I don't mind instances at all. Some of the best EQ expansions like DoN / DoD were instanced. As long as the world around it is not instanced I don't care.
This. Especially the slow leveling. IIRC, the first person to cap in eq1 took 9 months to get there.
I would generally say EQ1 with modern graphics.
Im all for a game that takes a month to get a level .
As long as the content within those levels are enough to keep me interested for that month . I mean I would hate to have to grind on the same mobs over and over 24/7 for a month just to get 1 level . Needs to be interesting and somewhat fun .
Difficulty is the main concern , I think the last MMO I played I didn't die once from lvl 1 to 60 .
1) Slow Level Advancement - You should not be able to outlevel your gear in a day, it defeats the point of aquiring gear and therefore making all the effort pointless
2) Limited visual aids - No Question Marks on characters, limited Map system, no color coded Equipment and things like that. That force people to be more social asking for advice and help.
3) Allow people to Buff people outside your group - Allow people to be nice to others. I spent hours buffing low level group at Crashbone just for fun. So what if they had an unfair advantage? That makes a Comunity
4) Corpse run - this might look like a major hassle, but it was the best way of making friends, plenty of random people who would resurrect you or pulled your corpse to a safe spot. This is actually a Sandbox feature.
5) Regional Auction Houses - People need to travel different Region to find the Best deal or the Item they are looking for.
Here is my wish list - I am pretty sure that none of them will be in EQN, as much as I love these mechanics in EQ1, I hope that EQN has a completely new style of gameplay.
-Swarming (no other game has this style if play AFAIK)
-No leashing (again not gonna happen as the game is seamless without zones, this is needed for swarming to work)
- chain aggro (you can get one mob to 1% HP, cast a long lasting low level dot to prevent HP regen, let them run into the dungeon wait for all their friends they run by aggro and run back to you, - lazy way to pull large sections of a dungeon)
-easy to multi box (I box 2 mages and a bard, at times I box an additional cleric, shaman and another mage for raid zones that do not allow mercs). I run all of these on a single PC.
- Pet focus system (the secret to mage power, makes pets very powerful able to handle all group content and some raid content)
- AoE spells with no limit on # of targets (example: beam)
Again as much as I love these in EQ1, I hope they all stay there.
You can have your type of pets just as long as everyone else can also have some type of companion or pet ( I'd rage if ranger types don't get the option to have wolves as pets ).
I agree with a lot of what others have said. I would like to add a few also.
1. Vendor diving. It was fun looking on all the vendors for things you needed/wanted.
2. Social mobs that "never" give up once you aggro them and bring friends along to help. Ones that will run for help when being beaten and attack any PC in their way.
3. None of this highlighting one mob and having all his linked buddies highlighted also so you know when you are about to piss off a group.
Here is my wish list - I am pretty sure that none of them will be in EQN, as much as I love these mechanics in EQ1, I hope that EQN has a completely new style of gameplay.
-Swarming (no other game has this style if play AFAIK)
-No leashing (again not gonna happen as the game is seamless without zones, this is needed for swarming to work)
- chain aggro (you can get one mob to 1% HP, cast a long lasting low level dot to prevent HP regen, let them run into the dungeon wait for all their friends they run by aggro and run back to you, - lazy way to pull large sections of a dungeon)
-easy to multi box (I box 2 mages and a bard, at times I box an additional cleric, shaman and another mage for raid zones that do not allow mercs). I run all of these on a single PC.
- Pet focus system (the secret to mage power, makes pets very powerful able to handle all group content and some raid content)
- AoE spells with no limit on # of targets (example: beam)
Again as much as I love these in EQ1, I hope they all stay there.
I don't see why chain agro wouldn't be put back in.
I don't think mobs should leash either, at least not until they've gotten really far from where they were originally. I hate in new games how you run faster than everything, and mobs will only chase you for 5-10 seconds before they give up. If you agro mobs, you should be prepared to kill them or die.
Disagree with making multiboxing easy. I think if you can box 2, let alone 3, characters, combat is overly simplistic. It was fine in EQ, and I don't know or know of anyone thats a more hardcore EQ classic geek than I, but the super slow paced tab targetting combat has got to go.
Some of my best bro-dates took place standing atop giant trash piles.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Honestly, the "delete game from hard drive" was my favourite feature of EQ1.
I'm hoping the game truly is everquest NEXT rather than any kind of rehash. I love my EQ2, but i don't need a 2nd EQ2 either, i want a new and better game.
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall Currently Playing: ESO
2. Social mobs that "never" give up once you aggro them and bring friends along to help. Ones that will run for help when being beaten and attack any PC in their way.
This can only work if the game is zoned, since EQN will most likely be seamless open world, if mobs never give up a guild of 100+ players could work together to pull really nasty boss mobs to newbie areas. This type of system is far too exploitable, you must have leashing in open world games.
Imagine Nagafen mass killing all players in a low level zone, or mass pulling mobs to one area to cause massive lag for others.
If it causes lag, they need a better engine.
Actually this can also work with soft borders or extreme long leashes, the fact that when you loose the train at your tail, and thise mobs slowly start wandering back attacking all ennemies they encounter PC or non PC will add a lot of dynamic to the world, and thats exactly what me and my friends are looking for, a more dynamic feel to the world.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Here is my wish list - I am pretty sure that none of them will be in EQN, as much as I love these mechanics in EQ1, I hope that EQN has a completely new style of gameplay.-Swarming (no other game has this style if play AFAIK)-No leashing (again not gonna happen as the game is seamless without zones, this is needed for swarming to work)- chain aggro (you can get one mob to 1% HP, cast a long lasting low level dot to prevent HP regen, let them run into the dungeon wait for all their friends they run by aggro and run back to you, - lazy way to pull large sections of a dungeon)-easy to multi box (I box 2 mages and a bard, at times I box an additional cleric, shaman and another mage for raid zones that do not allow mercs). I run all of these on a single PC.- Pet focus system (the secret to mage power, makes pets very powerful able to handle all group content and some raid content)- AoE spells with no limit on # of targets (example: beam)Again as much as I love these in EQ1, I hope they all stay there.
so, in other words you want the game to be super easy for you to train mobs on others for griefing purposes. got it
I think in a contested world camping wont be a primary feature of the game - it will be up to players to manage. Countless stories of people overpowering groups of friends, or my own group in EQ1, trying to camp a mob. When it can take 15-40 hours for 1 item in an open world, there is a lot of overlap, impatience, and frustration from on-lookers who want to accomplish something in the game. I've seen people train others, flat out kill them, or out dps them.
With that said I want to see contested territory, but I don't believe that it will be the only type of content in the game. I think Smedley and the team have some desire to satisfy groups of people who want to work at their character to win, not complete over a single event/point/mob/area. They have said this a few times already ... along the lines of "We want people to win, and by win I mean brag". Note: I'm not saying give everyone everything, or make rare items common, or even remove mobs that drop rare items. I'm saying that I expect different mechanics that will enable the rare-drop-brag ability and get rid of the 'forever camp'.
With that said, here is my list of ported EQ1 mechanics (circa 2000):
- Emphasis on group play. This requires a perilous world in which many disciplines are required for optimal progression or general 'play'.
- Let the lore guide you through quests. Not globally visible question marks or make-quest-trivial mechanics.
- Let primary progression be a lot of work. A high level character should be something to marvel at. They should be vetted in a variety of areas, not just 'max level'. In EQ1 today, I can get a toon to max level in a few days at most, comfortably with 1-2kaa. Partially this is because of the RAF nonsense, but I absolutely do NOT want that in EQNext.
- Death penalty. Not to inhibit play, though. Only to stop you from progressing the way you were progressing for a short time. So, "Stop and think" - and perhaps, "Well, we tried" vs. "Lets get back quick". I feel that there will be a variety of player-constructed progression pathways/methods in EQN, so this will not inhibit players from continuing to play the game. Low downtime.
- Home city w/ factions + world factions. A very huge part of lore/quests/playstyle in EQ1. Needs to be in EQN.
- Make tradeskills useful. In the days before EQ/AM3, rangers very much relied upon fletching. Today, fletching is only beneficial for bazaar mules and some raid combines and/or very abstract quests. There exist examples for every tradeskill ...
I want few quests and advancement be more about killing monsters. People wonder where communities go and all you have to look at is the advancement through quests with people doing 90% solo quests and only grouping for a few minutes and then disbanding after on group quests.
What about deathpennalties old fashioned like eq at release
No forget this. Lets go Legends of Kesmai style when it comes to leveling and death penalties.
Lets say it takes about 15 minutes of playing to get from lvl 1 to lvl 2. The next level takes about 2x exp as the last level,but mobs offer a little more exp (not double exp though). With this formula, you eventually start getting to the point where each level takes you 2 or 3 months to level up once you get into the low 20s lol.
Then, when you die, you lose all your loot (If it's a player, they loot you, if it's an NPC, they stripped your items and then wander off, any player that kills that mob will then get your loot).
Next, your soul is sent to the underworld. You got to perform a series of quests and tasks to prove your worthy to return to the land of the living. (Could take anywhere between 30 minutes to an hour depending on the tasks you get assigned by the godz!. Your chosen deity you pick at character creation will determine the nature of quests and what after-life you go to
Then when you do return to the world, you awaken in a grave yard or a temple or something, butt naked and -1 level from whatever you were when you were last alive.
So if you are a lvl 19 or 20, say good bye to about 1 month worth of work!
Ya. They don't make systems hardcore enough any more. I want to break down in tears when I die!!!!!!
They were the best thing to ever happen to MMOs. I absolutely loved them. Once I get max level (or even before!) I can start customizing my stats and abilities. It was awesome. I stayed at 65 for so long because the pvp was great and the AAs were fun. I loved all the zones and i didn't wanna have to keep going. No other game has done anything close to EQ1 AAs imo.
Agreed.
Although I never played EQ1, I have played games that featured AA systems and to me this is key for longevity,
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
What about deathpennalties old fashioned like eq at release
No forget this. Lets go Legends of Kesmai style when it comes to leveling and death penalties.
Lets say it takes about 15 minutes of playing to get from lvl 1 to lvl 2. The next level takes about 2x exp as the last level,but mobs offer a little more exp (not double exp though). With this formula, you eventually start getting to the point where each level takes you 2 or 3 months to level up once you get into the low 20s lol.
Then, when you die, you lose all your loot (If it's a player, they loot you, if it's an NPC, they stripped your items and then wander off, any player that kills that mob will then get your loot).
Next, your soul is sent to the underworld. You got to perform a series of quests and tasks to prove your worthy to return to the land of the living. (Could take anywhere between 30 minutes to an hour depending on the tasks you get assigned by the godz!. Your chosen deity you pick at character creation will determine the nature of quests and what after-life you go to
Then when you do return to the world, you awaken in a grave yard or a temple or something, butt naked and -1 level from whatever you were when you were last alive.
So if you are a lvl 19 or 20, say good bye to about 1 month worth of work!
Ya. They don't make systems hardcore enough any more. I want to break down in tears when I die!!!!!!
They were the best thing to ever happen to MMOs. I absolutely loved them. Once I get max level (or even before!) I can start customizing my stats and abilities. It was awesome. I stayed at 65 for so long because the pvp was great and the AAs were fun. I loved all the zones and i didn't wanna have to keep going. No other game has done anything close to EQ1 AAs imo.
Agreed.
Although I never played EQ1, I have played games that featured AA systems and to me this is key for longevity,
I can agree with AA systems and even AA systems which reward you points over time.
Gallus85 to you I say NO Thanks Slow yes, Month Slow will kill the game (grats your lvl 20 a month after your 21 and so on and so on Nobody will stay in game for that). SOE as to make them stay and they been doing that with EQ1 and EQ2 (yes people will leave but most come back to them). doing the very slow lvling they'll Leave and Never return. That's why I said the World Picture Antonica Blow up 3X or 4x times bigger then EQ2 or 10X Times bigger then EQ1 then without Zoning your go to the Next zone and about 3 or 4 Hours later you finally go into Commonlands From going through diffrent Zones to get there Just like EQ1 not like EQ2 where you Just use a bell to Zone into Commonlands from Antonica because there is water between them and the only boat is to Kunark between the two but like I said that's the big issue I have with EQ2 Go to Zone by Zone by Zone by Zone by Bell and or boat but not like EQ1 type Zones even if they both have the same everything is totally different between the two. ( EQ2 you feel like your not part of the World and EQ1 you did). as for Classes I like EQ1 Classes better because there was one Shaman, Druid, Rogue, Bard, Cleric, and so on in EQ2 it's Good VS. EVIL and we Have 2 Sharman,2 Druid, 3 Rogues, 2 Bard, 2 Clerics and so on and if you are a Defiler and want to be a Mystic Betray to one where EQ1 you were always Sharman there was no Reason to betray. Just needed to work on Faction to gain entrance to Qeynos or Greater Faydwer and other Good places if Evil or the evil cities if Good.
Comments
Im all for a game that takes a month to get a level .
As long as the content within those levels are enough to keep me interested for that month . I mean I would hate to have to grind on the same mobs over and over 24/7 for a month just to get 1 level . Needs to be interesting and somewhat fun .
Difficulty is the main concern , I think the last MMO I played I didn't die once from lvl 1 to 60 .
This here + you dont everything handed to you on a silver platter and no zone/area maps from the Dev have players make them.
1) Slow Level Advancement - You should not be able to outlevel your gear in a day, it defeats the point of aquiring gear and therefore making all the effort pointless
2) Limited visual aids - No Question Marks on characters, limited Map system, no color coded Equipment and things like that. That force people to be more social asking for advice and help.
3) Allow people to Buff people outside your group - Allow people to be nice to others. I spent hours buffing low level group at Crashbone just for fun. So what if they had an unfair advantage? That makes a Comunity
4) Corpse run - this might look like a major hassle, but it was the best way of making friends, plenty of random people who would resurrect you or pulled your corpse to a safe spot. This is actually a Sandbox feature.
5) Regional Auction Houses - People need to travel different Region to find the Best deal or the Item they are looking for.
You can have your type of pets just as long as everyone else can also have some type of companion or pet ( I'd rage if ranger types don't get the option to have wolves as pets ).
I agree with a lot of what others have said. I would like to add a few also.
1. Vendor diving. It was fun looking on all the vendors for things you needed/wanted.
2. Social mobs that "never" give up once you aggro them and bring friends along to help. Ones that will run for help when being beaten and attack any PC in their way.
3. None of this highlighting one mob and having all his linked buddies highlighted also so you know when you are about to piss off a group.
I don't see why chain agro wouldn't be put back in.
I don't think mobs should leash either, at least not until they've gotten really far from where they were originally. I hate in new games how you run faster than everything, and mobs will only chase you for 5-10 seconds before they give up. If you agro mobs, you should be prepared to kill them or die.
Disagree with making multiboxing easy. I think if you can box 2, let alone 3, characters, combat is overly simplistic. It was fine in EQ, and I don't know or know of anyone thats a more hardcore EQ classic geek than I, but the super slow paced tab targetting combat has got to go.
I forgot one.
-Camping
It helps socialising.
Ooh, can we have gargantuan trashpiles back, too?
Some of my best bro-dates took place standing atop giant trash piles.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Honestly, the "delete game from hard drive" was my favourite feature of EQ1.
I'm hoping the game truly is everquest NEXT rather than any kind of rehash. I love my EQ2, but i don't need a 2nd EQ2 either, i want a new and better game.
"Id rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster
Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2, Firefall
Currently Playing: ESO
If it causes lag, they need a better engine.
Actually this can also work with soft borders or extreme long leashes, the fact that when you loose the train at your tail, and thise mobs slowly start wandering back attacking all ennemies they encounter PC or non PC will add a lot of dynamic to the world, and thats exactly what me and my friends are looking for, a more dynamic feel to the world.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Group centric leveling.
Specialized classes.
Harsh death penalty.
Difficult game.
A lot of what I want has already been brought up by others, but here goes.
Dynamic and dangerous PVE areas.
Trains
Factions and KOS due to choices, race
Be able to sell my stuff to vendors, and other players can buy it right off them.
Buff others not in my group.
Player portals, ships, horses, and feet for traveling.
I want mostly a group oriented game, but there should be solo , and dual or small group hunting about too. Some times you cannot get a big group.
A great crafting system, with plenty of items needed by players, and they cannot get it in a cash shop.
Great lore!
I want us to speak to one another across the different chat channels, anyone bullying other players, or selling gold, gets booted fast.
Evil guards, or other NPC, we can take down as a group.
Legendary quest items for our class.
The need for food and water/drink again.
No Auction house.
Like Dullahan said,make Med time lower. Still have it, but lower the time limit.
I do not need to get to level 50 in a month.
I want a huge world to discover.
I would actually like to see zones again. Nice to have a place to run to, when one of your dynamic monsters are after me.
Another very scary area like Kithicor, where nighttime matters, when you travel through it.
Ogres who scratch their butts, and are politically incorrect. They just do not know betterJ
Wonderful utility spells, shrink,levitate,invisibility. We actually had a need for some of these.
Some new ideas brought to EQ Next.
http://s36.photobucket.com/user/mhoward48/media/OnwYv97.jpg.html
I think in a contested world camping wont be a primary feature of the game - it will be up to players to manage. Countless stories of people overpowering groups of friends, or my own group in EQ1, trying to camp a mob. When it can take 15-40 hours for 1 item in an open world, there is a lot of overlap, impatience, and frustration from on-lookers who want to accomplish something in the game. I've seen people train others, flat out kill them, or out dps them.
With that said I want to see contested territory, but I don't believe that it will be the only type of content in the game. I think Smedley and the team have some desire to satisfy groups of people who want to work at their character to win, not complete over a single event/point/mob/area. They have said this a few times already ... along the lines of "We want people to win, and by win I mean brag". Note: I'm not saying give everyone everything, or make rare items common, or even remove mobs that drop rare items. I'm saying that I expect different mechanics that will enable the rare-drop-brag ability and get rid of the 'forever camp'.
With that said, here is my list of ported EQ1 mechanics (circa 2000):
- Emphasis on group play. This requires a perilous world in which many disciplines are required for optimal progression or general 'play'.
- Let the lore guide you through quests. Not globally visible question marks or make-quest-trivial mechanics.
- Let primary progression be a lot of work. A high level character should be something to marvel at. They should be vetted in a variety of areas, not just 'max level'. In EQ1 today, I can get a toon to max level in a few days at most, comfortably with 1-2kaa. Partially this is because of the RAF nonsense, but I absolutely do NOT want that in EQNext.
- Death penalty. Not to inhibit play, though. Only to stop you from progressing the way you were progressing for a short time. So, "Stop and think" - and perhaps, "Well, we tried" vs. "Lets get back quick". I feel that there will be a variety of player-constructed progression pathways/methods in EQN, so this will not inhibit players from continuing to play the game. Low downtime.
- Home city w/ factions + world factions. A very huge part of lore/quests/playstyle in EQ1. Needs to be in EQN.
- Make tradeskills useful. In the days before EQ/AM3, rangers very much relied upon fletching. Today, fletching is only beneficial for bazaar mules and some raid combines and/or very abstract quests. There exist examples for every tradeskill ...
Corpses decay into skeletons over time , unless you bury the corpses .
So a dangerous areas could become a pile of bones over time .
-unique race abilities/limitations
-factions, deities
-versatile class or skill systems
-roles that support eachother, mechanics that encourage grouping and socializing
-multiple tactical variations for a role combinations (not simplistic holy trinity, but the good eq versatility)
-not railroaded, not tiered, not storydriven (aka minimal themepark)
-freedom, nontiered zones
-consequence (faction hits, death consequences), rewarding for efford
-Non minimalistic spell systems
-Alternative Experience or a similar system, slow levelling, anything extends the levelling as long as possible
-difficult and long quests (epics, prayer shawl etc)
-Mystic places, Immersive world, roleplaying&role friendly
[add]
-key quests to enter areas and locked doors
-random and variable drops/droprates, be it quest drops, coin or items
-named monsters spawning within timeframe and/or at random locations (also to kill bots haha)
-trigger mobs (scout spawns lookout spawns oracle spawns priest spawns high priest spawns Named)
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
As a roleplayer I always liked how all the races had their own languages and you could both learn them or use them to have private conversations.
I want few quests and advancement be more about killing monsters. People wonder where communities go and all you have to look at is the advancement through quests with people doing 90% solo quests and only grouping for a few minutes and then disbanding after on group quests.
No forget this. Lets go Legends of Kesmai style when it comes to leveling and death penalties.
Lets say it takes about 15 minutes of playing to get from lvl 1 to lvl 2. The next level takes about 2x exp as the last level,but mobs offer a little more exp (not double exp though). With this formula, you eventually start getting to the point where each level takes you 2 or 3 months to level up once you get into the low 20s lol.
Then, when you die, you lose all your loot (If it's a player, they loot you, if it's an NPC, they stripped your items and then wander off, any player that kills that mob will then get your loot).
Next, your soul is sent to the underworld. You got to perform a series of quests and tasks to prove your worthy to return to the land of the living. (Could take anywhere between 30 minutes to an hour depending on the tasks you get assigned by the godz!. Your chosen deity you pick at character creation will determine the nature of quests and what after-life you go to
Then when you do return to the world, you awaken in a grave yard or a temple or something, butt naked and -1 level from whatever you were when you were last alive.
So if you are a lvl 19 or 20, say good bye to about 1 month worth of work!
Ya. They don't make systems hardcore enough any more. I want to break down in tears when I die!!!!!!
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
Agreed.
Although I never played EQ1, I have played games that featured AA systems and to me this is key for longevity,
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Hehe. I love me some LoK!
I can agree with AA systems and even AA systems which reward you points over time.
dark elves
just kidding
as ive mentioned before - my primary interest is playing a new mmo with EQ lore
EQ2 fan sites