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EC Tunnel - Why Mmo's Need This

EronakisEronakis Member UncommonPosts: 2,249
EC Tunnel, also known as Eastern Commonlands Tunnel. This was a place that transitioned you from Eastern Commonlands to Desert of North Ro in Everquest. This tunnel was simply for travel and hardly had any mobs in it. From my knowledge, correct me if I am wrong, I believe that EC Tunnel in EQ had no intention to what it famously became. Players in Everquest used EC Tunnel as their Bazaar to set up mules for trade with other Characters. 

The community of Everquest was beyond fantastic as most players took the game world serious and wanted to immerse themselves in it. EC Tunnel is something that use to be a place where you'd travel to trade, buy or set up shop. 

Today, most mmo's are structured with rail upon rail and everything is already assigned. EC Tunnel is one of the many things that made EQ great and brought the community together without the hand holding from the developer. These little moments of player interaction and the community acting together is what we need more of in this genre. The perfect middle ground between a themepark and a sandbox game is a Sandpark, and that's what EQ was. 

Do you agree that MMO's needs more "EC Tunnels"? 

Shout out to the Greater Faydark Bazaar as well.

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Comments

  • DibdabsDibdabs Member RarePosts: 3,239
    I loved the East Commonlands Tunnel.  Strangely, we all looked forward to the Bazaar being implemented, as well as travel to various zones simply by walking through portals... yet they killed the immersion and pretty much the community.  I remember selling Druid teleports for gold pieces, as did many others, but the need for Druids (and Wizards) dropped dramatically.  East Commonlands Tunnel community died overnight, sadly.  I suppose it was a case of "be careful what you wish for".
  • sunandshadowsunandshadow Member RarePosts: 1,985
    I hate player shops, so no.  Generally the places where player shops are clustered  MMOs like Perfect World and MapleStory are horribly laggy and people are shouting on repeat all the time. -_-
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  • ForgrimmForgrimm Member EpicPosts: 3,069
    No thanks. I just want to toss my shit up on the auction house and be done with it. I don't want to waste time.
  • MendelMendel Member LegendaryPosts: 5,609
    edited February 2017
    Sorry.  I don't have time to stand around in a game trying to sell items I don't want.  Let me put it in an auction house (like WoW), and don't encourage players to create alts to sell (like the Bazaar in EQ1).  While EC was fun, there's just not any value in that kind of nostalgia for me.

    Logic, my dear, merely enables one to be wrong with great authority.

  • AeliousAelious Member RarePosts: 3,521
    I would say I partially agree. I do think there should be a method of selling goods while offline but the % charge to sell the item should be set high enough as to encourage face to face trading, which I know a few people who sometimes play P99 just to log in and barter. Maybe 40% service charge to those who want to post items offline?
  • RidelynnRidelynn Member EpicPosts: 7,383
    Eronakis said:
    need more of in this genre. The perfect middle ground between a themepark and a sandbox game is a Sandpark, and that's what EQ was. 


    I prefer Themebox.
  • sunandshadowsunandshadow Member RarePosts: 1,985
    Aelious said:
    I would say I partially agree. I do think there should be a method of selling goods while offline but the % charge to sell the item should be set high enough as to encourage face to face trading, which I know a few people who sometimes play P99 just to log in and barter. Maybe 40% service charge to those who want to post items offline?
    Ew o.O  Most people scream about games that have a 10% tax on some trades...
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • AeliousAelious Member RarePosts: 3,521
    Aelious said:
    I would say I partially agree. I do think there should be a method of selling goods while offline but the % charge to sell the item should be set high enough as to encourage face to face trading, which I know a few people who sometimes play P99 just to log in and barter. Maybe 40% service charge to those who want to post items offline?
    Ew o.O  Most people scream about games that have a 10% tax on some trades...
    At 10% you may as well not have a charge, it's useless. I do agree with your point, that some may complain (theoretically because I haven't seen specific complaints myself). Pantheon is designed to be more social though so this method of gaining more money by trading face to face makes sense. I think this is especially true when talking about longer progression times and different environmental sets. I'll concede that 40% may be too high but some point between 20-40 sounds good (maybe dependent on faction). It's a decent concession IMO rather than just have face to face.
  • comitroncomitron Member UncommonPosts: 37
    No.. the age of people giving a shit about anything is gone and over. No one wants to socialize any more. no one wants to work for anything. No one wants to even talk in a group.. and that's if they are even in a group. Most likely they are dual boxing with their own main to get by a certain area that might be difficult instead of finding a group. For that point why not just give everybody an /autolevel command and a /maxloot command and get it over with. Surely no one is going to ever hang around a gathering spot and actuality try to sell their stuff any more. Unfortunately, today's gamers' have been enabled to the point of even the developers detriment. They made this monster and now they can do nothing else but to continue to feed the monster the crack they have been dealt, lest they complain and cry about it and leave the game taking their precious money with them.
  • Abuz0rAbuz0r Member UncommonPosts: 550
    Aelious said:
    I would say I partially agree. I do think there should be a method of selling goods while offline but the % charge to sell the item should be set high enough as to encourage face to face trading, which I know a few people who sometimes play P99 just to log in and barter. Maybe 40% service charge to those who want to post items offline?
    I really hope you don't ever run for office.
  • Loke666Loke666 Member EpicPosts: 21,441
    I feel that I rather hire in an npc to stand and sell my stuff at the market then standing there myself all day. I am an adventurer after all.

    I like player owned shops and I would love a mechanics to actually walk into a player owned shop and looked on displayed goods like a real store but while I don't mind spending some time shopping I certainly don't want to stand around all day selling stuff.
  • SovrathSovrath Member LegendaryPosts: 32,939
    I hate player shops, so no.  Generally the places where player shops are clustered  MMOs like Perfect World and MapleStory are horribly laggy and people are shouting on repeat all the time. -_-
    Huh, that's what I actually like about it. Sort of feels like a large city.
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  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    What the OP is essentially asking for is a hub area which pretty much every game mmorpg has now. Player made shops were fine and good in the days of Ragnarok Online but not today. I suppose a mixture is doable since FFXI did that for over decade, making some items only trade-able by players and a large amount sold on the auction house. But hubs aren't really "killing" the game. There's honestly just no "weight" to what a person does or how they act, further causing a disconnect with the actual community. In the past, people had to actually not be arseholes if they wanted to actually get invited to stuff since you didn't have the luxury of changing servers every other day like you do now (cause companies like money). Over-saturation of the market and greed (not necessarily together) will continue to push games further and further from how they used to be.
  • AeliousAelious Member RarePosts: 3,521
    Sovrath said:
    I hate player shops, so no.  Generally the places where player shops are clustered  MMOs like Perfect World and MapleStory are horribly laggy and people are shouting on repeat all the time. -_-
    Huh, that's what I actually like about it. Sort of feels like a large city.

    Right? Not just people running in and out to huddle around AH NPCs. I would say though that there should be a specific space between shops so that town squares and new player spawn points don't look like standing only rock concerts ;)
  • WizardryWizardry Member LegendaryPosts: 19,332
    Except for one thing and MOST developer's do it.
    They create what they call a good idea then break that immersion elsewhere.
    Sp people setup their trading in some popular destination,sure that is a realistic idea,i approve.However guess what i see all day....WTS....WTB ...WTS ...WTB and THAT is NOT realistic.Matter of fact chat in general is not realistic it is merely a fake mechanic to communicate while breaking the immersion of a game.

    The fact someone can shout out to the entire world is actually ridiculous.Sometimes a game adds in a plausible idea to make it realistic.Example FFXI used Linkshells,a communication device for those that were given one by it's creator.So if you add in the lore or meaning behind what a game does,i am ok with it.

    On that same idea of setting up shops to sell wares,i predicted nonsense before Aion even came out.I was right,first thing people did was try to fly up high into nowhere and setup a shop to be more or less cool because it made zero sense.So a developer has to be careful about what abilities it gives players because they will make a farce of it.Just look at nudity in Conan,some people take to a whole new level of idiocy.

    As well if you look at FFXIV,they actually have designed right in ,sort of tunnel ways where it is all shops.To me it looks neater and more tidy than 500 player shops in one small area.It gets worse when games again breaking immersion utilize name plates,so all you see on the screen is 100's of nameplates spamming your screen.


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  • WizardryWizardry Member LegendaryPosts: 19,332
    I feel MOST gamer's just browse over ideas,i look at gaming's entire package,where does it break immersion,where does it help,when do ideas make sense and when do they look darn right stupid.

    Point being,an idea is not always as good as one might think,it most certainly could be but usually developers are just rushing these games out and don't really care about the whole immersion of a role playing world.

    This is why i scoffed when people or other devs claimed the trinity was a problem,NO this genre has massive room to improve,the problem are the developers,their efforts are often half assed.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • EronakisEronakis Member UncommonPosts: 2,249
    Ridelynn said:
    Eronakis said:
    need more of in this genre. The perfect middle ground between a themepark and a sandbox game is a Sandpark, and that's what EQ was. 


    I prefer Themebox.
    Same thing right? lol
  • EronakisEronakis Member UncommonPosts: 2,249
    Loke666 said:
    I feel that I rather hire in an npc to stand and sell my stuff at the market then standing there myself all day. I am an adventurer after all.

    I like player owned shops and I would love a mechanics to actually walk into a player owned shop and looked on displayed goods like a real store but while I don't mind spending some time shopping I certainly don't want to stand around all day selling stuff.
    I absolutely agree, I think there should be an option for NPC Vendor or Player. Perhaps the Player can give bigger discounts. I am an adventurer as well.
  • EronakisEronakis Member UncommonPosts: 2,249
    Perhaps I wasn't clear enough in the OP. I was multitasking at work and the thought came to me so I made the thread. 

    My intention of the thread was not that we need another EC tunnel where player run shops are but we need the idea of the EC Tunnel in mmos where the community can come together and create something that wasn't in the scope of the initial game design to add to the game world. That's what my intention was :)
  • tarodintarodin Member UncommonPosts: 128
    I was there asking for SoW, clarity and any kind of buff I could get to help me leveling up. I also bought there a stein of mogok for my magician.
  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    edited February 2017
    Because you can have a good game with convenience. The quality of the gameplay stands on its own.
    Just because you don't like it doesn't mean it is bad.
  • Dagon13Dagon13 Member UncommonPosts: 566
    ESO has an interesting spin on the AH but I hate that I have to join a guild just to sell my stuff.  I vendored everything for the longest time just because I didn't want to deal with it.  

    It might be cool if I could contract with an auctioneer(maybe an actual player) to have my wares sold on my behalf.  Let the players who want to deal with the market do it for me, while I go out on the actual treasure hunt.
  • MargraveMargrave Member RarePosts: 1,371
    I miss the ol EC tunnel days.
  • ArChWindArChWind Member UncommonPosts: 1,340
    Problem is in todays games the marketing aspect for players looking for that kind of thing is seriously lacking and probably will be anytime in the future because..

    Todays MMORPG are MMO with the RPG dropped off. There is more or less a lean toward max level and min/max characters to get the best loot as fast as possible then move to the next MMO.

    Time is a factor. Making time to role play is not something one will do since (repeats above paragraph)

    Games like EQ, AC, RyZom and so on are such a niche that they barely squeak by feeding the few developers that write the code, run the marketing and customer service since (repeats paragraph 2)

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  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    Xodic said:
    DMKano said:
    Xodic said:
    The more convenience you add the less game you get.

    Completely false.

    You can have a crap game without any convenience - because the quality of gameplay stands on its own.

    A good game is good with or without convenience features.

    I said the more convenience you add the less game you get. What you said was the obvious and in no way related to what I implied.

    The fact that I can reverse what you said and it still make perfect sense speaks for itself.

    You can have a crap game with convenience - because the quality of gameplay stands on its own.

    A bad game is bad with or without convenience features.

    So even if did I say, what you thought, I didn't say, how would it be completely false?
    How about getting a bit more specific.

    In an MMORPG convenience reduces the need for social interaction.

    I think most of us could agree that's true, and the games where added convenience have impacted the level of social interaction it's because the developers haven't done anything to improve it. I think social interaction can be encouraged while adding convenience, it's just trickier. Tricky! Tricky! Tricky! 
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