Raign
Golden Squire
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Because even a lot of things that people think of as "right", were still done terribly.
Take your idea of getting to level cap slower, for example. If there's so many things to do that out doesn't drag, then that's a great thing. If you have to sit in a room and grind the same 10 mobs every 20 minutes for 30 hours then that's just awful.
Same thing with not feeling like you're the only group that exists as a complaint against instanced dungeons. It falls apart when you have hour(s) long lists just to get the privilege to actually play the game.
A lot of what WoW did differently than EQ was for a reason, but a lot blinded by nostalgia refuse to see it
Don't get me wrong, I am in no way advocating that EQ did not have a lot of flaws - many of which Vanilla resolved initially, but has gotten further and further away from each expansion since. There was a definite wow factor the first time you stepped into so many of the dungeons in EQ, part of that was the unknown which we sadly will never see again, but the other part was that you often had to spend days or weeks fully exploring it due to pace, scope, competition and them often catering to a broad range of levels. Vanilla did capture some of that with BRD / Maraudin, but after vanilla, blizzard started reserving all the sprawling 'cool' dungeons for raids and basically treated leveling content as something to blow through in a day or two, essentially taking the stance 'that the game starts at max level'.
As to instancing, there are better ways to deal with population control than to isolate everybody into their own pocket universe. EQ did a remarkably poor job of balancing the loot vs the difficulty to obtain that loot, as well as making a mess of the ZEM modifiers. If you have two or three areas that all have comparable loot with comparable risk, people wont queue up for 3 hours to farm a FBSS, they will just go to another zone. So many of the dungeons and zones in EQ were fundamentally broken that people naturally just migrated to the ones where you rarely pulled the whole zone through the floor/ceiling but still got good loot. Likewise, make the ZEM dynamic -- too many people in the same zone for the mob population to support, xp reward for zone goes down there and up in another.
TL;DR - EQ wasn't perfect but anti-social dungeons and 'the game starts at 60' mentality isn't right for everyone either
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