EQ2 was fun in the beginning. Was a pretty game for its time, claymation models aside.I was giving her the benefit of the doubt, but EQ2 players should be sterilized to protect the future of humanity.
Honestly only reason I quit was because of WoW coming out a few weeks later. I really liked my templar and mystic :3EQ2 was fun in the beginning. Was a pretty game for its time, claymation models aside.
They rode wow's dick too deeply, too greedily.Well in typical SOE they managed to fuck it up anyways. So meh...
I played in the beginning. It was never worse. The senior devs bitched about having to adhere to EverQuest in any way, then shat the bed consistently until Faydwer when they began to pay homage to EverQuest. Kunark actually approached decent. Very little from EQ2's launch hasn't been dramatically altered for the better.EQ2 was fun in the beginning. Was a pretty game for its time, claymation models aside.
EQ2s death penalty was much better in the beginning. Not as harsh as EQ but not as meaningless as WoW either.I played in the beginning. It was never worse. The senior devs bitched about having to adhere to EverQuest in any way, then shat the bed consistently until Faydwer when they began to pay homage to EverQuest. Kunark actually approached decent. Very little from EQ2's launch hasn't been dramatically altered for the better.
Of all the things I despised when EQ2 launched, having over a dozen zones for each capital city was #1 on my list. They just started fixing that a year or two ago. Loading screens are a huge buzzkill. Seamless for the win.
I'm interested in a better designed Norrath. EQ2 was a chance at that. EQNext is certainly a pivot, but it's another chance.
Class balance? Shouldn't be able to heal, dps, and tank well on one class. There have to be trade offs. And there were. Idk what server you were on but we lived in Solusek's eye. Risk vs reward. The exact opposite of the WoW mentality. I know that's hard to grasp but it made the game more worthwhile, IMO.Why should soloing be class dependent? Harsh death penalties make players too risk-averse. Most groups sat in safe high traffic areas because the trade-off was bad. The best dungeon in the game, Solusek's Eye, was virtually uninhabited while Permafrost was crowded because it was much easier in every respect. The population peaked right before the masses realized WoW was a superior game, big surprise. Later expansions "gutted the core game"...yet Faydwer, Kunark, and Velious are well liked.
I don't see how it's putting the cart before the horse. It's cause and effect. They change things that most players didn't want fixed, players leave because of the changes. It's pretty simple. Like blizzard, SOE has their fanboys who would eat any shit they shovel and ask for more. They are real players too. They just weren't who the core of EQ2 was tailored to in the beginning. SOE decided to change their core game to tailor to the other crowd that WoW caters to hoping for bigger success. We see how that turned out. Again, cause and effect.If they were pining for WoW they'd be playing WoW. You're pulling the same "no true scotsman" purity test nonsense as Dumar with this vague real/core gamer tripe. It's not a binary decision. These are very complex games, and plenty of people in EQ2 are "real" gamers (how is one disqualified?) and prefer Kunark to DoF. There have also been a lot of games released between now and then to bleed people off into the ever diversifying complexity of the MMO medium. You're choosing the causes for these effects to suit your argument. Cart before horse.
EQ, EQ2, EQN all come from the same people, so discussing aspects of one or another in my opinion is pertinent and relevant in this thread.I don't see how it's putting the cart before the horse. It's cause and effect. They change things that most players didn't want fixed, players leave because of the changes. It's pretty simple. Like blizzard, SOE has their fanboys who would eat any shit they shovel and ask for more. They are real players too. They just weren't who the core of EQ2 was tailored to in the beginning. SOE decided to change their core game to tailor to the other crowd that WoW caters to hoping for bigger success. We see how that turned out. Again, cause and effect.
But this is the EQ Next thread so we can discuss this further in the EQ2 thread if you like. I don't wanna shit this one up.
So much this! EQ2 wasn't a bad game at launch really. I wasn't a huge fan of having a quest log in general, but I can't seem to find a game for that periodEQ, EQ2, EQN all come from the same people, so discussing aspects of one or another in my opinion is pertinent and relevant in this thread.
EQ2 was an awesome game for me at release: despite the obvious bugs it allowed for dungeon explorations (fuckton of them already in the first twenty levels), social grouping, meaning you'd team up for let's say armor quests in the teens and stay grouped a couple hours to complete them over several zones and good role design. The flaws are there to see, I won't hide them: bloated hotbars, too many classes (well, they were actually 12 duplicated for flavour with minor differences), etc. etc.
Up to and including Faydwer, EQ2 was my favourite game for several reasons: the first I had *meaningful* stuff to do at level cap even without raiding, I had very beatiful and challenging dungeons (arguably the best in the genre for design and complexity), early on crafting interdependance which I loved, housing was well done and interesting enough to spend a few hours on it, guild experience, heritage quests, epic quests and so on and so forth.
I played a conjurer (and later on a fury) and I remember fondly the time spent in groups of all sizes doing quests all over Nektulos forest, Thundering Steppes etc. and that was already before level 30. EQ2 levelling wasn't that fast at launch, so most players had plenty of time to enjoy everything offered, then came mentoring and it was a blast even for alts.
Unfortunately what started in Faydwer, became the norm in Kunark: overland littered with solo mobs.
I have been playing lately and it's OK but mercs + aa really made the game so easy it's pretty boring. I am soloing w/merc heroic mobs 8 levels above me. The stat change they made was lame as shit and really dumbed the game down and so much. My only hope is doing old school raids solo or with a couple friends.I played in the beginning. It was never worse. The senior devs bitched about having to adhere to EverQuest in any way, then shat the bed consistently until Faydwer when they began to pay homage to EverQuest. Kunark actually approached decent. Very little from EQ2's launch hasn't been dramatically altered for the better.
Of all the things I despised when EQ2 launched, having over a dozen zones for each capital city was #1 on my list. They just started fixing that a year or two ago. Loading screens are a huge buzzkill. Seamless for the win.
I'm interested in a better designed Norrath. EQ2 was a chance at that. EQNext is certainly a pivot, but it's another chance.
I agree with pretty much the whole sentiment of your post. Crafting interdependence was good. Shared XP debt was good. Most content being group content was good. I liked all of the gating (access quests), heritage quests.. All of these things served to build and foster a community. Forced grouping and forced reliance on other players is good. People who want to solo to the level cap should really play skyrim imo.EQ, EQ2, EQN all come from the same people, so discussing aspects of one or another in my opinion is pertinent and relevant in this thread.
EQ2 was an awesome game for me at release: despite the obvious bugs it allowed for dungeon explorations (fuckton of them already in the first twenty levels), social grouping, meaning you'd team up for let's say armor quests in the teens and stay grouped a couple hours to complete them over several zones and good role design. The flaws are there to see, I won't hide them: bloated hotbars, too many classes (well, they were actually 12 duplicated for flavour with minor differences), etc. etc.
Up to and including Faydwer, EQ2 was my favourite game for several reasons: the first I had *meaningful* stuff to do at level cap even without raiding, I had very beatiful and challenging dungeons (arguably the best in the genre for design and complexity), early on crafting interdependance which I loved, housing was well done and interesting enough to spend a few hours on it, guild experience, heritage quests, epic quests and so on and so forth.
I played a conjurer (and later on a fury) and I remember fondly the time spent in groups of all sizes doing quests all over Nektulos forest, Thundering Steppes etc. and that was already before level 30. EQ2 levelling wasn't that fast at launch, so most players had plenty of time to enjoy everything offered, then came mentoring and it was a blast even for alts.
Unfortunately what started in Faydwer, became the norm in Kunark: overland littered with solo mobs.