Midgen wrote:
Diamondeye wrote:
BTW, the jump-the-shark moment for me in EQ1 was Gates of Discord... sorry, space aliens just don't cut it for me. The increasing emphasis on the Void in EQ2 is hurting it in the same way, IMO.
Luclin introduced aliens in 2001. This was (in hindsight) the beginning of the long slow decline of the game for me. It just didn't fit in with my idea of a high fantasy, elves and orcs and goblins game.
GoD came out in 2004, and by that time I had pretty much lost any passion I had for the game.
I wasn't all that crazy about Luclin, other than the introduction of AA, and the newer models, but it didn't go quite over the line with the alien-ness of GoD or OoW. Really, when GoD came out, I had been riding pretty high from PoP (which I actually enjoyed greatly) and LDoN which was probably my favorite expansion of all. Then it all came sort of crashing down into the drudgery of GoD which was not just whole-hog wierdness, but also was designed for level 70 characters but without an actual cap incease which ended up getting put off until OoW. Practically everywhere was a deathtrap in those expansions.
As to the loot and camping, I'd like to see that too; smaller, more consistent loot tables for a mob would be nice with more consistent quality between the items from any mob. I'd like to see that plus getting more away from "levelled" items, or at least have them stay relevant longer.
I don't want to go quite back to the early days of EQ1 where ONLY rare-spawn named mobs dropped anything worthwhile, you could only buy utter crap from vendors, and that at exorbitant prices, and you were stuck in *** gear until well into the level range unless you played a ton, had skilled friends or were very clever at making money, and where tradeskills were highly limited in making worthwhile things. It would still be nice to see decent gear a lot earlier than EQ1 gave you anything in its early days, but I don't think there should be quite the profusion of it that you see in WoW or EQ2 where green, then blue, and ultimately purple items become vendor trash. I'd rather see less soul-bound stuff and less gear overall dropping, but have it more easily traded.
I'd also like to see actual cash be the sole medium of exchange with NPCs rather than points, tokens, badges, seals, emblems, marks, shards, and whatever else any given game had, maybe with prices and access varying with reputation.
I'm pretty much right there with you on the gear, Roophus. I don't want all the gear that's remotely worth having confined on mobs where you have to wait 8 hours to get a group, but I also don't want tons of easily-had but mediocre gear that you get with the expectation of replacing it as soon as you can raid. Really, I'd like to see raiding pushed down in terms of its importance to play. Not that there shouldn't be raids, but the increment of gear reward for doing it should be minor over and above what you get for high-end single-group stuff.. a raid mob should drop items for more people, like maybe 7-10 items, that are comparable or slightly better than the average for the hardest group encounters, maybe with very rare super-good items for mainhand slots or the equivalent. Hardcore raiders need to be told early on that they aren't going to control either the actual raid mobs in the game, or the direction of content; it's there for everyone, and if they want to be hardcore.. well they can expect to have more of the good gear, but not BETTER good gear, and that if someone else can get something better from tradeskilling or grouping.. well, don't make the game into your major life accomplishment and you won't find it so upsetting.