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Old 09-25-2016, 06:49 AM
Ravager Ravager is offline
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Join Date: Dec 2011
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Quote:
Originally Posted by Ruinous [You must be logged in to view images. Log in or Register.]
I never said anything about classic WoW. I simply stated WoW, which is in reference to the game in its current state, which has evolved to cater to a much broader range of players as nearly every current-day MMO has. And let's get something straight - rarity hasn't been phased out due to the reason you're claiming, else this project wouldn't have been as successful as it has been over its years running.

Rarity was phased out to cater to MORE players thus making a BIGGER profit. Period. It's a marketing strategy, plain and simple.

Now, I don't for a second deny that raids in present day MMO's are more complex in nature. They've increased difficulty through making game mechanics more involved and complex. That's fine, I agree.

But that's NOT classic EverQuest. EverQuest's difficulty came largely in part from the sheer amount of time it took to accomplish anything. It's a commitment that separated the casual players from the hardcore raiders and it's part of the appeal of the game for a relative minority of people. Getting to kill such and such a target or finish such and such a quest feels like a much bigger accomplishment.

Personally, I do enjoy not having to invest so much time in newer MMOs. But I also knew exactly what I was getting in to when I came back to this project, and you should have too. This is classic EverQuest.

And that's not even touching on how increasing spawn rates like this would affect the economy.
Corrected for accuracy. How the end game was handled on your server on Live wasn't the same as how it was on all servers on live. So what you call classic is just an arbitrary choice of all of the classic server options that there were in that time. For many people, rotations were classic.