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Did the Original Planes come out before Kunark or after?Follow

#1 Apr 04 2008 at 5:18 PM Rating: Decent
Im just trying to figure it out as i wasnt playing back in 99 2000. Would like to really know
#2 Apr 04 2008 at 6:00 PM Rating: Decent
Fear and Hate (and Sky, too, I think) existed before Kunark. Growth was added with Velious, and the rest were added with PoP.
#3 Apr 04 2008 at 6:54 PM Rating: Decent
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Wasn't Mischief added during Velious as well?
#4 Apr 04 2008 at 7:42 PM Rating: Good
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I think Mischief was added during Velious. Honestly don't remember.

I do know for a fact that Fear, Hate, and Sky all existed prior to Kunark release. Easy way to know this is that the Paladin Fiery Avenger quest required Sky to complete (final turnin mob is in Sky). The Epic Fiery Defender was the upgrade to that weapon and came out at the same time all original class epics did: Kunark.
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#5 Apr 04 2008 at 8:03 PM Rating: Decent
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Not that this is a suprise, but Gbaji is right Smiley: sly

All three of those were before Velious, but not sure that they were before Kunark.

It was just after Kunark, I believe. Kunark was late 2000, Planes of Fear, Hate, and Sky were early 2001

Edited, Apr 5th 2008 12:04am by yenwangweh

Edited, Apr 5th 2008 12:07am by yenwangweh
#6 Apr 05 2008 at 12:09 AM Rating: Good
Yeah, these guys are right.

Can you imagine raiding the planes w/ level 46-50's - in the gear that was available back then????!!!!

It was intense. Each server had a cadre of monks who were expert Fear pullers (Fear was a beach to pull). You needed at least one good enchanter (you really wanted more, because what if the main enchanter lost his internet connection? Raid over). It took AAAAAGES to clear to the bosses. And if you managed to take down Cazic or Innie, it was a really big deal.

Planar drops were HUGE back then.

People in their mid 40s had - oh, Flowing Black Robes, Savant Caps, and so on - wisdom casters, if they were any good, had the Paw of Opalla (and Testament of Vaneer). Uber wis casters had a uber rare Pearl Kedge Totem. I don't recall when the Temp of Sol Ro quest armor came out, but when it did - that was what a lot of people had.

This stuff w/ +8 stats (and more) and also +25 to +80 mana and health (and more) - they just didn't exist.

The SSoY (short sword of the ykeesa) was considered an Uber tank weapon! People actually equiped the SoSU (shield of the slain unicorn). You might run into a tank still wearing a Basalt Carapice or a Opaline Helm or some such - or bronze or banded even.

And everyone in a Fear raid was all "You gonna pull the Gorgons yet? We need Gorgons!" (those were the druids - Gorgons dropped our planar armor). Or whatever, hehe - and the raid leader would shout at us that we were gonna pull everything we could reasonably pull and to please be quiet and keep discipline -and let the pullers do their work!

And we did. Cuz a few people really did 90% of the work back then - the puller or pull team - the mezzers - and the tank - and the healers. The rest of us just hit the assist button and did dps (totally needed, but easy compared to what the work-horses were doing).

Anyway, cool raids gave gems to key people as a favor (or other special drops).

You absolutely wanted to keep these people showing up for raids!

Well, scuse me for the trip down memory lane. I mostly did Fear and a little Hate (only did Sky recently). 90% of us were TERRIFIED of sky haha - the rumors were blood curdling (and the place is still whacked).

Edited, Apr 5th 2008 4:11am by IponemaGirl
#7 Apr 05 2008 at 3:21 AM Rating: Decent
OMG I GOT A PIECE OF INDICOLITE!!!!!


Seriously, though... Fear IS nasty. Scarelings were the worst, though... had a couple bug out and get into an endless loop where they would gate at around 10%, run all the way back, hit me once, instantly gate again, rinse and repeat.

And yes, I completely forgot Mischief... but that was also added during Velious.
#8 Apr 05 2008 at 10:30 AM Rating: Decent
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Here is a great explanation of the timeline Samanna's Crucible

edit: fixed link (I hope)

Edited, Apr 5th 2008 2:33pm by Pinzarn
#9 Apr 05 2008 at 8:27 PM Rating: Decent
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I have never died as much as I did in Fear and Hate, and yet that is still some of the funniest( and terrifying ) raiding I ever did. Smiley: eek
#10 Apr 05 2008 at 9:22 PM Rating: Excellent
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Sky was added after fear and hate. But before Kunark.
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#11 Apr 07 2008 at 4:18 PM Rating: Good
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IponemaGirl wrote:
Can you imagine raiding the planes w/ level 46-50's - in the gear that was available back then????!!!!

It was intense. Each server had a cadre of monks who were expert Fear pullers (Fear was a beach to pull). You needed at least one good enchanter (you really wanted more, because what if the main enchanter lost his internet connection? Raid over). It took AAAAAGES to clear to the bosses. And if you managed to take down Cazic or Innie, it was a really big deal.


It was beyond intense. IMO, it was far more challenging then pretty much any raid content is today. Nowadays success at raiding is pretty much entirely about gear. You have sufficient gear and numbers, know the event/script, and don't do something monumentally stupid, you'll win. If you don't, you'll fail.

Back then, folks raided with gear that the average twink would pass on without a second thought today. Every single person had to know exactly what they were doing, or the raid failed. And failure often meant hours of recovery time. There was no cross zone corpse summoning back then. If you wanted your gear back, you absolutely had to get people in zone, physically retrieve your corpses, and rez them in zone and then get out of the zone. All without wiping again...

When I started raiding, I was wearing a mostly full set of Armor of Ro (paladin class armor). I was wielding a Blackened Iron ******* Sword, Polished Granite Tomahawk, Bullsmasher, and IIRC the shield you got as a drop from Crushbone (it had magic resist on it, which believe it or not mattered more then the extra AC).

For most boss mobs, resists mattered more then AC and HPs. I clearly remember raiding Naggy and Vox (and other planar bosses as well), and taking off my normal armor and replacing it with my resist kit, which consisted mostly of jewelry. So very little AC or HPs on anything, and almost entirely resists. This was necessary, or your whole raid just died from the AEs that all bosses had.


Gear really didn't start to ramp up until maybe PoPish timeframe (and even more after that). To give you an example, my wizard has (ok, had. I've leveled him a bit recently) more AC and HPs at level 52 then my paladin did when he first hit the same level. That's a *huge* amount of difference. And I considered him "well geared" when he was that level, since I'd been raiding planes since level 46. IIRC, I had almost a complete set of valorium armor (old tier planar), and tromped around Kunark with that stuff (and was quite successful wearing it back then!). IIRC, I basically wore that old planar armor all the way until I replaced it with Skyshrine quested stuff in Velious. So basically, I was hitting HoT as a paladin with fewer HPs and AC then an similarly leveled wizard would have today. In fact, I was tanking stuff there with that level of gear.

Believe it or not, support classes mattered a lot more back then. There's a reason why heal rotations were required. It's cause tanks simply couldn't survive more then a few seconds pretty much no matter what. And while you can argue that dps folks just waited until the call and then dpsed, their participation was far more important back then IMO. Up until SoL release, success against a raid target was basically a race against the clock. If your healers ran out of mana or screwed up their timing before the mob ran out of HPs, you lost. DPS was *huge* since it was the single biggest factor in terms of beating that clock.

With SoL the concept of sustained raid performance appeared. High end raids had more to do with how long they could sustain a combat level. Gear didn't change that much, but mob dps decreased while hps increased dramatically. Fights were *looooooong*, and you had to carefully manage them. Um... DPS was often still the make or break there as well.


It's hard to say which is better or worse. It was just "different". It was certainly a lot more scary to raid back then. You were really putting it on the line. The absolute worse that can happen in a raid today is you fail to defeat the mob and lose the loot, and perhaps take some deaths and get rezzed back in the guild lobby. Back then, it was not uncommon to eat non-rezzed deaths, often many of them, and it also entirely possible to simply lose your corpse entirely. No shadowrest back then. If you didn't recover your corpse in one week, it was gone!


That said, it was also incredibly fun. I still remember my first planar raid clearly. It was plane of fear and my hands were literally shaking after we did the initial break. No raid experience since has been that exciting...
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#12 Apr 07 2008 at 4:57 PM Rating: Good
Quote:
It was beyond intense. IMO, it was far more challenging then pretty much any raid content is today. Nowadays success at raiding is pretty much entirely about gear. You have sufficient gear and numbers, know the event/script, and don't do something monumentally stupid, you'll win. If you don't, you'll fail.

have you raided recent content? (not being a smart ***, seriously curious.)
#13 Apr 07 2008 at 6:21 PM Rating: Decent
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Gbaji;
I so remember the resist "jewelry".Smiley: laugh I also agree that those raids were the scariest ( literally I was shaking at the key board )Smiley: blush then anything after. Part of that was that it was the first raids the game ever knew, and we had no idea what we were really getting into.
I'll bet for anyone the first raids that you did ( no matter the era) you probably felt fairly similar.

#14 Apr 07 2008 at 6:46 PM Rating: Good
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Groogle wrote:
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It was beyond intense. IMO, it was far more challenging then pretty much any raid content is today. Nowadays success at raiding is pretty much entirely about gear. You have sufficient gear and numbers, know the event/script, and don't do something monumentally stupid, you'll win. If you don't, you'll fail.

have you raided recent content? (not being a smart ***, seriously curious.)


Nothing in the last 4 expansions or so, but then I only just returned to the game relatively recently after leaving for a couple years or so.

The raids have gotten more involved in the sense that you have to follow the correct strat and bring the right proportion of classes/roles into the raid in order to succeed, however the actual difficulty is lower IMO. There are fewer players who have to actually know what they're doing. The margin for error is not usually in the execution so much as the planning and numbers.


What happened is that SOE decided that raiding was getting boring. Either that, or they decided that making raids new and interesting while maintaining difficulty was hard to do, so they changed the way raids worked. They are now more like scripted events. At particular points, different triggers occur which the raid must react to. There's nothing inherently wrong with that, but basically once you figure out the event, it's just a matter of walking through it and executing. It's usually pretty obvious what's happening, and some basic instructions are sufficient.

Prior to the introduction of scripted events, raids were made more challenging by carefully designing the environment and the NPC abilities. The difficulty was often in the positioning of the mob(s) in a room, positioning of players in the room, dealing with movement, push, etc. While some might define this as "tedious", it actually meant that you had to have a higher percentage of "cluefull" people on your raid.


A great example of this was Aaryonar in ToV. His AE included a massive mana drain effect plus melee debuff. If you just whacked on him, you lost. However, if you put him in just the right spot, you could fight him with your healers around a corner where they wouldn't get hit by the mana drain. Unfortunately, mob push would eventually either push the mob (and therefore the MT) out of healing range from around the corner, or would push the mob to the corner where his AE would hit the casters. Plus, he was a longish fight (very long for Velious era mobs). You had to keep the MT alive, and dps on his butt. The correct solution was to keep tabs on where the mob was and call changes of positioning periodically. This required the entire dps force and MT to switch sides so that the mob would be pushed in the other direction for awhile. YOu also wanted to keep the bulk of your dps angled as much as possible so as to minimize mob push while not slipping in front and dying to riposte damage.

It was a lot more complicated then even that sounds. Especially when you add in the fact that the area had a respawn rate that was faster then most guilds could kill the mob, meaning you had to somehow keep your casters from dying to trash mob respawn 2/3rds of the way though the fight.


Again. This is not to say that the scripted encounters, with spawning mobs and triggered effects can't be equally complicated. It's just that they were done in a much more "natural" manner back then. If anything, SOE has worked to minimize the effect that environment has on a raid encounter, thus minimizing any skill at using (or failing to realize it's importance). They even drastically reduced mob push, specifically to make it easier for raid forces to keep a mob in one spot. That used to be one of the make-or-break factors that separated the good guilds from the wanna-bees. If you could manage mob positioning (and figure out what the positioning needed to be), you could win most encounters.

Now, most events are about learning the script, learning what specific things you need to do to defeat that script, and then executing. One can argue that this allows for more variation, but it also allows for a lot more slop. The scripts literally beat you over the head with the correct solution. Do the right thing and you win. Do the wrong thing and you fail. The old raid mechanisms were much more subtle. Some very minor things could add up to have a huge effect on your overall success. You just don't get that same effect with scripted raid events IMO...
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#15 Apr 08 2008 at 8:21 AM Rating: Good
I raided back then as well. I remember them being pretty difficult. The Ring War event in GD comes to mind. I dont know if they were more difficult back then though. I will say they were different. The raids of today, have tools that werent available back then. Just the fact that not every cleric had their clicky rez was a huge difference. If you died on a raid, you were pretty much out of the raid till wipe or success. Today's raids, you can get rezzed, and be back in the fight in a relatively short time. Some raids were so difficult, that you actually had a second raid formed, just as support for the first. Anyway, I dont know which "era" was harder, but they both had/have their challenges.

I really liked the Raids in SoL, especially IV, and the Thought Horror Overfiend (if I remember his name right) in the Deep. In PoP, I really liked the raids. There was just something so satisfying in beating those with a well thought out strat, instead of trying to Zerg it. The GoD raids didnt really impress me, except I couldnt help but think of Benny Hill on the one when you have to run around willy nilly at certain points in the encounter. Anguish is very fun imo. Finally, DPoB, which is where my guild is now, is sorta fun, but very unforgiving of mistakes, although not as unforgiving as Vish in DoN is.
#16 Apr 08 2008 at 8:58 AM Rating: Decent
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gbaji wrote:

There are fewer players who have to actually know what they're doing.
You ever done a Vish raid?

The only thing making raids easier is the relative ease of transport to the zones, the crs and perhaps the keying/flagging requirements (but that's really expansion specific).

Again depending on the raid, they are just as strategically complex/simple as they were back in the day.

If they are more gear dependent these days it's because they are less numbers dependent. Face it, raiding just doens't get the massive turn-out that it once did. Fewer people make it even more important that those there know what's going on and what to do.

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#17 Apr 08 2008 at 9:51 AM Rating: Decent
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have you raided recent content? (not being a smart ***, seriously curious.)


I don't think the overall difficulty of raids have changed much over time. Each expansion's end content raid was difficult for the period in which it was released. Except for the level mess up in GoD (raids tuned for level 70, but 65 was the cap), I don't think any expansion was that more difficult.

Now for the exception. Starting with Kunark, raids really didn't require a "break-in". For anyone that played back in 1999, nothing sends them to the therapist quicker than talking about a Fear or Hate break-in. Ever since Fear and Hate, the players had a relatively safe place to buff and prepare. Nothing like porting up to Hate only to die before you can completely zone over. In Fear a north wall or west wall break-in wasn't guaranteed. One random wandering mob could start a chain reaction of aggro that would wipe out the entire raid, and could lead to 7+ hours of corpse recovery. I was part of many recovery teams that helped out other guilds get their gear back.
#18 Apr 08 2008 at 11:38 AM Rating: Excellent
Sony has gone to great lengths to make 'raid failure' less painful. Back in the day, raid failure meant 2-7 hours of PAIN, to recover corpses and 'usually' get rezzes. Often no rezzes were available and you ate exp deaths. AND YES, rarely you had ppl with lost corpses and lost gear.

I personally know of one shaman that quit EQ over losing his corpse in TOFS and he couldnt bear the thought of having to re-quest everything. He had like 500p to his name and a couple old wpns in the bank, and just canceled his account and said teary goodbyes.

Now, when we fail a raid target we just get 'were done for tonight see you tomorrow' and ppl start leaving. You are expected to recover yourself or ask for assistance if you need a lobby rez. Nobody gets diamonds for helping out during a raid. Casters are required to bring whatever gems they need for their job. The only exception is occasional stones for necros I think. The guild helps with some of those.

When we fail an event, ppl get a quick rez, hit the banner, or click campfire to get back for a re-do. Gone are the hours of prepping for a 2nd attempt if it is even called.

So yes, raiding is easier now. Instanced events make schedules easier on people and guild progression much more predictable. Yes scripts are technically more advanced, but that just makes them different more than more difficult. pulling and positioning a boss was a huge part of an event that is largely gone now. Many current bosses are permarooted and many of those that are not, are not so difficult to figure out a position.
#19 Apr 08 2008 at 3:41 PM Rating: Good
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Elinda wrote:
gbaji wrote:

There are fewer players who have to actually know what they're doing.
You ever done a Vish raid?


Nope. That was the last expansion that we did any raiding at all before my old guild fell apart. I basically left the game right after DoD came out.


That's exactly the sort of scripted raid I'm talking about though. There's one way to beat it, and your basically hit over the head with it. Don't attack the spirits. Do attack the eggs. If you get cursed, run over to the whatzit's and say the magic phrase. Do that and as long as you can physically overcome the raid mob, you win. Don't do that, and you lose.

I'm not saying that this is "better" or "worse". But, as another poster said, it's "different". The challenge is following the script properly. Older raids didn't have scripts, so the actual fight was tougher. Subtle differences in positioning and pulling made or broke a raid. While individual contributions may not have had as "obvious" an effect as they do on a scripted raid, they all added up and often made the difference between success and failure. It was more "subtle" in that sometimes seemingly minor actions by the raid force as a whole made a huge difference. When the entire raid relies on managing damage sufficiently to defeat the mob before your MT dies, minor changes in dps and heal efficiency end out making or breaking the raid.

There was a greater focus on those things as a result. When I speak of "more skilled raid force", that's what I'm talking about. Anyone can learn to follow a script if they're given instructions. It takes experience and skill for every single member of your raid force to automatically and seamlessly adjust to slight position changes of the target in order to minimize damage taken while maximizing damage done.

Quote:
The only thing making raids easier is the relative ease of transport to the zones, the crs and perhaps the keying/flagging requirements (but that's really expansion specific).


That's a pretty big deal though, isn't it? Part of successful raiding was the skill of getting the raid force to the target, while managing trash along the way (and possibly during the event), and dealing with CRs if things went wrong. Heck. The entire difficulty of Sky raids back in the day was knowing how to get people from point to point successfully. There were a few "tricks" as well, but the environment itself was challenging...
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#20 Apr 08 2008 at 6:34 PM Rating: Decent
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Pizarn;

Having to break into hate and fear, and that one lone wandering mob that could ***** up the whole raid before you got started...

That was what was different back then, and made it so damn exciting.
#21 Apr 08 2008 at 9:14 PM Rating: Decent
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Having to break into hate and fear, and that one lone wandering mob that could ***** up the whole raid before you got started...


There isnt anything as tough as a max level 50 fear break in modern EQ give the oldtimers the credit there do.
#22 Apr 09 2008 at 10:10 AM Rating: Excellent
I remember there being a heavy penalty if you were not present for the Fear raid during the break in. Raid leaders were upset at late comers not having to endure the Fear break-in. If you logged in and joined the raid after the break in was done, then you were not allowed to bid on any drops, but could loot if no one else bid. You were still charged normal DKP for the item though.
#23 Apr 09 2008 at 1:18 PM Rating: Decent
The original 3 planes were before kunark. EQ was released 16 march 1999. PoFear was released as a halloween event in October 1999 when a rift was opened into kithicor forest for the weekend. That is why there are undead in kith at nite now.
#24 Apr 09 2008 at 5:33 PM Rating: Decent
kirbyramz wrote:
I remember there being a heavy penalty if you were not present for the Fear raid during the break in. Raid leaders were upset at late comers not having to endure the Fear break-in. If you logged in and joined the raid after the break in was done, then you were not allowed to bid on any drops, but could loot if no one else bid. You were still charged normal DKP for the item though.


What exactly do you guys mean by "breaking into Fear"? You can't just zone into it like normal?
#25 Apr 09 2008 at 5:46 PM Rating: Decent
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What exactly do you guys mean by "breaking into Fear"? You can't just zone into it like normal?


Yes, you can zone right over to Fear, but there is a good chance that you will immediately aggro something. With the spacing of the mobs in Fear, the instant you aggro'd one mob, it turned into a chain reaction that would get everything in the area. Most of the time, this isn't a huge issue if the person dies right there. Usually, someone didn't realize they had aggro and they ran to the raid force along with 50 mobs.

A "good break" the first group would go in. There are a couple FD classes, and a couple clerics. The FD classes went in and a couple trained mobs away, and one would FD near the raid spot. Hopefully, the clerics are able to make it to the raid spot and camp. Now, your main tank group would come in, if all went well, they would make it to the raid spot, and start trying to pull some mobs to free up some space. From here, other groups would zone over, if they had aggro, you would run away from the raid to die.
#26 Apr 09 2008 at 6:05 PM Rating: Good
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I'm pretty sure Fear takes the cake. So much fun way back when. I started in 2000 so I didn't quite get the full Fear effect, but wow was that a hard raid.

I hated PoSky, raids there were way too long.

I posted this in the wrong thread, I thought it was the favorite raid one. Oops...

Edited, Apr 9th 2008 8:06pm by Quadkit
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