There were the very odd exceptions with Shaman doing the odd WW dragon or Bard / Enc using charm exploits, but the dungeons that mattered and the gear that mattered were done by solid groups. I dont give a fuck about johnny necro fear kiting in the OT for xp.
Well, unless you're a Necro, and as long as you remember Necros aren't invited to any of the good parties.
Jealous warriors detected!
Jokes aside you guys should be better then that. I mean, necros not good in groups? did we play the same game? They might have wanted groups less often, and the bad ones might have sucked in groups out of lack of experience, but necros that knew their class were great to have in any group.
I dont want bland class balance like all post-EQ games must have (because of pvp balance, one of the great evils of MMO design). But I also want all classes in this new game to be able to solo with some difficulty (none should have it easy, not even necros or druids) and I want all of them to have a purpose in groups. Let the player pick his class, spec his AA/skills/whatever to his preference, but choice should be there. If I want to solo and blow all my building points on that by all means let me be weaker in groups.
You are telling me the majority of players soloed to level in EQ? Because that's the modern standard and that's what we were talking about.
Out of curiousity, what percentage did EQ have for solo/grouping play? I'd think it is somewhere between 40-60% which is a fairly even split no matter which side is the 60.
In modern games, you go through a zone, experience the area, lore, story, while doing quests. In EQ, you killed the same orcs until they no longer gave exp or spammed general chat with your willingness to buy orc belts so you could use the same quest as much and as long as possible to get every last shred of exp from it.
I don't think either system is perfect. I'm just pointing out it's a bit rose-colored to pretend EQ didn't have the same evils, even if you perceive them as lesser. Which is the point. It's perception of the things EQ did certainly have, not that EQ simply didn't have many of the things people claim is what's ruining new games.
I like the idea of going through a story to experience now and then. But I'd want the xp to not be mostly quest-based, with the stories providing alternate rewards like skills mods, items, faction, spells, vanity items, and so on. Maybe even xp but not in the WoW style. If completing an long quest that took me through some camps and two dungeons gives me good xp that's ok. But stories/quests should be uncommon, and all the common shit like bear asses/orc belts should be repeatable ad nauseum like in EQ. Set the heroic quests apart from commoner drudgery.
Different questions to what people might like or dislike:
- npc speech bubbles, yes or no? I actually like it, keeps me looking at the world and not the chat box. That is assuming anyone reads npc text (I do!).
- in game maps, yes or no? I would want crude maps that do NOT come with gps function. Possibly no maps until you acquire one for the zone in question, bought, earned or even player-made with a tradeskill. Until then learn your way around or get lost in the woods and die.