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6/10/08 4:58:06 AM#21
I'm pretty sure Everquest didn't even reach a million subscribers. |
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6/10/08 11:17:43 AM#22
Originally posted by mrprogguy Well said. Furthermore, simply scaling the difficulty of an encounter to allow more players to join in would severely reduce the amount of creativity that can be put into raids. In CoX, for example, many group encounters involved different roles for different players, different tasks, etc. If it was as simple as multiplying the "boss" enemy's health by how many players were in the instance at the time, that'd make for some incredibly dull raids and the no one would want a large number of players to be involved. |
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6/13/08 8:39:56 AM#23
Originally posted by MajesticoLook at Everquest's release date, then look at WoW's release date, then come back here to edit this post. There was life before WoW. Played (more than a month): SWG, Second Life, Tabula Rasa, Lineage 2, Everquest 2, EvE, MxO, Ryzom. Tried: WoW, Shadowbane, Anarchy Online, Everquest, WWII Online, Planetside Beta: Lotro, Tabula Rasa, WAR. |
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6/13/08 8:45:09 AM#24
Originally posted by AirspellHe never claimed E verquest had 1 million subs. He said "none had ever reached its level of subscribers" speaking of Everquest. Which at the time, there wasn't another MMO in North America that could even touch Everquest's numbers. This was *before* warcraft. How many of you are there on these forums? Played (more than a month): SWG, Second Life, Tabula Rasa, Lineage 2, Everquest 2, EvE, MxO, Ryzom. Tried: WoW, Shadowbane, Anarchy Online, Everquest, WWII Online, Planetside Beta: Lotro, Tabula Rasa, WAR. |
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6/13/08 9:25:34 AM#25
Originally posted by dalevi1 "none had ever reached it's level of suscribers" - not sure what you mean by that, but EQ1 at max had about 600-700k suscribers. Of course there were less MMO players out there at the time and very little choice, you had UO, AC1 and EQ1. Still it has never even come close to approaching the popularity of Wow, either in any of the world markets. Wow has 10 times the numbers of it's closest competition while EQ at it's best would have had twice the number. |
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TookyG
Warhammer Online Correspondent
Joined: 4/19/04
"...you mean three philippino women." |
6/13/08 10:58:54 AM#26
What is with arguing semantics here? Clearly he was referring to the world of MMOs before WoW was released. EQ never had as many subscribers as WoW has now. He's not talking about now. Until you cancel your subscription, you are only helping to continue the cycle of mediocrity. |
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6/13/08 7:58:33 PM#27
Originally posted by Ozmodan I never said EQ was bigger, close to, or even competition for WoW. I said, WoW was not around during the period the OP is talking about. Played (more than a month): SWG, Second Life, Tabula Rasa, Lineage 2, Everquest 2, EvE, MxO, Ryzom. Tried: WoW, Shadowbane, Anarchy Online, Everquest, WWII Online, Planetside Beta: Lotro, Tabula Rasa, WAR. |
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6/14/08 10:23:20 AM#28
Originally posted by mrprogguy Not true. Your logic is flawed. You're implying that since someone has a long financially successful career in commercial game design, then the design choices they make must be inherently correct and 'best' and most innovative simply because they've been doing it for so long, and that someone who's outside the industry doesn't know what they're talking about because they're not 'in the biz'. Hogwash. Like everything else in the world, commercial game design dances to the almighty dollar and panders to mass market taste. Some of the best and freshest new ideas come from outside the established studios, from minds who haven't been beaten down and contaminated by the demands of Corporate sales and marketing. Just because a Big Company churns out the same drek year after year and makes money doing so doesn't mean that the producers, designers, programmers, artists and sound guys they employ somehow have any insight or even a clue as to what the "perfect game" might be. |
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7/04/08 9:35:46 AM#29
Originally posted by acidblood
This is a common argument of pro-groupers I do not understand. You advocate grouping yet you sound as if getting a big group together to go kill a boss is a hassle. I thought the reason you'd want to get a group together to kill a certain boss is because that way is more fun to you. How would you achieve having a group-encounter without getting a group together? Maybe you could just check a group box and be auto-teamed with others? ---- Someone else said (sorry, not sure how to put multiple quotes in) "Forcing players to group=bad Having no need to group=bad" These two sound at opposites to me. Forced grouping means you need a group to accomplish mission X. And yet you say you want the game to have a need to group? --- Anyway, this is precisely the reason I prefer soloing. Teaming can certainly be fun. But there aren't words enough to describe how much I despise when a quest-giver says "You'll have to gather x number of companions to attempt/complete this mission...". My suggestion: Offer huuuuge bonuses for grouping. Massive incentives; to loot, exp, whatever. But deny no content to the soloer. I think this can work. D2 certainly had no need to group, and yet people grouped all the time. |
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7/12/08 6:40:24 PM#30
I solo most of the time, but i don't mind grouping. However the idea that i have to group for this or for that annoys me.
I would like to see a system like AO has, the mission terminals. If i'm soloing i get a solo mission to do, if i'm in a team we get a team mission to do. Why has this system never appeared in another mmo? it would at least be useful when you don't want to/don't have time to group up. |
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7/13/08 11:53:01 PM#31
I definately wont being playing this game as I really hate games that cater to the soloer. It waters down the entire game. AoC is a good example of what that is like, taken the fact the content is not complete... if you look at just the complete content all you have to ask is that playstyle fun for you? For me it was fun for about 2 to 3 weeks then I was finished with the game. No promise of more content along the exact same lines excited me at all and thus I cancelled my sub.
As to everquest - it peaked at 500k concurrent subs on at the exact same time. After that it slowly began to fall and then took a big loss in subs with release of eq2 and WoW and has basically been at its current level since then. Then again they spent about 5 million dollars to make it and have made probably 20 times that since its release. Wow cost about 80 Million to make and who knows how much they have made since its release...definately that plus some.
And for those who are thinking everquest what? EQ opened the door for WoW's existence just as UO opened the doors for EQ's existance. Each proved a market that convinced investors it was worth the money to make the next game. Just as Wow has kept the market open for all these current games one of which is bound to be good sooner or later. |
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