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Old 11-19-2006, 01:43 PM  
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Default Re: Class Specific Epic Quests.

the only one thing you are overlooking with these contested epic quests..... it's eq2..... one of the easiest mmo's to ever be released, next to WoW. too many kiddies flame the forums and cry to their parents cos they can't get their leet ring, or have to go to bed at 9pm and wouldn't be able to get their quest update for access to a new tiered raid zone and possibly /suicide irl. it's too bad more ppl don't do that.
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Old 11-19-2006, 03:47 PM  
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Default Re: Class Specific Epic Quests.

I really miss when MMORPG's weren't intimate affairs you could play for an hour a month with a few people in desolate instances and have all the best gear and abilities.
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Old 11-20-2006, 08:16 PM  
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Default Re: Class Specific Epic Quests.

vanguard ftw
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Old 11-21-2006, 03:31 AM  
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Default Re: Class Specific Epic Quests.

Vanguard looks to be a sight worse, with its focus on group play, rather than raiding.
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Old 11-21-2006, 09:08 AM  
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Default Re: Class Specific Epic Quests.

Quote:
Originally Posted by Morara View Post
I really miss when MMORPG's weren't intimate affairs you could play for an hour a month with a few people in desolate instances and have all the best gear and abilities.
You mind if I use this quote from time to time? I rather like it
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Old 11-21-2006, 09:44 AM  
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Default Re: Class Specific Epic Quests.

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Vanguard looks to be a sight worse, with its focus on group play, rather than raiding.
That's because SoE took over and made it EQ3.
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Old 11-21-2006, 12:05 PM  
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Default Re: Class Specific Epic Quests.

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That's because SoE took over and made it EQ3.

Gotta love when people have no idea what they are talking about yet they still say it anyway.

Vangaurd will be differn't yes but in many ways its still a little like WOW somewhat like EQ2, mostly like EQ1 but now with fansy grafix and a few other options then just Hack/Slash/Buttonmash. Though hack/slash/buttonmash is what the majority is about.

I've had problems with EQ2's Raid system long before now, being an Old world pre-LU13 Guardian there were many problems with the shit that was droping vs quested/HQ and some of the other normal drops vs Tradeskilled "Legendary".

I know they are tring to fix all (Read everything but loot tables) of it but their main troubles isn't fixing anything and it breaks something else. SOE's trouble is they don't tend to focus on one thing at a time; trying to please the Hardcore to the Soloist hasn't worked out to well overall.

I'll say it again they need to hire one person that tracks monitors and implements loot tables that Make since accross the board. Mistakes will always be made but usally not this big and not this much if there was a Lewt whore Monitor working at SOE. My best guess is that all the differnt programers get to make their own toys and throw them in where they want. That's why the Heroic shit in EOF is better then Relic Fabled from KOS and why my Claymore Legendary Arms are overall better then the Relic Fabled arms. (especially since EOF)

Legendary shouldn't be able to hold a candle to Fabled of the same tier if they want the tags to mean anything at all that's not even to say how much effort each of these take. Legendary->heroic, Fabled -> Raid... hmm we will make the Group effort more rewarding vs a 4 group effort... Yeah for dumb loot progression.
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Old 11-21-2006, 12:56 PM  
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Default Re: Class Specific Epic Quests.

To be completely honest, SOE's probably who I put at the top of the list for MMORPG developers, but they still lack a lot of direction, which leads to spastic changes in play style. You start with a game that's focused on large scale contested raiding (EQ1), and then it gets PvP thrown in, and on regular servers, too, with the whole Priest of Discord thing. Then a few years later, we see instancing and group zones, and it progressively becomes an entirely different game. While EQ1 was initially Verant, and the naysayers will argue that SOE has no resemblance to Verant at all, the quality of either end of the modification change is not what I'm arguing, so much as the fact that the starting and end product are entirely different.

With EQ2, I felt the game was unplayable at launch, with retarded citizenship quests, class trees, shards (which were like corpse runs that didn't actually make any sense), and other ridiculous concepts, and then it progressively got better as time went on. While the changes in this case were (I feel) for the better, it still represents an indecisive development model that involves constantly shaking players' monkey trees. There's a very distinct line between refining a game and completely overhauling it, and they should try to refrain from the latter.

While I'm not a fan of this practice, they still end up making better MMORPG's than the competition, and for EQ1, EQOA, and EQ2, I've received more than my money's worth.
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