The problem with splitting is that it is extremely powerful and very binary.I think splitting should be a fundamental part of the mechanism of an MMO, just like Crowd Control used to be. A lot of WOW people keep talking about the 'trinity' of healing, tanking, and DPS. Back in EQ days, DPS was a given, and CC was what one needed in dungeons. Monks gave one another option with splitting and were vital for raids. I like the idea of more individualized classes with roles. I don't mind some overlap, such as the SK/Monk FD one, but really the more classes that can do something, the less meaning those classes tend to have in my opinion.
I really hope EQN isn't taking the WOW vision of everyone being able to do everything.
Yeah. Not sure if that was fixed pre or post Kunark, but it was gone quickly I think. A bug that required you to level multiple times the required exp for the level, while the level after it went much faster. Was also a problem due to dyings exp penalty being % based, and you could lose hours of progress even with a rez. Think the first level was 34ish? Hell levels were talked about for ages though. The worst thing about the hell levels were not the actual bug itself, only the early players experienced that. The worst thing was that every time leveling seemed to slow down in EQ, people often said it was a hell level, well after the actual bug was gone. This left a legacy of almost thinking it was a natural feature to slow people down, this rumor spread to WoW. I remember people talking about hell levels there too.Weren't Hell Levels just screwed up ways of calculating EXP at those levels, not really some true design intention?
That the higher experience required at those levels was "supposed" to be spread out among the levels at that range.
great pointThat's called interaction, and that's what makes these games great. Adding rubber bumpers to everything so the world doesn't have so many people in it is a step backwards in terms of a social experience.
I get your point... But Lancelot did wield a sword given to him by the Lady of the Lake. Fantasy is just as much about legendary artifacts as it is about the people who wield them. The key is making them rare and important.Sure, open world dungeons are good if done right but if crafted weapons are really top notch...then maybe this game can be about the GAME instead of the GEAR. Lancelot wasn't the top KotRT because of his Vorpal Sword of Dragon Slaying +8. It was because he was a badass. I'd love this game to be more about skill and less about gear.
Nah man, the lady gave Lancelot a sword too, though the sword didn't have a name like Excalibur didYou mean Arthur... and technically he got it from the stone first.
I sharted at work once when I was really hungover. It was the worst.Let's get rid of sharding too while we're at it.
People's viewpoints in large part depend on how they feel about what led to instancing in the first place. If you originally had no issue with competition for too little content and subsequent cockblocking (in a PVE game no less where there was few if any avenues for recourse) then someone may agree with you and simply support a black and white, no instancing stance. If you thought that the paradigm was atrocious then you might be open to the idea of instancing and even"quasi"instancing...be it something like phasing (ugh) or something similar to what EQ2 did with public zones being capped at several dozen and opening new "instances" of the zone beyond that.there is no compromise. You can't get a little bit pregnant. Since the advent of instanced content, I don't ever in my MMO playing life recall ever thinking to myself "wow! this is amazing, if EQ only had this it would have been so much better"
You make a good point, but I would say that while the loot system SHOULD be markedly different for sandbox games, there also isn't any guarantee that Devs will actually realize that and create systems from the ground up that fit sandboxes well. This is where I have my biggest fear in regards to EQN: simply because they've combined a number of disparate systems doesn't mean that they didn't just smash them all together with little or no thought as to what might happen if you have dropped items from a single named that is contested in a 'sandbox' (or any of a number of other possible issues). I hope that they have given this a lot of thought but SOE has made bad decisions before.If it is a sandbox then instancing isn't even going to be a big issue because loot will either be diablo style or almost all crafted. The original EQ only had those camping problems because it was a themepark and forced you into those few zones to get those drops and in many cases nothing else in the game at the time was even a remotely good substitute.
Only Arthur got a legendary sword. Whereas Lancelot, Galahad, Tor, Gawain, Percivale, etc were legendary warriors. Give out legendary weapons but don't make it to where camping is a major game plan. That's not real gaming. That's, "I have more time to sit at the desk, HaHa!" gaming.Nah man, the lady gave Lancelot a sword too, though the sword didn't have a name like Excalibur did
IIRC back when hell levels were in place they added corpse summoning to Necros to make them more group desirable, and they made all that cash back standing outside dungeons waiting for the unlucky train victimsI beleive hell lvls got their place. I experienced them first hand with my necro when you had to pay other players to group with you because they had such an awsome reputation of being dead weights. I soloed days in and out of lvl 54 and when i heard that lvl 55 ding, it was worth something. Anything that makes leveling a challenge has its place. Death needs to mean something.