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<blockquote data-quote="Destil" data-source="post: 3445902" data-attributes="member: 1980"><p>Rogues in EQ had find traps... just no traps to find.</p><p></p><p>MMOs in general, however, are a very immature and narrow genera, having forgotten most of the lessons of 20+ years of MUDs. I have yet to see anything approaching say DragonRealms or Legend of the Red Dragon, which is sad. Really graphics seem to have done more harm to the genera than anything else.</p><p></p><p>There isn't just the issue of narrow classes (look at FFXI, every class is rather narrow compared to WoW, and it has really strict group makeup rules to get optimal XP and there are way too many DPS melee types that compete for the same spots in groups), but because the overall design of graphical muds is poor. They're leveling treadmills (now with quests, at least to make it less obvious).</p><p></p><p>The big problem (or at least one of them) is the fact that the games focus so much on single spawns of monsters. Entire encounters need to be spawned and scaled to match your party if there's to be any variety (i.e. a swarm of mooks for a mage to fireball plus some big guys for the meatshields to get up close and personal with). The games need to get away from simply rewarding players for doing the same exact thing with larger number from level 1-60 and then changing completely...</p></blockquote><p></p>
[QUOTE="Destil, post: 3445902, member: 1980"] Rogues in EQ had find traps... just no traps to find. MMOs in general, however, are a very immature and narrow genera, having forgotten most of the lessons of 20+ years of MUDs. I have yet to see anything approaching say DragonRealms or Legend of the Red Dragon, which is sad. Really graphics seem to have done more harm to the genera than anything else. There isn't just the issue of narrow classes (look at FFXI, every class is rather narrow compared to WoW, and it has really strict group makeup rules to get optimal XP and there are way too many DPS melee types that compete for the same spots in groups), but because the overall design of graphical muds is poor. They're leveling treadmills (now with quests, at least to make it less obvious). The big problem (or at least one of them) is the fact that the games focus so much on single spawns of monsters. Entire encounters need to be spawned and scaled to match your party if there's to be any variety (i.e. a swarm of mooks for a mage to fireball plus some big guys for the meatshields to get up close and personal with). The games need to get away from simply rewarding players for doing the same exact thing with larger number from level 1-60 and then changing completely... [/QUOTE]
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