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9/29/12 5:52:59 PM#61
Originally posted by CalmOceans You would have had to bind in a pretty poorly selected spot to worry about death looping. A real life friend managed this so it is possible, but it's not like it was a huge problem unless you didn't consider what you were doing first. While there was some requirement for grouping in early EQ it isn't what most people make it out to be. Two and three man groups could be successful depending on what you were trying to accomplish and the early game lacked locations, not players. |
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9/29/12 5:56:52 PM#62
Originally posted by Seelinnikoi What so funny? |
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9/29/12 5:59:20 PM#63
Originally posted by Vahrane Correct, it wasn't a big problem, we decided it was a good idea to bind in CoM, some blob killed us 40 times. When I see blobs in other games I avoid them. The 3 man group were successful, which is why I pointed out that the gameplay itself wasn't as challenging as the world itself was, but soloing was impossible for my warrior after lvl 20, I had decent gear at the time and couldn't solo a dark blue anymore. |
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9/29/12 6:00:14 PM#64
Originally posted by NightBandit Wizardry is a old ip who there for 30 years so yeah wizardry is in the making for 30 years. That what they mean. |
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9/29/12 6:08:01 PM#65
Originally posted by Quirhid Cool. I always make it clear what I post is of my own opinion. And the question I answered was How do YOU define "Hard" ? A group doing there job properly for the most part stays alive. The "hard" it seems you want it the hard that comes with pulling too many mobs and training most likely to zone. Or trying to go deep into a dungeon alone. Dragons. Cazic Thule. Planes. Ever seen a monk/necro bite off more than they can chew or have a FD fail in a real bad spot? Pulling out of ruins in LoIO which if I remember right is a level 15+ zone could lead to the "hard" you seek.Im sure you havent because im assuming you werent gaming during EQ's earlier years. And with the average age of gamers I come across in MMO's nowadys you might have only been a few years out of diapers.
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9/29/12 6:09:06 PM#66
Originally posted by CalmOceans I played a warrior in early EQ and agree with you that past 20 it was pretty ridiculous. There were still a few solo spots for warriors though. The aviak village in the Karanas was great at the low 20's (with its nearby zone line) and, just before that, the Lake Rathe aviak guards that were nearby the zone into the arena. It was painfully slow with the respawn times of original EQ ><! There were alot of spots like that spread throughout the world many of which depended on what race you were as to how easily you could access them. The big problem was the large (for the times) player base and, in comparison, small world. So even with a few solo spots available for a warrior, most of the time all of them were camped! I think that extrememly frustrating hunt for the "good exp" was one of EQ's primary sources of appeal (in an odd way) for alot of us and what made many people refer to it as a HC game. |
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9/29/12 6:15:29 PM#67
Originally posted by Calhoun619 Now you're just assuming things. But if you really must know, I rarely consider PvE to be hard. Not in the new MMOs or old - oh and I've played my share of the old ones, don't you worry. Playing with arcaic threat mechanics is not hard. And biting more than you can chew is just plain stupid. I am not impressed. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/29/12 6:16:36 PM#68
Originally posted by Qui I consider "challenge" to be a "hard" task that carries risk, "punishment" is your reward for failing. We need more challenge in MMOs and less vapid, pandering, reward-fests. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
9/29/12 6:21:41 PM#69
Originally posted by bunnyhopper And full loot PVP and permadeath and deadly traps. We'll see how it goes. :) filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
9/29/12 6:24:37 PM#70
Originally posted by Vahrane They recently re-announced that they are accepting applications, but I don't know if that actually means something or if it just means they wanted to get it in the public eye again. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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9/29/12 6:32:31 PM#71
Originally posted by rutaq I'm pretty numbed on any death penalty a game can offer, so harsh DP only serves to annoy/tire me. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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9/29/12 6:37:31 PM#72
Originally posted by Loktofeit Hopefully it releases sometime within Q4 of this year. It would have been nice if they had moved quicker and gotten it out during the summer when I had more time to play! It really doesn't seem high on SoE's list of priorities at the moment. Especially considering the one interview that I've seen with an SoE management rep. (http://www.youtube.com/watch?v=B_gKgXBn2Is) that made it painfully obvious they were fairly in the dark about what they had licensed beyond it being an old IP that might hold some residual nostalgia for those of us who still remember the 80's. |
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9/29/12 6:38:12 PM#73
Originally posted by Quirhid So the tl:dr version of our conversation is no, youve never played EQ1 but you insist on telling me its not hard and you're too good at games anyways. We on the same page? I guess if impressing you was my goal I would be sad? |
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9/29/12 6:45:29 PM#74
Originally posted by Calhoun619 There is a difference between hard content, challenging content and punishment and it is all in the eyes of the person behind their avatar. Most define hard as if mobs can one shot you with 50K damage and you have 10K hit points so if you miss a key press/lagg through a script then you’re toast and can try again until your armor is no longer functional at which you can exit the instance and repair then come back in a few days to try again. This is their idea of challenge/punishment and reward. The sever punishment is removed/reduced because the difficulty far exceeds normal encounters (raid (requires more than one person/group to have knowledge of their avatars arsenal of skills)) so making a repair is punishment enough. Of course there is a possibility with the right gear (most times the mob you are killing may drop it (depends on the loot table and group make up) so you have to defeat the mob and hope you win the roll against others to get the gear to kill the mob easier again to get more gear to make the next mob easier) and right keystrokes (most times the people in the group need to press certain keys at key times to key the mobs hit point down and/or the party hit points up) so you will not be defeated. They removed corpse runs a long time ago in EQ because it was NOT fun for most. I lost a high level because they rotted away while I was out of town on business back in 2003. I also lost interest about that time because I just did not feel like going through the hassle to re-gear. Shard runs in EQ2 were horrid and others that would group seemed not to care if you wiped or not. They were removed because it was to much of a setback for most and the servers were dying because of TOO much HARD content (see above statement). (get it?) I like to do my best at the challenge and dying is not allowed so I play solo and hardcore. If my char dies I re-roll. (I have re-rolled level 80+ chars many times). I have 5 level 90’s and I do solo and GROUP stuff (just not raid stuff) Sadly I play alone because many others don’t seem to care for this play style because they think it to much of a challenge. I have been campaigning off and on over the last 3 years to get a EQ2 perma-death server but that has not happened because of EQ1 and its perma-death server fiasco which the devs intended to fail. Here is my advice: Find a good old game you like and pick it back up. Stop buying this new released hyped crap with the same carrot in a different package until something you feel has challenge gets released. |
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9/29/12 6:49:05 PM#75
Originally posted by Quirhid
So you don't want "hard" to include any impactful risk ?
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
9/29/12 6:55:38 PM#76
IMO hard has never included risk. Hard is the chance of completing a task/the amount of effort it takes to complete the task, risk is what happens oif I fail the challenge. It didn't change the nature of the challenge. Now the risk may have changed the way I thought about the challenge, but it didn't actually change the challenge. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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9/29/12 7:09:35 PM#77
Originally posted by VengeSunsoar I agree but the risk adds a special emotional element and also can be a gating factor. Since repeated failures and carelessness in older games would de-level you, destroy your gear, debuff and severely weaken you for hours. Players adept at failure were prevented from progressing without learning and becoming better.
Risk prevents someone from winning by brute force lemming-ing their way through content by waiting for the RND gods to roll in their favor. |
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9/29/12 7:15:08 PM#78
Originally posted by Calhoun619 Here let me help you: What you are using is called a "straw man argument" (wiki link included). Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
9/29/12 7:17:27 PM#79
Your emotions should be subordinate to your reason. Not the other way around. You can consciously choose to feel a certain way. Yes some people require more training at this than others but virtually every human can do this. This does not mean you turn into an emotionless zombie but it does mean that to let an event/person/circumstance dictate how you feel is IMO a reaction approave, a wrong approach,. But that could be a whole other topic :) I've never played any game anywhere where people would succeed just by continually attempting the same thing. They succeeded by changing something, they learned something, they did something different, even if that was just to gain a few more levels or get a higher player to help them. No one succeeds at anything JUST by multiple attempts. They succeeded becausee they changed the variables.
Risk prevents someone from winning by brute force lemming-ing their way through content by waiting for the RND gods to roll in their favor. IMO it doesn't do that at all. The only thing that will let you succeed is changing the variables you can control. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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9/29/12 7:18:44 PM#80
Originally posted by rutaq Yes but extreme punishment prevents me from learning through repetition and discovery. You know - the normal way. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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