by Lathdrinor » Mon Oct 20, 2008 1:51 pm
MMOs are such that the masses will always follow fads. Today, this might be WoW and WAR; tomorrow, it might be something else - the Bioware Star Wars MMO, perhaps, or maybe one of the dozen others in production. However, if there is one thing I know about games, it's that people always return to the quality ones. So, in that context, what's wrong with EQ?
I think the biggest problems with EQ are accessibility and tradition. The Devs fear player power too much. I suppose it's natural that they do - EQ was supposed to be the "hard game" on SoE's lineup, made for "hardcore" players willing to grind for hours. WoW, by comparison, is all about accessibility - you are not likely to go through a WoW expansion without experiencing a majority of the content. By contrast, in EQ you could purchase an expansion for $40 and not see half of the zones. It's not just a player choice, either - sometimes there's simply too much catching up to do. Take group tanks, for example - the amount of hp and ac they need to tank in tier 3+ SoF is such that many casual tanks never even see those zones. You don't have this problem in WoW - appropriate gear for high-end instances is handed out to you via solo quests, and there is no AA hurdle to overcome.
Next, tradition - frankly, there is too much of it. People fear change to the extent that they'll rally against it. In some respects, it's good that SoD did not attract as much attention. Perhaps people were too busy playing with Mercs to notice that SoE got through some major healer changes. If EQ had been as active a game as it was years ago I don't think this would've happened. How long have we noticed the over dependence on clerics? How long have people been pointing it out? Yet, only now have the devs really responded. And even now, how insulting is it to receive an exp res for 90% in an expansion where 96% resses are available to just about everybody via Mercenaries? Is 6% really that unbalancing? Do clerics really need that edge? If so, why introduce Mercenaries that anybody can pop out for a 96% res? It's a practical slap in the face but, if I were to go by Ummei's logic, I shouldn't complain because "it's better than anything you've had before."
Another aspect of tradition is SoE's copy-and-paste habit. SoE, in the name of class balance, has been selling us the same spells and AAs for *years*. They have a tendency to introduce new abilities only when game mechanics demand it. This leads to serious stagnation. Blizzard, by contrast, introduces many new class features every expansion. Yeah, this is potentially destabilizing - the 3.0 patch for WoW screwed up a lot of classes and some people are furious, but it also keeps the game from getting stale.
As a shaman when was the last time I got something truly exciting? All of SoF was pretty much copy-and-paste. Healing buffs, sure - I'll take them (partly because I need them), but where's the creativity around here? Where's the distinction? Shamans used to be about something and I'm just not sure they're about that anymore. This has to do with the dev fear of player power again. I mean, look at Feralisis - WHAT were they THINKING? "Hmm, I wonder how I can pre-nerf this ability so that people can't abuse it?" SoE is so damn caught up in tradition and balance that they'd rather go the play-it-safe route. No offense, but when I go fifteen levels without a single upgrade to Champion (you know, the spell everybody points out for shamans?), I tend to get a little pissed. I am very tempted to whine, at this point, about BSTs getting Bestial Alignment to add even MORE group utility to their already hefty list, but I thought better of it. All I ask for is some rethinking on the Devs' part on what role the shaman is supposed to play. If it's to be the king of melee buffers, where are our new, shaman-specific buffs? It's to be the king of melee debuffers, where are our new, shaman-specific debuffs? If it's to be just like clerics, where are our new chunk heals?
Moving aside from shamans for a moment (because I could rant on and on and I don't want to), the same lack-of-depth argument applies to gear. SoE standardized gear distribution in SoF. To them, this is the Great Leap Forward - now they can use an automatic stat calculator to whip up each expansion's gear in seconds. I don't begrudge some consistency across gear sets - in fact, I welcome it. But I don't think this should come at the cost of gear diversity. Why can't they have standardized gear sets and individual pieces simultaneously? Because it takes too much time? But they've had a year's worth of time. Hell, it can't be that hard to tune your automatic loot generator to generate some random loot and scatter it around the zones. With the way they do named mobs these days (more hps! more dmg! slow mitigation to 20%! proc 1-2 adds every ten seconds!) they can probably even generate random nameds. It boggles the mind that Diablo II still has a better loot system than just about every MMO in existence.
I play EQ because, in some ways, it's still the best PvE MMO around. WoW has to balance PvE with PvP, and WAR I don't even have to mention. But as a PvE MMO, as one of the few PvE MMOs with solid base mechanics, EQ just frustrates the heck out of me sometimes. It's not that the game isn't good, it's that it could be so much better. There was, and still is, great potential in EQ. But for whatever reason - be it lack of desire or lack of capability - SoE simply squanders that potential more often than not. They come so close, sometimes... I mean, look at SoF - if Crystallos had been more accessible, if group tank ac had been better, if the camps didn't have such mind-bogglingly low spawn rates, it could've been a great step in the right direction. It could've narrowed the gap between raiders and groupers, between power gamers and casual gamers, such that they would've been able to make SoD into an expansion everyone can enjoy. But as it is... I don't know. People were so hopeful and excited at the start of SoF... I don't see the same level of interest for SoD.