EverQuest's Long, Strange 20-Year Trip Still Has No End in Sight (arstechnica.com) 144
The world has immensely changed since 1999, when a company in Southern California launched an online game called EverQuest that would go on to serve as the model for many more titles to come in the massively multiplayer online RPG (MMORPG) space. And unlike many games that sought to replace it over the years, this one is still going strong.
ArsTechnica has a long-form piece on the old game, its journey and what it has evolved into now. An excerpt from the story: This sword-and-sorcery-based game was developed by a small company, 989 Studios, but it eventually reached its pinnacle under Sony Online Entertainment after SOE acquired that studio roughly a year after the game's launch. Today, EQ marches on with a dedicated player base and another developer, Daybreak Games, at the helm. I've been a dedicated player since the early days, and others like me would likely acknowledge the game peaked early. A variety of factors have whittled down the once-mighty player base since: many just simply walked away, either busy with life or quit because it took up too much time. The impact of World of Warcraft over time is also undeniable.
But while it's no longer a leading game in the MMO space by any stretch (WoW does hold that title), today's EQ retains a small but dedicated fanbase whose members complain as much as they praise it. And in an era where most games have a shelf life of four to six months, EQ has officially spanned four presidential administrations largely off that kind of support. [...] The game still has a trickle of new players, according to Longdale, but it's understandably hard to attract a whole new generation of young players to a DirectX 9 game with 15-year-old player models and a broken Z-axis (that's correct, you can't go straight up and down in EQ like in WoW) where solo play is darn near impossible.
But while it's no longer a leading game in the MMO space by any stretch (WoW does hold that title), today's EQ retains a small but dedicated fanbase whose members complain as much as they praise it. And in an era where most games have a shelf life of four to six months, EQ has officially spanned four presidential administrations largely off that kind of support. [...] The game still has a trickle of new players, according to Longdale, but it's understandably hard to attract a whole new generation of young players to a DirectX 9 game with 15-year-old player models and a broken Z-axis (that's correct, you can't go straight up and down in EQ like in WoW) where solo play is darn near impossible.
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Present day EQ is extremely different from Project:1999 EQ.
First of all, it is pretty approachable by new players. There is a starting zone that will at least get you to level 10 and some basic goodies. From there, you are plopped into Serpent's Spine which has a newbie friendly patch from 10 on by doing quests repeatedly. Once you get a merc, moloing is doable and not too difficult. If you die in a bad area, go to the guild hall, have your corpse summoned, and have a cleric merc give you a res, getting
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Yes, but what's the point? molo grinding to the level cap is literally the stupidest way to play the game.
If you spent 10% of your time doing that while you waited for friends or something... sure... but pretty much everyone just does it from 1 to MAXLEVEL.
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What's "stupid" about it if the person's enjoying it
On some level if they are enjoying it then sure, whatever, to each their own, it takes all kinds of fruit to make fruit cup. I get that. I'm sure there are a handful of people think molo grinding is "best game eva".
But take a minute to reflect on molo grinding? Do you REALLY actually enjoy it. Is that really the pinnacle of gameplay -- walk to a spot, park your merc and pull the same mob over and over and over grinding xp.
Think about the mechanics: Its sim
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There are lots of bonuses for spreading out, there are 'Hunter' rewards for killing lists of rare monsters; 'Slayer' for killing different monster types; changing 'Hot Zones' so that the place with the best XP changes, 'Daily Tasks' that send you to different places for an bonus, etc.
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"There are lots of bonuses for spreading out, there are 'Hunter' rewards for killing lists of rare monsters; 'Slayer' for killing different monster types; changing 'Hot Zones' so that the place with the best XP changes, 'Daily Tasks' that send you to different places for an bonus, etc."
Yeah, and they ALL fall well short of just grinding in the usual places in terms of XP; unless there happens to be a hot-zone with a good camping spot in it; then its now worth maybe switching to grinding in a safe spot there
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I mean I play with 6 characters at once. It is easier on servers which allow macroquest2, but entirely possible otherwise.
The game has improved a lot over the years, but it still is frustrating at times and horribly mismanaged and victimized by "The Vision". There is a giant rift between say, Holly (the suit who makes the bad decisions) who makes overly broad statements about how she sees the game, and the players who are almost entirely playing a DIFFERENT game that happens to use the same servers. It's pr
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For example, do you remember all these awful unlock/attune chains? Do you remember endless trash clears? Do you remember that the only portals around were from mages and travel took a very long time? Do you remember that there were no summoning stones or matchmaking for anything?
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Once you go back to something you will quickly remember why it wasn't all that great. Playing Classic WoW now would just taint your positive memories by clearly reminding you why it wasn't all that great.
True, but lots of old games are still fun. I still dust off Diablo, or Freespace 2, or Freelancer periodically. I'm still playing civ2 and smac[x] for fuck's sake! Most of these MMOs aren't great games, ever. If anything, they're great experiences in spite of being mediocre games. Kind of like life.
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Once you go back to something you will quickly remember why it wasn't all that great. Playing Classic WoW now would just taint your positive memories by clearly reminding you why it wasn't all that great.
True, but lots of old games are still fun. I still dust off Diablo, or Freespace 2, or Freelancer periodically. I'm still playing civ2 and smac[x] for fuck's sake! Most of these MMOs aren't great games, ever. If anything, they're great experiences in spite of being mediocre games. Kind of like life.
There was a time period when everyone was trying to make an MMO. They saw the success of Everquest, the monthly fees Blizzard was making with WoW, and figured that was the way to make it, that was the future of gaming. Unfortunately, an MMO is an extremely expensive project to bootstrap, requiring far more work than your typical AAA single-player game, so almost all of these MMOs suffered from the "there's nothing to do" problem. Why keep paying $$$ each month if you're bored? Everyone put out MMOs, City of
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For example, do you remember all these awful unlock/attune chains? Do you remember endless trash clears? Do you remember that the only portals around were from mages and travel took a very long time? Do you remember that there were no summoning stones or matchmaking for anything?
All of those might seem like bad things, but they also do a lot to make the world feel much larger. I quit playing a long time ago, but I've heard that the modern game has mostly turned into a pointless loot pinata with almost no social interaction actually required.
I think WoW's (I'm talking about the original game, not the expansions) only real problem is that it assumed that everyone would want to eventually raid and as a result that was the only end-game progression available. I would have liked it m
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Hey, I played a druid in OG EQ back in the day and only letting wizards and druids teleport was a great way for me to make that sweet sweet plat baby.
I remember having to warn customers "Hey, if there is shit at the spawn point and you eat it before you zone in that's on you - no refunds"
good times.
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Once you go back to something you will quickly remember why it wasn't all that great. Playing Classic WoW now would just taint your positive memories by clearly reminding you why it wasn't all that great.
There are positives, and there are negatives. Of course there are ways in which the game today is objectively better -- there's no reason not to have some of the quality-of-life improvements that have been introduced over the years (for instance, having a yellow question mark instead of a yellow dot be the mini-map location of where to turn in a quest is a nice improvement that doesn't alter gameplay). And of course some features of the game were introduced under assumptions about player behavior that turne
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This. Finding groups for a dungeon in classic wow was brutal.
Yes and no. Vanilla WoW was a game that relied on the existence of good guilds and groups of friends who were considerate. If you couldn't find that good guild, yeah, it was an interesting experience, but you were pretty screwed. It needed to be a good-sized guild as well. So you'd have your group of level 60 folks getting together to venture into Stratholme. And afterwards, you might switch to your group of awesome alts that were leveling up together. That was the important part - staying at a level togeth
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Oh, look! Nvidia released a Quake 2 RTX demo [engadget.com] to show off ray tracing yesterday.
Wow, they did a good job on that.
Re:I wonder what the actual userbase is (~100)? (Score:5, Interesting)
You just described me quite accurately there. There are many better things to do in my mid to late thirties. I spend time with my wife. I do things with my four children. I work just hard enough to maintain a career that supports my family life. I also play old games like EQ... some of them much older than EQ.
Time you enjoy wasting is not wasted time. What else would you rather be doing with your life if not enjoying it?
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I am a mid-40's man that is going to admit that I play video games because dating women is too damn hard. I have no problems admitting that I clearly don't have whatever it is that women want. But back when I was dating it was mostly a vain exercise in frustration and rejection. The few women who did settle for me offered "ok" sex in return for heaping amounts of drama and expense, and eventually they left anyway. Apparently this makes me a loser. Ok, I will own that.
So I gave up. Stopped trying, and
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https://markmanson.net/how-to-... [markmanson.net]
https://www.youtube.com/watch?... [youtube.com]
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You only really lose when you completely give up and quit trying. Until then, you're just not a winner yet.
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Making more humans is not a requirement for 'winning', so not doing so does not imply losing. Cheers!
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I still like the occasional game of Quake. There are a handful of servers left and it was the only game I really enjoyed.
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Like what? Yet another iteration of reality TV? Keeping up with the Kardashians?
When you consider all the ways people piss away their leisure time video games have to be some of the least offensive pursuits.
Obviously no 3D graphics experience (Score:1)
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No, it *depends* on the game / camera angle / application.
i.e. Blueprints are typically looking *down* the Z axis.
| View
+o - - - - o + - - - - - -+ o - - - - o + - - - -+
| Overhead . | East/West. | North/South | Height |
| 1st person | Left/Right | Up/Down
Note: Had to use characters other then minus signs due to the idiotic "Lameness filter" and unnecessary "pad" out text with this filler text all to work around shitty slashdot formatting and the edi
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Why /. is still shit
Because we keep showing up, so they never have to try doing anything substantively different. Of course, if we stop showing up, they'll just throw up their hands and shut it down...
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Commonly yes, but some software like 3DSMax uses Z for the vertical axis.
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It's actually quite common in math to have the Z axis be vertical, as they take the X-Y plane, and lay it down flat, and then the Z axis becomes vertical.
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Solo play near impossible? There are spots where its
MMOs don't die of old age (Score:3)
You look at the history of MMOs, and the dead ones were either crap to begin with, or they got backstabbed by their publishers (like City of Heros).
From what I can tell it's usually cost (Score:4, Interesting)
CoH did get screwed over royally though. But they were also fighting off constant legal threats from Marvel & DC which didn't help.
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It seems like the "big boys" these days are World of Warcraft, because it's still active, and still a good game regardless of what the BFA-haters say. Everquest seems to be making a nice nostalgia-fueled comeback. Final Fantasy XIV has been getting more active again and is a nice example of a bad game that went through a major retooling to make it a good game (rather like Diablo 3 in that regard). City of Heroes always had a devoted fan-base, and lives on in the private server land.
Not just that (Score:2)
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but if you start playing WoW it's going to be years and years before you burn through all their content
This actually isn't true (at least in WoW). The way they've designed the game, all content outside of the current expansion is irrelevant outside of the leveling experience (which takes about a week for most people). All the old quests and stories and dungeons and raids and loot doesn't really matter to a new player.
This design decision has pros and cons, but one benefit is that a new player can pretty much ignore everything released from 2004 to 2018. This is especially true if they buy a "boost" to sta
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Hell, did you know that Final Fantasy XI is still out there? So is Dark Age of Camelot. Admittedly, not many people play them any more, but the servers are still running. These things just don't die.
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Not the only game NCSoft killed off. Tabula Rasa, despite all its flaws (not least Garriot himself) it was a unique game.
We players got a voucher for Aion. I don't know anyone who used it, if we wanted to play a WoW clone we'd probably just play WoW.
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if we wanted to play a WoW clone we'd probably just play WoW.
No joke, it's why I could never get into Final Fantasy 12. A totally single-player came, but the combat system was basically Wow with AI party members. It was too klunky for me to enjoy at the time, so I ended up just wishing I was playing WoW instead. I think I'd be more open-minded/appreciative these days if I tried it again.
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I loved Final Fantasy 12's combat system, while at the same time knowing the majority of people would hate it.
Best game Franchise of all time (Score:1)
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If you're saying what I think you're saying, I absolutely agree.
This is going to absolutely scream "get off my lawn," but (EARLY) FFXI was probably the best MMO ever, and probably the best we'll ever see if current trends continue. It was brutal and unforgiving: outside of specialized cases (BST or RDM/NIN) solo play was an exercise in futility (PSA: the second "M" stands for "multiplayer"), death had real -- sometimes catastrophic -- costs (didn't have enough of an EXP buffer before you entered Dynamis? Co
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That first walk to Jeuno without fast travel, the sense of accomplishment completing something, mobs not despawning and chasing you till you managed to zone in time, death meaning something, the community, etc.
I still get the itch to play, even ran my own private server for a bit, ah the memories.
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EQ1 and EQ2 had some pretty retarded game design principles:
* De-leveling because you died is fucking stupid. /Oblg. "Now you have TWO problems."
* Having to "schedule" raids because the bosses spawn on a timer is also fucking stupid.
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Oh but it forces people to be a part of the community and learn to rely on each other
Which means waiting in line and developing co-dependant relationships. Both were fun games, but seriously the Evangelical Group Up And Join a Guild and Live The Game types were frequently as bad as Evangelicals in meat-space.
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EQ1 and EQ2 had some pretty retarded game design principles:
* De-leveling because you died is fucking stupid. /Oblg. "Now you have TWO problems."
Never played FFXI, but I have despised this mechanic in other games, particularly Diablo II. Usually not much of a problem since it doesn't delevel you, just takes away the experience you got since the last level-up, but once your character got to level 80 or so, the levels are so infrequent that this became a big thing.
* Having to "schedule" raids because the bosses spawn on a timer is also fucking stupid.
Yeah. World of Warcraft's solution of that was to create "instances." It's hard for to imagine now that that used to be a selling point, but WoW was designed by ex-Everquesters who had a big
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> but once your character got to level 80 or so, the levels are so infrequent that this became a big thing.
Yeah, sadly a lot of ARPGs do that. Diablo 2, Grim Dawn, Path of Exile.
Having non-linear XP levels is part of the problem.
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You never 'lost' exp or de-leveled in eq2.
Initially when you died you'd drop a 'spirit shard'; and respawn with gear intact, exp debt, and a loss in stats (which would cumulatively add up on each death). Recovering your shard wiped away some of that exp debt, and restored your stats. Overtime the exp debt would fade away, so if you logged out over night, the next morning it would most likely be gone. (Unless the raid went completely sideways)
Also speaking of raids; before tinkering became a thing, a raid
Ultima Online is still kicking as well (Score:5, Interesting)
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.... UO hasn't been that for years.
Red Norrath (Score:2)
If the last time you played was pre-Warcraft, you are in for a shock.
The biggest diference is, in the old days, you needed a full team to struggle through 1 or 2 even white yard trash. Now solo players easily chump multiple reds, and rocket up in levels.
Also everyone gets a sidekick pet who is tougher than a necro or magician pet.
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Keys, resses, and CRs are not a big thing anymore either. Get your corpse summoned at the guild hall, go to PoK, grab a cleric merc, get your res, grab your stuff and go back to what you were doing. Your 65 necro which would get one-shotted by trash in pofire now can toe-to-toe them with a healer merc and not worry about dying. Sitting and medding is not an issue, because of the combat state mechanic added a few years back.
I would say that if someone wants to play EQ, go try it. It is a LOT more solo fr
Everquest made me the person I am today (Score:5, Interesting)
Like many people who plays games like this online, social life is not a priority. Sports teams were fun but fighting dragons with 50+ other people... that was where the fun was at.
Everquest was the first MMO where the 3D aspect REALLY made you feel in the game. Even that tiny screen that loaded by default was amazing. I learned to be a leader, I learned true friendship, I learned love, pain, hardship, tenacity, determination, and developed that raw grit you need in life sometimes. Those skills let me become the highly successful, outgoing person I am today.
I think we might all have fond memories and regrets from that game... but the only one I had was how I left some people behind. Kalladin and Kahlu on the Cazic-Thule server. Should anyone ever hear of them... let them know Ratskeller says hi. I go by the name Codepwned now.
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Re: Everquest made me the person I am today (Score:1)
So there you are you mofo. You left us! You soulless bastard. After that I went back to play LoRD at my fave BBS, from where I shouldn't have left in first place.
Or you could have a *real* life... (Score:1)
I love games, don't get me wrong.
But I don't understand the appeal to use them to run away from your real life. Won't that only make things worse? Resulting in a death spiral.
And in the end, you die, and have achieved nothing in your real life. To me, that does not even qualify as a life at all. No offense. To me it feels like suicide without having the strenght to actually do it, and hence suffering the horror of realizing what you have become, whenever you lie down, alone, without any distraction.
Which, t
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Alternatively: we all live in a simulation, nothing is 'real'. Take the blue pill, the red pill is just grief.
Or you're all 'a fiction designed to account for the discrep
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Most people will never achieve anything in their real life. That's the sad truth. You live, you do stuff, you die, and except for a select few that happened to have some sort of relationship with you, nobody will even notice.
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In MMOs, the social aspect can play a rather large part of the game. People have founded towns and kingdoms in these games, fought wars, explored unknown lands... It may be a
DAoC (Score:1)
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DAoC had the by some margin best PvP ever. I will always remember a fight that waged over a castle with all three factions battling over it (with perpetually shifting alliances and a lot of backstabbing going on) long enough that I had to go before we captured it. Came back from work the next day, asked who won the castle and got to hear "currently it's ours".
How many games do you know where PvP battles run for days?
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We actually had "battleground" PVP battles in the beginning of WoW that ran for days.
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This was not "in the beginning", this was throughout the game ... at least 'til they killed it with the ToA expansion.
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There actually was a time when the horde held Ironforge for a long while on a server I once knew.
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MMORPGs are simply not what they used to be (Score:3)
Ah, Evercrack. How I hated you. How I hated the corpse runs, the trains and the endless days of farming. And how I miss them now.
I have been playing MMORPGs even long before they had that name. And if you told me back then that I'd be longing for the times when death was unforgiving and that I'd miss the panicky "CLERICS LOGOFF!" yells, I'd probably have called you crazy. But here we are. About 20 years later and at the point where MMORPGs simply have zero appeal left for me.
Anything in MMORPGs has become utterly meaningless.
Not that any of the shit you did in an MMO had any higher meaning or purpose in life, mind you. But it was still something you enjoyed looking at and at least pretending that it means something. I have it, and few others do. Reaching levelcap used to mean something, at the very least it meant that you had at least a general idea how to play your character. I do remember DAoC and how getting past level 20 pretty much meant that you did know how to group, and the size of the playerbase also meant that if you got past 40, that people knew and remembered you, and that getting higher meant that you probably don't fuck up too much and ain't the main reason for a wipe, at least most of the time.
This changed with WoW. Now getting to max was a matter of time investment. Every class could solo to some degree (some better, some worse, but none of them was group dependent), so the multiplayer aspect that pretty much meant everything earlier got into the background, at least until the higher levels. Which basically mostly meant that the learning phase got more expensive... But in the end, there was still the matter of top level gear that you had to get with a group of other players, and that in turn meant that at least that was something you could tack a player's ability and understanding of his class' abilities to.
But since everyone has to be a winner and since it would be unfair to those that use their head as the main input extremity, even that has by now been replaced by gaining your epics via braindead daily quests.
I'm fairly sure the next stage is that you get them for being logged in a certain amount of time every day.
The point is, and thank you for listening to an old player ramble, that games, no matter what kind of game it is, have to present a sensible challenge. How much fun is playing a game that comes with the "I-win" button handed to you with purchase? How satisfying would it be to just watch all the cutscenes in a Final Fantasy game without "having to" play the game in between?
I have to ask, is that seriously what people want when they play an MMO? Getting everything handed to you that playing the game doesn't matter anymore?
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There's a weird tightrope MMORPGs have to walk. On the one hand, you can make in-game things difficult to acquire or to keep. If you do that, you alienate casual players who can't invest enough time. But those who perform difficult feats feel accomplished and love being able to do some well-deserved bragging. On the other hand, you could make things easy to acquire and keep. If you do that, you need to create content faster and the experience will leave players (hardcore or casual) feeling like the who
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But the way MMOs go down can't please either group. Neither the hardcore raiders that want to do the covetted server-first kills nor the casual that can only play about 1-2 hours after the kids are in bed. What we have today is a daily grind mill of doing mindless busywork over and over for hours on end. That's neither interesting for the person who wants to spend hours perfecting his gear to get those 0.5% more DPS out of it, nor is it possible for the family person who can maybe play 10 hours a week, if t
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Wow, who mistook your cereal bowl for the toilet bowl this morning that you go off like that?
EQ and SOE (Score:2)
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Grind, grind, grind (Score:2)
But the 3rd expansion was as buggy as hell. The server would crash. The client would crash. Invisible high level mobs would wander into newbie zones and instakill everyone. Oh and the client sucked - you couldn't even switch away from the game screen while playing.
Before then most
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Grind has become a delberate game mechanic,
I refuse to play any game that has a sizable grinding component. It's just not worth it.
Real Life (Score:2)
Same IRL! Too much grindings. :(
Just to point out.... (Score:2)
The impact of World of Warcraft over time is also undeniable.
That "time" was the in the first few weeks of launch. WoW's launch, for those that don't remember, would have been embarrassingly bad...server crashes, connection issues, general lack of ability to get into the game servers.... but the reason was because even with all the hype WoW was generating pre-launch, and the extra resources Blizzard put into it just in case, they still were far short of the servers they needed for the massive rush.
UO topped out subscribers at ~200,000 (WoW had this the first d
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I think part of the problem with the modern MMO's though is that the pace of game play is too fast and players aren't forced to work together until they've already formed all the bad habits. EQ is what actually taught me to type. Even in the best areas if your group had the whole zone to yourselves there was plenty of time to chat and socialize with the other players if you could type quickly.
WoW's huge success was in large part tied to the fact that it was a Blizzard game from a known series of games. Alon
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That was called Vanguard, and it didn't do so well (Which is unfortunate, it was actually pretty fun once you got into it)
His new one will have a similar trajectory -- assuming it even gets launched.
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EQ helped me learn Linux.... (Score:5, Interesting)
Funnily enough, EQ helped me learn Linux. There was "cheat" program called ShowEQ that would draw a map of the zone you're in and tell you whats around you and what loot each monster had because it sniffed Everquest's packets. In only ran on Linux so I ended up having to build a whole separate PC from scratch, installing Linux (I think it was Red Hat 7?), and hunting down and figuring out everything it needed to work. Since ShowEQ was passive I had to use a hub to mirror the packets to my Linux PC. Once everything was working, it was amazing. I had a whole dedicated "GPS" box that would tell me everything going on the zone, which was really helped as a solo player. Eventually SOE caught on and started to encrypt their protocol, I'm not sure what happened after that. It would be a fun project to see how the protocol works and see how the traffic encrypted with what we know now (if it hasn't been done already). It might be easy to crack if they never updated bothered to update key stretch/ciphers/etc.
I remember when that game... (Score:2)
...used to be called EverCrack....
Fansy the bard (Score:3)
My favorite EQ story.
https://www.notacult.com/fansy... [notacult.com]
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It existed for years; but was locked into it's own server which was locked at Planes of Power.
Don't try running the official Windows EQ client in a VM, it's considered bannable on it's own if they detect it due to cheaters abusing it.