- 11d 17h 13m
Thats one way to put it. To me, they just saw WoW take a lot of their players and their answer was to mimic WoW and change the game to be more casual friendly. When that wasnt what a lot of .. at least vocal.. players wanted at all. If they wanted WOW mechanics, they would have just played WoW. So the overall identity of the game was lost, and since that point the focus of the game has been anything but what made EQ fun to play. Leveling up in EQ has changed so much that the fun, the investment, the danger.. is just gone. The mystery, which this thread is about - is a sad memory of the launch years of EQ. Raiding has changed so much that the way its done.. matches wow, and the social aspect that was formed through Fear, Hate, ToV etc. was lost. Much less, things that they should have updated with time.. such as the UI.. have become gluttonous and atrocious looking.This is what happens when a game goes way too damn vertical in expansions rather than realizing there is a limit to vertical growth before it becomes stupid. They should have expanded this game with a horizontal design after the Planes of Power expansion, and never gone vertical again.
By that I mean, there should be a maximum HP/MANA/DAMAGE/LEVEL/ETC that you can physically get to in the game world. This goes for both the players and the monsters. Beyond that point, the game is no longer a virtual world, and instead is a multi-player online game.
A horizontal design would involve adding other ways of progressing such as gaining certain banes for your weapons, armor, and spells that affect a particular type of monster that is new in the expansion. That way, your hp, mana, and damage output does not grossly out weigh the existing content, but in order to progress through the new content, you have to gain skill and equipment that will effect those new encounters.
I hope that some day, some developer will realize that to make a true convincing virtual world game requires creating a solid rule set for the world itself that no monster nor player can break. This is why original EverQuest was so good. The mobs were snarable, rootable, charmable, and slowable. The players were as well, and it was not out of the ordinary for a monster to snare, root, charm, or slow a player. It was the monsters and the players interacting in the game world following the universal rule set of that virtual world. Then they started balancing crap, and all of a sudden monsters could summon you to them and such for which broke the rules of the game's universe which destroyed the virtual world aspect of the game.