for starterswhat was resist gear in original eq? wedding rings is all i can think of.
We were misled during the KS but the actual dev team was paid for 2 months work. I don't think everyone on the team was working pro bono like Brad mentioned.. That was obvious with the lack of art. Essentially, the game got 2 months of real dev time put into it. There were guys grinding out hours during the KS tho. Certainly Tony, Sal and Vu.You're correct, we don't knowexactlyhow much work was/wasn't done. However, we can speculate off of the evidence of "work" that wewereshown, and what wewereshown paints a pretty clear picture that not much work at all was done. If you, they, or anyone else has evidence to the contrary, I'm sure we'd all love to see it.
because it took so long to level, you actually enjoyed playing the game. because in new games you can reach max level in three days, is exactly why no one plays them for very long. it's not selective memory. it was a game where leveling up was just as much fun as hitting max level; something just about every other game since has gotten terribly wrong.i did, i played 2 months, went from 1 to max and then got bored and quit. i have been back in eq since january. went from 65 to 85 on chuk and went from 56 to 83 on my shadowknight and still have tons of stuff to do and am having fun. the game is not a snail's pace anymore, but its also a lot more interesting than when it started. in classic, you leveled very slowly to 50 then you camp resist gear and hope you can get in a guild that raids naggy/vox/planes. thats it. people have a selective memory on what the old days were like.
What I do know is they've been "working" on this project since sometime in the middle of last year, and they have basically jack shit to show for it. You can keep saying they wouldn't necessarily show what they've done, but at some point when you see your kickstarter going down in flames and realize you're only raising 150k on your web site, you would probably start showing anything instead of taking on water the way they did.As I said, this was a VERY small, VERY simple system design doc. The point I was trying to make is game design involves a lot of specific details that the average person doesn't think about when they think "game design". You being in the software industry understand this, so my doc doesn't look like much to you.
The other point is, people are claiming they didn't do anything because apparently they feel the guys at VRI should have published all of their design documents for all to dissect, digest, and pontificate endlessly about. What I'm saying is, nobody outside of the people who were on that team has any idea of how much work was done. You don't, I don't, nor does anyone else who posts on this forum. Anyone outside the team who thinks they "KNOW" how much work was done is basically clueless. I'm not trying to defend everyone, but it drives me nuts when armchair designers think they know everything, when in fact they really have no idea.
i used rangers as an example because thats what i played, i dont care about soloing as i said i grouped/raided 99% of the time on my shaman back in classic. what the changes did were give classes like rangers who had trouble finding groups more to bring to the table so they could get a group or if they could not at least solo some so they felt like they were making progress.P99 released Kunark because it is part of the original timeline, not to help Rangers.
The idea that everyone should be able to solo is one of the biggest reasons contemporary MMOs are shit.
Here we go again...P99 released Kunark because it is part of the original timeline, not to help Rangers.
The idea that everyone should be able to solo is one of the biggest reasons contemporary MMOs are shit.
You have very limited scope if you think an MMORPG can't be made that both effectively incentivizes group-play, that also allows a player to complete certain tasks solo when feasible.I haven't spent years on these boards like most of you, so I haven't had these stupid arguments before, but the second "M" in MMO stands for multiplayer. If you want to play a single player game go play Skyrim.
It always goes well. The industry is complete and total crap. Take a look around, look at the state it's in today. We literally have the absolute worst games I've ever fucking seen.You have very limited scope if you think an MMORPG can't be made that both effectively incentivizes group-play, that also allows a player to complete certain tasks solo when feasible.
Quit while you are ahead. This never goes well.
EverQuest was a pretty cool game back in the days when we plugged our phones in to the wall.It always goes well. The industry is complete and total crap. Take a look around, look at the state it's in today. We literally have the absolute worst games I've ever fucking seen.
'Certain tasks' sure. Being able to grind exp solo? No. You don't get to to do that unless very inefficiently. Like the man said, if you want to do that, Skyrim's sitting right there with a difficulty slider.
Logged in, but he wont reply...Do it dude do it!!!It always goes well. The industry is complete and total crap. Take a look around, look at the state it's in today. We literally have the absolute worst games I've ever fucking seen.
'Certain tasks' sure. Being able to grind exp solo? No. You don't get to to do that unless very inefficiently. Like the man said, if you want to do that, Skyrim's sitting right there with a difficulty slider.
I spend 12-16 hour a week grouping with 53 other people on raids.It always goes well. The industry is complete and total crap. Take a look around, look at the state it's in today. We literally have the absolute worst games I've ever fucking seen.
'Certain tasks' sure. Being able to grind exp solo? No. You don't get to to do that unless very inefficiently. Like the man said, if you want to do that, Skyrim's sitting right there with a difficulty slider.