heh heh, all I can do is sit back and laugh.
Ummmm, sense heading was not a defining feature of EQ. It was boring, and frustrating. It sorta-kinda-might have been useful if you could max it out before level 39. But maxing it out is a trivial challenge, and not a difficult one.
If you like to promote that fact, go ahead. Let people know you worked so hard to max sense heading. But, its not like the druids foraging skill - that one is REALLY hard to max out. They aren't at all on the same level, and they never have been.
For 4 years now people had been complaining that "SOE/Verant can't even put a friggin map into the game!". So, they put maps into the game, which essentially makes sense heading irrelevant. All you had to do was move about and you could see which direction you were going. So, maps made Sense Heading obsolete; certainly enough that is hard to justify making people press the sense heading key 10,000 times over 39 levels of play.
Just say "Wow! I loved the Sense Heading skill, its the most wonderful thing I ever saw in a game", and be glad you had the experience to enjoy it in your life. Hopefully you will find some other way to justify your time in EQ, other than practicing Sense Heading, and joining your highly exclusive "Maxed Sense Heading" guild.
Sense Heading -- ITS GONE NOW!
There is still plenty of skill up torture in EQ, for your endless joy. Make a druid, and max foraging. THAT is an achievement. And no, I don't have a druid with maxed foraging.
The game will survive without Sense Heading. And, newbies WILL be able to play in LDoN, even though they never had this "knowledge" of the game.
Edited, Wed Oct 22 18:05:01 2003
Everquest's November Updates
This was posted on the EQ Live Site regarding the planned updates for November:
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Here are some things we're working on for the November update: (Please note: my producer is making me tell you that in addition to this list, we'll still be bug fixing and maintaining the live game and that, while we hope to get each of these features in, nothing is certain. But this is what we're working on at the present time.)
New LDoN raids will go Live - We be moving the two new raids that were introduced on Stormhammer to the Live servers. These raids will prove an interesting challenge for the best of guilds.
Another new LDoN raid - We will also be bringing one more new LDoN raid to Stormhammer with our next update. This raid will be created with Elemental capable characters in mind.
Font changes - Since EverQuest was launched, there has only been one font available. With the next update we plan to introduce the option for players to choose the font for their interface.
Targeting - Sometimes it can be difficult to tell which NPC you have targeted. With the next update we hope to add a targeting indicator of some sort (something like the ring that surrounds your target in EQOA). The exact form hasn't been decided, but the goal is to make seeing what you currently have targeted much easier.
Consider - Along the same lines as the proposed improvement to targeting, we want to add a way to distinguish the /con color of your target. We plan an indicator that will be easily distinguished once you have a target (probably someplace in the Target window), that should remove the need to use the /con command.
Other interface changes - We are also working on some other changes that will help you to organize your information. We plan to add a new text color option for damage shield reports that will allow you to pick what color those messages use. We also want to split the "My Pet Attacks" filter into two separate filters, one for hits and one for misses.
/tell windows - It is very easy to lose /tells in the confusion of combat. We want to add an option that would work much like an instant messenger. Each time you get a "tell" from a new character, a new chat window would open. That window will only display "tells" from the particular character, and any message sent from the chat window would automatically be sent as a "tell" to that character. Obviously this would be an optional feature.
Help for new players - New characters will start with a bag. This will give them a little more storage space and the opportunity to learn how storage containers work earlier rather than later. We are also working on removing one of the more tedious "features" of the game, the need to practice Sense Heading. Most folks have that skill mapped to trigger along with one of their movement keys. Not an exciting skill to practice. So we plan to have all characters start with a 200 skill in Sense Heading. This will allow new players to navigate more easily, and will reduce a bit of tedium over the course of gameplay.