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    If no other games are being made like an old game, by definition it's unique.

    That people won't play it is just your unsubstantiated opinion. Based on what we've seen, people are not likely to keep buying into and remaining faithful to the current type of mmo, while EQ was very popular, especially for it's time, and had a rabidly faithful fanbase that still keeps it afloat to this day.
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    I just want to know why she is so calm while her hair is on fire.
  • Starting Cities

    Amathe said:
    Here is one way to resolve the issue.

    1. Let players start their character out in any city;

    2. If the city is hostile to your race and class, upon log in (to an empty room) you will have a clickable temporary disguise in your backpack;

    3. The disguise allows you to move about the city without being attacked on the basis of your faction;

    4. You will appear to be someone indigenous to that city (so if you are an orc in a hobbit city, you will appear to be a hobbit);

    5. Again, the disguise is temporary (maybe for just 24 hours, or to level 5 - something short);

    6. Now you can find your friends in town, adventure with them some out in the noobie area, and head out to discover other places and cities together (with all the intended challenges).

    No fast travel required. 
    I'll explain why that would have a negative impact on the game, even if it's just a 1 time thing and not a symptom of a bigger problem.

    First, in a virtual world, the player should have to adapt - not the world.

    A proper world has rules, history and lore. The player should ignore them at their own peril. They definitely shouldn't encourage people to bypass that aspect of the game, or people will miss a big part of the narrative created to shape your experience as a player of a certain race, which is meant to connect the player to the world.

    If the lore establishes that a people or collective of people start out in an area, it's up to them to depart on their own and accept the risks. Automatically placing them in a different city contrary to lore, is fast travel.

    In fact, it's more than just fast travel. You want the game to bend multiple rules, including giving you instant access to an area that should be off limits and allowing your first level novice character to fool guards and inhabitants (as well as other players). Now we're not only disregarding lore, but the player is given the false impression that the inhabitants of the world are stupid, that the backstory doesn't matter, all while creating the expectation that concessions will be made when you don't want to play by the rules.

    All this also assumes that this won't lead to other problems down the road, like training, acquisition of new abilities, unique racial quests, faction benefits and other things that may not be available anywhere else.

    I'm sure this of course seems like another extreme assessment or taking you're suggestions out of context, but that's because you've become too accustomed to mmos as they currently exist.
  • Starting Cities

    Kyleran said:
    Dullahan said:

    Maybe because one they can control, the other they can't...
    Clearly some MMO players are obsessed with controlling the actions of their fellows,  hence the opposition to fast travel or open starter cities.

    Oh, that is what you meant, right? ;)
    That's cute, but no I was referring to developers being able to control the level of challenge. They may not be able to keep players from researching out of game to find the easiest path, but that doesn't mean they just throw in the towel for the sake of accessibility.

    Sometimes I think you and DMKano are bipolar. One minute you talk of challenge and you're love of games that had it, but the next you're opposing the very things that created that environment.