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Everquest Next

With SOE revealing plains for the next enstallment of EQ here are a few steps i feel they need to take to make the game a success.

Step1: Take all the Races and Classes from EQ1 and all their spells they had and update the graphics on them and allow any Race to be any Class.

Step2: Take the harvesting, crafting, diplomacy, and housing system from Vanguard and add that to the game.

Step3: Take the AA point system from EQ1 and add that and get rid of the dumbed down talent tree system.

Step4: Allow players to allocate their attribute points (within reason) and add a vast character customization option so players dont end up looking like every other toon created.

Step5: Make the game seamless like Vanguard but make the dungeons instanced and add some overland bosses.

These are just some steps ill feel SOE needs to take to make this game a sucess.

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Comments

  • FibsdkFibsdk Member Posts: 1,112

    Well they already hinted at they are going to have less classes than EQ. That alone is enough to make me lose interest.

     

    Less is not more

  • Havok2allHavok2all Member UncommonPosts: 190

    They said less classes THAN EQ2! Not EQ1.

    Disagree with the with every race can be every class idea. Dillutes the uniqueness of some races.

  • NightAngellNightAngell Member Posts: 566

    Originally posted by knightspain

    With SOE revealing plains for the next enstallment of EQ here are a few steps i feel they need to take to make the game a success.

    Step1: Take all the Races and Classes from EQ1 and all their spells they had and update the graphics on them and allow any Race to be any Class.

    Step2: Take the harvesting, crafting, diplomacy, and housing system from Vanguard and add that to the game.

    Step3: Take the AA point system from EQ1 and add that and get rid of the dumbed down talent tree system.

    Step4: Allow players to allocate their attribute points (within reason) and add a vast character customization option so players dont end up looking like every other toon created.

    Step5: Make the game seamless like Vanguard but make the dungeons instanced and add some overland bosses.

    These are just some steps ill feel SOE needs to take to make this game a sucess.

    1. Do not agree,i think race should determine class,it's works.

    2..Totally agree 100%.

    3. I agree 100%.

    4. I agree again,take from Vanguard.

    5. Yes make the world seamless like Vanguard but still keep dungeons open ,follow the Vanguard system again. Their is something dumb about going into a dungeon and not coming across any other  adventurer .

     

  • MuffpojkenMuffpojken Member Posts: 54

    Originally posted by Fibsdk

    Well they already hinted at they are going to have less classes than EQ. That alone is enough to make me lose interest.

     

    Less is not more

    Where can I read about this?

    Playing: ARMA 2
    Waiting for: Darkfall: UW
    Played: Ultima Online, Age of Conan, Anarchy Online, Planetside, Dark age of Camelot, EQII, WoW, SWG, FFXI and a lot more

  • Havok2allHavok2all Member UncommonPosts: 190

    Lots of links regarding this information, but here is one simplified and concise:

    -----------------------------------------------------------------------------------------------------------------


    • Single world without the need to load zones

    • Instanced dungeons (personal edit: bad idea imho)

    • Low system requirements

    • Stylized character models

    • Fewer classes, relative to EQII

    • PvP from day one and “done right”

    EverQuest Next will be an all-new MMORPG effort from the storied developer. However, unlike 2004′s EverQuest II, the new title will not be a continuation of the events that began in the 12-year-old original. Instead, the studio is positioning EverQuest Next as a “reimagining of the EverQuest universe,” one that will have “familiar faces, races, and places” but operate as an alternate dimension and with a “clean slate.”

    Those statements were supported by a batch of concept art that accompanied SOE’s EverQuest Next panel. The shots showed a variety of familiar environments, including the human town of Freeport and the elven forest of Faydark. Other shots showed detailed images of familiar races and monsters, including dark elves, ogres, and ghouls.

    The design panel also noted that the next EQ will include a range of classes more in line with the original rather than the more specialized slate available in EQ2.

    “We wanted to make the next EverQuest be something that still keeps the flavor the original and the lore and core tenants of it, but we wanted to make something that is truly next generation,” said SOE president John Smedley of the game’s direction. Smedley also said that SOE plans to provide a wide range of scalability for the game, noting that EverQuest Next will accommodate cutting-edge tech right down to minimalist laptops.

    Could it be that SOE are finally learning something?, low GRF system requirements?, OMG about time

     

    http://www.gamertechtv.com/2010/more-information-on-eq3-aka-everquest-next/


  • HedeonHedeon Member UncommonPosts: 997

    on rails is the next gen tho....atleast seems to be what people want from (seudo) MMOs sadly.

     

    will wait and see next fanfaire, they did promise EQ3 to be closer to EQ1 than 2, but without specify what they meant by it - am intrested enough to follow the info coming out on it, from SOE fanfaire, main thing I d wish for a EQ3 is for SOE to have some sort of direction in it, and stick to it.

  • JayFiveAliveJayFiveAlive Member UncommonPosts: 601

    I am going to keep my fingers crossed for minimal rails. I hate rails :(

  • Loke666Loke666 Member EpicPosts: 21,441

    I want new combat mechanics, the old ones are somewhat old. New mob AI as well.

    And personally would I prefer if they besides all classes had a build your own class system that is point based. You would have to balance all skills against eachother, or possibly have A, B and C skills that are balanced against eachother and the player get a certain to put out. It is actually not that complicated.

    Besides that do I agree with OP (but lets only instance half of the dungeons, a few open dungeons are fun).

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    They should really hire Brad back to help create the game.  There is a real need for soe to put someone passionate about creating worlds and entertainment instead of the people they have in charge who seem more interested in product deadlines and revenue based game design.

    Most of what I read gives the impression that this is trying to be the everquest that soe would like to have released six years ago and as such it is already going to be that many years to late to the party.  I'm really hoping they focus on making the game to address the problems and desires of today and not to resolve their issues from six years ago. 

  • XthosXthos Member UncommonPosts: 2,740

    Originally posted by Loke666

    I want new combat mechanics, the old ones are somewhat old. New mob AI as well.

    And personally would I prefer if they besides all classes had a build your own class system that is point based. You would have to balance all skills against eachother, or possibly have A, B and C skills that are balanced against eachother and the player get a certain to put out. It is actually not that complicated.

    Besides that do I agree with OP (but lets only instance half of the dungeons, a few open dungeons are fun).

     I agree, I am not a huge instanced fan, some of my best memories in EQ1 were from the dungeons, and people getting wiped, avoiding things, and such...It is more fun to play with people.

    I don't see the need to take the massive multiplayer out of the mmorpg.

  • MarknMarkn Member UncommonPosts: 308

    Aslong as he isnt incharge of development brad is a great developer but being in charge got to him and it showed in Vanguard.  What really makes me sad is what went down with Vanguard.   Before SOE got involved the game was amazing the beta was going smooth slow but we were getting there then microsoft's online gaming division got a new boss who cleaned house and pulled the plug on sigil $ wise and tried to force a release.    If Microsoft would of given them the time to finish the game right  Vanguard would of been EQ3 before EQ3 was even thought of.

  • RydesonRydeson Member UncommonPosts: 3,852

    Originally posted by Xthos

    Originally posted by Loke666

    I want new combat mechanics, the old ones are somewhat old. New mob AI as well.

    And personally would I prefer if they besides all classes had a build your own class system that is point based. You would have to balance all skills against eachother, or possibly have A, B and C skills that are balanced against eachother and the player get a certain to put out. It is actually not that complicated.

    Besides that do I agree with OP (but lets only instance half of the dungeons, a few open dungeons are fun).

     I agree, I am not a huge instanced fan, some of my best memories in EQ1 were from the dungeons, and people getting wiped, avoiding things, and such...It is more fun to play with people.

    I don't see the need to take the massive multiplayer out of the mmorpg.

         Agreed..  I can't count how many times in EQ1 I was healer for our group farming part of a dungeon for a mob <drop>, and would strike a deal with another group inside the same dungeon (zone).. Their chanter would come buff our group with KEI, and I would inturn give their group SOW or PoTG..  Now that is pure social MMORPG at it's best.. Something that is missed greatly.. I can understand the use of instancing so groups and raids don't have to fight over EPIC quest loot or mobs.. There were times that the cleric camp in Skyfire was insane.. OK, it was always insane until they changed it..   Anyways.. For the general purpose of just standard adventuring, zones should be open and not instanced.. 

         Here is to hoping that EQ Next is more like EQ1, then other games that we won't mention.. lol

  • Havok2allHavok2all Member UncommonPosts: 190

    I am not anti-instance, but I am anti-all-instance. My personal opinion, instances should be used effectively with a purpose instead as a articificial baby sitter. I propose using instances during questlines, but leave dungeons open. Questlines that tell a story like epics could use instances. For example, the epics in EQ1 could have open quest parts and instanced quest parts. The cleric camp for ragefire could have been instanced, but made far more difficult than it was. This would eliminate the bickering over killstealing and the difficulty would have maintained the the rareness of the item.

    Instances could be placed inside dungeons aka a section is instanced which carried a specific story line within. 90% of the dungeon is open ended with rare spawns and loot, but certain sections are instanced to carry specific drops for questlines where you have to battle to get to the instance as well as fight through the instance.

    Social dependency and interaction is greatly needed once again. In the end, the social spiderweb is the heart of the game.

  • AldersAlders Member RarePosts: 2,207

    Open dungeons are great if everyone cooperates, but that simply won't happen today if the game has a large population.

    You end up with ruthless zerg guilds that will control dungeons and sell you items you need.

    If you don't mind your game being turned into a business, then by all means, but i've had enough of that myself.

  • JayFiveAliveJayFiveAlive Member UncommonPosts: 601

    My friend and I were talking about what made EQ so great compared to current MMOs and one thing we kept going back to was non-instanced dungeons... more interaction, competition, etc. But yeah... with the population playing MMOs these days, you can't avoid instances I don't think :( There are just many more people playing MMOs than they use to.

  • SolestranSolestran Member Posts: 342

    Originally posted by Xthos

    Originally posted by Loke666

    I want new combat mechanics, the old ones are somewhat old. New mob AI as well.

    And personally would I prefer if they besides all classes had a build your own class system that is point based. You would have to balance all skills against eachother, or possibly have A, B and C skills that are balanced against eachother and the player get a certain to put out. It is actually not that complicated.

    Besides that do I agree with OP (but lets only instance half of the dungeons, a few open dungeons are fun).

     I agree, I am not a huge instanced fan, some of my best memories in EQ1 were from the dungeons, and people getting wiped, avoiding things, and such...It is more fun to play with people.

    I don't see the need to take the massive multiplayer out of the mmorpg.

     Why not have open world dungeons, but add phasing at the choke points, such as quest mobs and bosses?  Just like they're doing in SWTOR, as soon as you engage the special mobs or critical quest points, you phase, everyone can see you, but can no longer interfere specifically for that encounter.

  • spades07spades07 Member UncommonPosts: 852

    I think if we're honest Everquest: Next will be nothing like the game we hope for. That being said if it's better than EQ:2 I'm not sure I'll mind so much.

  • itchmonitchmon Member RarePosts: 1,999

    as much as i have fond memories of the days of open dungeons in eq1, i dont think they're really feasible today as gamers now are used to having instanced dungeons.  instanced dungeons are not a gamebreaker for me nor should they be for anyone thinking of a fantasy MMO; it's just much easier to do it instanced and it would be a turnoff for too many people the other way (tho, again, i prefer open dungeons).

     

    I dont like ARAC (any race any class) and i hope they dont do it.  It's a flavor thing in my opinion.  Like, In WoW, it doesnt make any sense for trolls to be paladins, so they can't be paladins...

     

    I don't think it really needs any of vanguard's diplomacy game in there, though as others pointed out there are a few things from vanguard that are probably worth borrowing :)

     

    Hopefully it will be a muckup of all the right ingredients from other good games, especially eq1.

     

    then i'll have to hold my nose (what stinks in here? oh right; SOE.) and try it.... for old times sake if nothing else *wink*

     

    RIP Ribbitribbitt you are missed, kid.

    Currently Playing EVE, ESO

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  • Havok2allHavok2all Member UncommonPosts: 190

    MMOs are on the verge of having to start making games for specific clientele. The popularity of MMOs has reach a point where there are far too many personalities and opinions to make the majority happy. A smart company would begin now to make their games suit a specific taste in gaming. If you could make a thread about "what would you change about WoW" and had the 8 mil subscribers reply, you would begin to see a pattern of many want one thing, many others wants it this way and many who say leave it just like it is. Certain preferences would begin to develope similar a pattern of preferred taste (with a certain level of variance obviously).

    You don't see one car that suits all or one pair of jeans that suits all. Products are made and marketed to specific audience. Console games have already begun to comform to this type marketing. MMOs will need to do the same. Honestly, I don't think anyone will ever reach the 8 million numbers again (unless our population quadruples, which is frighteningly possible). A game can be profitable with 500,000 subscribers and if a game is made well and marketed wisely having 1 million subscribers is certainly possible.

    I personally would like to see EQ next go towards the EQ1 open world model than the WoW instanced model. Sony needs to forget about competing with Blizzard for the most subscribers and focus more on making a game that fulfills the specific needs of a specific market. Blizzards days of controlling the majority are going to come to an end. It is inevitable. Every great power has seen their decline. Sony would be wise to start strategically marketing towards a specific gaming crowd.

    As for guilds controlling entire dungeons, there are some pretty simple solutions for this. But, even in my heydays in EQ1, I never once saw a guild control a dungeon. I did see them control certain spawn points for a night, but how is that any different than totally unrelated groups holding them as well. A simple fix is to have some boss/named MoBs have random spawn points throughout the zone where it is more productive to keep moving through a dungeon than sitting one one spot.

  • UproarUproar Member UncommonPosts: 521

    As long as it has corpse runs, dragging, and valuables loss then I will enjoy it.  I also hope it has camp sites, at least some open dungeon crawls (100% instancing is what bugs me), and returns concepts like, "INC %t", "OK -- NUKE IT!", "RUN!" and "SG!". 

    I will be estatic if it removes the concept of end-game.  I'd prefer a more updated quest system then EQ1, but not by much -- no hand holding; I'd rather group for areas to level -- not group for quests.

    I'd prefer the more traditional powers of the EQ1 classes (can skip Beastlords and Zerkers IMO).  I'd like to see modern customization trees integrated with EQ1 style spell purchasing and research(I loved finding a new spell component that I needed for researching!!). Not all 27th level Wizards (or even Warriors) should be fortunate enough to have maximum capabilities.  If powers are good for 5-10 levels, then there should be difficulty in getting a full set of your powers for the 80-90% of that span -- research and costs are two ways to control that pace.  So is questing perhaps.

    I'd like SWG, DAOC, (non-instanced version of EQ2) housing.  I'd love these to integrated into the counryside, but in set locations only.  Make rent and purchase biddable so as to encourage ownership changes every month or two on the best spots  (somehow -- so as to remove the need for lots of houses in good locations -- let them be coveted, but allow new owners a chance to grab them for a while).

    Give players a reason to visit other player's houses (DAOC Merchants are one answer, but better would be to use our avatars in some form of in-house entertainment -- maybe SWG style musicians & dancers, maybe Mario Party style minigame rooms -- allow customizing of mazes, decorations, themes, compete,  Allow gambling of in-game coins (set money limits per hr to avoid complaints perhaps).  We need a reason to see how great our neighbors have built there personal pad -- this is important to long-term stability of players -- it really is for a lot lot of people that have played games where we got a whif of what could be -- SWG for example).

    Low-level zones like Freeport, Dark Elves' area (pyramid, log, etc), East Commons (super large, yet not boring somehow) and Halas (Got lost constantly, druid kiting, etc) Blackfang (Mob rampages), dark cave leading to it was awesome faeture too!, Paineel with all its campspots, Loved the ledge in OT, the Fort in LOIO, Fort in Warsalik and FM, etc.  Guk.  SO many good and fun locations I cant name them all, but desire that experience in MMO -- none of the new ones have these that I can think of at least.

    So much to draw from.  Just need tweaks to bring in a lot of the modern conventions such as what might be perceived as minor things, but Wow's Mods / UI interface, DDO's voice chat, but provide a guild channel, etc,

    It could be great.  It doesn't have to cost 30 million.  It can be done if someone has a vision not jaded by their own lusts to simplify and meet timing.  Head it up by someone capable of decerning between what drove folks out and what drew folks in to the newer games that were leaving the old.  I hear some that get it on these boards often enough.  I can't understand why the experts don't get it.  It's a matter of focusing on the entire experience being delivered -- not on expanding a bare minimum of features to satisfy the masses.

    image

  • SuperXero89SuperXero89 Member UncommonPosts: 2,551

    Originally posted by Fibsdk

    Well they already hinted at they are going to have less classes than EQ. That alone is enough to make me lose interest.

     

    Less is not more

    There were really only about 4 or 5 classes in EQ2.  Most classes within the same archtype were clones of one another minus two or three key abilities.

  • knightspainknightspain Member Posts: 18

    I have to agree with new combat mechanics.I also agree about leaving some of the dungeons open. I have to disagree with limiting Classes to Races in a fantasy mmo i feel that if a troll or ogre can be a shadowknight then there race has some knowledge of magic thus opening the window for a ogre necromancer or wizard. My problem with limiting Classes to Races is that if someone wants to make a troll a wizard then let them but everyone knows that in the end the high elf or dark elf would make a better wizard because of their base stats giving them more int at end game. And in EQ2 wasnt the system that gave you an ability ever 4 to 5 lvl the god system. And bring that back aswell stop giving players those dumbed down Racial abilites and give them a option to choose from under the Class they chose to play (ie. Warrior you gained lvl 5 you get to choose from 4 to 5 different options for passive abilites 5% to Health / 2% to armour bouns / 1% to str bouns etc.) Aren't you ppl tired of these games making decision for you like what Race would be the best healer because of racial stats and let us start choosing for ourselves. Come on ppl how can your toon be any different from the next if they dont allow you to make decision for yourself and you the player have to deal with the consequences.

  • UsualSuspectUsualSuspect Member UncommonPosts: 1,243

    Originally posted by knightspain

    Aren't you ppl tired of these games making decision for you like what Race would be the best healer because of racial stats and let us start choosing for ourselves.

    Actually, that was one of the best things for me. I knew that a certain race would make a better cleric or wizard, but that just made me want to try a different race as that class. Not everyone wants to play to win - actually, I find that idea really boring. I'd much rather play something out of the norm, such as a Halfling Warrior or something along those lines. Something other people wouldn't necessarliy build, but still ends up being an awesome character regardless of racial benefits.

    That was one of the better things about original EverQuest - whatever a race gained could likely be made up for through magic items or buffs. For me, EverQuest just did everything right, some might disagree, but I haven't played an MMO after or before it that had such an impact in so many areas.

  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601

    Originally posted by Fibsdk

    Well they already hinted at they are going to have less classes than EQ. That alone is enough to make me lose interest.

     

    Less is not more

     Haha actually I'm the exact opposite. I hated how they divided EQ's classes up so much.  Take Bard, I really disliked having to choose between offensive or group spells. - in EQ the bard could do both and changed is song list depending on the situation.  Same with monk/bruiser, there was not need to seperate them.

    So cut half those classes offl, IMO.

     

    Venge Sunsoar

    Just because you don't like it doesn't mean it is bad.
  • DerWotanDerWotan Member Posts: 1,012

    Thinks I'd expect from Everquest next:


    1. Custom Stats - if people don[object Window]t know how to use them...well learn to play or look for a dumbed down game

    2. Eq1 marvelous AA system - no watered down limited talent trees

    3. get rid off instancing - a MMORPG has to be an open world less loading screens = better

    4. screw ID[object Window]s

    5. reward grouping! this made Everquest 1 an outstanding game sure you could solo but grouping was the way to go

    6. no XP for quets - quests should be used as flagging starting with solo tasks ending at huge raids (72 +)

    7. no purple, orange, yellow, white gear just stats or watered down label as [object Window]fabled[object Window] just make it so that the stats are speaking for itself, like Eq 1 did!

    8. Corpse Runs, XP loss, de level I[object Window]m sick and tired of all the dumb down death penalties if you[object Window]re playing reckless or stupid you should [object Window]pay[object Window] for it.

    9. add Vanguards marvelous Diplomacy and housing system

    10. no official forums they used to be a nice place but nowadays just taken over by all the easymode whiners.

    11. reaction based combat system like Vanguard used to have it before they dumbed it down (beta 1 + 2).

    12. not every race can be everything i.g. a Darkelf can[object Window]t be a Warrior..

    13. no rest xp, no explore xp - best xp gain only by killing elite monsters

    14. Everquest has to be a PvE game so PvP should be the least concern, just make PvP servers where PvP players are 24/7 flagged thats about it.

    15. no ITEM SHOP - you want us to pay a monthly fee right? that should be enough I[object Window]m not supporting a hybrid rip off system such as Everquest 2, Lotro or WoW.

    16. take Aion[object Window]s appeareance system its just flaweless.

    17. titles see 16.

    18. don[object Window]t release an unfinsihed product

    19. probably the most important one: stick to your oldschool audience don[object Window]t dumb it down

    [object Window]


    Disclaimer: 1 - 19 are dreams of mine giving Soe[object Window]s track record I would be surprise if they even include half of that.

    We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!

    "Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
    "Then maybe MMORPGs aren't for you."

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