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One success, one failure, one change

AeliousAelious Member RarePosts: 3,521

No, I'm not talking about the "trifecta" of previous iterations of the next EverQuest /rimshot image

 

I'm asking for opinions on the current version of EQN, at least that's been relayed so far.

 

What is one key to EQN's success?

 

What is one road to EQN's failure?

 

What is one thing you would change about it's design direction?

(please don't cheat and say "everything!"... leave some for others heh)

Comments

  • BluelinerBlueliner Member UncommonPosts: 185
    Scrap it and start over. From the little information we have, I have not seen one thing I liked. Calling it Everquest is an insult to the real Everquest games.
  • DevilSephDevilSeph Member UncommonPosts: 147
    EQ next is the next wow copy , wow killer
  • IridescentJoeIridescentJoe Member Posts: 89
    It's a "next-generation sandbox MMO". How could it fail? This will kill WoW once and for all.
  • craftseekercraftseeker Member RarePosts: 1,740

    One Success:  It got Dave Georgeson fired.

    One Failure: "Destructible Terrain",  that "heals" itself in 30 minutes or so.

    One Change: The name call it something else because it sure is not Everquest.

  • DullahanDullahan Member EpicPosts: 4,536

    The success, or "good idea", they are working on is the notion of player accountability and a world comprised of a very complex system of factions and alignment.  This is the proper foundation for building a compelling virtual world.

    The problem I see in every system they've spoken of is their desire for everything to have mass appeal and therefore be as casual friendly as possible.  No matter how many differences they boast in their mechanics and systems from WoW and its clones, the underlying philosophy is the same, and it is what will ultimately make EQN a failure of a game in my book.  They are still operating under the illusion that if they check the right boxes and mix in the perfect concoction of ingredients, they just might topple WoW.  That, as time has shown, is nothing but a recipe for disaster.

    They need to change their ambition and stick to what made EverQuest an enticing and enjoyable experience.  This however, I believe is beyond the comprehension of anyone currently working for Daybreak.  The closest thing they had to an understanding of the "old ways" left with Jeff Butler and now they have resigned themselves to the creative "expertise" of a themepark apologist who thinks the way of the future is integrating MOBA combat into an MMORPG (McPhearson).


  • TokkenTokken Member EpicPosts: 3,649

    One Success: New ideas! destructible content!

    One Failure: Smed didn't get fired!

    One Change: add leveling system. Don't do Norrath again, make a new world.


    Proud MMORPG.com member since March 2004!  Make PvE GREAT Again!

  • AeliousAelious Member RarePosts: 3,521

    Key to success

    Since Kano took my #1 I'll go with the next in line:

    Taking full advantage of the voxel world.  It already has the advantages of adding depth and substance to the world as well as being easier to add content.  They also need to come through with their idea to have underground caverns/ruins with content that shift around.  Having that added sense of adventure is a huge plus IMO.

     

    Path to failure

    Making it solo centric and easy.  Some have already written it off as such but I'm not so sure.  Early on the devs talked about grouping as one of the ways of bringing back the social aspect of play.  They need to bring that mentality to the final product of EQN.  It's a contested issue whether or not EQN can live up to, or even share the name, of EQ.  If EQN does not have a large chunk of content, or similar scaling features, made for groups I will agree that it isn't.  It can't be IMO.  This isn't to say there will not be any solo content, one could solo in EQ, but it should not be the majority of content.  The content should also not be face roll easy.  Since they've decided, or haven't rescinded, the idea of MOBA type combat (making decisions matter) it would go against having easy content.

     

    Thing to change

    Weapon based abilities.  I get why they are doing it but I'd rather have the 8 weapon abilities be weapon agnostic and then add specific aspects to the different weapons (Dagger more crit, 2H more top end damage, etc.).  That would add a fourth build aspect (Class (8 abilities), weapon, item effects, and (4) swap-able secondary abilities) and would further add to the depth of play.

  • RydesonRydeson Member UncommonPosts: 3,852

    I would have to agree with a few posters above me.. 

    1. Success = Dave (still thinks he's 19) Georgie was canned..  About damn time.. 
    2. Failure = Smed "The Backstabber" is still employed..
    3. Change = Weapon skills should be uniformed, not class defined.. Along with allowing both reticle and auto targeting.. 
         Now I'm sure that last part might confuse some, or be taken the wrong way.. What I mean there is that a sword is a sword and can only be used like a sword..  A sword in a warriors hand will perform the exact same way as it does in a monks hand, or a shadow knights hand, or a paladins..  Same hotkey stats and graphics..  Personally, I would like to see 5 hotkey assignments to weapons..   Two for primary, two for secondary and one for kicking.. Then allow 5 hotkey assignments for "class" defining skills and abilities..  This would give players the freedom to customize their play.. Maybe someone that is more melee focused wishes to play a battlemage..  They can by arming themselves with a sword and/or staff.. That sword does "12pts" of damage regardless of class using it and it might only have 2 default ways to perform.. 1) thrust or, 2) slash..  If a player progresses in the game, they can apply advancement points into personal stat pools like strength or intelligence.. So if you want your sword to do more then 12 points of damage, add to your strength pool..  aka BattleMage.. But then maybe that Mage likes to keep at a distance and be a range dps..  They instead equip a staff and/or dagger, and add points to intelligence instead of strength..  etc etc.. 
        
         Now as for the class defining skills and abilities..  This is where the warrior might pick up smash abilities or different melee strikes that add to their 2 default weapons skills.. Or, the mage picks up magic skills..  The four default weapons skills never change, as I said before.. a sword is a sword and is used like a sword.. Now as for the kicking hotkey, this might have an optional upgrade depending if your class allows it..  Default kick is just a normal side kick, but maybe a warrior can learn "power kick" like what we see used by Spartans..  or a monk can learn a  round kick similar to Bruce Lee :)  My idea here is that every class can solo simple yard trash mobs, but as mobs become more challenging, it might be in everyone's best interest to group up and use your class defining skills.. 
  • RattenmannRattenmann Member UncommonPosts: 613
    Originally posted by craftseeker

    One Success:  It got Dave Georgeson fired.

    One Failure: "Destructible Terrain",  that "heals" itself in 30 minutes or so.

    One Change: The name call it something else because it sure is not Everquest.

    This would be my answer as well.

    With a pretty big focus on point three. DON'T CALL THAT ABOMINATION EVERQUEST. It is not. You just can not sell a bannana and call it apple. People that love apples will hate you.

    MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.

    Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901

    What is one key to EQN's success?

     

    Dynamic world. What they are shooting for is that the world is so dynamic that from server to server it wont be the same outcome. Unlike GW2 where events are on a 20-30 min cycle of the same steps, EQN story from server to server will play out over months and months. On one server there will be an NPC city from the actions players took, on another server their will be nothings or ruins. 

    What is one road to EQN's failure?

    Combat at the moment is really bad. They have painted a picture of what they want to bring to the table but what is current is just bad and not even close to their vision.

     What is one thing you would change about it's design direction?

     

    Bring back the trinity. The market is being flooded with Action combat and most times you can win just by button mashing. Nothing beats the tactics of the trinity. Action combact is fun for a few weeks but after a while I find dodging becomes the only I win button. 

  • KajidourdenKajidourden Member EpicPosts: 3,030
    Originally posted by Nanfoodle

    What is one key to EQN's success?

     

    Dynamic world. What they are shooting for is that the world is so dynamic that from server to server it wont be the same outcome. Unlike GW2 where events are on a 20-30 min cycle of the same steps, EQN story from server to server will play out over months and months. On one server there will be an NPC city from the actions players took, on another server their will be nothings or ruins. 

    What is one road to EQN's failure?

    Combat at the moment is really bad. They have painted a picture of what they want to bring to the table but what is current is just bad and not even close to their vision.

     What is one thing you would change about it's design direction?

     

    Bring back the trinity. The market is being flooded with Action combat and most times you can win just by button mashing. Nothing beats the tactics of the trinity. Action combact is fun for a few weeks but after a while I find dodging becomes the only I win button. 

    To your last point there, one needs only to look at ESO to see how that can go very very wrong.  Stamina is for dodging and blocking, so EVERY offensive ability you have needs to be magic based.  So much for build variety!

  • LobotomistLobotomist Member EpicPosts: 5,981

    I am just not getting how much more obvious signs can people get that the game will never be released , and still post such topics ?

    Its like those poor fanboys that still thought World of Darkness will be released after there was not even alpha gameplay shown and 6 years have passed, and CCP fired the whole team.

     

     



  • KajidourdenKajidourden Member EpicPosts: 3,030
    Originally posted by Lobotomist

    I am just not getting how much more obvious signs can people get that the game will never be released , and still post such topics ?

    Its like those poor fanboys that still thought World of Darkness will be released after there was not even alpha gameplay shown and 6 years have passed, and CCP fired the whole team.

     

     

     

    Cool story bro.  Obvious troll is obvious.  Kthxbai!

  • Daffid011Daffid011 Member UncommonPosts: 7,945

    What is one key to EQN's success?

    Storybricks or whatever it ends up being called.  If Daybreak can pull off a real world that does dynamic things in a way that engages players, then the game could find a good following. 

    What is one road to EQN's failure?

    Leadership.  Daybreak needs to get someone from outside the company with game design experience to come in and fix the problems of the team (and the company).  Regardless of what those problems are specifically, they need to be addressed, because it has clearly affected the companies ability to produce good games that find success.  Otherwise the same people are most certainly going to repeat the same mistakes again and again until someone comes in to change it.

    What is one thing you would change about it's design direction?

    At this point it is hard to tell what is and isn't in the game anymore and even if it isn't going through another design change. 

    A small complaint would be the overuse of particle effects during combat.  As cool as they may look, they are far too heavy and used too frequently.  It is hard to even see character models during many abilities. 

    A larger concern would be the choice to make the game free to play.  Not a big fan of this companies attempts at free to play in the past, but beyond that it seems most free to play games of this type either a) punish players in an attempt to force them into the cash shop or b) pay 2 win. 

     

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