Oh and they were what weekly spawn on top of that too that were also open world spawns to boot, so quite often you had competition just laying claim to it.
Our server had some quite… colorful guilds that didn’t play nice and would train attempts, or bum rush it in an attempt to do more damage to steal the claim, among other nastiness. Imagine you spent hours getting 80 people together, prepping, and then getting ganked at the last minute. lol pure chaos.
The GMs were constantly involved sorting out the aftermath. Which was funny in its own right I suppose. Which is probably why they leaned hard into instances in later expansions.
Fun times. Dont think there will be another experience like it was its hayday.
Sounds like my experiences with Ultima Online. Right before they added paladins and necromancers, the shard where I played was quite “raw”. You really got the human experience, with everything: misery, dignity, psycopaths, etc.
And honestly I think that’s what’s missing in “modern” mmos: the human element. Or rather the social one. Which is ironic.
They are now way too friendly towards solo play and systems like ff14s duty finder removed the social aspect by automating group comp with complete randos that you will probably never see again since it was cross server.
In evercrack and even ffxi you were required to shout for groups from a pool of players on your own server so you got to know people. Who was good and who was not so good. You built a reputation.
It was a lot harder for sure, but it felt more meaningful.
Oh and they were what weekly spawn on top of that too that were also open world spawns to boot, so quite often you had competition just laying claim to it.
Our server had some quite… colorful guilds that didn’t play nice and would train attempts, or bum rush it in an attempt to do more damage to steal the claim, among other nastiness. Imagine you spent hours getting 80 people together, prepping, and then getting ganked at the last minute. lol pure chaos.
The GMs were constantly involved sorting out the aftermath. Which was funny in its own right I suppose. Which is probably why they leaned hard into instances in later expansions.
Fun times. Dont think there will be another experience like it was its hayday.
Sounds like my experiences with Ultima Online. Right before they added paladins and necromancers, the shard where I played was quite “raw”. You really got the human experience, with everything: misery, dignity, psycopaths, etc.
And honestly I think that’s what’s missing in “modern” mmos: the human element. Or rather the social one. Which is ironic.
They are now way too friendly towards solo play and systems like ff14s duty finder removed the social aspect by automating group comp with complete randos that you will probably never see again since it was cross server.
In evercrack and even ffxi you were required to shout for groups from a pool of players on your own server so you got to know people. Who was good and who was not so good. You built a reputation.
It was a lot harder for sure, but it felt more meaningful.