Tweed wrote: ↑
April 1st, 2026, 01:08
I wandered around for twenty minutes in pitch black darkness trying to find a guy for a turn in and then he told me I wasn't ready.
I almost had a heart attack when I saw I'd have to spend 12 silver to train a single point of conjuration.
I laughed hysterically at the thought of paying a gold a backback.
Yeah, I'm not feeling this, not at all. I'd sooner pay Dey'Break for EQ Legends than do this.
I'd sooner punch myself square in the nuts than do this.
LOL
Comm'On Tweed, You remember EQ at release right? I mean, that was the way things were. Money was extremely difficult to gain. It would take forever to gain your money, and by the time you got enough to pay for most of your skills, you would end up leveling (earlier levels) and have new spells/skills to get (constantly feeling like you had to catch up rather than getting ahead). Backpacks weren't cheap, the idea of carrying a full set of backpacks was laughable in the early levels. You scrounged for any type of container you could find, sacks, wrist bags, etc.... due to them being cheaper or because you got lucky with one dropping off a humanoid mob. It was a constant struggle, and the idea of horde collecting (ie picking up every bit of trash to maximize money intake) really wasn't an option. Not only that, you also had weight to deal with and even if you picked up a backpack, you couldn't max out full backpacks because the weight to carry them all full was usually impractical unless you were a race that was very strong.
This simple concept made certain spells very valuable (ie being able to pop on a strength spell to be able to carry a bit more without getting slowed down), and even the perks of being a class that could summon their own containers became invaluable.
What you bought had to be prioritized, which spells you thought were most useful first, the spell component cost, etc... This is why leveling speed was very slow, because this part of the game took time. Over the years as they started speeding up leveling speed, these concepts became silly. You would often blow through multiple levels so fast that skills were always lagging behind and instead of skills mostly maxing through normal play (ones you used fairly often) due to slow leveling, you were constantly having to stop and grind them up to keep them at level, which then made them speed up skill level speed to balance it out. One thing after another and that game play completely disappeared.
Everything was connected, every detail of play has pros/cons, and this was all before you even entered combat. There was a "game" outside of combat, character development obstacles outside of simply smashing an attack button.
Simple things that enriched play, provided obstacles and created goals to improve and overcome.
This is what I missed about EQ. EQ legends is fun due to its concept, but all of those subtle elements of play are lost because it has all been circumvented. Everything is cheap, getting a complete set of bags at level one is easy (if you don't level up several times before you even make enough money to buy your bags). Spell/Item/consumables (food, water and spell components, etc...) became nothing more than a inconvenience where you dumped a ton of cash and bought stacks and stacks of them. The management was gone, the game play gone.
I get some people hate this, but I loved it. It is what made the "zero to hero" journey so meaningful, to be begging and clawing for scraps as you leveled to even buy some longer lasting food/water, getting that coveted spell because you saved all your cash to finally be able to afford it.
It is also why player traded, gold farming, etc... completely ruined the game. People were able to amass huge amounts of money ridiculously fast. Having plat was considered being rich, but after player trade and the gold farming, it became 100's of play, 1000's of plat and eventually millions of plat so fast that all of those aspects of early game became pointless. The simply journey pointless and it was all about buying the group loot drops in the market, then the raid drops being bought... Ever "Quest" became Ever "Purchase", still gold chasing to progress, but now people were spending more time in the market than they were in the dungeons buying their goods.
For me, that is a "no thanks".