
12-13-2023, 10:18 PM
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Aviak
Join Date: Mar 2012
Posts: 57
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Quote:
Originally Posted by roks1
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I'd say the biggest reason EQ stands out is that the developers didn't just remove and nerf all the mechanics in the game when players figured out all the many many MANY tricks that devs didn't intend to happen. Split pulling with feign death when FD was just a skill meant to prevent a monk from death in a bad spot, it became much more than it's initial design. Same with kiting, fear kiting, swarm kiting, you name it, all things that players sussed out that while sometimes devs would tone something down if it was way out of hand, they rolled with the blue prints the players came up with.
Not only did they carve out more mechanics for the stuff players figured out but instead of just nerfing, removing, streamlining and turning the game into modern MMO rotation/script slop they would also use the power of itemization as a much more rewarding manner of steering the players into new roles that weren't there before. by using items and developing around players learning new exploits / tricks / weird behaviors in the game, they managed to keep players engaged trying to figure out new shit. How many raid strategies are possible for alot of the old shit? people who raided in the past wouldn't even recognize the raid scene (even before all the "enhancements") because we evolved raid strategy using unconventional strats to get to mobs of choice in premium time due to racing. How many modern mmo shitslops have raids that people can adapt to in a way that the devs didn't intend but its allowed? can't think of any.
Sandbox >>>> Instanced conveyor belt roboraids (and their uninspired itemizations)
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Its the devs of the emu servers that now nerf out the tricks that classes use to be OP.
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