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EQ1 Vets - What Core EQ1 features are needed to keep you interested?

JIUBHUNNY420JIUBHUNNY420 Member Posts: 131

For me it would have to be,

 

- Heavy Focus on RP

- Diverse Races (including Size, Trolls should be huge!)

- Deities

- Most of the original 14 classes

- Zones (but id like them a bit more seemless)

- Player Class based Portals (Please no PoP!)

 

 

 

J-Hun Lookin to Creep Yall!

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Comments

  • GholosGholos Member Posts: 209
    Originally posted by JIUBHUNNY420

    For me it would have to be,

     

    - Heavy Focus on RP

    - Diverse Races (including Size, Trolls should be huge!)

    - Deities

    - Most of the original 14 classes

    - Zones (but id like them a bit more seemless)

    - Player Class based Portals (Please no PoP!)

     

     

     

    /agree with yours, plus:

     

    slow level advancment

    weapons/armors restrictions for the classes

    class restrictions for the races

    raid

    HOLY TRINITY (most important thing for me)

    no istances

    no minimap

    xp loss for death (corpse run)

    no auction house 

    capital for each race

                                                                                                                                                                                       

    image


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  • MasterfuzzfuzzMasterfuzzfuzz Member Posts: 169

    AAs.

     

    They were the best thing to ever happen to MMOs. I absolutely loved them. Once I get max level (or even before!) I can start customizing my stats and abilities. It was awesome. I stayed at 65 for so long because the pvp was great and the AAs were fun. I loved all the zones and i didn't wanna have to keep going. No other game has done anything close to EQ1 AAs imo.

  • TribeofOneTribeofOne Member UncommonPosts: 1,006
    Originally posted by Gholos
    Originally posted by JIUBHUNNY420

    For me it would have to be,

     

    - Heavy Focus on RP

    - Diverse Races (including Size, Trolls should be huge!)

    - Deities

    - Most of the original 14 classes

    - Zones (but id like them a bit more seemless)

    - Player Class based Portals (Please no PoP!)

     

     

     

    /agree with yours, plus:

     

    slow level advancment

    weapons/armors restrictions for the classes

    class restrictions for the races

    raid

    HOLY TRINITY (most important thing for me)

    no istances

    no minimap

    xp loss for death (corpse run)

    no auction house 

    capital for each race

                                                                                                                                                                                       

    just curious why no minimap? maybe just the option to turn it off if you like.

  • WaterlilyWaterlily Member UncommonPosts: 3,105

    -slow leveling

    -PVE only servers

    -death penalty

    -huge world with slow travel

    -large scale raids

    -trinity combat

    -realistic graphics

    Not such difficult demands.

    I don't mind instances at all. Some of the best EQ expansions like  DoN / DoD were instanced. As long as the world around it is not instanced I don't care.

  • keenberkeenber Member UncommonPosts: 438
    All of the above and would also like to see open world raid mobs and they being Level locked like naggy.
  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    Originally posted by JIUBHUNNY420

    For me it would have to be,

     

    - Heavy Focus on RP

    - Diverse Races (including Size, Trolls should be huge!)

    - Deities

    - Most of the original 14 classes

    - Zones (but id like them a bit more seemless)

    - Player Class based Portals (Please no PoP!)

     

     

     

     Just curious and don't mean to be rude, just genuinely curious. 

    I played EQ for many years, same with EQ2, WoW and many other games.

    What features did EQ have that made it a heavy RP focus?  I don't recall anything.

    I do recall a lot of people rping, but that was the players choice not anything in game that encouraged it.  I don't recall it having anything that other games lack anyway (except marriage and some games do that). 

    As for what I want I want?  The diverse classes.  Bards, Druids, chanters, tanks, monks all play very different.  I hated the way EQ2 split up the abilities with a good and bad version of each one.  Just give me my bard with all those abilities and I'm happy.

    Just because you don't like it doesn't mean it is bad.
  • AeliousAelious Member RarePosts: 3,521

    Some good points so far.

     

    As an addition, large areas of group difficult mobs.  I would say "zones" but EQN will be seemless.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Waterlily

    -slow leveling

    -PVE only servers

    -death penalty

    -huge world with slow travel

    -large scale raids

    -trinity combat

    -realistic graphics

    Not such difficult demands.

    I don't mind instances at all. Some of the best EQ expansions like  DoN / DoD were instanced. As long as the world around it is not instanced I don't care.

    This.   Especially the slow leveling.  IIRC, the first person to cap in eq1 took 9 months to get there.

    I would generally say EQ1 with modern graphics.

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  • HrimnirHrimnir Member RarePosts: 2,415

    - Multiple Starting cities.  And real actual cities, not collections of huts.

    - Return of the EQ1 faction system

    - Deities return and make a difference (see faction system)

    - Removal of level cap on items

    - Nagafen/Vox

    - Barbarians with Kilts

    - Wizards/Druids that port (although i wouldnt mind LIMITED, and i mean LIMITED port options outside of that)

    - Main method of leveling NOT via quests.  But via killing mobs, whether its outside, in dungeons, whatever.

    "The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."

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  • Gallus85Gallus85 Member Posts: 1,092

    For me...

    An open world.

    Meaningful death (Death should hurt, and in turn bring some excitement into these games that has been lacking due to soft deaths)

    Every/most races to have a cool unique starting city that matches their lore and theme.

    Player buffs.  It would make the game a little more social.

    Heavy emphasis on group content.  I don't mind there being some solo content, but group content should be available starting at lvl 1 and it should be the most promoted method of adventuring (fastest exp, best loot).

     

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  • BlackcatZeroBlackcatZero Member UncommonPosts: 58
    EQ1 World and Class with a Mix of the Good from Everquest 1 & 2  and some New stuff to make both players  happy Not just EverQuest 1 Players and Yes I totally agree it should be only EQ 1 players. both EQ1 & 2 Player base looking forward to EQN I don't think it should just say we are for EQ1 Players only go back to EQ2 and play EQ2 Players it's ours not yours  to play.  you guys on every forum is looking at this as an a Game for EQ1 Players and totally Not caring about EQ2 Players thought's or what they may want.  lets go back to everything that was good EQ1 only after No Maps, No  all Classes  to Every Race, Hard Corpse Runs everything Everquest 1 is know For until EQ2 Showed up, Even Vanguard is not Known for that to a point except the Debt in Dieing. you really need to look at all 3 Games and Go here a list of EQ1, EQ2, and Vanguard here the best of all 3 and Hope it beat all 3 of them by being better with all it's parts or truth you don't see it that way and it has a little of EQ2 or Vanguard your going to go a big NO THANKS WE want EQ1 Totally Back in a New Engine and they already said it was in a different Time line but Close around EQ1.  I'm looking Forward to EQN but including everything in EQ1,EQ2 and Vanguard but Not the World of EQ2 and Classes of EQ2 That Is What I already Have  and Agree EQ1 and Even Vanguard World is Way better then EQ2 World.
  • DavisFlightDavisFlight Member CommonPosts: 2,556

    No tierred item grind/raids

    No instances of any kind

    A death penalty

    No quest grinding as a main form to level up

    Little to no hand holding

    Aaaand, meaningful PvP.

  • DullahanDullahan Member EpicPosts: 4,536

    Needs to be completely open world, fully contested content.  (no instances at all)

    Needs to be a multiplayer game where most of the content should require other people.  Soloing should be very hard.  This is essential for forming communities.  There are plenty of solo WoW clone mmos out there, this one needs to return to the old school.

    Needs to have no fast travel.  No instant portals or travel npcs.  No teleports to group via LFG tools.  Should be ships, horses and player ports, thats it.

    Needs to have more than just "the trinity".  There should be CC and auxiliary classes like a real RPG.  Diversity, like EQ1.

    Needs to have as much depth in all the different gameplay spheres as there is in adventuring.  People should want to play just to craft, just to build houses, just to pvp.  Many forms of progression.

    Need death penalties.  The game needs to be hard.  We've had enough ez games, there should actually be risk involved.  I want my heart to pump in pvp, and to be on my toes in pve.  None of this, oh well, I'm gonna die again.  Be back in 2 minutes.

    To name a few.

    oh ya, pvp and pve servers.  Need open world pvp plz thx.


  • evilastroevilastro Member Posts: 4,270

    - The classes

    - The world / lore / gods

    - The meaningful factions

     

    I think the rest is well overdue a decent shake up. Rinse repeat raiding needs to go, as do static contested epics that wait around for a raid to kill them.

    Hoping that its OWPvP with meaningful territory control and factions to be honest.  

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by evilastro

    - The classes

    - The world / lore / gods

    - The meaningful factions

     

    I think the rest is well overdue a decent shake up. Rinse repeat raiding needs to go, as do static contested epics that wait around for a raid to kill them.

    Hoping that its OWPvP with meaningful territory control and factions to be honest.  

    Without other forms of progression like "rinse repeat raiding" OWPvP will get boring just like it was in every other MMO it ever existed in.  Contested content makes for the best competition in every pvp mmo I've played (almost all of them).

    EQN needs more, not less.


  • evilastroevilastro Member Posts: 4,270
    Originally posted by Dullahan
    Originally posted by evilastro

    - The classes

    - The world / lore / gods

    - The meaningful factions

     

    I think the rest is well overdue a decent shake up. Rinse repeat raiding needs to go, as do static contested epics that wait around for a raid to kill them.

    Hoping that its OWPvP with meaningful territory control and factions to be honest.  

    Without other forms of progression like "rinse repeat raiding" OWPvP will get boring just like it was in every other MMO it ever existed in.  Contested content makes for the best competition in every pvp mmo I've played (almost all of them).

    EQN needs more, not less.

    Contested content is fine, I just don't want it to be sitting out in the open waiting for a group of people to farm it. Its been over 10 years now, they can be more creative than that.

    In fact it would be better if all raid content was contested in PvP flagged areas.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by evilastro
    Originally posted by Dullahan
    Originally posted by evilastro

    - The classes

    - The world / lore / gods

    - The meaningful factions

     

    I think the rest is well overdue a decent shake up. Rinse repeat raiding needs to go, as do static contested epics that wait around for a raid to kill them.

    Hoping that its OWPvP with meaningful territory control and factions to be honest.  

    Without other forms of progression like "rinse repeat raiding" OWPvP will get boring just like it was in every other MMO it ever existed in.  Contested content makes for the best competition in every pvp mmo I've played (almost all of them).

    EQN needs more, not less.

    Contested content is fine, I just don't want it to be sitting out in the open waiting for a group of people to farm it. Its been over 10 years now, they can be more creative than that.

    In fact it would be better if all raid content was contested in PvP flagged areas.

    Precisely.


  • greenblood82greenblood82 Member UncommonPosts: 29
    slow hp/mana regen please.
  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by greenblood82
    slow hp/mana regen please.

    I'd like it slow, but not as slow as classic EQ.  Enough that theres a little downtime between encounters, but I don't want to have to med for 10 minutes again to get full mana from out of mana.


  • DihoruDihoru Member Posts: 2,731
    Originally posted by Waterlily

    -slow leveling

    -PVE only servers

    -death penalty

    -huge world with slow travel

    -large scale raids

    -trinity combat

    -realistic graphics

    Not such difficult demands.

    I don't mind instances at all. Some of the best EQ expansions like  DoN / DoD were instanced. As long as the world around it is not instanced I don't care.

    Oh... I cannot wait to catch you on the only server that will exist that also has PVP enabled <.< -fake heavy breathing-

     

    Sorry had to be done. Though I will say this much (not as a vet though): If there's no non-rigid structure to classes or professions or whatever they're called then the trinity will kill the fun in this game pretty definitively ( I need not say how lob sided the ratios of healer:dps:tank are in most rigid class structured games, in more freeform games such as SWG before NGE people filled the trinity roles on their own by mixing and matching classes, while this may sound like the same thing to a dedicated trinity fan it isn't and it makes the game somewhat deeper).

    image
  • UtinniUtinni Member EpicPosts: 2,209

    Forced Interaction

    Whether it be through trading, leveling, crafting, or buffs(what ever happened to single target out of group buffs? I miss helping people). Needing a group for almost everything made the world seem very scary. 

    Less emphasis on balance between classes numbers wise, more emphasis on making them unique. I never cared that i didn't top meters on my monk (in raids that is) because I could pull. The rogue was there for those wanted to sacrifice utility in favor of damage.

    Support roles. Enchanter, Shaman, Bard, Druid early on? 

    Ability to group XP grind again. 

    AA's obviously. I much preferred the EQ1 to EQ2 ones. EQ2 felt more like a talent tree than AA's for some reason.

     

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    What about deathpennalties old fashioned like eq at release

    or unleashed mobs and trains 

    how about challenging dangerous PvE

    and factions that are kos based on your ingame choices

    making everything in the game killable, but offcourse at the expense of becomming an outlaw

    how about open world dungeons and open world bosses

    and high level agressive bosses patrolling low level zones.

     

    if they can combine that with some more friendly features, like having story based voiced over but non linear questlines, having dynamic events, level scaling so no content actually gets outleveled, and all players contributing in a fight getting experience and loot preventing bosscamping.

     

    and then add faction based world pvp..

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • evilastroevilastro Member Posts: 4,270
    Originally posted by Dullahan
    Originally posted by greenblood82
    slow hp/mana regen please.

    I'd like it slow, but not as slow as classic EQ.  Enough that theres a little downtime between encounters, but I don't want to have to med for 10 minutes again to get full mana from out of mana.

    I would like to see it slow enough to rely on enchanters though. EQ2 kind of trivialised that later on. Would like to see enchanters go back to serious crowd control and mana control roles, rather than 2nd rate DPS with buffs.

  • IcewhiteIcewhite Member Posts: 6,403
    I need breakfast.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by evilastro
    Originally posted by Dullahan
    Originally posted by greenblood82
    slow hp/mana regen please.

    I'd like it slow, but not as slow as classic EQ.  Enough that theres a little downtime between encounters, but I don't want to have to med for 10 minutes again to get full mana from out of mana.

    I would like to see it slow enough to rely on enchanters though. EQ2 kind of trivialised that later on. Would like to see enchanters go back to serious crowd control and mana control roles, rather than 2nd rate DPS with buffs.

    Strongly agree.

    Theres a lot of room to work though between 10 minutes to med to 100% and reasonable.

    If it took even 3 minutes to med to full, and with an enchanter buff it took 1.5-2 minutes, I'd say that would make them really useful while still providing some downtime.


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