Where did you hear that?lol 7 day lockouts on solo raids, Im just quitting now
Where did you hear that?lol 7 day lockouts on solo raids, Im just quitting now
How else are they going to milk the monthly sub?That shares a timer/lockout with group raids. I have to imagine that will be changed because its pretty crap.

lol 7 day lockouts on solo raids, Im just quitting now
It's the definition of winning that causes it to be a variable. There is no actual 'win' condition on a solo server. You are not in competition for anything with anyone else. There is no tangible benefit from reaching max level or anything before others. It's like using nitro on an empty racetrack.I think the more honest framing is: "Yes, XP pots are technically a form of P2W because they monetize progression acceleration. However, on a mostly solo, instanced server, the actual impact on other players is probably pretty small." That's a coherent position.
But trying to argue that monetized progression acceleration somehow stops being P2W entirely because the server is casual-friendly just feels like twisting definitions to avoid a label people don't like. The only reason people mentally separate XP boosts from P2W now is because the industry normalized them over the last 15+ years.
At the end of the day, server design changes the severity of the impact, but it doesn't erase the mechanic itself.
Every decision I've seen made appears to be to make the solo game as long and as grindy as possible.. This is the anti casual server.. Im tryna make the game better but there are so many dick eaters in chat
That doesn't matter though, the conversation was about 'are xp pots pay to win'. Getting hung up on the definition of 'winning' is missing the point. People against pay to win usually are concerned with any way to influence player power through external, additional payment.It's the definition of winning that causes it to be a variable. There is no actual 'win' condition on a solo server. You are not in competition for anything with anyone else. There is no tangible benefit from reaching max level or anything before others. It's like using nitro on an empty racetrack.
I'm just going to put this out there ...Not even remotely close to true when it comes to expansion launch races in EQ.

It's designed as a solo-able experience with full game consumption including raid content falling under that umbrella of accomplishable goals.From what I have heard so far this is meant to be a solo server. Your personal enjoyment is the only thing that matters. There's no competition other than what you and whoever you want to compete with make up. If tradeskills and baz are useful, great. They probably aren't going to be required, but the social component for solo/casual friendly servers is mostly just chat.
What is the actual game advantage in a game where everyone is going to be able to get to cap and grind out their AAs in short order? Getting to the end game faster just means you reach the end sooner. A little extra gold from baz as everyone else reaches where you are in a few hours/days doesn't really move the needle.
There might be some soul eroding farms like the dodge/block/shielding augs off Kerafyrm on THJ. Getting to that a day or two sooner isn't going to make a lick of difference.
XP pots in eq are just a convenience. Personally, I put that in the QOL corner, and not the power corner. If they are totally unbalanced and somehow allow people to interfere with my private instances, that would be a different story.
However it turns out, I hope we all get to play soon.
Who are you arguing with little bro? Bragging rights / showing off progression has always been a part of MMOs since standing in town in cool looking armor was a thing. What games (outside of WoW hall of fame) even have 'racing to finish content' as some kind of game enforced 'fun'? You're yelling at clouds.I'm just going to put this out there ...
I COULDN'T GIVE TWO SHITS ABOUT WHO BEATS CONTENT FIRST.
CLR/ENC/BRD was one of the most powerful builds in THJ. Leveraging insane ENC mana regen AAs and dopplegangers alongside BRD DDD spam and CLR specific armor/proc weapons.For instance, you could make one hell of a healer support class character by mixing Cleric/Enchanter/Bard. It wouldn't be a great solo build, but it would be the superman version of a healer/support role character.
Sorry, but win is part of the word, so how it is defined is extremely salient to the conversation. That is something that differs from server to server. For servers where there is no competition there is no win or loss condition.That doesn't matter though, the conversation was about 'are xp pots pay to win'. Getting hung up on the definition of 'winning' is missing the point. People against pay to win usually are concerned with any way to influence player power through external, additional payment.
It's easy, for a given duration D, does the cash shop item change the outcome of two perfectly spherical, frictionless ideal players who are playing at the same level? If yes, then it is paying for player power, ergo pay to win. At that point, you are arguing over differing degrees of 'how bad it is', but the seal has been broken.
I don't know why this is such an argument here. EQ is an old game that has been p2w for a long time and it is fully embraced and utilized by the current playing population across the board. EQL will continue that legacy.
Is it your contention that if the cash shop offered fully leveled characters with every class/race unlocked and sold raid gear directly for daybreak bucks, that wouldn't classify as pay to win because there is no way to win on the server?Getting hung up on the definition of 'winning' is missing the point.
Probably the case, but those fucking clouds keep looking at me funny!Who are you arguing with little bro? Bragging rights / showing off progression has always been a part of MMOs since standing in town in cool looking armor was a thing. What games (outside of WoW hall of fame) even have 'racing to finish content' as some kind of game enforced 'fun'? You're yelling at clouds.
Yeah. I can see this being pretty fun trying to come up "ultimate" versions of character builds to fit specific roles. The fact that you have to level up each class from level 10 gives me mroe reason for replay as well because if I want to have multiple builds, I need to put the time in to getting the right classes to max level.CLR/ENC/BRD was one of the most powerful builds in THJ. Leveraging insane ENC mana regen AAs and dopplegangers alongside BRD DDD spam and CLR specific armor/proc weapons.
I'm just going to put this out there ...
I COULDN'T GIVE TWO SHITS ABOUT WHO BEATS CONTENT FIRST.
Seriously. It's one of the stupidest fucking epeen things I have ever seen in the gaming industry.
These are games. GAMES. G A M E S!!!! The whole point of a GAME is to have FUN.
If that fun for you is being the first to beat something, then good for you. It does not mean that the game has to be designed in such away to enforce your desired form of "FUN" by making "racing to finish content" the main goal of the game's design.

You would have loved THJ. More the pity this temu version is the first exposure EQ fans are getting to the concept. With no alts and the need to do end game shit to unlock new classes, they've really limited the space of 'experimentation' people can do. You're locked into your first (and usually worst) decisions for a long time.Probably the case, but those fucking clouds keep looking at me funny!
Yeah. I can see this being pretty fun trying to come up "ultimate" versions of character builds to fit specific roles. The fact that you have to level up each class from level 10 gives me mroe reason for replay as well because if I want to have multiple builds, I need to put the time in to getting the right classes to max level.
I see it as a really cool way to play an old game. I know it is going to irk the living fuck out of purest, but to me, fuck them. I want a fun game to play.

It does not mean that the game has to be designed in such away to enforce your desired form of "FUN" by making "racing to finish content" the main goal of the game's design.
Roughly how high have you gotten? Are you having fun?Every decision I've seen made appears to be to make the solo game as long and as grindy as possible.. This is the anti casual server.. Im tryna make the game better but there are so many dick eaters in chat
Roughly how high have you gotten? Are you having fun?

Roughly how high have you gotten? Are you having fun?

That’s all you got? If someone has a different opinion than you, you just shit on them and throw insults?Never said that. Was just stating the reality of how TLPs work in terms of who "Wins" in that comment
But what i will say is
LONG grinds to max XP pot sales aren't my idea of fun.
7 Day lockout designed to timegate and keep you subbed aren't my idea of fun.
None of these designs are based off what's fun.
So i won't be playing this.
If those things are FUN to you congrats you're a retarded cuck. Enjoy your game made for retarded cucks.