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6/17/12 9:03:13 AM#21
The Treadmill, XP Loss, Hell Levels, Corpse Runs, Gear Grind, /y Spawn Check, /y LFG..... Not the best things
Best thing about EQ? You could get drunk in it. Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
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6/17/12 9:08:18 AM#22
Originally posted by Moaky07 You really think many of have that kind of time now? Some of us have 40hr work weeks we can't just stay home and ignore our responsibilties.
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6/17/12 9:08:47 AM#23
Originally posted by PyrateLV
Treadmill - Maybe you treated it as such. but it was much less than the ratrace to max level then brick wall style content of current games XP Loss - Made you pay attention, kept you on top of your game, if you died repeatedly then try to analyze what you did wrong & fix it. It teaches you that you can't just apply brute force to a problem and fix it (ie reduced zerging) and besides make friends with a cleric. Hell levels - They smoothed those out & got rid of those LONG ago Corpse Runs - Again consequences for dieing, Made you play at the top of your game and judge risk, and if you had problems get a necro to summon your corpse Gear Grind - You know In current games you replace your gear much more quickly than in EQ. And there wasn't always a best gear set as i mentioned. If your playing a game and obsessed with gear thats your problem. Spawn Checks - You mean the game world actually felt alive because the mob wasn't always up when you demanded it to be? It help keep the world from feeling hallow. LFG - Thats what friends and Guilds are for. |
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6/17/12 9:09:49 AM#24
Originally posted by OberanMiM Not being forced to group to bash mobs doesn't mean not interacting with other players. That's the point most if not all (ex)EQ fans have a hard time to understand. Forcing people to interact is actually the worse way to make them really socialize positively. |
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6/17/12 9:12:56 AM#25
Originally posted by The_Korrigan
As opposed to the worse way of randomly grouping people together and letting the egotistical rage fly (ie battlegrounds and instances) I don't really see how EQ's way was worse.... Too many players treat today's games as solo and complain when they hit max level within the first month & the lack of attachment to the game.. |
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6/17/12 9:18:05 AM#26
Originally posted by OberanMiM I already told you that WoW wasn't the best example either... and neither are BGs or Instances, which are only evolutions of the EQ model. And I don't talk about today's players and games, neither UO nor AC1 had either instances or BGs, or forced grouping, yet those two games had some of the best communities I had the pleasure to be part of since I started playing multiplayer games ages ago. Try to imagine that... people were not forced to group, ever, but they did it regularly, FOR FUN. That builds communities, unlike forcing people to go into dungeons to bash mobs because there's no other way to progress and actually nothing else to do. |
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6/17/12 9:23:09 AM#27
Originally posted by The_Korrigan
I consider the current method of letting players solo virtually everyone instead or requiring a group a complete 180 from EQ's method. So i do not consider it a deevolution from EQ. And EQ wasn't all about the endgame, post WoW it is completely opposite.
So in essence what you think are a result of the continued EQ model I consider to be complete opposites. |
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6/17/12 9:26:44 AM#28
Originally posted by The_Korrigan Sorry I have to disagree here.. I wouldn't call EQ a gear grind based raid end game.. When my character was old enough to go into ToV.. I did so with NO "raid" gear so to speak.. In fact I found most of my power came from spells, not gear.. Raiding in EQ was so much more social then any game I've played since.. I hate limits.. However to get back to the OP.. I too would like to see a hybrid appoach between WoW and EQ.. Lets take East Commons for example.. I think ALL the wondering mobs in the zone should be soloable by any class.. However, I would love to see "camp" locations such as Orc Camp 1 be filled with elite mobs that require a group and strategy to defeat.. I would like to see less instancing and more open world dungeon crawls.. Sure EQ had issues with "named" mobs being farmed or KS or whatnot, but there are alternatives to get around that.. Maybe allow trigger instancing like what SWTOR does.. I don't like seeing ! or ? over everyones head.. It is just too hand holding for me.. I miss true "faction" perks and consequences.. You can't be friends with EVERYONE.. pick and choose :)
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6/17/12 9:28:25 AM#29
Originally posted by OberanMiM You can't be serious, can you? EQ introduced the concept of level cap and end game to the genre, along with the raiding centric gameplay. At this point, I will just agree to disagree and leave it at that. "It's hard to fill a cup that is already full" - Moat, Avatar. |
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6/17/12 9:35:45 AM#30
Disagree 100%. EQ set in motion the de-sandboxing of the MMORPG, which Ultima Online had set up... has led to a Raid/Factional mentality in most games, which WoW jut ran with and polished. MMORPG were sandboxes first and 'themeparks' second, EQ reversed that trend and set back the genre. What we are left with is endless streams of unimaginative rehashes of a commercial successful formula, which is devoid of any real worth or depth. Thankfully it would apear that Guild Wars 2 and The Secret World are finally breaking that EQ style of play and if these proove commercially successful we will being to see orignal titles again and not the EQ clones we have had to put up with for a decade!!
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6/17/12 9:41:00 AM#31
One thing About EQ that i really havent seen in other games is class roles.Im not talking about tank/healer/dps i mean other roles like puller/snarer/mezzer things of that nature that brought life to all classes.That i miss tremendously. |
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6/17/12 11:47:02 AM#32
UO had a much better core design. EQ was the start of the down fall of mmos holy trinity, static group design, theme park from zone to zone to zone, and I assume the crafting was also level and zone base. |
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6/17/12 11:49:57 AM#33
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
6/17/12 11:57:10 AM#34
Originally posted by Mari2k And perhaps one of the worst things to happen to virtual world style MMORPG's. Was the start of the slippery slope downward to where these games have evolved (devolved?) today.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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6/17/12 3:45:29 PM#35
I'd love to see a graphically updated Asherons Call. I didn't play it back in it's prime, or for very long last year due to the lack of players/top heavy playerbase. Beyond that I really liked it though. |
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6/18/12 1:09:00 AM#36
Originally posted by bingbongbros So yes EQ1 was a moment in time along with WOW which was the last major MMO moment. |
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6/18/12 1:11:06 AM#37
Originally posted by truce12 Vanguard has the same,every class has a certain role,it's very similar to EQ,when it goes FTP this summer many people who played EQ but have never played Vanguard are in for a supprise. |
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6/18/12 1:15:22 AM#38
Originally posted by OberanMiM This is why i have played Vanguard for the last five years,it still holds true to the old style of MMO gaming. |
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6/18/12 1:17:30 AM#39
Originally posted by Amjoco Not really,it was a great game but it was not a 3d mmo,that first mainstream MMO goes to EQ,that's what got the ball rolling.Every major mmo since has been a 3d MMO. |
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6/18/12 4:01:05 AM#40
Originally posted by Sylvarii Sorry, but UO got released in Sept. 97 while EQ hit the shelves in March 1999... the first mainstream MMORPG is definitely UO. Mainstream doesn't mean 3D. |
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