I hope I die before I get old
On Monday, Moorgard put a link on his blog to all his old mobhunter articles. Being an avid eq1 player for 5 years or there about I decided to read through them just for fun. Some of the things I found really surprised me:
- Here is him commenting on charm changes in Kael Drakkel after the world first kill of the Avatar of War by Legacy of Steel and Shock of Swords.
"Until then, we make a plea to Verant: keep your customers informed. Even though only 80 players were directly affected by the change to Kael, when you cripple one of the top guilds in the game, you cripple the dreams of tens of thousands of players across all servers who look to these guilds to give them hope for the future of EverQuest.
Hope like that is priceless to a company, and is irreplaceable once lost."
and
"So, Verant is saying that the change in Kael is not due to the Avatar of War being killed through the use of an unknown "bug." Rather, it addresses a general problem that has manifested itself in other ways within the city of the giants.
Tormax and Vindicator/Statue have had charmed giant pets used against them for a long time now. It's only been lately that pet aggro has been changed to allow 25-person raids against these ubermobs to be carried out successfully. Fixing such an obvious exploit is, without question, a good idea.
However, the timing in this case--as in other "bug fixes" by Verant--is certainly suspect.
Are we really supposed to believe that, had the AoW not been killed twice within a week, that this change was scheduled to happen anyway?"
- This is his general comment on a remark from Tigole about raiding in Sleeper's Tomb.
"If you don't know why that's so damn funny, it's time to get the hell out of Crushbone and try a real raid."
- Here is a little snippet from his take on instancing.
"So along comes instancing to solve all these problems, right? Well, not everyone thinks so. A lot of people like the competitive aspect of EQ, and argue that instancing dumbs things down too much. They don't want to see EQ become an ubermob-on-demand system where players can order up whatever content they want, when they want it.
They have a point. EverQuest is, after all, a massively multiplayer online game. If people want content all to themselves without working for it, there are plenty of single-player adventure games that should suit them. A big part of the appeal of EQ has always been that the people who put in the most time and effort reap the biggest rewards. Uberguilds should have access to content that others don't because the uberguilds have worked harder for it. Without those kind of rewards, players lose their motivation to beat the high-end content, and I suspect a lot of people would lose interest in the game."
- The last quote I am going to put up is Moorgard's opinion on encounters that are ridiculous and obviously have some problems with them like the Derivine Matron and the rewards that should come from them.
"But after weeks and weeks of the best guilds in the game all working on the same encounter without success, it's time to simply accept that the encounter is broken, either accidentally or deliberately.
Read the uberguild sites and boards. Almost all of them are losing people to boredom and frustration. That's what happens when your progress is halted--and it's the biggest danger for any gamer, whether you're at Ximix's level or Furor's. When people get too frustrated with a game, they move on. While there might not be a lot of compelling places for frustrated players to go at the moment, it's likely that there will be soon.
EverQuest is in need of two things right now, quite badly. First, it needs another full-blown expansion that will offer a lot of compelling content to the high-level but non-uberguild player. We're talking multiple zones that range in difficulty from just above NToV to Vex Thal, but without the bullshit hassles of a VT-like key quest. Second, it needs the Rathe Council to fall. Lock uberguilds into months of Plane of Time farming if you must, but the PoEB roadblock has to go, and the content beyond it has to make people drool. High-end players have to be able to say "yes, it was worth it" for the health of the game. Even players who will never reach that level of content care about it, and need to know it's out there and working.
So the question still remains: Does PoP suck? For some people, yes it does. And it's pretty important for that to change."
Following the links at the start of this entry you can read all his articles, and there are many more good little bits and pieces scattered around, especially if you are an old eq1 fan. The one thing I just have to say though is....
What the fuck happened Moorgard?
Evidentally you used to be on the good side. You used to understand and see all these issues we are constantly battling in eq2, only now your one of the people helping to keep them as problems. Seriously, whats the deal?
To use a phrase from Bart Simpsons, "What happened to you Moorgard, you used to be cool."
- Here is him commenting on charm changes in Kael Drakkel after the world first kill of the Avatar of War by Legacy of Steel and Shock of Swords.
"Until then, we make a plea to Verant: keep your customers informed. Even though only 80 players were directly affected by the change to Kael, when you cripple one of the top guilds in the game, you cripple the dreams of tens of thousands of players across all servers who look to these guilds to give them hope for the future of EverQuest.
Hope like that is priceless to a company, and is irreplaceable once lost."
and
"So, Verant is saying that the change in Kael is not due to the Avatar of War being killed through the use of an unknown "bug." Rather, it addresses a general problem that has manifested itself in other ways within the city of the giants.
Tormax and Vindicator/Statue have had charmed giant pets used against them for a long time now. It's only been lately that pet aggro has been changed to allow 25-person raids against these ubermobs to be carried out successfully. Fixing such an obvious exploit is, without question, a good idea.
However, the timing in this case--as in other "bug fixes" by Verant--is certainly suspect.
Are we really supposed to believe that, had the AoW not been killed twice within a week, that this change was scheduled to happen anyway?"
- This is his general comment on a remark from Tigole about raiding in Sleeper's Tomb.
"If you don't know why that's so damn funny, it's time to get the hell out of Crushbone and try a real raid."
- Here is a little snippet from his take on instancing.
"So along comes instancing to solve all these problems, right? Well, not everyone thinks so. A lot of people like the competitive aspect of EQ, and argue that instancing dumbs things down too much. They don't want to see EQ become an ubermob-on-demand system where players can order up whatever content they want, when they want it.
They have a point. EverQuest is, after all, a massively multiplayer online game. If people want content all to themselves without working for it, there are plenty of single-player adventure games that should suit them. A big part of the appeal of EQ has always been that the people who put in the most time and effort reap the biggest rewards. Uberguilds should have access to content that others don't because the uberguilds have worked harder for it. Without those kind of rewards, players lose their motivation to beat the high-end content, and I suspect a lot of people would lose interest in the game."
- The last quote I am going to put up is Moorgard's opinion on encounters that are ridiculous and obviously have some problems with them like the Derivine Matron and the rewards that should come from them.
"But after weeks and weeks of the best guilds in the game all working on the same encounter without success, it's time to simply accept that the encounter is broken, either accidentally or deliberately.
Read the uberguild sites and boards. Almost all of them are losing people to boredom and frustration. That's what happens when your progress is halted--and it's the biggest danger for any gamer, whether you're at Ximix's level or Furor's. When people get too frustrated with a game, they move on. While there might not be a lot of compelling places for frustrated players to go at the moment, it's likely that there will be soon.
EverQuest is in need of two things right now, quite badly. First, it needs another full-blown expansion that will offer a lot of compelling content to the high-level but non-uberguild player. We're talking multiple zones that range in difficulty from just above NToV to Vex Thal, but without the bullshit hassles of a VT-like key quest. Second, it needs the Rathe Council to fall. Lock uberguilds into months of Plane of Time farming if you must, but the PoEB roadblock has to go, and the content beyond it has to make people drool. High-end players have to be able to say "yes, it was worth it" for the health of the game. Even players who will never reach that level of content care about it, and need to know it's out there and working.
So the question still remains: Does PoP suck? For some people, yes it does. And it's pretty important for that to change."
Following the links at the start of this entry you can read all his articles, and there are many more good little bits and pieces scattered around, especially if you are an old eq1 fan. The one thing I just have to say though is....
What the fuck happened Moorgard?
Evidentally you used to be on the good side. You used to understand and see all these issues we are constantly battling in eq2, only now your one of the people helping to keep them as problems. Seriously, whats the deal?
To use a phrase from Bart Simpsons, "What happened to you Moorgard, you used to be cool."