I won't include GW1 (my very first online gaming experience) as I wouldn't necessarily class it as a true MMORPG these days given the instancing and hub set up.
So for me it has to be Elwynn Forest, experiencing so many people out in the world and having no idea what I was doing (those blooming murlocs!!). Goldshire just felt so alive
Lyonesse in DAoC. Some player were power leveling me there the zone was synonym of the end game, king of a goal to achieve not the best scenery though xD
Then after month of grinding, I finally managed to level up solo there, but then the City of Avalon had become the next hot zone to level up.
It's a toss up for me between two zones in EQOA: Elephant Graveyard (Xrags anyone?) and Plane of Disease. I spent a majority of my time in these two zones farming and grinding for my many characters. Both of them had their own level of danger that deserved respect and careful maneuvering. A lot of great memories were made in these two zones over the many years I played EQOA.
Probably Celestine Ward in Vanguard for me. Ruins of Vol tuniel with Lair of the Virak underneath it all was one of the coolest places ive been in an mmo. Also loved Rahz Inkur and the dungeon there with the boss behind the painting. Dungeons within dungeons are always so cool. Grinding across bridge of destiny was great memories too.
Phomiuna Aqueducts-Final Fantasy 11
The Aqueducts were a dungeon located in the Tavnazian Archipelago added in the Chains of Promathia expansion.
Originally, my interest in the zone was purely mechanical. When playing a beastmaster solo, ideally you wanted to find camps where you could charm Tough monsters and fight Very Tough monsters. If your supply monster was not the same as the monster you were hunting then that would be even better. If the monster you were fighting was challening even better. One of the saddest parts of playing a beastmaster solo was saying goodbye to a good camp you found and outgrew. Another big challenge was finding a camp that meets your parameters but is off the beaten path enough that you didn't have to compete with parties.
The Phomiuna Aqueducts was all of these things. Players hated the area because it was dangerous labrynthian hellhole filled with 1 shot monsters and tight spaces and monsters that aggroed to low hp. There was a massive number of tough conned diremites and slimes (2 of the best natural beast charm pets) and a extremely large amount of Very tough prey to fight. Since you could avoid the tight agro with beastmaster aggro tricks and avoid the 1 shot mechanic by "heel"ing the pet to make them turn their back to the "death gaze attack" it was extremely engaging. And last but not least, because the zone at the time locked your level at 40 and gave you appropriate exp for a level 40 character it was literally a camp you could not outlevel.
I got goooood at the Phomiuna Aqueducts. I lived in the Phomiuna Aqueducts. Logged into it, logged out in it. I spent a year in there, maybe more. I lost track of time. There was no reason for a beastmaster to leave. I didn't need anything from town. I had everything I needed right here in this sewer. Narrow corridors I used to careful creep down while gulping in fear I now casually swung through like tarzan through the jungle. Corridors that used to befuddle my sense of direction now became familiar like the back of my hand. I found spyholes that let me see other parts of the dungeon. When other players came into my sewers I knew they were there. I stalked them as they struggled through my lair. The Phomiuna Aqueducts was a major part of the expansion quest, and one most players were glad to be done with, so there was no shortage of players awkwardly bumbling through my sewer. And when they seemed at a complete loss my giant galka would step out of the shadows and whisper soflty "it is this way". I would lead them deftly through the dangerous labrynth to the quest fight and back out again when the Minotaur was slain. Sometimes a panicked player would be seconds away from death as a literal bloodthristy monster nipped at their heals only to see a gentle furry giant jump out of the shadows with a magical slime friend to save the day and whisper "are you ok? the quest you seek is this way."
In the little over a year i spent living and playing only in the sewers between the Tavnazian Safehold and the Misareaux Coast I must of helped hundreds of players through that god aweful punishing quest. I always stayed hidden until they absolutely needed help. I always stayed in character and refused to explain who I was or why I was there. I relished in the absurdity of it and channeled my inner NPC. Much later in my playing experience after I had left the Aqueducts for a long time. I overheard a conversation between players who were talking about getting their Minotaur kill (the quest kill needed from my sewers). One of them reminisced about how there used to be a ghost who lived in the Phomiuna Aqueducts who would show up when you needed it and help you through the Minotaur quest.
Hearing it later and from another players perspective meant so much to me, to know that I had made an impact to the other players on the Leviathan server. Everytime I would hear rumors of the "Ghost of the Phomiuna Aqueducts" I would always feel very grateful and nostalgic for my time as a temporary NPC.
-Gottbeard-
Really don't have a favorite, but the best memory was the warrens.
I started in Erudin and here was no one there, didn't have newbie armor quests. I wanted to get better before I actually went out but I kept dying, there was alot of negative reinforcement. I couldn't see. Anyone that did come through would be evil and play tricks on me by getting me to hail guards in paineel or try to run between them to the newbie yard and the guards would sense I was not evil and kill me, but I didn't know. If anyone showed up, they were there for a short amount of time, never really grouped. One person told me about compass setting to a right step- but, like, after I was playing for months. But I was trying, I thought once I got some levels, and maybe got better spells and got a little more confident, say level 7 (I was level 4) THEN I would take the ship to qeynos and see about holding my own with people. I knew there were people there because I heard them shouting and speaking when I delivered some mail, I was excited because I wanted to interact but I was scared because I didn't think I was that good of a player yet so I didnt say anything.
Then suddenly people are running through the palace and the docks, not knowing how to get through the palace so they are asking me! and I am showing them around! and they are saying We're going to the warrens, you should come and I was like- well thanks i'll think about it. Then one night I ran - alone- but sort of between two groups of people running to paineel- for safety because anything would get them before they got me and they ran near the edges which I had never done and avoided the random wanderer. I shouted how can you run right past to the guards? because I stopped short and they said they had faction from the kobolds. then somone saw me standing there and told me to group with them and I didnt because I told them I was a lousy player and they said no, just accept so they can invis me so I can get past the guards.
I got in and everyone was there! there were people from different guilds sitting just outside the warrens- I didn't know they were guilds but I wondered how they got different titles under their names- some had the same title. People my level were sitting around being completely drained of mana and really low health as the older people would sit there and tell stories and give buffs, A cleric would zone in an say "no one go in just yet, its not safe"
Then another person invited me to their group and I declined I said I'm not that good of a player and they invited again and he said- "this is the warrens, no one is a good player" and emoted a smile.
And then we went in and it as a blast!~ people everywhere, shouting talking, dying. Invisible people I could not see dragging piles of corpses through the halls past me. I learned alot and the big thing ws notto be so worried about dying, that didn't mean you were a lousy player if you died alot, well rather how you died. If you died trying.
EverQuest: Firiona Vie
Port city outpost with a coastline that resembled the white cliffs of Dover. The zone seemed to be locked in a state of perpetual conflict, with opposing factions of all walks to be found—drakelings and pilgrims united against drolvargs and drachnids, even a small contingent of soldiers that would charge into the fields and die. Similar contrasts could also be found within the city itself, in how it was constructed with the elven architecture being hurriedly incorporated into remnants once belonging to the iksars—statues missing limbs and columns toppled over. Adventurers wanting to make their way into the Dreadlands or Lake of Ill Omen had to zig-zag and carefully navigate around more than a few drachnid casters, many of which saw through invisibility. Stupidly, I assumed the drow-spider mutants wouldn't have clear sight of anyone swimming in the river that snaked through their territory. After dying, I also thought that same river would wash my corpse out to sea. Also unbeknownst to me at the time, there were a few partly submerged tunnels below, leading to and from the city, with at least one being a dead end (quite literally if the swimmer was inexperienced or without enduring breath). Most memorable though was the iconic white statue that towered overhead, solitary with a blue flame in its outstretched palm; at night, the strange glow seemed to act as a beacon and the statue (of liberty) as a lighthouse at least symbolically; with levitate and enough persistance, small races could even scale up the statue and take in the view, though I never figured out how. Other than crashing waves, the sound of seagulls filled the zone by day and owls by night. Absent from the zone, however, was any of the music players came to expect from cities, especially port cities where travellers often sat waiting at the docks. With time came the inclusion of zonewide messages announcing the estimated arrival and departure times of ships, including Maiden's Voyage, which allowed players to venture away from the docks without worry, though I always wished the announcements could have been heard along with being read.
World of Warcraft: Duskwood, Raven Hill Cemetery
Paladin soloing/stomping grounds. Wrought-iron fences. Gnarled trees. Distinctly remember the unpleasant surprise of those high DPS low HP maggots that emerged from the corpses of undead fiends. Tossing heals on duos/trios versus Mor'Ladim. Accidentally getting in range of Stitches and dying after a brief pursuit on foot; who would have thought a bulbous mass of flesh could move like the wind.
World of Warcraft: Burning Steppes
The mountains leading up from Lakeshire resembled certain regions of Morrowind—too enticing not to explore. With no prior knowledge of the area, or even of the level range, my 28 paladin managed to make headway well enough at first, using divine protection in tandem with lay on hands to get by the flamekin sprites. Avoiding the ogres that dotted the hellscape eventually led to an enormous black drake. With few other directions to choose from, I was about to backtrack when suddenly a pathing mob aggroed and took my health down to half with a few swipes. Even with all points in the holy talent tree, each cast of holy light was only delaying the inevitable. Another embarrassing death or so it seemed until, out of nowhere, a passerby rushed in on horseback. Seeing my predicament, the raid-level player wasted no time intervening. When the mob was dead he said, probably with some amusement, "You're a long way from home, friend." After advising that I turn back or leave by way of hearthstone, he sent a guild invite. "Everyone welcome soandso, a 28 paladin I found wandering around Burning Steppes." Between the usual welcoming responses in guildchat came more than a few exclamation points and questions marks, along with a "Well that's something you don't see every day..." which was ultimately the payoff of that gameplay session.
torveld said:Probably Celestine Ward in Vanguard for me. Ruins of Vol tuniel with Lair of the Virak underneath it all was one of the coolest places ive been in an mmo. Also loved Rahz Inkur and the dungeon there with the boss behind the painting. Dungeons within dungeons are always so cool. Grinding across bridge of destiny was great memories too.
So hard to choose between Karnor's castle and Upper Sebilis, both are linked to the best grouping sessions i've experienced. I'd say Sebilis cause it's were I dinged 60.
Karnor's trains were legendary especially when camping the 2 corners, Sebilis camps were the best of the game.
Kunark is the best expansion ever.
Gottbeard said:Phomiuna Aqueducts-Final Fantasy 11
The Aqueducts were a dungeon located in the Tavnazian Archipelago added in the Chains of Promathia expansion.
Originally, my interest in the zone was purely mechanical. When playing a beastmaster solo, ideally you wanted to find camps where you could charm Tough monsters and fight Very Tough monsters. If your supply monster was not the same as the monster you were hunting then that would be even better. If the monster you were fighting was challening even better. One of the saddest parts of playing a beastmaster solo was saying goodbye to a good camp you found and outgrew. Another big challenge was finding a camp that meets your parameters but is off the beaten path enough that you didn't have to compete with parties.
The Phomiuna Aqueducts was all of these things. Players hated the area because it was dangerous labrynthian hellhole filled with 1 shot monsters and tight spaces and monsters that aggroed to low hp. There was a massive number of tough conned diremites and slimes (2 of the best natural beast charm pets) and a extremely large amount of Very tough prey to fight. Since you could avoid the tight agro with beastmaster aggro tricks and avoid the 1 shot mechanic by "heel"ing the pet to make them turn their back to the "death gaze attack" it was extremely engaging. And last but not least, because the zone at the time locked your level at 40 and gave you appropriate exp for a level 40 character it was literally a camp you could not outlevel.
I got goooood at the Phomiuna Aqueducts. I lived in the Phomiuna Aqueducts. Logged into it, logged out in it. I spent a year in there, maybe more. I lost track of time. There was no reason for a beastmaster to leave. I didn't need anything from town. I had everything I needed right here in this sewer. Narrow corridors I used to careful creep down while gulping in fear I now casually swung through like tarzan through the jungle. Corridors that used to befuddle my sense of direction now became familiar like the back of my hand. I found spyholes that let me see other parts of the dungeon. When other players came into my sewers I knew they were there. I stalked them as they struggled through my lair. The Phomiuna Aqueducts was a major part of the expansion quest, and one most players were glad to be done with, so there was no shortage of players awkwardly bumbling through my sewer. And when they seemed at a complete loss my giant galka would step out of the shadows and whisper soflty "it is this way". I would lead them deftly through the dangerous labrynth to the quest fight and back out again when the Minotaur was slain. Sometimes a panicked player would be seconds away from death as a literal bloodthristy monster nipped at their heals only to see a gentle furry giant jump out of the shadows with a magical slime friend to save the day and whisper "are you ok? the quest you seek is this way."
In the little over a year i spent living and playing only in the sewers between the Tavnazian Safehold and the Misareaux Coast I must of helped hundreds of players through that god aweful punishing quest. I always stayed hidden until they absolutely needed help. I always stayed in character and refused to explain who I was or why I was there. I relished in the absurdity of it and channeled my inner NPC. Much later in my playing experience after I had left the Aqueducts for a long time. I overheard a conversation between players who were talking about getting their Minotaur kill (the quest kill needed from my sewers). One of them reminisced about how there used to be a ghost who lived in the Phomiuna Aqueducts who would show up when you needed it and help you through the Minotaur quest.
Hearing it later and from another players perspective meant so much to me, to know that I had made an impact to the other players on the Leviathan server. Everytime I would hear rumors of the "Ghost of the Phomiuna Aqueducts" I would always feel very grateful and nostalgic for my time as a temporary NPC.
-Gottbeard-
This is so cool, I always hear great things about FF11, wish I had heard about it when it was in its prime.
Minotaur Hell in Rookgaard (noobie island) in a game called Tibia.
I grew up playing this MMO and when I was younger it held me under its spell. There was a particular time when, for some reason, the minotaur spawns quadrupled and they were spawning in areas they weren't supposed to. We all got into vent and did everything we could to fight back. We spent most of that Saturday eating pizza, drinking soda, and fighting off hordes of minotaurs so they wouldn't overrun Rookgaard.
Karnor's Castle for the trains. Watching the warrior go off to split pull the hands room, and come back with a dozen mobs. (That's how warriors split pull; they let the chanter sort it out.)
Old Sebilis for the AOE groups. Intense fun.
There are a lot of good zones from various games, but these two are the most memorable from my 25 years of online gaming.
There's plenty of fun high level areas-but few low level areas that remain engaging yet simple enough for lower level players to enjoy
Kurn's Tower in Kunark is the most amazing low level experience I've ever found. With Shadowfang Keep in WoW coming close behind.
My favorite zone of all time is PoHateB -
The entire zone is so well designed with every last detail of gothic horror. It's so incredibly immersive and terrifying - it was literally SCARY to hunt there. And the level of immersion was fandtastic because of the effective aesthetic designs. And it was so different than all the other zones. This looked and felt like a 100% constructed city - not a village on the side of a natural land mass, It was all straight lines and orthogonal geometry - not that ot has to be that way but this zone was DIFFERENT.
A close second is Greater Faydark,simply for the overpowering and overwhelming sense of sentimentality - that first place I heard that opening music.....and ran around in 3D for the first time
Tower of frozen shadows
I loved the vibe of the place. attaining the keys to accend to the upper floors. jumping into the mirrors... even the mobs had a certain je ne sais quoi ! it all just had alot of charm.
edit : ohh.. i forgot to mention fighting on the ice rink ! sliding aroud was fun.
ToFs had abunch of intresting elements that made for a fun crawl.