- Dec 5, 2000
- 43,804
- 46
- 91
OP can u give me the name of the store where you buy TIME from?
Posted from Anandtech.com App for Android
i don't understand...
OP can u give me the name of the store where you buy TIME from?
Posted from Anandtech.com App for Android
this bullshit again?
I am in the same boat, i have tried most just can't find anything i really want to get into.
Wish i could find something that gives me that EQ feeling of playing the first time and just wanting to explore.
I really miss the days of EQ, AC and AC2. I don't think that model of MMO will ever return. I grow tired of small instances, instanced chat, etc. Give me world bosses, global chat, and full scale interaction once again!
I'm with you all. I've lost total interest in any mmo where I just stand there and smash number keys.
I've moved to more action mmo styles.
where you move and mash number keys
where you move and mash number keys
GW2 did that for me, the artwork is amazing and the rewards for map completion are pretty good, ive spent hours in that game just exploring the map.
2. Keep the carrot just out of my reach. It seems that most quests/goals are too easy in MMO's nowadays. I don't know why this is, maybe they're following WoW's lead but most goals are so easy that there is little feeling of accomplishment. Keeping things difficult is not the same as putting in time sinks. For example, purchase the new shiny armor with 100 special tokens from the new expansion. The tokens can only be obtained by completing repetitive tasks or completing dungeons. That's just a crappy time sink. Make it difficult (but fun) to complete tasks. Make it skill based and not something mindless and time consuming.
Ya i was like that at the start, got to almost max level and got bored when it first came out. I might give it another shot with a new class.
I cut my teeth on text based games such as Tele-Arena and some MUDs.
It wasn't until Ultima Online that I believe MMO games really hit it with the public. Though primitive today, UO was awesome in that there were no levels and it was all skill based play. Another great aspect is that players had to compete for limited resources such as killing mobs and reagents for spells. People had to actually interact with each other.
Then I went to Everquest. Holy crap this game was fantastic for its time. A real time online 3D mass multi-player game. This game was buggy upon release with lots of issues but it had more positives than negatives. At the time, it felt like you could do anything. You felt like you were the character you were playing. And most importantly, much like UO, you had to interact with your fellow players. This game was HARD. You had to compete for kills. You had to group up and mesh the various class abilities to complete content. The sense of achievement for something as simple as completing a quest was incredible due to the difficulty of quests and the scarceness of mobs or items needed to complete the quests. One of the best aspects of this game is how different each class can be.
WoW...tried it a few times. Way too easy of a game in terms of difficulty. A lot of the quests/tasks are almost mindless time sinks that don't require any major difficulty. Didn't play it much.
EQ2, played in beta. Played about two months from official release. Most memorably moment? Fish can chase you onto land. Maybe it's gotten better, but I haven't tried it since. Classes seemed too homogenized.
Rift was fun at first. But the problem is leveling is too quick. There's almost no sense of difficulty much like WoW had no sense of difficulty. You can solo from 1-50. Some interesting dungeon design and bosses but the lack of difficulty (for the most part) made me grow bored quickly.
I've played a few other MMO's but only for a few days so not worth mentioning.
I'm actually waiting to see how EQ Next turns out. My main concerns is that it will not provide the things that made the original EQ good or at least memorable.
1. Classes will never be balanced. One major fault with EQ1 was they tried to "balance" every class. This doesn't work. Classes need to be unique. Even if it means that certain ones are more powerful. The goal should be every class should be fun in it's own way. Each class should also have a worth. A situation where in both group and raid content where people are glad to have you around.
2. Keep the carrot just out of my reach. It seems that most quests/goals are too easy in MMO's nowadays. I don't know why this is, maybe they're following WoW's lead but most goals are so easy that there is little feeling of accomplishment. Keeping things difficult is not the same as putting in time sinks. For example, purchase the new shiny armor with 100 special tokens from the new expansion. The tokens can only be obtained by completing repetitive tasks or completing dungeons. That's just a crappy time sink. Make it difficult (but fun) to complete tasks. Make it skill based and not something mindless and time consuming.
3. Make me interact with other people. MMO stands for Mass Multi-player Online. Don't take the mass out of MMO. Make the game so that you will interact with other players. Even if it means fighting with other players. This ties in with #1 and #2 in that classes should have a certain dependance on other classes for grouping and raids. Soloing should be viable but very difficult. Too much instancing takes the fun out of a game long term. Make me have to compete with other groups for named mobs or some other limited resource.
Agree with everything you said. I never got into UO and EQ1, didn't even know about MMOs until a co-worker kept talking to me about a game called Star Wars Galaxies. I sunk a lot of time into that game and every game since then just seems to easy and dumbed down.
I'm looking forward to a proper sandbox MMO. Themeparks cannot hold my interest for more than a couple months. If you haven't heard about it, The Repopulation is an up and coming sandbox MMO due out late this year and it ticks off all of the boxes that old school MMOs had. It's either that, or hopefully SOE can complete a hail mary and really make EQNext a proper sandbox MMO.
[EQ] everything you accomplished felt like it took skill and work, yes the penalties for failing where harsh (to the extreme on large raids). But that made your wins that much better.
EQ had HUGE flaws.. most new content (dungeons etc) where seen by less then 25% of the player base, due to difficulty and people having lives.. EQ instance runs often where hours of setup, hours if you wiped.. and took more then 5-6 people..
EQ was great, but flawed.. and not many people who buy games would jump in on that again after easy street.. even sorta easy street seems to hard.
See Bolded.
Basically you want stuff that is hard, but seen by everybody. Which means you only want a game with amazing players, and content that is hard. Which is impossible as the average player of MMOs is not that skilled/good.
Secondly, you call WoW easy. Yes, it is easy in the terms there are plenty of things to do that do not require massive effort if you are not good at raiding/PvP. (Pet battles, farming, achievements, collecting, 5 man heroics, etc.)
However, Go for Gladiator in 3s or 5s [only 0.5% top PvPs in each bracket get glad title], Rated Battlegrounds, 5 man challenge modes, heroic raids only about 3% will see while content is relevent because of difficulty. Yes, sounds like an easy game to me.
But going back to my original statement. Peoples feelings of the awesomeness that was EQ wasn't because EQ was amazing. (Lots of flaws) It was because it was both amazing for its time [huge leap] and almost a whole new genre to explore. So there were so many things to make one excited just to explore.
Today MMOs have advanced so much there is no "major leap" a game can take anymore that will give that same jump EQ gave, and since MMOs have been explored now for almost 1.5 decades of gaming, the "online MMO" isn't as eye-widening because it has now become normal, to play with plenty of people at once.