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#1
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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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#2
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fucking beautiful. | |||
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#3
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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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__________________
Blue Server || My WTS/WTT/WTB list
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#4
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I know some people that play vanilla WoW also. They constantly try to get me to play & I'm trying to tell them I barely have time to log into this game. Some games lose their luster quickly while others just leave that nugget of fun in the back of your heart/mind where u want the next quest step, that next level...another pixel...
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#5
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Well, rambling responses inc:
1) Death penalty. The death penalty in EQ sucks. It's such a harsh penalty that the actual cause of the penalty needed to be rare. This meant that encounters had to be approached with a lot more caution - and that they couldn't be *too* hard. For progressive raiding, this is a bit of a problem. I probably wiped 250+ times to Ragnaros before our guild got him down. If that had been EQ, Ragnaros would have had to have been much less difficult - you can't CR that many times when you have to rez. And in reality, it's just a substitute - step. If you're raiding in EQ, you probably have the zone cleared. You probably have clerics nearby with click sticks. The reality is that it's just extra time you have to take to try again. Rezzing with a penalty (which is also a money siphon - brilliant) with your gear makes the game let you spend more time in enjoyable activities (actually playing) than sitting around. Unpopular opinion of mine for sure - don't get me wrong - I LOVE the death penalty in most aspects of classic EQ, but it just doesn't really fly with progressive raiding (at least in classic era when only one class had rez). 2) Itemization. WoW had way more itemization than EQ did, and had more textures than EQ did. You all just know all the items in classic EQ because there's *so few of them*. Concerning unique graphics - in vanilla wow I can think of a TON of items that had their own special graphic. 3) Class homogenization - probably my biggest pet peeve. They did this so you don't have to spend more time 'leveling' replicate characters as well as keeping you more interested in the focus of the game: The end game. EQ to me was about the journey up. WoW was about what you did once you got there. To that end... 4) Leveling - Dungeon Finder facilitated getting to the end game quicker - period. In a game where leveilng isn't important, are we that surprised that they made it even easier / anonymous. 5) Instancing - Face it guys, EQ would have been instance if made today. You can only put so much static content mobs into a world for a given population. We already see this in p1999 - rotations, forced respawns, this is all because we don't have instancing. No instances is great for the 'i want everything and nobody else should get it' attitude, but if you want to appeal to a common userbase, you need to make the content you spend millions developing available to anyone. There's nothing wrong with a few static mobs (like they did in Vanilla WoW) - but the world has to be a LOT bigger, or there has to be limited population, to do away with instances all together. 6) Auction house / Bazaar - Again, it's all about instancing. When resources are very plentiful and you have a huge economy with 50k+ on a server, shouting in a zone just doesn't work. I love the charm of a tunnel, but in any modern MMO with large playerbases, it's not going to cut it. I know I used WoW a lot, but that's the game that ultimately pulled me away from EQLive. I was in PoT when FoH left Veeshan for good. I was the recipient of a LOT of stuff from people leaving as they 'were never coming back'. A lot of the things that EQ had trouble with, WoW corrected up front. It was a very good game originally - no class homogenization, dungeons were not in a dungeon finder, gear was well stratified and there were plenty of 'epic' quests that rewarded unique loot (including your class-sets 0.5, 1, 2, 3). Hell, it wasn't even really outlined how to get to max level at first (I grinded 52-60 in felstone field, what what).
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Tomtee Weewere- 22 ENC
Pizzatime - 51 SHM Prehistoric Turtlesaurus - 51 MNK Scientist - 37 ROG | ||
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#7
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hmm linky... http://www.gamasutra.com/blogs/Ramin...ion_Tricks.php
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#8
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One of the things I hate the most about modern MMO's is generally the community.
I feel this is the result of how quick and easy it is to level a new toon, the ability to rename your characters, and the ability to transfer servers. There is no motivation for people to treat other players with respect. Everybody turns into a bad troll, robs guild banks, etc. because they know that whatever they do has no way to stick to them. When you put time into your character on a game like classic EQ, you are also building your reputation. People remember when you treat them nicely and with respect. | ||
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#10
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I enjoyed Burning Crusade and a majority of Lich King, but as said upthread, attitudes really changed with the instance tools. I was still in a guild for raiding. I don't know if there was or became a way to do pick up raids with a UI tool as there was for dungeon instances.
I did pop back in for Cataclysm, but my class had been changed and played like other classes I didn't care to play. At that point, I found this.
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Lagaidh Smif
Proud Paladin of the Rathe | ||
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