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| | #616 (permalink) | |||||
| Banned Join Date: Apr 2002
Posts: 2,399
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Player interdepenence in that fashion is just like the same bullshit put up with in Realm Vs Realm combat and a reliance on an uncontrollable population. You can't control the classes either. And sooner or later as a population dwindles on one side (RvR) or both dwindle via player interdependence, the entire system designed revolved around uncontrollable aspects is fucked. Quote:
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Last edited by Utnayan; 08-14-2009 at 07:37 AM.. | |||||
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| | #617 (permalink) |
| On The Neverending MMOG Merry-Go-Round | This thread is hilarious with people talking about how EQ was 7 years ago and thinking they know the game. Its like raiding Molten Core and thinking you know what wow is about forever. Durrr... every raid is tank and spank yo! Man the ghoul lord is end game! Than we have UT who thinks he is some super secret sleuth who knows more than anyone else about games who has secret inside infoz and sources on the inside. Thank god he is here to save us from the evil gamer devs. But in reality he is a blowhard with an ego complex who loves to shout down anyone who dares disagree with him on topics that are opinion based. classic gold... I don't know who is dumber, the people who quit during velious who "know" EQ, utnayan for thinking we are all sheep, or me for reading this crap.
__________________ Last edited by Bongk; 08-14-2009 at 09:11 AM.. |
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| | #618 (permalink) |
| Issh good, no? Join Date: May 2005 Location: Florida
Posts: 2,045
| Well I quit during OoW b/c I liked the GoD design of glass cannon mobs and they decided to give OoW trash a bajillion extra HPs to placate the classes with DoTs that lasted longer than a minute. Fuck mind numbingly boring trash that hit like the explosion of an eight year old girl's fart and take an eon to kill. I heard they actually balanced tanking and introduced interesting raids right after I quit. Too little too late. |
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| | #619 (permalink) | |||||||
| Registered User Join Date: May 2005
Posts: 84
+19 Internets | Quote:
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As for resource management not mattering in EQ, you're tripping. All of EQ was based on resource management. There was one reason and one reason alone why it sometimes seemed otherwise, and that was CH, another huge design mistake that VI/SOE later admitted to. But even if cleric mana did not matter (and it still did, even with CH, as anyone who played a necro could tell you with a grimace), caster mana did, and melee cooldowns did. Most fights in EQ were a race against two things: spike damage/human error (same as WoW) and resource exhaustion (not same as WoW). But of course, the lack of anti-zerging mechanics meant that you wouldn't have realized this in raids if you ran with ten warriors and twenty clerics. If early EQ had raid restrictions like WoW, the resource management aspect of it would have been obvious, as it was built into the game from the ground up. Every EQ caster knew the difference between DPS and DPM. They cut their teeth on efficient spell selection and in-combat meditation. Even soloers had to balance between DPS, DPM, and MPS. There is no WoW equivalent. Last edited by EtadanikM; 08-14-2009 at 10:46 AM.. | |||||||
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| | #620 (permalink) |
| Registered User Join Date: Nov 2006 Location: France
Posts: 257
| What I get from many of these post is a "wtf why EQ didn't do better than WoW in everything". Seems like many forget that WoW is just a copy of EQ, not the other way around. I wanted to add that Half-life is superior to wolfenstein too, but then it is not a good analogy, because HL is really superior in everything to it, while WoW didn't even manage to be superior in many things to its predecessor. Last edited by Bloodget; 08-14-2009 at 11:14 AM.. |
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| | #622 (permalink) | |
| Registered User Join Date: Dec 2003
Posts: 188
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| | #623 (permalink) | |
| On The Neverending MMOG Merry-Go-Round | Quote:
Koster is moron who should never be allowed to design a game again after what he did in UO and SWG. At least McQuaid shipped one game worth a damn, Koster hasn't.
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| | #624 (permalink) | |
| Face the mighty Bison Join Date: Oct 2002
Posts: 3,244
+18 Internets | Quote:
SWG also, while not WoW successful, wasn't exactly a wasteland either until the CU. He may not design games that are WoW size, but both Koster's games were profitable. Can't say the same for both of McQuaid's necessarily.
__________________ XBL: Bizazedo | |
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| | #625 (permalink) | |
| Registered User Join Date: May 2005
Posts: 84
+19 Internets | Quote:
I think Brad was referring to content design in the sense of: 1. Hp/DPS ratio: EQ was much slower than WoW in how much DPS players were able to put out relative to the hp of mobs; this meant that you could support a larger number of players with a smaller number of mobs 2. Camping: a single camp in EQ could keep a group's attention for hours, days, or even weeks, and a single zone can have many camps 3. Rare drops and rare spawns: see #2 | |
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| | #626 (permalink) | |
| Registered User Join Date: Mar 2007
Posts: 1,970
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~ not mod crazy ~ no built in mapping ~ feeling of situational / memmed spell limit ~ AA points ~ leadership points ~ tribute ~ feeling of epic progression (strong mobs in weak areas), running across the world ~ no tethering ~ I played in 1st person because that's how you played RPGs! ~ group reliance ~ not on rails ~ nothing insanely spoilered before the goddamn content comes out ~ random, mysterious quest / tradeskill items ~ non instanced what i liked about wow that wasn't in EQ: ~ interface ~ pacing ~ graphics + style ~ auctionhouse ~ quest centric, EQ really didn't have that many quests overall, let alone a coherent, in your face storyline ~ far, far, far more robust scripted events ~ soloability ~ instances for private num nom sessions ~ pvp integration into the pve experience in a non-retarded manner Apples, meet oranges. You can't simply take the immersion out of EQ and put into a game like wow while retaining all of the things that make wow far more accessible. It's a pretty simple spectrum: immersion seeks to punish those who are disoriented, unaware or otherwise overwhelmed by their surroundings. accessibility, on the other end, seeks to ease people into their surroundings and make it not that big of a deal if you fuck up. EQ's early immersion was, for example, if you hand the quest item you worked for hours and hours to the wrong npc (hi there skeleton you can click through and actually click the fucker behind him) he eats it up and you fail. This is against the idea of experimentation. On the other hand, wow doesn't even let you give shit to NPCs. On one hand, failing at tradeskills. On the other, zero experimentation. Armchair designer idealists want to make something middle ground. Can we have a wow that uses the resources gained from popular acceptance to make a hardcore friendly game? I imagine that including dumb kiddie toy shit into the game has done more for hardcore development via revenue than any game claiming to be for the old pro would ever be able to generate. 1% of resources from a 75,000,000$ earning game is a lot more than 100% of a 250,000$ earning game. Did anyone ever resolve that "THERE ARE OVER 9,000 QUESTS STILL YET TO BE COMPLETED IN EVERQUEST?" that was a sorta bullshit statement, I heard, but that number is 0 in WoW, yea? Last edited by Horse; 08-14-2009 at 02:49 PM.. | |
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| | #627 (permalink) | |
| On The Neverending MMOG Merry-Go-Round | Quote:
SWG was always a piece of shit that had no content, I guess if you like running through empty world to find you ant mound, rinse and repeat, Koster is your man. You are a fool also, McQuaid never shipped a game that made profit? Are you on crack? EQ is one of the highest profit MMOs ever created.
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| | #629 (permalink) | ||||||||||||
| Banned Join Date: Apr 2002
Posts: 2,399
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| | #630 (permalink) | |
| Banned Join Date: Apr 2002
Posts: 2,399
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For the dumbshits that do not realize this yet. Spoiler Alert, click show to read: You can thank McQuaid for the following: 1> Artificial bugs to stall content to gain revenue off unfinished products so you can release faster and build after the fact. (Which then was followed by AO and DAOC, and god knows how many others - he pretty much set the standard for this) 2> Why everyone thought the market was saturated at 500k. (Oh wait, maybe not, hello WoW) 3> Scapegoats to that same market. "But wait guys, these games are so complex." (Tm) 4> Boosting the illegal drug trade. Last edited by Utnayan; 08-14-2009 at 06:19 PM.. | |
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