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#51
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#52
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#53
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What do you mean by hard?
Is it a matter of hitting more or less buttons? Is it a matter of end game or leveling? I think it comes down to the amount of skill the player needs to have. EQ requires more resource management than WoW for levelling, or rather, it creates a scarcity of resources, on purpose, to force players to work together. WoW gives players an abundance of resources to allow them to solo. EQ requires additional knowledge of other classes, game mechanics as well as a moderate level of cooperation and synergy. You can play to max level of WoW, as any class, without grouping once. I can't remember a time when anyone used soothe or lull in a group in WoW. We'd have tactics conversations once in awhile, but it was rare. EQ required tactics to get through each encounter. If you don't have a bard or enchanter than I hope you've got some great tactics and synergy because things are going to get hairy! I think that the lack of a controller class really speaks to the heart of the difference between the two games. In WoW you don't need a controller. In EQ controlling the encounter is essential. I keep looking for a class like the bard in other mmos, but there isn't anything like it anywhere. And yes, raids are more complicated in modern mmos. As someone said earlier the learning curve is frontloaded in EQ and backloaded in WoW. I can't tell you haw many late game encounters I've seen ruined because half the group didn't know their roles. I think that because WoW is solo focused you the solo problems so many necros, druids, monks and SKs had, the tactics they used in soloing don't work in groups. In modern mmos every class is a solo class. On the other hand, modern raids require more than just sitting and waiting to do your part. There are puzzles and different kinds of encounters and... I guess this is really where modern mmos built on EQs shoulders, and did a fantastic job. I like 'quest hubs' and maps that I can access in game. Modern mmos do make some things bettter. But their focus is on solo play, EQ was focused on group play. I think that's part of why I'm so excited about joining 99. I like grouping. I like being a cog in a greater machine. I like being able to save my group from a wipe, or get off that complete heal at just the right time to turn the tide. I like taking time to work out our approach, and having to change that approach depeding on the make-up of the group. I once healed for a bunch of mages and a wizard. The pets tanked, the wizard rooted and I had to keep the pets alive. I healed for a group where the aggro was split between two rogues who ping-ponged the aggro between them. I tanked once for a group with three bards and a shaman. I remember thinking the kills were going to take forever, but it turned out to be the fastest killing machine I ever grouped in. These guys had it worked out who was doing what, and I couldn't pull fast enough. That sort of thing doesn't happen often in modern mmos. Most groups are formed by queue and everyone has an assigned role. Anyway, I'm looking forward to playing with you all soon! | ||
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#54
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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.
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Blue Server || My WTS/WTT/WTB list
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#55
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bumping my graph becuse of statistical accuracy and also, come on guys dat graph!
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#56
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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. | ||
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#58
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#59
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If you want I can come over and stuff you in a locker so you can remember what 1999 was like for you. | |||
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#60
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The raids in WOW are a joke. The grouping in wow is a joke it is all a zerg fest. All it is is don't stand in shit. There is no CC they removed pretty much all of it. The only need for CC in the entire last wow expansion was Going from Paragon to Garrosh. just one instance in an entire expansion that required people to work as a team to keep from dieing. There is no heal rotations trying to time it out it is just spam heal and keep people topped off. You don't have to worry about going OOM because the Regen is just stupid. There is no pulling and setting up potions it is just run and and kill everything. EQ is skill and knowledge driven. Lets just look at monks, bards, and Enc in EQ. The difference between a good one and a bad one is huge regardless of gear. A naked skilled bard monk or enc can outplay anyone no matter the difference in gear. Playing a bard and playing it well is harder then anything wow has to offer. A good monk puller is the difference between a constant steady stream of xp or instant death for everyone. Same with a good enc you can get a ton of mobs and still be fine. But one person doesn't assist right and you can again kill the whole group unless that enc can react and adjust to the broken mezz. Wow doesn't have any of that. All you have to do is run 50 feet away and everything will stop chasing you. I will say it again wow is hands down the easiest MMO i have ever played. | |||
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