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  • EC Tunnel - Why Mmo's Need This

    EC Tunnel, also known as Eastern Commonlands Tunnel. This was a place that transitioned you from Eastern Commonlands to Desert of North Ro in Everquest. This tunnel was simply for travel and hardly had any mobs in it. From my knowledge, correct me if I am wrong, I believe that EC Tunnel in EQ had no intention to what it famously became. Players in Everquest used EC Tunnel as their Bazaar to set up mules for trade with other Characters. 

    The community of Everquest was beyond fantastic as most players took the game world serious and wanted to immerse themselves in it. EC Tunnel is something that use to be a place where you'd travel to trade, buy or set up shop. 

    Today, most mmo's are structured with rail upon rail and everything is already assigned. EC Tunnel is one of the many things that made EQ great and brought the community together without the hand holding from the developer. These little moments of player interaction and the community acting together is what we need more of in this genre. The perfect middle ground between a themepark and a sandbox game is a Sandpark, and that's what EQ was. 

    Do you agree that MMO's needs more "EC Tunnels"? 

    Shout out to the Greater Faydark Bazaar as well.

  • Why are so many MMO games filled with toxic players ?

    I would conclude that most MMORPG players are not passionate about the genre nor understand the community aspect of it. In other words, they're "not true mmorpg gamers". This was partly due to the influx of players that WoW brought into the genre and the accessible game that WoW is. 

    Sure, there were asshats and elitist in old school mmorpgs but as a WHOLE the communities of MMORPG's to my knowledge were not as toxic as communities we see today. Not saying all new school mmo players are toxic but a good portion of them are unfortunately.

    We have to remember that the genre was founded on D&D and single RPG players who were looking for an innovative approach to gameplay which involved a massive world with a massive community, hence the acronym, MMORPG. 

    I think players who have a passion for the RPG elements and gameplay respect the genre more and thus have a better understanding of community. I am not touting that old school mmo players are saints, far from it, but with my personal experience, the communities now and then are different.

    My conclusion is lack of respect for the community aspect of the genre. One can argue solo gameplay is another deterrent for a toxic community or at least promotes it. I personally feel that a 60/40 ratio of group to solo gameplay would help wean out the toxic players. Having a server reputation is a means of negation for that. It helped in Everquest.
  • Your feelings on whats available overall

    <--- Waiting on Pantheon - Will save the genre for me. 

    I am in the camp that MMORPG titles need to go back to niche gaming and instead of trying the wow monopolize all player base model. That way developers can be loyal and design a fun game that fit's their specific market. 
  • Uniqueness vs. fairness

    There is such a massive wave of misconception of what class balance truly is. Class balance equates fairness while being unique. It does not constitute one or the other. Class balance does not mean every class are the same in which decreases uniqueness. Class balance absolutely caters to both fairness and uniqueness as long as the first two layers of classes are balanced.
  • So what is old school MMO really?

    Old School MMORPG's were better because of 4 reasons...

    1. Community - The genre pre-wow was filled with specific RPG gamers who wanted to explore a vast open world with other people. MMORPG's created two spectrums. A social experience with other players around the country/world and an open explorable 3d world. I would say that the community portion suffered.

    2. Immersion - I felt that I have more immersive feelings about playing Everquest than any other MMORPG since. Perhaps some of it was simply based off it was my first MMORPG experience. I think what made old school mmo's immersive wasn't their polished graphics, but the little things. Ambient wilderness music, no icons above NPC's heads guiding you, no quest hubs.

    3. Challenge - I think this is something that has simmered down quite extensively during most assets of gameplay to cater to the super casual mmo player. I remember when the wilderness of zones were a dangerous place and if you went the wrong way, you died. 

    4. Variety - I think old school mmo's provided more variety to various types of gameplay elements and things you can do in game. It made the gameplay feel substantial because it felt like there was a lot to do. Of course this reason is purely subjective because you can still argue today that mmo's provides variety of content. I guess I'd prefer the Everquest approach to variety.
  • Pet Classes - Do you like Control?

    Typically there are a couple of pet classes per game. Pet classes are either fun or hated. There is quite the niche for them. This is for those who enjoy pet classes and the ones who would consider playing a pet class. So my question is this.

    Do you prefer to have control over your pet, meaning your pet is granted pet abilities that you can use in combat?


    Do you prefer to have the pet auto cast or auto attack with special pet abilities that randomly proc?

    *Note* That every pet regardless should have, an Attack, Assist, Defensive and Passive actions.