It looks like you're new here. If you want to get involved, click one of these buttons!
5. EQ2 Housing
Ive probably lost a lot of people already. But SWG and UO were open world! This is true, and those games have the #2 and #3 spots on the best housing list, but I think that EQ2 is a step above. The possibilities really are endless and the houses and guild halls people create are amazing.
The casual homeowner can simply decorate modestly, or just diplay all his kill and quest trophies. And the super-creative can take a blank island and build their dream house from blocks and tiles.
Throw in the large amount of holiday themed housing items and you can easily decorate your guild hall for christmas or create a halloween themed island with mazes and surprises around every corner.
The next step would be to combine this with SWGs cities....maybe the company that created both systems could merge them for their...next...game?
4. WAR's Tome of Knowledge. MMOs these days all seem to have achievement systems. This is obviously an offshoot of XBOX Live popularizing the concept, but the first (I think) AAA MMORPG to introduce the concept did so in the most creative of ways..
Not only did achievements reward you the customary titles and such, the ToK rewarded you with more lore and information about the game world.
Even the boring kill x of mob y achievements were more interesting in WAR, because after a set amount you would have to seek out a lair or a specific named.
Since WAR was mostly billed as a PvP game (as a side note youll find no PvP systems in this list as I am a primary PvEr), the ToK didnt get much publicity and when WAR basically dumped the PvE aspect of their game it fell into obscurity.
3. SWG crafting
From the resource gathering (and resource stats) to the experimentation to the mass produced factory runs, the SWG crafting system was brilliant. Nothing more really needs to be said, and I think this is the one item on my lst that most will agree on.
Funny, 2 out of three systems so far are in SoE games. Will it be 4 out of 5?
2. EQ AAs
AAs served two important purposes in the game, both of which modern MMORPGs struglle with.
The first is non gear related progression at max level. AAs helped keep the RPG trait of character growth a permanent trait, as opposed to something that went away at max level when it became a gear grind (gear acquisition is NOT charcater growth).
The second is it provides a benefits to everyone in the party, not just the person you wer ehelping achieve a goal. It also lessened the blow of the rng coming up short, since you did get something positive out of your play time.
But hey, EQ was great before the AAs got added in. It was obviously a fantastic virtual world, but was there something else that sets it apart?
1. EQ Group mechanics
People talk about the holy trinity as heals. dps. tank. That is absolutely incorrect. the Holy Trinity comes from EQ, and that Holy Trinity was Warrior/Cleric/Enchanter. Those three classes were the backbone to every group. But if that was the whole story, it wouldnt be as interesting. No, EQ was deeper than that. Of course in group settings a SK or Pally could take the warrior's place, and in 90% of the group content even a well geared/AA'd Ranger could take the place.
A traditional EQ group needed these roles filled: tank, healer, slower, and puller or crowd control (basically a way to ensure group would fight one mob at a time because two mobs could equal death). And this traditional group could be filled out in a large variety of ways. And for those times where you had one add and couldnt mez it, maybe the ranger could root it. or the necro could kite it. So many different classes with so many different skill sets offered many, many ways to get the job done
Heck even non traditional groups were around. Kite groups where some poor soul would piss a mob off and runt it in circles while the rest of the group killed it. No heals or tank needed.
Perhaps this type of thing will never happen again. Some of the mechanics (such as feign death pulling or kiting) werent even intended by the devs, they just took on a life of their own. but more companies need to look at ths class interplay that made EQ so special.