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Message ID: 10352
Date: Fri Nov 19 15:19:49 GMT 1999
Author: Kyle Q
Subject: Re: OT: Feign Death nerf (long)


> From: <kim@...>
>
> On Fri, 19 Nov 1999, Kyle Q wrote:
> >
> > All I have to say is perception counts for a lot.
>
> I don't dispute that. I was just wanted to make it clear that
> the difference being pointed out was entirely illusionary.
> Once you understand that, you start to see that monster
> boosting is just another step in the downward spiral the mud
> wimping article describes. Slowly advancing people
> get screwed while the quickly advancing people the changes are
> aimed at are relatively unaffected since they're already high
> level. *That* is what frustrates me most about this whole
> process - it's regressive in that the lowest levels are nerfed
> the most.
>

What it really boils down to is lack of room for both parties (advanced vs
lower lvl). After experiencing the kind of openess that Asherons Call
allows, Everquest is really starting to feel like an apartment with 3
families living in it. The Kithicor change is a classic example of this.
They took a well used travel corridor and turned it into a death trap so
that high level players wouldn't have to fight 90 other people for a spot in
lower guk. The problem is that since travel is so restrictive (through zone
points) that the younger players don't have much alternative.
Everquest simply cannot expand fast enough to support the players. A new
continent in March? Oh joy.....we need it now. For the average high level
player (between lvl 40-50) you can count on one hand the number of zones
that are desirable to go to, and in all of those zones, you are gonna find a
large number of players already there.
Monster boosting would be a better choice than player nerfing, but it
requires more new places to go where the new creatures could be added in,
leaving the lower level creatures in tact for the newer players.
Unfortunately Verant has already proven to us that this will never happen.
They simply do not have the capability to add on new zones quickly. Since
retail release (and correct me if I'm wrong) a grand whopping total of 3
zones have been added, two of which are only for extremely high level
players, and the other is just for quests. 3 zones have been completely
revamped (Kith and Kedge and Perma), but again, revamping takes away from
the younger players and gives to the higher levels.

EQ is stagnating because it isn't growing. Stagnation is slow death.

Oh well.......here is hoping that the next crop of MMRPG's (Heroes Journey
and Shadowbane) allow for the easy expansion of the world by the game
designers. Then maybe these problems would have a chance of being solved.

Dank