Gonzoman wrote:
I liked it more about EQ when dying included a challenging corpse recovery.
Unfortunately in many (not all, but maaaaany) cases "challenging" meant "impossible unless you get an entire group or a higher level (if you're low level) to fight down to your body or you sit around waiting for a Necro or SK to summon your corpse." In either case there's no challenge involved, just a lot of time begging others to help.
Sure, if you died in the middle of Dreadlands you could make the case that it could be a challenging corpse run.
But in many, many, many cases it's simply a fact that you have zero, zero, zero chance of getting your loot back yourself... in which case you're relying entirely on others, eliminating any challenge from the event at all. I performed the favor for many friends, and I had the favor returned many times, but ultimately it was just a huge pain in the *** for everyone involved.
And as mentioned, it was a huge noose strangling the neck of the playerbase. No one wanted to explore, because the penalty for death and the corpse run involved was too huge.
Most of an entire guild AND a few other players quit EverQuest for good around the time PoFear was opened because the break (as we would all come to realize was fairly common for that era) failed. It was as far as I know the most powerful guild on the server at the time. Favors were called in and an impromptu rescue raid made up of some volunteers and naked casters from the guild attempted to break Fear again. That too met with a grisly round of deaths. At that point there were a plethora of corpses sitting near the port-in of Plane of Fear.
From what I recall (I was one of the volunteers) some people managed to get in, get their gear, and get the hell out, but most didn't and ate death after death after death.
Dozens of bodies rotted, each one representing months of time invested.
A lot of people quit. A lot.
I lost my corpse and considered quitting.
It wasn't fun. It wasn't challenging. It just sucked.
Corpse runs were and are a bad, bad, bad, bad thing.
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Get me right: It is fine as it is, just not as challenging as it was in the past. It used to be an absolute necessity to be well known to expert corpse recoverers (like rogues, necros, monks). It's not like that anymore.
Get me right. "Challenge" has nothing to do with the scenario you just described.
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Nowadays you just PoK-port yourself. Of course that is -again- more convenient, but it makes druids and wizzy less important than in the older days.
Having played both a Druid and a Wizard I was actually glad for that change. The money you made off teleports was a pittance compared to what you could farm by the time PoK was out, and I was highly pleased to realize I no longer had to be /anon 24 / 7 to avoid getting constant spams of "i need tele" "hey u busy" "tele now 4 plat" and crap like that.
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The game used to be less convenient on the one hand and more challenging on the other (two sides of the same coin)
As I argued before, I don't really think corpse runs had anything to do with "challenge" a lot of the time. The more appropriate word is "annoying." There was no difficulty in a corpse run. You could either do it (in which case it was just a time sink without risk), or you couldn't do it alone (in which case it was a time sink for both you and others you begged for help)... OR it was just flat out impossible in a few rare circumstances (like Plane of Fear early on.)
I'm not missing the point at all. Corpse runs sucked.
Hard.
There was no challenge involved. There was only a time sink.
Now if you want to make the argument that people needing other people was a good thing that came out of corpse runs, then I'm willing to admit that, although imo the downsides and negative effects on the playerbase behavior as a whole and the general counter-incentive to explore or group anywhere but Lake of Ill Omen or Velketor zoneline is ample evidence for an argument that... again... corpse runs sucked.
Edited, May 10th 2011 10:09am by MegidoFlare