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Old 08-05-2022, 12:59 PM
Ennewi Ennewi is offline
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Quote:
Originally Posted by SantagarBrax [You must be logged in to view images. Log in or Register.]
The entire design of the game is competition based. If you have a problem with that, take it up with Brad, Steve, and Bill..along with all of the other dev's from said era.
https://web.archive.org/web/20010302...t/aradune.html

Quote:
(4/11/00)

<Lum> Do you think the new zones are less "campable" then the zones we've seen so far in EQ? (and is "campable" a word?)

<Aradune> More so yes, but we certainly haven't 'fixed' camping per se, and I'm not sure we ever will totally with the current incarnation of EQ. We are using more 'randomized' loot and many dungeons require players to commit to them more so than older dungeons. Also, we're hoping there will simply be less crowding and therefore less competition for camp sites. So, overall, I think things will be a lot better, but people will still camp something they really want

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<Lum> We've heard a lot from you guys about something called "The Vision(tm)". Can you go into some detail about this vision thing? Is the Vision really trademarked?

<Aradune> Heh, no, I think a player started adding TM whenever he used the term and it caught on. I thought it was pretty funny so I started using it myself. The Vision(TM) is really, in a nutshell, what we (the EQ teams) always have wanted EQ to be... When we sat down and designed EQ years ago we all had a vision in mind, and it really came together. Basically, we wanted to bring MUDs to the masses, attach graphics to them, and also to recreate that feeling of playing D&D or some such with your friends around the table, but online and in a 3D world.

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<Lum> I'm trying to avoid specific "class issues" here but there's one thing I just have to ask, if only because it seeming contrasts with "The Vision(tm)" EQ has done an overall good job of controlling grief players, and has tried to continue refining that with such things as showing what players are looting, the "Play Nice" policy of camp policing, etc. Given that, why do rogues have a pick pocket skill that basically steals money from fellow group members?

<Aradune> Part of the challenge we wanted Rogues to encounter is the trust issue. Rogues, traditionally, are not very nice fellows and don't get along with others, except perhaps other Rogues. EQ, though, is a social game, based on interdependence in many ways. So Rogues by design have more of a challenge grouping as well as with other aspects of the game (faction issues, and such). I guess to me, that question would be akin to asking 'why do so many NPCs hate Trolls?'

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<Lum> If you could go back a few years and redesign Everquest from scratch, what changes would you make?

<Aradune> I'd try to positively address some of the following problems: camping, players outleveling their friends, kill stealing, attributes not mattering enough, bottom feeding, assaulting encounters with too many people, trains, downtime, etc. But I won't say how [You must be logged in to view images. Log in or Register.]
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