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Message ID: 5157
Date: Tue Aug 10 22:54:00 BST 1999
Author: Shadowmoon
Subject: Re: I'm dying I think, that is bored (OT)


I too Have felt this way for a while, but then I decided to change things
abit. I play an Ogre Shaman named Boss., He has become my facorite
character. Why? I sis tin the tunnel between EastCommons and Ro all day long
and heal, Sow, Buff people. Etc. Sounds boring right? Well, the first time
i did it, I was just playing around, acting the stupid ogre etc, Having fun,
Telling people I was from the Ogre Anti- Defamation League (hehe), Then i
started having people shout things to me all over the zone, people were
giving me things for sowing them, (Sounds mercenary I know, Wasnt charging
people but hey loot is loot, made over 30 plat in 3 hours with a level 9
character) Soon, I had peopel telling me they appreciated what i was doing
etc.....Now Every time i play Boss sits in the tunnel for at least 2 hours
helping people, And has actually gotten pretty famous in that area in his
own right. My point is this. The one strength UO has over EQ is the
roleplaying community, that took things into there own hands and did
something, (Such as the founders of Oasis), I know combat gets boring AS
hell, but foir a change just try doing something different and dont worry
about your level or your items or where you can hunt. Hopefully more things
such as foreverquest will pop up and give players some more player run
quests and stories and whatnot. Anyway just my veiw on things
TalonStar, Wandering minsteral Of E'ci
Boss, Ogre Shaman
Shadowmoon, assassin

-----Original Message-----
From: Roop Dirump <roop@...>
To: eqbards@onelist.com <eqbards@onelist.com>
Date: Tuesday, August 10, 1999 1:49 AM
Subject: [eqbards] I'm dying I think, that is bored (OT)


>From: "Roop Dirump" <roop@...>
>
>
>I know this is a long post, my friends, but it's probably my very last post
>to this group, so I appologize. I apologize in advance for the language,
if
>you are sensitive, stop now.
>
>There is no death in EverQuest, except psychologically. And I'm dying, I
>think.
>I have loved this list like no other board've known in some years. It is
>highly intellectual, why I bother you with this damned heavy luggage.
>
>Bored. I'm bored. Thinking of quiting because of it. Boredom, I imagine,
>would be probably the worst reason a designer would fear someone would give
>up on their massive online game like this. Boredom, really, is almost the
>worst of an insult. Someone is angry, that's better. They feel something,
>they're emotional about it, a love-turned-to-hate kind of thing, acceptable
>and expected. But boredom? Boredom, apathy, that's a lack of everything
>good. That would be scarry, at least if I were a developer, and that's
what
>I am: not a developer but bored.
>
>Ah well, but boredom has it's good sides. It's a slower kind of emotion,
>lets you think. When you're bored, you're less apt to just quit outright,
>and instead ponder why, in fact, you ARE bored. So I've thought on it, and
>it's off-topic but I couldn't give a rat's ass but I'm posting it here
>because this is the only discussion area I've found where maybe someone
>could say something, anything, though I somehow doubt it would help.
>
>* It runs deep, I think. There is no wandering. Everyone stays put.
>Camping is a problem, everyone says, and we have all these solutions
>suggested and implemented. But, mmmm, none will work! Camping is central
>to EverQuest! Everyone camps! Everywhere! Been to Unrest? How else do
>you survive there but "camp the wall?" These people aren't camping for
>items, but just to play. Folks camp every dungeon, every outdoor zone.
>I've been to West Karanas and watched folks pulling lions to the wall. And
>it's the same everywhere else. Was suggested by a friend, since I so
>loathed camping, to play the south Karanas. I am currently "camped" there
>now, because that's all anyone does in such an outdoor zone as well!
>
>I remember Brad McQuaid discussing this, and saying it's the path of least
>resistance. How he and his buddies would group up, and move through
>permafrost together, eventually reaching some deep section, then heading
>back to quit for the evening. This is an ideal, I wish I could be in THAT
>group, because I have NEVER ever ever ever been in a group like that. GOD
>YES I wish that was how Everquest REALLY worked the WAY he said!!! Seeing
>such a dungeon, I think he's bullshitting because it seems impossible!
>
>I've been in Everfrost, and it gets insanely more difficult the deeper you
>go. Like waves. If I'm in a level 20 average group in Everfrost, we will
>find things easy at first, then we'll find a few MOBs that are a good
fight,
>as we go on we Find some hard ones, then we are immedietly overwhelmed and
>dead. If our group is around level 30 in level, well, then maybe we have a
>chance: Yet we'd still get no experience for the early part, still get
>overwhelmed by wall bugs.
>
>So folks camp. They find the area where things give them experience, sit
>there for a few hours, and let one person bring the nasties to them. And
>the warriors are always healing, and the mages are always meditating
anyway.
>So the game -requires- camping in this respect. We aren't choosing the
>"path of least resistance" because I, for one, do not know what the hell
>McQuaid is talking about. I'd love to see him and his group play. Either
>your group can Handle the best of a dungeon, in which case they get no
>experience as they battle their way through it to the end, or they camp the
>area where they get it.
>
>Back to Unrest. A while back I was O so bored "camping the wall" as it
>were, and someone suggested we hit the Magi Room and camp that. I was
>actually Happy to be moving in a group, finally. We might not have been
>moving for long, but at least we were on the move. Most of the group were
>in the room and settled, but one fellow was lost. I went out and found
him.
>No songs or spells, nothing fancy, we were just walking back up the stairs.
>At the edge of the stairs everything in the basement and attic attacked me
>at once. I had time to read the message, "HITS YOU" before death came
>lurking. Do NOT move about through dungeons, stay in one place and camp
it.
>The bugs, not to mention class requirements, warrant it.
>
>If McQuaid would like bands of adventurers to be heroically moving about
and
>adventuring, rather than sitting around like white trash in a JellyStone
>Park, why is it like this? O, fighters need time to sit and heal, and
mages
>need time to replenish mana. The game encourages camping by all it's
>downtime.
>
>I say it's perfectly ridiculous, actually. Especially warriors
>complaining!! "I broke my leg and it actually takes me 3 whole minutes to
>regenerate the wound! This is not fair!" Bah! It is all perfectly
>ridiculous. I had a friend in traction 10 months for an accident.
>
>:My solution: No natural regeration of wounds, for anyone. This is not
how
>wounds work, afterall. A warrior is wounded, make no natural regeneration
>but increase effect of bandages. They want healing, find a freaking
cleric.
>
>No regeneration of mana either. I know there's no real-world counter-part,
>which others would point out THIS IS A GAME anyway in the last argument,
but
>we're talking logic. Mana, where does it come from? The physics of mana?
>Where is this pure energy coming from? Apparently Norrath does have
>gravity, and follows Einstein, so we must assume Energy cannot be just
>created out of thin air. It needs a source.... The soul I always assumed,
>but that can only supply so much. So I say any mana user must find a
source
>of their mana and cast a spell, a place where they take their mana from.
>That UFO in Qeynos would be a good place. But at higher levels, I say
>better places to find where one can channel mana from. When one needs more
>mana, they must teleport there, at least in spirit, through a complex
spell.
>Enough with everyone sitting on their duffs. Burn mana in a battle, run
and
>hope you're not chased to find a private spot to channel spirit spell to
>regain all your lost mana. I want the game to require people to be on THE
>MOVE and not encourage them to sit around like they're lazy.
>
>* AI lacking. In a massively multiplayer game it should be better,
>especially one that is so Player vs. Environment based. This is AI that
>was seen in Doom, if that. The wonder of AI that some folks are impressed
>by how it acts, when it's actions are not that complex. MUST be improved.
>When I fight this AI, it makes me bored.
>
>:I want to see a wandering band of orcs that act as a team. A leader, a
>cleric, and grunts. Grunts will break off when even less than half wounded
>to let others take the brunt, grunts will protect cleric, team will fall
>apart when leader dies. I want to see ALL MOBs not be so damn still. You
>get in a Duel and everyone moves, and tactics begin to come into play.
MOBs
>use no tactics, they stand still and things get very boring. One MOB is
>like any other, just higher level and maybe with different spells.
>
>* Tradeskills are lacking. I have a feeling, given a year, this may work
>out.
>
>* Death. There is no death. I want to die. I cannot die. Who were the
>generation before this, the immortal generation? Totally ignored by the
>story of the game.
>
>* The story is too static. One of Brad McQuaid's problems with adding
>monsters that offer random cool items was that it wouldn't work in the
>story. I can understand this point perfectly, yet people would always be
>camping anyway because that's all they ever do. But back to the story.
>
>The story, is, rather interesting. But this is not the story for a
>massively online roleplaying game. This is the story for a single player
>game! Let's take, for example, the story of Crushbone.
>
>One can jump an orc courier a bit ways off from Crush. Eventually one
works
>their way to Crushbone, finding many interesting things going on, an
>alliance with dark elves for instance. One fights their way through there,
>and eventually finds a one ambassador Dvinn! Ah HAH! And slay him.
>
>Problem. That courier is always delivering notes, ambassador Dvinn will
>always be undergoing negotiations. Kill him? No matter.
>
>It is like a moment locked in time, it never changes. No matter what
anyone
>does, the NPCs will always be locked in that moment, regardless what level
>the real folk have gotten to. The "plot" is unchanging. Join a massively
>online rolplaying game with an ongoing plot! There is no ongoing plot.
>Everything is the same. It always has been, always will. McQuaid wants
>people to appreciate where items come from plotwise, when they buy them or
>find them. Yet I'm afraid those subtlties are lost when it's always that
>same NPC in that same place, and they never change.
>
>:An ever evolving NPC plot, entirely dependent on PC action! How does the
>plot unfold? Almost like voting. The most PCs to do the most quests one
>way determine how a plot unfolds!
>
>Why is there a "Rescue the Princess" quest where the princess can never
>actually be rescued? Because she can't! She has to be around for the next
>guy to resuce her!! The story sucks, folks. It wants to be a single
player
>game, the story!!! This is not a plot for a massive role playing game,
it's
>a scizophrenic single user plot.
>
>* Fix the damned NPC parser. Using Scott Adams Parser in 1999!!!! Infocom
>got it better in 1985!!!
>
>* To really encourage roleplaying and a community allow people access to an
>in-game print press. Where they can make their own newspapers or books.
>Allow people to own a deck of cards so they can play kings court and
gamble.
>Make a Roulette Wheel when a PC spins it everyone can watch the text as it
>clicks along.
>
>NAMELY
>
>GIVE folks options besides combat!!! I ask this, because the way combat
>works in EverQuest bores the living crap out of me. If it weren't for the
>way groups worked, "heroes" sitting around in some safe corner while
squires
>hauled the monsters one at a time for them.... BAH!
>
>In Everquest, there's no option but combat, everything else sucks, and if
>you don't like the way combat works, well then you're fucked.
>
>Roop
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