#41
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Some classes and some races are simply better, and sometimes we choose a race/class combo in this EQ experience not because they are the best, but because we like them the most.
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I like you guys, I really do.
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#42
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I definitely prefer the experience of having bests and worsts over having no bests and no worsts.
EQ being brutally punishing is what makes achieving things in the game feel significant. When I played EQ2 I just kinda shrugged every time I achieved anything because it felt inevitable and hollow. That model is better for business though, because it attracts more casuals. | ||
#43
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I'd say the biggest reason EQ stands out is that the developers didn't just remove and nerf all the mechanics in the game when players figured out all the many many MANY tricks that devs didn't intend to happen. Split pulling with feign death when FD was just a skill meant to prevent a monk from death in a bad spot, it became much more than it's initial design. Same with kiting, fear kiting, swarm kiting, you name it, all things that players sussed out that while sometimes devs would tone something down if it was way out of hand, they rolled with the blue prints the players came up with.
Not only did they carve out more mechanics for the stuff players figured out but instead of just nerfing, removing, streamlining and turning the game into modern MMO rotation/script slop they would also use the power of itemization as a much more rewarding manner of steering the players into new roles that weren't there before. by using items and developing around players learning new exploits / tricks / weird behaviors in the game, they managed to keep players engaged trying to figure out new shit. How many raid strategies are possible for alot of the old shit? people who raided in the past wouldn't even recognize the raid scene (even before all the "enhancements") because we evolved raid strategy using unconventional strats to get to mobs of choice in premium time due to racing. How many modern mmo shitslops have raids that people can adapt to in a way that the devs didn't intend but its allowed? can't think of any. Sandbox >>>> Instanced conveyor belt roboraids (and their uninspired itemizations) | ||
#44
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#45
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#46
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The thing that engaged me from the first was that kind of 'day frozen in time' aspect of the overall story line. What the heck was Ambassador D'Vinn plotting with Emperor Crush? The world didn't feel like a generic sandbox.
My buddy's barbarian warrior, Mybarbwar, getting lost in the tunnel into black burrow because he couldn't see in the dark, getting gang-banged by the guards and dying in the dark, then needing help recovering his gear was a classic first experience into the harshness of the game mechanics. Me realizing I could play more than one song at a time and keeping multiple effects up at the same time felt like a revelation. And infravision not really working on those Everfrost skellies, yikes. | ||
#47
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It's always fascinating to see how some games hit the mark while others fall short. Sometimes, it's a mix of luck, creativity, and a deep understanding of what players want. Brad and the team behind this game might have drawn inspiration from DnD and MUDs, but they likely added their unique twist and made it work brilliantly.
Speaking of games, have you ever read this article on how does solitaire cash work? It's a classic card game that many enjoy during their leisure time. If you're curious about how it works or looking for a relaxing game to play, you can check it out. | ||
#48
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If you look at it that way the quest is eternal.
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<~ Maleek * Necro * Project 1999 >< Gagresh * Warrior * Tallon Zek || Project 1999 ~>
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#49
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Quote:
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Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) “This man is using his mind as a weapon …and woe be tide the creature who steps into his garden" -Finch | |||
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