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11/14/12 4:30:40 PM#241
Yes, harsh death penalty please. And since its going to be more sandox, i wish my gear stays on my body. In Addition, only epics should be LORE and stay with you on death.
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11/14/12 4:32:56 PM#242
Originally posted by CalmOceans Nice padding of the numbers. They reached 450K at peak around 2003. They went through more than 1.5 million subscibers, but lost the majority of them due to harsh gameplay. Enter a more casual EQ2 to catch those gamers who couldn't stand how hardcore most of the Original EQ was. EQ still has a pretty strong following, estimations would seem to be below the 100k mark. Keep in mind that you now have an EQ with no corpse runs as you can summon your corpse with NPC's at the guild lobby so you can use a resurrection spell for some XP return and you don't leave loot on the corpses anymore either. You have a huge teleport hub in the Plane of Knowledge, so travel is incredibly easy and fast. You now have mercenaries that let you solo to your heart's content. Potions for everything and the list goes on. So, tell me, what exactly is it about this game that helps retain players when most of the hardcore, time wasting mechanics are gone? |
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11/14/12 4:41:17 PM#243
Originally posted by nariusseldon For many of us, which appears to be a growing number, overly easy breezy mmos are simply not fun. Fun is why we're all here, a fact that seems to elude you from reading your posts. There are certain types of people that are not as easy to entertain. More power to you though that you're finding such a vast sea of fun with the genre's current crop of titles. I guess it's almost like having a very low tolerance for alcohol; in the end it's nothing but a win win. "I agree that "unimaginable complexity" is absurd, but so is comparing a single player game to an mmo. It's like comparing masturbation to sex, they are similar in some respects, but really are not comparable." -jimdandy26 |
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11/14/12 4:56:43 PM#244
Originally posted by whiteoak21 Vanguard was the first game that I played that had corpse runs, since I chose to play DAoC over EQ in my early MMORPG years. The knowledge that I could lose all my stuff didn't make the game more exciting. In fact, when I did die and if it was deep into somewhere dangerous, it would frustrate me to no end. I absolutely hate that mechanic. I honestly prefer xp loss as a death penalty and would approve of it in EQNext. |
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11/14/12 4:59:52 PM#245
Originally posted by Cecropia If you need a game to be impossible, time-consuming, and requiring huge commitment to be fun, i think you are out of step with the mainstream consumers. Thus, that is the reason why you are complaining here, instead of enjoying the greatest latest game. (And jsut in case you ask, i usually post when i am bored at work. Thus, you see me less in the evening when i am actually playing the games i talked about). |
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11/14/12 5:01:18 PM#246
Originally posted by madazz Umm, I think that's a personal problem, and I don't mean that in an insulting way. I say this because when I'm playing WoW or any easy mode game, I still care if I die, because I hate the time it takes to run back to my corpse, so I'm always careful about where I tread and how many enemies I can take on. |
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11/14/12 5:03:02 PM#247
Again, its not the harshness of the penalty, its the gameplay of it. You dont need to have a harsh penalty at all, but you should build some things around it, like being rewarded for living, speccable abilities and a strong tie to the lore of the game. Weve tried lots of random "rules", lets try an indepth system. I have to be honest with you. We have completely blown up the design of EverQuest Next. For the last year and a half we have been working on something we are not ready to show. Why did we blow up the design? The design was evolutionary. It was EverQuest III. It was something that was slightly better than what had come before it. It was slightly better.What we are building is something that we will be very proud to call EverQuest. It will be the largest sandbox-style MMO ever designed.--Smed |
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11/14/12 5:12:18 PM#248
Originally posted by Vorthanion Wrong. It lost them to other games such as daoc/wow/eve. nostalgia
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11/14/12 5:13:55 PM#249
Originally posted by Torvaldr If you want people to use thought and tactics in combat, then developers need to make common encounters require thought and tactics, otherwise people just turn off their brain and just faceroll through the leveling process, like in WoW. Death penalties have nothing to do with this. If encounters are faceroll easy, does a harsh penalty really make people more careful? Nope, because they won't ever die. But if the encounters require a persons attention to actually win, the player will pay attention anyways, regardless of death penalty. |
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11/14/12 5:15:33 PM#250
I played EQ in beta and on , and liked the harsher penalties for xps loss and corpse runs. Out of the two I'd prefer to have corpse runs for this reason. Vanguard was the next game after EQ that people actually stuck together in , as in if you went down as a group you stuck together to fight your way back to get your gear , today's mmorpg games are too easy to never group , or if you do its for a brief moment then off you go. I liked the fact you depended on each other in EQ dungeons and in VG , and if the group you were in disbanded or someone dropped you'd find other folks who'd join in to help with the corpse runs. It fostered community. I liked that. It's ok to have easy no penalty on death games , but all of them dont have to be that way. It would be nice to have a modern/new mmorpg that did require thinking , sticking together , and was not forgiving in death terms. There's obviously tons of candyland easy mmorpg's , why does it bother so many that some of us want one modern EQ'ish one to play ? (and for the record I also loved the community around trading in the East Common tunnels , you haggled in person , in chat and met up and exchanged goods and money , it was enjoyable and another thing that made it feel like a living breathing world , I just would like to have a modern graphics original EQ style game and have no problems saying so.) |
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11/14/12 5:17:20 PM#251
........yes there needs to be risks to enjoy the rewards or over all emersion in games. Like in EQ 1 my necro would get /wispers " can you summon my corpse?" that helped build game community, which games LACK now!
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11/14/12 5:20:30 PM#252
Originally posted by TheJoda I loved those parts of true EQ (as in pre PoP expansion) also. Necros for just that , you'd have bard taxi parties to run groups to far off spots , druid and wizard teleports to other locations etc , I left EQ because they slowly got rid of the virtual world feeling of the game , not because it was "too hard". It become too unfun , too unlike it was at launch after PoP and went down from there for me. |
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11/14/12 5:24:14 PM#253
Originally posted by whiteoak21 Actually, I don't play games to be in fear, I play them to have fun. Odd concept, that one. Harsh death mechanics are a terrible idea for a variety of good reasons. - not fun for people who are sane - discourages exploration - discourages experimentation - discourages grouping What bothers me most in MMORPGs these days is the solo emphasis and lack of grouping opportunities. You wanna talk original EQ? Talk about forced grouping making players play well, behave, and worry about and develop a good reputation since if you couldn't get groups, you didn't level. Period. I would never want to return to the boring days of camp and grind and forced grouping, but I WOULD like to see MMORPGs be more about grouping and less about solo ez-mode, which IMO, leads to lots of brats and poor players. I would like to see MUCH more group content and grouping potential. We'll never get to a point where grouping is encouraged and more optional group content is viable with harsh death penalties, because nobody wants to group if there's a risk of losing xp and/or gear due to someone else screwing up. It's critical to have tolertable death penalties to encourage grouping. Harsh death penalties are akin to a kick in the nuts. Do you really need to be kicked in the nuts to enjoy your game? If you do, I sure hope you're the minority.
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11/14/12 5:42:03 PM#254
Originally posted by nariusseldon You are correct that the market hasent been in our favor these last what, 7 years? Most in part to WOWs huge success. With that said. The market as infact started to show signs that people are looking for something else. A modern MMos life span isent very long. a few short months if.
Our lack of a quality MMO is huge reason why we complaine here ther is no question about that. But perhaps all the bitching and complaing over the years and the long term success of modern MMOs will start to slide the bar back to our side again.
With games like EQN, AA, EoC, DF UHW, BD, WarZ, Salem and so on and so on, The future is looking up for us.
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11/14/12 5:42:58 PM#255
Originally posted by Dahkot72 all of this x10 =)
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11/14/12 5:49:43 PM#256
i want either a harsh death penalty or a very long leveling curve, im sick of mmorpg that i finish faster then my single player games. I am pretty much done with this genre unless something change. I have playd it for 10 years and should't realy complain, but i can't help it though. When i finish my mmorpg faster then my single person games, i feel the main draw of this genre is over. edit : Since wow i cant remeber the last game i playd past the 30 free days, i did sub an extra month to Tsw but since i never log in after doeing so i dont count it. |
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11/15/12 1:06:08 PM#257
Originally posted by xAPOCx quality is in the eye of the beholder. Anything that requires "wasting" 20 min to walk/talk before i can run a dungeon (or whatever the core gameplay is) is bad design to me ... and i am sure you have a different opinion. I doubt the mainstream games are going to require people to commit their lives before it is fun. If you look at the big successes like LOL, it is all about jump in, and have fun fast. However, the market is big. And there are smaller effort to give somethign different. Even point and click adventures are making a come back (like the Walking Dead Adv games). Personally, i won't play a game that can't be played on my schedule, and fulfill my need for entertainment. However, i do wish you find what you are looking for. |
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11/15/12 1:42:33 PM#258
since i have no desire to ever play another SOE game I say whenever you die a team from SOE should visit your house and give you a unanesthetized colonoscopy broadcast on live webcam and charge your credit card 100 dollars. Now that would be a incentive to stay alive
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11/15/12 2:17:18 PM#259
Hope it is just like EQ1. Where there is a chance to delevel. Dying in that game sucked let alone having to try to get your body back and the gear. I hope they implement all that. Miss the old EQ. I hate SOE but I guess If I want to play EQNext I gotta suck it up.
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11/17/12 11:28:46 AM#260
Originally posted by xAPOCx Wrong, they were bleeding subs long before DAoC / WoW and Eve was even more hardcore, so that argument doesn't make sense. DAoC came out in 2002 and never peaked above 250K subscriptions. WoW didn't release till 2004 and it released a couple of weeks after EQ2. EQ's peak subscriptions were reached in 2003 and according to a statement made by Smedly when asked why they were making EQ2, he had said that by the time the original EQ peaked in 2003, more than 1.5 million players had tried the game, but they could never retain more than 450k, so that combined with DAoC's low numbers would completely disprove your comment. They lost a lot more subs once EQ2 released, but had been hemmorhaging long before that. Once WoW came along, casuals had their first real game to call home and all bets were off at that point. |
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