Quote:
Originally Posted by Vexenu
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Yeah. I really wish they had simply made an updated version of the game (with some UI updates, custom AAs and modern QoL features) with triple-classing as a sort of pseudo-3box, while preserving the traditional difficulty and loot mechanics. That would have been a very fun and interesting spin on the game. But what they've made is basically a theme park version of EverQuest that provides essentially zero challenge. There is absolutely no risk or feeling of danger due to the death and respawn system. The combat is totally brainless because the mobs are so weak in relation to the players, even on the highest difficulty level. There is no feeling of accomplishment because gear is so easily acquired. There isn't even the slightest feeling of adversity in terms of navigating through the world itself due to their "rituals" system (which allows players to cast spells like ports and shrink while playing any class). This is a game designed to be facerolled by any combination of classes while the player enjoys a nostalgia high. The "endgame" is farming gods/dragons on all 5 difficulty levels once per week in encounters that are not remotely challenging. So we basically have a game that feels like powerleveling yourself during the leveling process, until you get to 50 and are then showered with absurd amounts of effortless loot. That's literally all there is to it. It's an extremely shallow power fantasy and after a month or two of even modestly serious play is going to feel incredibly boring.
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All of that is well and good, and although players like you or I won't enjoy it - many will.
But the real baffling part is: How do they expect to keep players subbed indefinitely when most people will run out of fun nostalgia power trips to enjoy?
It's like the Emu servers that already exist with changes and ease of loot, etc - the majority of players on those servers last a few weeks or months tops. Only a small portion stick around for years+.
It just doesn't seem like a good way to ensure player retention. Old school EQ perfected that. After like 2 years of playing Live back in 2000-2002, I had 1 level 60 character who had just started getting ToV loot when Luclin rolled out. I kept on that chase seeing tiny incremental changes over a long period of time all the way until 2005.
The type of OG EQ play that dictated:
If you get 10% exp in the level today, it was a productive day in game...
If you complete one portion of a quest today, it was a productive day...
If you gain 1 AA today, it was a productive day...
is what kept people logging into EQ for years and years.