Kaffis Mark V wrote:
Wow. That would definitely be a unique art style, and a serious asset to the game's attractiveness, especially if it wasn't too hardware exclusive.
I echo a lot of what Roophus said. I'm sick of this notion that I must have some kind of quest to tell me what to do 100% of my levelling time. It really shatters the community, because it takes your grouping pool down from "people in, say, a 4-5 level range" down to "people in a 1-2 level range who haven't completed my current quest, and are on the same stage I am if it's a multi-step quest." And then the group breaks up when the quest is done. The only way you get lasting groups that way is if they're pre-arranged and you only play together.
In EQ1, I made friends because I'd group with the same random guys 4 or 5 times over the course of a level. That doesn't happen with the quest-driven levelling method. As much as we griped about the grind, and random drops (and random quest drops!), that's what built the community that kept EQ going, and I wish new games would at least acknowledge that and try to adapt it to their new models if they want to change some of those features.
Yeah, that's exactly how I feel. In EQ, it was virtually impossible to level up more than 10 levels without making at least 3-5 friends around your level. This was due to the fact that you were basically forced into grouping for extended periods of time to level. While this can suck if you don't feel like looking for a group, or if you were a ranger, it's was drove the community. There was a whole different level of interaction between characters before end game.
Even now, when you group in instances while leveling up, the focus is mostly on rushing through the instance. As boring as it could get back in EQ grouping and staying in the same spot for hours on end, chain pulling, it was almost relaxing. It wasn't any in-game content that made groups fun, it was the people I was with for those two-five plus hours. I'd be so happy if it went back to being less quest driven leveling. Questing takes focus, patience, and constant management. Grouping with a handful of others, finding a pull spot, and chain pulling allowed for plenty of time to get to know everyone you were with. Because you were with so many others, once you found a good group, it was almost like easy mode. It didn't take as much work as doing 20-30 quests in a night, or at least it didn't feel like as much work to me. Once you found a good group, you were on the train to XP heaven. All you had to do was heal, dps, or CC, or whatever from your static location. All of that downtime was spent interacting, having fun. I don't feel that with a quest focused leveling system.
In WoW, I actually managed to level a guy from 1-80 without really grouping even once, thus making zero new friends. That would be virtually impossible in the old EQ. With all that said, I still think they'd need to change up the leveling process in EQ Next. EQ1 wasn't perfect by any stretch of the imagination. The grind did take its toll sometimes. The balancing of the characters is nowhere near what WoW's is. Then again, I really did like the diversity of classes. I liked how you developed your character, and he was permanently transformed into whatever you made him into. There were no respecs or anything like that.