EQ next?

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s1njin

Senior member
Apr 11, 2011
304
0
0
I'm saying that, on average, there's no way that even 1-50 in WoW is as short as 1-50 in Rift (at least not at launch... pre-LFG system, battlegrounds, heirloom gear, etc).

there will always be some players who are significantly ahead of the curve and whose prime limitations are the amount of hours in a day, but the fact that one "could" level up from 1-60 in a week in WoW isn't reflective of the average experience.

I only played WoW to the mid 50s, and I'm no power-leveler by any stretch, but Vanilla WoW seemed a lot harder to me. There wasn't as much hand holding, the newbie areas actually had aggressive mobs, and I remember dying a lot in that zone w/ the dinosaurs and gnolls and dwarf outpost.

You had to be careful. You don't have to be careful in Rift. That part of the game is pure garbage.
 

skace

Lifer
Jan 23, 2001
14,488
7
81
Interesting, I felt Rift actually had more risk due to mob density. I always felt like questing in WoW, you could always just sort of run to 3 feet of the mob you needed to kill and then do whatever you wanted.

Although, I did have a solid 3man team for WoW, where as I had a combination of friends helping me and soloing in Rift.

Either way, if you put both of those games on a graph with EQ1, they'd both be relatively close to each other.
 

Blintok

Senior member
Jan 30, 2007
429
0
0
Get a group? And if you had a group, you probably went into an area that was too tough for you. The world is dangerous! You can't walk from the newbie zone at level 15 to the highest zone like you can in Rift. Personally, I like it this way. Not necessarily long corpse runs, which are a pain in the ass, but the fact that there is a danger and there are consequences to dying.

As someone else said, you made that choice. No one forced you to camp J-boots. This is speaking as someone who camped J-boots mind you.

You want real challenge but then hate death penalties? I'm not saying death exp penalties are the best way of going about it but there has to be some tangible sort of penalty for screwing up. EQ2 didn't have quite as harsh of a penalty as EQ1 but it's still more of a penalty than WoW or Rift.

Again, there has to be a real penalty and not just 5-10 minutes of your time and a small amount of gold. In EQ1 and EQ2 if you died, you lost a lot of time due to the exp hit. But you had an out. If you had friends, you could minimize said loss. There was a penalty but there was also a way to minimize it. It's a very good system to be honest. Penalize players, but also allow them to help each other minimize any pain.

Epic long torturous corpse runs? I present you with the plane of FEAR. Still have nightmares about that :)
How many of you "real penalty" for death would play on a HARDCORE server that had perma-death. Your avatar dies in game. thats it. funeral time. char deleted. all items, everything gone. start over. LOL i imagine anyone that managed to get to L90/300aa would be afraid to leave their in game house.

Still, even tho i would not want to go thru it again. Some of my fondest game memories are from EQ1. The first time i took that scary boat ride to Butcherblock to find that "mythical" place called the Crossroads. Traveling for hours with a friend to find Lake Rathetear....having to have a high level friend save my L9 SK ass in Guk because i got charmed (at the entrance mind you) and wandered zombie-like until charm broke..then one dead SK...yes the great J-boots campfest even that was fun at the time and was so happy to have those boots.

i miss seeing some of those massive trains from places like unrest/Cazic Thule/Crushbone.
anyway. EQ Next. look forward to seeing what they do with that game. Will it have lore from the first 2? kind of mixed on that. on the one hand some of EQ2 is fun because of the lore from EQ1.
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
Epic long torturous corpse runs? I present you with the plane of FEAR. Still have nightmares about that :)
How many of you "real penalty" for death would play on a HARDCORE server that had perma-death. Your avatar dies in game. thats it. funeral time. char deleted. all items, everything gone. start over. LOL i imagine anyone that managed to get to L90/300aa would be afraid to leave their in game house.

Been there. Done that. All day raiding just to break into the Plane of Fear. D:

Again, I'm all for a stiffer penalty than we've seen in WoW and Rift. I'm not saying that it should be like EQ1. And even EQ1 today has negligible penalties since you can summon your corpse (for plats) and a resurrect is easily available.

Also, I came back to the game after quitting for two years and it's a lot easier to level from 1-50 now. It's not Rift/WoW easy but it's a lot easier.

Still, even tho i would not want to go thru it again. Some of my fondest game memories are from EQ1. The first time i took that scary boat ride to Butcherblock to find that "mythical" place called the Crossroads. Traveling for hours with a friend to find Lake Rathetear....having to have a high level friend save my L9 SK ass in Guk because i got charmed (at the entrance mind you) and wandered zombie-like until charm broke..then one dead SK...yes the great J-boots campfest even that was fun at the time and was so happy to have those boots.
You gotta admit it was a lot scarier and exciting to travel through EQ1. I don't think you can/will ever recapture that. 3D MMO's are too prevalent today. However, just because you can't recapture that initial excitement doesn't mean you can't make travel fun and dangerous through the outdoor zones.

i miss seeing some of those massive trains from places like unrest/Cazic Thule/Crushbone.
anyway. EQ Next. look forward to seeing what they do with that game. Will it have lore from the first 2? kind of mixed on that. on the one hand some of EQ2 is fun because of the lore from EQ1.
As an enchanter for 6 years in EQ1, I relished trains. Those brought some of the most exciting moments in the game for me.
 

s1njin

Senior member
Apr 11, 2011
304
0
0
Been there. Done that. All day raiding just to break into the Plane of Fear. D:

Again, I'm all for a stiffer penalty than we've seen in WoW and Rift. I'm not saying that it should be like EQ1. And even EQ1 today has negligible penalties since you can summon your corpse (for plats) and a resurrect is easily available.

Also, I came back to the game after quitting for two years and it's a lot easier to level from 1-50 now. It's not Rift/WoW easy but it's a lot easier.

You gotta admit it was a lot scarier and exciting to travel through EQ1. I don't think you can/will ever recapture that. 3D MMO's are too prevalent today. However, just because you can't recapture that initial excitement doesn't mean you can't make travel fun and dangerous through the outdoor zones.

As an enchanter for 6 years in EQ1, I relished trains. Those brought some of the most exciting moments in the game for me.

Are you still playing EQ1?
 

Blintok

Senior member
Jan 30, 2007
429
0
0
this mostly relates to EQ2......

what i find curious, the folks that long for the days of super "hard"(tedious-time sinks) games
are some of the same ones that "powerlevel" thru all the low content, using every means possible to max out the
character as fast as possible. They then call the game too easy after they have max level and top end gear. They put down
people who want to or like to solo or roleplay in the game, saying they (soloers) want the easy mode game and are one
reason the game is "dummed down" - and doing anything rp is a waste of time.

I find that to be quite odd and some kind of double-speak, group= hard, solo=easymode, go play a solo game if you want that
in a game, this is a mmog they decry. Somehow a Massively Multiplayer RolePlayer Game should be a forced grouping
game. Grouping is "hard" takes strategy and tactics they argue when in fact it is the other way around. Grouping is easy mode, levels and aa fly by, good loot for all. To solo the same areas takes careful planning and real stategy to survive and a real challenge.

Even more amusing is the reaction when you bring up the fact that maybe people should be forced to roleplay (the RP in mmorpg) especially on servers that are marked as RP. The laughter and derision that ensues is well laughable How can you want forced grouping because it is a massively multplayer game but not want forced RP because its a roleplay game. Que in the folks that edit mmorpg to just mmog to justify not
roleplaying.

People that pay to play a game should be able to play any way they want tho. If you love to group and raid there should be lots of content for that. But >most< (see caveat) of the same rewards should be available to all player types, soloers included.
It should be just as "hard" for soloers and groupers to get same gear/items. Much in the same way you can use research assistants to get your spell upgrades. It takes months to update just one spell to master for a soloer instead of the fast way on mobs (or can buy on broker) most everything in the game should be available to everyone. For some the rewards are faster(group) for others it is slower and dare i say harder (solo)
(there is that contradiction again, solo is easymode when in fact it is much harder than group)

The caveat being that raiders that do epic x2 or x4 should have the best most fantastic loot in the game (and the only way to get that is by raiding those dungeons) I agree that those areas should be really difficult and the rewards much greater. This type of player should somehow stand out from the crowd and be reconized. (kind of like the SEAL Team 6 of the mmog population) is that not what(many of) the raiders want? To stand out and be special because of the time and dedication they put into completing those areas? Actually that would be kind of cool to see, maybe a special (extra) guild tag or name suffix/prefix. Complete the most epic areas with the least deaths/wipes and are reconized by a type of "medal of honor" accolade.
 

pontifex

Lifer
Dec 5, 2000
43,804
46
91
Can't put those 2 things together can you? You couldn't get through UO's content because it was too hard. You got through Rift's content too quickly because it was too easy. Death is a major aspect of that.

Some people here are going to enjoy the fact that you quit UO instead of sticking around. You are the kind of gamer who isn't willing to think or plan. You were probably exploring way beyond your means in UO in gear you couldn't afford to replace.

I'd often explore in UO in just a robe and a lumberjack axe. Then I'd scribe the locations I'd want to revisit so I could visit them from my house and get back to them quickly. But that requires planning, doesn't it?

lmao! not willing to think or plan. sure thing there...

i'm glad you know exactly what kind of person i am...lmao...these forums are gold...
 

akugami

Diamond Member
Feb 14, 2005
6,210
2,551
136
this mostly relates to EQ2......

what i find curious, the folks that long for the days of super "hard"(tedious-time sinks) games
are some of the same ones that "powerlevel" thru all the low content, using every means possible to max out the
character as fast as possible. They then call the game too easy after they have max level and top end gear. They put down
people who want to or like to solo or roleplay in the game, saying they (soloers) want the easy mode game and are one
reason the game is "dummed down" - and doing anything rp is a waste of time.

I dunno about EQ2, I only played it at launch to about level 20'ish, but I've always felt that soloing should be viable. However, that should not be the preferred method of levelling. I specifically said in a previous thread that soloing should be viable but never be better or faster than grouping. MMO's are supposed to be social games and I still feel that way.

I find that to be quite odd and some kind of double-speak, group= hard, solo=easymode, go play a solo game if you want that
in a game, this is a mmog they decry. Somehow a Massively Multiplayer RolePlayer Game should be a forced grouping
game. Grouping is "hard" takes strategy and tactics they argue when in fact it is the other way around. Grouping is easy mode, levels and aa fly by, good loot for all. To solo the same areas takes careful planning and real stategy to survive and a real challenge.
I think you're mixing up the arguments here or the EQ2 community is screwed up. The problem is in games like Rift where soloing is so easy. Same with WoW. It gets to the point where it's just as easy to not group with others as to group with them. Isn't the point of a MASSIVELY MULTIPLAYER roleplaying game suppose to emphasize interaction with other players? If I didn't want to group or interact with any other players, I'd go play Oblivion, Morrowind, Fallout or some other similar game.

Contrast this with a game like EQ1 where (at least once you got past level 10-20'ish) most classes needed to group in order to level up. Or at least group to level up efficiently. In my book, and I'm sure many who favor "forced" grouping feel this way, grouping should make things easier. Soloing should be harder. The game should nudge you towards grouping but allow a viable path for soloing. Keep in mind I knew how to solo with an enchanter in EQ1. Obviously I didn't know a lot of these things and it took many painful deaths to achieve them but at one point I could solo fairly well with the enchanter and I was very good at crowd control. I also knew how to quad kite with a druid.

Even more amusing is the reaction when you bring up the fact that maybe people should be forced to roleplay (the RP in mmorpg) especially on servers that are marked as RP. The laughter and derision that ensues is well laughable How can you want forced grouping because it is a massively multplayer game but not want forced RP because its a roleplay game. Que in the folks that edit mmorpg to just mmog to justify not
roleplaying.
Roleplaying is a different discussion from death penalties and the difficulty of the game. I'm not against roleplaying. I'm just not big on the "thees" and "thous" and playing a set role.

People that pay to play a game should be able to play any way they want tho. If you love to group and raid there should be lots of content for that. But >most< (see caveat) of the same rewards should be available to all player types, soloers included.
It should be just as "hard" for soloers and groupers to get same gear/items. Much in the same way you can use research assistants to get your spell upgrades. It takes months to update just one spell to master for a soloer instead of the fast way on mobs (or can buy on broker) most everything in the game should be available to everyone. For some the rewards are faster(group) for others it is slower and dare i say harder (solo)
(there is that contradiction again, solo is easymode when in fact it is much harder than group)
Again, I don't know who you are talking to that claims soloing is "easy mode" because it all depends on the game. What many are saying is that, in general, games that allow pretty much everyone to solo tends to be easier (WoW, Rift). Not that soloing is easier.

If you're grouping, you should be taking down encounters that require a group and are not killable or at least not easily killed by a single player solo. Thus rewards for group content should be better than rewards for solo play. Just as raid encounters should have rewards that are better than group content or solo content.

If you're soloing and you're good enough to take down group encounters then by all means, you're welcome to the better loot. I used to kill named mobs in zones like the Plane of Tactics and the Bastion of Thunder with my enchanter using charm. Named that normally took a group to kill. I killed higher end content so I should be better rewarded but if I take out solo based content, then I should get a lesser reward.

Are you still playing EQ1?

I played EQ1 at launch. I played for about 6 years. Sometimes seriously with heavy raiding, sometimes casually. After I quit, I played again after about 2.5 years for about 6 months. Currently I'm not playing.
 

Blintok

Senior member
Jan 30, 2007
429
0
0
I dunno about EQ2, I only played it at launch to about level 20'ish, but I've always felt that soloing should be viable. However, that should not be the preferred method of levelling. I specifically said in a previous thread that soloing should be viable but never be better or faster than grouping. MMO's are supposed to be social games and I still feel that way.

and as say below.....typed b4 reading replies. was expecting the mmog are social game argument. i agree. but these days groups are not about being social

I just dont think the days of early EQ1 can happen again. The general mmo gaming community is different.
Very few i think would pay to play a game with so many time sinks. I remember the 1st year of EQ1 where
it was pretty tough to advance your character without a group. Groups were very tough to get, atleast for dungeons
it was so over crowded that one had to get on wait lists to just get a chance to camp a spot with a group.

The attitude and make up of the group has changed. Games themselves have changed to be more fast paced with
no real pauses in the action for people to chat and make friends.
I have read that one reason to play the mmog is to group and play with other people. Soloers go
away and play a single player game. Now a days a group forms and its all just run around non stop kill-fest, no
time to chat, cant waste time. Hell i got more chat out of my group in EQ1 last time i played - and that was me 2 boxing
and having two mercenarys out :)
Now its group. get the job done. (quest and or item) then disband, some times with a Bye-thx, many times not a word is said.
Looks like it not getting any better with many games having the open party quest system. Its great for when you just want to get
the job done and get out but not so great for community building.
 
Feb 4, 2009
35,862
17,402
136
Yeah looks like planetside remake then EQ, some good news is Sony has admitted the major changes to swg were a bad mistake and something they don't intend to do again.