EQ Never

Heallun

Lord Nagafen Raider
1,100
1,073
I would imagine if you're in a guild that never fills up then the chances of getting loot diminishes because of the size of the guild. By EQ1 standards, recruiting for upper guilds was definitely put on hold for a majority of classes at times. There was no point in adding a 6th warrior, because it would only thin out loot distribution and add no real significance to raids. Like you said it's all hypothetical though, based on whether there are contested mobs, instanced raid mobs, raid limit sizes, instance timers, ect. We have no idea what we will actually be getting here.
And for the first 4-5 expacs of EQ...Oh, we have one our paladin, one sk, one beastlord. Closing applications :p
 

Nirgon

Log Wizard
15,222
25,016
If you can't enjoy sitting around chatting, making deals in EC, leveling your trade skill while medding between kills, and spending lots of time traveling and exploring then EQ might not be your game
Read this quote today. I just can't bring myself to believe they will make something like this again. It doesn't appeal to people hopped up on mountain dew yelling into a headset mashing keys (what I've been forced to play pretty much for the last decade).
 

gogojira_sl

shitlord
2,202
3
Google points it to just being a post on the Project 1999 forums. I don't think he's attributing it to something said by an employee, but the idea that the design philosophy probably won't happen again in an MMO.
 

Convo

Ahn'Qiraj Raider
8,792
664
Be awesome if there was an EC tunnel in EQN and that was the main trade area. No AH...

I don't want that kind of downtime but I do want buffs like KEI and crafter made pots to matter a lot.
 

Caeden

Golden Baronet of the Realm
7,774
13,058
Obviously my concept is high level and would need systems development. I think a single super server with zero spill-over instances would be required. This might be a technical feat that limits fidelity and spell effects some.

Second, guild caps would have to exist in some fashion. It would be needed to promote the alliance politics. Think of tbc/vanilla raid guilds that crumbled and rebuilt and usually were greater than the sum of their parts. An interesting thought is to have some baseline design for the best mobs that require more than a guild cap to take down, but you don't tell the players. Limit the amount of loot to say 4 pieces among say 150 people with a 60 person guild cap tied to unique accounts that alts don't count against. Suddenly we're building a system that encourages guild cooperation and drama. Eventually someone would try a coup. All this can be self-regulated by the community. Only the botters and hackers are dealt with by devs.
 

Caeden

Golden Baronet of the Realm
7,774
13,058
I think maybe a slightly slower pace than vanilla wow with a little bit of dodging would be fine as long as you add in 20s of drinking for energy/mana/health. There is a sweet spot.
 

Nirgon

Log Wizard
15,222
25,016
Oh I don't think that most people should think of trade skilling when they think of EQ by any means. It's just really referring to that pace of game, where things are slower paced and emphasize team work or doing out of the way things than racing to max level and playing DDR with a raid addon.

I don't see a triple A title making something like that because the millions and millions of realized buyers in a WoW/have-it-now levelling system won't tolerate that. You do have to respect that much.

I may even be able to learn to live with a game where every class can solo to max level with little to no risk. But then again, probably not. Doing shit like this absolutely kills the group based, risk vs reward type of play EQ offered.
 

Caeden

Golden Baronet of the Realm
7,774
13,058
Or be content with 500-700k players and know your audience. That's more or less how Eve grew and to some extent you can't deny vanilla/tbc wow either. They just found a different customer base afterwards.
 

Draegan_sl

2 Minutes Hate
10,034
3
Best loot was from raiding and grouping, which was always the most fun too. I always roll my eyes at the every class needs to be able to solo shit.
If you can't do anything by yourself, what is a person supposed to do with the game when they log in at 3am, or don't know anyone playing the game, or no one they know is online? There's got to be some content that players find enjoyable that they can do at any given point. It doesn't have to be for the best gear ever but they have to be able to do something. It's not 1999 anymore, people aren't going to log in just to chat with people anymore in this day and age. If they can't have fun, they log out. If they log out they're not buying anything.
 

Rezz

Mr. Poopybutthole
4,488
3,531
Soloing in UO apparently happened all the time, and half the classes in EQ could (and did)solo. Usually, people who play super required classes for grouping trumpet the no solo angle, just like people who had transport capabilities rail against faster methods of travel. And specifically in EQ, as technology progressed, more and more people boxed characters (especially those required grouping classes) thus further enforcing the solo tendencies of both MMO games.

Not that Draegan is always right, but this is clearly a silly stance to take, especially in light of history of the two biggest "GROUPING ONLY!" type games.
 

bixxby

Molten Core Raider
2,750
47
Boxing is the quickest way to make EQ unfun to play too. Being raid geared enough to be able to dick around and solo old raids and shit like that was some of the best times in EQ.
 

Dumar_sl

shitlord
3,712
4
If you can't do anything by yourself, what is a person supposed to do with the game when they log in at 3am, or don't know anyone playing the game, or no one they know is online? There's got to be some content that players find enjoyable that they can do at any given point. It doesn't have to be for the best gear ever but they have to be able to do something. It's not 1999 anymore, people aren't going to log in just to chat with people anymore in this day and age. If they can't have fun, they log out. If they log out they're not buying anything.
The argument isn't if you can solo or not, but how well, to what level of efficiency can you? A warrior in EQ could solo, but it was painful - and it should be that slow and tedious. You should provide every class a level of soloability, but let that be dictated by situations, class skills, etc - i.e., soloing a tree snake vs a kodiak of equal level is harder due to poison or whatever. Make the details make a difference.
 

Rezz

Mr. Poopybutthole
4,488
3,531
Best loot was from raiding and grouping, which was always the most fun too. I always roll my eyes at the every class needs to be able to solo shit.
Literally not a single person has supported the angle that the best loot and most fun in a game should be from soloing. Not a single one. Having the ability -to- solo is far different from having the ability to solo -everything,- which nobody is asking for in the slightest.
 

bixxby

Molten Core Raider
2,750
47
Long quests that you can do solo that reward a BIS loot is cool/good. Spirit Wracked Cord was an investment of time and effort not seen in these here parts in many a year, but that bitch was mighty as hell.
 

Lleauaric

Sparkletot Monger
4,058
1,822
I think the model SoE is advocating is F2P with free customers being "content" for paying subscribers. So you have to imagine there will a "building" of some sort. They seem to try to stay away from p2w, so I imagine player built towns as the sandbox. Subscribers being a "nobility" of sorts in the access to land and space to build. I picture a digital feudal system. But the serfs aren't working a field, they are playing the game and returning cash to subscribers in return for benefits or items. Maybe it's all the trade materials that are collected from combat encounters that are the currency.

Dunno.. Just trying to read the tea leaves