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  #1  
Old 03-26-2024, 12:37 AM
Trexller Trexller is offline
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Originally Posted by Ciderpress [You must be logged in to view images. Log in or Register.]
I seem to remember there was some kind of technical limitation that held mobs at 32khp, and then in velious they were able to get around that limit so there are like 1mhp bosses. They could have just kept the dragons at 32k and made them proc something that manataps only clerics or whatever.

I can't remember how long after velious release it took for aow to first be killed, anyone know that?
IIRC fires of heaven killed AoW on the day of luclin launch
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  #2  
Old 03-26-2024, 01:22 AM
Duik Duik is offline
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Southern Armada on Prexus killed much of velious early on.
Dunno when though. I was just a wannabe at that stage. Early 50's wizzie.
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  #3  
Old 03-26-2024, 08:33 AM
Tnair Tnair is offline
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the single biggest difference for me was the linear game design.

in original EQ you are dumped in a city to start. you have a note with a name. theres no maps. if youre a dark elf or wood elf you are already in a place people famously need assistance to navigate. the wood elf can just die immediately by walking ten steps the wrong direction. you can attack any npc, including your own guildmaster by accident while just trying to type. if you even find your guild, they may have some text giving you a very very basic task or two, five newbie critter parts or whatever. where are the critters? where are you even? you dont know. you wander around lost and possibly dying a few times. you slowly learn your surroundings. you finally find enough of newbie critter to return the parts to your guild, they give you a piece of literal garbage, like a 1 ac cloak or something. after at minimum an hour of this you are level 2. you have no other leads from your guild after you get your 1 ac cloak. after several more hours you are level 4 or 5 and you have no choice but to go further out into the darkness.... inevitably dying or fleeing in a panic repeatedly as you learn how to travel anywhere and try to find places to safely kill things and/or profit.

WoW dumps you two steps from a Giant Exclamation Point man, who begins a chain (later a network) of essentially unbroken quest guidance for the entire game. you cant accidentally walk off an edge nearby and die. theres a map with clear markers. the newbie critters are standing on your foot when you spawn, theres a lot of them, and they have almost no chance to kill you. you have an automatic quest log that mostly, combined with your automatic map, functions as just an arrow saying "go this way, stop here, collect 10 item you find there". compared with eq, gear upgrades rain from the sky, and are likewise made obsolete quickly while leveling (almost immediately below level 20). the dungeons are not places to explore; they are puzzles with correct answers. there is no talking in dungeon groups except to explain a puzzle solution ("next boss has shield, go to room edges when shield up"), blame someone for solving the puzzle wrong, or loot distribution. because of the "theres just one right way and all deviations are just less optimal" design, other people are very likely to be telling you exactly what you should be doing in any fight AND what gear to wear.. theres no flexibility about whats considered acceptable. some people are simply fine with you being substandard, and (mostly) others arent.

EQ was designed to explore, in some cases, was literally designed to be unbeatable, and even today theres a lot of roads to take.

WoW was designed to be beaten, and theres just the one, beaten, path.
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  #4  
Old 03-26-2024, 06:02 PM
azeth azeth is offline
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Quote:
Originally Posted by Tnair [You must be logged in to view images. Log in or Register.]
the single biggest difference for me was the linear game design.

in original EQ you are dumped in a city to start. you have a note with a name. theres no maps. if youre a dark elf or wood elf you are already in a place people famously need assistance to navigate. the wood elf can just die immediately by walking ten steps the wrong direction. you can attack any npc, including your own guildmaster by accident while just trying to type. if you even find your guild, they may have some text giving you a very very basic task or two, five newbie critter parts or whatever. where are the critters? where are you even? you dont know. you wander around lost and possibly dying a few times. you slowly learn your surroundings. you finally find enough of newbie critter to return the parts to your guild, they give you a piece of literal garbage, like a 1 ac cloak or something. after at minimum an hour of this you are level 2. you have no other leads from your guild after you get your 1 ac cloak. after several more hours you are level 4 or 5 and you have no choice but to go further out into the darkness.... inevitably dying or fleeing in a panic repeatedly as you learn how to travel anywhere and try to find places to safely kill things and/or profit.

WoW dumps you two steps from a Giant Exclamation Point man, who begins a chain (later a network) of essentially unbroken quest guidance for the entire game. you cant accidentally walk off an edge nearby and die. theres a map with clear markers. the newbie critters are standing on your foot when you spawn, theres a lot of them, and they have almost no chance to kill you. you have an automatic quest log that mostly, combined with your automatic map, functions as just an arrow saying "go this way, stop here, collect 10 item you find there". compared with eq, gear upgrades rain from the sky, and are likewise made obsolete quickly while leveling (almost immediately below level 20). the dungeons are not places to explore; they are puzzles with correct answers. there is no talking in dungeon groups except to explain a puzzle solution ("next boss has shield, go to room edges when shield up"), blame someone for solving the puzzle wrong, or loot distribution. because of the "theres just one right way and all deviations are just less optimal" design, other people are very likely to be telling you exactly what you should be doing in any fight AND what gear to wear.. theres no flexibility about whats considered acceptable. some people are simply fine with you being substandard, and (mostly) others arent.

EQ was designed to explore, in some cases, was literally designed to be unbeatable, and even today theres a lot of roads to take.

WoW was designed to be beaten, and theres just the one, beaten, path.
What a post
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Yea well you know, 6 years of Velious everything has been killed, only thing left to do is speedrun killing Detoxx guilds.
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  #5  
Old 03-26-2024, 06:15 PM
Iron Chob Iron Chob is offline
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Quote:
Originally Posted by Tnair [You must be logged in to view images. Log in or Register.]
the single biggest difference for me was the linear game design.

in original EQ you are dumped in a city to start. you have a note with a name. theres no maps. if youre a dark elf or wood elf you are already in a place people famously need assistance to navigate. the wood elf can just die immediately by walking ten steps the wrong direction. you can attack any npc, including your own guildmaster by accident while just trying to type. if you even find your guild, they may have some text giving you a very very basic task or two, five newbie critter parts or whatever. where are the critters? where are you even? you dont know. you wander around lost and possibly dying a few times. you slowly learn your surroundings. you finally find enough of newbie critter to return the parts to your guild, they give you a piece of literal garbage, like a 1 ac cloak or something. after at minimum an hour of this you are level 2. you have no other leads from your guild after you get your 1 ac cloak. after several more hours you are level 4 or 5 and you have no choice but to go further out into the darkness.... inevitably dying or fleeing in a panic repeatedly as you learn how to travel anywhere and try to find places to safely kill things and/or profit.

WoW dumps you two steps from a Giant Exclamation Point man, who begins a chain (later a network) of essentially unbroken quest guidance for the entire game. you cant accidentally walk off an edge nearby and die. theres a map with clear markers. the newbie critters are standing on your foot when you spawn, theres a lot of them, and they have almost no chance to kill you. you have an automatic quest log that mostly, combined with your automatic map, functions as just an arrow saying "go this way, stop here, collect 10 item you find there". compared with eq, gear upgrades rain from the sky, and are likewise made obsolete quickly while leveling (almost immediately below level 20). the dungeons are not places to explore; they are puzzles with correct answers. there is no talking in dungeon groups except to explain a puzzle solution ("next boss has shield, go to room edges when shield up"), blame someone for solving the puzzle wrong, or loot distribution. because of the "theres just one right way and all deviations are just less optimal" design, other people are very likely to be telling you exactly what you should be doing in any fight AND what gear to wear.. theres no flexibility about whats considered acceptable. some people are simply fine with you being substandard, and (mostly) others arent.

EQ was designed to explore, in some cases, was literally designed to be unbeatable, and even today theres a lot of roads to take.

WoW was designed to be beaten, and theres just the one, beaten, path.
Yep, for sure.

EQ was and remains an MMORPG, aspects of which you have described in your post.

WoW dropped the RPG and is just an MMO - something which pretty much every other developer has adopted, to the detriment of the market imo.
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  #6  
Old 03-27-2024, 12:01 AM
Trexller Trexller is offline
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JoshStrifeHayes said it best in a recent video

Quote:
The novelty of playing online with friends, is no longer enough to drive an MMO game.
ppl don't give a shit about interacting with others online anymore, because online interaction is like 80% of everyone's life

social media destroyed social media
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  #7  
Old 03-27-2024, 02:56 AM
Swish Swish is offline
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The best times on WoW were definitely with people met in the game who you got friendly with.

In the absence of that the game got progressively less fun.

Emulated EQ is the same.
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  #8  
Old 03-27-2024, 08:24 AM
Toxigen Toxigen is offline
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Everyone shitting on WoW here has never raided at a high level. I'm talking bleeding edge progression raiding.

That's where the real fun is. Getting to max level is just an introduction to your class.
Last edited by Toxigen; 03-27-2024 at 08:29 AM..
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  #9  
Old 03-27-2024, 03:27 PM
magnetaress magnetaress is offline
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Quote:
Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
Everyone shitting on WoW here has never raided at a high level. I'm talking bleeding edge progression raiding.

That's where the real fun is. Getting to max level is just an introduction to your class.
Even most wow players havent done that. That is the main problem with wow.

Dunno how to organize ppl to get gud butt it takes a lot of effort and wows EZ mode seems to make ppl just not do it.
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  #10  
Old 03-27-2024, 04:21 PM
Ciderpress Ciderpress is offline
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I do not doubt that high end raiding in wow is harder than EQ in measurable ways, in terms of mechanics and opportunities for things to go wrong, but for whatever reason many people broadly perceive the game as being too hand-holdy and predictable.

EQ was criticized on release for being too much of a theme park compared to ultima online, but classic EQ1 is a massive sandbox by modern standards.

I liked EQ2 well enough for a while cause I like everquest, but I had zero trouble totally bailing on my lvl 50 when the first expansion came out and going back to eq1. Make of that what you will!
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