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PvP, WoW, etc.
#5
Good points there. I'm going to move this to the public forum in case I feel like linking this thread from somewhere.

2) You definately don't want too big of a community. It adds a little something when you get to know your enemies, as in, "Ah ha, there's that necro that killed me when he was 50 and I was 20, now he's 60 and I'm 56, let's see how he likes me NOW."

3) Options are mandatory. It's why I always said that the water bug should just be called a feature. It was a huge tactical option to try and dive in and out of the water to land something on your enemy and narrowly avoid his return fire. SWG PvP really suffered most from this -- there were so few good toys or options, you could actually macro your combat sequence with pretty high success.

I always felt like Batman playing EQ, because I had SOW potions and rare insta-pumice and common slow-pumice and fireshield potions and cure poison potions and things that would root or snare people's pets, different procing weapons I may switch around, etc. Expendables made PvP more exciting than PvE.

4) Yes, I'm a fan of long lasting fights. Time to duck and move, time to call for help. I remember Grumples as a level 49 magician fighting a level 60 necromancer for over and hour. It was all duck and move, water dancing, levitating, running away to hide and meditate, dispelling, trying to lure his pet away so I could kill it and then sic my pet on him, etc. When SWG first came out fights lasted 1 second. Later they improved it so they lasted 4 whole seconds. It still sucked. Being able to get into a big fight for 15 minutes is where it's at.

I have some great memories of attacking random lighties where I'd whack one and run away, then spend 5 minutes hauling ass all over some huge zone until I managed to lose 4 of my 5 pursuers, then turning and killing the one that was still on me, then going back to do it again. Or just whailing on someone because he doesn't have the stuff to kill me, but he's a healer, and then his friends show up just when I figure he's about out of mana.

Kinda like AC2 at level 30. Fights were slow, fun and tactical. At level 50 fights were whack-whack-dead. No time for fun, you hit first you win.

6) Enemy team domination of certain dungeons was cool too. Raids to get loot out of SolB because it was lighty controlled 90% of the time was good stuff. You really felt you were in for some shit when you went to try and get anything out of "lighty country".



EQ's ultimate failure was really just the level and item grind. Right about the time I quit was when tactics and skill ceased to matter because it was all down to who had the Ultimate Sword of Uberness. Only .5% of people on the server would have one, and unless you spent 8 hours a day on PvE, it wasn't going to be you.
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