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#21 | |
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Hero of Telara
Join Date: Jan 2010
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Quote:
I would love to see a dynamic random encounter system that replaced the safari mobs with the game game rolling to see what dangerous creature pops up (or dosent) every few hundred yards or so, from wolves to nameds, according to location and character ability. It would make travel interesting and meaningful for sure, even allowing hunting in the truest game sense, especially if ranger types could effect the mobs that spawned to some degree as a class ability to simulate tracking etc. |
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#22 |
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Hero of Telara
Join Date: Nov 2009
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LOL I agree Grond, the shard farming for Vex was a royal pain in the assky. The thing about instanced is that it creates a private dungeon so you do not have camp stealers ... I agree and liked camping in dungeons and pulling, you got to know the people you were playing with (remember Lower Guk, or SolB, the move to Seblis or other dungeons), you would do a Camp Check and people would tell you where they were or you would zone in and state, level 60 ranger looking for group ... wait a few minutes and see if any takers.
Everquest was a very social game and sadly the I want it now attitude is permiating through the games lately.
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Best Regards, Artorus Giltanus Sage and Imminent Telara Junkie |
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#23 | |
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Hero of Telara
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Quote:
The reason why veterans like ourselves believe players these days are "impatient" is because in today's world, spending EQ1-ish time camping something is simply bad design. Pretty much anything "time-challenging" these days is not very efficient design because players don't have as much time as we did say 10 years ago. You have to admit, EQ1 was a very basic design of a game, but the social aspect of it made it worth the time. These days, players arent' demanding it "now", people are demanding that they are willing to work for it, just not sit on their ass while doing it. I mean prime example, Shores of Darkness in Vanguard. I'm pretty sure everyone can relate to this. The reason why it failed was because it followed old grind mechanics that we once held in EQ1. Plain and simple, it doesn't work in 2009 nor will it work in 2012. Players want events, encounters, scripts, and/or dynamic content. Players do NOT want 2 week camps or 1,000,000,000 faction grinds. Now of course coming from EQ, I wouldn't mind some camps or what not, but if I had to choose, I would take tough event/encounters over a 2 week camp anyday of a week.
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Trinity - An Online Gaming Organization Founder & Guild Leader Heroes of Telara Team |
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#24 |
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Hero of Telara
Join Date: Nov 2009
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I am like you Raive, I like and prefer the challenging encounters, The thing about EQ1 back in the day was more of the social concept and its success rate. The drops and improved game play over the years have been fantastic. World of Warcraft pre Burning Crusade provided a happy median between the convenience and the camps. The only thing about warcraft besides being cartoonie i did not like were the younger players and the immature chat (Chuck Norris Jokes).
So now i sit in Lord of the Rings ... getting to know people and enjoy the skirmish aspect.
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Best Regards, Artorus Giltanus Sage and Imminent Telara Junkie |
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