When is everquest going to be back online




















EverQuest is available right now for PC and Mac. Illusion potions have had their spell descriptions adjusted for the sake of clarity while descriptive text was added to Skyshrine Dragon Brazier to indicate that it teleports gamers to the Cobalt Scar. A problematic bug that caused players to get stuck in dynamic zones was also fixed, letting players leave when intended. One of the key issues EverQuest fans have noticed lately was fixed with the recent February update, the Contract of the Othmir now removes itself from the inventory after being used.

The Mount Blessing Kala has been removed from all players, though they may re-click their mount to gain the buff again if the server has reached Torment of Velious. Surely this is something an MMO developer has to be constantly thinking about. Well, when it comes to EverQuest, not really. The game looks and plays pretty similar to how it did back in , and that might not capture the imagination of anyone looking for an exciting, fresh new MMO to play—particularly if they have no nostalgia for the series.

If we tried to broaden our horizons and invite new people in, I don't think we'd have enough servers to be able to handle the influx of new players. But we're more focused on trying to lure lapsed players back. In , Daybreak launched its popular progression servers, which let you play EverQuest as it used to be—similar to Blizzard's own World of Warcraft Classic. More of these have been added over the years, and the chance to relive the early days of the MMO has proven surprisingly irresistible for some.

Unofficially, players are also able to access old versions of the game through Project , an emulated EverQuest server maintained by the community. The Project guys are not malicious or trying to steal our money. So we just have an agreement in place that they don't launch stuff around the same time we do. There's an audience there to bring in, because nostalgia is all the rage right now.

Even the mobile version of RuneScape is doing well. So we're trying to lean into that history while we think about what EverQuest is and how it might evolve. As for the future of EverQuest, Daybreak has plans, but none it's willing to share yet. But for future games, we definitely want to bring in a whole new audience. Let's be real: our core audience does skew a lot older than most other games.

They maybe have a greater amount of disposable income, while younger players might not have as much money to spend on something frivolous like a mount. So in the future we'll need to engage new players to extend the brand, and give it new life with a younger audience. A staggering number of players have passed through EverQuest in the last 20 years, and we still get new ones who have been drawn in by the nostalgia of the classic servers.

Speaking to developers at Daybreak, it's clear that EverQuest players like what they like, and aren't too receptive to change. That's another part of the game's ongoing success, I think: its familiarity. It's the game people remember, and it hasn't changed much, or at all, to reflect the habits of modern gamers. Every three years we do a level increase, and we have changed the way some things work. But really, the biggest, most fundamental change we've made is adding the progression servers.

There were too many logins. A few days later we launched another, and that crashed too. And this is what led to us increasing our player base for the first time in years.

In the future we'll also be offering two ways to play the progression server, from ultra casual to super hardcore, which has some terrible things in it. There are players out there who want both of those experiences.



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