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cukimunga
Advanced Member
Joined: 4/03/05
Ah I'm drunk and I'm in the street like a vagabond. |
10/21/09 9:34:23 PM#41
What things would they take from WoW? Personally the only good thing about that game was the Dungeons because its the only time you ever grouped in that game. Make it so you can only complete dungeons one time and you only get the loot if you kill the boss. Also make it so you can only group up with people that have gotten as far as you in the dungeon. That way its a surprise when you do the run and you don't have some asshat telling you what to do. That is the only thing Id take from WoW and polish. |
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10/21/09 9:39:00 PM#42
Originally posted by tro44_1 WoW took hardcore ideas, made them less hardcore to appeal to a broader base. What else do they do? They don't rush or push games out, they give it time, they give it money and they give it quality. This why they make mass-market games, because they know how to do them, and have the cash to do them. If you're into simplified/softcore style of games, then I wouldn't really expect a "WoW-killer" until Blizzard makes another MMO.. or if Valve decides to get into the market themselves. On the note of Aion not being like WoW, it is. WoW is to Everquest, then Aion is to Lineage II. In other words, it is making Korean MMOs more appealing to the less hardcore types.. the ones who dont want to experience grind every living day of their life. |
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10/21/09 9:39:03 PM#43
I'd rather see a very different game that has some of WoW's positive attributes in common: Great combat - very responsive, "feels" right, good impact effects, fast-paced Lots of Polish The talent system is excellent and provides many options. This is implemented much better than any similar system I've seen. Numerous spells and abilities. There are lots for each class, and they're not extremely redundant like they are in many MMOs I've played. There are also some pretty cool, unique ones, like the mage's disappearing spell. |
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10/21/09 9:42:39 PM#44
you complete me have a blessed thread. |
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10/22/09 9:18:29 AM#45
Originally posted by Goatgod76
Good, an EQ guy is here to set the facts straight. Just because YOU soloed doesn't mean that's what most people did or the fastest way to do things. After all, you can grind mobs in groups in WoW, it's just not the best way to do things. I've spoken to plenty of EQ people that said they would group up and grind. I chose DAoC over EQ, so I can only comment on it. While there were quests in DAoC, they didn't give xp. They were more about the story, and the rewards for doing them weren't bad. You could solo to max level in DAoC, but it was faster to group xp grind. What I'm saying is that WoW introduced quest based leveling as being the most efficient way to level. I went from being mainly in a group, grinding on mobs in DAoC to grabbing a log full of quests, and grinding on quests solo in WoW. It was a completely different and unique way to play. Gated raiding is something I described in my previous post, but I guess you skipped over it. Gated raiding is when you cannot do a raid dungeon until you've done the previous raid dungeons and have gotten all the gear necessary from it to be able to successfuly raid the harder dungeons. So for example, a game offers 3 raid dungeons at release. To raid dungeon #2, you need to raid dungeon #1 until you're geared out. Once you're geared out in dungeon #1 gear, you move on to raid dungeon #2. Once you're geared out with dungeon #2 gear, you're now strong enough to raid dungeon #3. That's gated raiding, because there are "gates" in place to prevent a max level toon from raiding a particular dungeon until the prerequisites are met. DAoC didn't have gated raiding. Once you were max level, you could raid anything you liked if you had enough people, the right mix of classes, and enough player skill and knowledge. Raiding didn't depend upon having the best gear like in WoW. Since you're an actual EQ player, you can set the record straight. Did EQ have gated raiding, or could you raid anything once you reached max level? I prefer non-gated raiding, like DAoC's, because I loathe grinding raid dungeons. But some people love gated raid dungeons, because it gives them a way to progress at max level. So I consider gated raiding to be a unique feature WoW brought to the MMORPG table. |
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10/22/09 11:38:49 AM#46
Originally posted by nate1980
Good, an EQ guy is here to set the facts straight. Just because YOU soloed doesn't mean that's what most people did or the fastest way to do things. After all, you can grind mobs in groups in WoW, it's just not the best way to do things. I've spoken to plenty of EQ people that said they would group up and grind. I chose DAoC over EQ, so I can only comment on it. While there were quests in DAoC, they didn't give xp. They were more about the story, and the rewards for doing them weren't bad. You could solo to max level in DAoC, but it was faster to group xp grind. What I'm saying is that WoW introduced quest based leveling as being the most efficient way to level. I went from being mainly in a group, grinding on mobs in DAoC to grabbing a log full of quests, and grinding on quests solo in WoW. It was a completely different and unique way to play. Gated raiding is something I described in my previous post, but I guess you skipped over it. Gated raiding is when you cannot do a raid dungeon until you've done the previous raid dungeons and have gotten all the gear necessary from it to be able to successfuly raid the harder dungeons. So for example, a game offers 3 raid dungeons at release. To raid dungeon #2, you need to raid dungeon #1 until you're geared out. Once you're geared out in dungeon #1 gear, you move on to raid dungeon #2. Once you're geared out with dungeon #2 gear, you're now strong enough to raid dungeon #3. That's gated raiding, because there are "gates" in place to prevent a max level toon from raiding a particular dungeon until the prerequisites are met. DAoC didn't have gated raiding. Once you were max level, you could raid anything you liked if you had enough people, the right mix of classes, and enough player skill and knowledge. Raiding didn't depend upon having the best gear like in WoW. Since you're an actual EQ player, you can set the record straight. Did EQ have gated raiding, or could you raid anything once you reached max level? I prefer non-gated raiding, like DAoC's, because I loathe grinding raid dungeons. But some people love gated raid dungeons, because it gives them a way to progress at max level. So I consider gated raiding to be a unique feature WoW brought to the MMORPG table.
I agree. Most people in EQ grouped to do almost everything. I did groups constantly on my Ranger because it was almost what I HAD to do (Although I soloed with it as well). But I soloed almost exclusively on my Beastlord because it was doable with that class having the pet (Tank). I suppose I agree that WoW brought gated raiding to MMO's exclusively. IMO, If anyone would and did, it was/would be them. They are the greediest company I have ever seen. I mean, it's ok to make tons of cash, that is any companies goal after all...but they are so obvious in their tactics it's almost funny. Of course they brought in gated raiding...how else can they be sure to keep you playing and paying by HAVING to go through to get the gear to be able to survive the next tier of raiding. In turn, making you spend countless more hours having to do so just to be able to get there. Otherwise people would get bored and move on since you can go 1 to 80 in less than a month....even without being hardcore IMO.
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10/22/09 12:10:26 PM#47
Originally posted by Goatgod76
Oh, I don't like it anymore than you do. For one, I'm not a loot centric person. I like getting upgrades, but upgrades isn't why I play a game. I play it for the adventure. After you master a dungeon, it's no longer an adventure, it's work. So making a person run something they've already mastered, for upgrades, just to run a new dungeon sucks. It makes the game centered around getting that loot, and most of the WoW community has adopted that mentality. It's what drives me crazy about this community, because they only care about the loot and judge your worth as a person by what you have equipped. It's a materialistic attitude, a very shallow one to have. The game breeds and encourages shallowness. It preys on peoples addictive behavior. That's not to say their content isn't fun and that the gameplay isn't fun, but the purpose of the game is shallow, which makes the community shallow. You then see these same people trying out the newer games, complaining about a lack of raids, and epic loot. They don't realize that games never used to be centered around getting hard to get epic gear or raids for that matter. Games used to be centered on the adventure, the community, and the combination of those two. |
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10/22/09 3:56:54 PM#48
Originally posted by nate1980
Oh, I don't like it anymore than you do. For one, I'm not a loot centric person. I like getting upgrades, but upgrades isn't why I play a game. I play it for the adventure. After you master a dungeon, it's no longer an adventure, it's work. So making a person run something they've already mastered, for upgrades, just to run a new dungeon sucks. It makes the game centered around getting that loot, and most of the WoW community has adopted that mentality. It's what drives me crazy about this community, because they only care about the loot and judge your worth as a person by what you have equipped. It's a materialistic attitude, a very shallow one to have. The game breeds and encourages shallowness. It preys on peoples addictive behavior. That's not to say their content isn't fun and that the gameplay isn't fun, but the purpose of the game is shallow, which makes the community shallow. You then see these same people trying out the newer games, complaining about a lack of raids, and epic loot. They don't realize that games never used to be centered around getting hard to get epic gear or raids for that matter. Games used to be centered on the adventure, the community, and the combination of those two.
EXACTLY! That is what I try to explain (As nice as possible) at times in threads and get flamed for it anyways.
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10/22/09 4:34:55 PM#49
I thought I could stay out of the wow forums to avoid Wow Fanbois but apparently they are everywhere lol I wonder if the next expansion will have a limited edition ultra elite version that has a hole you can actually make love to your beloved game heh |
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10/22/09 4:37:49 PM#50
Originally posted by Zorndorf
Way to take my post out of context fanboy. The mountains in pre-expansion WoW are just walls/funnel. In outlands & Northrend they are walls that you can fly over. Which brings me to the most important thing. Meaningful travel. WoW does not have this. WoW, scripted raid events in instances (disgusting) does not constitute advanced AI. The only thing I agree with you on is the fluid responsive controls, and only that to a point. You see I would much rather aim rather than auto-attack and spells follow moving targets. Wow was the worst thing to happen to MMO's. It caused a hiccup for a few years of innovation from companies trying to emulate WoW instead of trying to be different and bring something new to the table. But, I'm glad you like it. |
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10/22/09 5:43:34 PM#51
Originally posted by shayneforu
You know, I think that just might be an entirely new concept. I applaud your ingenuity!! |
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Lansid
Novice Member
Joined: 8/21/03
"Remember... no matter where you go... there you are!" |
10/22/09 8:31:19 PM#52
The only game I've heard about that's in the works that "I" think could have a chance is the new FF X+I... whatever number they're up to now. Has anyone checked this one out? "There is only one thing of which I am certain, and that's nothing is certain." |
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10/23/09 2:11:32 AM#53
I've played WoW and EQ2 for years now, don't think I can personally stomach another game that is essentially the same with no innovation. |
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10/23/09 4:30:55 AM#54
Originally posted by nate1980
1. The massive number of quests and the ability to quest from 1-60. 2. Auction House (not sure if they were the first, but it was the first I seen of it) 3. Group instances with Elite mobs that only a group could kill. Other games had dungeons, but if you were high enough, you could solo the stuff in there. Or you could group with others and crawl to mobs high enough level to pose a challenge to your group. None of those dungeons offered loot that was uber as WoW's though. 4. UI functions. The dressing room, click to view details on others, right-click a name for a variety of options. You get the picture. They made UI extremely user friendly. Older games relied upon a lot of /slash commands. 5. Gated Raid content. Not sure about EQ, but DAoC's raid content was doable by anyone at max level. In WoW, you had to be geared out from previous raid dungeons to progress to the harder ones. 6. Flying Mounts, and perhaps mounts in general. Again, not sure about EQ, but DAoC didn't get mounts until after WoW came out with them. 7. Great Website. Websites are tools, tools that are very important to the game. DAoC had the herald, but WoW raised the bar with the amount of information available on it. Take Armory as an example. I'm sure there's plenty of other features WoW had before other MMORPG's, but I can't spend all night thinking about it. 1. You mean repetetive meaningless tasks that are only there to make the grind seem easier (not counting quest chains and lore-quests) 2. Auction house ruins the economy hence it's not good in any way at all 3. Forcing someone to group for a mob is retarded, if a player is skilled enough he should be able to do it himself, this creates uniqueness and takes players down to a more personal level of fame. 4. Nothing to say about this really 5. Another example of the everlasting grind 6. UO had mounts long before and they were much better as anyone with a high enough taming skill could get a mount/pet and then fight with them in combat. You could even make a living as a tamer only and never touch combat. 7. Information should be provided by players, this creates a sense of community.
NEXT |
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10/23/09 8:07:32 AM#55
Originally posted by Yohanu
1. The massive number of quests and the ability to quest from 1-60. 2. Auction House (not sure if they were the first, but it was the first I seen of it) 3. Group instances with Elite mobs that only a group could kill. Other games had dungeons, but if you were high enough, you could solo the stuff in there. Or you could group with others and crawl to mobs high enough level to pose a challenge to your group. None of those dungeons offered loot that was uber as WoW's though. 4. UI functions. The dressing room, click to view details on others, right-click a name for a variety of options. You get the picture. They made UI extremely user friendly. Older games relied upon a lot of /slash commands. 5. Gated Raid content. Not sure about EQ, but DAoC's raid content was doable by anyone at max level. In WoW, you had to be geared out from previous raid dungeons to progress to the harder ones. 6. Flying Mounts, and perhaps mounts in general. Again, not sure about EQ, but DAoC didn't get mounts until after WoW came out with them. 7. Great Website. Websites are tools, tools that are very important to the game. DAoC had the herald, but WoW raised the bar with the amount of information available on it. Take Armory as an example. I'm sure there's plenty of other features WoW had before other MMORPG's, but I can't spend all night thinking about it. 1. You mean repetetive meaningless tasks that are only there to make the grind seem easier (not counting quest chains and lore-quests) 2. Auction house ruins the economy hence it's not good in any way at all 3. Forcing someone to group for a mob is retarded, if a player is skilled enough he should be able to do it himself, this creates uniqueness and takes players down to a more personal level of fame. 4. Nothing to say about this really 5. Another example of the everlasting grind 6. UO had mounts long before and they were much better as anyone with a high enough taming skill could get a mount/pet and then fight with them in combat. You could even make a living as a tamer only and never touch combat. 7. Information should be provided by players, this creates a sense of community.
NEXT Christ, these forums... |
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