Kithani
Vyemm Raider
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How else r u gonna toast marshmallows n sing koombaya around the fire manSo is their gameplay cycle even more downtime between kills?
How else r u gonna toast marshmallows n sing koombaya around the fire manSo is their gameplay cycle even more downtime between kills?
So is their gameplay cycle even more downtime between kills?


You can have lots of old school systems like slower leveling, no/limited maps, more focus on group play, slower group play where you sit around a camp and don't constantly move, corpse runs, trains (and not have mobs tethered). All of these are EQ like, and while for sure limiting the amount of players interested in it, the game still works so to speak no matter how many players you add to it.
I always find it weird when self proclaimed classic MMO grognards hate on people wanting things like instances and first to engage/combat lock when those things pre-date EQ by a few years. Brad should have copied less Diku and instead studied what Sierra was doing with The Realm.Exactly this.
Lately the standard talking point has moved away from the nonsensical 'maybe this game isn't for you/this is a niche game', to 'you say you want old-school systems, but then you don't want xyz'. It's now turned into 'unless you agree with us implementing every dated system from a 30 year old game, then you don't really want to play a classic era inspired MMORPG'.
You can preserve so much about a classic-feel MMO, and still remove a ton of the old warts.


You only posted that so you can be like "LOOK I KNOW ABOUT AN MMO BEFORE EQ AND UO!"I always find it weird when self proclaimed classic MMO grognards hate on people wanting things like instances and first to engage/combat lock when those things pre-date EQ by a few years. Brad should have copied less Diku and instead studied what Sierra was doing with The Realm.

This is the way. Solve the issues in ways other than just instancing everything. You could probably even instance some stuff, but I want to see solutions that maintain the integrity of the world. Ideally done in a way that doesn't pit you as a player against every other player not in your group/guild. There is a place for that sort of tension, but it shouldn't be the default IMO. Easier said than doneThey can make open world raids that only provide rewards in some circumstances. Like the OoW epic 2.0 mobs only gave loot when the raid was performing a quest step.
But then it respawned in 15 minutes and wandered around contributing to the atmosphere. You could kill it again, but without someone on the quest you got nothing.
That doesn't have to be the solution to every issue.
Likewise you can force spawns with quests or consumable turn-ins so you can schedule content around your group instead of batphoning when something pops. Again, no instancing needed. It's in the world. You may have had to compete in a more dispersed manner for the quest steps or material farming.
I definitely agree with tags for loot. DPS racing is toxic. But you shouldn't necessarily need the tag for quest credit. If some weird goblin spawns that every halfling has to kill to please the mayor, anyone who touches it should make the mayor happy. But maybe whoever touched it first gets to touch it's lifeless nuts. I'll help that dude and go hand in my quest. Multiplayer happiness.
They can make open world raids that only provide rewards in some circumstances. Like the OoW epic 2.0 mobs only gave loot when the raid was performing a quest step.
There’s only two servers.
Severe mental illness (PVP)
Mild mental illness (PVE)
Likewise you can force spawns with quests or consumable turn-ins so you can schedule content around your group instead of batphoning when something pops. Again, no instancing needed. It's in the world. You may have had to compete in a more dispersed manner for the quest steps or material farming.
the pvp server is totally fine 9/10's of the pop are carebears who would never look cross at you
This is true due to what's left. It wasn't always this way.
I've been playing since beginning may, it was that way the whole time in my experience, nobody wanted to pvp at all just level.
I pitched this server to my UO friends as a "pre trammel" sheep mixed in with wolves experience because that's exactly what it is. The only real pvper's are a handful of RP gankers and the top end guilds fighting each other, or high level necro's who can wreck entire groups solo because they want to camp a spawn for an alt and they just take it. there never was a hardcore pvp go at people everyday thing I saw from 0-50
Unfortunately those days are over and the so-called "top end guilds" is really just one zerg guild that beats the fuck out of everyone else when they feel like it (and they rarely feel like it, to your point). There is no competition at 60 and it is indeed a one guild server and blue now. The pvp was fun when the guild rivalries were there. Now to your point there is no pvp of note and nothing to concern yourself with. Half the time the top guild won't even attack their "competition" and just focuses on PVE.
Im in the competitor guild and its not many people ( maybe 2 groups of people) to the zerg guild solo house and we beat them in contested fights on spawns to where they dont really contest anymore, ive heard from people on the inside they have their own turmoil while also we regularly hunt them down. The other 1/2 a guild Polar imploded because their 60 cleric is insane emo and greedy. I leveled 30-40 with the rogue at the center of it, some good drama where he gets the whale bone spear ( 2 handed spear off king giant that a rogue can backstab for huge numbers) the day after switching then hunts down everyone involved with the drama and pk"d them all was impressive.