Fight
Ahn'Qiraj Raider
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I made a post on FOH forums years ago about how they painstakingly went to lengths to mirror the game environment and real life. EQ was ahead of it's time. The immersion was real and purposeful. The list below, in combination with the music throughout the game is what made EQ great to me. No other game since has had the balls to even try half this stuff. Why does EQ stick with you 15 years later? Well, it felt real.
- First person view was the way the game was designed and the way people played. It is a much more personal experience than seeing some cartoon run around in 3rd person.
- Leveling up didn't just give you access to more powerful spells, it actually made your character better in intangible ways. Better resists, mitigation, ability to hit, how hard you hit, more hps, better regeneration rates... Spell particle effects got more vibrant and varied as you leveled up. You could enter some zones you did not have access to at earlier levels. Unlock the ability to request yourself a surname.
- Not only were NPC classified as living, beast, undead for spell purposes, but their behavior changed as well. Beat on a living or social mob and it will start to run for help at 25% health. Undead on the other hand will fight till death. They also didn't care about agro/hate levels, and would mindlessly attack the target closest to them. Try to sit in a fight and the mob is going to come beat on you for max damage in your vulnerable position.
- No artificial leash distances or mobs tied to one another. If you wanted to pull a mob from one side of the zone to the other, technically anything was possible.
- Spells with physical effects like 'gravity flux' to fling you high into the air and come smashing back down to the ground, 'whirl till you hurl' to spin you uncontrollably, blindness to make your screen go completely black, and 'fear' that would make your character run uncontrollably in random directions and distances.
- Diseases might last for hours until a priest would heal you.
- Some mobs might path back to their spawns after defeating a player, while others would stand over their fallen victim for long periods of time... almost as if basking in the glory of victory. Some mobs could be tricked with feign death, manipulating their spawns and pulls.
- Language. Every race and a lot of the NPC's had their own racial languages. You could learn them and you could teach them to other players.
- Dynamic weather that changed zone to zone. Rain, snow. It rained all the time in the Karana's, while it hardly ever rained in the deserts of Ro. Druids could cast spells to control the in-game weather for the zone.
- Your character needed food/drink to survive. Some food might just be a snack and sustain you for a few minutes while other food was a feast and could last all day. Without food, you would stop regenerating health, mana, and stamina. Some food could provide stat bonuses.
- There were no in game maps. Only a clunky sense heading skill to know which direction you were facing.
- Almost all items had hidden lore text. With the help of a caster's Identify skill, you might find out more about and items origin or purpose.
- Faction system for every NPC and character in the game. Religion, quests, race, and who you killed all had an effect on whether an NPC loved or hated you. You could cast illusion spells to trick NPC's or modify your faction with them. Just about every faction and therefore every NPC could be your friend or foe, depending on the work you wanted to put in to raising/lowering said faction.
- To cross the ocean, you had to jump on a boat, see some great views, deal with getting a bit sea sick, and hope nobody would train a Krakken, Giant or Godzilla lizard onto the boat mid-route.
- There were in-game row boats that could be piloted by those without sufficient swimming skill or the assist of a levitation spell to walk over the water.
- In some bars and inn's, there were in game message boards where you could leave messages for other players.
- The gnomes had mechanical guides that would show you around towns and give you tours when prompted with in-game text.
- Your character could jump, duck, swim, walk, run. These different actions had game impact too, whether it be squeezing your character into a cavern/doorway, or adding a jump/run to evade a train of pursuing mobs.
- Your charisma stat drastically effected the price, both buying and selling, to NPC characters. Some much so, that it was worth it for Trolls and Ogres to hand off the goods to more charming players and have them sell their dungeon haul for them.
- The ability to grow or shrink player size through potions and player cast spells.
- Character races were important, for the racial bonuses/penalties they provided. Some leveled faster/slower, some had the ability to see at night others were blind, some could regenerate their health at an increased rate, and some could forge the ground to find food/water or other items.
- Chosen religions drastically changed faction standings and the ability to do quests or even enter entire sections of zones.
- Players could cast illusions on themselves to blend in with the environment. Maybe become a tree or a chair.... you would never know unless you clicked on them.
- There were environmental traps and hidden passageways/doors in just about every zone. Pits to fall into, secret entrances to find, back alleyways/sewers for the evil races to sneak into town.
- The zones often times had long, winding pathways to give a sense of distance between other places. They had random points of interest that might relate to the gods or lore. Sections of zones controlled by one faction of mobs or another. Mobs that might spawn in intervals and attack other NPCs. It felt like a living breathing world.
- Combat sound-effects based upon HP level. The lower your/their health got, the more intense the bone crunching sounds got and the slower you would move if you decided it was time to tuck-tail and run.
- Vision, movement speed, speech clarity, and sobriety all effect in drastic ways by alcohol consumption.
- Drowned in water, suffocate in zones without air, slide on ice, burn in lava.
- Locked doors required keys or someone that could pick the locks. This might be a meaningless door in a town or an important door to get to the depths of a dungeon.
- Certain classes mastered spells and abilities sooner than other classes. So, even though two classes might share the exact some spell for lore purposes, many times one class was considered the primary.
- Certain types of magical enemies could only be damaged with spells or magic imbued weapons.
- Your position in relation to enemies made a difference. Rogues could backstab from behind. Melees could riposte attacks from the front, canceling them and returning an attack back.
- Giants would have ground shaking sounds when they walked or ran nearby your characters.
- Player collision detection. Yes, you could block doorways with a well placed fat ass ogre.
- When you put a piece of gear on, you could see it on that part of your body. Most all pieces of gear had a unique look/color to them.
- When you dropped an item, a single coin, or anything really it showed up on the ground.
- Fall damage was fatal and a real danger depending on the terrain.
- Environment sounds and triggers depending on the situation. Combat music, tavern music, creepy dungeon music triggers, mischievous music while ducking.
- Weight and run speed. Yes, you had weight limits and going over that might bring your character to a walk, crawl, or even stop them in their tracks completely. Try running for a zone line to save your life, being weighted down with phat lewtz, all the while your throwing rusty weapons on the ground to try and speed up. Money and coin had weight, making transactions for expensive items challenging.
- Monks would lose agility the more weight they carried.
- Rogues could pick the pockets of mobs, actually removing items and coin from their inventory and drop pool at the expense of their group or other players.
- Anyone could beg from NPC's with a chance to gain their coin, but also with a chance to anger the NPC and have them attack them.
- Vision was a huge thing. People would avoid being Humans, Barbarians and Erudite's purely on the basis that they were blind at night, in dungeons and tunnels. Infravision, with a slight red hue at night is how most people played the game, but the lucky few Dark Elf's were treated to a purple world of bliss at all hours. For the unlucky blind folks, they could buy and equip torches or kill willow wisps for their light-stones to get them through a dark area. There were even spells that could modify vision temporarily, giving enhanced-telescopic vision.
- Spells would fizzle and burn mana unless you were adept at casting them. Attacks would miss unless you were skilled in the weapon type you were using.
- When you threw a throwing knife, you could see it leave your hand and fly towards the mob. Bows and arrows obeyed the laws of sight line and elevation.
- Mobs shared the same inventory slots that players did. Meaning, they could use the items in their inventory. For instance, the Frenzied Ghoul would attack faster when he had the Flowing Black Silk Sash. You could hand NPC items and they would equip them. Weapons would be visible on NPC's because they would we using and benefiting from them.
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