Substitute WoW for EQ1/2, and that would be ok. But EQ? EQ2? So many people kept coming back, they had to go F2P... sure...So EQ and EQII keep winning those battles, because people go away and they try and a new game and when they get through that content too fast they find out that the feature depth isn't there... they come back." Yep, you keep telling yourself that.
Except he's actually being truthful there. I, and many others on this board, have returned to EQ/EQII numerous times over the years for the same reasons he said. We try the new hotness, but get bored/nostalgic and return at some point.I don't think that's the problem. The concern is more with statements like this:
"New MMO's have spiked and tanked, mostly in my opinion, because we haven't seen a lot of variation in theme. So EQ and EQII keep winning those battles, because people go away and they try and a new game and when they get through that content too fast they find out that the feature depth isn't there... they come back." Yep, you keep telling yourself that. /CharlieSheenWinningMeme
I mean how are we supposed to take them seriously when they couldn't lay off the marketing bullshit even just for a simple two minute soft-ball interview?
Right now, they are not publishing information because they are saving it for their live event. It's marketing. On the other side of the coin, TESO is hiding everything and not showing much because they are in a panic most likely.It's funny, we bitch about way too much information in games these days, and how EQ kept mystery alive, blah, blah, blah.
Now I see some of those same people saying there's not enough infoz. You aren't really going to lose interest, no matter how dramatic you rant, and they have absolutely NOTHING to gain from releasing information. Nor should they. I see this as a good sign.
Admit it, you still want that +5 Vorpal Blade. I'm cool with numbers, but less keen on class based 'boxes'. I'd prefer to have classes with a lot more customizing and with an eye on dynamic growth, a la SWG, but done in a less tedious manner.I don't want to be able to measure quantities in the game. I don't want to be able to parse or log numbers.
It's a little shill, but the guy is trying to sell a product and he damn sure isn't going to say "SoE is second to some." The same thing applies to his returning to EQ and EQ2 logic. The obvious answer is that people either aren't leaving or are returning to WoW in most cases. However, all reasonably successful MMOs take a small dip at new MMO launch until the established fanbase returns because they get bored as fuck repeating what they've already done in their current MMO of choice.I don't think that's the problem. The concern is more with statements like this:
"We know what we're doing."
"SoE is Second to none."
"New MMO's have spiked and tanked, mostly in my opinion, because we haven't seen a lot of variation in theme. So EQ and EQII keep winning those battles, because people go away and they try and a new game and when they get through that content too fast they find out that the feature depth isn't there... they come back." Yep, you keep telling yourself that. /CharlieSheenWinningMeme
I mean how are we supposed to take them seriously when they couldn't lay off the marketing bullshit even just for a simple two minute soft-ball interview?
I'm sure its archived somewhere but as I recall Scott said they really did look long and hard and want to do this but at the end of the day they didn't because it could alienate their (at the time) loyal subscribers. EQ2 already ended up pretty niche so I can understand not wanting the piss off the odd ducks that liked 10 different ways to kick for 3 damage (channeled.)Admit it, you still want that +5 Vorpal Blade. I'm cool with numbers, but less keen on class based 'boxes'. I'd prefer to have classes with a lot more customizing and with an eye on dynamic growth, a la SWG, but done in a less tedious manner.
I think a lot of what SOE are doing is hype,but part of me wonders if they haven't even been able to fix combat ability bloat in EQ II this far in, should anyone buy into it regarding their next gen sandbox game that by all accounts has been rebooted several times?
Agreed.I'm sure its archived somewhere but as I recall Scott said they really did look long and hard and want to do this but at the end of the day they didn't because it could alienate their (at the time) loyal subscribers. EQ2 already ended up pretty niche so I can understand not wanting the piss off the odd ducks that liked 10 different ways to kick for 3 damage (channeled.)
I was a huge fan of the game myself until I got to about 35 on any given class. I do not think its a matter of "couldn't fix" though. I could also be incredibly wrong.
I know people rarely acknowledge your posts, but I wanted to let you know that I always read them beginning to end. Some of the shit you say is batshit insane, but most of it is really interesting and would make for a great MMO. One day when I'm swimming in pools of gold coins I'll hire people to put together tech demos for some of your suggestions and see how they actually play out since they sound so sexy in theory.Stuff
I wanted to be a fan of the game but just couldn't with the issues of bloat. I'd love some simple statistics on how many people who are MMO players and tried EQ2 had a favorable impression on their combat system and abilities. I've yet to talk to anyone who actually liked it.I'm sure its archived somewhere but as I recallScott said they really did look long and hard and want to do this but at the end of the day they didn't because it could alienate their (at the time) loyal subscribers.EQ2 already ended up pretty niche so I can understand not wanting the piss off the odd ducks that liked 10 different ways to kick for 3 damage (channeled.)
I was a huge fan of the game myself until I got to about 35 on any given class. I do not think its a matter of "couldn't fix" though. I could also be incredibly wrong.
call me crazy, but i actually really enjoyed raiding in EQ, even when we had 100+ on some of the raids. trying to kill the avatar of war, dain, yelinak, clearing fear, etc...those were some of the most fun i had playing. i personally hate the thought of raid caps. if you have 20 man, 30 man, or 40 man max limits on raids, then most of your guild logs in with nothing to do but wait for an invite. how much fun is that? for me, i don't think there should ever be raid limits. if one guild can do an encounter with 20 people, great. if it takes another guild 100 people, fine; it just means there's a much smaller chance of you getting any loot out of it. the only thing i would do in a game is instead of having raid limits, i would increase the difficulty depending on how many people were doing the encounter, and also have maybe more rare items drop at a higher percentage depending on how few people you can successfully do the encounter with.Shadow of the Colossus had some great large creature slaying. Finding the points to stab, hanging on to the creature, charging up for a large stab.. This active real time combat would be great, but how does it tie in to an mmo? We can't ALL climb around on big stuff as a group, that'd be silly..
I feel EQNext would benefit from intricate group content, almost co-op, as opposed to the raid game. Why not create engaging, rewarding, risky encounters that can be tackled solo or in a small group with the same flare as the raid game? Is it really just the waiting around and the headaches of 20+ people bouncing off the walls that makes the raid game what it is?