#11
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#12
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You went to beads camp on day 1
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#13
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This goes for every player in every game: If it's not fun anymore, find something else to enjoy.
Sometimes you just need a break, and sometimes you just move on. There's nothing wrong with it, either way. However it works out for you OP, best of luck.
__________________
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#15
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Seriously though, your post is an accurate description of classic EverQuest...not green, blue, red, some TLP...you're literally complaining about "features" of real and true classic EQ. It was objectively WAY worse back on blue in 2010ish --- which you played through and enjoyed apparently. Is it possible that what has changed is you and not EQ? Green doesn't seem any different than what has happened in the past or what will happen in the future. Leaving because your personal tastes and preferences in gaming/leisure have changed is perfectly legit imo. Good luck in your next game. | |||
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#16
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Initially back on live certain items weren't perma camped simply because of the lack of knowledge. It took awhile for that stuff to percolate online. That's basically the only difference between live and P99 in that regard, that the long lists of people and/or certain major items being perma camped happens immediately because everyone knows about them, as opposed to happening months down the line. | |||
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#17
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I definitely relate to the OP. I know many do. To think that in 2 days Vulak went down on green is crazy. I mean on one hand that's amazing feat by ST! On the other hand, it shows how much prior knowledge there is and how trivialized the content has become with it. I've loved spending time in Kunark duoing camps in HS, Seb etc, pushing my own limits soloing, etc. However, Velious doesn't leave a lot open as far as I can tell for that sort of play style. The raiding/gearing/progression that made Velious special in the original expansion to get to the NTOV/ST stuff was the whole experience, which is unfortunately no longer possible and content will be locked down indefinitely now. I play mostly for nostalgia and the experience, but if I wanted to play to experience content I missed out on originally, other than joining one of like 2 guilds on green and having to play very aggressively (which I just don't have room in my life for), I don't have much hope of experiencing that raid content. Maybe some of the bigger guilds will look to bring back some open raids for those that want to experience the encounters but don't care about loot? Looking to blue, I still don't understand how to this day people are still heavily competing for raid mobs, but everyone plays this for different reasons!
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#18
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Why does everything need to be zerged? Can someone please answer this question?
Instead, what if there was a maximum player count per guild? Raid targets could be on a UN rotation where each small/medium sized guild has to kill their weekly designated targets within 24 hours of spawning or else they are penalized. This would allow for challenging encounters and also give more people a chance to get loot. Players are immersed when their involvement actually matters. I doubt that OP would be so upset if he had a guild that needed him in order to succeed. In the game's current state, no one gives a shit who shows up to raids. It's actually better that people don't show up because it increases your odds of getting loot. People want open raids because they'll actually have a chance of getting loot -- not because they're more fun. If your goal is to ''restore the magic and difficulty of the original Everquest game, including mechanics, interface, etc'' you failed miserably on so many different levels. | ||
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#19
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/guidlwar
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#20
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