experience classic EverQuest. EverQuest Legends takes players back to the early days of the trailblazing MMORPG with restored sound and visuals and all-new quality-of-life enhancements designed to make it more approachable for new and returning adventurers.
“EverQuest Legends is truly a passion project for me,” says David Youssefi, executive producer at Daybreak Games. “I’ve dreamt of a solo/casual version of EQ for over 20 years. The opportunity to bring that dream to life in collaboration with a group of our biggest and most passionate fans is epic. We’ve put a lot of love and hard work into making a game that honors the legacy of EQ while forging new experiences for players of all stripes to enjoy. We hope old school fans and new adventurers alike will enjoy the magic and wonder of Norrath in EverQuest Legends!”
“I’ve been playing EverQuest since 1999 and have been an active member of its incredible community ever since,” says Eda Spause, founder of Game Jawn. “Our team has been pinching ourselves since we were given the opportunity to work with our favorite game and leave our own mark on the world we’ve loved for decades.”
EverQuest Legends will be hosting a closed beta in April ahead of its planned July 2026 launch. Interested players can register for access to the closed beta by visiting EverQuestLegends.com.
EverQuest Legends Overview
EverQuest Legends is a newly reimagined version of classic EverQuest from its original release in 1999. Featuring all the magic and nostalgia of the original game, EQL is also packed with tons of new features and quality of life improvements. Most importantly, EQL has been designed from the ground up to appeal to players who enjoy playing their games solo and/or casually. While groups (up to 4 players) and raids (up to 8 players) are available, the entire game can be played, enjoyed, and experienced solo if that’s your playstyle.
In keeping with this approach to the game, EQL provides players with the ability to create immensely powerful characters by, among other things, selecting up to three active different classes per character (for example, you can make a rogue/paladin/wizard) and utilizing new ways to upgrade weapons and armor. As you level up and improve your gear in EQL, you will eventually gain the ability to take on the most difficult game content, whether alone or with a small group of friends.
Whether you’re an existing EverQuest player, a former player, or a new player that has never experienced the world of Norrath, EverQuest Legends offers the opportunity to enjoy everything classic EverQuest has to offer, plus a lot more! At launch, EQL will feature the content of Antonia (pre-Kunark), and all of the EverQuest playable races (including Iksar, Frogloks, and Kerran), all featured in the original EverQuest art style, including the classic graphics, zones, spell effects, loot, and music … plus more than a few new surprises!
Key New Features
Experience Classic EverQuest – EverQuest Legends features all of the magic and nostalgia of classic EverQuest, including the original art style, graphics, zones, spell effects, loot, and music. Enjoy the game as it hasn’t been seen, heard, or experienced in over 20 years.
Modern Game Features – EQL features tons of modern game features, including a streamlined user interface, upgraded spell and ability management, and countless other quality of life enhancements.
Forge Your Legend – EQL allows players to create unique characters by selecting up to three classes at a time, with all of the benefits, stats, spells, and abilities that come with each class. You can also upgrade your gear (up to +10) and swap and combine differentfocus, click, and proc effects on your gear. With 15 available races and 560 possible class combinations, the possibilities for forging the ultimate character are virtually endless.
Adventure… Your Way – With the additional power provided to player characters and the many benefits of a modernized gaming experience, EQL makes it possible for players to progress through the game at their own pace and to forge their own adventures, whether alone or with others. While small groups (up to 4 players) and raids (up to 8 players) are possible, even a solo player can build a character strong enough to take on the toughest challenges and acquire the most epic gear in the game.
For more information about EverQuest Legends and to sign up for Closed Beta, visit www.everquestlegends.com.
We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/
Everquest: Legends
Everquest: Legends
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Finarfin
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Might look into this.
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Take the cover art, cover her up, make her muscular, make it look like a mobile game. Ship it!
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Same here.
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rusty_shackleford
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Triple-classing is probably too much
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(You will agree I'm right and it should have been dual-classing)
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The triple-classing is fine on its own for the intended purpose. The real power explosion problems of THJ came from the immediate access to AAs, and everything being tradeable. I had honestly forgotten how crazy powerful some of the later expansions' AAs were (some of it I just didn't know, the stuff that comes after GoD is absolutely nuts), and when you have three classes' worth... The loss of NODROP is illustrated by the fact I was able to buy a pair of Primal Velium weapons dirt cheap off a rando vendor in the Nexus at like level 35.
Unless they have some way of dealing with those two things, nothing will stop every encounter being solo or (depending on class choices) duo. Tweed and I were able to farm everything up to Time, and honestly Tweed could have soloed everything but Quarm and some specific PoP encounters.
Ideally they'll limit AAs by expansion (maybe allow up to PoP at first or something), and restore NODROP. At that point I could absolutely see it being a legitimate full-group experience.
Unless they have some way of dealing with those two things, nothing will stop every encounter being solo or (depending on class choices) duo. Tweed and I were able to farm everything up to Time, and honestly Tweed could have soloed everything but Quarm and some specific PoP encounters.
Ideally they'll limit AAs by expansion (maybe allow up to PoP at first or something), and restore NODROP. At that point I could absolutely see it being a legitimate full-group experience.
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rusty_shackleford
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I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
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Yes, AA restriction with no drop would fix most of the issues THJ had. Having 3 classes does make you more powerful, but without easy access to gear, even that isn't enough. Players would have to actually progress through dungeons according to level, camp items, etc... and work their way up.Kalarion wrote: ↑ March 25th, 2026, 13:38The triple-classing is fine on its own for the intended purpose. The real power explosion problems of THJ came from the immediate access to AAs, and everything being tradeable. I had honestly forgotten how crazy powerful some of the later expansions' AAs were (some of it I just didn't know, the stuff that comes after GoD is absolutely nuts), and when you have three classes' worth... The loss of NODROP is illustrated by the fact I was able to buy a pair of Primal Velium weapons dirt cheap off a rando vendor in the Nexus at like level 35.
Unless they have some way of dealing with those two things, nothing will stop every encounter being solo or (depending on class choices) duo. Tweed and I were able to farm everything up to Time, and honestly Tweed could have soloed everything but Quarm and some specific PoP encounters.
Ideally they'll limit AAs by expansion (maybe allow up to PoP at first or something), and restore NODROP. At that point I could absolutely see it being a legitimate full-group experience.
The other factor they would need to consider is leveling speed. It has to be slow enough to provide practical reasons to seek out gear progression through the content or people will just gimmick and fast level in the easiest areas, then go back and farm lower level targets. If they balance it right, make it slow enough, it would play like original EQ where you spent a lot of time hitting key dungeons/named for specific upgrades and slowly progressing through all of the content.
I really hope they get the balance right because if they do, the game would be a blast.
I signed up for beta as well BTW.
Last edited by Xenich on March 25th, 2026, 14:10, edited 1 time in total.
There are a lot of factors to consider, but It could be a problem. I guess if they balance the content to lean stronger to a full group of 4 requirement for group content (8 for raid), implement no drop for gear, restrict AAs and gear to a good range to retain difficulty in progression, and balance leveling speed to match that... it could possibly work without instancing.rusty_shackleford wrote: ↑ March 25th, 2026, 13:40I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
Though if it has a massive hit on subs, they will need to open up numerous servers to retain that balance.
I can't remember the server pops from release EQ, but I want to say they were somewhere around 3-4k+ on average (just a guess), I was on Test up to Kunark and we hit maybe 800-1000 at peak times, so based on the feel of that and when I got transferred to a production server which was very busy (often crowded) I want to say it was around that, maybe a bit higher I guess.
With smaller group sizes and the possibility to solo some content, this will complicate things a bit, but I guess they could reduce their cap size of servers to balance for it.
The thing is, adding servers really isn't a big deal these days and since this will be a "subbed" game, if they get a massive influx of players, it pretty much will warrant it.
Reality is though, other than a spike at the beginning, I don't see it being that big of a deal with populations. Regardless, they could iron things out I guess... or could even implement instancing at some point if they haven't already planned it.
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rusty_shackleford
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There's no way this would work without instancing unless respawn timers were near instant.Xenich wrote: ↑ March 25th, 2026, 14:30There are a lot of factors to consider, but It could be a problem. I guess if they balance the content to lean stronger to a full group of 4 requirement for group content (8 for raid), implement no drop for gear, restrict AAs and gear to a good range to retain difficulty in progression, and balance leveling speed to match that... it could possibly work without instancing.rusty_shackleford wrote: ↑ March 25th, 2026, 13:40I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
Though if it has a massive hit on subs, they will need to open up numerous servers to retain that balance.
I can't remember the server pops from release EQ, but I want to say they were somewhere around 3-4k+ on average (just a guess), I was on Test up to Kunark and we hit maybe 800-1000 at peak times, so based on the feel of that and when I got transferred to a production server which was very busy (often crowded) I want to say it was around that, maybe a bit higher I guess.
With smaller group sizes and the possibility to solo some content, this will complicate things a bit, but I guess they could reduce their cap size of servers to balance for it.
The thing is, adding servers really isn't a big deal these days and since this will be a "subbed" game, if they get a massive influx of players, it pretty much will warrant it.
Reality is though, other than a spike at the beginning, I don't see it being that big of a deal with populations. Regardless, they could iron things out I guess... or could even implement instancing at some point if they haven't already planned it.
I hope they do it without instancing because it would be funny.
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Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.rusty_shackleford wrote: ↑ March 25th, 2026, 14:31There's no way this would work without instancing unless respawn timers were near instant.Xenich wrote: ↑ March 25th, 2026, 14:30There are a lot of factors to consider, but It could be a problem. I guess if they balance the content to lean stronger to a full group of 4 requirement for group content (8 for raid), implement no drop for gear, restrict AAs and gear to a good range to retain difficulty in progression, and balance leveling speed to match that... it could possibly work without instancing.rusty_shackleford wrote: ↑ March 25th, 2026, 13:40I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
Though if it has a massive hit on subs, they will need to open up numerous servers to retain that balance.
I can't remember the server pops from release EQ, but I want to say they were somewhere around 3-4k+ on average (just a guess), I was on Test up to Kunark and we hit maybe 800-1000 at peak times, so based on the feel of that and when I got transferred to a production server which was very busy (often crowded) I want to say it was around that, maybe a bit higher I guess.
With smaller group sizes and the possibility to solo some content, this will complicate things a bit, but I guess they could reduce their cap size of servers to balance for it.
The thing is, adding servers really isn't a big deal these days and since this will be a "subbed" game, if they get a massive influx of players, it pretty much will warrant it.
Reality is though, other than a spike at the beginning, I don't see it being that big of a deal with populations. Regardless, they could iron things out I guess... or could even implement instancing at some point if they haven't already planned it.
I hope they do it without instancing because it would be funny.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
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rusty_shackleford
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Because there will be tens of thousands of people playing a single server ran by an incompetent developer.Xenich wrote: ↑ March 25th, 2026, 14:38Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.rusty_shackleford wrote: ↑ March 25th, 2026, 14:31There's no way this would work without instancing unless respawn timers were near instant.Xenich wrote: ↑ March 25th, 2026, 14:30
There are a lot of factors to consider, but It could be a problem. I guess if they balance the content to lean stronger to a full group of 4 requirement for group content (8 for raid), implement no drop for gear, restrict AAs and gear to a good range to retain difficulty in progression, and balance leveling speed to match that... it could possibly work without instancing.
Though if it has a massive hit on subs, they will need to open up numerous servers to retain that balance.
I can't remember the server pops from release EQ, but I want to say they were somewhere around 3-4k+ on average (just a guess), I was on Test up to Kunark and we hit maybe 800-1000 at peak times, so based on the feel of that and when I got transferred to a production server which was very busy (often crowded) I want to say it was around that, maybe a bit higher I guess.
With smaller group sizes and the possibility to solo some content, this will complicate things a bit, but I guess they could reduce their cap size of servers to balance for it.
The thing is, adding servers really isn't a big deal these days and since this will be a "subbed" game, if they get a massive influx of players, it pretty much will warrant it.
Reality is though, other than a spike at the beginning, I don't see it being that big of a deal with populations. Regardless, they could iron things out I guess... or could even implement instancing at some point if they haven't already planned it.
I hope they do it without instancing because it would be funny.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
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Where do you get these numbers from though? Granted it was a quick AI search, but population totals for even the TLP servers isn't anywhere near release EQ levels.rusty_shackleford wrote: ↑ March 25th, 2026, 14:40Because there will be tens of thousands of people playing a single server ran by an incompetent developer.Xenich wrote: ↑ March 25th, 2026, 14:38Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.rusty_shackleford wrote: ↑ March 25th, 2026, 14:31
There's no way this would work without instancing unless respawn timers were near instant.
I hope they do it without instancing because it would be funny.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
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It will bring in a massive amount of people who stopped playing the game, along with people who know of EQ tangentially but see this as a good way to play it due to advertised features.Xenich wrote: ↑ March 25th, 2026, 14:46Where do you get these numbers from though? Granted it was a quick AI search, but population totals for even the TLP servers isn't anywhere near release EQ levels.rusty_shackleford wrote: ↑ March 25th, 2026, 14:40Because there will be tens of thousands of people playing a single server ran by an incompetent developer.Xenich wrote: ↑ March 25th, 2026, 14:38
Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
There's a reason they sued THJ: THJ was making a lot of money.
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I read some gaymerslop article on it and the guy who wrote it said the devs are planning to use instancing. I can find the link and post it here if you're really interested.rusty_shackleford wrote: ↑ March 25th, 2026, 13:40I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
I think Rusty's right. The problem isn't whether the content is challenging enough or whether the leveling speed is appropriate, the problem is the throughput of groups of triple-classed players. Remember farming DN solo and clearing the entire dungeon in about 5 minutes? Sure, it takes some build up, you needed to get your core survivability and DPS AAs up and running before you could do that. But even when starting out on DN, I could still clear a wing solo with some care and minimal luck.Xenich wrote: ↑ March 25th, 2026, 14:38Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
Now multiply that by 1,000 active groups, all clustered in high-value (quest drop zones, high ZEM etc) spots. Entire dungeons would be cleared within a minute, then everyone is just sitting there twiddling thumbs. On the other hand, if you drop the respawn timer to a speed appropriate to clear rate, you're faced with the problem of not really being able to "crawl", because you're constantly dealing with repops as you're going in and out. Super annoying.
We may not like most things about instances but they'd fix that problem. Instancing even partially fixed the problem on THJ. I think they'd be much more beneficial with the controls we already discussed (AA gating and NODROP) implemented.
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Every single boss would just be dozens to hundreds of people standing around waiting for it to spawn then instantly killing it. This will be called "fun"
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I get it, not saying what I am suggesting is without its problems, but keep in mind when we were plowing through DN, it wasn't being done with expansion level gear and AA's, at least for me it wasn't.Kalarion wrote: ↑ March 25th, 2026, 14:54I read some gaymerslop article on it and the guy who wrote it said the devs are planning to use instancing. I can find the link and post it here if you're really interested.rusty_shackleford wrote: ↑ March 25th, 2026, 13:40I didn't watch the video but there's no mention of content being instanced, would be really funny if it wasn't because this is going to be massively overpopulated.
I think Rusty's right. The problem isn't whether the content is challenging enough or whether the leveling speed is appropriate, the problem is the throughput of groups of triple-classed players. Remember farming DN solo and clearing the entire dungeon in about 5 minutes? Sure, it takes some build up, you needed to get your core survivability and DPS AAs up and running before you could do that. But even when starting out on DN, I could still clear a wing solo with some care and minimal luck.Xenich wrote: ↑ March 25th, 2026, 14:38Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
Now multiply that by 1,000 active groups, all clustered in high-value (quest drop zones, high ZEM etc) spots. Entire dungeons would be cleared within a minute, then everyone is just sitting there twiddling thumbs. On the other hand, if you drop the respawn timer to a speed appropriate to clear rate, you're faced with the problem of not really being able to "crawl", because you're constantly dealing with repops as you're going in and out. Super annoying.
We may not like most things about instances but they'd fix that problem. Instancing even partially fixed the problem on THJ. I think they'd be much more beneficial with the controls we already discussed (AA gating and NODROP) implemented.
I know you were a bit more "conservative" with your gear selections though, would you say in full top tier Velious gear (ST, ToV, AoW, etc...) that you could destroy DN like that? I had a lot of that gear at that time when it was released, and a fair amount of AAs for that era and there is no way in hell I could do what I did in THJ, even with 3 classes.
Maybe that wouldn't make the difference and there would still be problems, I don't know. Regardless, if they are using instancing, that problem is solved...
Anyway, I don't have a problem with instances, I actually prefer them after experiencing it in THJ and well... the reality is, todays "social" etiquette makes it more of an issue.
edit: one other thing...
If I remember right, the most "powerful" AAs that allowed classes to do some amazing things didn't even get released with Velious, they were more... PoP that I remember, maybe some in SoL (I want to say SoL is where melee got huge advances in mitigation and avoidance).
Last edited by Xenich on March 25th, 2026, 15:06, edited 1 time in total.
Probably, though what would you say the population total on a server would have to be to balance that? 500, 1000?rusty_shackleford wrote: ↑ March 25th, 2026, 14:57Every single boss would just be dozens to hundreds of people standing around waiting for it to spawn then instantly killing it. This will be called "fun"
Alright man, it's Everquest, settle down.rusty_shackleford wrote: ↑ March 25th, 2026, 14:40Because there will be tens of thousands of peopleXenich wrote: ↑ March 25th, 2026, 14:38Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.rusty_shackleford wrote: ↑ March 25th, 2026, 14:31
There's no way this would work without instancing unless respawn timers were near instant.
I hope they do it without instancing because it would be funny.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
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Regular TLPs get 4-5k people at launchOyster Sauce wrote: ↑ March 25th, 2026, 16:59Alright man, it's Everquest, settle down.rusty_shackleford wrote: ↑ March 25th, 2026, 14:40Because there will be tens of thousands of peopleXenich wrote: ↑ March 25th, 2026, 14:38
Why is that? The problem would be specific to the factors I mentioned. The variable issue is the fact that instead of content balanced to a group of 6, it would be balanced for a group of 4. They didn't elaborate the details about how easy it will be for a person to solo the group content and if they make the group content easy to solo, what point will there be to do it with 4 people? So I am guessing that solo, you will be able to do various content depending on gear and level, with full group being the likely balance.
I would think some tweaking with spawn times may help (they have to be careful here), but population balance will be the biggest factor I think.
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Quarm made this same mistake and made the server unbearable. Instancing is not the devil, wall to wall players in Unrest is.
Yeah, that is way too much even for traditional EQ. The production servers were always a flipping nightmare of camp lines, but I don't think they were pushing that much even back than. That seems like daybreak screwing the players because they don't want to have to merge servers once most of the fad players move on.rusty_shackleford wrote: ↑ March 25th, 2026, 17:02Regular TLPs get 4-5k people at launchOyster Sauce wrote: ↑ March 25th, 2026, 16:59Alright man, it's Everquest, settle down.rusty_shackleford wrote: ↑ March 25th, 2026, 14:40
Because there will be tens of thousands of people
I prefer a much smaller base, being biased, but I think a 2k-3k for traditional and around 1k-2k for this special server might work. Beta would likely give a better idea if a non-instance version could work, but I don't see the point anyway.
2500 or so at release and that was way too many for vanilla. Provided you could get in at all due to UUNet catching fire.Xenich wrote: ↑ March 25th, 2026, 19:48Yeah, that is way too much even for traditional EQ. The production servers were always a flipping nightmare of camp lines, but I don't think they were pushing that much even back than. That seems like daybreak screwing the players because they don't want to have to merge servers once most of the fad players move on.
I prefer a much smaller base, being biased, but I think a 2k-3k for traditional and around 1k-2k for this special server might work. Beta would likely give a better idea if a non-instance version could work, but I don't see the point anyway.
Yeah, I was around I think 47 or so when Kunark hit, they had just did the wipe on Test, but after some serious bitching we got our characters back naked and were given the option to transfer to a production server. I wish I never had, they seriously sucked. I remember having such freedom to explore, hit dungeons, raid targets, etc... on Test when it was only around 800 or so at peak. Once I got to production, it went from "Ever Quest" to "Ever Camp Check".Tweed wrote: ↑ March 25th, 2026, 19:592500 or so at release and that was way too many for vanilla. Provided you could get in at all due to UUNet catching fire.Xenich wrote: ↑ March 25th, 2026, 19:48Yeah, that is way too much even for traditional EQ. The production servers were always a flipping nightmare of camp lines, but I don't think they were pushing that much even back than. That seems like daybreak screwing the players because they don't want to have to merge servers once most of the fad players move on.
I prefer a much smaller base, being biased, but I think a 2k-3k for traditional and around 1k-2k for this special server might work. Beta would likely give a better idea if a non-instance version could work, but I don't see the point anyway.
Test in UO was the same way, game was far better without hordes of idiots or houses everywhere.Xenich wrote: ↑ March 25th, 2026, 20:17Yeah, I was around I think 47 or so when Kunark hit, they had just did the wipe on Test, but after some serious bitching we got our characters back naked and were given the option to transfer to a production server. I wish I never had, they seriously sucked. I remember having such freedom to explore, hit dungeons, raid targets, etc... on Test when it was only around 800 or so at peak. Once I got to production, it went from "Ever Quest" to "Ever Camp Check".Tweed wrote: ↑ March 25th, 2026, 19:592500 or so at release and that was way too many for vanilla. Provided you could get in at all due to UUNet catching fire.Xenich wrote: ↑ March 25th, 2026, 19:48
Yeah, that is way too much even for traditional EQ. The production servers were always a flipping nightmare of camp lines, but I don't think they were pushing that much even back than. That seems like daybreak screwing the players because they don't want to have to merge servers once most of the fad players move on.
I prefer a much smaller base, being biased, but I think a 2k-3k for traditional and around 1k-2k for this special server might work. Beta would likely give a better idea if a non-instance version could work, but I don't see the point anyway.
Full blown aids.
It does sound suspiciously like THJ. I wonder if they have taken those devs on? Maybe as slave labor to serve penance for their crimes.
Rusty is right about instancing, EQ without instancing is ******. One of the main attractions of THJ was that everything is instanced. Mostly you can just show up at any dungeon you want and make your own copy of it, or one for your group. That was a huge part of what made it solo friendly and casual friendly. Maybe they just neglected to mention that?
I would LOVE to play more THJ, I loved it so much. But the thought of it being sold it in parts by some evil corporation is ****. Like THJ except... you have to buy a subscription or Kronos to unlock instancing and various important things like AAs, lame. I could have played modern EQ with a subscription maybe, if it was better. But they also required yearly expansions. Then there are things like XP potions which is such a ****** thing to sell. Fanboy queers argue that it is optional so what's the problem? But in reality you are falling behind the other players unless you buy the potions. Fanqueers argue that doesn't matter, go at your own pace who cares? But in reality these games all have a shelf life and if you want to play with other people sometimes, then you really need to keep up. Or by the time you reach a point where you want to group up, maybe half the players have quit. Or they all restart with new characters to play through it again and you get lapped by them. Also the economy relies on you having gear that is desirable. Your gear is not desirable if rich kids already have bags full of it to sell months before you.
Basically the monetisation will be despicable and it is pretty inevitable with such a ****** company. They could preserve the integrity of it all by just making it Buy to Play, or subscription based. But DBG would never do that, they are too used to milking addicted middle aged gamers with plenty of money and no life to spend it on. Also the audience itself is **** now, full of full time disability ***** gamers who are desperate to exploit the system. They set up virtual machines and stuff to bypass multibox rules, and then farm items to sell for kronos. It might make them some income or not, but it at least covers their cost of playing and they consider that a win. For everyone else it ruins the game. They ruin the economy, the vibe of the community, and they block people from going where they want. Then Gaybreak will probably sell instancing and required AAs for Kronos or something so you have to pay to avoid being blocked from content by the players.
Typo in the name Antonica (Antonia). But I am mostly interested why it doesn't mention the other continents because they were key to the original game. I suspect they will sell that separately too... And despite what fanboys/bots try to say, it will suck if you don't. You will end up going to fun places like Oasis or Guk and there will be 200 people ruining it. Basically I would be all over this if it was run by anyone else.
It does sound suspiciously like THJ. I wonder if they have taken those devs on? Maybe as slave labor to serve penance for their crimes.
Rusty is right about instancing, EQ without instancing is ******. One of the main attractions of THJ was that everything is instanced. Mostly you can just show up at any dungeon you want and make your own copy of it, or one for your group. That was a huge part of what made it solo friendly and casual friendly. Maybe they just neglected to mention that?
I would LOVE to play more THJ, I loved it so much. But the thought of it being sold it in parts by some evil corporation is ****. Like THJ except... you have to buy a subscription or Kronos to unlock instancing and various important things like AAs, lame. I could have played modern EQ with a subscription maybe, if it was better. But they also required yearly expansions. Then there are things like XP potions which is such a ****** thing to sell. Fanboy queers argue that it is optional so what's the problem? But in reality you are falling behind the other players unless you buy the potions. Fanqueers argue that doesn't matter, go at your own pace who cares? But in reality these games all have a shelf life and if you want to play with other people sometimes, then you really need to keep up. Or by the time you reach a point where you want to group up, maybe half the players have quit. Or they all restart with new characters to play through it again and you get lapped by them. Also the economy relies on you having gear that is desirable. Your gear is not desirable if rich kids already have bags full of it to sell months before you.
Basically the monetisation will be despicable and it is pretty inevitable with such a ****** company. They could preserve the integrity of it all by just making it Buy to Play, or subscription based. But DBG would never do that, they are too used to milking addicted middle aged gamers with plenty of money and no life to spend it on. Also the audience itself is **** now, full of full time disability ***** gamers who are desperate to exploit the system. They set up virtual machines and stuff to bypass multibox rules, and then farm items to sell for kronos. It might make them some income or not, but it at least covers their cost of playing and they consider that a win. For everyone else it ruins the game. They ruin the economy, the vibe of the community, and they block people from going where they want. Then Gaybreak will probably sell instancing and required AAs for Kronos or something so you have to pay to avoid being blocked from content by the players.
Typo in the name Antonica (Antonia). But I am mostly interested why it doesn't mention the other continents because they were key to the original game. I suspect they will sell that separately too... And despite what fanboys/bots try to say, it will suck if you don't. You will end up going to fun places like Oasis or Guk and there will be 200 people ruining it. Basically I would be all over this if it was run by anyone else.
Last edited by anvi on March 25th, 2026, 21:28, edited 7 times in total.
I joined the EQL disco to see what's being said. Apparently a couple former private server devs, including one from Quarm and one from P99, teamed up to make an officially-licensed mod server, similar to what P99 did. So I don't think we have to worry about Deybreak's specific brand of shittiness.anvi wrote: ↑ March 25th, 2026, 21:18Full blown aids.
It does sound suspiciously like THJ. I wonder if they have taken those devs on? Maybe as slave labor to serve penance for their crimes.
Rusty is right about instancing, EQ without instancing is ******. One of the main attractions of THJ was that everything is instanced. Mostly you can just show up at any dungeon you want and make your own copy of it, or one for your group. That was a huge part of what made it solo friendly and casual friendly. Maybe they just neglected to mention that?
I would LOVE to play more THJ, I loved it so much. But the thought of it being sold it in parts by some evil corporation is ****. Like THJ except... you have to buy a subscription or Kronos to unlock instancing and various important things like AAs, lame. I could have played modern EQ with a subscription maybe, if it was better. But they also required yearly expansions. Then there are things like XP potions which is such a ****** thing to sell. Fanboy queers argue that it is optional so what's the problem? But in reality you are falling behind the other players unless you buy the potions. Fanqueers argue that doesn't matter, go at your own pace who cares? But in reality these games all have a shelf life and if you want to play with other people sometimes, then you really need to keep up. Or by the time you reach a point where you want to group up, maybe half the players have quit. Or they all restart with new characters to play through it again and you get lapped by them. Also the economy relies on you having gear that is desirable. Your gear is not desirable if rich kids already have bags full of it to sell months before you.
Basically the monetisation will be despicable and it is pretty inevitable with such a ****** company. They could preserve the integrity of it all by just making it Buy to Play, or subscription based. But DBG would never do that, they are too used to milking addicted middle aged gamers with plenty of money and no life to spend it on. Also the audience itself is **** now, full of full time disability ***** gamers who are desperate to exploit the system. They set up virtual machines and stuff to bypass multibox rules, and then farm items to sell for kronos. It might make them some income or not, but it at least covers their cost of playing and they consider that a win. For everyone else it ruins the game. They ruin the economy, the vibe of the community, and they block people from going where they want. Then Gaybreak will probably sell instancing and required AAs for Kronos or something so you have to pay to avoid being blocked from content by the players.
Typo in the name Antonica (Antonia). But I am mostly interested why it doesn't mention the other continents because they were key to the original game. I suspect they will sell that separately too... And despite what fanboys/bots try to say, it will suck if you don't. You will end up going to fun places like Oasis or Guk and there will be 200 people ruining it. Basically I would be all over this if it was run by anyone else.
The dev in charge of this project said that his company is not involved with the THJ team. Apparently the THJ devs are making their own game right now, which is fine with me. The lead dev also specifically said instancing will be in, so no need to worry about that I suppose.
I'm sure this will be a hit initially, but the ***** themselves cannot innovate. Their main income has been doing TLP after TLP with no real change and expansions that do nothing but bloat the numbers. Legends is obviously a take on THJ because it was so popular, but once the initial "wow" factor fades, what will they do to keep it interesting? The THJ devs had good ideas. Self-found and hardcore modes would have been very popular and that was on the table before the lolsuit.
