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ForumsPro › Public Forums › General › A Happy New Year Article

A Happy New Year Article
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The following users give thanks for this topic Anonymous - Thu Feb 07, 2008 09:56 PM
Lotusfly Stewnicely
The Lucky Cabbage

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Post Post subject: A Happy New Year Article
Posted: Mon Jan 14, 2008 12:15 AM
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Dear all,

Hello to one and all, and a very happy new year! I hope that 2008 treats you well. Wink

I recently wrote an article for another site, and I thought that you might like it. See what you think - hopefully some of it is right!


With warmest wishes, and toodlepip,

An Old Friend

---

Reminiscing

Though it never existed, Norrath holds a firm place in my heart. I entered into it on my birthday in 1999, just after I started a degree; I bid it a final farewell in 2002.

I think of the many hours spent in Norrath with great warmth, for they were unusual and excellent times; though I had to run from the “real world” in order to find the time to play, what waited for us all inside was something quite special. Friendships were made - and proper friendships at that. I believe several couples are still married today: one moved from England to marry in the USA; another moved from Canada to marry in Sweden.

Right now, I am getting ready for church. Back then, at this time, I would be going to bed after adventuring with friends all night. I have different priorities now; perhaps, I am just living up to the blessings and responsibilities of a different life, but back then, I was perhaps more free. That indulged young student is still with me, but no longer makes the rules by which I live. This article is dedicated to the happy memories of good friends and fine adventures, long may their goodwill and happiness remain in my heart.


Duties

Remembering all those adventures, the sheer number of us that took part now seems surprising. Two or three officers would lead the guild on large-scale raids, with different and complementary duties. My tasks were the organisation of players (usually between fifty and sixty-five) into small groups of six, ensuring that each group had the resources it needed: a group of monks for “pulling”, who would guide us through the zones; warriors and healers, balanced such that each team could contribute without becoming overburdened; even a team of wizards, protected by a druid. In the original version of the game, prior to its many expansions, the most powerful attack was the wizard’s “Ice Comet” spell; hence, the wizardly group was “Team Ice Comet”. That was my usual home, as a druid, keeping the poor wizards alive. We had no glamour, being the “artillery” group, but I think that made us enjoy the camaraderie of being the “outsiders”... Constantly juggling the changing needs of the groups was hard work, but satisfying, both for the needs of the raid, and for the personal needs of the players: lovers, families, those that didn’t get along together…

My old laboratory notebook is filled with page after page of groups. The characters have strange Tolkienesque names, but they read like a roster of dear friends.


Good Governance

Amusing also (and occasionally traumatic) was the division of items (“doing loot”) at the end of each encounter. We began with a few officers awarding items as they saw fit, which became harder with so many encounters and players over the months and years. Eventually, we gravitated towards a stable system, which was an optimal solution for us: my group lists would be given to an officer in charge of a database, who would record the attendance of players at raids, while also tracking previous item allocations to players. When an encounter was over, and we asked which players wanted each item, we could compare attendance percentages for the candidates, view their recent history of awards, and weigh it all with consideration to their contribution and commitment to the guild.

We experimented with a few other approaches, including points-scoring methods, such as the Fall of Heaven guild’s D.K.P. (“Dragon Kill Points”) system, but we always came back to our solution – in it, we could reward effort, and that required a subjective element missing from DKP. Points systems suffered from exploitation, in which a player could turn up at raids, play while really engaged in another activity, and finally accrue the same score as another player who had been working hard for several hours. If DKP had all the classical downfalls of social Communism, in which workers would work casually, knowing that they would still reap the same reward, our system was the “merit” system.

It was intended to be transparent in that reasons for our decisions could be queried by any guild member (usually someone that didn’t get awarded an item that they wanted). Thus, they had to be explainable, rational, and justifiable. Most of the time, it seemed to work as good government, and encouraged a healthy atmosphere of dedication and good nature, because those qualities would gain a player “merit” at loot time.

Amusingly, a few selfish players became quite good at investing effort and helping others, because these qualities were being quantifiably rewarded. It was in a player’s interests to be a good sport and a committed team-member. The transformation in a few key selfish individuals was cheering – even if it was probably motivated by personal gain, the results were very positive, and it made for a good atmosphere.


The Consequent Effect

The entry criteria to the guild were steep, requiring good players, with good reputations, who could commit to a minimum of three raids, of around four hours each, per week. Our guild was the most successful on the server (of which there were some 15 – 35 servers in due course), and always had the highest goals (and best items), which meant that many “non-casual” players wanted to join. Our requirement of excellent reputation was combined with an applicant playing with guild members in small groups in the “downtime” periods when raids were not taking place. They needed to show that they were good people, and good fun, because we collected feed-back from all guild members prior to deciding their admission. This had a highly beneficial knock-on effect, particularly later in the server’s life, when it became clear to prospective players that a good reputation was an essential aspect of their character’s potential success; it was a necessity for players to be fun, fair, and skilled, and again helped in some way to create a very pleasant general atmosphere on the server. Truly, it did seem like a transformation through “meritocracy”.

So what did it take to succeed? It was based on a kernel of fun, reasonably mature, fair folk with too much time on their hands. Success attracts success, and we worked hard to constantly refresh the guild’s membership as players retired. Eventually, as the game became sillier, entering its latter stages and being stretched far beyond its original design (and it is testament to its creative staff that it lasted as long as it did), it became markedly less fun, and that kernel of good, dedicated players retired. The guild kept going, but eventually slowed and ceased such committed raiding.

Then, “World of Warcraft” opened, and many of the good people moved into it, where I read that they are doing well, and it looks as if the old style of fun is still going strong. For a fair number of old players, the opportunity presented itself to avoid another game, having experienced the commitment required by Everquest. My own path has moved away, but I know the fun that “WoW” is giving, and a part of my heart rejoices in it, and looks on with a little longing.


Quiet Times

Many of my favourite times in Norrath were spent in single groups of six players, having light-hearted fun, and accumulating “exp” with which our characters gained levels and abilities. Plenty of time I spent alone, when the guild was off-line, in which I would level a toy character (“twink”) with a few powerful characters to watch over them. Often, I would work on “tradeskills”, in which one would ceaselessly and repetitively collect and manufacture items to have a character improve their manufacturing skills such that they could create more significant items.

Such “downtime” was relaxing, light, and somehow fulfilling. It was a time for getting to know people very well; the great aspect of on-line games in this regard is that you talk to people that you would have absolutely no chance of meeting in everyday life. People’s sweetness, humour, depth, integrity, and wisdom all come to the fore in such an environment, precisely because the relative anonymity allows players to, strangely enough, be themselves more easily.

I’m a career academic, buried in the middle of a bustling university – how otherwise would I meet software engineers from Minnesota, housewives from California, game-makers from Sweden, Internet cafés filled with fraternal college boys, accountants from London, shop workers from Denmark? There was even one whole American family, in its entirety, in our guild. I have never had the same breadth or depth of contact with such people before or since, and I consider myself fortunate to have learned from them, for they were all inadvertent teachers in some way.


Personality Goes a Long Way

The anonymity formed very close friendships, and even the anonymity faded as we learned each other’s lives. I think about those times and definitely long for some of them again; or, if not actually wanted them due to living a different life now, my heart takes great contentment in dwelling on their memory. The feeling of it all, the feeling of all that time in Norrath, is fresh in my mind once again, and it is satisfying.

Was I one of those virtuous people that I described? I think I wanted to be. As much as my immaturity allowed, there were successes. I remember all manner of failures of my personality, too. There are several people to whom I wish I could apologise for distant, quiet crimes. That said, each one that I recall, and I recall many such failures, I can genuinely say has helped me to improve myself, improve my ability with others, improve the way I behave. People say that video games are destructive and harmful. What those people don’t see are the surprising advantages, the many gems hidden under the surface.

Am I a better person for having played? In some ways, in helping my personality to improve, in enjoying the company of so very many good people, then I can honestly say that I am.


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Cladnin
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Post Post subject: A Happy New Year Article
Posted: Mon Jan 14, 2008 12:45 AM
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It's amazing, and everything I remember you to be. I know you know when I say I don't speak for myself when I say: you are truly missed and hold a special place in everyone's heart that knew you.


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LuksterOCharms
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Post Post subject: Re: A Happy New Year Article
Posted: Mon Jan 14, 2008 02:06 AM
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tldr


who is this chick?

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Sovereign
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Post Post subject: A Happy New Year Article
Posted: Mon Jan 14, 2008 04:12 AM
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there are alot of guilds out there that have a hard time understanding something like this. ktf has been extremely fortunate to attract this particular brand of gamer.


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Oblii

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Post Post subject: A Happy New Year Article
Posted: Mon Jan 14, 2008 11:40 AM
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wonderfully written !

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Reiyadh
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Post Post subject: A Happy New Year Article
Posted: Tue Jan 15, 2008 12:05 AM
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Good work Ms Fly.


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Nabai
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Post Post subject: Re: A Happy New Year Article
Posted: Tue Jan 15, 2008 02:46 PM
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Well well hello there Very Happy

Very nice post to read and it just makes me smile.

All the raiding we did for years was so much fun. The coolest times were when we had those races against 2 other guilds on the server to get to the boss in Kael when he was spawning. Like the chain reaction it was doing... 10 or more people online... everyone get ports get ports!!! people dropping everything they were doing, people calling their friends, bringing bots, bringing other people's character so once their owner log on they are right on the spot. Gosh I had a list of maybe 10 guildmates? lol And it was really an adrenaline rush!

The other time was when we tryed to kill that dragon in Skyshrine, Yelinak? well we summoned forever and it was a raid KTF and friends! we were over 100 people there to try to kill him LOL Lag was so bad that mostly everyone was staring at their feet while fighting to reduce the lagg LOL I dont even recall if we even killed him that day. One thing I know is that... 100 peeps... with a same goal in mind - Killing that dragon Very Happy

/huggies

Nabai Sherwood aka Nabi Buin


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Lotusfly Stewnicely
The Lucky Cabbage

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Post Post subject: Re: A Happy New Year Article
Posted: Wed Jan 16, 2008 02:44 AM
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My dear friends of so long,

Mr. Cld, I'd love to be there with you, but some things are beyond our control, and I can only wish.


Mr. The Steve,

You know, my reach reaches very far, these days. I look forward to f***ing you up sooner than you could ever imagine! Muahhahaha!!!! P.s. Send me e-mail, I miss you, you mincer.


Budecath,

Somehow, you fill a cuddly part of my affections that I somehow haven't yet filled. Get yourself over here. Smile


'Tasha,

I'm missing you, little miss. Have you reigned your man in? I bet you have... Smile



With best wishes,

Some old friend Smile


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Chronnos
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Post Post subject: Re: A Happy New Year Article
Posted: Wed Jan 16, 2008 10:54 AM
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Well said Lotusfly.

I too sometimes long for that same type of fun and comraderie we had in EverQuest. Thankfully for me, I was able to capture some of that with some real life friends and coworkers in WOW, where we have the same type of bonds and that same type of goal driven attitude. Though, I wish I was able to play with more folks from my time in EverQuest. The folks I played with are all incredible and all special in their own way. I'm proud to have met all of you.

I hope all is well in your end of the world, Rebecca. Send me an email sometime at camille.abdnor @ gmail.com. I'd love to hear how things are going with you personally.

-Cam


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Post Post subject: Re: A Happy New Year Article
Posted: Thu Jan 17, 2008 01:23 AM
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Very nicely written, Lotus =) You capture so many things that, during that time, I think were disregarded as a silly game.

Thanks for sharing!

Cam! I hope you are doing well out in the Golden State. Mera says to tell you hi. We'll need to meet up soon and share a pint or two.

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Post Post subject: A Happy New Year Article
Posted: Tue Jan 22, 2008 02:46 AM
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Lotusfly,

You were always wonderful with words. This really brought back some old, good, memories. Thank you.

Roy

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Notthe

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Post Post subject: Re: A Happy New Year Article
Posted: Tue Jan 22, 2008 05:36 AM
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Ms Fly....I read your article and it took me back. You have a true gift with words, and have had a posite impact in my life.

I wish you teh best in teh rest of yours......

Whew Hoo
Notthe

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Post Post subject: A Happy New Year Article
Posted: Tue Jan 22, 2008 05:40 AM
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Well hello there, I hope everyone is off to a great start in the new year!

I miss you all so very much, and all the great moments we've had that will never be forgotten! I got back into EQ quite a while ago, and there's a handful of old timers still around, but I can honestly say EQ will never be what it was back in the KTF days.

Lotus, you are amazing! And to everyone else: sup!


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marthisdil
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Post Post subject: A Happy New Year Article
Posted: Tue Jan 22, 2008 02:22 PM
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Becca,
Was glad to read your post - you are as eloquent as you ever were! I, and many other old-school KTFers, talk frequently about the "old times" and how things were back then....we all miss them. I truly miss how close the guild was - even for how large it was - something I don't think most guilds experience, even in this day and age.

Cam! Where the hell have you been! Smile Drop me an email - jklank @ gmail.com - I'd like to catch up some with you!

I really do miss a lot of folks who don't come around much anymore...I've made some truly close friends due to EQ (and even some from WoW) - something that I'd never had had in real life - at least not in the way, or the breadth, it happened, thanks to games.

Jason


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Post Post subject: A Happy New Year Article
Posted: Thu Jan 24, 2008 01:24 PM
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OMG Miss Stew !!!

I remember you calling me baguette ;)) Very well written, agreable to read. In all MMOs i played after EQ i never met such friendship and familly atmosphere we had in KTF ( F PEATE !! ) i miss old times and having fun with all you guys (and gals).
I am currently back to playing a bit of AO after i tried many MMOs. It's maybe the only game where i found ppl as nice and with same state of mind we had in EQ.

Mike.

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Post Post subject: A Happy New Year Article
Posted: Thu Jan 24, 2008 07:26 PM
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Folks still lurkes around i see..
Guess that's the way meny of us are, and what made EQ one hell of a fun experience Smile

There will prolly never be a game that im going to play so much as EQ ever again, tho all in all thats healthy!


Hans

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Post Post subject: A Happy New Year Article
Posted: Thu Jan 24, 2008 11:32 PM
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RAMRAM!


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Post Post subject: Re: A Happy New Year Article
Posted: Mon Feb 04, 2008 12:07 PM
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nothing will ever be like EQ was then


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