Quote:
Originally Posted by Vanic
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So it begins. The amalgamation of the end. It was a fun run none the less and I'm sure some people will enjoy diablo seasons of EverQuest but this game is too fucking grindy for that type of system. Porting over toons from green to blue is also an incredibly bad idea--just delete green toons, what is the point of porting them over other than to bastardize blue even more? Anyways, see you on pantheon.
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actually we should push the competitive aspects of Green as much as possible, including and maybe especially carrying over characters to blue with full gear. you know why? because everquest is not a mechanically difficult game. it never was, it will never be. you know why I know that? because we tried to make everquest a mechanically difficult game on SoD, and it worked, and all that did was create a veritable mountain of steep-ass learning curve that every player had to climb to do end game content. it was always a doomed project. everquest will never be a difficult game because it's not designed to challenge you. it doesn't do that. what it does is let you trade your time for pixels to gamble for happybrain signals, and the payout rate is positive. the more you play, the more you win. that's all it is.
and it's a good idea. i sure like to gamble by moving my mouse in rhythmic patterns while hitting keys in different rhythmic patterns in my spare time, and p99 is a good vehicle for that. unfortunately, everquest was supposed to be like, a roleplaying game? so it's not a very good casino from a casino-operating standpoint. on p99, the main problem is that different people like to gamble in different ways, and all the different games have to take place in the same space. so the poker players have to compete with the slots players for that common space, and strangely enough, the gaggle of ludomaniacs just can't agree to stop playing their game of choice so someone else can play theirs.
if the poker players and slots players can't coexist and they can't agree to share the common space, then the obvious solution is to set up a section with poker tables and a section with slot machines. Green is the obvious poker tables section. it'll be so short that most adults simply will not have enough playtime to experience "everquest as it was", even to the extent they did back in classic. but the poker players will lap that up. the finite timeline only makes it more competitive and hence more appealing. meanwhile, everyone else can continue to happily frolick on Blue. sure the competitive players will also play on Blue, but even they have only so much time. even if everyone doesn't live happily ever after, they'll at least live slightly happier.
similarly for the economic effects on legacy items and other ~aspirational content~, my experience is that people want legacy items. bigly. they want manastones. regardless of whether or not they already own one, though, they also don't want manastones to
drop. worse, as vets keep burning out and leaving, the number of manastones on Blue to be acquired goes to zero. rolling characters into Blue unabridged is the perfect solution to that problem. competitive players will lock down those camps with organized teams on Green in any event. and if competitive nerds are going to lock down time-limited drops no matter what, why not make it do some good by rolling characters over fully geared so we can get some more manastones and lockets going for the common adventurer who doesn't have half a million sitting around?
no reason at all. a maximally competitive Green is the best possible thing that could happen for both Green and Blue, and a maximally competitive Green is a Green where the gear rolls into Blue.
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