I hope they stray away from classes and use skill ups, just like UO and the old SWG. Or even if they did, do it the FFXI way.
Haha jesus man, talk about condescending. First off you are arguing why you enjoyed those mechanics not why they were difficult. If you had read the many times I attempted to clarify earlier in the thread that I wasn't arguing for these things to not exist anymore or that they were bad and no fun. My stance was entirely that the article I first replied about was saying that the leveling experience in modern MMO's isn't as difficult as it was in old MMOs and I disagree with that because I have a different idea of what difficulty is.
Just because something doesn't qualify as difficult to me doesn't mean I didn't find it fun or worthwhile, I just don't like making up some weird "hardcore" difficulty for games like EQ just to judge newer games because they don't fall in line with your own personal tastes.
If anything what you posted is just more support for my point, none of that stuff you were listing is what I would count as difficult. It's time consuming and that's fine. I also had alot of fun partaking in those kinds of things but at no point did I stop and think man, this is really hard. I am all for making death important and requiring a high time investment to keep people caring about what they do but they don't directly relate to how difficult each experience point gained is. They may make you care more about each point but they were just as hard to obtain either way.
It was never hard to get a 96% rez, it just took time to find a cleric and pay them. It wasn't hard to retain my body because there were plenty of invisibility spells and you could sneak through most areas. For any you couldn't sneak through you could pay a necro to summon your body. Trains didn't make anything harder, like you said they were just a setback that took time to recover from.
It doesn't matter if you hated these things, if you loved them, if you think they added to the community and adventure or that they made you fear failing and care more. None of that has any relevance to if these things were difficult or not. I consider difficulty to be something that requires you to change the way you are playing or develop better strategies with better teamwork. Its something you need to play better(in whatever ways you can) to overcome.
Dark or Demon's souls is considered to be a difficult game because every encounter requires your attention, you need to react promptly to what it throws at you and it can kill you at a moments notice if you do not do so. It isn't considered hard because it takes 3 hours to recover fully from each death you happen to incur.
Difficult: hard to deal with, manage, or overcome..... sounds like EQ to me. =p
I'm still curious as to which MMO he finds difficult compared to EQ.
Well, he did say that raids in WoW could be just as difficult as raids in EQ... so not very difficult in his opinion? I really don't know.
Old raids in WoW were very difficult, sometimes impossible except for the very elite. I'd say that raids today are still fairly challenging, especially heroic mode.
Oh, definitely. Old school Molten Core was no walk in the park by any measure.
Does WoW even have big raids in the traditional sense these days? I don't follow the game much anymore, but I thought I remember reading they dropped the player limit to 10 players for "raid" content.
There's nothing wrong with regular mounts used outdoors. Flying mounts can gtfo though.
Old raids in WoW were very difficult, sometimes impossible except for the very elite. I'd say that raids today are still fairly challenging, especially heroic mode.
If you had said that to my 2007 self, I woulda thought you were nuts, but the cost is too high for community and PvP. I agree.
While that is a great list and a good start...
BRING BACK REAL TWINKING AND BUFFS, jfc, throw away all this 100% no drop soulbound crap, make me able to actually turn a secondary character into a BADASS again, I've fucking earned it by reaching level 60 after 150days of played
Fungis, Proc weapons and unique gear was sooooooooooooooooooo enticing, I can't stand this random number generator loot and iLVL bullshit.
My wishlist and things needed to make me come back:
Boats, no fast travel. (made the world feel alive)
Classes with ability to TP to specific areas. (made you have to communicate and barter)
Feign Death pulling / Enchanter and Bard charming. (best way to reward skilled groups)
No instances. NONE
More buffs like Spirit of Wolf - no mounts.
Same dying penalty while keeping clerics with Res. (maaaybe increase the exp regained at early levels)
I think that covers it.
This isn't a want list, just a few thoughts about what I appreciated in EQ.
* Vendor diving.
You know what I mean you cheapskates. Hitting up the vendors to see if someone sold a FBSS by accident. Most of the time you'd get nothing, but often you'd get loads of spider silk, and rarely that sweet sweet item for a couple of gold. It really was the thrill of the chase - you'd never know what to expect. Pro-tip - never do it when the servers came back up after a patch.
* Travel was difficult
This made the world feel larger. Sure, you could call on a druid or wizzy, but they weren't always available. (As an aside, I had a Druid. I never made bank by porting people around for plat. A lot of people just ran off when we arrived, sigh. Most of the time, if I actually spent the time farming or xping, I would have been better off).
* Tricks and tips
As you leveled up, you accumulated a load of knowledge about the game, its systems and mechanics. Everything from when you dropped a sword on the ground (yes! it fell to the ground! imagine that shit!) it pointed north, to the art of pulling. And that was an art. You subliminally grew to understand how much dps you were doing and how to control your aggro by your mistakes. You eventually could 'feel' your aggro before you drew it. EverQuest was the epitome of an onion with its many layers. At lvl 50, you knew who was ebayed and who wasn't.
* Dungeons
Firstly, traps. Ok, they won't get you a second time. Usually. But what is a dungeon without traps? And while we're talking traps, what about those fake walls huh? Pretty cool. Secondly, the lack of linearity in dungeon design. We're talking complex, sprawling affairs where you could get lost even when you think you know the run of the place. Huge caverns that could see you ding 30 times. I swear I saw Gollum in Guk one time.
* The loot
Some of those camps were bullshit I have to admit, particularly when they involved your epic which had class-defining attributes and you absolutely needed it. But aside from that, I loved the loot. Especially the clickies. God damn, did I love those toys. I also liked the fact that you needed a separate, crafted set of gear for resists. Who remembers blue diamond, huh? And loot that you kept for 20+ levels because it was so damned good.
* Spell names were a celebration of the English language
None of this Summon Pet, Summon Pet II, Summon Pet III nonsense. It was Cavorting Bones, Convoke Shadow, Emmisary of Thule. And not only were the spell names wonderfully evocative, they were often named after characters from Norraths history (you saw this in item names too of course). Love the way the lore is tied in with the gameplay in such an unintrusive manner.
Humm, there's probably another 10 things I could add here. EQ did a lot of things wrong, no question. But it did so much right too.
Been trying a few times but never really followed through, but is it possible to get back in EQ again?
IF you're looking for a classic EQ experience, I'd recommend an emulated server like Project 1999
The live version is unrecognizable as Everquest. Pretty much everything has been "revamped" and so many features tacked on that it's not even worth a look.
Been trying a few times but never really followed through, but is it possible to get back in EQ again?
100pct sure its coming to PS4 as well:
Chances this game gets ruined in favor of accessibility and casual friendliness (like Wow after 2 years): 100%
This damn thread got me all hyped up, so I took some time tonight to log on and kill my old nemesis Kizdean Gix. Fuck this guy...
IF you're looking for a classic EQ experience, I'd recommend an emulated server like Project 1999
The live version is unrecognizable as Everquest. Pretty much everything has been "revamped" and so many features tacked on that it's not even worth a look.
This isn't a want list, just a few thoughts about what I appreciated in EQ.
* Vendor diving.
You know what I mean you cheapskates. Hitting up the vendors to see if someone sold a FBSS by accident. Most of the time you'd get nothing, but often you'd get loads of spider silk, and rarely that sweet sweet item for a couple of gold. It really was the thrill of the chase - you'd never know what to expect. Pro-tip - never do it when the servers came back up after a patch.
* Travel was difficult
This made the world feel larger. Sure, you could call on a druid or wizzy, but they weren't always available. (As an aside, I had a Druid. I never made bank by porting people around for plat. A lot of people just ran off when we arrived, sigh. Most of the time, if I actually spent the time farming or xping, I would have been better off).
* Tricks and tips
As you leveled up, you accumulated a load of knowledge about the game, its systems and mechanics. Everything from when you dropped a sword on the ground (yes! it fell to the ground! imagine that shit!) it pointed north, to the art of pulling. And that was an art. You subliminally grew to understand how much dps you were doing and how to control your aggro by your mistakes. You eventually could 'feel' your aggro before you drew it. EverQuest was the epitome of an onion with its many layers. At lvl 50, you knew who was ebayed and who wasn't.
* Dungeons
Firstly, traps. Ok, they won't get you a second time. Usually. But what is a dungeon without traps? And while we're talking traps, what about those fake walls huh? Pretty cool. Secondly, the lack of linearity in dungeon design. We're talking complex, sprawling affairs where you could get lost even when you think you know the run of the place. Huge caverns that could see you ding 30 times. I swear I saw Gollum in Guk one time.
* The loot
Some of those camps were bullshit I have to admit, particularly when they involved your epic which had class-defining attributes and you absolutely needed it. But aside from that, I loved the loot. Especially the clickies. God damn, did I love those toys. I also liked the fact that you needed a separate, crafted set of gear for resists. Who remembers blue diamond, huh? And loot that you kept for 20+ levels because it was so damned good.
* Spell names were a celebration of the English language
None of this Summon Pet, Summon Pet II, Summon Pet III nonsense. It was Cavorting Bones, Convoke Shadow, Emmisary of Thule. And not only were the spell names wonderfully evocative, they were often named after characters from Norraths history (you saw this in item names too of course). Love the way the lore is tied in with the gameplay in such an unintrusive manner.
Humm, there's probably another 10 things I could add here. EQ did a lot of things wrong, no question. But it did so much right too.
So, is anyone going to play p1999 with me?
If you get a group of people really down with this, count me in. (not expecting this to happen)
MMORPG.com calls an MMORPG best in show.
This should've been first post.
https://www.everquestnext.com/
This is a re-working of one of Keith Parkinsons original. You all probably recognise it. Looks like the artist has never played Everquest. Firiona Vie with a big ass scimitar and a bow? And her face is all kinds of messed up. Terrible.
Fingers crossed this doesn't hint at the art direction for EQNext. I don't want shoulderpads bigger than my head and cartoon characters.
It -is- another artists re-working of an original piece, so that doesn't necessarily mean that's what the game itself will look like. And what you see is either someone who's using poetic license, or has never played EQ. (Look at the Dark Elf for example - she has horns for some reason).
So don't lose hope. (I am a bit nervy however).
Here's an actual image of a model for the game, look at it, it's way more "realistic" than the art above.
That looks far more preferable! But I know SOE went back to the drawing board a year or two ago, is that photo recent?
As an aside, how can anyone work with all that crap on the desk.
Yes, it is recent. Also, be on the lookout in a week or two when Jira and I will be debuting the SOE Live + EQN hype thread.
https://www.everquestnext.com/
This is a re-working of one of Keith Parkinsons original. You all probably recognise it. Looks like the artist has never played Everquest. Firiona Vie with a big ass scimitar and a bow? And her face is all kinds of messed up. Terrible.
Fingers crossed this doesn't hint at the art direction for EQNext. I don't want shoulderpads bigger than my head and cartoon characters.