I take it you never played Everquest, the game being brutal was the biggest draw. You had to work for your character and it gave it more meaning when you did achieve something. EQN is catering to the wow audience, the "I want it now crowd." Having played both WoW and EQ I would rather play with the EQ crowd where community seemed to matter and things like who killed what and when you can still remember.An honest question: Why do people have a notion that "work" should be required to progress (edit: not talking about having to put in hours to learn the game, but about arbitrary means to separate those who have played 100 hours vs 1000 hours) in something that is done in one's leisure? Isn't work what most people try to get away from when they're on their off time?
SOE seems to just be taking a lot of character progression out, but we're not able to tell if they can make difficult content. If they had sufficiently difficult content that required a high skill level and a knowledge of the game/its mechanics, would you consider the individual player-skill buildup required to complete that content "work?"
Edit: I'd like to add in myself that I hope they have some hard as hell content in the game. With how they're setting EQN up, it looks like a boss with a 99.9% fail rate might be the only thing capable of keeping a lot of players interested.
I'd put down money that they'll have difficult content. That's quite the reaching statement on your part.Theres not going to be difficult content in a game that is from the ground up build to appeal to the biggest possible casual audience, which seems to be the direction of EQN. Time will tell I suppose but the magic 8-ball says 'Fat chance'.
That's the best part of any MMORPG. It's clear that Butler & Co. got the wrong message from WoW. They think people want to only play endgame, but WoW was best in early-mid Vanilla when it had the longest leveling - and thus longest character progression time. Even with it's annoying quest-hubs and terrible crafting.SOE seems to just be taking a lot of character progression out,
So we've finally reached the conclusion that they're making a non-conventional MMORPG which won't satisfy many current MMORPG gamers.That's the best part of any MMORPG. It's clear that Butler & Co. got the wrong message from WoW. They think people want to only play endgame, but WoW was best in early-mid Vanilla when it had the longest leveling - and thus longest character progression time. Even with it's annoying quest-hubs and terrible crafting.
We reached that conclusion during the reveal. Yes, it's a bad thing. They've created a game that won't hold the interest of MMORPG gamers long-term but also isn't likely to appeal to much to non-MMORPG gamers long term. Should be hugely popular for a few months though. OTOH, EQNL should be huge - I suspect Minecrafters are ready for round objects.So we've finally reached the conclusion that they're making a non-conventional MMORPG which won't satisfy many current MMORPG gamers.
Is that a bad thing?
From what information have you weaned this? The napkin ideas we have so far? We'll know if it holds people long term when it actually, you know, does or does not hold people long term.but also isn't likely to appeal to much to non-MMORPG gamers long term
Why do you have the impression that the devs only care about the end game? We know too little to be making these kinds of judgements. I have my issues with EQN but I'm not ready to dismiss it yet. Let's see what's they have cookin'.That's the best part of any MMORPG. It's clear that Butler & Co. got the wrong message from WoW. They think people want to only play endgame, but WoW was best in early-mid Vanilla when it had the longest leveling - and thus longest character progression time. Even with it's annoying quest-hubs and terrible crafting.
It's my impression, I'm not passing it off as fact. It 'seems' EQN is going for a large casual audience. A game that releases with or even worse adds difficult content alienates that audience. Latest example see the new GW2 patch. Or the GW2 patch before that. Or the one before that (Tequatl, Tribulation SAB and Liadri if that tells you anything). The difficult PVE content they added with those patches caused quite a stir with GW2's often casual PVE players. To Arenanets credit they didnt nerf them down.I'd put down money that they'll have difficult content. That's quite the reaching statement on your part.
Isn't this just about the third or fourth time someone's said that?This game is going to be fucking awful... Isn't it?... Fuck
I fucking hate waffles.Isn't this just about the third or fourth time someone's said that?
Guess you don't like waffles.
Roundtables killed my interest (as noted). They were all beyond stupid.I fucking hate waffles.
It just gets worse and worse after each roundtable video.
I'm a pretty big fanboy, but man are they stabbing me in the heart weekly.
you just joined, you're a shill, fuck off.Isn't this just about the third or fourth time someone's said that?
Guess you don't like waffles.
Ouch, that stings.you just joined, you're a shill, fuck off.
The ability to be in multiple guilds simultaneously in A Tale in the Desert was extremely interesting, game-wise. At one point, I was in:Some really amazing questions lol . One guild per character in EverQuest Next? Or more?
Try to gain a new skill in WoW without levelling.So horizontal leveling is the same as vertical leveling except you don't get more stats during the trip. When I level up in WoW I get some small stat increases and... gasp... new skills. It's literally the same exact shit in a different package.
This lady states that EQ was a sexist environment. She's wrong. EQ was populated by nerds that probably never saw a vagina live and a pixellated one was giving them enormous boner issues, so they had to violently masturbate at wood elves asses to get some relief from all that pressure down there.Interesting read , and I'll admit it will be amusing to see the first player SOE bans from all their games for being mean on Twitter
In my experience effort and difficulty tend to add to personal and emotional investment in a given character. Difficult and time consuming content breeds a better community. When you have a character which you have invested months or years advancing and you need to be able to get groups to continue playing, then your reputation with your fellow players has much more weight. Conversely, when you can hit level cap and top tier equipment in a week of solo play then the value of inter player relationships diminishes.An honest question: Why do people have a notion that "work" should be required to progress (edit: not talking about having to put in hours to learn the game, but about arbitrary means to separate those who have played 100 hours vs 1000 hours) in something that is done in one's leisure? Isn't work what most people try to get away from when they're on their off time?