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For me it would have to be,
- Heavy Focus on RP
- Diverse Races (including Size, Trolls should be huge!)
- Most of the original 14 classes
- Zones (but id like them a bit more seemless)
- Player Class based Portals (Please no PoP!)
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Comments
/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
"Brute force not work? It because you not use enought of it"
-Karg, Ogryn Bone'ead.
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.
just curious why no minimap? maybe just the option to turn it off if you like.
-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.
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.
Some good points so far.
As an addition, large areas of group difficult mobs. I would say "zones" but EQN will be seemless.
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.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
- 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."
- Friedrich Nietzsche
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).
Legends of Kesmai, UO, EQ, AO, DAoC, AC, SB, RO, SWG, EVE, EQ2, CoH, GW, VG:SOH, WAR, Aion, DF, CO, MO, DN, Tera, SWTOR, RO2, DP, GW2, PS2, BnS, NW, FF:XIV, ESO, EQ:NL
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.
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.
- 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.
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.
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).
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.
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)
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.
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.
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.