Shard of Fear Coming Sooner?

Posted: August 30, 2007 by Kendricke in Everquest 2

As reported on The Archive of Ik:

While patching test today with the new Game Update information, a friend and I ran across an interesting little MP3 File being saved to our test directory.

Download the Shard of Fear MP3!

This might mean good news to those of you looking forward to the upcoming new zones, the Shards of Fear and Hate! While a lot of information hasn’t been offered about these new and upcoming zones beyond simple developer mention, this just might mean that we’re closer to returning to pieces of the planes than originally thought!  We can all hope for it to arrive soon after Game Update 38.

Any thoughts? Share them with others on our Forums!
(Special Thanks to Cenvere of the Antonia Bayle server for the lead).

For those of you who couldn’t make FanFaire and who couldn’t keep up with the various announcements after-the-fact, the Shard of Fear will be one of the two “Planes” being touched on again in Everquest 2 (the other being the Shard of Hate).  The Shard of Fear is being designed as a very difficult high level single group dungeon, whereas the Shard of Hate is being designed as a raid instance. 

  1. ogrebears says:

    If there not coming out in live update 38 i think they should hold them off until after RoK comes out

  2. AverageJoe says:

    High End “difficult” raid zones is starting to piss me off a little personally. Take the Throne Room for instance. How many guilds are in there running around? Sure there’s some doing it, I don’t discredit that response, but I just personally think that “difficult” means, less traveled….and less traveled…to me, means a waste of developer time and effort for only an extremely small % of the population able to view and experience this content.

  3. kendricke says:

    Fair enough, Joe. However, do you really want the Planes to be common access/easier content?

  4. AverageJoe says:

    In my opinion, and in all honesty… kinda

    I guess there’s not a easy answer to address an issue like what I raise.

  5. kendricke says:

    See, that’s where our opinions differ. I’m all for more accessible raid zones. However, we’re not talking about a regular dungeon crawl here…but the Planes of the Gods. You know – the Gods? Those chaps who blew up the moon and then shattered the continents? The fellows who churned the oceans and rained fiery death from the heavens?

    Yeah. Those guys.

    We’re not talking about a late night stroll into werewolf-ville to mop up a few undead here. We’re talking about the Planes of Fear and Hate – not exactly friendly sounding places, eh?

    Do you really think the Plane of Hate should be on par with the difficulty in say, Laboratory of Lord Vyemm? Can you just imagine the trepidation in everyone’s voice when you mention a quick run to Innorruuk’s doorstep…but really, you could practically two group most everything there?

    I hear what you’re saying, Joe. I am. I don’t disagree, either. However, I tend to make special allowances on difficulty when it comes to the homes of some of the Gods of Influence. I think we do a disservice to the game – to everyone really – if we start dumbing down raid zones set in the Planes just to give more people a chance to see them.

    I’m not normally a fan of exclusivity, but neither am I a fan of accessibility just for the sake of it.

  6. Illuminator says:

    The answer is not to have it in the game at all. Isn’t this very type of invasion what led to “the cataclysm” in the first place? I’ll grant you that I didn’t play EQ1 but from the bits and pieces I’ve heard, this seems more oriented in nostalgia than storyline coherence.

  7. kendricke says:

    I think they’re learning though.

    In the past, you didn’t face an “Avatar of Fear”. You faced Cazic Thule. In the past, you didn’t find access to a Shard of Fear. You entered the Plane of Fear. To my understanding, the players are being insulated from their own actions by a bit of arm’s length lore design this time around.

    From a design standpoint, I could take it or leave it. Honestly, as much as I loved raiding the Planes in old Everquest, it’s not really as big a deal to me here in this iteration.

    However, from a business standpoint, Kunark has generated a ton of buzz from former players who were disenchanted with Everquest II’s initial offerings, especially when it became apparent how much had really changed. It wasn’t the Plains of Karana anymore – now it was the Thundering Steppes. Where once they mighty Jaggedpine Forest stood, now was the wastelands of Zek. No more could you start out in Rivervale with your young halflings…now it was a higher end open air dungeon with all manner of otherworldly creatures mucking about.

    Hate and Fear, though not specifically associated with the original Kunark expansion, come from that same era of the original game. If you’re looking to bring back old vets of the original Everquest, as well as giving a bit of a treat to some of your current players who remember the “good ole days” fondly, you can’t really do much better than to reintroduce the original Planes all over again.

    P.S. – Thanks for stopping by, Illuminator. I’ve enjoyed reading your perspectives for some time and have a certain amount of respect for your opinions. I hope this isn’t to be your only visit here and hope to see you again, soon.

  8. AverageJoe says:

    “From a business standpoint, Kunark has generated a ton of buzz from former players who were disenchanted with Everquest II’s initial offerings…..”

    I hope it’s true, but support your point. We definetely felt in at EOF release, but still alot of external factors are coming into play. I haven’t heard anything external that supports the statement, though I assume it’s true.

  9. […] high level single group dungeon, whereas the Shard of Hate is being designed as a raid instance. – Shard of Fear Coming Sooner? Clockwork Gamer __________________ To alcohol! The cause of, and solution to, all of lifes problems!"A Six […]

  10. mark says:

    The reason there’s normally a high amount of zones created for higher levels is to increase playability and content and keep players at level 80 interested.

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