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#1
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Nobody would be here if there wasn't more to it than nostalgia for shitty blurry graphics from 1999. Wow and eq2 were almost identical games when they launched and I don't have any desire to play either of them ever again
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#2
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Recon, you couldnt even make it through 2 treant cycles before making an R&F cus you were swindled off them how can you say this game is easy lol
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#3
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Can't believe you dumb fucks responding to this stupid as thread. The OP is an obvious retardojoe alt.
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#5
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Hmm think about this:
wow: press 1 2 and 4.. 1 2 and 4 3 3 3 3 3 3 3 3 3 3 1 2 and 4 1 2 and 4 everquest: lull this mob, 2.5 mins, mez, sit memorize spell, stand up, cast, sit memorize spell, cast. run around corner, wait... path walks by GRAB IT, pull to corner /pet back off run to other corner wait..... wait..... OK im just using one example but I feel the difference in everquest play is vastly more complicated than wow's, am I wrong? Tell me why. | ||
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#6
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Quote:
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#7
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Quote:
Tuning: also a mixed bag, with the caveat that difficulty in Warcraft was mostly patched out once the bads started crying and gobbling that they couldn't win. The main difference here was that WoW's lack of penalty for failure meant bad players in that game never developed the timidity or risk aversion that's so often seen in EQ. Nobody was ever afraid to try to raid Onyxia for fear of losing their corpses akin to what could happen in a failed Fearplane break-in! However, death penalty is not precisely the same as raw difficulty, and Warcraft did not (originally, at least) want for difficulty: pick-up groups could and did routinely fail, leading to the screaming and whining that I mentioned earlier. The wife and I can duo most "group" content on P1999; we most certainly could not duo the top Warcraft instances. Mauradon was the top one that we could solo or duo almost entirely. Both games have their difficulty and their easy sections, but EQ becomes much more memorable because of the way EQ hits the player like a hammer when he makes a mistake. Take that away--as in your case of the Enchanter who dies 500 times because he has a rezbot Cleric parked and doesn't care--and it becomes largely a wash between the two games. **I do not mention PvP because I'm an elitist who regards ALL roleplaying game PvP as inherently easymode bunnyhill stuff for newbies. It's beneath my dignity. Danth | |||
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#8
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Quote:
__________________
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#9
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Quote:
__________________
Pint
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#10
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Quote:
------------------------------------- Sunken Temple was a neat zone, large enough that relatively few groups wanted to do the entire thing. I visualized its basic design as akin to two tires stacked on top of each other. Most groups did either boss speedruns or at most cleared through the upper "tire." I do not recollect it being particularly difficult, though, provided groups took it with care and did not attempt rushing like mad. I read someplace that the zone was rebuilt and made much smaller later on? If so, too bad. Counting town in group chat so a couple of Rogues could "dual sap" (made possible if done correctly due to network latency) was something I did once in awhile. Danth | |||
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