Kirun
Buzzfeed Editor
It's a shining example of what happens when consumers start using their wallets to fight back. Companies have to adapt or die. Hopefully, Sony turns it around and keeps it up.Yeah but it only took them 12 yrs to finally get it.
Who said anything about a train to zone? If the train was already there, you would end up dying while loading in.Then your an idiot? Seriously. Who EVER zoned into KC and was shocked to see a train to zone?
Where did I say I wanted to remove death from the game?Merlin_sl said:So you want to remove death from the game because its inconvenient?
You completely missed the point(no surprise). The point was, the time lost by a result of something that was completely out of your control, and the hoops you had to jump through to offset that time lost by as much as possible.Merlin_sl said:Who looks for a 96 rez when your playing in a low level zone like Unrest?
Yet again, you completely missed the point. If I die in an FPS, nothing is really "lost". It's part of the process of the genre. It's expected to happen over and over. You can make the argument that dying is also part of the process in an MMO(which it is, just notnearlyto the same extent as an FPS). You can stretch that argument even further and say that dying should include a huge time loss component, including loss of exp, running back to your corpse, etc. There's nothing about that scenario which inherently makes the game "difficult", however. It's tacking on arbitrary tedium and hiding it under the guise of "difficulty".Merlin_sl said:Are you seriously constructing an entire argument over the fact you got killed zoning in to Unrest and that proves the game is tedious? If your not prepared to die hundreds of times over the course of a year then maybe MMO's in general are not for you. Neither are FPS's.
I absolutely agree that there should be consequences to poor play. You can even twist that and say it should be a consequence of poor "strategic planning". I'm showing you an example of where it becomes tedium for tedium's sake, due to forces entirely out of your control. If there's no way for you to control the consequences, that isn't difficulty, that's tedium.
No, they weren't there foryou. Plenty of people got that same thrill/joy out of beating a raid encounter in WoW. Just because you're a masochist and feel that you should have to constantly get your nuts stomped on randomly, every step of the way, before you can feel a sense of accomplishment, doesn't mean others do. It doesn't cheapen or lessen their enjoyment or sense of accomplishment at all.Mkopec_sl said:We all get that WoWs encounters were difficult, at least I do. But that general feeling of accomplishment/fear/oh shit moments were just not there. Because you never lost anything (time).
EDIT:
So much this. Alotof the "difficulties" present in EQ, were simply the result of technical limitations/bugs(I already touched on this a little). It's going to be nearly impossible for devs to try and "recreate" that experience, because of the reasons mentioned.Whenever I hear about how difficult EQ was, I kinda roll my eyes a bit.
I mean, it was a challenge...but a very large part of that challenge was due to bugs and poor coding(or limits of the times).
What was really hard about doing dungeons, or Fear/Hate?
Bad pathing, mobs not clearing their aggro list properly and comming back 10 minutes later with the entire zone in tow. AOE spells going through walls/floor/ceiling(Hello Hate 2nd floor inc...).![]()
Heck in the early days, the biggest obstacle of doing raids like Vox and Nagafen was people going LD during the fight.![]()
For the most though, these things are no longer a problem today...pathing AI is better, aggro list clear properly and we generally don't aggro stuff through walls anymore. And going LD is a rare occurance unless someone has an insanely bad connection.
So basically, bugs were fixed and because of it...games became easier.
In a way, WoW wasn't made easier...it was just less buggy.![]()