Target ring on Giant Croc was annoying as hell, because sometimes hed hit a little bump in the ground, and the red would be eye level with some characters, or something retarded.
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But they're in a mature phase of the product. Their main concern should be catering to the most loyal of customers, which are the easily amused "here, have even UBERER stuff!" crowd.
There isn't much more money going into eq1 as far as server expansion and advertising. This means that new player statistics will drop. EQ1 can't compete with the new MMORPGs unless it has new content and a new overhaul (see EQ2 for overhaul) or a lower price. Because I believe that the economics of a lower price will lead to lower profit, they won't decrease it very much - only enough to maintain the maximum amount of current users. So EQ1 exists now to continue to serve the current userbase, which would be mostly 65ish, and approaching higher levels. I suspect that higher levels and new expansions may be made to continue to cater to the same crowd, but that lower level content won't be developed as heartily. Because the trend of average levels of players' highest characters (mains) will increase, the content should follow that trend. By allowing the lower level content to remain, they do cater to the shrinking number of lowbies, but all new material will be uber stuff, I think. |
With their storyline about how the gods have forsaken Norrath...
do you think SOE's trying to get a hint across to the players still playing EQLive? :lol: |
you mean the storyline from eq2? then that would be eq2 dev team trying to give a hint across not 'soe'.
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No, the existing storyline of EQ. Bring up your storyline window and read a few of those narratives. EQlive is now in the time period just before all hell breaking loose to set the stage for EQ2.
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thats the same logic that goes behind things like 'soe fuxd over eqlive so im not gonna play eq2 cause SoE also made it' or 'after swg ill never buy an SoE game again' even though there all different dev teams.
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Different dev teams... but the same out-of-touch bean counters at the top.
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whom have just a minor influence on the dev teams game design choices.
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