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View Poll Results: What Made Classic EQ Great?
It was the UI, the content was insignificant 3 3.45%
Content made classic great, the UI held it back 43 49.43%
Both: Classic would be worse if either the content or UI was un-classic 22 25.29%
Bush Towers! 19 21.84%
Voters: 87. You may not vote on this poll

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  #21  
Old 12-25-2014, 12:42 AM
kaev kaev is offline
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Quote:
Originally Posted by Itap [You must be logged in to view images. Log in or Register.]
What other game could you spend 8 hours a day grinding experience and gain 1/4 of a level
Obviously you haven't played a hybrid past L50. Only those who have undertaken the one true test of Classic Everquest Purity and honed their loathing for the Unpenalized to a flame of uttermost intensity capable of burning through Ten-Foot Thick Fort Knox Conspiracy Doors can understand that grinding 1/4 level in a mere 8 hours is a grand and godly thing to be loved and cherished for all eternity.
  #22  
Old 12-25-2014, 01:05 AM
entruil entruil is offline
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1 lootable made it great
  #23  
Old 12-25-2014, 04:18 AM
cormag cormag is offline
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After playing many CRPGS like Baldurs Gate 1&2, Icewind Dale and Planescape Torment (and finishing them all) I was highly intrigued by this game called: Everquest.

I read that you couldnt "beat" or "win" it and it never ended. So around June of 2000 I picked up a Ruins of Kunark box from Best Buy and I've been playing it ever since.

It never ends you see.
  #24  
Old 12-26-2014, 09:10 AM
myriverse myriverse is offline
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Quote:
Originally Posted by cormag [You must be logged in to view images. Log in or Register.]
It never ends you see.
Certainly true, but this is true of practically all MMOs.
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  #25  
Old 01-07-2015, 12:11 PM
bix bix is offline
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The original game pigeon-holed people into roles based on their classes, but there were at least 4 or 5 different roles (tank, puller, healer, damage-dealer, crowd control, de/buffer, corpse retriever, etc.). Because content was difficult to move through as well as being plentiful with regular expansions, that meant a player would not have the option of jumping in. Instead, the 'right' thing to do is to find a replacement for your role within your group before leaving. If you were deep within a dungeon, that might not even be an option. If someone had a mishap, then a corpse retrieval was a necessity and the group progression would stall due to that corpse retrieval. Invariably, one of the most demanding part about EQ was its time and the commitment to that frequent/consistent time. Relationships were cultivated and names were remembered. If you wanted to be douchy, your name and rep would be circled around the server to the point where you might be shunned. Leaving a guild was an event as opposed to a server message. Finding a new guild that aligned with your playtime and skill-set was an involved process. That made EQ a true community.

The content was varied and vast enough that people could spend months within a zone on a regular schedule before advancing to the next set of zones. And if you had cultivated a good group, you would find yourself in dicy situations with a high degree of challenge - and all of that with some good friends made the game fun. EQ did have excellent end-game content, but the time sink in leveling meant that a significant portion of EQ was actually just leveling and exploring, rather than chewing through the content. That also meant you might still be chunking away at a raid level content from several expansions ago.
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