I thought WoW's graphics and artistic design were flat out horrible. But thats me. Not saying EQ2's was good either, but please don't praise WoW's graphics. Cartoons get old fast.
I thought WoW's graphics and artistic design were flat out horrible. But thats me. Not saying EQ2's was good either, but please don't praise WoW's graphics. Cartoons get old fast.
I personally find the artistic design acceptable, the graphics though...meh.
I personaly feel WoW was smart giving there game cartoonish style graphics not everyone has the money to upgrade there rig when a new game comes out. What i would like to see is a more realistic looking toon with the big crazy over the top armour like WoW but with a more realistic look but not to the point where ppl have to go spend a ton of money upgrading there rig to be able to play and enjoy the game. I think that was were WoW won the masses.
I personaly feel WoW was smart giving there game cartoonish style graphics not everyone has the money to upgrade there rig when a new game comes out. What i would like to see is a more realistic looking toon with the big crazy over the top armour like WoW but with a more realistic look but not to the point where ppl have to go spend a ton of money upgrading there rig to be able to play and enjoy the game. I think that was were WoW won the masses.
Why does it have to be either or? Why can't someone make a game that scales well based on hardware?
After reading most of these post it seems to me most of us want the same thing EQ1 with updated graphics. I personaly want them to take everything from EQ1 and update it. The reason i said i want Vanguards crafting system is because it was hard well at least for me. The reason i say this is because you have a whole community of crafters that wanna feel challenged aswell. A real crafter doesnt want the crafting system thats the norm now ( take two items but them in a window now hit combine and here is your reward). No crafters want to be rewarded for being a crafter and with crafting the way it is now in most MMO's your casual player can be a max lvl crafter in a weekend. Now when that happens no one is special.
As far as adding the diplomacy system from Vanguard i personally like the idea. This just gives another option for players to choose from then just being a crafter or harvester. They could use this system the same way VG did to allow players to build houses and guild halls on land ruled by whoever.
I think EQ already had a complicated enuff diplomacy system over the course of it's life. You had multiple factions in zones that didn't like eachother and you could do quests or kill stuff to raise and lower the factions until you were liked enuff by one to be able to do the end quests associated with that faction.
As far as crafting goes I think EQ had a good crafting system. Vanguard crafting was to similar to EQ2 in many respects. There should be depth to the crafting system by making the crafting templates droppable and random off boss mobs. This gives the community a chance to sell these based on boss encounter difficulty and rarity of the drop or amount of said template. Same with the ingrediants to make the various items. But they should drop from certain mobs and be both solo and group and raid depending on the power of the end item. There should be no need for overly complicated combines with chance of failure associated with the quality and quantity and level you are trying to make. That is just way to mini-gamish and needs to stay in the past.
The crafting in EQ was dull you took items to a npc and gave the to the npc and they did the crafting for you if i remember correctly.
I remember killing mobs to gain faction with or againts other factions the same was done in Vanguard. If you were a dark elf you had to kill mobs to get your faction up with you own starting city because if you didnt you were KOS to them. The diplomacy system was a totally different monster. Say you wanted to build a guild hall in Freeport well you would have to do diplomacy stuff so that the ppl of Freeport would allow you to build said guild hall on there land.
After reading most of these post it seems to me most of us want the same thing EQ1 with updated graphics. I personaly want them to take everything from EQ1 and update it. The reason i said i want Vanguards crafting system is because it was hard well at least for me. The reason i say this is because you have a whole community of crafters that wanna feel challenged aswell. A real crafter doesnt want the crafting system thats the norm now ( take two items but them in a window now hit combine and here is your reward). No crafters want to be rewarded for being a crafter and with crafting the way it is now in most MMO's your casual player can be a max lvl crafter in a weekend. Now when that happens no one is special.
As far as adding the diplomacy system from Vanguard i personally like the idea. This just gives another option for players to choose from then just being a crafter or harvester. They could use this system the same way VG did to allow players to build houses and guild halls on land ruled by whoever.
I think EQ already had a complicated enuff diplomacy system over the course of it's life. You had multiple factions in zones that didn't like eachother and you could do quests or kill stuff to raise and lower the factions until you were liked enuff by one to be able to do the end quests associated with that faction.
As far as crafting goes I think EQ had a good crafting system. Vanguard crafting was to similar to EQ2 in many respects. There should be depth to the crafting system by making the crafting templates droppable and random off boss mobs. This gives the community a chance to sell these based on boss encounter difficulty and rarity of the drop or amount of said template. Same with the ingrediants to make the various items. But they should drop from certain mobs and be both solo and group and raid depending on the power of the end item. There should be no need for overly complicated combines with chance of failure associated with the quality and quantity and level you are trying to make. That is just way to mini-gamish and needs to stay in the past.
The crafting in EQ was dull you took items to a npc and gave the to the npc and they did the crafting for you if i remember correctly.
I remember killing mobs to gain faction with or againts other factions the same was done in Vanguard. If you were a dark elf you had to kill mobs to get your faction up with you own starting city because if you didnt you were KOS to them. The diplomacy system was a totally different monster. Say you wanted to build a guild hall in Freeport well you would have to do diplomacy stuff so that the ppl of Freeport would allow you to build said guild hall on there land.
The only difference between EQ crafting and other games was the lack of automation. You still had to go to the forge or what ever. There was also tradeskill "work stations" that could be packed around for certain skills like tailoring and cooking.
There was no recipe list or create quanity X of item Y. You had to put each individual item into the tradeskill station and hit the create button. Wrong components? Too bad, poof they went. Sometimes a person needed to go to an NPC to do some item conversions but that was a tiny part of the tradeskill system. Players also needed to discover most of the recipes initially.
-------------------
That was something that made the dark elf city interesting. The different guilds HATED each other and it was easy to run into enemy guilds. However, this wasn't unique to dark elves. The humans also had KOS enemy guilds but they were not on the city streets like the dark elves. This added a unique (and not unexpected) flavor to the dark elf city.
This is what made EQ very unique. The complete lack of hand holding and actually having dangerous elements everywhere. The game was designed as a world simulation rather than a set of minigames.
Forever looking for employment. Life is rather dull without it.
The best part of Everquest was the story behind the lore. The game would be best if it has a lot of in-game cut scenes and phasing in order to tell an epic tale. I agree with their decision not to continue with the established lore of EQ1 and EQ2 but start fresh with new stories. IMHO the story got ridiculous after planes of power with the Gates of Discord thing.
This is what made EQ very unique. The complete lack of hand holding and actually having dangerous elements everywhere. The game was designed as a world simulation rather than a set of minigames.
This is intially what i was saying just with improvements to certain aspects. I loved almost everything about EQ1 but with new improvements to things like housing, raiding, crafting and combat mechanics and so on and so on i would like them build on these. I have always said that if EQ1 ever updated there graphics i would go back in a heartbeat.
I am not anti-instance, but I am anti-all-instance. My personal opinion, instances should be used effectively with a purpose instead as a articificial baby sitter. I propose using instances during questlines, but leave dungeons open. Questlines that tell a story like epics could use instances. For example, the epics in EQ1 could have open quest parts and instanced quest parts. The cleric camp for ragefire could have been instanced, but made far more difficult than it was. This would eliminate the bickering over killstealing and the difficulty would have maintained the the rareness of the item.
Instances could be placed inside dungeons aka a section is instanced which carried a specific story line within. 90% of the dungeon is open ended with rare spawns and loot, but certain sections are instanced to carry specific drops for questlines where you have to battle to get to the instance as well as fight through the instance.
Social dependency and interaction is greatly needed once again. In the end, the social spiderweb is the heart of the game.
I agree.
On the one hand, instances kill immersion in the game. With instanced dungeons, you have the instant gratification, but you don't see groups working together. I saw this more in DAoC than EQ, but in most dungeons in DAoC I was in, groups would always help each other, especially when a group wipes and they need a cleric. I don't know how many times my whole group went across a dungeon to rezz another group who had either lost their cleric(s), or had lost their whole group. We did it because we knew when we wiped an hour later, that group (or another one) would come save us. You just don't see that anymore, and IMO it is more because of game design than players. WoW and games like it encourage a "me first" mentality.
I would also see the crafting system improved. My biggest problem with the crafting in EQ1 was that it was more of an expensive in-game hobby than a crafting profession. Mats should be able to be farmed, not just bought from vendors, and crafted items should be comparable to looted items....somewhat. I'm not really sure where I stand on the question of whether crafted items should be better than looted items, but there should be a valid reason other than curiosity (or twinking alts) to put the time into crafting.
I want EQ3 to be exactly like EQ1 but with EQ2 or better optimized and smarter used graphics.
- All dungeons open-world except for the zones that are meant for raiding, make those instanced.
- No level requirements on gear. Allow people to twink alts if they get drops on their mains. -- or -- go with a stat progression vs level system. (but I prefer the first option)
- Get rid of 8hr camp spawns. Make them 30mins or hour spawn time. Take out the chance to not spawn with the .01% chance of dropping that rare quest item you need. -- Either this or allow w/e spawn rate but let the quest item and the end item be sellable so people who put forth the effort can make an extroadinary amount of money for their time spent.
- Make buffs important and let any level character be able to get the buffs, like EQ1.
- Also bring back rough open world PVP where theres risk vs reward with item drops and guards actually helped people that had better faction with them then the opponent.
-- so far thats all I can think of right now, but you get the idea of my ideal MMO.
The last guy sounds like he wants VG,ya i loved VG but how did that turn out?
I think SOE needs to get off that questing treadmill design and quit competing head on with WOW,people that play Wow play it because for the most part love Blizzard to death and don't like SOE.SO SOE needs to make a game that is attractive to the others that are not Wow fans,like me.:D
One thing for sure is that SOE over the years,has really not changed their thinking or been creative at all.As much as nostalgic EQ1 players like to think it is so much different ,it is not,EQ2 is basically an identical game with better graphics.People apparently don't want this anymore,and those that do are playing Wow,so make something unique and different for once SOE,i'm talking to you lol.
One thing SOE did right was keep PVP servers and PVE servers separate,it is two totally different game sets,they do not work together at all,i wish people would quit asking devs to make it work,it doesn't.
Unfortunately to have any success now a days the devs NEED to be way over the top.The MMORPG that will be a success,needs to have physics,destructible surfaces,good graphics[scalable of course]and NEEDs to be different.Players CARE about their player,they CARE abotu housing,they CARE about events and combat/class structure.
Never forget 3 mile Island and never trust a government official or company spokesman.
edit* As for instances... jeeze you people sure get your knickers in a twist over everything, the easiest way to do instances is extremely simple that i have no idea why it has never been implemented before... leave instances open but at the entrance have a "magical artifact" that will transport your group to a private version of that particular instance.. hey presto problem solved for those that like a big open dungeon and those that fancy a more private game experience with their mates without the hassle of others running around killing everything... two birds one stone..
EQ2 works like that already. It instances the entire dungeon once the first instance gets full. You can choose which instance you want to go into right before you zone into the dungeon.
You get the choice of dungeon 1, 2, or 3, or 4 etc.
Usually the first one will have the most players, the last one will be pretty much deserted.
Does get confusing sometimes. Someone will say I"m in XYZ dungeon! and you go, yeah, me too. I don't see you. Doh! I"m in XyZ dungeon 2, and you're in XYZ dungeon 3.
I really hope that EQ next tries to focus on the non-WoW audience as a target instead of the WoW-audience. So many games try to take from WoW when WoW is doing fine keeping its players content. What we need is someone to make something to hold the rest of us.
edit* As for instances... jeeze you people sure get your knickers in a twist over everything, the easiest way to do instances is extremely simple that i have no idea why it has never been implemented before... leave instances open but at the entrance have a "magical artifact" that will transport your group to a private version of that particular instance.. hey presto problem solved for those that like a big open dungeon and those that fancy a more private game experience with their mates without the hassle of others running around killing everything... two birds one stone..
EQ2 works like that already. It instances the entire dungeon once the first instance gets full. You can choose which instance you want to go into right before you zone into the dungeon.
You get the choice of dungeon 1, 2, or 3, or 4 etc.
Usually the first one will have the most players, the last one will be pretty much deserted.
Does get confusing sometimes. Someone will say I"m in XYZ dungeon! and you go, yeah, me too. I don't see you. Doh! I"m in XyZ dungeon 2, and you're in XYZ dungeon 3.
I think EQ2 make it right here. Dungeons are not "open world" due the zone based desing of the game, but they are public up to a point.
There is a cap of people and once reached a second version of that dungeon is created. So you run into other groups (or LFG people) but never to the point of the dungeon being full of people and empty of mobs.
The only part that is purely instanced for the actual group (instanced as wow dungeons are) are the parts of the dungeon leading to the big bossess (mini bossess, or named creatures as we call them there, are in public areas), which in my opinion is good to avoid boss campers being there 24/7.
As much as I would love the idea of open world dungeons (with 0 instancing) we are no longer at 1999, nowadys gold farming companies are too many and too out of hand for open dungeons to be viable for the rest of us.
Times have moved on, WOW is the standard by which all games are now judged, its gameplay mechanics the norm and its player numbers the holy grail of all mmo developers. Now you’re never gonna reach WOW’s numbers or even get close to em, all developers know that, you can’t emulate a cultural phenomena but you can try and copy what makes it so bloody good to play and attracts so many people back time and time again.
When i read i laughed litterally, WoWs player base isnt that huge. I mean they say the have 8 million subs but lets face it how many of them are paying subs? You have your trial, gold farming, hacked accounts and i bet that those numbers are added in to the so called 8 million subs they say they have.
edit* As for instances... jeeze you people sure get your knickers in a twist over everything, the easiest way to do instances is extremely simple that i have no idea why it has never been implemented before... leave instances open but at the entrance have a "magical artifact" that will transport your group to a private version of that particular instance.. hey presto problem solved for those that like a big open dungeon and those that fancy a more private game experience with their mates without the hassle of others running around killing everything... two birds one stone..
EQ2 works like that already. It instances the entire dungeon once the first instance gets full. You can choose which instance you want to go into right before you zone into the dungeon.
You get the choice of dungeon 1, 2, or 3, or 4 etc.
Usually the first one will have the most players, the last one will be pretty much deserted.
Does get confusing sometimes. Someone will say I"m in XYZ dungeon! and you go, yeah, me too. I don't see you. Doh! I"m in XyZ dungeon 2, and you're in XYZ dungeon 3.
yea i didnt like that about EQ2 every zone was instanced. You had to tell ppl what zone you were in like freeport 1,2,3,4 for example. This is why i stated a open world but instance the dungeons like WoW did plus like someone else said that keeps gold farmers and elite guilds from camping a boss 24/7.
Times have moved on, WOW is the standard by which all games are now judged, its gameplay mechanics the norm and its player numbers the holy grail of all mmo developers. Now you’re never gonna reach WOW’s numbers or even get close to em, all developers know that, you can’t emulate a cultural phenomena but you can try and copy what makes it so bloody good to play and attracts so many people back time and time again.
When i read i laughed litterally, WoWs player base isnt that huge. I mean they say the have 8 million subs but lets face it how many of them are paying subs? You have your trial, gold farming, hacked accounts and i bet that those numbers are added in to the so called 8 million subs they say they have.
But couldn't that logic also be applied to any game?
So no game has subs that they advertise for exactly those reasons?
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
With SOE revealing plains for the next enstallment of EQ here are a few steps i feel they need to take to make the game a success.
Step1: Take all the Races and Classes from EQ1 and all their spells they had and update the graphics on them and allow any Race to be any Class.
Step2: Take the harvesting, crafting, diplomacy, and housing system from Vanguard and add that to the game.
Step3: Take the AA point system from EQ1 and add that and get rid of the dumbed down talent tree system.
Step4: Allow players to allocate their attribute points (within reason) and add a vast character customization option so players dont end up looking like every other toon created.
Step5: Make the game seamless like Vanguard but make the dungeons instanced and add some overland bosses.
These are just some steps ill feel SOE needs to take to make this game a sucess.
1. Do not agree,i think race should determine class,it's works.
2..Totally agree 100%.
3. I agree 100%.
4. I agree again,take from Vanguard.
5. Yes make the world seamless like Vanguard but still keep dungeons open ,follow the Vanguard system again. Their is something dumb about going into a dungeon and not coming across any other adventurer .
This guy has it. Absolute genius.
1. Racial classes work. It makes things unique.
2. Again... brilliant. Vangaurd did things well but was too late in it's implementation.
3. Yes! AA point allocation was brilliant. Skill trees are just...I dunno. It would be nice to have a choice like most RPG's..such as Warrior templates..but at least give us the option
4. I hate everyone having the exact same character/class/stats at max level, with equipment being the only factor that changes that. It builds animosity when you have two Druids of the same class and level in the same group. It becomes competitive.
5. Ya...agree with knightspain on this one. It has to be open. I loath being locked away in an instance closet. The idea of coming across another group down at the bottom..now that...that adds to the overall. "world" feel.
i played an EQ1-necromancer for 6 years. the biggest difference for me between EQ1 and all other fantasy MMORPGs past 2004 is:
1. the fights in EQ1 lasted long, very long. a dot lasted 2 mins not 20 sec and a single fight lasted minutes.
2. you had a broad arsenal of spells. they gave us spells which fitted to our role. not what is appropriate and balanced.
3. you where able to split nearly every group of mob using the appropriate pulling techniques
4. quests where about setting not story.
5. most mob-encounters beside boss-mobs where unrefined. they did not hink about, who will kill them how. the players will kill it anyways. lets see.
so you had a huge tactical versatility. my necromancer had at least 10 different techniques to kill a mob. and you needed them all. so EQ1 was unbalanced and unrefined, which gave us a lot of versatility, surpise and fun.
nowadays mob groups are designed perfectly and your skills, too. there is just a limited set of possibilities how to approach an encounter. dots lasting 12 secs and the snare just 8 sec, by very good reasons. every fight is exactly forseeable and plannable by the devs. you have to kill a mob, live your virtual life and pee exactly how the dev thought you are supposed to do it.
i doubt, they will bring us EQ1 back. i doubt Smedley even knows, what EQ1 means. we will get a wow-clone with some memories, thats it.
With SOE revealing plains for the next enstallment of EQ here are a few steps i feel they need to take to make the game a success.
Step1: Take all the Races and Classes from EQ1 and all their spells they had and update the graphics on them and allow any Race to be any Class.
Step2: Take the harvesting, crafting, diplomacy, and housing system from Vanguard and add that to the game.
Step3: Take the AA point system from EQ1 and add that and get rid of the dumbed down talent tree system.
Step4: Allow players to allocate their attribute points (within reason) and add a vast character customization option so players dont end up looking like every other toon created.
Step5: Make the game seamless like Vanguard but make the dungeons instanced and add some overland bosses.
These are just some steps ill feel SOE needs to take to make this game a sucess.
Oh god another middle age man/woman with no life creating another boring game... here we go
i played an EQ1-necromancer for 6 years. the biggest difference for me between EQ1 and all other fantasy MMORPGs past 2004 is:
1. the fights in EQ1 lasted long, very long. a dot lasted 2 mins not 20 sec and a single fight lasted minutes.
2. you had a broad arsenal of spells. they gave us spells which fitted to our role. not what is appropriate and balanced.
3. you where able to split nearly every group of mob using the appropriate pulling techniques
4. quests where about setting not story.
5. most mob-encounters beside boss-mobs where unrefined. they did not hink about, who will kill them how. the players will kill it anyways. lets see.
so you had a huge tactical versatility. my necromancer had at least 10 different techniques to kill a mob. and you needed them all. so EQ1 was unbalanced and unrefined, which gave us a lot of versatility, surpise and fun.
nowadays mob groups are designed perfectly and your skills, too. there is just a limited set of possibilities how to approach an encounter. dots lasting 12 secs and the snare just 8 sec, by very good reasons. every fight is exactly forseeable and plannable by the devs. you have to kill a mob, live your virtual life and pee exactly how the dev thought you are supposed to do it.
i doubt, they will bring us EQ1 back. i doubt Smedley even knows, what EQ1 means. we will get a wow-clone with some memories, thats it.
PS: and hell NO, no instances please!
Ding, ding and ding we have a winner! Finally I think thats what we'll get + Item shop and trading card crap, P4C = pay 2 win.
My dream would be a virtual world to play in and having to figure out things again. Screw balance, handholding, cookie cutter, talent trees, quests and instances.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play." "Then maybe MMORPGs aren't for you."
Comments
I thought WoW's graphics and artistic design were flat out horrible. But thats me. Not saying EQ2's was good either, but please don't praise WoW's graphics. Cartoons get old fast.
I personally find the artistic design acceptable, the graphics though...meh.
I personaly feel WoW was smart giving there game cartoonish style graphics not everyone has the money to upgrade there rig when a new game comes out. What i would like to see is a more realistic looking toon with the big crazy over the top armour like WoW but with a more realistic look but not to the point where ppl have to go spend a ton of money upgrading there rig to be able to play and enjoy the game. I think that was were WoW won the masses.
Why does it have to be either or? Why can't someone make a game that scales well based on hardware?
The crafting in EQ was dull you took items to a npc and gave the to the npc and they did the crafting for you if i remember correctly.
I remember killing mobs to gain faction with or againts other factions the same was done in Vanguard. If you were a dark elf you had to kill mobs to get your faction up with you own starting city because if you didnt you were KOS to them. The diplomacy system was a totally different monster. Say you wanted to build a guild hall in Freeport well you would have to do diplomacy stuff so that the ppl of Freeport would allow you to build said guild hall on there land.
The only difference between EQ crafting and other games was the lack of automation. You still had to go to the forge or what ever. There was also tradeskill "work stations" that could be packed around for certain skills like tailoring and cooking.
There was no recipe list or create quanity X of item Y. You had to put each individual item into the tradeskill station and hit the create button. Wrong components? Too bad, poof they went. Sometimes a person needed to go to an NPC to do some item conversions but that was a tiny part of the tradeskill system. Players also needed to discover most of the recipes initially.
-------------------
That was something that made the dark elf city interesting. The different guilds HATED each other and it was easy to run into enemy guilds. However, this wasn't unique to dark elves. The humans also had KOS enemy guilds but they were not on the city streets like the dark elves. This added a unique (and not unexpected) flavor to the dark elf city.
This is what made EQ very unique. The complete lack of hand holding and actually having dangerous elements everywhere. The game was designed as a world simulation rather than a set of minigames.
Forever looking for employment. Life is rather dull without it.
More like EQ1, less like Eq2.
He who keeps his cool best wins.
The best part of Everquest was the story behind the lore. The game would be best if it has a lot of in-game cut scenes and phasing in order to tell an epic tale. I agree with their decision not to continue with the established lore of EQ1 and EQ2 but start fresh with new stories. IMHO the story got ridiculous after planes of power with the Gates of Discord thing.
Very good points
This is intially what i was saying just with improvements to certain aspects. I loved almost everything about EQ1 but with new improvements to things like housing, raiding, crafting and combat mechanics and so on and so on i would like them build on these. I have always said that if EQ1 ever updated there graphics i would go back in a heartbeat.
They did. I personally still enjoy EQ's graphics (fan of Minecraft too :P). They've got a nostalgia feeling to them that I'll probably never get over.
He who keeps his cool best wins.
I agree.
On the one hand, instances kill immersion in the game. With instanced dungeons, you have the instant gratification, but you don't see groups working together. I saw this more in DAoC than EQ, but in most dungeons in DAoC I was in, groups would always help each other, especially when a group wipes and they need a cleric. I don't know how many times my whole group went across a dungeon to rezz another group who had either lost their cleric(s), or had lost their whole group. We did it because we knew when we wiped an hour later, that group (or another one) would come save us. You just don't see that anymore, and IMO it is more because of game design than players. WoW and games like it encourage a "me first" mentality.
I would also see the crafting system improved. My biggest problem with the crafting in EQ1 was that it was more of an expensive in-game hobby than a crafting profession. Mats should be able to be farmed, not just bought from vendors, and crafted items should be comparable to looted items....somewhat. I'm not really sure where I stand on the question of whether crafted items should be better than looted items, but there should be a valid reason other than curiosity (or twinking alts) to put the time into crafting.
I want EQ3 to be exactly like EQ1 but with EQ2 or better optimized and smarter used graphics.
- All dungeons open-world except for the zones that are meant for raiding, make those instanced.
- No level requirements on gear. Allow people to twink alts if they get drops on their mains. -- or -- go with a stat progression vs level system. (but I prefer the first option)
- Get rid of 8hr camp spawns. Make them 30mins or hour spawn time. Take out the chance to not spawn with the .01% chance of dropping that rare quest item you need. -- Either this or allow w/e spawn rate but let the quest item and the end item be sellable so people who put forth the effort can make an extroadinary amount of money for their time spent.
- Make buffs important and let any level character be able to get the buffs, like EQ1.
- Also bring back rough open world PVP where theres risk vs reward with item drops and guards actually helped people that had better faction with them then the opponent.
-- so far thats all I can think of right now, but you get the idea of my ideal MMO.
The last guy sounds like he wants VG,ya i loved VG but how did that turn out?
I think SOE needs to get off that questing treadmill design and quit competing head on with WOW,people that play Wow play it because for the most part love Blizzard to death and don't like SOE.SO SOE needs to make a game that is attractive to the others that are not Wow fans,like me.:D
One thing for sure is that SOE over the years,has really not changed their thinking or been creative at all.As much as nostalgic EQ1 players like to think it is so much different ,it is not,EQ2 is basically an identical game with better graphics.People apparently don't want this anymore,and those that do are playing Wow,so make something unique and different for once SOE,i'm talking to you lol.
One thing SOE did right was keep PVP servers and PVE servers separate,it is two totally different game sets,they do not work together at all,i wish people would quit asking devs to make it work,it doesn't.
Unfortunately to have any success now a days the devs NEED to be way over the top.The MMORPG that will be a success,needs to have physics,destructible surfaces,good graphics[scalable of course]and NEEDs to be different.Players CARE about their player,they CARE abotu housing,they CARE about events and combat/class structure.
Never forget 3 mile Island and never trust a government official or company spokesman.
EQ2 works like that already. It instances the entire dungeon once the first instance gets full. You can choose which instance you want to go into right before you zone into the dungeon.
You get the choice of dungeon 1, 2, or 3, or 4 etc.
Usually the first one will have the most players, the last one will be pretty much deserted.
Does get confusing sometimes. Someone will say I"m in XYZ dungeon! and you go, yeah, me too. I don't see you. Doh! I"m in XyZ dungeon 2, and you're in XYZ dungeon 3.
Listen to this guy and you shall succeed.
I think EQ2 make it right here. Dungeons are not "open world" due the zone based desing of the game, but they are public up to a point.
There is a cap of people and once reached a second version of that dungeon is created. So you run into other groups (or LFG people) but never to the point of the dungeon being full of people and empty of mobs.
The only part that is purely instanced for the actual group (instanced as wow dungeons are) are the parts of the dungeon leading to the big bossess (mini bossess, or named creatures as we call them there, are in public areas), which in my opinion is good to avoid boss campers being there 24/7.
As much as I would love the idea of open world dungeons (with 0 instancing) we are no longer at 1999, nowadys gold farming companies are too many and too out of hand for open dungeons to be viable for the rest of us.
Times have moved on, WOW is the standard by which all games are now judged, its gameplay mechanics the norm and its player numbers the holy grail of all mmo developers. Now you’re never gonna reach WOW’s numbers or even get close to em, all developers know that, you can’t emulate a cultural phenomena but you can try and copy what makes it so bloody good to play and attracts so many people back time and time again.
When i read i laughed litterally, WoWs player base isnt that huge. I mean they say the have 8 million subs but lets face it how many of them are paying subs? You have your trial, gold farming, hacked accounts and i bet that those numbers are added in to the so called 8 million subs they say they have.
yea i didnt like that about EQ2 every zone was instanced. You had to tell ppl what zone you were in like freeport 1,2,3,4 for example. This is why i stated a open world but instance the dungeons like WoW did plus like someone else said that keeps gold farmers and elite guilds from camping a boss 24/7.
But couldn't that logic also be applied to any game?
So no game has subs that they advertise for exactly those reasons?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
This guy has it. Absolute genius.
1. Racial classes work. It makes things unique.
2. Again... brilliant. Vangaurd did things well but was too late in it's implementation.
3. Yes! AA point allocation was brilliant. Skill trees are just...I dunno. It would be nice to have a choice like most RPG's..such as Warrior templates..but at least give us the option
4. I hate everyone having the exact same character/class/stats at max level, with equipment being the only factor that changes that. It builds animosity when you have two Druids of the same class and level in the same group. It becomes competitive.
5. Ya...agree with knightspain on this one. It has to be open. I loath being locked away in an instance closet. The idea of coming across another group down at the bottom..now that...that adds to the overall. "world" feel.
i played an EQ1-necromancer for 6 years. the biggest difference for me between EQ1 and all other fantasy MMORPGs past 2004 is:
1. the fights in EQ1 lasted long, very long. a dot lasted 2 mins not 20 sec and a single fight lasted minutes.
2. you had a broad arsenal of spells. they gave us spells which fitted to our role. not what is appropriate and balanced.
3. you where able to split nearly every group of mob using the appropriate pulling techniques
4. quests where about setting not story.
5. most mob-encounters beside boss-mobs where unrefined. they did not hink about, who will kill them how. the players will kill it anyways. lets see.
so you had a huge tactical versatility. my necromancer had at least 10 different techniques to kill a mob. and you needed them all. so EQ1 was unbalanced and unrefined, which gave us a lot of versatility, surpise and fun.
nowadays mob groups are designed perfectly and your skills, too. there is just a limited set of possibilities how to approach an encounter. dots lasting 12 secs and the snare just 8 sec, by very good reasons. every fight is exactly forseeable and plannable by the devs. you have to kill a mob, live your virtual life and pee exactly how the dev thought you are supposed to do it.
i doubt, they will bring us EQ1 back. i doubt Smedley even knows, what EQ1 means. we will get a wow-clone with some memories, thats it.
PS: and hell NO, no instances please!
played: Everquest I (6 years), EVE (3 years)
months: EQII, Vanguard, Siedler Online, SWTOR, Guild Wars 2
weeks: WoW, Shaiya, Darkfall, Florensia, Entropia, Aion, Lotro, Fallen Earth, Uncharted Waters
days: DDO, RoM, FFXIV, STO, Atlantica, PotBS, Maestia, WAR, AoC, Gods&Heroes, Cultures, RIFT, Forsaken World, Allodds
Ding, ding and ding we have a winner! Finally I think thats what we'll get + Item shop and trading card crap, P4C = pay 2 win.
My dream would be a virtual world to play in and having to figure out things again. Screw balance, handholding, cookie cutter, talent trees, quests and instances.
We need a MMORPG Cataclysm asap, finish the dark age of MMORPGS now!
"Everything you're bitching about is wrong. People don't have the time to invest in corpse runs, impossible zones, or long winded quests. Sometimes, they just want to pop on and play."
"Then maybe MMORPGs aren't for you."
This message was edited on 8/16/15 at 5:30:00 AM