14 thoughts on “RIP Queen’s Colony (Qeynos), Outpost of the Overlord (Freeport) 2004-2010

  1. One of those threads has its last post as a month ago (after a separate thread was started to address the topic, it was locked and we were told to discuss it in the general dev chat thread), the other one was locked by Kiara. It’s obvious they don’t want to hear our feedback about this, and they don’t care about letting customers have a choice.

    It’s not just this specific decision that irritates me, it’s the idea that it represents–taking away choices despite what the player base wants. If this is the new direction of EQ2 I’ll probably move to another MMO sometime soon. =/

  2. Hmm, in the long year I play EQ2 now I created several alts. Till lvl20 there are lots of zones and areas to explore, gain XP and get some AA. Then you are lvl 20 and there is a sudden stop to the zones to choose from and every alt took the same path as it was the most effective one to walk 😉 Do I need to say it’s boring ?! Why don’t the devs get it, a new starting zone to lvl20 is not needed, the content “after” needs to be looked at. Revamp Zek and TS to be viable questing areas. Maybe some people will try EQ2 with Halas coming, but they will only play catch-up with the people already playing and may never reach the endgame with reasonable amount of AA and gear.
    Really, how is a new player going to get 200+ AA to be competative at the lvl 80+ content where everybody is at now, right, they dont !

  3. The original plan for Game Update 55 (the update which coincided with the release of Sentinel’s Fate) was to revamp Thundering Steppes into a rock solid level 20-35 leveling area. A decision was made to instead revamp Butcherblock Mountains to serve this purpose.

    Personally I felt that Butcherblock Mountains were already pretty smooth from 20-35. If they’d revamped Thundering Steppes even by just moving around griffon towers, adding a couple of quest hubs, and leaving the rest, we would have had two halfway decent zones. Right now, we have just one good leveling zone. After 6 characters that’s going to be pretty boring indeed!

    Nektulos Forest isn’t bad. There are some quest hubs. It’s Thundering Steppes that is most in need of revamp at this point, and it seems this is no longer on the front or even back burner.

  4. This is ridiculously dumb: removing game content needlessly. Yes, Q/FP as starting cities is not as good as Darklight Wood or Kelethin or Timorous Deep. But hey, instead of letting people choose, just remove that content? That’s like removing Antonica and The Common Lands because “Butcherblock is better”. Srsly dumb.

  5. This change ticks me off really bad. Qeynos is my favorite city, and now i gotta teach people how to betray or switch cities when i bring them to the game to play with me… Here is a suggestion sony. Why not improve the starting areas rather then nix them. It is possible ya know… But alas lazyness tends to get in the way i guess…

  6. Here are some ideas I thought of and wrote down off the top of my head in just 30 mins that would solve the problem instead of cutting off the problem from the mainstream of new players.

    — Isle of Refuge
    -Recombine the isle, let players from both sides see, meet, and play with each other. Even on PVP, but don’t allow PVP except for one SMALL area and only once the person is level 10. (Even when it was one name, it was never combined zoned for good and evil, except the content.
    -Make it a fight between Freeport and Qeynos with reps for all the other cities within their aligned areas.
    -Get the presence of the far seas trading company at the spawn location for each of the two alignments.
    -Instance the zone at every 20 players, and have a portal between them(Like Gfay and DLW) if people wish to be in a more player populated version.

    Freeport and Qeynos
    -Zoneless cities.
    -2 quests leading away from the city after you arrive from the Isle of Refuge.(You can get and do both) 1 gives The Grand Adventure, leading you into Antonica or Commonlands depending on your alignment. 2 quest is The Prelude to a Grand Adventure, and sends you to any small zone attached to a racial village(Peat Bog, Oakmyst etc) and then leads back into Antonica after 4 levels. (So by 13 or 14 your still on the main stage of Antonica or CL but have the choice of a bit of side adventure to prepare more.)

    — Antonica —
    -Keep the Gnoll Slayer quests.
    -Add in quests to explain the following: Caltorsis, Bloodsabers, Windstalker Villagers(And a few quests to connect them with the bloodsabers), Klicknik Beatles, the Gnoll Caves // Windstalker Rumbler caves ( Deep in the caves there is a door that goes to no-where and should be used to make a new solo instance that has 2-3 quests that draw the player into the Splitpaw Adventure Pack )

    -Quest Hubs
    –Create Griffion Destinations, but not towers(Like Butcherblock docks doesn’t have a tower just a trainer and a bird), to each!
    –Level in the order of this list for hubs, and connect each hub by 1-2 quests.

    Level of first quest – Hub Name – (Quest Themes)
    LVL13 -Coldwind Lighthouse(Gnoll Slayer starter + Random Quests).
    LVL15 -Sayer’s Outfitter’s Lodge.(Cave Gnoll / Windstalker Rumbler, Some Archer’s wood and hints to FireMyst Gully as a good group area.)
    LVL17 -Keep of the Ardent Needle(Klicknik Beatles, and ruins of Caltorsis intro, Tomb of Varsoon)
    LVL19 -Oracle Tower(More on Ruins of Caltorsis, Intro into Glade of the Coven, and hints to FireMyst Gully as a good group area(Revamp Condemned Catacombs to be late teens, early twenties.)
    LVL21 -Windstalker Village(Bloodsabers-Qeynos investigating the 2 hideouts underlake and cave in the cliff near spire-, Connection to Bloodsabers with windstalker village’s mayor, random quests for supplies in bramble woods / beach, investigating stormhold library door, farmlands quests.)
    LVL25 -Gnoll Slayerkeep(Gnoll Slayer finish, investigating blackburrow/waterfall tunnel to thunderingstepps/Hidden Vale/Front Entrance to Stormhold.)

    That took me 20s mins to think of…

  7. And you know whats funny…is my mind keep going on the un-used content within the zone…

    After you finish the quests at Gnoll Slayerkeep your offered a quest series to explore the waters surrounding(There are a ton of interesting points in the waters of Antonica) and as long as your on the quest you gain the ability to get a 30 min buff from a special Mystic totem at the quest starter location.(Prolly Either the docks at Caltorsis or Coldwind Point Lighthouse)…

  8. seems SOE are determined to find new and improved ways to reduce player options.
    Admittedly the opening quests are not great after getting out of the Newb isles, but before the introduction of the #guild recall# function every one of my 7 characters were based within Qeynos or Freeport simply for the travel options.

    Kelethin still has next to no accessibility to and from anywhere else, and to top it off, is 100 metres above the ground so getting up there requires a long run to one of the acorn lifts, a druid portal, the use of a sinking sands carpet for a good aligned player or a T1 guildhall.

    Neriak backs out into darklight wood, which in turn backs out onto the least accessible area of nek forest, has mariners bells to Nek and TS docks, plus a carpet, but kunark boats leave from antonica and Freeport, and as far as i’m aware the only acces to odus if from a wizard spire, of which teh TS one’s a long slog from the docks, and the Nek one’s thankfully near a flightpath, but still involves getting the gryphon quest from the towers.

    Gorowyn is in the same situation as Neriak, but backs onto the BBM docks which is actually a solid step in the right direction progression wise. But again, no wizard spire access, and no easy access to kunark.

    What EQ2 needs is a transportation revamp not removal of some of the best introductions for new players, city-centric transporation links to get on and off the wizard and druid lines (plus upgrade druid links to be like the wizard perma-portals), while simultaneously providing helpful NPC’s at zone entrances/hubs that give directions and maybe a waypointed quest (like a journeyman’s boots lap) to get them to the hubs. Move gryphon stations to useful areas such as TS docks, the darklight wood entrance in nek, plus windstalker village in antonica, and remove the requirement of the gryph access quest in TS and Nek. Signpposts are always more welcome than a tightly controlled path. Agree with akrith on a number of her idea’s something like an over-riding great quest, to lead folks through the game would be amazing.

  9. Nother idea would be instead of removing qey/fp at starting cities, why not give them new starting areas. Add some extra land to CL and ant, and make it level -10 content, then streamline it to connect to CL/Ant content. of course thats too much work they would rather just nix everything.

    1. Then why dont you fucking do that?! This post was back in 2010 and now were on the second half of 2013 and there still hasnt been any public info on Q/F starter islands. I find this complete and utter bullshit.

Leave a Reply