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Vet EQ Player w/ Suggestions

healz4uhealz4u Member Posts: 1,065
Hello!





As a veteran Everquest player who recently quit to play Vanguard only to quit Vanguard, I have some suggestions that are quite broad for developers of MMORPG that I think are profitable. 





You can flame, discard, add to, challenge, or support any of the following.

Note: non-comprehensive and I did not prepare in any way to create this list.





Gameplay

Solo - worthwhile, meaningful and fun - 60%

Group - mainly optional, primarily to tackle named boss or bosses in dungeons* - 20%

Raid - primarily end-game, no zerging or 5-hour plus requirement** -20%



*defined as more than one person

**two groups should be enough for an adequate raid force





Quests

a) fun but fewer and mainly optional.  Questing to quest or forced-questing is tedious, boring and artificial

b) mostly solo quests to get that feel of logging in for a few hours and accomplishing something

c) forced-group quests are frustrating, especially when trying to find people who happen to be on the same quest





Grind

a) variety of camps, dungeons, and so-forth to avoid tedium, boring, sense of being trapped from level 42 to 45

b) people do not hate to "grind" - they just want more options, more variety, more "stuff" to do

c) if you have variety and fun content, it does not feel like a grind





Dungeons

a) many and varied: solo (yes, solo dungeons - yes - yes), group, and raid

b) range from small manors to farms to vast castles and even cities

c) instances are not bad (success of WoW attributed to intelligent use of instances? - I ask)





PvP

a) environmental PvP is great but impractical in some ways

b) great to avoid terminal level boredom





World

a)  vast world but practical mobility

b)  no instantaneous travel - separate continents with stops to islands to enhance "world feel"

c)  robust with life





Crafting/Professions

a) make it fun, important, but non-essential





Conclusion

People want to have fun; that is what it is all about.  People have fun in fantasy mmorpg to join a fantastic world, develop a character, and have unique experiences while doing it.  Your creativity, ingenuity with the advances and limitations of technology need to somehow create an experience that is ... not predictable.  Content: lots of it, solo, group, raid. 





I wrote this while downloading, in boredom because there is no fun mmorpg to play, the EQ 2 trial.  The above are broad suggestions and ideas, non-comprehensive, and just scratch the surface.  Listen to the community. 

Comments

  • thaakthaak Member Posts: 67
    Originally posted by healz4u

    Hello!





    As a veteran Everquest player who recently quit to play Vanguard only to quit Vanguard, I have some suggestions that are quite broad for developers of MMORPG that I think are profitable. 





    You can flame, discard, add to, challenge, or support any of the following.

    Note: non-comprehensive and I did not prepare in any way to create this list.





    Gameplay

    Solo - worthwhile, meaningful and fun - 60%

    Group - mainly optional, primarily to tackle named boss or bosses in dungeons* - 20%

    Raid - primarily end-game, no zerging or 5-hour plus requirement** -20%



    *defined as more than one person

    **two groups should be enough for an adequate raid force



    Quests

    a) fun but fewer and mainly optional.  Questing to quest or forced-questing is tedious, boring and artificial

    b) mostly solo quests to get that feel of logging in for a few hours and accomplishing something

    c) forced-group quests are frustrating, especially when trying to find people who happen to be on the same quest



    I do think that quests should be optional (I love doing quests, but I realize many people do). However, I don't think there should be only few of them. The game shouldn't force you to, but at the same time, people who love quests, need plenty of them. The rest, I agree with you, especially the forced-group quests. I'm a big solo'er, and forced group quests are just annoying and I usually end up skipping them.





    Grind

    a) variety of camps, dungeons, and so-forth to avoid tedium, boring, sense of being trapped from level 42 to 45

    b) people do not hate to "grind" - they just want more options, more variety, more "stuff" to do

    c) if you have variety and fun content, it does not feel like a grind



    When it comes to the grind, you are right people want more variety. To think of it even deeper, the way the combat system works will directly effect the level of grind a game pushes on it's players. The way I think of it, if you have an engaging, action packed combat system, with different enemies reacting different to your attacks, the grind will seem...not so grindy. If I'm fighting an orc like warrior NPC, then he should react to my attacks differently from what humonoid mage would. The difference in how the A.I. acts would give more variety in the combat.




    Dungeons

    a) many and varied: solo (yes, solo dungeons - yes - yes), group, and raid

    b) range from small manors to farms to vast castles and even cities

    c) instances are not bad (success of WoW attributed to intelligent use of instances? - I ask)



    I agree, there should be solo dungeons. I don't know why there hasn't been much of those in the ones I have played anyway. I would love to have a castle like dungeon that actually feels like a real castle. Group dungeons should be fun and engaging and maybe should add strategy to the game, to set it apart from world fighting, and make it seem like you are doing something different besides fighting more monsters in an enclosed space.



    PvP

    a) environmental PvP is great but impractical in some ways

    b) great to avoid terminal level boredom



    PvP is what I do when I'm insanely bored of the PvE. I love environmental PvP and developers offering different severs for different people is a great idea. I don't see wrong with much of anything when it comes to PvP in MMo's today, except for class balances, which is extremely hard, I realize.






    World

    a)  vast world but practical mobility

    b)  no instantaneous travel - separate continents with stops to islands to enhance "world feel"

    c)  robust with life





    Crafting/Professions

    a) make it fun, important, but non-essential





    Conclusion

    People want to have fun; that is what it is all about.  People have fun in fantasy mmorpg to join a fantastic world, develop a character, and have unique experiences while doing it.  Your creativity, ingenuity with the advances and limitations of technology need to somehow create an experience that is ... not predictable.  Content: lots of it, solo, group, raid. 





    I wrote this while downloading, in boredom because there is no fun mmorpg to play, the EQ 2 trial.  The above are broad suggestions and ideas, non-comprehensive, and just scratch the surface.  Listen to the community.



    Overall great post, and I agree with most of it (I said it when I don't agree). I would talk about it more, but I need to go to class now. I'll be back, though.

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    image

    Champions Online Fansite
  • skiziskizi Member Posts: 120
    Great list. I agree with you on being able to solo in an MMO. I believe you shouldn't be forced to group to achieve a certain levels and do certain quests. Groups and raid should be meant for the bigger challenges, and thus giving you bigger rewards.



    I also agree with you in instancing. WoW did a great job with it, and hopefully some of the upcoming MMOs take a page out if it's book.

    _____________________________
    SWG- (retired) 2 year vet.
    WoW- (retired) 3 year vet.
    EQ2- (retired) 1.5 year vet

    Waiting for:
    AoC // WAR // Darkfall

    image

  • ShownderShownder Member Posts: 72


    Originally posted by healz4u
    Hello!
    As a veteran Everquest player who recently quit to play Vanguard only to quit Vanguard, I have some suggestions that are quite broad for developers of MMORPG that I think are profitable.
    You can flame, discard, add to, challenge, or support any of the following.
    Note: non-comprehensive and I did not prepare in any way to create this list.
    Gameplay
    Solo - worthwhile, meaningful and fun - 60%
    Group - mainly optional, primarily to tackle named boss or bosses in dungeons* - 20%
    Raid - primarily end-game, no zerging or 5-hour plus requirement** -20%*defined as more than one person
    **two groups should be enough for an adequate raid forceI agree that solo play is a needed option in a MMORPG, but I don't think it should be a main focus. It should only be there for those times your friends are not on or you're in a bad mood. Solo leveling should be possible, but group leveling should always be the better and faster option.Quests
    a) fun but fewer and mainly optional. Questing to quest or forced-questing is tedious, boring and artificial
    b) mostly solo quests to get that feel of logging in for a few hours and accomplishing something
    c) forced-group quests are frustrating, especially when trying to find people who happen to be on the same questThe fewer quests you have in a game the more you have to just run around killing stuff for a grind. As long as the developers have some good quest writers, questing can actually be fun. Of course you have to actually READ the quest, not just spam accept or OK. Again with the solo? How is that not boring, you don't talk to anyone expect NPCs. I agree that Group Quests should be optional or not forced, as not everyone's time frame can fit together all the time, and if these are forced it would ruin the smoothness of playing.
    Grind
    a) variety of camps, dungeons, and so-forth to avoid tedium, boring, sense of being trapped from level 42 to 45
    b) people do not hate to "grind" - they just want more options, more variety, more "stuff" to do
    c) if you have variety and fun content, it does not feel like a grindI agree with variety, but it sounds to me that you think mob killing is the way to go for leveling. I don't care how many varieties of crap I would get to kill, a grind is a grind. Content is made out of quests, art, and dungeons, not different colours of the same crab to kill.
    Dungeons
    a) many and varied: solo (yes, solo dungeons - yes - yes), group, and raid
    b) range from small manors to farms to vast castles and even cities
    c) instances are not bad (success of WoW attributed to intelligent use of instances? - I ask)Why would you want to go into an instance solo? How is that fun, or even worth it? Do you realize how long it takes to create and balance an instance?
    PvP
    a) environmental PvP is great but impractical in some ways
    b) great to avoid terminal level boredomPvP is always a must, but keep it optional for those that don't like it.
    World
    a) vast world but practical mobility
    b) no instantaneous travel - separate continents with stops to islands to enhance "world feel"
    c) robust with lifeYou complain about tedium and having to be forced to do stuff, and now you want it to take forever to travel? Did you ever play SWG with 10 minute shuttle timers? *shudder*
    Crafting/Professions
    a) make it fun, important, but non-essentialCrafting is a must, and should be able to be on par with loots, people would be amazed how many players out there play these games just to play in a fantasy stock market and commercialization. Don't believe me? Go look at SWG in its hay day.
    Conclusion
    People want to have fun; that is what it is all about. People have fun in fantasy mmorpg to join a fantastic world, develop a character, and have unique experiences while doing it. Your creativity, ingenuity with the advances and limitations of technology need to somehow create an experience that is ... not predictable. Content: lots of it, solo, group, raid.I wrote this while downloading, in boredom because there is no fun mmorpg to play, the EQ 2 trial. The above are broad suggestions and ideas, non-comprehensive, and just scratch the surface. Listen to the community.


    It seems to me you would be very happy playing an offline RPG on a console. You want everything in the game for much variety and content, but at the same time you want to be able to level by grinding mobs and never having to talk to another living person. You don't need to pay a subscription fee for that... I would suggest you play WoW, because of the ability to solo so easily, but I think even that game would have to much of a social aspect for you. Go play Fable or Oblivion

    I have found people that complain about the MM part of MMORPG are those that want to be able to advance their character for the sole goal of being able to show off when you thing you have 'won the game'. I'm taking a wild guess and branding you as such.

    1. Quests are a needed element in a MMORPG. They are used to move the story line along, and add content to the game without having every NPC need a cut scene. I'm sure it won't kill people to actually read something other than their damage or spell power while playing a game. Also without them, leveling would be a mindless grind with even less reason to kill stuff than the 'kill and collect' quests, devs use as filler.

    2. Interacting with other PCs is what sets these games aside from traditional RPGs. Being forced to group with people is just a way of getting people like you (Who seem to like playing 1 player games) used to it. You might complain about this, but you always have the option of going back to your Final Fantasy 7.

    3. As much as someone would think they want a realistic MMORPG, they really wouldn't. If playing an online game was exciting as real life, we wouldn't need to play the game now would we.

    ---------------------------------------------
    Tested: SWG, Sims, EVE, CoH, RO, Darkages, Neocron, AO, Lineage 2, ATITD 2, AC 2, WoW, MxO, LotRO, Armada Online, VsoH

    Playing: WoW

    Waiting for: StO

  • thaakthaak Member Posts: 67
    I don't think you can actually split up people in two groups: Players who like MMORPGs, and players who like RPGs. In my opinion, it is a little more gray than that.



    In my own experience, it all depends on the mood. Sometimes, I just want to get stuff done on my own. I have 30 minutes play, and I'm just logging on to do a quest and, exactly like you say, I would want to play almost a single player game. Forced groups would hinder me to do this type of play. Other times, I feel a bit lonely and just want to group. I don't care about what loot I get or I don't care how far we get into an instance or what quests we get done, I just want to group. City of Heroes was great for those types of people. You can just get a pick up group going and just run some quests. You can even sidekick to play with friends at higher levels than you. Great experience for both solo'ers and groupers.



    When it comes to instances, developers can create multiple instances that some would require a group and some could be done by yourself. When it comes to MMOs, there should be a balance of solo'ing and grouping, to allow for players that not only want either one, or would do both at different times in their day/week.

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    image

    Champions Online Fansite
  • JAttractiveJAttractive Member Posts: 149
    I disagree with a LOT of what you posted but I completely agree with your assessment of questing as we see it today:



    Quests

    a) fun but fewer and mainly optional.  Questing to quest or forced-questing is tedious, boring and artificial

    b) mostly solo quests to get that feel of logging in for a few hours and accomplishing something

    c) forced-group quests are frustrating, especially when trying to find people who happen to be on the same quest





    Players feel forced to quest nowadays as the reward for grinding, exploring and killing what you find etc. pale in comparison in most MMORPGs. Why not keep them at least in the same ballpark so people that enjoy both styles can decide how they want to play?



    Developers also run in to a problem now where they are trying to make enough quests that the players can level up without ever having to do anything but quest. This means they quickly run out of ideas and most become repeats and/or are the typical "fed-ex" or "kill 10 rats" variety. Sometimes they spice them up with nicer stories and such but the underlying quest is the same. I'd rather do one or two great quests per level with some grinding mixed in than 20 shallow quests where I spent most of my time running around the map back and forth to quest npcs.



    The biggest gripe I have though is that most quests in these games tend to be soloable, non-repeatable but then they throw in the odd group quest to encourage player interaction. All this does in fact is work opposite to what was intended. Players group up, knock off a quick group quest or two and then disband to go back to solo'ing quests. Don't want other players slowing you down! Or worse since most quests aren't repeatable their is no incentive for them to help you.



    If they are going to have group quests they should be repeatable (beyond the odd important quests). Why not a simple quests to wipe out a dungeon or clear out a camp? Oh no players may be able to "grind" it fo xp? At least it wouldn't destroy groups when player A has quests  x and y which player b has done but needs quest v and w.
  • healz4uhealz4u Member Posts: 1,065
    Great posts by everyone.





    I would suggest that I personally have not read anyone asking,



    "will this game involved forced-grouping? ... I love to group, and I love spending time sitting around looking for groups."





    I try to stress the above that the forced-grouping, or group-oriented approach (particularly by Vanguard) is a ... gameplay flaw.  A forced-grouping element in a game is, generally if not always, a timesink element; it is designed to ensure it requires time to discover a group, organize a group, and so-on and so-forth; it does not necessarily mean the content is more "challenging," unless challenge simply means it requires 5 instead of 1 to kill a mob.  Tactically, very often, it makes very little material difference.





    Nevertheless, I am not opposed to grouping, but I think any game, if you look at DDO e.g., that forces grouping will fail.   When grouping is required, and there are not practical aspects to the game to efficiently facilitate forming meaningful groups for "fun" and not forced content, I believe the game suffers. 





    As I said, of course, no one has to agree with me; but I feel the forced-grouping dimension requires this amount of attention.  I think even people whom "love to group" (although I personally very rarely if virtually never see them demanding a game have forced-grouping) would appreciate a game that offers abundant solo content with grouping options.
  • AngelboundAngelbound Member, Newbie CommonPosts: 1,437
    Great post here, aside from many here misunderstanding and assuming you want single play rpg, look into darkfall that might be a good game coming out for you or chronicles of spellborn
  • nomadiannomadian Member Posts: 3,490

    Bear in mind, these are your opinions. Other people maybe interested in a group-emphasized game for example. Anyway, are these what put you off Vanguard or was it something else out of curiousity?

  • healz4uhealz4u Member Posts: 1,065
    Originally posted by nomadian


    Anyway, are these what put you off Vanguard or was it something else out of curiousity?




    Absolutely, the original post captures some of it.  However, gameplay and performance issues are really generating a bitter experience for people, particularly when they reach 27ish and are forced-grouped (if they can find one with the same quests).





    SIGIL and Brad's aggressive campaign to censure bad press and essentially deceive the public with more promises all indicate the very serious issues in Vanguard.  Double exp to permanent exp bonuses and so-forth are obviously desperate acts.   So, the responses to the severe problems of Vanguard speak for themselves.  Fun, gameplay, performance, forced-group, etc., etc., etc.



    It reminds me of George Bush saying that everything is OK in Iraq and "give it some more time."  It is all, well, you can guess.





    I am aware of no bias or censuring of posts critical of Vanguard (or any game) on mmorpg.  The quality of posting here is excellent, the thoughtfulness is freshing. =D
  • vegas_6vegas_6 Member Posts: 6
    I'm an EQ vet of 4 years myself and I completely agree with your ideas, particularly about the quests which we all know made EverQuest so great. It should not be mandatory as it does get tedious, repetitive and just flat out boring.
  • healz4uhealz4u Member Posts: 1,065
    Originally posted by vegas_6

    I'm an EQ vet of 4 years myself and I completely agree with your ideas, particularly about the quests which we all know made EverQuest so great. It should not be mandatory as it does get tedious, repetitive and just flat out boring.


    Thank you, vegas_6.  Honestly, your comment means a lot to me.  =D





    Edit:  I will always miss Everquest, and as my friend told me yesterday, "there is just something about that game."  Indeed. 
  • KorususKorusus Member UncommonPosts: 831
    I like everything you said except the part about the world being vast.  I don't care how large the world is as long as I don't get annoyed everytime I try to get somewhere and as long as I'm able to get a group together in one place in a reasonable amount of time.



    Case in point, Vanguard.  I thought they were going to make travel meaningful in VG.  Instead the world is ridiculously overly-large and travel is definitely the most annoying experience I've ever had in an MMORPG.  Even with the instant teleporters in the game, the world is just TOO large.  And the addition of even more instant teleporters will not make it less so.



    I don't know how to make travelling less annoying while still keeping the idea of a vast world.  I would imagine the use of flight paths like various games use (World of Warcraft, EQ2) would go along ways toward making travel less annoying while not using something cheesy (like instant teleporters).



    One more point about a large world...The game world should never take precedence over the content.  The content should be developed first and the world created around it.  This is the exact opposite of what Sigil did...they made the world HUUGE and then were unable to adequately fill in the gaps.  It shows in every single "chunk" of the game and beyond.  Telon could be made 5x smaller and still retain the amount of content it currently has without losing anything except 30 minutes of monotonous travel time (which because it requires input from the player becomes a giant timesink).

    ----------
    Life sucks, buy a helmet.

  • vegas_6vegas_6 Member Posts: 6
    Originally posted by healz4u

    Originally posted by vegas_6

    I'm an EQ vet of 4 years myself and I completely agree with your ideas, particularly about the quests which we all know made EverQuest so great. It should not be mandatory as it does get tedious, repetitive and just flat out boring.


    Thank you, vegas_6.  Honestly, your comment means a lot to me.  =D





    Edit:  I will always miss Everquest, and as my friend told me yesterday, "there is just something about that game."  Indeed. 

    Hah, no problem. I just figure that if you took the time to write out a thoughtfully written post like that, it's only fair of me to comment on it.



    No doubt about it, I cannot explain it myself. There was just "something" about the game I can't quite put my fingers on, it'll definitely be missed and I doubt another game can give that "something" that EQ did.
  • bahamut1bahamut1 Member Posts: 614

     

    I think you're hitting and missing it all at the same time. While I understand your motivations for changing certain parts of the MMO experience that fail, it isn't always in the best interest to remove them entirely. Let me expound point by point.

    Originally posted by healz4u

    Hello!





    As a veteran Everquest player who recently quit to play Vanguard only to quit Vanguard, I have some suggestions that are quite broad for developers of MMORPG that I think are profitable. 





    You can flame, discard, add to, challenge, or support any of the following.

    Note: non-comprehensive and I did not prepare in any way to create this list.





    Gameplay

    Solo - worthwhile, meaningful and fun - 60%

    Group - mainly optional, primarily to tackle named boss or bosses in dungeons* - 20%

    Raid - primarily end-game, no zerging or 5-hour plus requirement** -20%



    *defined as more than one person

    **two groups should be enough for an adequate raid force

    Grouping should always be the primary goal of a MMO. MANY polls have been taken on many websites and while some prefer only soloing, MOST people prefer to group, small group, and solo as an alternative, not the main thrust. I'm just going off of what people say they want the MOST.

    SOLO: 30%     GROUP: 60%     RAID: 10%      or around in those areas





    Quests

    a) fun but fewer and mainly optional.  Questing to quest or forced-questing is tedious, boring and artificial

    b) mostly solo quests to get that feel of logging in for a few hours and accomplishing something

    c) forced-group quests are frustrating, especially when trying to find people who happen to be on the same quest



    See, you've split this up into separate little categories, but it all points to the same problem. Quests are frustrating, artificial, and can be tedious. When I played PnP DnD, guess how many times my DM told me to go kill 10 rats... 0 times. Guess how many times my DM told me to gather fecal matter... 0 times. WHY? Because it is boring and tedious. PERIOD. So now MMO developers have gotten into this horrible habit of thinking they have to keep you busy on stupid menial tasks to do anything. I blame bad players as well as developers for letting this happen.

    SOLUTION? Stop making these quests. Replace journal entries with collection quests (hey, look what I found, I wonder who would be interested in this), Boss quests (bring me the head of Long John Silver, for example), and area updates (hey, look, I found a new POI, and put interesting POI's in the game). There are so many ideas for great quests that you could be "working" on without even realizing it. I'm walking along and... OMG, that NPC is being attacked by (insert good or bad guys here), let's save him/her/it. How about "Little Darby Lost" quests, where are those quests? Hey, I lost my hound/cat/trinket/keg of beer/whatever, if you see him/her/it, please bring them back. All these grinding quests HAVE TO GO. It doesn't matter if you are in a GROUP/SOLO/RAID, if you can solve the quest any way you can think of, good for you. I've snuck all the way through a dungeon without fighting one single mob and collected items for a guy in EQ2. That was fun because if anything would've seen me, I would've died right there. Now that's accomplishment.

    Don't eliminate quests just because a lot of them are stupid and boring. Get rid of stupid boring quests and give me something to actually work towards. The best worker at a job is someone who doesn't even realize he's doing a job.




    Grind

    a) variety of camps, dungeons, and so-forth to avoid tedium, boring, sense of being trapped from level 42 to 45

    b) people do not hate to "grind" - they just want more options, more variety, more "stuff" to do

    c) if you have variety and fun content, it does not feel like a grind
    Read above again, just for fun... J/K, God I hope a developer reads this...





    Dungeons

    a) many and varied: solo (yes, solo dungeons - yes - yes), group, and raid

    b) range from small manors to farms to vast castles and even cities

    c) instances are not bad (success of WoW attributed to intelligent use of instances? - I ask)
    I agree, and even though instances are not bad, at the same time, you can have too many instances. There should always be competition in the game even PvE, it adds excitement. Sure, bad things happen too, but you cannot create the same excitement in an instance than there is with contested. Although, I agree, instances are fun too, just not too many.





    PvP

    a) environmental PvP is great but impractical in some ways

    b) great to avoid terminal level boredom
    I really think DAOC had the right direction on this. Create PvP areas that are contested. Make all out PvP areas and Team PvP areas. Let the players choose where and what they want to do.





    World

    a)  vast world but practical mobility

    b)  no instantaneous travel - separate continents with stops to islands to enhance "world feel"

    c)  robust with life
    My feeling on this is that no matter what you do, there will be stupid players. Someone will always complain that this place is too far, or that place is too hard to get to. No matter what travel you put into the game short of a menu on your screen where you click an area, people will complain about travel. I really believe that large dangerous high level places SHOULD be far from towns and starting areas, but there should be a way for people to get together to meet up with friends that "want to play a dark elf". Maybe institute outlaw starter areas that are easy to get to from starter cities without breaking the immersion of easy access to "dark elf" town from "high elf" town.





    Crafting/Professions

    a) make it fun, important, but non-essential
    You contradicted yourself, but I get the idea. I've seen MMO's go from one extreme to the other, and I've seen it IN THE SAME GAME. I just cannot understand why they can't compromise. EQ2 went from too hard to too easy in one patch, AND it's not balanced. Everybody's a scholar because it's easier and you can make more money. Vanguard is too hard and WoW is too easy. Just remove a couple steps here and there and bingo, you got it. I think devs have extremism on the brain or something.





    Conclusion

    People want to have fun; that is what it is all about.  People have fun in fantasy mmorpg to join a fantastic world, develop a character, and have unique experiences while doing it.  Your creativity, ingenuity with the advances and limitations of technology need to somehow create an experience that is ... not predictable.  Content: lots of it, solo, group, raid. 





    I wrote this while downloading, in boredom because there is no fun mmorpg to play, the EQ 2 trial.  The above are broad suggestions and ideas, non-comprehensive, and just scratch the surface.  Listen to the community. 

    "Granted thinking for yourself could be considered a timesink of shorter or longer duration depending on how smart..or how dumb you are."

  • KnightblastKnightblast Member UncommonPosts: 1,787
    Grouping should always be the primary goal of a MMO. MANY polls have been taken on many websites and while some prefer only soloing, MOST people prefer to group, small group, and solo as an alternative, not the main thrust. I'm just going off of what people say they want the MOST.





    That may be the case for people who bother to take polls on MMO websites, but in substantial personal experience in a number of MMOs, I'd have to say that the typical player prefers to solo mostly with grouping occasionally.  Those folks aren't responding to the polls, but they are voting with their actions in numerous MMOs.  People will generally solo unless they are forced to group, across the board, for the most part, some exceptions aside.

  • zethcarnzethcarn Member UncommonPosts: 1,558
    Originally posted by healz4u

    Originally posted by vegas_6

    I'm an EQ vet of 4 years myself and I completely agree with your ideas, particularly about the quests which we all know made EverQuest so great. It should not be mandatory as it does get tedious, repetitive and just flat out boring.


    Thank you, vegas_6.  Honestly, your comment means a lot to me.  =D





    Edit:  I will always miss Everquest, and as my friend told me yesterday, "there is just something about that game."  Indeed. I commend you on your zeal to make things better.   One of the biggest things I hate is the quests have no meaning.  Quests should be few and far in between so they actually have weight to their importance.  Take the epic weapon quest for example in EverQuest.
  • AcidRainOAcidRainO Member UncommonPosts: 24
    I agree with some of your points, but there are two in particular that I strongly disagree with.



    The first is quests. I HATE grinding. You say that no one hates grinding. Well I do. I really, truly do. I severely dislike just going around killing stuff with no goal other than to get EXP and loot. What quests do is have me grind with a purpose, and that greatly improves my enjoyment of the game. Honestly, what I think really needs to happen is that even grinding quests need to disappear. We need genuinely fun quests that don't just send us off to kill things. That would make MMOs infinitely more fun.



    Second is instant travel. I understand that some people like to walk everywhere and take in the world. Even I enjoy doing that sometimes. But instant travel is needed. I don't have loads of time each day to play MMOs. When I have time I walk, but when I have maybe an hour, I just want to get to where I'm doing quests and get those quests done, not run there then do maybe one quest. If you don't like instant travel, don't use it. Seems obvious to me.
  • healz4uhealz4u Member Posts: 1,065
    Excellent suggestions and very constructive comments.





    I have been playing EQ 2, the trial,and it has the feel of EQ 1 for me without many of EQ 1's frustrations.  If other games were not going to release soon, I would immediately sign-up for it. 
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