#221
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Last edited by dredge; 12-12-2012 at 08:48 PM..
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#222
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GoD
Finding shit more powerful than the GODS themselves living on Norrath the whole time was kinda stupid to me. | ||
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#223
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Plus, Inny/CT were already complete wussies by the time Velious raiding was out. So yeah, shit stronger that gods was pretty common since classic time. | |||
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#224
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Luclin was when things started to go wrong. I guess the teleporting in those 4 areas was okay, because you still had to a wait a while and it was only those 4 places. But including the bazaar was a bad idea, and the worst part was that there was no pvp in the Nexus or the bazaar. The new graphics were bad for some races (short races), and not too terrible for others, but their introduction meant that no one would ever get cool and unique armors like in Velious ever again. I really liked the vah shir, and the beastlord class; don't really get the whole "Omg cats on the moon is so dumb!" argument.
Luclin did have some very great raids, and I have mixed feelings about AAs. To me, as a very casual player, it kind of felt like a slap in the face. I was like level 50 when Velious released, and level 58 when Luclin released, it was like being max level had become literally unattainable. They introduced some great and arguably needed skills, for casters and hybrids, but I don't understand why they couldn't have just given the classes those skills. I suppose they wanted to keep people playing, and it gave the more hardcore a reason to continue playing their mains, which was good (but not for the low level population). PoP is where everything but the raiding scene died. Instant ports in every city, to a zone where pvp was disallowed. Just terrible. | ||
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#225
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PoP was the gold era of EQ raiding - it improved raiding 10000% No more tank and spank fights, and plenty of targets to choose from even for non uber guilds. | |||
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#226
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#227
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There is a giant nebulous monster in the room whenever MMORPGs are discussed, and it is an absolutely vital mechanic that can change the entire course of a game, yet it is nearly never referenced. This problem has been alleviated and partially solved by some more modern games, but I'm not sure that EverQuest could do it except by having a radically lower population.
The problem is this: the entire multiple server paradigm. What people love about EverQuest anymore isn't JUST that there's only one Vox on your server. Right now, SHE IS THE ONLY VOX IN EXISTENCE for a cool, Classic EQ experience. When resources are limited, they are more valuable. When they are absolutely UNIQUE, their value is almost impossible to overestimate. The awesome thing about EVE Online was this: EVE Player 1: Oh man I was in this amazing battle last week in Curse region where like 8 carriers jumped in and saved a Titan. EVE Player 2: DUDE I WAS THERE!! WoW Player 1: Oh man I was in this awesome dungeon last night... WoW Player 2: Cool! What server are you on? WoW Player 1: Broken Skull, it was wild! WoW Player 2: Oh ok, I'm on one of the other 100 servers. Never mind. EQ Live went wrong even before they launched the game, in the multiple server model. There's really no coming back from that... it needs to be a fundamental part of game design from inception. | ||
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#228
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ehem, I really want to know how you plan to fit 100k players with pre 1999 tech into a single server?
Zones were laggy and crashing with 40-60 people in it allready, and servers were only at 3.5k max | ||
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#229
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#230
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And I said I had mixed feelings about the AA system, not that it was all bad. Being a casual player does not translate to being terrible at EQ, lol. It was nice getting into the upper 50s, and thinking "Almost there!" I was excited about not needing to level anymore, and it discouraged high levels from making alts. For most higher level people, I'm sure AAs were a good thing. | |||
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