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#1
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![]() I've been playing WoW for over 20 years and am currently logged into it right now, so I'm not just being a hater. But I'm in the portal room in Stormwind, and thinking about how similar it is to the Plane of Knowledge. Except the Plane of Knowledge was exciting and a huge novelty. With WoW the fast travel mostly feels irrelevant or pointless. I only noticed it because I was going to a previous expansion to unlock a transmog for my new alt.
But my point is, it really feels like there was no original ideas with WoW. They are even getting to the point where EQ did around the time most of us quit, IE. churning out faster and faster expansion packs for $$$. My girlfriend legit confused when I told her the new expansion is coming out in months, not years, because she's used to earlier WoW where an expansion could last years, not a year'ish. | ||
#2
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![]() no shit sherlock
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#3
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![]() Someone tell Daybreak Games's investment group!
__________________
I am a highly open and reflective and conscientious individual with moderate to low agreeableness and a moderate level of emotional reactivity/sensitivity.
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#4
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![]() WoW had plenty of "original ideas" if anyone can really say that in a fantasy setting (meaning everyone copies from D&D)
But to name a few: using a separate stat (resilience) to balance PvP play and not unbalance PvE, battlegrounds, quest exp system was very intuitive to new players, economy super well balanced (best I've seen in an MMO), stat tree allowed for a single class to function based on how you prefer to play (i.e. shaman could be a healer, range DPS, or melee DPS), armor enchants, trade skill system was integral to raiding, instancing, griffon travel, character fashion quest customization, etc. And lest not forget a true "good vs. evil" system where you couldn't even group or communicate with the opposing faction. Shame on you for playing Alliance (and making this thread)
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Wedar - Level 60 Grandmaster (Retired)
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#5
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![]() Quote:
-Resilience was removed from the game 15ish years ago because of how unpopular it was, but I also don't know if you could necessarily consider it an original idea since it was a band-aid for a problem that didn't exist in EQ. -BGs are not original to WoW, they first appeared in DAoC. -The economy in EverQuest is superior to any other MMO I've ever played. There are really, really, really exciting items you can buy with the currency. People go out and farm the currency because of how valuable it is. Meanwhile on WoW I have over 10 million gold, and could buy dozens of WoW tokens. That's about all I could buy. You basically can't buy any powerful items in WoW, making the economy extremely boring. -Talent Trees were not original to WoW. I also remember playing City of Heroes months before WoW came out; game was built around completely customizing your character through talent trees. EQ 2 also had talent trees and came out before WoW. Talent trees in WoW have also aged horribly to where you have no choice. It's hard to get excited about the next expansion coming out because they highlight these super unique talent choices, but in reality I can just glance at them and already know which ones will be mandatory for my spec to be viable. -Instances are not original to WoW. The first time an instance ever appeared in an MMO was EverQuest, Lost Dungeons of Norrath. Quote:
In WoW, they call classes like Shaman and Druid "hybrids," but the reality is, they are forced to choose a role. Which doesn't really make them hybrids. I remember when WoW first launched 20+ years ago, I would get mad at the Druids in my group because they couldn't heal or tank. I just didn't understand it because they were advertised as hybrids; what do you mean you can't heal or tank??? You're a hybrid! And yes, WoW did eventually add dual specialization to the game, but IDK how original that is because it's addressing a problem that didn't exist in EQ. And I also find it largely irrelevant because the game is so homogenized how that rogues and warriors can heal better than druids etc. making the hybrid titles even more irrelevant. -Trade system being integral to gameplay isn't really an original WoW idea. It started with SWG, and was carried on in EQ 2. -Griffin travel? I mean you may have a point there, but EQ had teleports, portals, PoK books, and boats long before WoW was even conceptualized. And ironically most people agree, even blizzard employees, that flying ruined WoW. -The fashion quest customization part triggered me. EverQuest had custom cowls, and you could literally dye your armor. The transmog system? It was copy/pasta'd from Rift, but the version in Rift, called the wardrobe system, was superior in every way. So superior in fact, that WoW's next expac is adopting it. Unfortunately we still won't be able to dye our armor in WoW. I'm sure they will eventually add it in a future expac and pretend like it's new groundbreaking content. Quote:
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#6
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I personally found the AA's in EQ more compelling than what we have in WoW. | |||
#7
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#8
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Again I know my quotes of you are not all necessarily directed at the original topic, but they help prove multiple points on how WoW was not trying to copy/paste EQ.
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#9
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#10
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![]() What I never understood about wow that worked in EQ and it made no sense to me.
If I saw you running from across the zone in EQ, I knew who you were. Like "oh cool there goes hazenblat, his armor I recognize a mile away" But in wow, a game with much higher quality graphics, I couldn't identify one person from another in my groups. I never understood why this was the way it was to me.
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I am a highly open and reflective and conscientious individual with moderate to low agreeableness and a moderate level of emotional reactivity/sensitivity.
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