a_skeleton_03
<Banned>
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It's an easy trap to fall into: you want to make something better but end up overdesigning things and losing the soul of the original. This genre set out to create online worlds but ended up "improving" them into something inbetween a lobby and a phone game.
Totally agree on the EQ2 front. It also ran like ass because SOE thought that CPU processing power would dominate over the GPU market at the time. We all saw how that panned out.
I still remember the online forum mockery battles of EQ2 Vs WoW. WoW was for kids - EQ2 was a serious game for serious players. Yeah, that didn't pan out well when you have stale mob placement not breathing any life into the world what so ever... Literally just standing there in groups of 6. Rinse and repeat class actions as you talked about, and didn't follow any of the lore except for a few named mobs that had no right being in the area they were in. Combine that with really bad decisions like the group XP Death penalty, Horrible itemization, limited character item progression which was also confusing as hell... At a time and place where the actual market screamed for a more accessible solo market with the option to group. At any rate, don't forget these are also the same "Experts" that thought the MMORPG genre was market capped at 500k, which honestly, only happened due to their own incompetence in knowing their market and worse, too big for their britches with egotistical managed top down dev production. Most of the time I think that was just a scapegoat to tell Sony anyhow as to why it wasn't growing.
The EOF expansion did it right, but that was Hartsman behind that one and from what I have heard, he listened to his developers. Meanwhile, WoW was at over 5 million subs and growing. They were a follower at this point, not a leader.
I always hope Daybreak sells the EQ IP entirely although I doubt it will ever happen. So many better games could be out as a result.
EQ 1 was a game that was dominated by males 14 to 35 years old. It was highly competitive, harsh, but rewarding. It required guilds with a military type structure, with leaders, officers, and grunts. It had a tremendous amount of long-game, incremental progression. It had depth, it had hidden game mechanics, it had layers of abilities and ways to go at any given encounter.
I forgot about group death penalty.
Get group together (finally).
Start crawl.
Someone sees shiny, wanders off gets killed.
Everyone takes XP hit.
"Fucking dumbass."
Everyone disbands except you and the dumbass.
"Want me to shout for new group?"
You disband.
You uninstall.
I forgot about group death penalty.
Get group together (finally).
Start crawl.
Someone sees shiny, wanders off gets killed.
Everyone takes XP hit.
"Fucking dumbass."
Everyone disbands except you and the dumbass.
"Want me to shout for new group?"
You disband.
You uninstall.
You sell character.
"Someone sees shiny, wanders off gets killed."
feature. It was one way how you knew the diff b/w who was one of those types of kids from the original Willy Wonka movie and who was not an idiot.
It would be a cool feature if people who wipe raids and groups for the next 24 hours appear as giant blueberries. Devs? Yes?
edit: could be a spell cast by the raid leader. Some wipes are, in classic mechanics, often due to just off-tempo pulls, not blueberry-worthy.
Few are worthy of the berry.
Actually, wasn't it like one week apart or something?It's not a bad game. It just wasn't the game people thought it would be.. and it didn't help that WoW launched the same day.