gotmilk0112 wrote:varth wrote:In everquest the big difference was when you died you actually lost exp. In the later levels you would lose 4+ hours of grinding exp per death. You could mitigate the exp loss by paying a cleric to rez you which would restore 90%+ of the exp lost, but you hide to bribe them pretty heavily since you usually died in hard to reach/far away places.
The other main difference was you had no drinking or eating, so when you were oom you would literally sit on the ground and do NOTHING for 5mins. I remember my buddy explaining drinking water in WoW day 2 and how fast he would be full mana and that just blowing my god damn mind.
Yeah, hearing shit like this kinda makes me understand where Everquest players were coming from, when they called vanilla WoW "the kiddie casual game".
But having to sit and do nothing for 5 minutes doesn't sound very "hardcore" to me. Arbitrary wait times aren't difficult or challenging.
Everquest basically made everything possible hardcore
#1 Leveling solo was impossible for every class except druids, necros, and.... wizards? So you had to group after level 20ish and it took 6months+ to reach raiding levels. There was no /played but it would take 20days+ easily and that's if you focused on leveling (im talking about the first couple years before EQ was figured out). There were quests but they didn't give exp, so the only way to level was killing mobs
#2 You know the Duke in Arathi that drops the stun trinket that spawns every couple of days? The overwhelming majority of loot in EQ was like that, with 3days + spawn times. Most of the good stuff was from a week spawn, so you would camp that shit for a week and pray that someone else wouldn't take the spawn. There was no tagging in the game so you just had to do the most damage to get the loot.
#3 Raids were 70 freaking people, and a lot of raids were not instanced so if another guild/pub raid cleared a raid zone you would have to wait a day+ for it to respawn.
#4 For raid difficulty later on devs made it so a lot of raid bosses had a fucking death touch. That's right every minute or two the boss would just instantly kill the tank no matter what you did, so you had to have multiple tanks. On top of death touch a lot of bosses did so much damage that you had to have a TEN SECOND cast time complete heal from a cleric hitting every second or two or the tank would die before the death touch.
#5 There was no leashing so if you had to run from a mob you had to run out of the entire zone, which were similar in size to WoW. This would usually lead to "trains" of mobs because you would agro everything you ran past while zoning out. This problem was compounded by the fact that a fair amount of zones would have some rarish creature that had an insane agro range, and there was no "in combat" warning so your first clue that you were fucked was some giant gryphon flying out of the fog charging your ass. If you didn't have a movespeed buff you were generally screwed.
#6 when you died there was no ghost form, instead you would appear at a graveyard naked and have to run back to your corpse and loot back all your gear
#7 a small but cool example of hardcore stuff was some mobs had spells that involved darkness. When that shit was cast on you your entire screen would just go black for a couple seconds. The first time that happened I thought my computer had died.
Fun as hell game because everything was so crazy