|
I do like playing FF14 as a Working Adult, but I do sorta miss the serendipity that came with playing old MMOs (FF11, for me). A decent amount of friends I've made (some who I still talk to today!) have today are people who I maybe ran into multiple times while leveling this or that job, got roped into spending 2+ hours to clear a mission, or even just ran into dead on the ground while mining. I like the new games, too! I just wish everything didn't feel so anonymous.
|
# ? Nov 18, 2021 17:01 |
|
|
# ? May 19, 2024 16:07 |
|
One of the things that I look at the modern MMO and online gaming platforms and then look back at the old school ones like Everquest and even WoW is the modding and policing of players. In Everquest there was a "camp" system. It was similar to what some of the other folks have posted here concerning guilds rotating and honoring killing certain bosses. Since there were no instances, if you wanted to farm some XP and loot from killing monsters in an area once they respawn this was considered a cam. They organically grew from what players settled into, usually a relatively safe NPC-pathing-free area in a dungeon or area that was focused on pulling and killing monsters in an area. They were NOT things that the game devs created or that GM's would enforce. You kill a monster, its yours, its all gentleman's agreements on whether it was part of a specific camp or not. This led to all sorts of consternation in certain cases like people training monsters into a camp, usually trying to do so surreptitiously, wiping out the players there then claiming that it was now YOUR groups camp was a not uncommon occurrence. Often times it led to HUGE arguments with group A training out group B then in zone wide chat claiming they were camping the area, and when Group B respawned and came back, found that THEY were now seen as the aggressors trying to steal Group A's legitimate camp claim. GMs would get involved, reports (called petitions in EQ) would be filed, forum posts would be made, and it'd be a huge drama bomb when something like this happened. Instances definitely solved a lot of this in later games, but the way the devs handled it is really quaint when you look back on it. They would try to negotiate with people, try to regulate it, kick everyone out of a zone, try to watch and be referee invisibly and make a determination right there, whatever they thought was best in that moment. Eventually the devs just had to say "you know what, we don't recognize camps, figure it out, just let us know if the training of monsters turns into active consistent greifing, good night, don't bother us with this again". On one hand the emergent gameplay of camps being set up is actually really cool to look at and see how folks interacted, but on the other, what an absolute nightmare for any kind of moderator of a game to try and police that. Essentially it came down to "can you call dibs and should dibs be enforced" which is really funny when we look at games today. Edit: One memory I have was being in a camp situation and one of our group had to use the bathroom, so they went to some area safe up, like into a next room or something in a dungeon. The rest of us were going to take a break and see if maybe a rare monster was up, so we left the room too. We were gone maybe 2 minutes tops. Buddy comes back from the bathroom and is like "where are you guys and why is this other group here?". Turns out another group had saw us leave, moved in, claimed to everyone we had left, and took the camp. We were SO MAD but looking back thats so petty and silly lol. The wild west indeed. Javik the Seer fucked around with this message at 17:07 on Nov 18, 2021 |
# ? Nov 18, 2021 17:01 |
|
Camps provoked all sorts of great Skinner Box-style superstitions, too. "Anti-camp radius" was definitely the most common: it was the belief that a desirable named mob would/could spawn only if no players were within X range of its spawn point. Sometimes you'd get people who would insist that the camping group had to sit in an adjacent room to avoid triggering the anti-camp radius. And of course everyone had an anecdote about that time they camped a mob for 11 hours without luck, only to have it pop the second they left, which proved it was a real mechanic. Not a single mob, anywhere, ever had an anti-camp radius. It was nothing but community lore. There were some rare NPCs with weirdly complicated systems of distant placeholders behind their spawns, always in big open outdoor zones (Quillmane and Bilge Farfathom come to mind). These systems were intended to make their associated spawns extremely rare and unpredictable, though players did eventually figure them out. But named dungeon mobs always followed a simple and straightforward system of having a fixed percentage chance to spawn at whatever the dungeon's respawn timer was; all other mechanics players imagined governing their rates were pure superstition.
|
# ? Nov 18, 2021 22:39 |
|
Hic Sunt Dracones posted:Not a single mob, anywhere, ever had an anti-camp radius. It was nothing but community lore. There were some rare NPCs with weirdly complicated systems of distant placeholders behind their spawns, always in big open outdoor zones (Quillmane and Bilge Farfathom come to mind). These systems were intended to make their associated spawns extremely rare and unpredictable, though players did eventually figure them out. But named dungeon mobs always followed a simple and straightforward system of having a fixed percentage chance to spawn at whatever the dungeon's respawn timer was; all other mechanics players imagined governing their rates were pure superstition. That seems directly contradicted by: Vinestalk posted:The best part was classic Drelzna was confirmed to have an anticamp radius by a dev years after JBoots were removed from her loot table. She had a decreased chance of spawning if anyone was within a certain proximity of her spawn point.
|
# ? Nov 19, 2021 00:46 |
|
MechaCrash posted:That seems directly contradicted by: I'd really like to see confirmation of a dev making that comment (and/or context to prove he wasn't trolling, which would in fact be pretty funny). Until then, I'm afraid this falls into "uncle at Nintendo" territory for me. Even if the devs had wanted to, original release EQ (the era in which JBoots were a drop instead of a quest) didn't have the ability to implement something like an anti-camp radius, because nothing about the zone's spawn cycles checked for or interacted with players' presence.
|
# ? Nov 19, 2021 01:12 |
|
Perfectly fair. I think the reason a lot of people assumed it was true is because everything else about EQ is incredibly player hostile, why not this too?
|
# ? Nov 19, 2021 01:17 |
|
Hic Sunt Dracones posted:Camps provoked all sorts of great Skinner Box-style superstitions, too. "Anti-camp radius" was definitely the most common: it was the belief that a desirable named mob would/could spawn only if no players were within X range of its spawn point. Sometimes you'd get people who would insist that the camping group had to sit in an adjacent room to avoid triggering the anti-camp radius. And of course everyone had an anecdote about that time they camped a mob for 11 hours without luck, only to have it pop the second they left, which proved it was a real mechanic. Apparently Prathun did actually confirm that the code for it exists but was only ever used on one spawn that he was aware of. The old rumor that it was Drelzna persists. I can't find the actual post but here's some links saying as much: https://www.project1999.com/forums/archive/index.php/t-170638.html https://everquest.allakhazam.com/forum.html?forum=1&mid=1106317370280015246 https://forums.daybreakgames.com/eq/index.php?threads/12-years-i-feel-so-old.4319/page-7#post-55174 And one that sort of conflicts those here: https://www.firesofheaven.org/threads/aradune-returns-to-eq-aka-the-eq-nostalgia-thread.2679/page-11 Who knows!
|
# ? Nov 19, 2021 01:40 |
|
Hic Sunt Dracones posted:I'd really like to see confirmation of a dev making that comment (and/or context to prove he wasn't trolling, which would in fact be pretty funny). Until then, I'm afraid this falls into "uncle at Nintendo" territory for me. It was from Prathun on the official EQ forums prior to daybreak takeover (so before they nuked the boards). Here's the context prior to confirmation: quote:Myths:
|
# ? Nov 19, 2021 01:40 |
|
Thank you for the links. That is interesting! I remain skeptical that it was implemented at or near launch or with Drelzna specifically, though. There are just as many reports of her spawning right on top of people as there are of her seeming to avoid her campers, so it’s hard for me to attribute the anti-camp rumors to anything other than a human tendency to find patterns in random events (especially low probability, high impact ones). I can definitely believe that by 2005, when the Allakhazam thread is dated (and the implication of that thread is that it’s quoting a recent post), there were anti-camp type mechanics in play somewhere. I think it was Planes of Power (2002?) that introduced the “ring” style events, which as far as I remember were the first case of the game spawning mobs (or not) as a response to players being in a certain position.
|
# ? Nov 19, 2021 02:31 |
|
Javik the Seer posted:camp chat
|
# ? Nov 19, 2021 03:01 |
|
Hic Sunt Dracones posted:Thank you for the links. That is interesting! I remain skeptical that it was implemented at or near launch or with Drelzna specifically, though. There are just as many reports of her spawning right on top of people as there are of her seeming to avoid her campers, so it’s hard for me to attribute the anti-camp rumors to anything other than a human tendency to find patterns in random events (especially low probability, high impact ones). My understanding of anticamp radius from the thread wasn't "zero percent chance of spawn," but "decreased likelihood of a spawn." She could still pop with her JBoots on while you sat on top of her /loc but that just meant you beat the odds. Here's further confirmation from Kendrick, who was the guy who wrote both the BFG quest and the mage epic: quote:Quote: I don't know what event in PoP would have a player proximity mechanic. Players got teleported to certain locations and that would begin a script which would spawn mobs or make them targetable, but nothing similar to an anticamp radius. The only thing I can think of was the Ring of Fire in Inner Acrylia from Luclin, where there had to always be one player within the designated area for creatures to spawn and for the ring to progress.
|
# ? Nov 19, 2021 04:48 |
|
Kerzoro posted:Was City of Heroes the first MMO to do the "let high-level players level down to assist lowbies" thing? I think EQ 2 did this as well. I always liked the system of bringing a sidekick up in CoH.
|
# ? Nov 19, 2021 04:56 |
|
gnoma posted:North Temple of Veeshan The other thing to keep in mind is that Temple of Veeshan had three major wings. The east wing was the Halls of Testing, this was the 'entry level' raid dungeon for the expansion. Nothing in the Halls of testing was on a faction so it was an incredibly safe way to cut teeth on the higher end raiding of the time because nobody's faction was at risk, though the loot was pretty much on-par with the world spawned raid bosses of the time. The lore behind the boss here is funny, a dragon named Dozekar the cursed, who's curse was that he's imprisoned there to be killed my mortals and resurrected over and over due to unspoken crimes against the dragon race. Hence why nothing there gives faction hits. The West Wing played into the three-way dragon/giant/dwarf war that the expansion was largely centered around. These dragons were all on the main dragon faction and dropped quest pieces specific to players who were allied to the Giant faction. Naturally spending much time here would explode your dragon faction. There was a similar area of similar boss strength and loot caliber you would get if you were on the dragon faction by raiding the Arena and Giant royalty of the giant city. North Temple of Veeshan was also on the Dragon Faction, but unlike the west wing most of the poo poo didn't give positive faction hits for the Giants nor did it have any quests. It just exploded your dragon faction standings. Because of that, if you were primarily on Giant faction for the expansion, it didn't really matter because your dragon faction was more than likely already bottomed out. If you operated primarily on the Dragon Faction, well I hope you did all the faction specific quests you wanted to do because you won't be back in Skyshrine nor Kael Drakkal for a while. But the loot at least after the revamp was all pretty much top tier. Also - the reason Sleeper's Tomb was so important was that all the wardens dropped Primal Velium weapons. These weapons had absurd damage / delay ratios but the real kicker on them was that all of them had a random proc of Avatar, which was one of the premier melee buffs at the time, basically capping out your physical stats and giving you a huge boost to your attack power. Even after better weapons came out post-Planes of Power, it was still pretty common if you had a Primal Velium weapon that you'd use it until Avatar procced, and then swap to your normal weapon for the duration. They were just that bonkers and they only dropped on the Wardens. IIRC at a certain point later on in the game's lifecycle, the bosses that took over in Sleeper's Lair after the sleeper was awakened dropped a less bonkers version of those avatar proccing weapons because the Avatar proc was just such a huge leg up for those guilds that got em and then pulled the ladder up behind them - they re-added a mildly nerfed version of them back to try and close the gap. And despite all of this, it was still way more pleasant a raiding experience than Veeshan's Peak in Kunark. Once you entered the zone, you could not leave via gating or teleporting. You had to be able to make it to one of the portal out spots, which required being able to kill at least one or two bosses. GMs and guides were under explicit orders that they give no assistance to help teleport or corpse recover anyone in the zone. If you couldn't hack it or if you lost connection to the internet for a long period of time, it was entirely possible you could have a character nearly-permanently stuck in the zone and not be able to leave. DeathSandwich fucked around with this message at 09:33 on Nov 19, 2021 |
# ? Nov 19, 2021 09:25 |
|
the best part of Veeshan's Peak was that it required a key to enter - this key had to be physically in your inventory to zone in this is a game where your inventory was left on your corpse if you died, customer service is not allowed to help you inside the zone and a lot of people were still using dialup with only one phone line
|
# ? Nov 19, 2021 09:44 |
|
blatman posted:the best part of Veeshan's Peak was that it required a key to enter - this key had to be physically in your inventory to zone in Yeah, and when Velious came out all the loot in Veeshan's peak was extremely not worth the effort. Entry level Velious loot was either as good as VP loot but way less of a hassle, or just outright better and way less of a hassle. I really got into raiding late in Velious and I don't think I ever knew anyone who had been inside of Veeshan's peak.
|
# ? Nov 19, 2021 09:54 |
|
Was there really no good way to sneaky evac people out of the zone? Stealthing or FDing past one of the bosses or something? Because that seems like a real fuckin nightmare for a bad wipe or something. Surely EQ wasn't permadeathing people by rotting them right?
|
# ? Nov 20, 2021 07:58 |
|
you could ghost to an exit by unplugging your internet and plugging it back in before the network number reaches zero and hopefully not dying before you can unplug it again / loving up the timing so you disconnect entirely (you'd have to load back in and you could aggro mobs before the loading screen goes away)
|
# ? Nov 20, 2021 08:38 |
|
Glagha posted:Was there really no good way to sneaky evac people out of the zone? Stealthing or FDing past one of the bosses or something? Because that seems like a real fuckin nightmare for a bad wipe or something. Surely EQ wasn't permadeathing people by rotting them right? You could invis past a bunch of stuff and just have a rogue with a rez stick drag a mage to the exit. It was a pain, but if your guild was good enough to get into VP in-era they had mastered strats like that as a matter of course already. VP was kind of a joke though because the boss mobs had a leashing range twice that of the trash mobs, which allowed fairly easy pulls to the entrance by using crap like throwing a javelin and then accepting a rez box before it connected. shirunei fucked around with this message at 04:38 on Nov 22, 2021 |
# ? Nov 22, 2021 04:36 |
|
cmdrk posted:I think EQ 2 did this as well. I always liked the system of bringing a sidekick up in CoH. FFXI and FFXI private servers have a system for this too, called Level Sync, where you can invite higher level players into your exp groups without losing all of your exp due to the way level calculations work. I think it was mostly a concession to the shrinking population but it worked really well, particularly on the private servers that require an absolutely immense grind to get anywhere near cap.
|
# ? Nov 22, 2021 15:47 |
|
Frog Act posted:FFXI and FFXI private servers have a system for this too, called Level Sync, where you can invite higher level players into your exp groups without losing all of your exp due to the way level calculations work. I think it was mostly a concession to the shrinking population but it worked really well, particularly on the private servers that require an absolutely immense grind to get anywhere near cap. I wish more games did this, especially where characters get broader sets of abilities over time. Just don't let lowbies have access to their later abilities.
|
# ? Nov 22, 2021 20:40 |
|
That's functionally how Elder Scrolls Online handles levels these days. The whole world is available right from the start because your character level has only a relatively small effect on your character's numbers. Those numbers do go up, but it's not nearly as dramatic as the difference between level 1 and level 50 in most MMOs. Instead, it's more about getting new abilities and fancier equipment set bonuses and stuff as your level increases. You do get more powerful, but in a "you can do more stuff" way rather than a "you do all the same stuff but the numbers are higher" way. It's a clever way to handle a "the whole world scales to you" thing, in that the world doesn't really scale to you--it doesn't need to.
|
# ? Nov 22, 2021 20:56 |
|
Glagha posted:Was there really no good way to sneaky evac people out of the zone? Stealthing or FDing past one of the bosses or something? Because that seems like a real fuckin nightmare for a bad wipe or something. Surely EQ wasn't permadeathing people by rotting them right? Back when I played p1999 (so maybe not 100% accurate to live in the year 2000), individuals trapped in Veeshan's Peak could escape via a convoluted resurrection loophole. The way resurrection spells functioned in that era is that casting a res spell on a corpse would check to see if that player was currently in the game world. If that player was online, then no matter where they were in the game world, they would receive a "would you like to accept a resurrection" dialogue box. Clicking "yes" in this dialogue box would instantly teleport that player to the location of their corpse. And as it turns out, the coding for Veeshan's Peak did not block this specific teleportation effect. So if you have a corpse outside of VP somewhere, then any cleric can walk up to that corpse, click their res stick, and give you a free teleport out of VP. Of course, most players don't leave corpses lying around unless they have a good reason (for example, corpsing keys in Plane of Sky - someone else can talk about this if it hasn't come up yet). So most of the time, your average raider in VP doesn't have a corpse handy outside of VP. So let's say you're trapped in the safe entrance area of VP, probably because you missed the bus when your raid ran out to one of the teleport pads. No problem! You can still get out by following these steps:
|
# ? Nov 23, 2021 00:31 |
|
Were all the mobs in VP on the same faction? I feel like I grinded the VP faction on my druid at some point so I could go in there and not be KOS. I may be misremembering though.
|
# ? Nov 23, 2021 01:51 |
|
They were not, it was kind of messed up. All the dragons were on Ring of Scale faction, but the trash were not. The trash didn't see invis though, so you could get by running around there if you were careful enough. We, very rarely, had a group that would get together and kill the dragons in VP on AK. I would always spend a little bit prepping by soloing the King of Kaladim over and over on my bard so I could max my RoS faction. It made pulling in that place a breeze.
|
# ? Nov 23, 2021 02:12 |
|
I'm pretty sure some of the trash saw invis, otherwise it would have been easy for many classes to run out solo. Speaking of faction, killing in Veeshan's Peak had the nice side effect of quickly maxing out your positive Venril Sathir faction (evil lizardman mega necromancer vampire dude). This let you run around the Overthere outpost with impunity no matter your race/deity, which was very useful since that was the main travel hub of high level players on the Kunark continent. It also made all the living mobs in Karnor's Castle (a high level dungeon) friends with you. This was mostly a novelty since all the undead mobs were on a different faction that still hated you and almost every area in Karnor's featured live and undead mobs spawning side by side. But it was a fun novelty to be able to chill out with the drolvargs in Karnor's after spending so much time killing thousands of them to level up in your agonizingly slow 50s. Kefit fucked around with this message at 04:50 on Nov 23, 2021 |
# ? Nov 23, 2021 03:02 |
|
Here's something I never figured out. Like 2002 or so I decided to sell my account so I could buy a playstation 2. I sold my account for like $300 (I was a warrior that wasn't even level 60 lol, no idea why someone paid me money for it) on whatever the forum was where you would sell stuff. I gave the guy my email and password and he sent me 300 bucks somehow. In my memory it was paypal but no idea if that actually existed at the time. Years and years later, I petitioned Sony to get access to my account. The guy could tell I was the original account holder and he was really trying to get me access to my account. He was asking me for old passwords etc, all this stuff I couldn't remember. Even credit card numbers. Finally I convinced him to give it back to me just based on me remembering my old login (a hotmail account.) Anyway I logged in and my character hadn't been touched. It was in the same zone I had left it in. All the gear was the same. All the stuff in the bags was just as I'd left it. Still had some random amount of money on the character and in the bank. I never figured out what the hell the guy did with my account.
|
# ? Nov 28, 2021 06:22 |
|
Phoix posted:When Crimecraft first launched you could bring up the console with tilde and there were no roles preventing players from doing whatever they wanted. It was incredible That owns
|
# ? Nov 29, 2021 23:22 |
|
Vinestalk posted:All right. Hopefully we can get those Rift Chloromancer and Vanguard Blood Mage posts. I posted this in the Pantheon thread after I caught up there then saw this thread linked. Figured I'd cross post this here where it's more on topic. If anyone is interested in anything else Vanguard related, I'm more than happy to reminisce and try to remember as much weird, broken, and fun poo poo as I can from playing. ZixTheYeti posted:A little late responding to this as I've been catching up on lurking this thread. Since no one's jumped on it and I've seen them brought up a few times in the thread, I'll talk a bit about Vanguard's blood mages. For context, I've done raids and endgame grouping as one and I do still remember an unhealthily large amount about the game.
|
# ? Dec 8, 2021 06:04 |
|
That's a dope post. Cool mix of mechanics for a class too. Thanks for the post!
|
# ? Dec 10, 2021 07:54 |
|
gnoma posted:And players all across the game basked in the anti-climax of the corpse poofing 30 seconds after it died, with no loot or rewards to commemorate the legendary kill. It seems like it'd have taken 15 minutes to take the Sleeper boss model, scale it down to near-player size, change the texture to gold, and just have a dev spawn a trophy in if/when they beat the boss. Even lower effort would be to add some IOUs to the loot table.
|
# ? Dec 10, 2021 10:18 |
|
Vinestalk posted:That's a dope post. Cool mix of mechanics for a class too. Thanks for the post! Thanks! And it was a dope class. I had other healers and casters I played regularly but that combo of caster dps with healing was super fun.
|
# ? Dec 10, 2021 11:22 |
|
Conceptually it's just a cool idea. Like necros in EQ could life tap and they had a dumb heal/self-dot thing that was practically useless and I think I've read that certain WoW classes ramped it up to have that damage->heals mechanic, but I know next to nothing about WoW. That blood mage stuff is wild, though, especially with the reverse health stealing mechanics on arcane damage.
|
# ? Dec 10, 2021 18:45 |
|
random EQ memory. When I was 12 or 13, my ranger which I had geared meagerly through hours and hours (far more than actually like fighting and stuff) of trading in Gfay (trade center on bristlebane at the time) died in a zone adjoining the big one with bird people. I died and lost my corpse and all my gear, which was a lot to handle since my highest level was a 28 rogue and I had essentially swindled my way into a very mild twink. I probably had the biggest ragequit reaction to a game I’ve ever had before or since. I proceeded to kill myself in gfay for over an hour. I deleveled my ranger from 25 to 9 in that time. I had so many bodies at the bottom of newbie elevator that I crashed the zone, it didn’t restart for over 30 minutes and I quit EQ for 6 months after that. Tabletops fucked around with this message at 11:08 on Dec 11, 2021 |
# ? Dec 11, 2021 09:57 |
|
MechaCrash posted:The major thing I know about Shadowbane is "the game's advertising was built to appeal specifically to the ganking assholes that ruined Ultima Online, the devs were then shocked that their player base consisted almost entirely of ganking assholes." I played shadowbane for years. From close to launch with a few breaks at times, to close to its death. Like most MMOs at the time when I was a kid (still true really) I did not have the drive required to hit max level in grindy mmos back then, which was all of them. So I kinda wandered SB aimlessly for months and months, I think I got the furthest on a bird man thief. Maybe in the early 20s. I would camp leveling groups invisible with their hide ability, try my luck at pickpocketing their gold and poo poo and when they caught on eventually I would try to kill ambush their squishy casters when they were in the middle of a fight. If I got them, id quickly loot them and try to fly away. This didn’t work that often, stealing was hard and if they knew I was there they’d probably stop pulling and either try to aoe to knock me out of stealth or just sit there. I was pretty vindictive back then though and would just wait. And wait. As soon as they would start to fight I’d do something to let them know I was still there… and they’d stop fighting again and we’d go back into the standoff. I would do that poo poo for hours, laughing my 15 year old rear end off wasting my and their time doing basically nothing. Eventually they released a Test server in SB. I don’t remember exactly when, but I was still playing so it must have been pretty early. The thing about test was that it was dramatically faster to level (and gold? Don’t remember). It was ostensibly a server for patch and mechanics testing. One of the other benefits of test was that it had server wipes periodically built in due to its nature, which was eventually important for SBs health. Test also became the most popular server by far after a bit. Test was extremely my poo poo . So much so that I fell in with 3 other dudes on the launch day of the server and we hit max level in one day and ended up founding a clan called Whisper of the Wind. We would go on to dominate test server for a long time. I’ll write up more about what running a server dominating clan was like, what the politics were like, and other poo poo some other time. Tabletops fucked around with this message at 11:09 on Dec 11, 2021 |
# ? Dec 11, 2021 10:38 |
|
Tabletops posted:trading in Gfay (trade center on bristlebane at the time) And I thought the servers that had it in North Freeport were hosed up.
|
# ? Dec 11, 2021 12:59 |
|
Groovelord Neato posted:And I thought the servers that had it in North Freeport were hosed up. It wasn’t bad! The wiz spire being there made it really convenient. I honestly always thought it made more sense than the ecommons tunnel just because gfay is pretty much 100% safe and very accessible w the spire. No zoning to get into kelethin either which just made it more convenient.
|
# ? Dec 11, 2021 14:10 |
|
Tabletops posted:It wasn’t bad! The wiz spire being there made it really convenient. I honestly always thought it made more sense than the ecommons tunnel just because gfay is pretty much 100% safe and very accessible w the spire. No zoning to get into kelethin either which just made it more convenient. on Mithaniel Marr we did North Freeport. It was okay but kind of a pain to get to. GFay seemed like it sucked for any evil races who wanted to get there on foot. Tunnel was a much better neutral ground in that sense.
|
# ? Dec 11, 2021 17:26 |
|
cmdrk posted:on Mithaniel Marr we did North Freeport. It was okay but kind of a pain to get to. Mithaniel Marr bros! N. Freeport was fine and good. I know E. Commonlands was the standard on most servers, but it has always felt weird to me. At some point I decided I wanted to be an evil druid, so I tanked my factions with the FP guards by killing the guards in the commonlands and quad-kiting the dwarves at the docks in Butcherblock. The freedom in EQ was really something else. Has there been a game since with such a robust and often superfluous faction system?
|
# ? Dec 11, 2021 20:02 |
|
Veeshan was also NFP and I've always been a fan of it over EC. First of all it has a freaking bank. I've always hated EC for this reason alone. The area around the bank was also designed as a market so it felt natural as well. Since it was market you could also trade skill while trading. Evil races could get into NFP via sewers and it was fine. It was also trivial to get non KOS to NFP just by killing corrupt guards in WFP or commons. Or my preferred method was just getting a hit in on Lucan when he was being killed. ECs only better due to its location as a good crossroads of basically every race but NFP was just two zones further and you have to use NFP or Neriak to bank anyway.
|
# ? Dec 11, 2021 23:30 |
|
|
# ? May 19, 2024 16:07 |
|
cmdrk posted:on Mithaniel Marr we did North Freeport. It was okay but kind of a pain to get to. Oh yeah it sucked for foot traffic though it wasn’t impossible, I’ve ran a few ogres there. But yeah. Wizards made a lot of money on bb porting. There was so much demand.
|
# ? Dec 12, 2021 00:05 |