As a roleplayer I always liked how all the races had their own languages and you could both learn them or use them to have private conversations.
I would like to see these be used for more than roleplaying. Things like being able to visit villages/camps/cities, etc. where they only speak their native tongue and being able to speak it opens up interactions, etc.
Originally posted by BlackcatZero Gallus85 to you I say NO Thanks Slow yes, Month Slow will kill the game (grats your lvl 20 a month after your 21 and so on and so on Nobody will stay in game for that). SOE as to make them stay and they been doing that with EQ1 and EQ2 (yes people will leave but most come back to them). doing the very slow lvling they'll Leave and Never return. That's why I said the World Picture Antonica Blow up 3X or 4x times bigger then EQ2 or 10X Times bigger then EQ1 then without Zoning your go to the Next zone and about 3 or 4 Hours later you finally go into Commonlands From going through diffrent Zones to get there Just like EQ1 not like EQ2 where you Just use a bell to Zone into Commonlands from Antonica because there is water between them and the only boat is to Kunark between the two but like I said that's the big issue I have with EQ2 Go to Zone by Zone by Zone by Zone by Bell and or boat but not like EQ1 type Zones even if they both have the same everything is totally different between the two. ( EQ2 you feel like your not part of the World and EQ1 you did). as for Classes I like EQ1 Classes better because there was one Shaman, Druid, Rogue, Bard, Cleric, and so on in EQ2 it's Good VS. EVIL and we Have 2 Sharman,2 Druid, 3 Rogues, 2 Bard, 2 Clerics and so on and if you are a Defiler and want to be a Mystic Betray to one where EQ1 you were always Sharman there was no Reason to betray. Just needed to work on Faction to gain entrance to Qeynos or Greater Faydwer and other Good places if Evil or the evil cities if Good.
Hoss, it was a joke. A joke, and a throw back to acknowledge that EQ was far from the most hardcore online RPGs lol.
Also, break up your posts into sentences and paragraphs. It makes it a lot easier to read and helps your opinion look more valid.
Agree with everything that has been put up, and just want to say that open dungeons with chances of trains is a huge thing for me. Only thing I would add is I enjoyed how you walked around clicking H to hail everyone to see if they gave a quest, and trying to find out some of the triggers you had to say to get some of the quests.
Eq has a pretty good system right now. If you are not in a raid zone you get a countdown after combat if 1 minute i think. Or 30 secons and basically regen nothing.
Having played EQ1 from 1999-2003ish there are a few things I'd like to see in EQN that I've yet to see replicated well in other MMOs:
- Community dependent. Hands down what made EQ1 one my favorite game of all time was the community: the friendships, the pick-up groups, the auctioning/bartering in GFay or EC. I'd prefer to be almost required to group to earn EXP or finish certain quests like in EQ1. It forced me to get out of my shell and meet others, which lent itself to making better memories. An epic success (or failure) is much better when shared with others. Even transportation was community dependent in the early days, whether it was begging for a SoW or paying for a port. While I doubt this will happen, I'd also prefer the original system of trading to be incorporated. Yes, auction houses and bazaars can make things easier, but it was much more enjoyable to hawk your wares in /auction, in my opinion. The later addition of linking items would be OK, though.
- Slow, meaningful leveling. It should take time to get to the max level; I never reached it in my days and still had the time of my life. I've reached max level in other MMOs so quickly that I didn't even feel like I had accomplished anything. The difficulty also should play a role. Having meaningful penalties (EXP loss and corpse runs) for death made the game more challenging, thus more fun (and encouraged making friends). Having to take more time to level (and meeting more people along the way), lends itself to my last, most important point.
- Adventure. This was where EQ1 excelled. The game was what you made of it, whether it was fishing in Felwithe or sneaking your Erudite Necromancer through Qeynos, doing three-man dungeon crawls into the depths of Kaesora or completing an epic quest. The danger at every turn lent itself to thrilling adventures that were, to me, the backbone of EQ. The description of this game as a sandbox can be tossed around in different ways, but to me EQ1 was a sandbox for adventure. You had your set of rules and you could go out in the world and do what you want. I loved the fact that you were originally thrown into Norrath without a clue what to do. You had to learn from trial and error or from other players (in game or out; I, like many, had tons of maps printed out as well as a notebook full of quest notes).
While my suggestions are broad, here are a few other minor features I'd like to see: Strict and meaningful class/race/factions (it made the world more immersive) Varied starting points spread over a huge world (I remember being amazed the first time I saw a barbarian in Kelethin) Similar small number of items (I loved knowing what almost every item was and being able to see a character and know what they had equipped) Open world (no instances, please)
Also, I'd prefer non-consent PvP to be on separate servers (I'm not against it but loved the PvE focus of EQ1 and have never been a fan of PvP gameplay in MMORPGs). Finally, raiding is nice, but for me it shouldn't be the focus of the development staff. To me, it's all about the journey.
Having played EQ1 from 1999-2003ish there are a few things I'd like to see in EQN that I've yet to see replicated well in other MMOs:
- Community dependent..
- Slow, meaningful leveling.
- Adventure.
While my suggestions are broad, here are a few other minor features I'd like to see: Strict and meaningful class/race/factions (it made the world more immersive) Varied starting points spread over a huge world (I remember being amazed the first time I saw a barbarian in Kelethin) Similar small number of items (I loved knowing what almost every item was and being able to see a character and know what they had equipped) Open world (no instances, please)
Also, I'd prefer non-consent PvP to be on separate servers (I'm not against it but loved the PvE focus of EQ1 and have never been a fan of PvP gameplay in MMORPGs). Finally, raiding is nice, but for me it shouldn't be the focus of the development staff. To me, it's all about the journey.
I would also like to see more emphasis on group / community content. Too many MMORPGs today not only offer solo game play, they force it as the only means of leveling up, or make soloing so much faster in exp/loot that no one wants to do the group content that there is. Some games even have large level spans with zero group oriented content. It's absurd for an MMORPG to put multi player content on the back burner.
I understand some people like to solo, and that content should be available for those who want to do it, but it shouldn't be the only kind of content at any level and it should not be the superior progression method.
As for slow leveling, I don't care either way. Even in original EQ I got to cap level really fast, and it didn't hurt my enjoyment of the game any. The problem generally isn't the speed of the leveling, but the fact that much of the game's content is useless to you once you out level it. I think the better system is to a have a nice steady leveling pace you can be proud of, but design the game in such a way that all content is viable and fun to do even at cap level. Since this game is a sandbox, they might be doing something completely different when it comes to PVE content and leveling. We'll have to wait and see. But I hope they find a way to make the world exciting, not just the stuff that's "Your Level".
I know adventuring is going to be great in EQN. Frankly it sucked in EQ. We made it interesting because we were always running around places we shouldn't have been and made a lot of trouble for ourselves, and that's why we remember it. But for the most part, the world of EQ was pretty lifeless. Events didn't happen unless a GM was controlling it, and with some invisibility spell on you, you could get around most places with ease.
Now that we're in 2013 we have the technology available to make MMORPG worlds exciting. We can craft worlds like Skyrim where walking around outside your door is a random and fun adventure that can progress your character and lead you to epic loots and interesting stories. A different adventure every time you log in. I know EQN is going to be great in this aspect.
I also can't wait to see all the different starting cities and open world dungeons in EQN.
Skills that matter: Leveling up defense, ripostle, daggers, ect.
I'll go further and say that as you up the skill, you gain additional "abilities" associated with said skill
Epic Quest(s)
Raid progression where you have to unlock upper level raid content.
A death penalty other than "your gear is damaged"
What I DON'T want to see
Excessive use of errands/quests/tasks, whatever you want to call them.
Focus on raids as end-game content: While I like raids, and will probably raid when the game is released, I don't want it to be the only thing available when I reach end-game.
Tedious grind: A grind of some type is somewhat expected, but it doesn't need to take an eternity to see any noticeable gain in level.
EQ1's tradeskill system.: Nuff Said
Raquelis in various games Played: Everything Playing: Nioh 2, Civ6 Wants: The World Anticipating:Everquest NextCrowfall, Pantheon, Elden Ring
Comments
I would like to see these be used for more than roleplaying. Things like being able to visit villages/camps/cities, etc. where they only speak their native tongue and being able to speak it opens up interactions, etc.
And much more.
Hoss, it was a joke. A joke, and a throw back to acknowledge that EQ was far from the most hardcore online RPGs lol.
Also, break up your posts into sentences and paragraphs. It makes it a lot easier to read and helps your opinion look more valid.
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
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
Having played EQ1 from 1999-2003ish there are a few things I'd like to see in EQN that I've yet to see replicated well in other MMOs:
- Community dependent. Hands down what made EQ1 one my favorite game of all time was the community: the friendships, the pick-up groups, the auctioning/bartering in GFay or EC. I'd prefer to be almost required to group to earn EXP or finish certain quests like in EQ1. It forced me to get out of my shell and meet others, which lent itself to making better memories. An epic success (or failure) is much better when shared with others. Even transportation was community dependent in the early days, whether it was begging for a SoW or paying for a port. While I doubt this will happen, I'd also prefer the original system of trading to be incorporated. Yes, auction houses and bazaars can make things easier, but it was much more enjoyable to hawk your wares in /auction, in my opinion. The later addition of linking items would be OK, though.
- Slow, meaningful leveling. It should take time to get to the max level; I never reached it in my days and still had the time of my life. I've reached max level in other MMOs so quickly that I didn't even feel like I had accomplished anything. The difficulty also should play a role. Having meaningful penalties (EXP loss and corpse runs) for death made the game more challenging, thus more fun (and encouraged making friends). Having to take more time to level (and meeting more people along the way), lends itself to my last, most important point.
- Adventure. This was where EQ1 excelled. The game was what you made of it, whether it was fishing in Felwithe or sneaking your Erudite Necromancer through Qeynos, doing three-man dungeon crawls into the depths of Kaesora or completing an epic quest. The danger at every turn lent itself to thrilling adventures that were, to me, the backbone of EQ. The description of this game as a sandbox can be tossed around in different ways, but to me EQ1 was a sandbox for adventure. You had your set of rules and you could go out in the world and do what you want. I loved the fact that you were originally thrown into Norrath without a clue what to do. You had to learn from trial and error or from other players (in game or out; I, like many, had tons of maps printed out as well as a notebook full of quest notes).
While my suggestions are broad, here are a few other minor features I'd like to see:
Strict and meaningful class/race/factions (it made the world more immersive)
Varied starting points spread over a huge world (I remember being amazed the first time I saw a barbarian in Kelethin)
Similar small number of items (I loved knowing what almost every item was and being able to see a character and know what they had equipped)
Open world (no instances, please)
Also, I'd prefer non-consent PvP to be on separate servers (I'm not against it but loved the PvE focus of EQ1 and have never been a fan of PvP gameplay in MMORPGs). Finally, raiding is nice, but for me it shouldn't be the focus of the development staff. To me, it's all about the journey.
I would also like to see more emphasis on group / community content. Too many MMORPGs today not only offer solo game play, they force it as the only means of leveling up, or make soloing so much faster in exp/loot that no one wants to do the group content that there is. Some games even have large level spans with zero group oriented content. It's absurd for an MMORPG to put multi player content on the back burner.
I understand some people like to solo, and that content should be available for those who want to do it, but it shouldn't be the only kind of content at any level and it should not be the superior progression method.
As for slow leveling, I don't care either way. Even in original EQ I got to cap level really fast, and it didn't hurt my enjoyment of the game any. The problem generally isn't the speed of the leveling, but the fact that much of the game's content is useless to you once you out level it. I think the better system is to a have a nice steady leveling pace you can be proud of, but design the game in such a way that all content is viable and fun to do even at cap level. Since this game is a sandbox, they might be doing something completely different when it comes to PVE content and leveling. We'll have to wait and see. But I hope they find a way to make the world exciting, not just the stuff that's "Your Level".
I know adventuring is going to be great in EQN. Frankly it sucked in EQ. We made it interesting because we were always running around places we shouldn't have been and made a lot of trouble for ourselves, and that's why we remember it. But for the most part, the world of EQ was pretty lifeless. Events didn't happen unless a GM was controlling it, and with some invisibility spell on you, you could get around most places with ease.
Now that we're in 2013 we have the technology available to make MMORPG worlds exciting. We can craft worlds like Skyrim where walking around outside your door is a random and fun adventure that can progress your character and lead you to epic loots and interesting stories. A different adventure every time you log in. I know EQN is going to be great in this aspect.
I also can't wait to see all the different starting cities and open world dungeons in EQN.
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
Raquelis in various games
Played: Everything
Playing: Nioh 2, Civ6
Wants: The World
Anticipating: Everquest Next Crowfall, Pantheon, Elden Ring