NephyrS wrote:
Someone made a point about EXP grinding in EQ a while back- the pace was slower, you had a while to chat and get to know a group, and you didn't have to click so many things per minute that you couldn't really type anything without dying/losing DPS.
I find it's hard to chat in groups in WoW these days, mostly because if I take the time to type something (and I'm very fast), I likely lose the mobs I'm tanking, drop a fair chunk of DPS, or the person I'm healing dies.
I've been making this point for at least 5 years, now. I think this and the lack of required grouping content while levelling (and assumption that this would comprise MOST of the good levelling content, not just a handful of instanced dungeons sprinkled every 5-10 levels as mini-endgame content rather than grindable levelling content) are the biggest culprits in preventing us from getting that EQ feel back. Because the thing that drew us into EQ was the community. And that community was built on the socializing and hanging around while the cleric medded and you were waiting on a pull, or the warrior's typed lines between kicks and taunts.
Diamondeye wrote:
I have noticed, in discussion of TESO with many people, that there's a strong undercurrent among MMO players of basically just wanting nothing but "endgame". It's all about just lining up the numbers (people, gear, rotations) the "right" way to kill things "efficiently" and anything besides that is just a drag that doesn't belong in a "modern" MMO. Insta-teleportation or at least fast transport, insta-auction halls, addons that let you know every detail of the behind-the-scenes numbers, the ability to inspect and know every detail of any other character you meat.. and so forth.
Developers, if they want this genre to remain strong, need to basically stop listening to the playerbase so much, especially for the major things that affect the game's social dynamics. Players are great for feedback on "We want to have crossbows!" and "ability X trivializes ability Y" specifics, but players suck at overall game balance and appeal. They claim they want the same thing in every game, right before going off to the next one.
The stuff you talk about with fast travel and auction houses vs. live sales also plays into this. EQ and its contemporaries were memorable for their immersion -- even if it wasn't strictly a roleplaying jargon, it was definitely its own world where location mattered, and you could dedicate time to doing a vast array of things. Players are also notorious for "desigining" all the interesting things out of games, and then complaining of boredom if you cave to their design advice.
Midgen wrote:
DIdn't EQ (or maybe EQ2?) have a /mentor command that allowed you to lower yourself to a group members level?
EQ2 did. Not sure about latter EQ1. But CoH did it first, and CoH did scaling, where EQ2 didn't. The problem with CoH was that the group dynamics were a little loose, scrappers were way OP (
), and procedurally generated content gets repetitive. It probably remains my favorite action-MMO, though. Say what you (or I) will, but the combat was itself fun.