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#1
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WHy don't you compare Lower Guk to say, Blackrock Depths. Blackrock Depths was huge - way more spawns compared to lguk. It was difficult to do (at appropriate level) and the rewards varied. The only difference is that mobs don't RESPAWN. I find it funny that you will complain about a 'competitive linear dungeon' and then sit in the same spot for 4 hours killing the 11 spawns your group can claim. While I agree the TBC and onward dungeons are far too linear for my taste, I think a lot of the old world WoW instancing was done properly and doesn't deserve a bad rap at all. If you added true respawns, they would outclass anything in classic EQ by a mile. | |||
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#2
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#3
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Blackrock Depths sucked. And have you ever gotten lost in a WoW instance? I haven't.
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Atomos Human Ranger <Divinity>
Atomos Human Bard | ||
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#4
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#5
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#6
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What I most love about instanced gameplay, is that it is like you and the pug you assembled in 10 minutes over the ww channels have an entire server to yourself. Then you get totally immersed and bam, 40 minutes later yer done and locked out till the next day, and able to settle in for whatever is on TV.
That is how you design a deep, involving game.
__________________
go go go
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#7
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Immersion. When I made my ranger in surefall glades I remember wandering around in the dark. I remember danger. I remember everything being new. That feeling hit me with Wurm Online, and it was bigger. God, I sit here and type and I don't think it's getting through. Wurm Online is tough and a lot of people won't like it. Classic EQ was tough too, but people only played it because there wasn't much else available. But some players like it when things are tough. I'm one of them. But Wurm Online is freeform. Things just happen. Trees and creatures move around. Players change things. On the pvp servers, players have wars. Wurm Online is so much more than the punishment people associate with games like that. No pain, no gain, though. If you haven't tried Wurm Online and any of what I said appeals to you, TRY IT! This is especially true if it's not the nostalgia that attracts you to classic EQ but the unforgiving gameplay mechanics. There's too much for me to say in this small post. I could go down a long list of s***, seriously. Let me just shorten and say beautiful moments happen in Wurm Online and none of them are preplanned. They emerge from the unplanned sandbox environment. For example, I played a ranger in EQ1 and play something similar in Wurm Online. When I made my first house I was unaware that there was a (rare) Willow tree a few steps away. Willow trees are good wood for bows. Man, I can't go over all the things that have hit me like a ton of bricks with that game. The immersion is like nothing else. When I am in that world, it's another world, not a game. It's special. (btw, i made my house in august 2012. I last logged out in late april and that tree was STILL there. keep in mind that you can kill trees by chopping up the stump. wurm online is persistent open-world sandbox.) The problem is you can't compare EQN to classic EQ. It will be NOTHING like classic EQ. It'll have more in common with the newest MMO's. That means virtually nothing in common with old school EQ. So when I see this thread, I just shake my head. EQ Next is not EQ, it's more like the newest Star Trek movies. They're pluggin into the sandbox stuff in minecraft and freerealms and second life and adding it their re-envisioned EQ. EQN is EQN. Take it for what it's. Don't compare it to EQ because it's like apples and oranges.
__________________
Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 06-12-2013 at 11:21 PM..
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#8
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I cannot fathom how you can make such sweeping statements regarding EQN when we barely have any information about it. | |||
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#9
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I'd like to see an MMO that puts the RP back into MMORPG.
I'm not talking about people writing up elaborate backstories to their characters or speaking in ye olde english or whatnot. No no. I'm talking about removing the focus on esport PvP and PvE, about taking the some of the harsh reality aspects from PNP RPGs and from survival horror games and weaving them into an MMO. On p99 you park your dwarf cleric and your ogre shaman and your iksar monk in tube room for 3 weeks at a time, logging in one at a time as needed to get the pixels from king. Your characters are living in a wet, slimy, damp, dark 10x10 room with a goo waterfall in it, right around the corner from their enemies. There's no RP there! I want to see characters who are soft-capped on playtime because the characters need rest, because the characters don't get much rest when they are sleeping on slimy stone floors in the bottom of a dungeon with their enemies patrolling just feet away. I want characters to stay ingame when offline, obeying scripts from the player, etc. I want druids to plant trees that grow into a forest, gear to decay (but that not be a OMG HORRIBLE thing because it is designed to decay and be repaired and replaced and that's no big thing), weight (and volume, omg) limits to exist and be meaningful, PvP actions to have reprecussions with NPCs and PCs alike, etc. Might be asking for a bit much for this decade, but god knows no MMO is going to convince me to spend a dime on it until a lot of these sorts of things are put into one. | ||
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#10
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I agree that instances are terrible for communities, I stuck with Everquest for about 5 years after it's release, I stopped enjoying it and pretty much just went with the flow for a couple of years once LDoN released. After LDoN, GoD and PoTime becoming instanced EQ just lost everything that felt magical about it. | |||
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