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Old 04-19-2006, 06:12 PM   #76 (permalink)
Duhulk
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A game that lasts for half a decade needs to have esclating encounters that fit into the framework of the game world.

You basically had three options given the background lore EQ came with

1)Eventually fight the Gods
2)Continue to fight things no stronger than what you've been killing for years.
3)Make up new things to fight. This rarely works out well unless you have a REALLY talented writer. The content will just seem too forced into the pre-constructed game world.

I know many people who quit after PoP, cause it just gave such closure (if in general if not specific to the poorly thought out PoP ending) to the EQ play experience from launch till that point. Anything past that was going to feel fairly out of the previous context and "wierd".
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Old 04-19-2006, 06:30 PM   #77 (permalink)
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Didn't help that after fighting gods you got to fight things named by the high art of "sitting on a keyboard."
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Old 04-19-2006, 06:48 PM   #78 (permalink)
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IMO the gods need to be more integral to the game than just end bosses to an expansion. There should be quests to follow a god, which gives different abilities/attributes depending on who you pick. Your god should give you quests and leadership. Maybe you could even final fantasy it with being able to summon your god for a few moments.
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Old 04-19-2006, 06:52 PM   #79 (permalink)
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And cleric's being able to cast their healing spells while helping to kill their god was always "lol" material.
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Old 04-19-2006, 08:13 PM   #80 (permalink)
Lorrac
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Quote:
Originally Posted by Duppin
Sol Ro had both him /and/ Searyx for a while.
And shalion (or xalion? french druid), eydarr...
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