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#1
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#4
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Personally speaking, power creep via gear is what put me off.
Well that, and other MMOs coming out with an emphasis on PvP =) There was still so much content to explore, yet the devs kept bringing us to new places to experience it. IMO if they would have added levels/content for the 50+ crowd in Antonica while leaving gear for lower levels alone I would still be playing to this day. | ||
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#5
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For instance, if you're in a full group..you're exp is moving slow as shit. IF you're a solo class and spend 90% of your play time in groups, your exp is moving slow as shit. If you're hunting primarily in kunark zones, your exp is moving slow as shit. I'm fairly certain that in terms of TOTAL EXPERIENCE, 50% into lvl 54 is technically the halfway mark to 60. So in other words 1-54.5 = 54.5-60 in terms of total experience needed. I love all the newbs hunting in KC/seb in full groups complaining about how slow exp is [You must be logged in to view images. Log in or Register.]
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-Aftermath-
Tasslehof - 60 Druid Barlow - 60 monk Blueberrii - 60 Mage Gigglepurr - 60 Shaman Kids - 60 Rogue Fornfamnad - 60 Cleric | |||
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#6
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But people always yell at me when I try to explain more efficient ways to go about the leveling process, calling me an aspie and going on and on about the journey, as if you can't do everything at level 60 that you can do at any level before then (well except kill vox/naggy I guess) PLUS things that you can't really do before 60, or as if the game ends and you can't log in anymore if you ding 60, or something. I mean sure, if you really truly only want to play the game in a way that earns you slow-ass experience, then fine. But you damn well better not be whining that the xp is slow. | |||
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#7
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So.. what would make it better.. stopping at 50, and quitting?.. that sounds A lot less fun, than continuing to game
also. whats with everyones Obsession about leveling to cap as fast as possible. the point of Seb and KC, and old zones.. is the fun, and the camps, and the Decent exp.better yet.. im going to spend all my plat and have someone lvl my character for me.. then i can sit on it, and complain i have nothing to do.. i can see gettin a pl for a lvl here or there.. bored or something.. but come on.. this server has been out for years.. kunarks been live forever, and waiting on velious.. enjoy the game .. EQ classic, was not 60 bards training entire zones. sorry | ||
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Last edited by DarkwingDuck; 08-16-2013 at 07:32 PM..
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#8
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I grinded plenty of AA's among my many toons years before Headshot,Swarmkiting,and all of that was even valid but now days Ive grinded so many due to those.
Some classes Can have over 20,000 AA's and Level 100 so eh I wouldnt complain too much unless you invested 14 years of your life to EQ and stuck with it as a highend raider. Most would laugh and call these complaints tiddly winks & bull****! | ||
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#9
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There are two things that set the entire tone of a game like this - death penalty and leveling curve. Everything else, all the values of what else is in the game (items, classes, "achievements" both personal and corporate) are measured against these; they are the baseline for the entire game.
Be careful what you wish for. You change them, you end up with WoW and its many clones (not saying that's all bad, but they are very different games). You can't have what EQ is and not have the "grind". It's Cause and Effect.
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#10
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Grind is not necessary. If your game is based around how GOOD the player is, then THAT is the progression. You still need to invest time into the game, but that time should be about actively playing the game, rather than doing a bunch of meaningless shit so that you can reach a point which counts as actually playing the game. For example, how many hours do you think the World Champions of Magic: The Gathering put into playing the game? It's a lot, but all of it is ACTIVE. For example, imagine if Magic: The Gathering cards came coated in a super hard wax and it took hours just to properly scrape the wax off that card so its suitable for tournament regulations. How many people do you think would be playing Magic: The Gathering in that scenario, as compared to how many are actually playing it right now? The trick with an MMORPG is in figuring out how to make PvE something that requires real skill. The first place you need to start is the combat system. Then after that you need to have dynamic content, rather than static content. I think traditional "Levels" still have a place in an MMORPG, because it adds a feeling of history to your character and that increases immersiveness, but the game needs to not be about "Leveling". It's possible to reach that golden standard, but thus far no MMORPG has logistically attempted to. Mostly because the people who own the games don't understand how/why; they are too busy chasing the easiest path to money.
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Last edited by Zuranthium; 08-17-2013 at 08:08 PM..
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