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Reader Comments (9)

Posted: May 7th 2009 9:23AM (Unverified) said

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I've never understood why some mmo developers create content that you never return to. They should really find a way to create a renaissance effect where you can return to and enjoy old content at a higher level. For example in WoW why not scale up lower level instances with different loot tables?

Posted: May 7th 2009 9:26AM (Unverified) said

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I think if a game is going to use a level based system it needs to be a slow, methodic progression with lots of truly meaningful and fun content for all level ranges. Using WoW for example, add more dungeons every 10 levels. We hate leveling, but we love dungeons, we love the rush of the loot drops and we love the epic boss fights. I'm not saying force 40 man raids on people, but just add some more dungeons to spice up the low level stuff, maybe even new areas offering alternate methods of progression. I am tired of running the treadmill. I am no hamster, I am the fricken walrus dammit. Let me exercise my brain and skill somewhere new and stimulating. Give me a reason to level an alt, and let that reason be fun.

Posted: May 7th 2009 9:32AM (Unverified) said

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the server decision came from a player poll

and only current EQ subscribers were allowed to vote

Posted: May 7th 2009 9:46AM (Unverified) said

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EQLive is in a sad state. It was pretty ridiculous to not allow past subscribers to vote. Basically, I think the dev team didn't want to put the work into a true EQ Classic server. It will be extremely simple for them to release a 51/50 server... I can't imagine much effort will need to go into that.

But that's okay. More and more players wanting to relive the old days are discovering a jewel of EQ's past... called EQ Macintosh Edition. With so many hackintoshes around plus the fact that the game plays well on $200+ G4/G5 systems, I think EQ Mac is seeing some pretty good growth. Plus, it's great fun!

Posted: May 7th 2009 10:52AM (Unverified) said

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It has always been a tremendous flaw in MMOG design to have two vastly different games mashed together, masquerading as a continuous arc.

Say what you will about CoH's lack of "endgame," that so-called lack is exactly what keeps people creating alts and running through various bits of content that they've missed or want to see again.

If developers would stop training players to believe that all the fun comes AFTER the level-up process, there wouldn't be so many people skipping all the content the devs work so hard to create.

Then again, it's refreshing to see developers admit that the pre-endgame grind can be unnecessarily tedious when you've set the advancement rate at such an obscenely slow pace as in EQ.

Guild Wars has a pretty good model here: speedy leveling-up that you can skip if you want to, but that you won't want to skip if you want all the goods at the end.

However, I'd much rather see a model more like 4th edition D&D: you know that the story is going to be over shortly after you hit level 30, so you might as well do your best to enjoy the ride. A big part of this is that there needs to be an extraordinarily wide field of possible game experiences available at all stages of the level arc so that replay becomes not only viable, but desirable.

Posted: May 7th 2009 10:57AM 18Rabbit said

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I recently returned to EQ a couple of months ago. The low level areas are already deserted. I have a level 30 bard today that I made 2 days ago so by moving to this 51/50 server you're really not cutting out that much play time because their low level advancement with XP bonuses and "Hot Zones" that provide XP bonuses and XP potions (all of which stack) is already highly accelerated. I'd guess that to make a 51/50 character from scratch without being power leveled by someone else would maybe take a week playing a few hours a night. All this will really do is push up the level where you can play and still group with people who don't know how to play their class at all up by 5 levels or so. Back in the day by the time someone got past their hell level of 30 you could pretty much know that they knew how to play their class or that they had bought the character. These days, that level is closer to 65ish.

Posted: May 7th 2009 11:05AM Oneiromancer said

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Regarding WoW's Death Knight starting at 55...originally the idea was that your sacrificed one of your level 55+ characters to make this Death Knight, since their backstory is that they are a hero that died fighting the undead hordes of the Lich King and were then reanimated by him. If you didn't want to sacrifice an existing character, you would have to level up a new character and then sacrifice them when you hit 55. For various reasons, they decided against that and then even eventually let you make a DK on another server besides any that you might have a level 55+ character on.

Now for the EQ Live server...I guess if I wanted to essentially have a copy of a character I already knew how to play, I wouldn't mind. But if I wanted to make a class I had never played before, I would much rather have accelerated level gain, so I would still have some opportunity to slowly learn my new class over time, instead of being thrust into it. Especially in a game like EQ Live, which has *tons* of places to hunt at low levels...but that's really all you do, since there aren't really quests like the newer MMOs. (I know there are missions and tasks that were introduced for lower levels but they don't really count as "content" to me...)

Posted: May 7th 2009 9:39PM cray said

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The whole leveling process needs to go, NPCs mobs need to have their difficulty randomly spawned. You shouldn't be able to beat every single NPC just because it's roaming in a "beginner's area" or because you started there. All mobs need to gain experience or have some sorta method of self-improvement. But allow various degrees of self-improvement so there's always certain percentage of low skilled and high skilled mobs in each area. Of course there should always be certain high skilled areas, but these areas should be hard to get to and require greater distance of travel. Still for all the difficulty high skilled areas should have, they still should apply some variable of difficulty and also allow for self-improvement. This would increase the re-playability of these areas.

Can you imagine fighting a NPC Boss and beating him, only to face him again with different avatar and discover the NPC boss has improved it's skills.

Posted: May 8th 2009 7:24AM (Unverified) said

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I think the real reason why EQ Live created the new server is because it is a dead game. As a very group-oriented game, the lack of people playing it has a huge impact on a newbie's enjoyment. The new 50/51 server helps even the playing field by shortening the level range of people to level up with.

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