I tried to play a monk in EQ, but I couldn't stand being forced to be poor because monks couldn't loot/carry cany cash. They had an extremely low weight tolerence that would significantly lower their defense. It made those weightless bags absolutely necessary for items, but they still couldn't carry money (which didn't go into bags).
Still enjoyed the hell out of my Iksar SK. DEATH TO THE SMOOTHSKINS!
Yeah, geesh. Forget having a character that actually worked within its designed principle of "less is more".
Sarcasm aside; I miss weight having meaning in MMOs more than I thought I would.
Just letting all the collect and run people have their way was the beginning of the end for any real merit to MMO design.
You are being very narrow in your focus and committing the same cardinal sin of systems design that almost all of these old school games routinely made (especially EQ).
The designed principles of the class need to fit in with and be subordinate to the designed principles of the overall game. loot/cash was INCREDIBLY important in EQ. So important that I wish there was something called super capitalization to emphasize it anymore.
What seem like common sense you to for the class is, when put into the context of the overall game, a hugely gigantic penalty. And this penalty was not accounted for well and therefore the class was not designed well.
In fact was designed horribly yet this statement makes it sound like it was designed well.
This is a microcosm of the entire rose-colored glasses syndrome of most old school MMOs. People take one feature in isolation that seems to make sense in a particular context. Then forget about the overall context that in fact made it a horrible horrible design issue. The feature itself is not a "flaw" per se its an issue of feature interactions that is the problem. The system integration was horribly flawed in most of these games. Horribly.
The only thing I dont miss from the old school is the constanly needing to "med up" for minutes at a time after every combat. If I win a hard fight, I shouldnt be punished by having to sit down on my arse for 2-3 minutes to regain my health, my health should jump up to full or near full within seconds after exiting combat IMO.
Agreed on this point. With early EQ1, as a caster this meant staring at your spellbook to meditate for extended periods of time. Although they fixed the need to stare at the spellbook over time, it was a short-sighted design element. Downtime remained an ongoing issue for many gen 1 and gen 2 MMOs.
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You are being very narrow in your focus and committing the same cardinal sin of systems design that almost all of these old school games routinely made (especially EQ).
The designed principles of the class need to fit in with and be subordinate to the designed principles of the overall game. loot/cash was INCREDIBLY important in EQ. So important that I wish there was something called super capitalization to emphasize it anymore.
What seem like common sense you to for the class is, when put into the context of the overall game, a hugely gigantic penalty. And this penalty was not accounted for well and therefore the class was not designed well.
In fact was designed horribly yet this statement makes it sound like it was designed well.
This is a microcosm of the entire rose-colored glasses syndrome of most old school MMOs. People take one feature in isolation that seems to make sense in a particular context. Then forget about the overall context that in fact made it a horrible horrible design issue. The feature itself is not a "flaw" per se its an issue of feature interactions that is the problem. The system integration was horribly flawed in most of these games. Horribly.
Agreed on this point. With early EQ1, as a caster this meant staring at your spellbook to meditate for extended periods of time. Although they fixed the need to stare at the spellbook over time, it was a short-sighted design element. Downtime remained an ongoing issue for many gen 1 and gen 2 MMOs.
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C O R P S E R U N S
I did not then, and I do not now, really have time to deveote 30 minutes to several hours to recover my corpse.
It was never fun. A five 5 to 15 minute corpse run provides the same sting. I should not say "run" and perhaps should say "corpse recovery."
Corpse recoveries over 15 minutes were never fun. Did not add challenge - mere frustration.
"The truth is EA lies." - Youtube User
Sim City. Everquest. Civilization. Dungeon Keeper. Vampire: The Masquerade. These are the games that I love and cherish.
I did enjoy when they got rid of the long boat ride in Oceans of Tears, in EQ....Can't think of much else.
A lot of things sucked at the time, but they made it better imo, a lot of the newer 'mechanics' just seem shallow/boring.
Endless, bland mob-grinding.
Empty worlds.
Excessive travel times.
Weak combat systems.
Inconvenient grouping systems.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver