See, now that I can get behind. Coupling in with my previous ideas involving sandbox gameplay, it should be relatively simple to have random "invasions" that create tension in otherwise peaceful areas. And those invasions should have finite caps (Rift was buggy as fuck in this regard when I played. You could have 10 invasions in the same spot and mobs would just stack on top of each other infinitely resulting in instadeath til server reset) of npcs they spawn, depending on the adventuring area in question. Then, put in holy-fuck difficult/Sand Giant style spawns in out of the way places that are turn ins for key encounters/quests/rare crafting nodes/whatever so that you can avoid shit if you want, but the best rewards have the hardest difficulty attached.I liked the way Rift added some dynamic shit with the invasions and rifts. If someone could expand on this idea further and integrate this further into PvE play I think it could change the genre for the better. Like dont have the player go to the action, have the action come to the player type of thing.
They had some stuff like that in EQ iirc? Several zones near the kitten city on the moon that nobody ever went to. Havent played Rift enough but if GW2 finds a clue somewhere and follows through with what they preached before release about dynamic zone changes we might get that there.See, now that I can get behind. Coupling in with my previous ideas involving sandbox gameplay, it should be relatively simple to have random "invasions" that create tension in otherwise peaceful areas. And those invasions should have finite caps (Rift was buggy as fuck in this regard when I played. You could have 10 invasions in the same spot and mobs would just stack on top of each other infinitely resulting in instadeath til server reset) of npcs they spawn, depending on the adventuring area in question. Then, put in holy-fuck difficult/Sand Giant style spawns in out of the way places that are turn ins for key encounters/quests/rare crafting nodes/whatever so that you can avoid shit if you want, but the best rewards have the hardest difficulty attached.
Tag the stuff together and make it so that while you may be clearing out the orc population to spawn Kobolds, you aren't really anticipating a Fire Elemental invasion or a pack of Gnolls showing up to fuck things up. Or you know, Sibilisian Berserkers deciding to fuckstart EC's tunnel. Then, instead of having channels like WoW for PVP nonsense and "Local Defense" you have "Shit is berserk!" exchanges so that people of appropriate levels know where to congregate to appropriately kill high level mobs in low level areas. Figuratively speaking, of course. I still think EQ:N is going to involve much more with skill levels than it will with actual levels. We'll see though.
Not many. But there were a couple of higher level players that lost corpses on my server, and I still remember them to this day.How many peopleactuallylost in EQ, though? I'm not talking "Whoops, I didn't get a res better grind XP for a while"-style temporary setbacks by the way; I'm talking about the whole "You could LOSE YOUR CORPSE AND ALL YOUR GEAR" thing that some people love to hype up.
I'll refrain from name calling, but I agree with your point.i love that rezz keeps peddling the "eq players were naive" bullshit as though no one ever got used to the way things worked in the game. the dude really is an idiot of the highest order.
I agree that in WoW it was easier, but not the day and night difference everyone claims. Outdoors are the areas everyone is rushing past mobs, and EQ was similar in that regard. Post-wipe naked runs to Ssra with the breath timer going down doesnt exactly show respect for the mobs. Obviously it mattered how powerful you were with regards to the zone, but it did in both games. I didnt train through unknown terrain of my level in WoW because getting mobbed around the next corner could happen. Doesnt apply in open areas like Tanaris maybe, but then again the Karanas were pretty much autorun and get coffee.i don't think anyone has suggested permadeath was always looming in eq. however, the time spent recovering your corpse was important for establishing the game's pace and death even promoted player interaction. there was nothing "treacherous" about exploration in wow. you could run past most mobs unharmed and you simply respawned as a ghost if you died. death was almost inconsequential unless you incurred significant repair costs during raids.
Hmmm, can I have your copy of Zork that was a text-based UO? Because my copy of Zork (which, thank to virtual machines, can still be run on today's computers and OS) doesn't feel like that at all.That's what UO essentially was at the time; an online, graphical replacement to Zork,...
Losing your body in Blackburrow next door could turn into hell. Fall down a hole, run around until you get swarmed. And when the bard finds your corpse in the middle of a wall, except it is in fact deep below (or above). Took me 2 days to recover it.My brother did in everfrost peaks. Granted it was a noob character like lv 12 or some shit, but he did lose it and all his stuff.
I think he was talking abouthttp://en.wikipedia.org/wiki/Zork, while you may be talking abouthttp://en.wikipedia.org/wiki/Zork:_Grand_Inquisitorwhich came a lot later.Hmmm, can I have your copy of Zork that was a text-based UO? Because my copy of Zork (which, thank to virtual machines, can still be run on today's computers and OS) doesn't feel like that at all.
If you think when we talk about "freedom" we mean Trains, Pulling, Splitting.. then you're wrong.I just find fault with any statement that says EQ was brilliantly designed. The majority of the content and content style was all based on DIKU muds. The majority of the freedom people love to claim EQ had (trains, pulling, splitting, FD, and whatever) were all mistakes and bugs that the developers couldn't fix or said fuck, let them do it and call it a feature.
I played Aber MUD (do you consider this a big MUD?) and no EQ was different... reason? 3D environment.I don't remember if you ever mentioned it before, but did you play MUDs. If you did, did you play any of the bigger ones? The reason I ask, and I'm reiterating this, is because a lot of the charm and the accomplishments you are giving to EQ were already put into games prior to EQ.
No. Unless he definitely had a different Zork than I did. I even have the Inforcom cheat book still on my shelves, which I purchased in frustration during my Zork III time...I think he was talking abouthttp://en.wikipedia.org/wiki/Zork,
So... because dungeon design was totally different between EQ and WoW, the differences between CR becomes null and void. And, since doing a CR outdoors was kinda almost similar in both games (where one game guarantees you complete immunity while doing it and the other doesn't), the difficulty and danger in CR between EQ and WoW is pretty much the same.In dungeons its obviously apples and oranges because WoW doesnt do full respawns etc. Running back to your corpse in the outdoors is similar enough though, ghostform is superior to invis of course but not that much. Maybe the bigger point is that WoW equalizes the difficulty of the corpse run for all classes while a naked warrior was just way more fucked then most naked casters while running back. The second point that made EQ cr a bigger pain, loss of camps in crowded dungeons, also doesnt apply to WoW because of dungeon design. You simply cannot lose your camp since everything is instanced. Imo if you boil all of this down the bottom line is how dungeons work, and again thats apples and oranges.
Ah, ok, I misunderstood your answer. You both played the same text-based Zork, you just disagreed with his comparison to UO.No. Unless he definitely had a different Zork than I did. I even have the Inforcom cheat book still on my shelves, which I purchased in frustration during my Zork III time...
Exactly. From whatever prior invention EQ borrowed ideas is irrelevant. By hook or by crook, the game, to this day, had the best formula for an MMORPG.But who cares if EQ was original or not??? who cares??
The question is, why was EQ addictive [sic]?