I am hoping there is some sorta of treasure hunting. Not just weapons and armor but relics and deco stuff to. One of many UO pass times was rare hunting and seeking out those hard to find items must of which were then just display in your house.
thats my EQN wish whats yours?
Comments
What is some feature or thing I would hope to see in EQ:N?
Kelethin. Handrails optional. (unless there's a spiffy parkour animation when someone goes over the side)
Logic, my dear, merely enables one to be wrong with great authority.
I don't doubt it.
Check out this picture. There are items in the dirt between layers: http://i.imgur.com/lxdEi1C.jpg
My guess is you will find things as you dig, or progress in the world.
Features?
Hmm like when someone gets caught exploiting and/or using unapproved 3rd party programs like speed hacks... they get perma banned. Also that its reported to their ISP so they can be banned from net access for AUP violations.... (while the ISP thing could happen I would be happy to just actually see Eula/ToS enforcement.)
and another feature would be... account level ignore lists.
Seeing as how those are some of the most common "missing" features in every other MMO...
I suppose that sounds pretty negative... Which is because most of the "good" has already been covered somewhere. If they supposedly really want to build a community you need to provide a place where it can happen or even for PvP because nobody should want the cheats there either.
So that's why I focused on those "features". I've been promised those things in a lot of games but they never really deliver...
I'd like to see a robust building/NPC system that people could use to set up shops that function even when they're offline. The NPCs would be "apprentices" that I could hire, train, and keep in the game when I'm logged out. They could sell my crafted goods to other players, and even craft basic items on commission, provided the mats were available.
This has existed in a few games, but I've never felt like it was implemented in a fun way.
Voxel snow....
.... snowballs
.... snowmen
... snow way it can't be in!
Territorial open world pvp. (maybe not everywhere but at least at a continent)
And yes.. treasure hunting would be a cool feature, too. As much as i know only UO got it.. and i really have to ask why.. it was one of the better and more unique features.
DFUW, Runescape both have treasure hunting. Not sure how many more but that is one aspect of those games that kept me playing for sure.
I would like to see player housing done on a scale not seen since SWG, yea I am talking about open world sprawls of junk houses....but that also allowed people to make real player run cities/taverns/SHOPS/communities. Though a bit of control of the sprawl probably wouldn't hurt things.
I would like to see a BIG world, with real space between the fast travel sites, UO had moongates but there was still a lot of open space, SWG had planets with lots of space....we have lost open space in MMO's,,,except for maybe Dark Fall 2.
I also really really really want to see item decay of some type so it can have a good crafter economy.
Rewarding difficulty
Lengthy progression
Large amounts of socialization options (Taverns, entertainment, minigames, arenas, food/drink)
No instances
Just to name some.
Most major MMOs already perma-ban for using 3rd party programs to enhance your character's abilities (+damage, warping, speed hacks, invul, etc). I can't recall any AAA MMORPG from my list of played games that didn't perma-ban for those kinds of offenses.
Minor 3rd party program use (things that don't really make your character more powerful, like macro programs, radars, etc) tend to not be perma-ban though, because they are minor in their harm and generally a warning is followed by a perma-ban for repeat offenders anyway.
I +1 the account level ignore list though. Only a few, newer games have it, and it's a nice feature for sure.
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
Hmm, so much. I focus on some favs.
- playable races: Ratonga, Fae, Sarnath
- cool player housing similar to EQ2
- toned down, less clownish gear (aka: no giant WoW-esque shoulderpads!)
- really large zones
- tons of collectible stuff for houses as in EQ2
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Wow great find! That sword and axe are really hidden in the layers, gonna keep looking for more items!
I want everything they are promising to be well made and polished. And hoping that Day 1 there is no server issues (sooo unlikely) lol.
I'm hoping a few things get reconsidered ..
Like making the combat more realistic, instead of arcade'ish moves and MoonBounce-like fights with particle effects instead of realistic choreographed combat. Better fights than EQ1, but far less repetitive flashy-ness than GW2.
SWTOR had good choreography (ie not just lifeless attacks with particle effects.. but rather attacks / thrusts / dodges / parries / deflects / blocks visually shown & synced to other PC's / NPC's moves in real-time).
Truly pitch-black nighttime, using light sources to see only what is around you. The better the lightsource, the further you see / the brighter the reflections off distance objects / structures. This was very powerful in EQ1, and I don't agree it was a "denial of service" as SOE claims.
Deep progression within a players favorite class build. Pick and choose to see what you like, unlock new classes, but if someone likes a specific style, let them go with it, beyond getting new titles / achievements. Even if spending time just means getting a 1 or 2% power increase, at least it felt worth it.
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
As a self-proclaimed PVPer, I'm having a hard time seeing how PVP will fit into the new lore which has less focus on racial tension and god alignments or factions.
If the world is huge, they could have giant sections for guild structures and land to capture/attack, but I can't see the point besides simply throwing us PVPers a bone.
Really hope they have something meaningful in place and not just leader board grinding arenas. I prefer when PVP isn't a side mini game, but that is hard not to do in most games.
Wildstar's 40 vs 40 guild designed Warplots sound interesting and something EQN could probably crank up a notch. Guilds could design their own battlegrounds and could have "friendly" battles which could be interesting. I loved DAoCs lower level battlegrounds that didnt have much importance, but were always fun. A player or guild could easily design something better, visually.
PVP is probably the only thing I'm worried about EQN not doing well, seems they have pretty much everything else someone could ask for. It is also what I end up focusing on in most mmos, hopefully they get it right. If not there is sure to be plenty to do.
I am not saying they would, or even should, do this...
but isn't there a point to guild structures and land to capture if it is tied to the large economy? Isn't that the entire basis of Eve online's pvp system more or less? I mean sure it has smaller scale solo gangs but the big fights are exactly about capturing space. I don't think Devs have to feed us lore to make PvP viable, I think they just have to provide a structure on which PvP would be the logical outcome.
Bash players with a sword and board... Yes, I'm talking about a damage build.
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
imo thats the enemy of any mmo and especially a sandbox game - horizontal progression seems a lot more advisable and give more longevity...
"Realism/Survivalist" options
-True night option
-Hunger/thirst/exposure to the elements meter that affects stamina and or health
-Death penalty slider to include permadeath...however the closer to permadeath you choose the higher your reward loot is from mobs to incentivize risk vs reward. IMO if someone takes permadeath and completes challenging content they should be rewarded significantly, like a gamble.
-Open world pvp flagging or flagging/rating system
-Player run shops with 24/7 NPC support, not simply an AH (this one is really low on my scale though)
Really interesting, especially when i read your own "sandbox concept" thread linked in your sig. I will quote..
Looking at especially to your point 1 one would assume that you are against longterm vertical character progression, because it creates linearity and the typical gated content we are used to nowadays.
Just out of curiosity, what changed your mind about that? That you now would rather see longterm vertical progression and a more linear, gated mmo?
At that affects point 2), too. Without huge vertical progression you will not rush through the content.. and again affects point 3)