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#31
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#32
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Somehow, EverQuest made items more recognizable than any other MMO even with extremely limited resources. How many armor sets can you recognize with just one plate texture? Crafted, Indicolite, Cobalt, Singing Steel, Lambent, Totemic, Jaundiced Bone, Ethereal Mist, Rubicite, Valorium, Mrylokar's, Woven Shadow, Ro, Cleric Sol Ro, Thorny Vine, Blood Ember, and a few dozen more. And that's not counting all the highly recognizable single pieces like Mithril. You can usually even figure stuff out if it's undyed. Leather pants on a priest class are probably Gatorscale, plain chain chest is usually a fungi depending on class and the rest of their gear, etc. I often compare EQ to DAoC since it came out a couple years after EQ, and marks the point where a lot of things started going wrong with MMOs (even though I still love DAoC). DAoC had some really beautiful armor textures for the era (2001): [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] [You must be logged in to view images. Log in or Register.] But could you recognize what any of that stuff was? Nope. Only if it was class specific: [You must be logged in to view images. Log in or Register.] That guy's a Warrior. The problem with this class specific "epic" armor was even though it looked amazing, it was inferior to high end crafted sets, which you needed if you wanted to max your stats for pvp. And the crafted sets all had the "generic" textures like the ones above. Plus you could dye anything any color.
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#33
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WoW by contrast had dozens of different of textures right of the start, which is now up to a hundred. WoW does use different approach - the texture looks the same for all races, rather than race specific like in EQ, but at the same time total number of textures far greater. Same goes for famous weapons - they were only famous when there were too few of them. No one will needs/wants SSOY when Velious is out (I doubt anyone uses it now in the proper level range). After 2-3 expansions there is going to be so many unique items around you won't ever remember them all. And as far as WoW "random" green items go - they are basically WoW version of bronze and fine steel you had in EQ, which during early days some people still used all way up to the dragon raids. During WoW early days there too were famous items (Sulfuros anyone?), but 3 expansions down the road they were forgotten cause they became obsolete, just like EQ epics will get first matched with Velious and then obsolete with Luclin. Its natural. The game HAS TO progress. If there is no progression it will die.
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#34
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#35
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My primary complaint with WoW was that you knew exactly where you were going next after you finished up a hub (the fact that you could even "finish" an area was another problem). Done with Elwynn Forest? Move to Westfall. Done there? Move to Duskwood. Once done there, move to Redridge. Etc etc. The fact that you could solo through all of the content using quest hubs was my other complaint. It played a little too much like a single player game, although admittedly, its one I would have bought and played if it were a single player game [You must be logged in to view images. Log in or Register.] Anyway, the original intent of this thread was not to debate the merits of WoW vs EQ. It was meant to look at the evolution of MMO's after vanilla WoW and try to understand why so many of us keep coming back to EQ after 15 years [You must be logged in to view images. Log in or Register.] | |||
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#36
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other than that, risk/reward/thinking outside the box/rate of progress is why i like eq>everything else. also, i loved playing original EQ when like everlore was the place to get info, and it was half false (i really used to believe in the lake rathe monster) and therefore you had to just figure it out yourself, nowadays there is a guide for everything. | |||
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#37
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As far as quest guiding goes- well yeah having quest goal clearly marked on your map kind of ridiculous, and defeats the point of actually searching for the quest. But giving players general suggestion - you should go to zone X next cause it suits your level range is fine, cause otherwise players will do what they do in EQ - they go to alla or to the forums and start asking where is the best place to XP at lev X. Same crap.
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#38
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fucking beautiful. | |||
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#39
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no class specific armor at lower levels = shit so much underdeveloped area = shit total ripoff of the best selling mmo at the time = shitty move wow.. i just dont get why people say its so good (although the pvp system was pretty cool at some points) i remember thinking they were going to add actual content to the game-world during xpac, and being disappointed when they only added a new island + a few mobs and called it a day.
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#40
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Early WoW had this in some limited fashion. There's some weapons/shields and a few armor pieces that stood out and those were awesome, but a lot of the rest was very forgettable. And I'm not just talking about random greens. So many blues, or even purples, look the same as those random greens, or have differences small enough that they don't stand out. Quote:
I'm not saying EQ shouldn't have more textures, particularly as expansions go on, but if they are sparingly used and with unique colors, that would help items stay recognizable. Quote:
I feel fewer, more famous items makes for more interesting itemization than a wide variety of forgettable ones. I remember replacing my combine weapon with a SSoY on my warrior, or later getting a Primal then a BoC on my warrior. I remember progressing from Gossamer Robe to FBR to Oracle to Cryosilk on my wizard. I remember my epics, and Shissar bane, my first FBSS, GEBs, brown chitin protector, my Ifir, and a dozen other memorable gear changes. I played a lot of WoW. In fact I've played WoW for more years (and more /played hours) than I did EQ. And yet I have far fewer memories of the gear I've used there, most of it blending into a forgettable stream of slight upgrades. Quote:
In WoW at a given level range I was always on one of 2-3 paths and repeatedly doing the same 2-3 dungeons that consisted of the same rooms, in the same order, with the same bosses that we fought exactly once per run. And because questing was so superior to grinding mobs it was always more beneficial to follow the tracks than just roam, exploring and finding interesting little camps to do. Everything was always ordered too. There was no braving the dangers of a trip from FP to Lake Rathe for the Gnoll camp, or to Unrest across DC. Quote:
All the limitations it set (quest level, quest sequence, no quest items dropping unless you are on the quest) added a lot of overhead to playing with others outside dungeons to the point that you were better off soloing. If you ran into someone, odds were you were on different stages of the quest chain and one of you had to help the other catch up if you wanted to meaningfully group. If your partner had to AFK for a bit you couldn't just keep loot a few extra quest items and hand them to them when they got back. If your partner was 1 level lower you could end up getting a quest they couldn't yet. I do think an ideal MMO supports all playstyles, but the rewards from raids/group should be commensurate with the overhead in people wrangling they take. For raids this is never an issue because they typically take place at max level (xp being meaningless) and are typically the source of BiS gear. Grouping however is an activity that needs to happen side-by-side with soloing both at max level and on the way there. And you can't just say "ok, grouping will give good gear, soloing will give good XP" because then both styles of players will feel forced into having to do the thing they don't favor (due to time, likes or whatever). Quote:
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