#21
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The formatting you're doing is so rad Vx I feel like I am at a classic buffet. | |||
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#22
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Haha yeah no problem. It's kind of fun to take a look in the past. I've updated the same post a bit because it was easier then spamming the thread.
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#23
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In my experience bards were strictly a support character, play mana song for casters being the number one request, and also support songs for the melee during fights. Their charms and mezzes were regarded as nearly worthless compared to an enchanter. Speaking of charms, the amount of enchanter charming seen here was far from the norm back then as I remember too, for many of the same reasons, walking the razor's edge was a death sentence when lag spikes and random disconnects were so common. People were more risk averse and took the path of least resistance, no one wanted to risk xp to test the envelope of what was possible. Not to mention gearing being so trivial here. Chanters were mostly considered a group class who buffed, slowed, and CC'ed to support groups. There's a reason war/cleric/chanter was known as the "holy trinity" for xp grouping, rather than chanter being considered the premier soloist. I'm sure there are outlier cases of people trying outside the box tactics, or servers where the perceptions may have been different, but that's the early EQ I remember playing. | |||
Last edited by Fammaden; 09-22-2019 at 09:30 PM..
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#24
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Loramin: (come on do it do it now!) Me: (hmm I should watch Preditor, yes that does sound great *presses play sits on couch*) | |||
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#25
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I found this cool EQ launch google groups conversation, I didn't read it all, but its probubly a fun read.
https://groups.google.com/forum/#!ms...8/me6HTrGgeH8J Quote:
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17 posts by 10 authors his...@mindspring.com 9/30/99 I'm thinking of purchasing Everquest, mostly because of the rave (or near-rave) reviews in the computer gaming magazines as well as the minor tidal wave of positive usenet posts that followed it's release. I didn't even consider Ultima Online because of the bad reviews ( wasn't it CGW's 'Coaster of the Year '? ) and, of course, the numerous posts on this newsgroup complaining about the latency problems, the unfair and not very fun player killings, the lack of treasure and monsters and so on. However, I read a magazine the other day which offered a slightly different take on both games:.To be brief, the reviewer said that, yes, Ultima Online was a very,very difficult game when you first start out and that you will die many times but that after ,say, a month or so, you will grow to appreciate the game. He also mentioned- and this is complete opposite of what I have been led to believe elsewhere- that many people will help you out, that monsters and interesting quests are everwhere and that it actually quite a blast to meet up with player killers because you know everything you've worked for is on the line. He then went on to review Everquest which he also like but not quite as much as UO. His problems with Everquest were that it's battles, while fun and graphically pleasing at first, gradually lose their luster and after awhile you grow bored with EQ while UO has a great and wonderfull player community which draws you in for the long haul. I have very little spare time or money so I need to know the opinions of some people who have played both games, which game is better in the end? Has Origin solved many of the problems that riddled UO when it first came out? I only have a 56K modem, so if latency is still a huge issue I may opt for Everquest.On the other hand, I can't help but notice that there was a huge surge of EQ postings when it was first released and then, poof, almost nothing. Does EQ reach a point where it suddenly get's tedious? Any comments would help..... Eric Liebl 9/30/99 I played UO over a 6 month period (along with the expansion and when it first came out). I also have been playing EQ since March (I have one character only...a level 50 Warrior). I've probably logged over 600 hours on UO and over 1200 on EQ. I much prefer EQ for a variety of reasons: no pkilling unless I choose to duel, no tank mages (UO players due to the skill system all end up resembling eachother)...every class and race is different to play and each brings unique skills to a group. Both games are raher weak on quests however. EQ also requires grouping to get anywhere after around lvl 15 (round 100 hours of play) while a solo player in UO can get by easily (if you avoid the pkillers). I have found EQ fosters more grouping and socializing...actually it requires it which is bad for players who have very little time to spend on the game since players at their skill level are constantly leaving them behind. I'd give EQ a shot if you have a lot of time to play..it is very lag tolerant and has a huge world to explore. Both games are a bit tedious when starting out but the rewards you get as you play EQ are pretty constant and keep you motivated to play late into the night. Of course I have played EQ so much now that the game is sorta finished for me...I am at the highest level I can get to and their really arent too many items left to loot or monsters I havent killed or places I havent seen...but the game was a heck of a lot of fun and sometimes frustration to get to where I am now. -- ^ +~+~~ "Fair winds and following seas." ^ )`.). )``)``) .~~ -Eric ).-'.-')|) eli...@ix.netcom.com |-).-).-'_'-/ ~~~\ `o-o-o' /~~~ ~~~'---.____/~~ William Pitcher 10/1/99 UO has it's merits, but it's lost a lot of steam since EQ came out, from what I hear. I don't play a lot personaly, but a friend of mine does and I've watched him play a few times and said to myself (and later to him : ) ), "good God, man...what the hell is the fun in all of this?" I guess the fun of UO is in building up your character, just like any other rpg, but the fact that anyone can come along and whack you just for the hell of it is more of a pain in the ass than fun. EverQuest, however, gives you a choice. You can play on any of 25 servers. 3 of which are dedicated to PvP (player versus player) style, the other 22 are "normal" servers. Here's how it works: Rallos Zek: On this server EVERYONE is PvP. Anyone can shiv anyone else in the heart with their Dragoon Dirk whenever they please. Tallon Zek & Vallon Zek: One these two servers, there are "teams". If you are on a cetain team, then nobody on that team can hurt you. These are also called the "Race-War" servers (really politicaly correct name there, eh? : ) ) because the teams are broken down by race - "The Evil Races", for example, are made up of the Dark Elves, Ogres, and Trolls. While another team is made up of Dwarves, Halfings, and Gnomes ("The Small", IIRC : ) ). Regular Servers: On the other servers, you cannot be hurt except by falling and by monsters (and yourself if you are stupid : ) ). Everyone's name is written in blue above their head, signifying that they are non PvP. Well, _almost_ everybody : ). You see, on a regular server, everyone is given a special book called the Tome of Order and Discord. If you give this book to an NPC called the Priest of Discord, then you become PvP. Someone who is PvP can attack any other PvP person on the server, but still can't hit a non-PvP person unless they agree to a duel. This is rather bad on a generally non-PvP server because non PvP spells don't work on a person who is PvP and vice versa. Therefore you can't heal or be healed by your friends if they don't have the same PvP or non-PvP status as yourself. You are given a Tome on the other servers too. On Rallos Zek it's useless, but if you turn it in on Tallon and Vallon Zek, then other people on your own team can smack you around if they want. Even non-Pvp people can fight if they want, but they must both agree to a duel before they (and they alone) can fight each other). So, what's the downside of EQ? Well, there are several. First is the grand experiment/illusion/disaster that is the Player Driven Economy. EQ was designed with the idea that the players would develop their own little economy based on trading/selling items and also using trade skills to make things that other players wanted. This lasted until people really got into trade skills (about 2 weeks after the release). They then found out that they could make a haul off of making things that cost little to produce but that NPC merchants would buy for a tidy player profit (examples are Pie Tins made with the pottery skill and certain booze made with the Brewing skill). No player would buy them from you in a million years, but you could make hundreds of platinum by doing a "blitz" and prodcing hundreds of the things in a single evening (from personal experience - I could produce 14/15 pie tins in about 7-10 minutes and make 5-6 platinum off them total. After an hour, I'd have over 30 platinum or so. A tidy sum for a level 10 character). So what do the boys at Verant do? They "'nerf" (please, someone tell me where that term comes from? : ) ) the trade skills so that they are now unprofittable. So nobody bothers with them anymore unless they have money and time to waste while waiting for friends to log on. So now people are left "camping out" certain areas where high value items are to make money. It's really nothing to see 25 people camped out near a place where only 5 enemies spawn at 20 minute intervals each, all scrambling to get that kill. And they do it for hours. It's come to the point now where money is nearly useless though, after 4 months. The people who make it to the high levels first have no need for money because they can kill the creatures that have the items they want. The low level people can't, and they also don't need to because half the time they can simply ask a high level person for an item and they will get it! I've even had people offer me things without my asking! For example: I was roleplaying my Troll near a common resting site, when a Druid came up to me. She was polymorphed into a wolf and I said. "Puppy!" She laughed and I said, "Talking puppy!" I patted her head and offered her a chunk of meat. She took it. I then said "Puppy wanna beer?" I offered her a beer and she gave me 10 platinum for it!! I was very greatful, to say the least, but my lord - 10 platinum? She of course had no need for it because she was something like level 40, but to my Troll this helped me buy some much needed armour. And that brings me to the next problem with the economy in EQ - twinking. In the past 4 months, one of the most consistently profittable skills was Smithing. Selling Banded armour to people about level 10-15 was a big thing. But now I hardly see it at all any more. Why? Because people constantly give items from their own high level characters to thier lower level characters (a process called "twinking"). People only need to buy an item like armour once - when they switch characters, they just give their armour to the new character by either having a friend help, or risking it by dropping it in a secluded place (underwater, for example), logging the older character out, logging in with the new one and picking it up off the ocean floor. It's surprisingly easy to do, and kinda funny when you see a level 1 character running around with full Rubicite armour on (Rubicite is very powerful armour - the chest plate doubles your hit point recovery rate - and cannot normally be aquired unless you have a group of level 30+ people hunting in a very dangerous dungeon). So enough about the economy, what are the people like, and how's the roleplaying? Well, the people are, as usual. a mix of nice folks and complete jerks. I've had level 40 characters respond to my cries for help while being assaulted by a sewer rat (heheh : ) ), and been ignored by even higher level characters who've stood there and watched a lion rip me a new one while I asked repeatedly for help. Some people will sit and talk for hours while you hunt with them, others will insist on some sort of military style group where you only speak when necessary (??). Some folks will make a deal with you when you trade with them, others will try to stiff you by raising their prices to compensate for their own trade skill failures (people who make jewelry, for example, will sometimes fail a skill roll when trying to make something and then overcharge you to make up lost money : ). No ammount of bargaining will get their price down). Roleplaying is almost nonexistant. With the exception of Rallos Zek, there is almost no roleplaying on any server. On Rallos, I must say, it is pretty good, with most people staying in character. On Rallos Zek, there are even a few player driven sagas - try http://www.ralloszek.com (I think that's the URL) and you'll see what they are all about. Whether you roleplay or not, this may be a good or bad thing, but either way, you have a choice of which server you go to, so it's up to you. In closing, I must say that because I haven't played UO for more than 10 hours total (my friend lets me play on occasion) I can't give you all the information you need. But from what I _have_ seen, EQ is, even with all it's bugs, still a better game with more to see and do. Yes, alot of the fun is in the moster slaying, and it's a bit of a hack and slasher, but I like that stuff, so sue me : ). K. Laisathit 10/1/99 In article <37F35F4D...@hfx.andara.com>, Quote:
to the desired location, kill monsters, heal/meditate, wait for the respawn, repeat ad nauseum. Not much of a game mechanic, eh? Quote:
At any rate, because of the usage-based skill system in UO, most players probably macro their chars to mastery within the first 2 weeks of game play (except skills that require extensive resources - magery, blacksmithy, etc.). So, the character development is probably the least of UO charm. Quote:
than you do in EQ. In fact, when you come right down to it, there is only one activity you can engage in EQ, kill lots of monster. Even the myriad of quests in EQ boil down to finding the right monster and kill it (repeatedly actually, since the crap you need from it doesn't load every time, worse yet, chances are you'll have to kill the place holder monsters a few dozens time before the right monster spawns). EQ is a load of fun in the early going. Every monster does something unexpected. Some monsters go fast (feline type, for instance) while some are slow (insect type). Some will cast spells, some will hit for a lot of damage if you let them. The zone itself presents a pretty interesting puzzle when you try to figure out how to survive in it. More importantly, because of the peculiar game design which makes grouping a requirement, making friends and developing a playing group you are comfortable to hang out with is an interesting social challenge. Unfortunately, by the time you hit level 20+, all these activities becomes somewhat routine. You've seen most monster types. You've seen most zones, newer zones are just variations of older ones with tougher monsters and/or peculiar hazards (lava in Solusek for instance). It's also rather difficult to attach yourself to new playing groups. At some point, the game becomes rather monotonous, since the only way you can advance your character (and hence, keep up with your playing buddies) is to head for a magic location which gives you XP and loots. Stay and fight same monsters over and over. UO has the advantage that everybody hits the 700 skill points cap within the first 2 weeks. I know, this sounds counter-intuitive. But think about it, if your stat/skill isn't going anywhere after 2 weeks, your mind is free from having to figure out where to go. You're free to set your game objectives. You do whatever strikes your fancy. Compare this to your typical EQ player, who follows more or less the same path. It doesn't matter if you're a monk, druid, wizard, ranger, etc., you may fight a little differently, but at the end of the day, everybody goes to the same places and kill the same monster over and over. Nothing beats seeing about a dozen level 10 players crowding the Nybright sister bandit camp waiting for a respawn. As soon as one shows up all hell breaks lose. Heck, players even evolve an etiquette in this type of situation, kill rotation. Take a number, wait your turn for the chance to kill a freshly respawned monster. Later... foamy 10/1/99 Quote:
I've played them both, and of course we all have our own preferences, but to say EQ has more to see and do than UO is simply not true. UO has scores of things to do which are impossible in EQ. Compared to UO, EQ is pure hack ' slash. Jim Nihil99 10/1/99 Quote:
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2 important questions which would help you decide: 1) how do you feel about Player vs Player combat? If you don;t mind it being forced on you, UO is your game. If you want to be able to choose to PvP or not to PvP, then there's EQ. 2) How swayed are you by graphics? EQ is a fancy 3D world, first person, with lots of interesting locations to see. UO looks a lot like past UO games, top down graphics. and the gameplay in each is very different, but mainly just a matter of preference, and not so easy to describe, without bias. General Tso 10/1/99 Are tank mages still around in UO? I haven't played since the first 6 months it came out. A lot of cries back then to tone down the tank mages but I see that they haven't dealt with that yet. UO offers a lot of class differences but all of them are just different pathways to the final class, which is a tank mage. You hone your skills in fighting and then if you can't advance anymore you go hone your magic skills - end result is a mage wearing a fucking plate armor. That's why all high level characters in UO are the same. I use to call classes such as archers, rangers, healers, and etc. a "toy" class. Because that's all they were, you tinker around their special skills until you get bored and then proceed to the fighter/mage stuff. UO sucked back then and this is coming from a guy who had 2 characters that have topped off their experience levels [You must be logged in to view images. Log in or Register.] Another thing, I don't think I'll ever go back playing online RPGs for awhile. I notice that players in these games are power gamers. Which means they log on 24 hours a day (no jobs) and advance their character 3X faster than what you could. Another problem is, everyone wants to find and kill stuff. Imagine a scene in UO where a bear got ganged up by 5 players trying to kill it because of monster shortages. Dungeons that were supposed to be hidden and dangerous became grand central stations, you start feeling sorry for the inhabitants (monsters) living in there. And the PKs? Well, the PK problem won't be dealt with any fairness unless they put a permanent death in these characters. Imagine having a Ted Bundy who is immortal. No matter how many times he get caught, he would simply revive, pick up his stuff, and then go on killing some more. Quote:
10/1/99 Quote:
highest level character on the server, and teamed up with a guy one level lower when I hit level 15. He showed me this spot where we could get bronze and gems by killing level 11-14 bandits. We camped there for something like 12 hours as he got all his spells and such while I saved up enough for a pair of combine swords. Finally I realized what I was doing and got up from my computer in dismay. Canceled my account the same day. 10/1/99 Quote:
serious mage wears minimal or no armor. In addition, even though mage-types can still maximize a weapon skill, they can't match the damage or speed of a warrior. -Smedley Damocles 10/1/99 Quote:
albeit a limited and chaotic one. Everquest is simply a game you play online...players leave no mark on the world and don't even look particularly different from one another. UO provides the ability define a unique identity for yourself in a persistent community. That's why in spite of all its problems players keep on with it. William Pitcher 10/1/99 Okay, same thing as the last guy - what are these things you can see and do? William Pitcher 10/1/99 Quote:
definite identities that others recognize. It's more apparent on the Rallos Zek server, where people roleplay more. Everyone who goes there knows who Holy Golightly is, as well as Petunia. Hyacinth, the Troll Bard of Grobb is pretty cool too : ). There's plenty to do to distinguish yourself in ANY game if you roleplay. the reason why there are more recognised people on Rallos Zek is becasue they rp more and even have a persistant player driven saga. There's tons to discover and do in EQ, and you won't see it all until you get to level 50, and even then... William Pitcher 10/1/99 <SNIP> Okay, but how is UO any better? Nihil99 10/1/99 Quote:
Please quote the text you're responding to. I have no idea what you are asking. But in any case, have you looked at web sites devoted to each game? like: http://www.eqvault.com ~ EQ http://www.uovault.com ~ UO Check out screen shots, message boards, etc... William Pitcher 10/1/99 Quote:
basically said there were things to do, but then didn't list any of them. The person who originated the thread was looking for reasons to choose one game or the other and personal opinion isn't really enough, I don't think. Quote:
would be - thanks : ). William Pitcher 10/1/99 Quote:
General Tso 10/2/99 Finally. When did they fix this? What about the other classes such as Archers and Rangers? Are they all balance out yet? --end of feed-- | |||||||||||||||||||
Last edited by Jibartik; 09-22-2019 at 10:07 PM..
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#26
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Adding this link for posterity, I definitly need to turn this into a guide: https://www.project1999.com/forums/s...7&postcount=20
(loramin dont start it! I need a task or I will never register my wiki account,it is going to be fun making classic post library!) | ||
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#27
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In reference to your green text above, most stuff that sold back for more than it cost to make ended up nerfed, at least anything significant. I'd imagine anything like that would retain retroactive nerfs on green.
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#28
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Loramin found this great post by nilbog about the planes: https://www.project1999.com/forums/s...39&postcount=1
He is trying to track down the official Launch date of the plane of: Plane of Fear 1 Plane of Hate 1 If anyone knows, please post link or patch note! | ||
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#29
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But yeah if anyone can point me towards evidence of the launch of the three original planes, I'd appreciate it.
__________________
Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue server, you can improve the wiki to earn a "welcome package" of up to 2k+ platinum! Message me for details. | |||
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#30
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Do damage shield sources stack? For example -- Mage Fire pet has innate DS, Can Mage put his DS in addition? And a Druid DS on top of that?
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