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Trump's Staff
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Splitting emerged as an Uber CC that became basically the solution to every encounter that was more difficult than "roll over it with DPS." It was not planned for or controlled for in any way, and thus was different than a more balanced approach to CC. WoW, for example, planned and controlled for it much better thanks mostly for the hindsight of what happened in EQ. CC in WoW was more limited, distributed, and had a decent risk/reward mechanic depending on the particular type. Splitting pulls should be the exception, not the default. It may have been fun for the splitter, but it was boring for everyone else.What a silly notion. The early EQ dungeons were designed so that you could crawl them, and you could if they weren't overcrowded at the time. Pulling just emerged as a form of CC (well, splitting rather). Saying that CC and splitting is 'the same' every single time is as bad as saying that all you do in wow is hit the same 5 button rotation over and over. You're oversimplifying things. It was a role that people enjoyed, that required you to pay attention and play well in a game that fought you every step of the way in terms of allowing you to do that easily (this applies to both CC and pulling), and although it was a 'thing' you do to most groups, it was less similar on a pull by pull basis than dpsing or healing were for the most part.
By linking encounters you bring ACTUAL CC into play.
Straw man.That's the same as generalizing Mario games into 'well, you run and jump. That's not enough to give you variety!' when it's patently false.
Except that, being able to split an encounter not specifically designed to be split trivializes it completely. Your CC toolbox is what you are supposed to use to "outsmart" an encounter, which is why they are linked.I'm not saying I think EQ Next should be designed with FD splitting type behavior 'in mind' (let's face it, it was a quirk in the coding that we exploited the shit out of), like programmed in as an intentional system, but the game DAMN SURE better not feature linked mobs and the complete absence of space for players to outsmart it.
EQ was not a sandbox in the commonly used sense of the word (like UO or SWG). It was an entirely new kind of game that players and developers were exploring together, it could be considered a sandbox in that way. The problem is you only get that once in a great while when a new genre is born, people experimenting in a relatively unknown game-space is something you cannot consciously repeat. THAT is what made EQ special and why no other game in the genre can be special the way EQ was, wishing for that back won't make it happen because it cannot happen until something totally new and different comes out of left field.Although I never would've considered it one at the time in the wake of UO, EQ was sandbox as fuck and this is what we made of it, denying that would be ridiculous especially since 'sandbox' is one of the few words we HAVE heard for EQ Next. You don't need to give me infinite activities to do (Killing mobs, doing quests, crafting shit. That's pretty solid to me tbh), you need to give the player the freedom to do those few activities however they damn well please if you want to call it a sandbox.