I just hope I can find a Group without much hassle
In this game the only reason someone can't find a group is going to be because they don't want to group. Every class will be useful.
I played a ranger for many years with my thumb up my ass, moved to a Gnome Paladin, I couldn't take a leak without someone asking me to tank... Flash of Light, and you couldn't peel shit off me lol.I remember in EQ people would quit groups without a CC/Cleric/Tank (warrior) even though ever someone nice classic having almost all DPS and a healer was better at mowing down mobs. I loved how Kunark introduced spells that made AOE groups viable, those were freaking epic, it was nice being able to dungeon crawl once again.
I can't tell if this looks good or is just another shitty MMO in the tired, over crowded genre.
I want graphics that are impressive and scalable, and a good story line.
And a great economy that feels like a game all by itself.
I hope it's awesome!
Same as a clericI played a ranger for many years with my thumb up my ass, moved to a Gnome Paladin, I couldn't take a leak without someone asking me to tank... Flash of Light, and you couldn't peel shit off me lol.
Its looking like the original, ecBay and Faymart, probably will never happen again though..
I hope it doesn't suck.
without bringing tedium
The things that made EQ great were not the tedious elements, but the world building - the way each zone was structured and scaled was immense.
The thing to me that made EQ great was the social aspect brought on by the tedious crap. I still remember half the names of the people I camped Jboots with/for. Same with SMR. Breaking into Fear Plane was awesome the 1st time we did it, this is in part of what you describe for the world building...but remember the 8 hour long clear after that? Tedious as fuck.
Skip around a bit here. Brad I HOPE realizes that some shit no matter how much he hates it, is probably needed. Group finder for the SERVER is one such thing. I personally hate cross server finders. No repercussions for being a dink. No reputations are built for being a great tank etc...
Looking at the streams, I HOPE they speed up combat just a bit. Doesn't need to be whack a mole, but that seems REALLY slow combat.
That is a difficult thing to expect, commit to, or even anticipate..
To explain, we need first acknowledge that people have changed.
+ I was literally the youngest person online i could find (age)
+ Internet cost money, a lot of it; and also entailed a phone right next to you and/or conditions in which no one else had to use it (money)
* and my apologies to any lefties..liberals..whatever, but i tend to stick to the facts; a lot of money = steady income = responsibilities, work, etc
+ A time when people spending this much time on something this anonymous/detached from reality were of a vastly different idiosyncracy than those you'll 'encounter' today (mentality/maturity)
Even then, you still had your morons, your bullies, what have you, granted. But i like to look at the broader picture, in which there were far fewer of them then than there are today.
Now take it 20 years forward and conceptualise your average contemporary gamer tard:
- Probably younger, or if not, at the least immaturer; would remind here that statistics alone allow for that; the more the people... (everyone plays games now. Used to be i was ashamed to even mention them, now they're part of our culture).
- Having picked up all the wrong habbits (WoW, its clones and what they've done to the genre). Which also means that to some extent, they now act accordingly as well. Myself included to an extent. 50min corpse run? Fuck that man. See what i mean?
- Significantly lower barrier to entry/cost, entailing not only the opposite of money as depicted above, but more to the point? Reduced sense of investment. Just one more game among a myriad others they statistically keep on their Steam library. They don't have to care as much, there are alternatives now.
- Lack of wonder/novelty. Nothing is new anymore, not in MMOs. This 'meta knowledge' has its own part to play. Cynicism, set expectations and in advance, a down to earth approach, an almost immediate finding of any flaws or lacks, etc etc.
- And what this all entails in terms of everyday behavior, ingame. Of which i'm sure most of you've had a pretty good experience of?
So given the differences, to get back to your post above, it's a slippery slope.
Too much and you encourage the wrong audience, too little and you encourage a very small audience that will never expand, ie a financially non viable situation.
Brad understands only the latter part, lol, the financially viable one. Which is why you see certain.. concessions. He does however appear to either ignore or refuse to take into account everything else, ie what the 'people' element amounts to, today. Just read his blogs..
Don't know how it all work out, but i do know two things:
1) your expecting minimum tedium is not necessarily beneficial.
2) it may well be that this game will be trying for a very, very long time to decide what it really is and whom it caters to (because ultimately, it needs to remain viable). Meaning rebalancings, changes, etc. These are the outcomes of shifting your design approach midterm so to speak.
* Already, there is talk of minimum progress, a heavier than average emphasis on alt rolling, et al.
I see this as the last and final push to bring a good game to the table myself in my lifetime after that I won't care =)
The real problem is, no one will ever capture another "Kunark" era EQ mmo again, and I can't force myself to play for 48 hours straight every weekend lol... I think that was the real kicker, the fact content was locked on slow progression, and since it was all new to everyone, we nerds ate that shit up, we didn't have to go outside... Plus the game ripped so many elements from the movie Legend, Lesser Faydark and the unicorn's, the Mino lord etc. etc.
I've had difficulty letting go of certain elements of older games. Some of these things to me seem like solutions looking for problems, or better yet, trivial problems being made more complicated than they really are.
- Invisible armor - Currently on the PROFT forum as a subject being brought up. I don't understand why if a player doesn't like a graphic, either get a different item or just take it off when you want the 'no armor look'. It doesn't need to be an in game toggle.
- "Mentoring systems" - When someone wants to play a lower level character to play with new friends or something, why is a complicated system of "de leveling" needed just to get around someone making an alt? Make "making an alt" easier seems like a better solution.
- Faster leveling - Why is getting to max level so important? EQ always seemed to have more interesting group content (especially early expansions) than high end. I'd just eliminate the level cap all together and instead use a soft cap and have the content decide the cap.
Was more talking about your guild post on the officials