![]() If you roam from world to world, you had best plan to stop and figure out what has changed. Of course, then you are at the bottom of the level hill again, which in itself represents a whole new disincentive.īut that is the price of the nomadic MMO player. ![]() It sometimes feels easier just to start a new character than to figure all of that out. This builds up its own barrier to entry… or re-entry… into a game. This is usually compounded by my racial traits or AA’s having been reset as well somewhere along the way. So any return to post cataclysm Norrath includes a good amount of time figuring out what those four hot bars full of skills actually do. The class design objectives had to include the line “Skills. Meanwhile, EverQuest II seems quite conventional in interface… at least until you get to the oddities hiding below the surface… but the character classes… wow. That has changed a lot, and fighting the UI when I go back to old Norrath is no longer my biggest struggle, but it is on the top 5. ![]() But the UI conventions used to be from another planet compared to the post-WoW world. In EverQuest the character classes were generally straightforward, with a pretty rational and focused set of skills. What weight each level has can vary from game to game. And what do all those skills do? And what has changed since I have been in this game last? There is the overall structure of how the game works, the individual conventions that probably do not align completely with the last game you were playing, and simple quirks of user interface that can trip you up.Īnd then there is actually playing your character. One of the pains about roaming from MMO to MMO is that every time you come back to an old haunt, you have to remember how to play again.Īnd that can plague you at several levels.
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