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<Banned>
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Man, I remember how every class but pullers were generally playing a chatroom with a GUI
Hey the old hits are still happening!
I enjoyed EQ for what it was, because I played one of the few classes that actually -played- the game. For much of its successful life, it was also the only popular online role playing game on the market.
I feel like you just don't understand how someone who enjoyed something can be critical of it. EQ shit the bed on a ton of levels, but it was also the only decent mmorpg at the time. I also had fun playing it. But again, I actually was playing the game, while the vast majority of people involved in it were watching myself and others play while they hit a button occasionally and typed in chat.
Any game you can effectively box in a group environment without really losing efficacy shows you -exactly- how little attention the game required. Hence, chatroom with a GUI commentary.
You're one of my favorite DJs on this station. Never change.
edit: I'll save some time:
1999 =/= 2004
1999 =/= 2008
1999 =/= 2016
Technology, competition, consumer base, and society have changed since EQ came out. You cannot make EQ again and have it be anywhere near as relevant as when it originally came out.
Hours long travel time unless you know a class that has teleportation abilities or pay for a service =/= fun content for any class that isn't one with teleportation.
Raids were all tank and spanks until the end of Luclin. The only strat was "have enough dps" or "have enough healers" and there was a CH chain setup for most raids entirely based upon this reasoning.
People fondly remember the grouping experience if they were a needed class and have no concept of how it was for the other classes. If you were a cleric or enchanter your opinion of how grouping and the grouping environment worked in EQ is most likely not how it was in reality. The one thing I willingly give to EQ without question is that it created a very diverse set of opinions of how the game worked. However, most of those are incredibly biased with very little basis in reality.
I think that covers most points that might be brought up.
No it doesn't at all. The need for downtime has nothing to do with needing to chat. You should read the post again you dumb piece of shit.VOIP ruins your whole "you 'need' downtime to chat" stance.
No it doesn't at all. The need for downtime has nothing to do with needing to chat. You should read the post again you dumb piece of shit.
The chatroom thing is the only way to make these games tactical.
Yes you are, why don't you just read the post? Slowly.Am I missing something qwetard?
It has group size of 6 which is bad.I am interested to see how they work class redundancies in this game. In EQ, you just didn't want or need multiple players of one class in your group. This was even more evident in raids. WoW went too far making everyone a tank/healer/dps but it's still an issue I haven't heard much about. It will probably be even more important in a smaller game like this where there aren't dozens of options available at all times. Anyone have information about this?
I am interested to see how they work class redundancies in this game. In EQ, you just didn't want or need multiple players of one class in your group. This was even more evident in raids. WoW went too far making everyone a tank/healer/dps but it's still an issue I haven't heard much about. It will probably be even more important in a smaller game like this where there aren't dozens of options available at all times. Anyone have information about this?
Heh. In my experiecne, nothing could be farther from the truth with respect ot EQ. It was often extremely beneficial to have multiples of players of one class in the group! I will however agree that generally speaking most people did not understand the ins and outs of their own or OTHER classes to effectively experiment and play constructively to find the beneficial combinations and hybrid tactics.
EQ allowed you to think out of box and rewarded you for it.
EQ had very fun nuanced depth with lots of ways to exploit it (beyond intended power limits, in MANY situations). It is what made it so fun compared to Wow. You could find ways to exploit unknown and hard to predict combinations of skills (that werent too nerfed yet) and achieve great things (sometimes too great like with Wizard epic nukes hehe). Many other les extreme cases existed at group level, more in tune with hidden secrets that could be added to gLobal s nice post above.
To be effective in combination, the two people playing the same class would need:
What would result is a change of tactics & roles from the trio tank/slow/heal that less experienced people constantly b*tch about not being able to get. Over the years classes got changed and enhanced sometimes to significant benefit or hindrance of certain combinations.
- (1) sufficient knowledge of own class skills and application in individual situations
- (2) sufficient knowledge of combinations of two of own class (playing/experimenting duoing)
- (3) sufficient knowledge of combinations in (2) to adapt group tactics depending on what OTHER classes were.
My estimations of how difficult were to combine and to what degree of scope:
- 2 monks (easy) high applicability to dangerous dungeon exp groups: 2 skilled pullers could safely shred many a dungeon area SAFELY
- 2 clerics (tough) but they are already essential for *risky* high value (exp/camp wise) groups
- 2 druids (medium) esp in kiting groups, esp outdoors, but even indoors
- 2 wizards (easy) good stacking with complex pulling/herding tactics with druids/ranger/bard but limited to outdoors
- 2 enchanters (tough) but already highly valued in groups esp *risky* pbaoe ones
- 2 necros (good) .... too bad most were loners tho....because soloed so well :-(
You could extrapolate this to 3 4 5 6 and 7 8 (boxed once that was common). Some combinations great for exp, some for farming, some group raiding etc. The much maligned hybrid classes often excelled in NON standard groups..... as long as players were able or willing to think out of the box. It did require extensive broad knowledge of spells across classes and their effects.... often it required *teaching* other classes how to play their class a different way (easy with friends & guildies, almost impossible with strangers unless grouped with em a few times, or were patient
Just as quick example:
- PBAOE groups (exp & farming)
- mini raid groups (stacked cleric healing)
- non healer agro or stun kiting
Result? Tons of fun, often custom groups in many areas did much better than the *classic* boring groups. There were ways of sharing PBAOE and exp groups if you had knowledgable players, essentially Power Leveling, Power farming that would be impossible with the *classic* groups people desired so much.
Wow? ..... solo grind...... *ugh* lmao the eliminated the FUN of creatively progressing through the exp grind by eliminating the need to level, making it trivial.
Good guilds and players in EQ knew how to and had fun playing helping others exp while farming/mini raiding and gearing in EQ.
Some guilds had SKELETON crews of players that NEVER watched TV or button mashed... but achieved GREAT things, with fun and unique and mostly secret/kept to themselves tactics. If you were unfortunate enough to be in a guild with semi afk boobs (as many/most were), you had to share less loot across more of a zergy force, compared to slower progressing groups, that shared more loot across a smaller tighter knit group great players. Just like you could get amazing groups for group play, it was possible to find amazing guilds for guild play. Night and day differences if you look beyond the measure of first/best.
It was often much more fun playing that way than zerg/grinding and working for dkp in a big raid guild.
There were a GREAT many fun and different ways to play and progress in EQ, it is why EQ classic has such a high replay value even years later (EQ before it tried to narrow and wowify itself).
If Pantheon replicates EQ in this respect, with some of the nice class *IMBALANCES* EQ had.... it might very well turn out to be a blast to play again! I doubt it will happen because of skill/experience limitations on the dev & design team but tis theoretically not impossible =p