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FireEmblem86
10-26-2010, 02:01 PM
I've noticed that a lot of people seem to be here for nostalgia purposes. When they first came in and everything was so new and whatnot.

Personally, I'm playing on this server because I seriously think that EQ was a lot better during the trilogy days, not just in terms of community, but in terms of gameplay and difficulty level.

I also have a couple of friends coming on this server that are here to try EQ out and see if they like it... and also to play with me.

So I'm wondering: Why are you playing on this server?

Shannacore
10-26-2010, 02:04 PM
because i'm too popular to not be here.

where is that option.

Aadill
10-26-2010, 02:15 PM
Since this was a checkbox poll, I voted for everything.


But seriously, because this game was much more fun back in the day and it's fun to get to re-experience it and actually do some of the stuff I didn't originally do.

Also it's significantly less expensive than EQLive

azeth
10-26-2010, 02:19 PM
for the lulz

SlankyLanky
10-26-2010, 02:23 PM
because i'm too popular to not be here.

where is that option.

WHY ARE YOU NEVER IN GAME!?!?!?

Toadstomp
10-26-2010, 02:24 PM
Every game I played since I left EQ after PoP, I've compared them to it. None have stood up to EQ for me in terms o fun factor.

Taluvill
10-26-2010, 02:39 PM
Every game I played since I left EQ after PoP, I've compared them to it. None have stood up to EQ for me in terms o fun factor.

This. Its societies thing these days to compare everything to something better, and EQ was always better, and nothing measures up really.

Morlaeth
10-26-2010, 02:53 PM
Every game I played since I left EQ after PoP, I've compared them to it. None have stood up to EQ for me in terms o fun factor.

EQ classic, Kunark, and Velious felt EPIC, nothing else has had that feel. I agree with the above quote.

Teseer
10-26-2010, 02:56 PM
The immersion. No other game has even TOUCHED EQ in immersion for me.

hedbonker
10-26-2010, 03:04 PM
A big part of why I quit live was because of the trivialization of death penalty. Died at the juggs camp in OS? No problem - Head to the guild lobby, summon corpse and get a cleric that is sitting there anyway to rez you.

Die at juggs / OS in classic? Now you have a real issue... Makes you play differently. It could be argued that in Live you just treat it like classic if you want that - But human nature dictates that I need to be forced to do that. Classic imposes this.

Davionx
10-26-2010, 03:05 PM
It's the best pve gameplay to be had.

I play eq2 for bg's and project 99 for the pve

Boggwin Bramblefoot
10-26-2010, 03:20 PM
I play because the game is much, much better than anything that has come out since. Granted, there are games with better graphics and animations, but why play a game that you can reach end-game in, with about one week worth of effort? I like the fact that this game will allow you to be competitive without having to be uber. I like that people will actually talk with you and group with you. I like that I get excited about getting a magic weapon with a +5hp bonus on it...as opposed to some giant sword that I could not even possible lift with stats that make me God-like (WoW). I like having to be worried about dieing. I like having to plan ahead when making two hour (real time) journeys across Norrath. I like that a Plat is actually worth something. I like that high level toons help out low level toons without bilking them for all that it is worth. I like.......well, you get the point. <end of rant>

Basically, I like the game...in case I didn't make that clear. : )

bakkily
10-26-2010, 03:21 PM
main reason im here was back in the classic days i only and this is in a span of a year and half, started right when kunark came out and quit few months after velious, but durring that time only played a few chars, got a pali to 20 doing 3 zones, bb, cb and oasis, and did a ranger up to 15 doing these same zones, played mainly durring pop-oow era got all the best raid shit and ect, but have never done the old zones untill now

Shannacore
10-26-2010, 03:25 PM
WHY ARE YOU NEVER IN GAME!?!?!?

WHY DO YOU ONLY PLAY WHEN I'M AT SCHOOL OR WORK!?!?!?!?

Engraverwilliam
10-26-2010, 03:36 PM
I love how you actually have to THINK to play this game. Once they launched PoP It was not the same EQ for me.
I'm digging playing in the old zones and getting nervous when you are at 20 health in the middle of nowhere.

I think my GF is starting to dig it now as well. at first she was weary of the hardcore-ness of it because she came from hold-your-hand WoW. But now its "I'm a bub from 8" text while I'm at work hehe

Aadill
10-26-2010, 03:48 PM
"I'm a bub from 8" text while I'm at work hehe

:3

Kuizzat
10-26-2010, 03:54 PM
i am here cause classic EQ was the best. There is and never will be a substitute.

Combo
10-26-2010, 05:02 PM
Because I <3 classic EQ and didn't get enough time to enjoy it since I only played hardcore when Planes came out.

That and Cataclysm isn't out yet.

SlankyLanky
10-26-2010, 05:05 PM
WHY DO YOU ONLY PLAY WHEN I'M AT SCHOOL OR WORK!?!?!?!?

because im uneployed atm and probably to drunk to type when you get out of school or work. :(

Swishahouse
10-26-2010, 05:18 PM
because im uneployed atm and probably to drunk to type when you get out of school or work. :(

THIS

http://lh4.ggpht.com/_lVprNSqIbk8/TMdGdTtverI/AAAAAAAABL8/aE3gYOUaMPA/yuensiutin.jpg

Dunes
10-26-2010, 05:20 PM
I like that I get excited about getting a magic weapon with a +5hp bonus on it...

^^ Same here. Itemization killed EQ live for me. In Classic, the item meant something, whereas Live became so bloated with each expansion that noobie quest items now are better in some ways than planar gear. I understand that Sony was using rumors and "leaks" coming out of each beta expansion to spur customers into buying the next new installment, but game makers need to do so reasonably to maintain the long-term viability of their game. EQ Live resembles the Jocelyn Wildenstein (Google her.. it is nearing Halloween, anyway ;) ) as they continue to keep a great game at its core alive with constant facelifts.

Teseer
10-26-2010, 05:46 PM
It's like a page and a half of stats for a subpar item! ugh!

Evalina
10-26-2010, 06:00 PM
<<---unemployed dental hygienist:) LFJ (looking for job)
Thinking I am going to start massage therapy school while waiting..yay:)

I love EQ but love money more..

Kckelley
10-26-2010, 07:34 PM
It's a better game. Classic EQ makes you work for everything you get. In doing so you naturally appreciate it more. When crap is just given to you, it's naturally not gonna mean as much and therefore everything/everyone isn't nearly as important. Classic EQ makes you care.

Kender
10-26-2010, 07:51 PM
It's a better game. Classic EQ makes you work for everything you get. In doing so you naturally appreciate it more. When crap is just given to you, it's naturally not gonna mean as much and therefore everything/everyone isn't nearly as important. Classic EQ makes you care.

that doesn't explain the thriving toon selling market

Kckelley
10-26-2010, 09:16 PM
that doesn't explain the thriving toon selling market

I explained why I was here, not the flaws of those who don't like trying. :P

RKromwell
10-26-2010, 10:05 PM
I have friends, good friends who play. That is why I started, then the hook sank into my flesh and I can't let go.

Trademaster
10-26-2010, 10:11 PM
EQ provides excitement in wasting time. Knowing the death is a setback makes worrying about dying more exciting. Not having everything handed to you to get you to the end game as quick as possible emphasizes the journey, not the destination.

Free, free is good, I like free a lot.

I plan on actually getting my epic this time around. Quillmane Yes you, you danged airborne dogfood container, I'm coming for you, soon as I get big enough. I am hoping to complete a lot of things that I missed out on last go around.

Shannacore
10-26-2010, 10:16 PM
because im uneployed atm and probably to drunk to type when you get out of school or work. :(

I demand you join my guild.

FireEmblem86
10-26-2010, 11:10 PM
<<---unemployed dental hygienist:) LFJ (looking for job)
Thinking I am going to start massage therapy school while waiting..yay:)

I love EQ but love money more..

Level 32 Dental Hygienist LFJ, PST.

Not meta at all...

Mcbard
10-26-2010, 11:22 PM
I've spent almost every waking moment of my post-eq life searching for something to fill the terribly dark void within myself that the loss of early EQ had created. I found the only thing that can properly fill it, heroin. As to why I came back: I loved this game and still find it very enjoyable even if, for the time being, I am more casual and less hardcore than in days gone by.

William_Munny15
10-27-2010, 12:34 AM
I play on P99 cuz they give me dough, no dough no play

Darkrainhunter
10-27-2010, 12:36 AM
I Started playing in 1999 and Loved EQ. I thought Luclin sucked, so I played DAoC and I really liked it when lots did RVR. DAoC started to suck and tried to play PoP and after realizing that getting flagged for planes was more like work than fun, I gave up on EQ.

I really hoped EQ2 would bring back the things I loved about EQ. It failed, then like a month or so after release some of the things I thought were cool and challenging i.e. passing a challenge to become your class and to get into certain zones.

I can't tell you how happy I am to be playing classic again!

stormlord
10-27-2010, 07:37 AM
When I first came here, I thought it was better. Thing is, it's a very subjective thing to say that this version of EQ is better than todays version. First off, todays version is a different game altogether. They've changed so many mechanics and added so many and changed where you go. Second, difficulty is measured differently for different players and if you're not happy with the standard level-up model where people go through the tutorial and tss zones and hotzones then you're free in todays EQ to do more difficult things. Lastly, there shouldn't be any doubt that todays EQ has more UI functionality, better support for modern computers and better gfx.

I think the biggest misconception about todays EQ is that it's easier. While I think that it's easier in some ways, I think that it all balances out when you sum it all up. Yes, there're mercenaries and pots and guild lobby summoners and powerful items (defiant armor/weapons) and so on, but most players use these upgrades to play in harder content. They're not playing in 1999-02 zones most of the time. Keep in mind here that, generally, the newer the expansion is the harder the mobs are to kill. So while they're beefy compared to what htey might have been in 1999-02, they're also playing in harder content so the upgrade in power isn't as noticeable. And another important factor is that todays EQ gets harder and harder the higher your level is. It was like this in 1999-02 EQ as well. So by the time you get close to level cap you're looking for groups not soloing. If people are comparing the difficulty of todays EQ only during hte low levels then they're missing hte mark bigtime. Another thing I see is vets complaining that noobs level up so fast. Well, so what? There're 90 levels now and 5000 aa's. That's a lot more ground to cover so naturally they will level up faster. Duh!

While I can't say that EQ in 1999-02 is better than EQ circa 2010, I can say I liked some of the older EQ things more than I like how they're implemented or not implemented in new EQ. For example, in old EQ most people couldn't breathe underwater. I liked that. I like an environment that's dangerous. I liked hitting lava in lavastorm and getting burnt. I liked falling to my death in Velk's labyrinth. Those kinds of things challenged me to play smarter. I don't like how they were made less and less a concern as EQ matured or as you leveled. For example, lots of items allowed you to breathe underwater and levitate was something you could buy as a potion. Many of hte zones changed too and seemed more linear. I mean, compare upper/lower guk to a zone like toskirak (sof) or some of hte newer zones. There's something much less linear about guk and similar old zones. All in all, this is just one example. And something else relating to zones are the maps. One thing I like about p1999 is that some zones don't have maps and your group doesn't show on the map window. While I know this is inconvenient for some, I actually like this because it puts a lot more value on people who know the zones and communicate well with their group. And, oh, I like how in 1999-02 EQ the homecities are still important and serve as gateways for new players into the world. The racial cultures still matter! Hard to pull off with a low population, though. And something I've seen overlooked by others in the wars about who is best is that WOW had racial homecities that were still used. This was the case even when most new players in EQ were starting in the tutorial and going through TSS zones and living in POK. Odd isn't it that features of 1999-02 EQ are present in some of the best modern games but weren't in modern EQ. One final example of something I liked is how 1999-02 EQ items could be traded and sold, Most of them weren't no drop. In todays EQ most things are attunable or no trade or no drop. While this prevents items from swamping the market, it's lame. I think the primary reason for it was to limit plat/item sellers and hackers. I think it's like sacrificing freedom for security, but at the cost of fun.

I recently played on live earlier this year in jan/feb 2010.

I'd encourage people to try out live EQ and go to cap before judging it prematurely.

I think House of Thule ($40, includes all expansions; adds houses) is looking to be a good expansion so far.

I voted Pffft. Free EQ.

Maneuk
10-27-2010, 08:28 AM
Because the death penalty made you a better player.

35 and die-ing just past the zone in at lower guk, 2 clerics, 1 cleric and a wizard were from another guild that wanted to "see" how we grouped. and a train comes. while Me- the mage- grabbed aggro because the MT was down in health and not getting healed- especially since the second cleric (OUR cleric) was getting aggro because of his trying to heal the MT, Druid was oom, chanter was working. I took chanters and OUR clerics aggro knowing if I could hold it, chanter would have time to work. if all went south, Druid may have enough to port. If I died, a nice escort back to our camp, with a heathy and armored MT, Cleric and at least a druid 9 the chanter was expecting to die) would be a better place to be.

Instead, wizard is sitting- watching. cleric 2 (THEIR cleric) is ....watching full mana and healing nobody.......

We delicately asked- at our wipe- the wizard and cleric were able to zone, btw, and mysteriously the cleric had to camp- it's 11:pm in RL, we have jobs we have to get to bed so we had to camp like the cleric. Wizard swore he was about to port us all. regardless the next days corpse run was not fun.

We never grouped with them again, they formed a guild that then soon faded- for a while the wizard was all " we are family, right" trying to spooge off of our happenstance of a bond that formed from playerability.

We were polite, as the seasons went by, helping when it was no too out of the way or if we happened to run into them, say in Nurga/Droga, or Kael. but never, ever did anything "serious" with them again.

one corpse run like that, and you learn.

Some say Fear was the big training ground for that kind of lesson, if those others learned that lesson then at the age to go into Fear, it was too late- they were "less than". You become a better player, before, when younger, and elarning in dungeons, then by the time you get to fear- your first break in is no problem.

Madigan
10-27-2010, 08:39 AM
The immersion. No other game has even TOUCHED EQ in immersion for me.
Same for me.

Messianic
10-27-2010, 09:35 AM
lots of TL;DR here

Engraverwilliam
10-27-2010, 10:24 AM
Ww;TR well worth the read IMHO

Combo
10-27-2010, 11:17 AM
When I first came here, I thought it was better. Thing is, it's a very subjective thing to say that this version of EQ is better than todays version. First off, todays version is a different game altogether. They've changed so many mechanics and added so many and changed where you go. Second, difficulty is measured differently for different players and if you're not happy with the standard level-up model where people go through the tutorial and tss zones and hotzones then you're free in todays EQ to do more difficult things. Lastly, there shouldn't be any doubt that todays EQ has more UI functionality, better support for modern computers and better gfx.

I think the biggest misconception about todays EQ is that it's easier. While I think that it's easier in some ways, I think that it all balances out when you sum it all up. Yes, there're mercenaries and pots and guild lobby summoners and powerful items (defiant armor/weapons) and so on, but most players use these upgrades to play in harder content. They're not playing in 1999-02 zones most of the time. Keep in mind here that, generally, the newer the expansion is the harder the mobs are to kill. So while they're beefy compared to what htey might have been in 1999-02, they're also playing in harder content so the upgrade in power isn't as noticeable. And another important factor is that todays EQ gets harder and harder the higher your level is. It was like this in 1999-02 EQ as well. So by the time you get close to level cap you're looking for groups not soloing. If people are comparing the difficulty of todays EQ only during hte low levels then they're missing hte mark bigtime. Another thing I see is vets complaining that noobs level up so fast. Well, so what? There're 90 levels now and 5000 aa's. That's a lot more ground to cover so naturally they will level up faster. Duh!

While I can't say that EQ in 1999-02 is better than EQ circa 2010, I can say I liked some of the older EQ things more than I like how they're implemented or not implemented in new EQ. For example, in old EQ most people couldn't breathe underwater. I liked that. I like an environment that's dangerous. I liked hitting lava in lavastorm and getting burnt. I liked falling to my death in Velk's labyrinth. Those kinds of things challenged me to play smarter. I don't like how they were made less and less a concern as EQ matured or as you leveled. For example, lots of items allowed you to breathe underwater and levitate was something you could buy as a potion. Many of hte zones changed too and seemed more linear. I mean, compare upper/lower guk to a zone like toskirak (sof) or some of hte newer zones. There's something much less linear about guk and similar old zones. All in all, this is just one example. And something else relating to zones are the maps. One thing I like about p1999 is that some zones don't have maps and your group doesn't show on the map window. While I know this is inconvenient for some, I actually like this because it puts a lot more value on people who know the zones and communicate well with their group. And, oh, I like how in 1999-02 EQ the homecities are still important and serve as gateways for new players into the world. The racial cultures still matter! Hard to pull off with a low population, though. And something I've seen overlooked by others in the wars about who is best is that WOW had racial homecities that were still used. This was the case even when most new players in EQ were starting in the tutorial and going through TSS zones and living in POK. Odd isn't it that features of 1999-02 EQ are present in some of the best modern games but weren't in modern EQ. One final example of something I liked is how 1999-02 EQ items could be traded and sold, Most of them weren't no drop. In todays EQ most things are attunable or no trade or no drop. While this prevents items from swamping the market, it's lame. I think the primary reason for it was to limit plat/item sellers and hackers. I think it's like sacrificing freedom for security, but at the cost of fun.

I recently played on live earlier this year in jan/feb 2010.

I'd encourage people to try out live EQ and go to cap before judging it prematurely.

I think House of Thule ($40, includes all expansions; adds houses) is looking to be a good expansion so far.

I voted Pffft. Free EQ.

Yeah, I played live a year ago on Mayong (51/50) which was a mistake, because it turned out to be an "alt" server, not a serious one.

It wasn't the horrible nightmare many would have you believe, in all honesty.

Two major issues caused every change in EQ:

-Feature creep. Oh boy, this is the big one. The yearly expansions added at least one new feature, many outdated or pointless by the time I started, but all shown on your character screen By-expansion currency, tribute, shrouds corpse summoners, crazy new meta-stats, and all kinds of factions you'll never actually do anything with because it's second-hate pointless.

AA is one of the most demonized changes, but it was supposed to be a stop-gap to actually PREVENT inflation by giving max-level players something to do when they had the best gear. The problem was, AA wasn't enough. People wanted shinies over AA. As a result, gear power increased exponentially from expansion to expansion, not linearly like it was in Classic to (arguably) Luclin.

-Mudflation. When I started, I went to the Bazaar (which isn't really a bad mechanic) and looked for stuff like a Glowing Black Stone, Blackened Iron Medallion, etc. You know, typical trilogy twink caster stuff. It largely didn't exist. Why? Because there was this new "Tiered" armor that drown you in crazy stats that dropped from mobs your level. No longer did you see Cloth armor dropping at level 1, instead you got armor with +5 STA +5 INT +10 HP +10 Mana, Burning Affliction, Spell Haste, and whatever else. The item tip almost filled the whole box.

Simultaneously, so many of the zones were just EMPTY... but what do you expect with something crazy like 500 zones in the game? I ran to Blackburrow (I mean, where else would you go? Gnoll fangs rock!) and found it totally deserted. Same with any lowbie progression dungeon. After asking global chat WTF was going on, they told me to go to the Serpent's Spine zones, where every mob is a massive undercon in order to try to keep the lowbie challenge in line with classic EQ.


Sony responded to these problems by implementing mechanics to make up for the rapid content inflation. More specifically, they made things more convenient to support a game that simply lacked the population to maintain the old ways.

+PoK/Free Teleportation/Boat Removal. There was no reliable method of spamming for ports in your home city anymore because no one was there. If you're an Iksar and your friend is an Erudite, how the hell are you going to meet up when a Druid or Wizard who is high enough to port shows up in Field of Bone or QHills maybe once every 48 hours?

However, Travel is difficult in the newer content. Ports are still worth something, but only in the newest stuff.

+Mercenaries. Overpowered as they are, it's a great idea. No one wanted to level a Warrior or Cleric anymore, and there were so few low-level players that it didn't even matter. Now, for an constant plat fee, you can hire one that is probably more competent than a real person -- up to a certain level.

+Corpse summoning. If you die in OOT on p99, it's scary as hell, but there are often people around who can help, or you can bribe a Necromancer to summon your corpse. If you die in OOT on live, well, first of all, why were you in OOT? Second of all, everyone is so spread out that it's really, really hard to talk someone into making such a long trip to summon some newb's corpse. Instead, throw 50plat at the corpse summoner, beg for a Rez in the hall, and away you go.

+Hot Zones. You might actually see someone your level!

+Other shit that made the game less of a chore. Removal of shared Hybrid XP penalties. Removal of all class penalties, because they were balancing with all classes in mind anyway. Removal of all race penalties, because they decided players shouldn't be punished for wanting to look like what they wanted to look like. /melody because Bards were suing SOE for carpal tunnel injuries.

For some reason, people get mad at the band-aids, not the cuts under them. They scream about PoK or Nexus but don't understand that there was no longer a "hub" like EC for the game, or that there were so many zones at that point that finding a pocket Druid or Wizard was next to impossible. SOE has always been trying to bring things back in line with the Classic high-challenge, group-reliant (well, for some classes) focus. The problem is, you have to take the bait (you're essentially forced to start in Serpent's Spine if you want to see another human being, plus all the mobs are a joke anywhere else) to get that feeling.





In the end, Classic EQ and EQ Live may as well be totally different games. The cause? The developers gave the players what they said they wanted.




How the hell do you "do this right?" Instead of adding may-as-well-be-mandatory-to-keep-up starting zones, you blow the entire old world the fuck up and re-design it to fit the high end. Instead of adding AA, you trim the fat from class abilities while simultaneously making formerly ho-hum abilities much more interesting. You don't just *let* players solo Nagafen, you either wipe him out or have him move to a different area and become a new level-cap raid with different mechanics.

In other words, Blizzard learned from the decline of EQ and found one hell of a ballsy solution to the inevitable inflation that happens to every MMO. I certainly hope it works.

Engraverwilliam
10-27-2010, 12:50 PM
Combo you summed up every reason I left EQ live

Boggwin Bramblefoot
10-27-2010, 01:22 PM
Yeah, I played live a year ago on Mayong (51/50) which was a mistake, because it turned out to be an "alt" server, not a serious one.

It wasn't the horrible nightmare many would have you believe, in all honesty.

Two major issues caused every change in EQ:

-Feature creep. Oh boy, this is the big one. The yearly expansions added at least one new feature, many outdated or pointless by the time I started, but all shown on your character screen By-expansion currency, tribute, shrouds corpse summoners, crazy new meta-stats, and all kinds of factions you'll never actually do anything with because it's second-hate pointless.

AA is one of the most demonized changes, but it was supposed to be a stop-gap to actually PREVENT inflation by giving max-level players something to do when they had the best gear. The problem was, AA wasn't enough. People wanted shinies over AA. As a result, gear power increased exponentially from expansion to expansion, not linearly like it was in Classic to (arguably) Luclin.

-Mudflation. When I started, I went to the Bazaar (which isn't really a bad mechanic) and looked for stuff like a Glowing Black Stone, Blackened Iron Medallion, etc. You know, typical trilogy twink caster stuff. It largely didn't exist. Why? Because there was this new "Tiered" armor that drown you in crazy stats that dropped from mobs your level. No longer did you see Cloth armor dropping at level 1, instead you got armor with +5 STA +5 INT +10 HP +10 Mana, Burning Affliction, Spell Haste, and whatever else. The item tip almost filled the whole box.

Simultaneously, so many of the zones were just EMPTY... but what do you expect with something crazy like 500 zones in the game? I ran to Blackburrow (I mean, where else would you go? Gnoll fangs rock!) and found it totally deserted. Same with any lowbie progression dungeon. After asking global chat WTF was going on, they told me to go to the Serpent's Spine zones, where every mob is a massive undercon in order to try to keep the lowbie challenge in line with classic EQ.


Sony responded to these problems by implementing mechanics to make up for the rapid content inflation. More specifically, they made things more convenient to support a game that simply lacked the population to maintain the old ways.

+PoK/Free Teleportation/Boat Removal. There was no reliable method of spamming for ports in your home city anymore because no one was there. If you're an Iksar and your friend is an Erudite, how the hell are you going to meet up when a Druid or Wizard who is high enough to port shows up in Field of Bone or QHills maybe once every 48 hours?

However, Travel is difficult in the newer content. Ports are still worth something, but only in the newest stuff.

+Mercenaries. Overpowered as they are, it's a great idea. No one wanted to level a Warrior or Cleric anymore, and there were so few low-level players that it didn't even matter. Now, for an constant plat fee, you can hire one that is probably more competent than a real person -- up to a certain level.

+Corpse summoning. If you die in OOT on p99, it's scary as hell, but there are often people around who can help, or you can bribe a Necromancer to summon your corpse. If you die in OOT on live, well, first of all, why were you in OOT? Second of all, everyone is so spread out that it's really, really hard to talk someone into making such a long trip to summon some newb's corpse. Instead, throw 50plat at the corpse summoner, beg for a Rez in the hall, and away you go.

+Hot Zones. You might actually see someone your level!

+Other shit that made the game less of a chore. Removal of shared Hybrid XP penalties. Removal of all class penalties, because they were balancing with all classes in mind anyway. Removal of all race penalties, because they decided players shouldn't be punished for wanting to look like what they wanted to look like. /melody because Bards were suing SOE for carpal tunnel injuries.

For some reason, people get mad at the band-aids, not the cuts under them. They scream about PoK or Nexus but don't understand that there was no longer a "hub" like EC for the game, or that there were so many zones at that point that finding a pocket Druid or Wizard was next to impossible. SOE has always been trying to bring things back in line with the Classic high-challenge, group-reliant (well, for some classes) focus. The problem is, you have to take the bait (you're essentially forced to start in Serpent's Spine if you want to see another human being, plus all the mobs are a joke anywhere else) to get that feeling.





In the end, Classic EQ and EQ Live may as well be totally different games. The cause? The developers gave the players what they said they wanted.




How the hell do you "do this right?" Instead of adding may-as-well-be-mandatory-to-keep-up starting zones, you blow the entire old world the fuck up and re-design it to fit the high end. Instead of adding AA, you trim the fat from class abilities while simultaneously making formerly ho-hum abilities much more interesting. You don't just *let* players solo Nagafen, you either wipe him out or have him move to a different area and become a new level-cap raid with different mechanics.

In other words, Blizzard learned from the decline of EQ and found one hell of a ballsy solution to the inevitable inflation that happens to every MMO. I certainly hope it works.


Well said. I agree on every point. I too went back, and when I logged on I was lost in more ways than one. I did manage to get the gist of most of the updated stuff, but the total lack of another human player was maddening. I think that some of the add-ons were needed with such drastic changes to the game's mechanics, but I often wondered; why not just scrap the game and start over? EQ live is hardly like the original anymore. Maybe that is what EQ Next is going to fix. Maybe that will remake the original EQ into something that less convoluted than what EQ live is now. Here's to hoping. BTW, good post Combo.