Miele
Lord Nagafen Raider
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No panic, they are just uglyNo. Hyperbolic panic at the sight of XL-shoulderpads is the very essence of this thread.

No panic, they are just uglyNo. Hyperbolic panic at the sight of XL-shoulderpads is the very essence of this thread.
I think cinge got a lil more experience in mmo's than you, think twice before quoting someone.Had zero impact? UO subscriber numbers peaked at 250,000 in 2003. 4 years after EQ was released. EQ's peak was 500,000. Please stop making things up.
The entire game is a competiton; you are always going to compare the state of your character to those above and below you. Whether you can fight other people directly to this end is irrelevant.That is indeed the point of PvP servers. Everything becomes something to control and fight for. PvE servers shouldn't focus on this PvP oriented competition.
I'd argue UO was a gateway to EQ. I played UO which prepped me for EQ. Basically, any of my friends without a 3dfx card played UO. Those with one, played Everquest. A lot of people played both.Had zero impact? UO subscriber numbers peaked at 250,000 in 2003. 4 years after EQ was released. EQ's peak was 500,000. Please stop making things up.
I think you are making some invalid assumptions here. I can name several MMOs that don't seem to fit your model that had content that was challenging and not everyone could beat. Eq, eq2, Vanguard, ddo to name a few. However the difference seems to be the need to group to enter the "challenging" part. Well to me this is how it should be, the cool thing about an MMO is not only its persistent nature but the ability to group at will... as a result encounters can be more interesting if the classes are diverse. I mean isn't that the point ? To play in a persistent world where you interact with people playing as avatars ?Content that strictly rewards playtime vs. skill/ability/any ingame metric beyond simply being their first. Content that is only available based upon playtime and not on skill/ability/any ingame metric beyond simply being their first. Combat that has little to no interactivity for the majority of classes in the game.
I firmly believe that an MMO should take place in dangerous worlds where travelling alone is not a very viable option outside of perhaps a couple classes... Soloing should be a side game to do when you are group-less ( also crafting and other things like that fit that bill ). The main focus of the game should be group based or you are again playing a watered down RPG that is worse than single player RPGs.Public dungeons with no viable alternative that are frequently overcamped to the point of 10-20 minute respawn times being the only times you get to do anything. Forced grouping with little to no solo/duoable content outside of very specific encounters.
I agree with this almost... I want travel but i want it DANGEROUS... worlds need to be dangerous again... that more than anything i feel has destroyed MMOs... otherwise its just diablo loot pinata crap..Travel times that exist simply to absorb time and have little to no danger in doing so, or if there is danger it is software bug/hardware loading related and not content related.
Thing about EQ and UO is that they were basically developed concurrently. There was enough of a gap between EQ and UO that some lessons could be learned about launching an MMO, but it's not as if they could have ever gone back to the drawing board. Also, the basic mechanics of EQ weren't drastically different from its DIKU predecessors. The major difference was that the 3D world required space to be modeled differently (which obviously made a huge impact). I'm with you though. There should be more innovation than refinement of established systems. It's just too risky.I'd argue UO was a gateway to EQ. I played UO which prepped me for EQ. Basically, any of my friends without a 3dfx card played UO. Those with one, played Everquest. A lot of people played both.
It'd be nice if all new MMOs coming out were designed as differently from their predecessors as EQ and UO had been. Instead, every game coming out is a fucking clone with 'mild improvements'.
Well ofcourse it was a gateway for EQ. They are the same genre. People that enjoyed UO were most like going to enjoy EQ. I played UO exclusively and barely touched EQ because I loved UO A LOT more. To say UO had zero impact on EQ subs tho is so retarded. It's just a straight up load of shit. Such a niche genre at the time people playing EQ would most likely enjoy UO and vice versa. A lot of people would have chosen which they enjoyed more. I for example chose UO. Which already disproves the statement it had zero effect because it stopped me from playing UO.I'd argue UO was a gateway to EQ. I played UO which prepped me for EQ. Basically, any of my friends without a 3dfx card played UO. Those with one, played Everquest. A lot of people played both.
It'd be nice if all new MMOs coming out were designed as differently from their predecessors as EQ and UO had been. Instead, every game coming out is a fucking clone with 'mild improvements'.
It's also amazing that you can't see I typed the word correct 2-3 times straight after it. Therefore making it a typo and no relevance in regards to my intelligence. Which you are implying.It is amazing how often that typo occurs when calling people dumb, though. lol
Why couldn't all the bosses in a dungeon share one loot table?I know most of us here have been advocating for non- instanced dungeons, but one thing that really was shitty back in EQ was how all the good items in the game were all camped 24/7. And Im afraid that this is what we will get with non-instanced if they go that route.
I really liked AO system better. They were still social dungeons but with a soft cap which then spawned an entire new dungeon instance.
You do realize I called your mistake a typo... and did not mention your intelligence. I was not insulting your intelligence.It's also amazing that you can't see I typed the word correct 2-3 times straight after it. Therefore making it a typo and no relevance in regards to my intelligence. Which you are implying.
Some loot could be shared. But some loot would kill flavor. Golden efreeti boots have to drop off the efreeti lord djarn, otherwise it feels pretty lame.Why couldn't all the bosses in a dungeon share one loot table?
I'd say that is bad design because it means instances will go largely unused. Wasted design = bad design.Looks like we did our circle again..
So basically if EQN has an abundance of Outdoor dungeons but also has some instance stuff(because it probably will) What if the better gear is found in the outdoor stuff.. Is that considered bad design because not every player can access it whenever they want?