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| | #376 (permalink) | |
| Registered User Join Date: Oct 2002
Posts: 15
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There will never be another game like it. EVER. While one could be designed, the current player community just won't tolerate it, and that's to bad. WOW has singlehandedly killed MMOs. The "I want what I want and I want it NOW" crowd has won. Game over. | |
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| | #377 (permalink) | ||||||
| Registered User Join Date: Dec 2007 Location: Leslie, MI
Posts: 106
+4 Internets | Quote:
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EDIT: O.K. was drunk when I posted this. Sorry...it is a disturbing trend that has been happening with me. I need to stop. If there is anything here that doesn't make sense...well now you know why. Last edited by Viktorr; 06-24-2009 at 10:43 AM.. Reason: Because I was drunk earlier | ||||||
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| | #378 (permalink) | |||
| Right as the mail Join Date: Oct 2004 Location: So Cal
Posts: 3,303
+3 Internets | Quote:
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| | #380 (permalink) | |
| King Me Join Date: Oct 2004 Location: Rocky Top
Posts: 2,471
| Quote:
Anyway I think the biggest problem with new MMOs and every MMO since EQ is the advent of no-drop and the death of the marketplace as an actual location rather than some inhuman box you drop your loots into. On emarr it was east commonlands, and you knew damn near everyone in your level range. Instancing also destroyed much of that. You knew the good players, you knew the assholes, and you actually interacted with them on a daily basis whether you liked it or not. Nowadays each person in an MMO might as well be a number to me, because if they aren't in my immediate circle chances are I may never see him or her again. Just like all the DAOC nerds talk about the good old days of darkness falls and community interaction old school EQ players(at least the ones I know) lament the loss of that community feeling of Guk or Solb, of racing the asians to Dozekar or happening upon a bargain in out of character while heading toward freeport. Even as far back as UO, where you could search for private seller's houses who had good prices, then recall back, and eventually come to know the person. Or fight with the same people at the graveyard night after night. It had that feeling of community. WOW, the apex of MMO gaming at the moment is technically superior in a lot of ways. But its community has no soul. Maybe it did before the battlegrounds came in and killed world pvp, but not anymore. First thing any new MMO needs to focus on, before technical issues, before innovations and grand new ideas, is how to develop a community. Without that it's just a video game, and no matter how good it is players will eventually lose interest.
__________________ ![]() Just an earthbound misfit, I | |
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| | #381 (permalink) | ||
| Right as the mail Join Date: Oct 2004 Location: So Cal
Posts: 3,303
+3 Internets | Ive never had any 48 hour runs but I have been in on some 8+ hour raids on something like Plane of Growth where it was just bards chain pulling mobs from the entire zone for hours on end, then getting the ogre walls up to tank Tunare. Then I remember just as she was about dead, "Fuck, Tunare is my god." Instant KoS in your home town when you kill your own god.
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| | #382 (permalink) |
| Still not the Abyss Join Date: May 2002 Location: Arizona
Posts: 2,711
| I did 52 hours straight of Maiden's Eye. Zero sleep, all by myself. I was having hallucinations about 34 hours in. I never even got the shard till a week after it. Worst experience of EQ for me.
__________________ Damn my eyes! You're just another mirage! |
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| | #384 (permalink) |
| King Me Join Date: Oct 2004 Location: Rocky Top
Posts: 2,471
| Scott I'd be thrilled to have your insight on the subject of community vs convenience. On the one hand players always want the path of least resistance, and things like auction houses or instancing make things more accessible. But at what point does it become detrimental to the game(not necessarily the bottom line, but the quality of the game itself) when you remove all the community building facets in favor of a more user friendly approach? Maybe I'm just waxing nostalgic here but I do think there has to be a happy medium between the things that were so frustrating about Everquest and the souldraining impersonality of WOW. Maybe just do a few small things: 1. Automated auctionhouses with exorbitant fees. Still there for those who don't wish to partake, but rewarding for those who wish to wheel and deal in person like the good old days. I'd compare it to trading baseball or magic cards rather than being a bonds trader or an e-bay entrepreneur. 2. A few relevant noninstanced dungeons and raids, dispersed throughout all levels. Leave instancing in some places but make it worth people's while to venture into contested content and interact with their fellow player. I'm sure there are some other small things you could do that smarter people than I could come up with, but I wouldn't think it would take a whole lot to improve things immensely.
__________________ ![]() Just an earthbound misfit, I |
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| | #385 (permalink) | ||
| Right as the mail Join Date: Oct 2004 Location: So Cal
Posts: 3,303
+3 Internets | I think one of the cool things about back in the day EQ was seeing that whatever class with that bad ass weapon or BP that only had a chance to drop every week or so.
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| | #386 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 698
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I used to proc the pet in E Commons and run around with it in the tunnel. People were always confused how a Ranger in green plate (Thorny Vine) could have a wolf pet. | |
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| | #388 (permalink) | |
| Registered User Join Date: Nov 2004
Posts: 221
+32 Internets | Quote:
"EQ had some suck, WoW polished 99% of it away, and has 24x the audience. Therefore, the MMO world is a linear scale between EQ and WoW." That's not an insult - As someone who's spent a lot of time playing both games, it's easy for me to fall into that trap too. But it is a trap, and it's not accurate. What a lot of us are used to as being big community drivers were also things that were a collective pain in the community's ass. Necessity drove community bonding. It was a subtractive kind of fun -- "In the absence of other people, this sucks." The trick is to find community bonding drivers that are additive. Make core gameplay fun, then have it made even more fun given more people. Additive fun. "This was fun, and now that I'm playing with real people, this is *awesome!*" That is a much harder problem to design a game around (and to balance for the long term), and requires a different kind of thinking than most people (including me) are comfortable with, without putting in a lot of extra effort questioning things they take for granted. However, it's fun to try, and even more fun to prove some of it out. - Scott | |
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| | #389 (permalink) |
| Garrulous Join Date: Apr 2006 Location: Japan
Posts: 2,041
+5 Internets | I'm sure a lot of people here were in raiding guilds, but I always felt at home in the level-sprawl guilds, where there were a few 50s who knew their shit and were just there to help the lowbies, a couple genuine newbs, and lots of people who had created tons of characters, levelled to 25 or so then re-rolled. In those guilds there was always a token fem who would got lots of help every time she asked for something and would be bombarded by tells from the guys in the guild all the time. I remember ours, who was a Druid, sending me a tell, "I JUST GOT JBOOTS!!! I GOT MY JBOOTS." Amazing how the guild felt it was necessary to keep a camp of rotating members on Drelzna to KS it for a god damn druid! Stupid female wood elves, especially with that one face that had blondeish hair and blue eyes. I sat at Drelzna for probably a total of 11-12 hours before I finally managed to deal enough damage to get the killing blow. There was always a mass of people completely ignoring any sort of courtesy or patience who went balls deep in Drelzna the second she spawned. During the low levels I would go sit behind a group of people hunting orcs in the orc camp outside of Kelethin or inside crush bone and KS them with AE rain spells. It amazes me that we were able to get away with this kind of shit. Being a wizard had its benefits! |
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| | #390 (permalink) | |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 913
+8 Internets | Quote:
I say this because I'm a player with an average to low tolerance for stupidity, I don't mind less skilled players grouping with me, I just hate when they are idiots spewing bullshits all the time and EQ did a good job in filtering some of those out in one way or another. In short I want to play with cool people and that is what makes these games fun for me. Sure enough that some moments may become memorable due to something happening that is screenshot-worthy so to say, but as others have said on these boards, playing with other people is what pushes us to login everyday, to goof around with them, to share a first kill or a boring farm-mode boss and so on. So you want to make a fun game and I want to play a fun game, but "fun" is such a subjective concept that you cannot find the magic formula for it (if you can, let me know). I'm 35 years old and I play pen and paper D&D since I was 14, most of them spent as DM. I designed a bazillion campaigns, tons of different encounters and I can say I used 90% or more of the monsters manuals I had my paws on. Sometimes I still fail to provide a fun encounter because 1 or 2 players at my table didn't like something (they rarely say it openly, but I get it nonetheless) and in over 20 years I should avoid these mistakes, right? Is it fun to have a list of "chores" to do everytime I log in a game, before actually playing it? Is it fun to approach every single encounter in combat with the same rotation of skills (priority system or not)? Is it fun to have more than half of the abilities of a class go unused for 90% of the time I'm online (WoW approach) or having to mash through 18-22 hotkeys on every single fight (EQ2 approach)? Is it fun to run a dungeon N times to get a single piece of gear that never drops? Is it fun to limit the player basic resources, such as storage room, or playing the "manage inventory minigame" to make room for that stupid quest item? There are probably a thousand more questions that developers should ask themselves before implementing a feature, yet all seem focused on things that are less relevant than these and sometimes fail to see what's going on in their own game. It all has to do with goals to achieve: if a player goal becomes earning larger storage room rather than purging the world from evils (or goodies), I think we're on the wrong track, if it becomes amassing large amounts of currency to pay stupidly inflated prices for skills that shouldn't require more than a quest to obtain them, we're just doing unfun things in order to experience a 0.03 minutes long joyful moment, if I have to slay wildlife in a land filled with undeads and demons, we're really totally out of the line. If I gather tons of gold, let me build a castle, not "learn to ride really really fast". There are so many fundamentals flaws in current MMOs that listing them all would suck all the bandwidth of these forums, my point is that many devs focused more on putting small stupid carrots ahead of a player while at the same time losing focus on the big picture. I'm a hero, I don't care about how many other heroes are out there, I want to feel like one. If me a my buddies kill a motherfucking dragon that would have burned down a village, roasted the people in it and raped all the goats, have the population of that village give me free blowjobs, food and shelter as reward, they should not even think of selling me their overpriced shitty stuff. I rambled for way too long and probably in a random order. Peace.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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