Brad has a good heart and close to the right vision, however you define that, and some other people on the team too, but its still getting poisoned with things like target rings, nameplates with buffs under them, a "perception" system that tells you when to look for secrets, etc. But at least they're keeping in corpse runs (so it seems, despite them ignoring that mechanic every time they stream and using GM commands cause they think that actually playing the game will look too boring or that the new impatient retard generation wont "have time" to deal with the consequences for failure and why its necessary to make the world feel exciting and dangerous.) And there's one or more people in the company who have zero experience with MMO's and generally suck at the game with a casual mentality and feel the need to copy features from the mass of other garbage that's been released in the last 10 years.
Literally all they had to do was replicate EQ mechanics with updated art, spells, zones etc. Or even keep the same particle effects because they were awesome. Or even the same damn spells with different names! One of the biggest reasons why people don't play EQ anymore is just because its old and played out already, including the graphics. An "EQ" replica would have the same effect as wiping a server where everyone wants to be the first to play and it would bring in even more people. And its false to assume that the new generation can't deal with corpse runs or other things that makes EQ one of the few games to invoke a real sense of adventure, achievement, community, and excitement.
And i've tried influencing the development with lots of practical suggestions, reasons, and examples but its still being diluted. But that doesn't mean it will suck. It could be ok, but it won't be EQ2 from what I see so far. I hope i'm wrong or at least the combat is fun and I can build a cool looking character to fight stuff with and get unique powerful items and a real sense of danger due to corpse runs. Even if other features make it worse.
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