Quote:
Originally Posted by square
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Helen Keller could type up a better post than that.
Requiring a huge time investment like EQ isn't really a challenge in a game sense. Some pulls in EQ can be a "challenge" (not really), but its only a challenge if something like a mes fails, or someone isn't paying attention. There are plenty of fights in WoW that require more movement and teamwork than EQ ever did even now on live. You could honestly argue combat/fights in EQ are by far easier than WoW, WoW is just more accessible, and based on players/subscribers over the years, they got it right. There's nothing wrong with attracting all types of people to a game, the more the merrier. Some people will always be annoying and/or suck, but that is gaming in general. The real problem is, no other gaming companies seem to be able to expand on WoW like they did on EQ and other past MMOs.
Please post your 8 year old nephews character name on here for us too, thanks.
Also lets point out the title again : "Where did WoW go right"
Not: "Lets all be angry mouth breathing nerds who hate on popular things"
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To piggyback off this post I will just say that the encounters in WOW, lets take the lich king fight for example, are/were much more difficult than anything EQ has to offer. The coordination for 10/25 people and timing don't compare here. Get a decent tank, some CH clerics and make sure everyone is appropriately geared for their level in EQ and it essentially just becomes about #'s after that.
The game wasn't any less difficult in my opinion, it just
appeared to be less difficult. If you make a bad pull or attack the wrong mob in EQ, you die and lose an hour of experience (that requires a group to get) and time invested in running back/finding a group. WoW essentially required the same thing, but took out the time sink with exp loss/travel/etc. But sophistication of game play? Come on, it's not even close... Typical encounters become cookie-cutter once you learn your class for both games, except with WoW you have more abilities/options. Basically the bottom line is EQ's consequence for bad play was time; WoW's consequence for bad play was not being recognized as a good player.
The biggest thing that kept me playing in vanilla was pvp. It was really the first mmrpg I played where I felt like whatever class I played, I had a legitimate chance 1v1 against any other class. It was remarkably balanced; the complete opposite of EQ. I mean even within classes in EQ, the races were imbalanced (iksar monks at botb, anyone? ogre/troll warriors? etc)
I haven't played WoW since middle of WOTLK because of all the automated grouping and cross-server battlegrounds. Having factions and knowing the good players on the opposite side of your faction and competing was one of the better aspects of the game. At some point, both games took a turn towards maintaining casual players and milking the cash for as long as possible.