Quote:
Originally Posted by Vladesch
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The second is that in WOW you are essentially competing against the difficulty of the game. Yes I said it. The difficulty of the game. In EQ most of the "difficulty" is other players. The way things are made rare is by having a single serverwide spawn, which is then a rare spawn and requires you to camp it for long periods to get.
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1. I think you have this completely backwards. If anything EverQuest is the prime example of a PLAYER vs GAME environment.
small example:
EQ - Leveling 1-10 is hard as sh*t when you're not twinked or buffed
WoW - Follow the green line to lvl 20 (whatever the fluff the cap is)
2. EverQuest mob/item (spawn rates) availibility are completely intentional to avoid early mudflation. It's not for the sake of the community that you have spawn rates for some grind group mobs around 1/100, it's a direct fix to the game to avoid, as I said previously, an influx in gamebreaking items.
At lvl 50 an FBSS is doing jack and sh*t in all seriousness, if your DPS sucks because you don't have an FBSS you're not equipped correctly. However, a lowbie with an FBSS might as well just go on autorun with attack on then come back when level 30ish.