Rezz
Mr. Poopybutthole
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Admittedly, EQ catered to the concept of the player up until the end of PoP without it seeming to be the case. Prior to 2003-4ish, the average playtime was sort of ambiguous due to the nebulous nature of logouts in EQ. I mean shit, I had 360 days played 3 years into release and I am positive that like 1/6th of those were spent dozing at the keyboard or passed out on my couch while I waited for shit like rezzes or teleports or whatever. The poopsocker is what drove content in those days (because the world didn't give two fucks about EQ) so they catered to the poopsocker. When it became obvious that the poopsocker was but a minority of the hardcore raiding crowd, you had the shit that resulted in the Time limitations and eventual raid limit sizes. Better tuned encounters meant more metered progression through content and more easily met goals of having shit ready by the time that realistically it would be used. Or GoD, but then Sony was never the paragon of having all their ducks in a row.See this is where I think you guys go overboard and take what these "neck beards" as you call them out of context.
I think he understands we don't have 12 hours a day to play. That's all fine and good. But just because you don't have 12 hours to play doesn't mean the game should get easier for you so you can still be on the bleeding edge. You have to accept that the game doesn't revolve around you and your playtime.
That's what modern games have become. The world caters to the player. They want a world that caters to itself and you are just one person in it. If you can't spend 12 hours a day, you just can't keep up with the kids who can. You won't be on the bleeding edge. You can still progress, it just won't be as fast as the person who can dedicate more time to it. But that's the rub. You want a hardcore game that caters to you and well you can't really have both.
Even though I clearly had the time (and I did, yay variable hours~) I would have still had wanted more tuned encounters vs. such freerange shit that acknowledged that you threw enough bodies to just overwhelm it. CT's revamp was soooo much easier when like 2/3 of the normal force showed vs. having the whole gang there. We just preformed better. I mean we basically single grouped shit in HoT before that was a real thing because it seemed "fun" for the top end of the guild. The rest couldn't have produced similar results on their best day maintained for weeks at a time. I loved that we involved people who didn't have the moxy to actually do shit in shit getting done, but I would much have prefered, even back in the day, the ability to move forward without having the stimga of leapfrogging your own guild attached to it. Instancing and the eventual move towards more tuned encounters is where I wanted to end up, and I am sure that EQ:N will continue this tradition.
Because it is a tradition, that started in EQ. Before WoW was ever released. And I hope that they continue this trend. But, you know, with sandbox style content relying on procedural generation and content that moves forward as the playerbase does somewhat dynamically. Pretty sure I've beaten that particular horse to death a few times before, though.
Also: Procedural content based upon ingame actions, not clock timers or other stupid bullshit.