![]() |
|
|
|
#1
|
|||
|
Easy travel kills EQ atmospherer as well.
| ||
|
|
|||
|
#2
|
||||
|
Quote:
The server has dozens of porters on at any given time, not hard to find one. People are shortcutting anyway so not sure what problem there'd be in using the Nexus to travel around for those who can't afford druid/wizard ports.
__________________
![]() | |||
|
|
||||
|
#3
|
||||
|
Quote:
If you make a game easier, you make it less rewarding. You can't have one without the other. In the end you are really talking about different games - which is fine. But they are different games. And there are hundreds of those games already. Why do you want another one? P.S. Getting ported by another player, or gathering the resources together to buy/make a potion to port empowers the systems that allow it. Clicking on a port stone does nothing except circumnavigate the game systems already there. It's counter-intuitive and damaging to value of the things in place already. If you want instant porting, level up a porting class, or the tradeskill that makes the potions, or acquire one of items that allows porting on a cooldown. Bam, you just played the game.
__________________
![]() | |||
|
Last edited by t0lkien; 06-26-2013 at 06:56 AM..
|
|
|||
|
#4
|
|||||
|
Quote:
Quote:
What teleports did was take a horrible, needless, disgusting timesink and throw it in the trash. Good freaking riddance. And this was even more true as the world had become more than twice as big as originally planned. | ||||
|
Last edited by myriverse; 06-26-2013 at 07:24 AM..
|
|
||||
|
#5
|
||||
|
Quote:
Class "balance" in EQ is not just about combat power. It's about utility, and situational usefulness. Casters tend to be lower on the direct power scale, but are high on the usefulness scale. What one class lacks, another provides. That's the point of class design. Which choice you make depends upon the experience you want. When you dilute those differences you dilute the gameplay and the fun, and the depth of the overall game. Asymmetrical gameplay is difficult to get right, but it creates enormous synchronicity and emergence. As I said, what you are asking for is a different game - and that's fine (and is what EQ Live became). But there are already hundreds of games like that. Why are you in classic EQ if that's what you want? You are arguing for things that work powerfully against the experience that classic EQ creates. Don't you think that's a bit ironic? Maybe you don't want what you think you do - which is what I think is true of so many gamers in general. They argue for all these changes, and then when they get them they complain that the game is no longer much fun. Actually, that's pretty much a life lesson right there.
__________________
![]() | |||
|
Last edited by t0lkien; 06-26-2013 at 09:29 AM..
|
|
|||
|
#6
|
||||
|
Quote:
I can extrapolate your argument to anything. Let's make leveling take 1/2 the time "what the new leveling rates did was take a horrible, needless, and disgusting timesink and throw it in the trash. good freaking riddance. and this was even more true as the level cap had become more than twice the original level cap" Yeah, PoK books were convenient. We all used them. It still ruined the game. In many ways just like flying mounts did a lot of damage to WoW's world, or how the LFG queue killed the sense of server community (despite being a popular feature). Now I don't think anyone would argue that an EQ warrior was a bit of a shitty experience - no real abilities, no utility, etc. Obviously a modern re-imagining of EQ1 would have to bring some quality of life improvements while still maintaining the original core concepts - and this would probably include some kind of faster travel options (non -sow running was stupid slow) and probably giving every class a hearthstone type ability. | |||
|
|
||||
![]() |
|
|