Adder
Eternal Student
Been tempted to start EQ2 again myself. Haven't played for about 6+ months now. So many changes I'll be missing most of them if I tried to say what they were, but I will give it a go for general things!
Server stability/lag : On release it was terrible, almost unplayable. For me the biggest improvement was making a stable and lag(ish) free environment. Instantly took away some of the horrible unrecoverable deaths that happened, stopped groups splitting up because of downtime.
Levelling/Quests : Quests are worth doing again past level 10, some are still simple and offer simple rewards based upon the time put into them. The risk or time v reward seemed to get a lot better with many quests rewards being revamped, along with moderate XP given.
Rare monsters needed for quests are no longer such a "camp" as well as spawning more often they introduced unique place holders for a lot of the named mobs you need. Made it alot easier to understand where you needed to be and took out a lot of the time waiting for quest mobs to spawn.
Introduced "vitality" which is double exp for the time you have vitality. Basically every 20mins (or so) you get 0.2% Vitality. This goes up if your logged in or not. Gives little to someone who plays 24/7 but for the more casual gamer it means you�re able to level a bit faster, in essence an incentive for the casual player. (You have separate vitality for trade skills and adventure exp)
Trade Skills : Want to make that item but need a group of friends who are different trade skills classes to make the needed components you can't make? No longer! I would say around 98% of items you can create you could do on your own by making to basic components that are needed.
Instant Zones and Keyed Zones : Much shorter re-enter times, most places only require 1 person in the group to have done the "key quest" (if needed) and all can enter.
Raids : Lot of the raids can be done in less than an hour, hardly any of the old "kill 1000 mobs to get to the next raid target" 1/2 the raids require you to zone in....which is when you see the raid target standing 100ft away from you. (More thought into making raids different, most raids require the right tactic rather than numbers or 3 hours solid. (risk v reward still a little suspect)
There the things I can think of that have made the biggest difference, best enjoyed with a group of friends who can play together regularly (imho)
Server stability/lag : On release it was terrible, almost unplayable. For me the biggest improvement was making a stable and lag(ish) free environment. Instantly took away some of the horrible unrecoverable deaths that happened, stopped groups splitting up because of downtime.
Levelling/Quests : Quests are worth doing again past level 10, some are still simple and offer simple rewards based upon the time put into them. The risk or time v reward seemed to get a lot better with many quests rewards being revamped, along with moderate XP given.
Rare monsters needed for quests are no longer such a "camp" as well as spawning more often they introduced unique place holders for a lot of the named mobs you need. Made it alot easier to understand where you needed to be and took out a lot of the time waiting for quest mobs to spawn.
Introduced "vitality" which is double exp for the time you have vitality. Basically every 20mins (or so) you get 0.2% Vitality. This goes up if your logged in or not. Gives little to someone who plays 24/7 but for the more casual gamer it means you�re able to level a bit faster, in essence an incentive for the casual player. (You have separate vitality for trade skills and adventure exp)
Trade Skills : Want to make that item but need a group of friends who are different trade skills classes to make the needed components you can't make? No longer! I would say around 98% of items you can create you could do on your own by making to basic components that are needed.
Instant Zones and Keyed Zones : Much shorter re-enter times, most places only require 1 person in the group to have done the "key quest" (if needed) and all can enter.
Raids : Lot of the raids can be done in less than an hour, hardly any of the old "kill 1000 mobs to get to the next raid target" 1/2 the raids require you to zone in....which is when you see the raid target standing 100ft away from you. (More thought into making raids different, most raids require the right tactic rather than numbers or 3 hours solid. (risk v reward still a little suspect)
There the things I can think of that have made the biggest difference, best enjoyed with a group of friends who can play together regularly (imho)