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All Posts by nomadian

All Posts by nomadian

7 Pages 1 2 3 4 5 6 7 »
122 posts found

Hmm the OP seems to be filtered out with asterisks. I think the word is meant to r-a-i-d-i-n-g but it's filtered out in my mind.

Better, all depends on what type of game you are looking for. Yes Everquest had frustrations but as does WoW; for instance being solo-orientated till level 80, pvp being gear-dependant as well as having very little meaning, so many kill x/y quests that your tolerance of low gameplay quotient activities is severely tested, and so on and so on. I'd personally say my idea of a mmo would be closer to Everquest than WoW, only without the frustrations, and more inspired by deep-rpgs like Morrowind.

no it isn't. It's just unfortunate levels have such a rubbish implementation in mmos having to do an abundance of shit quests.


Originally posted by Zorndorf
People mix up things like "bad programming", "odd text descriptions" and "broken quest lines" with "hard content".
Clicking on every NPC to find a certain person for 15 minutes is not what I call "hard".
It is a bad programming effort to waste somebody's time on purpose.
 

People confuse terminiology. Everquest wasn't hard, it was tough and unforgiving. Levelling up, corpse runs, bashing mobs, bugs and trains, having to mana manage to escape these situations.

I personally don't reminesce about these things, to be honest it's corpse runs were ridiculously stupid and not fun at all. But, I can see where people come from in terms of contrasting the two games. It's fair to say both games were pretty much different experiences.

It is encouraging that games more truer to the testament of mmorpgs
still are flying the flag for the genre.

always interesting what deluded views people have. And the laughability of seeing WoW as different from EQ in terms of core age. Here's the truth, both games attracted wasters, both games have/had a heavy student population. Both games had those people that chose to play casual, and those that play hardcore. Both games are grindy and time-consuming, hello do we seem to forget WoW has 3 hour instances?

Lastly, in case it escapes your notice WoW and Everquest are two different designed games. One is more focused around dungeons more testament to a believable fantasy world, while the other is more focused around the player and the game. Would I prefer a rpg where I'm visiting molded kobald habitats, or a game where every npc is set out for me in a mind-numbing linear manner? The answer to that would vary by day to day tbh but I'm making the point both are designed differently.


Originally posted by brostyn
Talking to some jaded EQ vets you'd think they only thing that made EQ great were corpse runs and massive XP loss on death. I fail to see how that made the game great. In fact, I saw it as a huge hinderance to gameplay and exploration. That's what led so many people into doing the boring, yet safe, Kunark run to 60.
IMO, the greatest part of EQ was the interdependence of the classes. Unfortunately, that was also one of its greatest failures. Allow me to explain.
 Interdependence led to the "Holy Trinity" Cleric, enchanter, warrior. Groups suffered if they didn't have all of these classes, and other classes were shunned. A huge negative was the cleric. If you didn't have a cleric at endgame you weren't playing. A game that forces the least played, and most boring class, to be in every single group led many people to sit around lfg for hours.
 On the flip, it was great to have to seek out other classes to fulfill a need. This led to many different tactics. Kiting, root crowd control(ghetto mez), etc. To cut down on travel times people would seek out certain classes, and pay them for ports. This type of interdependence led to a sense of community, interaction, and friendships. In the games we see today people are not bonding like they did in the pre-WoW day of EQ.
 
I understand that games have to enable solo content. I'm all for it. There is not enough rewards for grouping in today's current games. They all focus on leveling up as fast as you can to start raiding. Why even have levels if that's the goal? Just give everyone a max leveled toon, so they can play the real game. Oh, well.
I hate these solo grindfest games. I can't solo for 3 or 4 months just so I can start playing the real game.
 

Agree with this. Not sure I'd say the interdependence was the greatest part for me- that was one of them amongst also the huge expansive world, the diverse classes and the dungeons.

As to what made Everquest different than say WoW. WoW basically holds no pretences it is first and foremost a game as a 'light' rpg. Everquest was a bit more of a deeper and maybe more serious rpg. It spawned lots of roleplayers at one point just because the environment and design of the game fostered it. (this eroded with expansions and a change in vision of the game)

how oh how didn't Everquest's expansion win. This site has bias I tell you.

One expansion. It's called PoP.

Not that I was a strong fan of either Luclin or Velious. Luclin probably is the expansion with the most completely wasted zones. Whoever went to Twilight Sea or Scarlet Desert? (other than maybe for the VT key)

yep definitely about time. Good for low-levelling grouping which a lot of people must have forgotten is like now..

level 24 is when most of the mmos get exciting.

it's great for the nerds. (not that I'm not playing mmos..)

apart from the fantastic alluring name, what is so special about this game?

I think when I first started mmos what was most appealling was the diverse classes. Seeing rehash and rehash of those classes gets really boring. One mmo which actually had a really original number of classes -AC2 closed down.

ah sod it, I voted Everquest. Why? It's the one that inspired the others, the one that drew me in like no other, the one that introduced me to 'fantasy'. It's admittedly shit now but for the reasons stated that is my nomination.

haha joke isn't it. I mean a person could easily start again and choose the customization they want, but mmo companies know people wouldn't want to opt for this and the grind all the way back up- so why not just suck them for their money to change the character they've spent time on and are attached too.

Not a big fan of solo because tbh it is OCD mind-numbing play but when I have soloed it is because sometimes you want to explore the world on your own, do your own thing, grouping can be too long(esp. in WoW when you had 3 hour instances), and that strong possibility of encountering asshats in groups-esp. in WoW where the majority of the group won't bother to run and just wait for one gullible person to do that.(well two)

Actually, I think the ideal is where people are able to get into smaller groups and do stuff. In WoW it's like be a 5-man group or forget it. I mean I tried duo/trio in that and everyone just had different quests and running around doing them. I made a suggestion on their forums that those who helped other people do quests might get for instance a possibility of say a gem which they could trade in for xp. But that isn't just one answer, the whole questing everywhere and everything doesn't really allow someone to settle down and enjoy an area. It would be good if for instance quests where you're defending outposts was a much more prominent part of the game being a compelling activity for duo's or trios.


Originally posted by wjrasmussen

Originally posted by Majestico
Whether by design or not, I just had to wonder why someone would choose to play an MMO mostly solo.

And yet they do that. So they don't seem to have a problem with it. So if there is a problem, it's yours.

Perhaps it would be better if you just minded your own business and let people enjoy games they way that like to enjoy them and for yourself to enjoy what you enjoy.

 


god's sake he's genuinely interested in the reason why people solo, he already admitted it's their game and people can play how they want.

why do they always choose shit hotzones..

can be good fun going back for a month or two but that's about it. Enjoy it. :p

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