nobody will play it.
1. it costs a helluva lot more to make an mmorpg now than it did when everquest was created. i was there, alpha testing that game. they had a small staff and a smaller budget.
2. UO's subs peaked at 300k, EQ at 500k. by today's standards for a paid game that's no longer considered successful enough to continue running
3. FTP and B2P have become an expected standard. the last three sub based mmorpgs - swtor, tera and the perfect world - all went f2p or b2p to remain afloat in their first year
4. if you really feel the way you do, go play eve or even go back to everquest - although everquest got rid of the leaving a loot-ridden corpse behind when you die now because their PAYING CUSTOMERS no longer tolerate it.
i miss spending 10 real life years getting a character to the level 50 cap in the MUD that everquest is strictly based on. i miss not being able to solo anything..not xp, not level 1-2, nothing. but not as often as i miss an mmorpg with an active playerbase.



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it was more frustrating than hard, for example i like the challenge the guy with the thing on his back poses (where u have to should a thing on their back). But giving mobs super accuracy and invisibility detection is a "not to do" in a game.