![]() |
|
|
|
#1
|
||||
|
Quote:
| |||
|
|
||||
|
#2
|
|||
|
It really needs to be mentioned that the exp loss isn't a factor for people pursuing anything worthwhile. Exp doesnt matter much at 60, and you always end up getting a rez anyway
| ||
|
|
|||
|
#3
|
|||
|
Anything can sound easy if you prefix it with "All you have to do is..."
| ||
|
|
|||
|
#4
|
|||
|
All you have to do is prefix it with "All you have to do is..."
Your right, it is pretty easy when it comes right down to it. Also, if you break another mez you're getting a paladin rez, and he's not 59 yet. | ||
|
|
|||
|
#5
|
|||
|
For me the classic feel comes down to 3 aspects: social-centric, toolset variety/freedom and risk-vs-reward.
Social-centric: The game is focused on working with other people. Making friendships and working together is highly beneficial. Soloing is limited to certain classes or specific mob types / locations / etc. Even the best solo classes have a lot to gain from other players (sow, clarity, ports, rez). Toolset variety/freedom: Classes have a lot of variety in their toolkit because design was not slave to balance/equality. Furthermore the game places almost no restrictions on how tools are used. Charm a quest giver? Shared wolf form for faction? Kill your own race's guards for XP? Cast/med in between ticks? FD/sneak/invis/whatever pulling? You can do all that. As a spinoff of the above and combined with a slower pace of combat, these tools often let you salvage a defeat with the proper decisions / actions. In EQ a bad situation often develops gradually and you can often salvage it with creative uses of tools. In WoW-like MMOs this is rarely possible and generally when things go bad it happens fast and is often not salvageable due to limitations (limits on combat rez, mana regen in combat, enrage timers, lack of control abilities/role, etc). risk-vs-reward: Getting killed in EQ costs you a chunk of XPing time. It's something that stings a lot more than a few gold repairs. Not only that but you can lose levels too, forcing you to fight at a reduced power level to re-earn it. But at the same time you can earn better XP/loot by taking increased risk. Consider Dreadlands vs LGuk/SolB. DL is relatively safe, full of solo pulls and very flexible as far as your group comp. But the loot is dismal. On the other hand in LGuk/SolB you're getting much more valuable loot, but you need a balanced group and lack a convenient zoneline you can run to as soon as things look bad.
__________________
Blue Server || My WTS/WTT/WTB list
| ||
|
|
|||
|
#6
|
|||
|
It really does depend on your definition of difficulty and what part of the game we're comparing.
To me, EQ is about leveling - that's what I always have spent most time doing. Even the few characters that I got to max level on live, didn't see all that much raiding, since I just started a new alt to level up. In WoW, leveling is a joke - so much so, that you can just buy a max level character from Blizzard now. And if we are comparing the difficulty in leveling, I think EQ is definitely much more punishing than WoW. They're not even close. One of my favourite new features on GiantBomb, is their new hire Dan Ryckert doing a 30-day trial of WoW as a person who has never played any MMOs. He is managing to level up and play the game, even though he is truly clueless and barely using his skills correctly. Now if he were to do a similar feature on P1999, I doubt he would get very far. I think the best indicator of the difference is the mentality by which you approach new areas in both games. In WoW, you can just run in and start beating on stuff. If it turns out to be too much and you die - oh well, not that big of a deal. In EQ, if you're not familiar with the place, you will scout the area, looking for the static spawns and any pathers. You'll have probably read about the zone/mobs before even logging in. You will have a plan to escape/survive if things go south. You'll set up your spells to deal with the specific situation at hand. I mean, shit - as I keep leveling my druid, the option to charm in Kedge will present itself. That idea is scary as hell, as it's one of those zones I've never played in. I'm not sure if I'll ever take the plunge or if I'll opt to do something safer. I've never had to have such deliberations about anything in WoW. | ||
|
|
|||
|
#8
|
||||
|
Quote:
| |||
|
|
||||
|
#9
|
||||
|
Quote:
If you want I can come over and stuff you in a locker so you can remember what 1999 was like for you. | |||
|
|
||||
|
#10
|
|||
|
Just because WoW has gear checks built into a lot (or even all) of its encounters hardly means that player knowledge/skill isn't a big factor as well. There are plenty of old encounters (not even just raid encounters either) that can wipe a player/group/raid in MoP gear if they don't know the mechanics before the attempt.
Besides, EQ isn't even close to being ALL about player knowledge/skill either: good luck XPing in HS south with a group of level 50s, or killing Hoshkar a raid of level 50s wearing cloth (short of a huge, huge zerg). | ||
|
|
|||
![]() |
|
|