3 ms·
In contrast this was one of the things I most liked about Everquest (in its early releases). First, most loot had a reason to be there and some logic to it. Yo
by ebrenes 12y ago
In contrast this was one of the things I most liked about Everquest (in its early releases).
First, most loot had a reason to be there and some logic to it. You need bone chips? You'd go whack a skeleton. You needed some beetle eyes? Go whack a beetle. Bear meat or skin? Go hunt for bears. It gave the world a cohesiveness and logic that you didn't even have to think about.
Also in the early days you could give mobs items and they would equip them. If you traded a sword and shield with a skeleton and it would drop those back to you when you killed it. This was also pretty cool, because you could tell what damage to expect from the mobs based on what the mob looked like. If it was a skeleton wielding a staff you knew you'd found a catch because those would sell for a pretty penny.
Later on, in subsequent zones that all started to break down a bit more. But overall, I think it kinda retained this in essence. Had the game had a stronger crafting mechanic behind it (instead of being broken from the get go), it would have been quite interesting.
I agree whole heartedly on the just blindly gathering 100's of rat tails or wolf pelts being boring beyond redemption. But there's some charm to being able to hunt for what you need.