In my opinion the death penalty added that fear factor that made dungeon crawling more exciting. It adds a risk vs. reward factor to gameplay and, because of rezzing ability and loot drops on your corpse, it adds to the community interactions.Half of your complaints were either because you were bad at the game or didn't have a good enough guild.
I DO want to be able to get lost again. That was half the excitement.
As for people complaining about EQ death penalty. It wasn't that bad. I wish it would come back in a modern MMO.
Heart of Noxxion x 2my favorite part of mauradon was going back to farm nature resist gear at 60 for viscidous!
These dungeons were big and beautiful, but hardly a maze. Go deep into Runnyeye 1.0 and the claustraphobic nature of them and the few landmarks made traversing them a challenge. After 1 or 2 runs of the classic wow dungeons (even BRD) you were quite well versed in where to go. Even sol A, which is a fairly simple dungeon, I still have friends getting lost in to this day. Invisible walls also make things a bit more difficultmaraudon, razorfen downs/kraul, sunken temple (original one), even wailing caverns to some degree.
You've got to be kidding. Sol A, Sol B, LGuK, even Sebilis was easy as shit to get around in after seeing it a handful of times. Your friends must be mouth breathing retards if they still get lost. Oh wait, they probably just camp the same room every time they go in there so they have no idea how to get around still because they've never even tried to clear their way around it. EQ dungeons weren't mazes either. Karazhan is more of a maze than anything in EQ.These dungeons were big and beautiful, but hardly a maze. Go deep into Runnyeye 1.0 and the claustraphobic nature of them and the few landmarks made traversing them a challenge. After 1 or 2 runs of the classic wow dungeons (even BRD) you were quite well versed in where to go. Even sol A, which is a fairly simple dungeon, I still have friends getting lost in to this day. Invisible walls also make things a bit more difficult![]()
That's true for any MMO, its not EQ specific. If actually completing group areas was the most efficient way to level then people would do that... and have a lot more fun in the process.And not a damn one of yall would go through that shit again.
Everyone one of these wonderful nostalgic memories yall have about EQ is about the journey, and not the destination.
Those days will never happen again. This very crowd, right here, will find the absolute fastest way to level to get to end game and bypass 95% of all content in front of them.
Don't fucking say you wouldn't because this same crowd has proved that over the past 10 years in every MMO released.
That's what most people ignore or forget. EQ dungeons were epic early. Later, it was paint by numbers spawn camping. Nothing exciting, scary, or interesting about camping a spawn in a dungeon. Nothing.Oh wait, they probably just camp the same room every time they go in there so they have no idea how to get around still because they've never even tried to clear their way around it. EQ dungeons weren't mazes either. Karazhan is more of a maze than anything in EQ.
Compares WoW today ignoring Vanilla WoW to vanilla EQ ignoring EQ of today.The superiority of EQ at that level was said by someone already. Once someone has truly mastered a dungeon and its drops, the EverQuest model is still superior to WoW's. In WoW, you have to run the same dungeon over & over to accumulate valor points, nobody really cares about mob drops, only valor/hr. You can mathematically determine how long it will take you to get an item you need. There's no surprise or randomness. And what little there is, it doesn't matter because the item will likely be replaced again in a few weeks tops.
In EverQuest, once a dungeon is known, you can camp certain spots, and as someone mentioned, somewhat relax. The death penalty, danger of a timesink cr is still in the back of your mind, but you're not forced to mash buttons like a retarded monkey and rush for the valor/hr like in WoW. You can also nab the item in the next 5m, or not in the next 5h. EverQuest's is a superior model for a game.
How long did vanilla eq last?Why would we be talking about vanilla WoW? It lasted barely 2 years, and nothing from vanilla even exists anymore. I can't go to the original BRD even if I want to.
Define progress. Relatively speaking, you started off with Shakespeare and you're now watching a down-syndrome Elmer Fudd cartoon in this modern gaming industry.Both were fun, at the time. Know what else used to be fun...sitting around watching cartoons all day and jerking off when Bugs Bunny dressed like a girl. I grew up and now I need adult cartoons and porn to get off. Progress is good.
The integrity of EQ's gameplay lasted well past vanilla, into RoK and SoV.How long did vanilla eq last?
Nope. Another generalization failure. . For some of us the Journey IS the Destination. ..and the journey in recent titles is a joke.. I want leveling to take a year.And not a damn one of yall would go through that shit again.
Everyone one of these wonderful nostalgic memories yall have about EQ is about the journey, and not the destination.
Those days will never happen again. This very crowd, right here, will find the absolute fastest way to level to get to end game and bypass 95% of all content in front of them.
Don't fucking say you wouldn't because this same crowd has proved that over the past 10 years in every MMO released.
There's an old guy like you sitting on a park bench lamenting the days when kids played fun games like "bark like a dog" and "kick the can." Games have progressed, a lot, and the fact that you miss the stone age of vidja games says far more about you than the industry. Times have changed, and they will change again and again and my advice to you is find a different hobby, or just go play EQ. Its still there.Define progress. Relatively speaking, you started off with Shakespeare and you're now watching bugs bunny in this modern gaming industry.