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Re: EverQuest 2: some gripes

the queued action denotation is quite obvious unless the action is dimmed out (for example, during cast recovery time), in which case it is not exceedingly painful to see.

Since this denotation is about the inner border of the icon being slightly brighter, it is absolutely the same if the icon itself is dimmed out or not. Actually it may be easier to see since a bright color is usually more visible on a dark background. Or not?

Secondly, it's just not possible to queue a spell without dimming it out, since "being queued" presumes that another skill or spell is already in progress. Making your remark even more silly.

EQ2 did copy several things from WoW that WoW did right (griffons, quest markers, what have you), but just because you played WoW first doesn't mean that EQ2 has copied every game system from the former. You could have 5 skill points per level in the original EverQuest, which, last I checked, came about five years before WoW.

There are MILLIONS of elements that EQ2 copied directly. Not just an handful. It's actually amazing how the great majority of the systems are absolutely *cloned* and, even then, still not working smoothly (I'd say: poor imitations).

Still, you are right when you say that WoW copied EQ. These games are being horrendously incestuous to the point it is plain impossible to understand who copied in the first place.

My point is that EQ2 shines exactly in those really few elements that are original.

I can get the first 20 skill points in foresting in 20 minutes on the newb island - you would have to try exceptionally hard to get only 6 points in 2 hours.

As I said the rates of failure while harvesting are very high. For every piece of wood I found I could get one or two pieces worth of material or nothing at all. And this includes, I think, around 6-7+ attempts on the same resource.

At the end I had collected 41 pieces of wood. This means that I harvested around thirty, if not more, resource points. Maybe things are paced differently outside the newbie island, but that's what I experienced outside.

And what's so great about static spawn points? All they do is encourage camping. The object is to explore and discover them, not sit in the same spot for hours mining the same rock.

Get a clue. EQ2 has EXACTLY THE SAME static spawn points of EQ2. The resources spawn always in the same locations.

The difference is that in WoW these spawn points are divided by group, so that they can make sense in the environment. While in EQ2 they are totally RANDOM. And do not make sense at all.

No-value and attuneable items are in the game to prevent mudflation, which has advanced dramatically slower than in WoW.

Bad assumptions. Mudflation is about items (the attunable parts). And I think I haven't remotely commented this part. So I don't know what you are arguing about.

The no-value items would be instead about the inflation, which is not directly related to the mudflation. In this case there are plenty of better ways to deal with this. Like.. WoW (which has no problem with the inflation, currently).

Even in WoW you can go sell the resources you harvest in the auction house. Most players do this since it is more profitable and the resources in great demand. But you can still sell them to a vendor for a lower price if you prefer.

In the context I was commenting my inventory was full. I didn't need those mats directly, nor I was going to walk back to the city, rezone various times, just to put junk resources on the market that noone would buy. Instead I was just hoping to quickly sell them to a vendor and get some "worth" out of the two hours I spent there harvesting.

The result is that I had to simply destroy those resources so that I could continue, which felt truly disappointing.

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