Daybreak Sues The Heroes Journey EQ EMU Server Devs

moonarchia

The Scientific Shitlord
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No large investor wants to make an MMO unless they follow WOWs formula which they believe will yeald the most profit and the best outcome.
I mean, they're not wrong, are they? Even THJ was an attempt to WOWify EQ by making it all easy. Pantheon and M&M are DOA due to trying to go the opposite way and punishing people for wanting to have basic QOL.
 
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Identikit

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I mean, they're not wrong, are they? Even THJ was an attempt to WOWify EQ by making it all easy. Pantheon and M&M are DOA due to trying to go the opposite way and punishing people for wanting to have basic QOL.
Not at all, its just not a slow burn sort of game like EQ was. The rewards felt greater because things took more effort or time to attain.

So while many people long for an eq like game, they probably wouldnt like it nor would they have the time to play something like that anymore.
 

Punko

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This is not a easy "Add to server selection" This is a lot of work for a small niche community. I bet the people who are dev'ing the game right now have 0 clue on how to even implement a system like this.



You would have better luck building a whole new game, instead of trying to "update"' EQ.

I bet the Spaghetti is strong within there code base, it would be easier to blank-slate the game and start over.

the "new game" needs to be positioned as an update to EQ

that was my point
 

dragonbr

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EQ2 was detrimental to the brand

it wasn't a sequel but a different game, a ton of players went from EQ1 to EQ2, saw it wasn't for them and left

splitting a MMO playerbase over 2 different games is a terrible idea, this is why we will never see WOW2

detaching players from their hundreds / thousands of invested hours, is a stupid move

was saying this on forums back when they did it, but hey, they knew best
They also went all in and diverted a majority of their core personnel to EQ2. While his timeline was off, Sylas was right about them pulling people out of their GM bullpen and moving them to design and developer roles due to the vacancies.

WoW was still going to do its juggernaut thing, but with hindsight SOE chasing eq2 while at the same time releasing broken and unfinished expansions between Luclin to Omens really fucked what they had going. I actually find it impressive they survived that period, because I definitely wrote the game off for quite a while afterwards.
 

Araxen

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EQ2 was detrimental to the brand

it wasn't a sequel but a different game, a ton of players went from EQ1 to EQ2, saw it wasn't for them and left

splitting a MMO playerbase over 2 different games is a terrible idea, this is why we will never see WOW2

detaching players from their hundreds / thousands of invested hours, is a stupid move

was saying this on forums back when they did it, but hey, they knew best

As soon as I pulled a pack of mobs and you couldn't split them because they were locked together no matter what, I noped out of EQ2. I knew right then the game wasn't going to be fun.
 
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GuardianX

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I have really good news for you.

Heck AoA is good if you have kids you wanna do things with and it's pretty deep as well.

LOT less testing opportunities though:

 

Kebabman

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People who think EQ needs an upgraded engine or new graphics just need to move on.

EQ just needs to be maintained by people who are more jn touch with the player base.

1+1 mischief rules or a FV ruleset would see the next tlp boom
 
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Sythrak

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Not at all, its just not a slow burn sort of game like EQ was. The rewards felt greater because things took more effort or time to attain.

So while many people long for an eq like game, they probably wouldnt like it nor would they have the time to play something like that anymore.
Disagree, in another 10 years most of us will have plenty of time and thats right around when pantheon will full launch!
 
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Sieger

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you all realize that eq was built on the engine for tanarus, which was a tank PVP game.

So the original devs for eq never had to build the foundation, just tweak it to suit the minimal needs of the original release of eq which wasnt really a complex engine.



eq2 had more development that went into its engine. which is kind of funny because its terrible in comparison to eq. So the millions they poured into eq2 development couldnt outshine a text rpg with visuals based on another games engine which is pretty damn funny.
The devs who have worked at SOE/DBG all say EQ2 is much easier to dev for and work with than EQ1. It may be a worse game but it's a more maintainable engine for sure.
 

Jysin

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Yet a handful of enthusiasts can make compelling Emu servers and innovate the gameplay better than current EQ Devs. (Not a game engine specific thing, I know. But highlighting what can be accomplished when you give a shit about the game itself.)
 

Kuro

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I always wondered what percentage of people made it out of the city wards before quitting EQ2 that first year
 

Jysin

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I always wondered what percentage of people made it out of the city wards before quitting EQ2 that first year
Locked encounters was one of the most pants on head retarded things they pulled for an MMO. I remember outside the (new) Qeynos starting gate and wanting to heal some poor schmuck getting beaten up by a mob. Nope. Locked, cant buff or heal anyone engaged with anything. I am sure some bean counter thought it was a brilliant idea to save GM petition resources from kill stealing / camp complaints as seen in EQ1. Immersion be damned.
 
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Kriptini

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Launch EQ2 was a mess, yeah, but by the first expansion the game was decent, and I think by the second expansion the game really came into its own as something bespoke and great. It might never have reached the same level of immersion as original EQ but it was mechanically very tight and was really pushing the boundary on boss and dungeon design for the era. Nektropos Castle at launch was groundbreaking, and then they did it again with Estate of Unrest in the third expansion which took that concept of "you're playing in a TTRPG and your GM is the computer" to an entirely new level. The 12 classes were all significantly distinct from each other and the 24 subclasses -while maybe not being too mechanically different from each other - added some great flavor on the good vs. evil lore axis. It might have shot itself in the foot by racing WoW to release, having abysmal performance on launch, and calling itself an EverQuest sequel instead of a new game, but it really did become something cool.
 
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Regime

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Launch EQ2 was a mess, yeah, but by the first expansion the game was decent, and I think by the second expansion the game really came into its own as something bespoke and great. It might never have reached the same level of immersion as original EQ but it was mechanically very tight and was really pushing the boundary on boss and dungeon design for the era. Nektropos Castle at launch was groundbreaking, and then they did it again with Estate of Unrest in the third expansion which took that concept of "you're playing in a TTRPG and your GM is the computer" to an entirely new level. The 12 classes were all significantly distinct from each other and the 24 subclasses -while maybe not being too mechanically different from each other - added some great flavor on the good vs. evil lore axis. It might have shot itself in the foot by racing WoW to release, having abysmal performance on launch, and calling itself an EverQuest sequel instead of a new game, but it really did become something
For the 99% that literally never even played EQ2 I just gotta ask…

You /pizza didn’t you ?


1755853556214.jpeg
 
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Jysin

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One of the other positives for the launch was the really big push for voice acting quite early in the genre. Hell, the iconic Christopher Lee voiced Lucan. But of course, from memory, that died off pretty quickly after subsequent xpacs. It was still there, but far less budget focused.
 

Flobee

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One of the other positives for the launch was the really big push for voice acting quite early in the genre. Hell, the iconic Christopher Lee voiced Lucan. But of course, from memory, that died off pretty quickly after subsequent xpacs. It was still there, but far less budget focused.
"Gather round everyone, gather round, I'll be warming up my voice in just a few minutes!"
"How fortunate for me, more adventurers, Wee!"

I bet more of those voicelines would come back to me if I thought about it for a while, and I honestly didn't play EQ2 all THAT much. On release as I recall I got my paladin to ~20, got some sweet looking plate armor, then promptly quit. Coming back later though this game really did have some great features, and the original PVP server was one of my favorite MMO periods. I've always considered EQ2 a near-miss. They almost nailed it but screwed up just enough to never quite make it.
 
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