Karen Bryan writing for the Tattered Notebook at Massively has turned in her followup article on Velious, this time delving into the institutional memory of what the Scars of Velious expansion meant for players of the original EverQuest, and how we really need for history to repeat itself.
Scars of Velious was a big expansion for EverQuest — literally. Overland zones like Western Wastes and the Great Divide were so large that it was easy to get lost. Dungeons like Temple of Veeshan and Kael Drakkel were the size of small cities and could house multiple raids each night. And everything you fought was enormous, from the Velium spiders of Velketor’s Lab, to the Giants of Kael Drakkel, to the Dragons that seemed to be everywhere. But this expansion was about more than Dragons and snow.
The 10th Ring War. It was big. It was open. It was dynamic content before the phrase was even coined. Dozens, sometimes hundreds of players would take part in driving back waves of giants as they sprinted towards Thurgadin, and everyone who passed through could see and take part in the action. It provided so many opportunities for individuals to be the hero, and we relished the chance to share our tales of heroism afterwards. There are several reasons players loved Velious, but the 10th Ring War is probably at the top of the list.
Continue reading The Tattered Notebook: Why Velious is so Important at Massively.
This is one major thing i miss about EQ1 was the kunark and velious expansions. I remember my first time playing a iksar and walking through the field of bone, finding lots of underground dungeons that i did not have to actually zone into. Just walk down there and kick some skeleton butt. If one dungeon was camped, there was always another.