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The requiem of the "DING!!!"

245

Comments

  • MargraveMargrave Member RarePosts: 1,371
    I keep the original DING sound effect on my smartphone! Great notification sound!
  • sanshi44sanshi44 Member UncommonPosts: 1,187
    Originally posted by Helleri
    Originally posted by Dibdabs
    Originally posted by Helleri
    Can't believe I read all that and I can only focus on one thing that is hilarious to me after reading the OP going on about how hard it was...that being that the name of the game was "EverQuest". Please, tell me someone else here see's how funny that is.

    Trust me EVERYONE at the time saw the implied irony in the name.  You're well over a decade late in seeing it as well, but you got there in the end.   :)

    Well, I never played EQ1...during that time I was in a series MMORPG built on what we now call a social MMO platform. Then I was in runescape...not even sure when the first everquest came out actually, lol.

    EQ came out in march 16th 1999

  • AmarantharAmaranthar Member EpicPosts: 5,852

    OP, one of the things about that was that you started just playing the game instead of watching every second to see how close you were. I could be wrong for EQ since I never played it, but in UO skill points didn't come fast either. And when I just played the game instead of worrying about progression I really enjoyed it far more. I started roleplaying and messing around, "smelling the flowers" so to speak. Noticing things around me, even looking for the little things that were curious and interesting. It was much better than sitting on the edge of my chair waiting for the "ding".

    I remember EQ players talking about some book in the middle of a zone that was hard to get to. They seemed to relish the memories. Who would care in today's games? It's just another thing you had to do along a long line of things you have to do.

    Once upon a time....

  • Swedish_ChefSwedish_Chef Member Posts: 213
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

  • AmarantharAmaranthar Member EpicPosts: 5,852
    Originally posted by Swedish_Chef
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

    Then fix the real problems. Make a game where you don't have to "stay awake for hours upon hours of repetitive grinding in one spot."

    Where drinking coffee is not required.

    Where freedom is in play.

    A true Sandbox!

    Once upon a time....

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by Amaranthar
    Originally posted by Swedish_Chef
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

    Then fix the real problems. Make a game where you don't have to "stay awake for hours upon hours of repetitive grinding in one spot."

    Where drinking coffee is not required.

    Where freedom is in play.

    A true Sandbox!

    Every time I try to come up with a game idea that doesn't include some form of leveling (levels or skills) then I'm stuck trying to figure out some form of progression. The feeling of accomplishment one gets when progressing ("leveling") (or should get) is part of the draw to RPGs.

     

    edit: but then of course, you can't appeal to everyone.

  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by Kilrain
    Originally posted by Amaranthar
    Originally posted by Swedish_Chef
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

    Then fix the real problems. Make a game where you don't have to "stay awake for hours upon hours of repetitive grinding in one spot."

    Where drinking coffee is not required.

    Where freedom is in play.

    A true Sandbox!

    Every time I try to come up with a game idea that doesn't include some form of leveling (levels or skills) then I'm stuck trying to figure out some form of progression. The feeling of accomplishment one gets when progressing ("leveling") (or should get) is part of the draw to RPGs.

     

    edit: but then of course, you can't appeal to everyone.

    Much to the surprise of EQ players, there actually is a rewarding and engaging middle ground between "stay awake for hours upon hours of repetitive grinding" and "no form progression."

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • AmarantharAmaranthar Member EpicPosts: 5,852
    Originally posted by Kilrain
    Originally posted by Amaranthar
    Originally posted by Swedish_Chef
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

    Then fix the real problems. Make a game where you don't have to "stay awake for hours upon hours of repetitive grinding in one spot."

    Where drinking coffee is not required.

    Where freedom is in play.

    A true Sandbox!

    Every time I try to come up with a game idea that doesn't include some form of leveling (levels or skills) then I'm stuck trying to figure out some form of progression. The feeling of accomplishment one gets when progressing ("leveling") (or should get) is part of the draw to RPGs.

     

    edit: but then of course, you can't appeal to everyone.

    Are you assuming I meant they should remove progression? I didn't mean that. I mean that games should be designed to allow the players to explore the world and find new, varied, and sometimes mysterious or lore inclusive entertainment while they progress.

    I mentioned "Sandbox" because that's the best design for such game play.

    Once upon a time....

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by Loktofeit

    Much to the surprise of EQ players, there actually is a rewarding and engaging middle ground between "stay awake for hours upon hours of repetitive grinding" and "no form progression."

    And yet you provide nothing. I wasn't even talking about "staying awake for hours". 

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by Amaranthar
    Originally posted by Kilrain
    Originally posted by Amaranthar
    Originally posted by Swedish_Chef
    Originally posted by nariusseldon

    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.

     

    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.

    Then fix the real problems. Make a game where you don't have to "stay awake for hours upon hours of repetitive grinding in one spot."

    Where drinking coffee is not required.

    Where freedom is in play.

    A true Sandbox!

    Every time I try to come up with a game idea that doesn't include some form of leveling (levels or skills) then I'm stuck trying to figure out some form of progression. The feeling of accomplishment one gets when progressing ("leveling") (or should get) is part of the draw to RPGs.

     

    edit: but then of course, you can't appeal to everyone.

    Are you assuming I meant they should remove progression? I didn't mean that. I mean that games should be designed to allow the players to explore the world and find new, varied, and sometimes mysterious or lore inclusive entertainment while they progress.

    I mentioned "Sandbox" because that's the best design for such game play.

    I agree with that. One of my concepts gets rid of level specific areas. I want to see new players running into higher level or harder mobs. I hate it when a location or "zone" is level specific and you never see anyone returning again. Imagine a single dungeon that a new player can take out some mobs through the entrance and as they level up they go deeper into the dungeon. Along the same lines of thinking, I've considered removing character levels and mob levels but instead increasing difficulty of these mobs through equipment, abilities, intelligence, but then I can't seem to figure out the best form of progression to use at that point.

    On topic, the ONLY thing I don't like about the ding is how retarded newer games emphasized it.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Amaranthar
     

    Are you assuming I meant they should remove progression? I didn't mean that. I mean that games should be designed to allow the players to explore the world and find new, varied, and sometimes mysterious or lore inclusive entertainment while they progress.

    I mentioned "Sandbox" because that's the best design for such game play.

    "best" is subjective.

    I have yet to see a sandbox entertain me better than good scripted instanced content (which also beat grinding the same mob again and again by a mile .. for me, of course).

  • AmarantharAmaranthar Member EpicPosts: 5,852
    Originally posted by nariusseldon
    Originally posted by Amaranthar
     

    Are you assuming I meant they should remove progression? I didn't mean that. I mean that games should be designed to allow the players to explore the world and find new, varied, and sometimes mysterious or lore inclusive entertainment while they progress.

    I mentioned "Sandbox" because that's the best design for such game play.

    "best" is subjective.

    I have yet to see a sandbox entertain me better than good scripted instanced content (which also beat grinding the same mob again and again by a mile .. for me, of course).

    No, it is not subjective. If a game wants to allow the players the freedom to get out of the controlled game play so as to avoid the problem of grinding the same content (which is what this was about) then it absolutely has to be a Sandbox design as opposed to the level and "zone" restricted content that's prevalent today.

    You can have your static scripted content. That's good for one, maybe a few shots. Then it's done and nothing more than grinding. It's little wonder that you game hop so much looking for new scripted content.

    Once upon a time....

  • HelleriHelleri Member UncommonPosts: 930
    Originally posted by sanshi44
    Originally posted by Helleri
    Originally posted by Dibdabs
    Originally posted by Helleri
    Can't believe I read all that and I can only focus on one thing that is hilarious to me after reading the OP going on about how hard it was...that being that the name of the game was "EverQuest". Please, tell me someone else here see's how funny that is.

    Trust me EVERYONE at the time saw the implied irony in the name.  You're well over a decade late in seeing it as well, but you got there in the end.   :)

    Well, I never played EQ1...during that time I was in a series MMORPG built on what we now call a social MMO platform. Then I was in runescape...not even sure when the first everquest came out actually, lol.

    EQ came out in march 16th 1999

    Okay yeah then I was definitely heavy into AW at the time.

    image

  • sgtalonsgtalon Member UncommonPosts: 129

    I have been saying something similar for years. I miss games that took real effort. 

    I think that game that really solidified it for me was Star Wars: The Old Republic. So much potential yet such a big disappointment. Leveling was so fast that you couldn't even do all of the content. I played all the way to the end of the quest cycle and the last 2 planets I got ZERO exp for it because the content was too low of a level.

    The gear was a joke. Get quest rewards that i couldn't even use. PVP was so pussified that no one did it. Open World PVP that could have been awesome was typically a complete accident when you stumbled onto someone exploring. It just sucked.

    I have high hopes that EQN is going to bring a whole new way to do MMO Gaming. Bring a new level of immersion that other games haven't brought. But who knows.

    I definitely remember the days of EQ1 though. Before Planes of Power it was so much fun. After, not so much. I never did make it to the highest level in that game.

    Hopefully, there will be a game that captures that kind of feeling again. But who knows.

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432


    Originally posted by asyndeton
    I might be wrong but that was just the sound of a quest or turn in ding. The level ding was quite a bit more jarringAs shown here: http://www.youtube.com/watch?v=KZlCGGO8NNw(skip to about 1:05)
    You are correct! Thanks for the catch :)

    [EDIT to Add]


    Originally posted by rodingo
    I never played EQ so the sound/expression has little meaning to me. However I always got annoyed with people in guild chat for whichever themepark I was playing that feel the need to announce, " Ding! :) " in guild chat each and every time they leveled. As if getting from level 9 to level 10 in any themepark MMO in the past 8 years or so was something of a feat, much less something that the guild as a whole cared about. In EQ I can see it being a bigger deal.
    In WoW, when they introduced the super fast "buddy level" gimmick, my guild stopped doing the "DING!" in guild chat (because the "GRATZ!" response became non-existent. :)

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • HrimnirHrimnir Member RarePosts: 2,415
    Originally posted by Ridelynn

     


    Originally posted by Volgar
    Chess is a hard game. Some people love it. Some people can't understand it at all. Some people play it and like it but never get into the deeper analysis and strategies. Nobody has ever said, you know, if we dumbed Chess down and made it more shiny, we could get more people to play it. Nobody has ever said, if chess was more accessible, more people would play it! Because...if you change chess it would no longer be chess. I kind of feel the same about MMORPGs. It's getting to the point where the gameplay has changed so much that it no longer resembles real MMORPGs anymore. MMORPGs have become slightly glorified single player games....and I weep.

     

    They have dumbed down Chess.

    That's why we have Checkers, and Monoply, and Chutes & Ladders.

    The problem isn't that the MMO industry moved on - many of those old games, including EQ, are still there.

    The problem is that ~we~ moved on, as players.

    If you wanted to play the original EQ, as it was in release, you can do that. Most of that original content is there; you just need to choose not to use all the added conveniences that have been put in place since.

    However, not many people do that. Because conveniences are nice.

    People play Chess, but not nearly as many as play Monopoly, or Scrabble.

    Wrong.

    Everything has been altered and you can't *choose* to do it the old way.  The UI is different, all the leveling curves are completely changed.  You can go level a character in EQ right now, not using any of the new conveniences and get to mid 30's in a week.  They sped everything up to try to draw in new players.

    Also, your argument is false. Some of *us* have moved on, most havent.  Most of *us* are still yearning for something that even resembles those days.

    The reality is the changes that companies like blizzard made with WOW, especially after release, "expanded" the mmo market to make it more accessible to a broader group of players.  I've said this many times, but 80% or better of the current mmo playerbase, are NOT mmo players.  They are single player gamers, or PVP people who only came to the genre after it was altered to more resemble their favorite type of game.

    A modern themepark MMO has more in common with Mass Effect than it does with EverQuest 1, UO, or Anarchy Online, etc.

    They are not MMORPGs.

    "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

    - Friedrich Nietzsche

  • HrimnirHrimnir Member RarePosts: 2,415
    Originally posted by sgtalon

     

    I have high hopes that EQN is going to bring a whole new way to do MMO Gaming. Bring a new level of immersion that other games haven't brought. But who knows.

     

    Oh, you poor poor child...

    You're in for a rude awakening.  EQN is not going to change the ultra casual aspect of modern MMOs.  The only thing it will change is the combat, and the idea of going from quest hub to quest hub to level.

    I assure you that you will still level to max in 50 or 60 hours, and you will still vendor 99% of the gear you get because it will be useless fluff.

    "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

    - Friedrich Nietzsche

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by AlBQuirky

    WoW, when they introduced the super fast "buddy level" gimmick

    I didn't know you could get that close to the speed of light :/

  • KilrainKilrain Member RarePosts: 1,185
    Originally posted by Hrimnir
    Originally posted by sgtalon

     

    I have high hopes that EQN is going to bring a whole new way to do MMO Gaming. Bring a new level of immersion that other games haven't brought. But who knows.

     

    Oh, you poor poor child...

    You're in for a rude awakening.  EQN is not going to change the ultra casual aspect of modern MMOs.  The only thing it will change is the combat, and the idea of going from quest hub to quest hub to level.

    I assure you that you will still level to max in 50 or 60 hours, and you will still vendor 99% of the gear you get because it will be useless fluff.

    Leveling slow or fast isn't the issue, it's going from zone to zone so fast your head spins and then you never return. I like slow leveling where you enjoy your surroundings like it was in EQ, but if played out correctly then the "leveling" can take a back seat to exploration and just plain enjoying the world. I don't care if I level fast or slow in EQN, what I hope for is to be able to enjoy ALL of the world no matter what "level" I am. I want to go back to starter cities when I'm level 50 or whatever and still find new and fun things to do.

  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432


    Originally posted by Swedish_Chef

    Originally posted by nariusseldon
    I don't miss it at all.

    "Ding" to me .. means that i wasted a lot of time camping the same mobs again and again. It creates the illusion of an achievement at the time but it means nothing to me now.

    I learn not to take games too seriously.


    I agree. Reaching level 20 was only a challenge because you had to stay awake for hours upon hours of repetitive grinding in one spot. Break out the coffee!

    It was time consuming, not challenging. There's a difference.

    Also, the death penalty was absurd. Half the time your deaths were due to either a game crash, or your dial-up connection disconnecting. XP loss isn't that bad, but de-leveling? Screw that garbage.

    Nope, don't miss it at all.


    Really? I was in about 4 different areas getting 20 levels when I played EQ. It also took more than my original free month to do so with LOTS of time logged in.

    In one example, I played in Qeynos from 1-4 or 5. Had to be careful of the skeleton or one of the Darkpaw boys while there.

    Moved out to Qeynos Hills from 5-10. I was wary near the stones between Blackburrow and Surefall Glade and their nasty skeletons. Had to keep my eye on where Holly Windwalker was so I could attack her precious bears and wolves without her killing me in one shot. Avoiding Tovax Vmar and his pet at all costs. (Who killed "Scruffy" the rat?)

    Then came Blackburrow from 11- 17 or so. Just had to watch out for trains here :)

    I hit 20 while in Highpass, in the cellar near the bank with guild I joined at level 15.

    The only time I "mob grinded" was the last one, picking off the varying Goblin baddies there. The rest of the areas I had lots of different and varying mobs to fight with lots of running around. Also had some HUGE mobs to avoid :) No sleeping involved.

    If I want a snooze-fest, I'll play a "can not fail" newer MMO.

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • JustsomenoobJustsomenoob Member UncommonPosts: 880
    Originally posted by sanshi44
    Originally posted by Helleri
    Originally posted by Dibdabs
    Originally posted by Helleri
    Can't believe I read all that and I can only focus on one thing that is hilarious to me after reading the OP going on about how hard it was...that being that the name of the game was "EverQuest". Please, tell me someone else here see's how funny that is.

    Trust me EVERYONE at the time saw the implied irony in the name.  You're well over a decade late in seeing it as well, but you got there in the end.   :)

    Well, I never played EQ1...during that time I was in a series MMORPG built on what we now call a social MMO platform. Then I was in runescape...not even sure when the first everquest came out actually, lol.

    EQ came out in march 16th 1999

     

    cool thing about EQ is everyone remembers that date, I do too.

     

    I've played a bunch of MMOs, many I did like, I couldn't tell you what day they released.

    I'll always be able to name march 16, 1999 though.

  • sgtalonsgtalon Member UncommonPosts: 129

    I have some friends that are always trying to power level through games. I just don't get it. 

    I really wanted to experience every bit of SW:TOR I did every single quest i could find and did a lot of PVP and ended up wtih way too much exp.  What they should have done was made it so you had to  every quest AND do PVP to get max level. That way no one leveled out of the content. 

    When i was playing EQ1 I remember going through and searching for cool obscure quests and looking at every corner of the zones to see all the cool stuff in there. I did the same with EQ2 and pretty much every other game I played. I love exploring content. Particularly quests that had you go all over the world like EQ's Epic Quests.

    And to the guy that is so down on EQN, Why so negative? Why not watch and see instead of forming such a negative attitude about the game when we know so little about it so far? Healthy Optimism is always more enjoyable.

  • kyssarikyssari Member Posts: 142
    Oh how I do so miss preLuclin Everquest, even with and a long while after Luclin it was still great but before Luclin was still by far the best time I ever had in an MMO to date. Plane of Mischief ftw!
  • sgtalonsgtalon Member UncommonPosts: 129

    Yeah I had fun up until Planes of Power. The introduction of the Auction House in Luclin and all of the cool moon stuff was a lot of fun for me. 

    I did a progression server a year or 2 ago and had a lot of fun starting from just the old world. We had to unlock Kunark then Velious. By then i was on to something else. The whole getting Keyed thing was a drag for me. But it was fun while it lasted for sure.

    I keep thinking that EQN is going to bring a level of immersion to the game that we haven't seen before. They idea that we are going to be much less restricted with our character and not have a need to create another one really sounds cool. The hints they have given about how questing and even everyday interactions will be more dynamic instead of scripted leads me to believe that this is going to be the most believable world anyone has ever gamed in.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Amaranthar

    You can have your static scripted content. That's good for one, maybe a few shots. Then it's done and nothing more than grinding. It's little wonder that you game hop so much looking for new scripted content.

    Yeah, and there are plenty of new content to play. I don't know what the fuzz is.

    It is not like i have to stick to one game to have fun. Most people don't play only one video game.

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