Quaid
Trump's Staff
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That's why you bank it. Quicker to run to bank, than it is to run to your corpse, so you aren't complete shit on the CR. But yeah, another level of retarded.
cool thanks i hate it
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That's why you bank it. Quicker to run to bank, than it is to run to your corpse, so you aren't complete shit on the CR. But yeah, another level of retarded.
The design there was to even the shittyness of dying between casters and melee. You'd both mostly fucked during a corpse run without backup gear now. You can buy extra spell books and bank em. Monk don't give a fuck tho. lol.That's why you bank it. Quicker to run to bank, than it is to run to your corpse, so you aren't complete shit on the CR. But yeah, another level of retarded.
The design there was to even the shittyness of dying between casters and melee. You'd both mostly fucked during a corpse run without backup gear now. You can buy extra spell books and bank em. Monk don't give a fuck tho. lol.
All of that, "this is how it works in DnD!" shit is why MUDs died. That type of "immersion" and "realistic" gameplay works in sessions that take 3+ hours and you interact with them once, for an immersive experience. It doesn't work in an online video game at any length. It just servers as frustrating annoyance.EQ merchants had a faction check and a charisma check. With the charisma checks mattering far more in most cases since most EQ merchants not in a racial city were neutral faction to everyone.
You could make a solid difference if you buffed your charisma to a certain threshold, which made it reasonable for enchanters and such to do when necessary. I'd argue it was more important when you had to buy reagents that cost a lot and you had to go to merchants sometimes to get them reliably. But they did also drop out in the wild.
So they took this extremely basic DND concept and added a whole extra layer of gay on it for more thematically pleasing mechanics?
Just need games to get beyond the thought of tediousness = difficulty.
There is almost 0 tediousness that was intentional in EQ. Basically all of it was entirely because of the tech limitations and developer inexperience at the time. There's a reason almost all of it was gone by PoP and they had gone through great lengths to slowly remove more and more of it each expansion.Not a fan of tediousness of any kind, so don't take this as "pro tedious, " but the tediousness of some stuff in EQ did serve a purpose in that it created the conditions for rarity and value.
Right, but that doesn't necessarily make a game difficult. And it certainly doesn't make it "fun", especially by 2024 standards.For example, getting a GBS in early EQ wasn't particularly difficult- Pyz was what, lvl 13? But seeing someone with a GBS was rare because Pyz was a super rare spawn and camping her was very, very tedious. Not a lot of people had the fortitude to sit there at her camp and kill dreadbones and Scruffy the rat for several real life days.
lol wut.Your spell book is equipped an item.
When you die it stays on your corpse.
so you can’t memorize your spells for a corpse run.
If you want "meaningful merchants", then make them attractive instead of "worthless".All of that, "this is how it works in DnD!" shit is why MUDs died. That type of "immersion" and "realistic" gameplay works in sessions that take 3+ hours and you interact with them once, for an immersive experience. It doesn't work in an online video game at any length. It just servers as frustrating annoyance.
Like Kithani said, if it's something that's relatively pointless/meaningless, all it serves as is shit gameplay - especially as a new/low level player. I can almost bet it'll be ignored at the high-end, just like it was in EQ. Once you're getting 10+pp/mob, who the fuck is bothering with making sure their rusty hatchet sells for 2 more silver - you're not even looting the hatchet anymore. And at that point, it's just an annoyingly frustrating, ultimately pointless mechanic that is nothing more than a cumbersome timesink that accomplishes little.
And if it's something that is meaningful/useful even at the high-end, how fucking annoying is it going to be to have to spend 50 minutes in town every night before you log off, making sure you hit every fucking particular merchant to sell? No thanks.
Just like the industry has moved on from countless titles/genres of games(like MUDs mentioned above), these sort of archaic mechanics just aren't the way to do "difficulty" in video games anymore. The industry has moved on and players have realized that tedium for tedium's sake doesn't make a game fun and just leads to frustrating experiences that cause players to quit.
There are definitely ways to make a slower-paced, "old-school", challenging game without resorting to "realism" as an excuse for tedium, because somehow people think time spent = difficult. A million Korean grinders should be proof positive this is a gameplay loop that most Western players reject and even Korean players pay assloads of money to circumvent.
The gnoll cleaver hit your spell book, destroying it. You don't have to reroll, but your character can no longer cast spells. Sorry bro just the easy immersion goes.lol wut.
Let's just put our dick in a vice for IMMERSION.
Thanks for the feedback, definitely valid thoughts.
We're always open to making changes if we feel that they are absolutely necessary. We're trying out some new things and there is still some polish that needs to be done to get them into a better spot, and other systems which can help improve the quality of life when dealing with some of the annoyances you're describing.
If after we've exhausted all avenues of trying to make something work, we won't necessarily force the issue forever.
We're still 16 months out from our planned Early Access date, with even longer to go until the full 1.0 Release. Should be plenty of time for us to look at these things and address them if need be.
Thank you for checking out the game this weekend, hope you guys come check it out again.
Honestly, I hope that you guys just make YOUR game the way YOU want to make it.Thanks for the feedback, definitely valid thoughts.
We're always open to making changes if we feel that they are absolutely necessary. We're trying out some new things and there is still some polish that needs to be done to get them into a better spot, and other systems which can help improve the quality of life when dealing with some of the annoyances you're describing.
If after we've exhausted all avenues of trying to make something work, we won't necessarily force the issue forever.
We're still 16 months out from our planned Early Access date, with even longer to go until the full 1.0 Release. Should be plenty of time for us to look at these things and address them if need be.
Thank you for checking out the game this weekend, hope you guys come check it out again.
That’s what I thought and was what immediately stood out to me when watching a video of the gameplay. I don’t understand why they would put so much emphasis on this being a spiritual successor to EverQuest and not have the first person POV. The result is something that more resembles WoW than EverQuest.Yes and 1st person ROCKED