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found this blog relating to Vanguard and LoTRO and he keeps referring to the Crushbone feel. Apparantly LoTRO has it but Vanguard does not. I never palyed EQ so any opinions from former EQ players is appreciated.
http://tobolds.blogspot.com/2007/01/crushbone-factor.html
edit- what I am asking is for some of the people who played EQ for some of their feelings about the zone. In other words was it all that or is this guy exaggerating? What I am looking for in my next MMORPG is a MMO that feels like a persistant world. Not just a landscape with some mobs and toons plastrered on. The old UO feeling of immersion.
I miss DAoC
Comments
Doktar - 70 Troll Priest - Perenolde
Yeah I can read that in the blog I guess what I am asking is for some of the people who played EQ for some of their feelings about the zone. In other words was it all that or is this guy exaggerating?
I miss DAoC
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
Yeah I can read that in the blog I guess what I am asking is for some of the people who played EQ for some of their feelings about the zone. In other words was it all that or is this guy exaggerating?
I played an Iksar after Kunark came out. When I finally rolled an alt I spent A LOT of time in CB. There was a belt quest that helped with exp, and a lot of good drops.
The level the guy takes it to is a lot of fluff, though. I did enjoy it, but I had similar experiences in a lot of zones in EQ. EverQuest never had a problem making their old zones full of lore.
Doktar - 70 Troll Priest - Perenolde
"What's this, a well?" someone would ask, before falling screaming to thier brutal ice bone death.
Fast-forward a few months, and that same well was just a short-cut, in a brightly lit overcamped xp factory. Just wasn't the same.
My point? I don't know if any game will be able to match those early days of EQ. Not without some revolutionary dynamic change to the way dungeons work.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
Yeah I know what you mean...
Not singling these guys out but on Veeshan we had a very large FoH guild and it was pretty hard not to be affected by them. Big guilds can be great whether your a part of them or not, but for some reason they seemed to have a negative effect on balance in EQ1. I think the main reason was the fact that if they wanted to tie up a dungoen or a spawn for days on end they could do it and in EQ1 camping was a way of life.
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.
Better resume then I would have done, however let me add a few bullets points:
- There was a river and it was possible to fall in it and to drown, to get out you have to find ladders... However, the drowning wasn't too fast and you nearly never drawn, yet, it was panicking you! Especially if an orc was running after you! Oh, you where checking for these ladders! Drowning in itself would not be fun or really interesting, the FEAR of drowning is. Crushbone give that FEAR.
- There was quite a "maze" feeling even if it was outdoors. The place was built in a way that would look like a labyrinth with corridors. The maze was simple and not that hard too master, yet, in the action, with light changing, more or less players, Dviin blocking a way, it was possible to get lost. See, a simple maze outmatch other mazes, because peoples could master it yet still get lost in it depending on the situation.
- It was having monsters ranging from level 3 to about level 16, with the exception of Dviin and the Emperor been possibly slightly higher.
- It was accessible and relatively easy to locate for players.
- It was guarded. Even if it was relatively lightly guarded, it was guarded and this matter to me, entering it was a first feeling with the dungeon itself. Of course, the guards where usually dead and abused in many ways by players, but they where there...and since they where slightly stronger than the orcs around, it serve as an additional warning for newcomers. The orc hills and everything around, the dungeon didn't start suddenly, there was an environment around that lead to the dungeon, progressively.
- There was never any shortage of players in that dungeon, even with 6 expansions released, it was still 1 of the most populated dungeon, never obsolete. A subsequent character would often compare to old performances with other toons and try to do better than the last times.
- The orcs have funny talking, which could and have been used against the designers; in a good way!
- It wasn't overly harsh nor overly easy (unlike Najena for example, even if I like it, it was quite harsh...yet fine at higher levels, but the players are still low to experience that. Butcherblock and the undead place near freeports are examples of inferior dungeons, now I don't say these other dungeons where bad, I say they where inferior to Crushbone as peoples rather hunt around then enter them, while for Crushbone...it was great to be there ASAP. See, in BB, peoples start hunting in it with second, third or fourth toons, with Crushbone the magic was there on the first toon.).
- Sebilis is a good example of a good evolution of the Crushbone *mentality* if you can limit yourself to the areas in it that the players where playing (disco, jail, chef and these areas) while other areas of sebilis where not a good follow throught (Mushrooms for example, yet they are cool for higher levels, but they are not respecting the Crushbone mentality). Upper Kobold and the entrance of Velketor Labyrinth would also qualify as a good follow up for a high level with a Crushbone mentality, while Lower Kobold (which I love), was not respecting this mentality by been definitely more harsh. Velketor was more accessible, Sebilis main flaw was it unaccessible area, which is fine at near max level, but definitely harsher and less in accordance with Crushbone mentality.
- There was a very simple quest that increase it popularity a LOT, the quest for BELTS and SHOULDERPADS. Players knew it was extra XP to turn them, it was widely known and quite easy to keep a track of this, and making the trip to Kaladim (dwarf city to complete the quests) to turn 40 items was well worth it and a good way of ending a play session. I never recall been even annoyed at that trip, between Crushbone and Kaladim, because the reward was heavy, the trip was relatively short, you see many players on the road, and you may even get attacked. These quests are prolly the best quests of old EQ as well, despite all their simple ways and easy tracking, it was possible to hoard the rewards and get it done once...my first character even did the trip like 3 times between Kaladim and Crushbone LOL, way back when I was a noob! Players where actively seeking these, they have a goal.
Crushbone is without the slightest doubt the "best" dungeon in old EQ. Sebilis and Velketor Labyrinth more or less manage to follow throught this logic, so was the Kurnark castle...but usually other dungeons despite been interesting where just too harsh or too out of the way.
- "If I understand you well, you are telling me until next time. " - Ren
Yeah, it could be a fun place, especially if someone trained D'Vinn and the castle to the zone-in.
Well, trains where easy to dodge...so they where a LOT less aggravating than in a dungeon where they where very hard to avoid. In Karnor Castle the trains where painful as they where hard to dodge, but in Crushbone, you where usually not caught by them. See, the trains was rarely bad on you, which make it all the more fun.
FEAR of the trains is fun, been trained is not.
- "If I understand you well, you are telling me until next time. " - Ren
Oh, I know which zones had the best potential for trains - I played an SK after all.
As far as pre-Kunark zones went, Mistmoore owned in the train department, until Kunark came out and then Karnors got its deserved legend.
But Crushbone was a fun place and I got owned by many trains there, mainly being afk at the zone, mind you.
For me it was blackburrow since the first character I started was a half-elf I think. Interesting if lotr is going to capture that feeling, I guess I might give it a try if they will have a free trial.
Yes, Crushbone was a very nice dungeon. I think the point from this thread is that there are MANY great dungeons in EQ.
For me, it was The Estate of Unrest. Man, that place was a deathtrap. With the use trains to the zone line, and the aggro you could get from different spots in the zone. I remember walking to close to the house and aggroing stuff from the upper floors. Now that would put the fear in you. To see a Dusty Wingbat coming after you when you were like level 12 - 13 range. Of course, these situations turned into a train to the zone line, if you made it that far.
Yes, it was a deathtrap, but the experience was awesome. So, it had the proper risk/reward. That place was awsome!
The new games with their instanced dungeons have simply lost the feel of these great old dungeons from EQ. EQ did dungeons right. Yes, there were frustrations to be had, but they made you appreciate it when things went well that much more.
- funny vid, for EQ1 survivors
I am the type of player where I like to do everything and anything from time to time.
http://en.wikipedia.org/wiki/Holodomor - pre-WW2 genocide.
I certainly had my share of fun in Crushbone. But like others said I think that the nostalgia some people hold for it is based more on their lost newbieness than anything else. You know, first mmorpg and all that.
It was just a low level zone with static spawns and that's all. The same spawns were always popping in the same spots every time you went in there. Or walking on the same paths that they always walked.
The thing that was great about crushbone (and other zones) was that it provided a lot of what I would call "carefree" fun. Remember that grouping was a big part of EQ. Back in the early days of EQ zones like crushbone were always buzzing with player activity. You could go there and announce that you were looking for a group and usually you could hook up with some people in a reasonably short time and then just have fun.
There's nothing really complicated about it. There was no great AI. There was no real depth to EQ. The great charm of those early EQ days was that people were generally friendly for the most part and the world was alive with players. You could log in, go where you wanted and usually hook up with a group of people you had never met before and just have fun. That's why people have such fond memories. Especially of the popular low level areas.
That all gradually changed as the population aged and the high level game never did manage to retain the fun factor of the lower levels. I could go into a rant about why that was so but that wasn't the question so I won't.
Funny about that I was a Half Elf Ranger and I did the big 4 hour Qeynos to Freeport trip to meet up with a buddy on the other side of the world. So consequently I spent my levels from 5 in Kelethin hanging out with woodies in CB lol.
I went back and did a lot of Blackburrow in my teens.
I strongly agree that BB had a great atmosphere too.
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
Ah yes. I fondly remember, when I survived that is. When the shout came out D'Vinn to zone, the zone line scattered, invised or crept to the corners and hoped that that little dark elf didnt' see them.
Still makes me grin.
Venge Sunsoar
There's nothing really complicated about it. There was no great AI. There was no real depth to EQ. The great charm of those early EQ days was that people were generally friendly for the most part and the world was alive with players. You could log in, go where you wanted and usually hook up with a group of people you had never met before and just have fun. That's why people have such fond memories. Especially of the popular low level areas.
That really does say it all because EQ now is just not at all the same as what it used to be 6 years ago...no way... sure is sad.
Its funny because I have memories of Everquest that are on the same level as memories that I have of me and my family going on vacation, it may sound sad but they are just that important to me, could possibly even bring a tear to my eye if I were to let it. No other game has accomplished that.....
Hi! My name is paper. Nerf scissors, rock is fine.
MMORPG = Mostly Men Online Roleplaying Girls
http://www.MichaelLuckhardt.com
I can relate... not with EQ as much but certainly with UO.
I dont think the things we do online have any less value compared to the things we do in life. If its important to YOU then thats what matters.
I made friends in UO that I will have for life. I have visted them in US and CA and they have come to Oz. Its a great thing this obsession of ours. Far from being the insular, geeky, unsocial closet outsiders think it is.
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
"Especially the popular low level areas." Ever think about how there's no such thing anymore, in most MMOs? Seems like so much used to happen before level 20, in those early days of EQ. Now, it's all about endgame, because people rush past those levels faster than the devs can blink. How can they even make content for newbies, when people are only newbies for a day or two?
I relate, though. Except for me, I have equally fond memories of DAOC, also. Which will also never be the same as it was in the days when we didn't know how long it'd take to get to lv.50, because no one was there yet - but it sure seemed like forever.
In the end, my fond memories of DAOC lasted much longer. It was the whole endgame thing. Such camaraderie and all that, tied into RvR. EQ's endgame made me quit and never look back.
When I want a single-player story, I'll play a single-player game. When I play an MMO, I want a massively multiplayer world.