EQ Never

Draegan_sl

2 Minutes Hate
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I think there are lot of features that could be evolved.. so no.. not just EQ with better graphics. You could say VG with better performance too. But you didn't really answer anything.. Everything else has just been WoW so I'm not quite seeing your point.
What features would you like evolved that haven't been already? I believe most of those features have evolved in modern settings with all the games out there today. I'm having a hard time thinking how Modern EQ would like like without taking away from current games. I mean is it WOW with different graphics, no instances and less grouping tools and no quests? What's the core of the game?

Also VG had great class design, I definitely give them that. The rest of the systems and world design really didn't stand out to me. Some was good, some was bad. I enjoy the open world aspect, but it depends on the rest of the game systems.
 

Convo

Ahn'Qiraj Raider
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What features would you like evolved that haven't been already? I believe most of those features have evolved in modern settings with all the games out there today. I'm having a hard time thinking how Modern EQ would like like without taking away from current games. I mean is it WOW with different graphics, no instances and less grouping tools and no quests? What's the core of the game?

Also VG had great class design, I definitely give them that. The rest of the systems and world design really didn't stand out to me. Some was good, some was bad. I enjoy the open world aspect, but it depends on the rest of the game systems.
Lol I'm not the one with the issues with the features.. That's why I'm asking you. I think for the most part just adding an additional means to obtain w/e it is you need is enough.. For instance, since someone brought up xp penalty for rez. Keep the traditional rez classes but add a means to rez yourself through a tradskill item. That benefits the economy of the game and also helps solve an issue of players not wanting to wait on getting a rez. The fear of death still remains tho.
Todays game have not evolved them in a way that benefits the game or makes it feel anymore like a living breathing world with danger in it. It just made things easier and casual friendly.
 

Draegan_sl

2 Minutes Hate
10,034
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Of course, that goes without saying.

I think everyone who is asking, wants a EQ1 clone that is a full fledged mmo with the old school rules and the new school look. Which you see as being impossible.

Personally, I would rather just have the sense of danger EQ1 had, some of the classes (sk's, monks, chanters etc), pull mechanics, and some of the other more unforgiving aspects of EQ1 while making the rest new and fresh. I'm not married to the old EQ1 nostalgia trip, but if someone actually made it, I would gladly play it.
Not impossible, because nothing is, but very improbable. Yes you can get some indie game with indie systems and indie quality, but you're not going to get the polish you see with AAA titles. You're going to get Darkfall Online and all the bugs and queer support they offer.

You might see a EQ type game on a smaller scale but take in the difficulty of Dark Souls tossed in there.
 

Grim1

Ahn'Qiraj Raider
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Lol I'm not the one with the issues with the features.. That's why I'm asking you. I think for the most part just adding an additional means to obtain w/e it is you need is enough.. For instance, since someone brought up xp penalty for rez. Keep the traditional rez classes but add a means to rez yourself through a tradskill item. That benefits the economy of the game and also helps solve an issue of players not wanted to wait on getting a rez. The fear of death still remains tho.
Good idea. Along with that some sort of find / summon corpse item that could be crafted. I know a lot of people hate looking for their corpse and it is a controversial play mechanic. But when it was taken out of EQ a huge part of the sense of danger died.
 

Mr Creed

Too old for this shit
2,395
289
Most of the last pages are about a some upstart studio making a spiritual successor without the actual trademark it seems. Engine development costs for example are a pointless debate with regards to the actual EQN because they have an engine already. Adjusting it to an RPG is less effort then writing it from scratch. I think its clear that EQnext is not going to be EQ1 with new graphics. We have no actual idea what kinda game it'll be but the most likely guess imo is EVE in a fantasy setting.
 

Lenas

Trump's Staff
7,702
2,416
You don't even lose your gear when you die in modern EQ anymore
frown.png
 

Convo

Ahn'Qiraj Raider
8,792
664
Good idea. Along with that some sort of find / summon corpse item that could be crafted. I know a lot of people hate looking for their corpse and it is a controversial play mechanic. But when it was taken out of EQ a huge part of the sense of danger died.
yes, things like that. When considering making a system a bit more friendly the solution should always give back to the game in someway imo.
 

Royal

Connoisseur of Exotic Pictures
15,077
10,642
Also, Why can't a company make 2 games using one world? Sort of like DF.. Build your huge sandbox world with all the content for PvE>release>then use all that work and tweak it and release a pvp version. You could keep probably 95% of what you already built and just redesign the classes for PvP. Move the world around, make parts of the map strategic, etc. Who's going to complain if the PvP version of a PvE game out a year or so after, specially if the PvE game was a huge hit.
This is Ultima Online calling on the wayback phone. I'm setting up a conference call with Felucca and Trammel.
 

supertouch_sl

shitlord
1,858
3
the market isn't defined by whatever game is the most popular at the moment. do you think developers throughout history sat on their asses saying shit like "people love mario so we're not going to bother making this cool survival horror we had in mind."

there is literally no way you can argue people won't play something when that something hasn't been released.
 

Lithose

Buzzfeed Editor
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I think we can all agree that the people who want a shiny eq are wrong. Look how successful EQ1s graphic update was to those people. Every fucking one of them talks about how shit it is. Simple fact is, you guys want a nastalgia, and nastalgia is something that gets old for most people real fast. Sure its neat to look back here and then, but when you played eq1 for the first time, it wasn't nastalgia that kept you interested.
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It's not nostalgia. Yes, WoW is a better game. And yet EQ had numerous superior qualities in terms of it's MMO design. Those two statements can coexistwithoutone being false. That's because what made EQ great wasn't thegameaspect of it (The fact is, "the game" in most MMO's is pretty mediocre compared to single player games). What made EQ great was keeping their mechanics (World rules) open ended which allowed for a great deal of social interaction. Nearly every improvement that's streamlined MMOs, has done so at the cost of social interaction. These changed place an emphasis on theGAMEand takes it off theworld(Social)--which is like shining a light on the weakest aspect of MMO's. Now, Idon'tthink all these new features are bad. Not at all. I do, however, think more attention should be paid to how to bring people together in a way that's done through their own rational choice.

If you've read sociologists, like Durkhiem, you'd know humans have a pretty ingrained need for social rituals. We love interacting in a setting where we are part of something bigger, and can make multiple new connections on a casual level. However, since the internet's invention, the amount of time we spend on this has drastically decreased (Really, it's been studied, I think we've gone from 80 minutes a day in ritual interactions in the real world, down to 40-60)...The thing taking up our time is the internet. Unfortunately, while the internet provides more interactions--the interactions each have less depth. It's like the fast food of the social world. And if you look at games, they've followed this trend. They've increased the amount of interactions you have (LFD ect) but they've decreased the amount of social investment (Ritual) you need to make it all work.

So how do we fix that? Well, I DO NOT think we should do draconian things like forced grouping. Or wiping out instances. Or anything like that. No...I think progress in those areas has beengood. We need the game to take less time than EQ.Butthere is a middle road most developers, I believe, have missed. There needs to be systems in place that are part of the game world, AND make it not only valuable to clash with other people, butrationalas well. (I keep using that word--because it's important. You can't "REAL ID" this problem. People need to make these connections on their own, a lot of the actual ritual is in that first bridge.)...But on the whole, getting people together and having it be advantageous to just...talk, is important.

That's something EQ did well, really well actually. It was ultimately rational to interact in order to further your own agenda. Can this be done while still keeping your game convenient? I think so, but it's going to take looking at every system in a light that reflects that ideology. It's not enough to say that without a LFD system, people will interact to form groups. You need to change the LFD system to achieve that goal. (I could give some examples, but I don't want this to be an armchair design thing.)

But no..I don't believe it's nostalgia at all. EQ and UO had something special. It's just something most people have difficulty describing.
 

Plaid_sl

shitlord
230
0
It's just something most people have difficulty describing.
People tend to develop addictions to things when the experience is fresh, not when rehashed and reskinned x amount of times. How many times is leveling that warrior or wizard going to be fun and immersive? MMOs to me is one of the most dead genres out there.
 
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Ok so instead of going around and around the same arguments, using the limited info we have.... Here's what I think EQ Next will be. I may be hoping for too much here but if SOE had some real balls, this is what they would make:

EQ Next, the fantasy EVE/Minecraft hybrid of our dreams:


Crafting will be a massive part of the game, far bigger than it was in early EQ, and taking heavy inspiration from Minecraft. Most of the gear people wear and weapons they wield will be made by the players themselves, with good in game tools to truly make your own item. Even occasionally uber items you loot from boss mobs, will be able to upgraded by crafters. But the game will be more about collecting resources than it is farming Yaks and FBSS's. Like Minecraft, the resources are all out in the world and there are obvious dangers to recover them. There will be rocks and gems to quarry, and there will be various types of trees (Oak, Elm, etc) which are not only part of the game world but can be chopped down and harvested. These can grow back over time. But the tree will take time to chop down and then chopping it up and getting the stuff back to town will be dangerous and will need 'adventurers' to assist. So it will be like EQ in that you get a group together and go to Crushbone or the Derv Camp 1 or whatever. But when you are there, the adventurers get busy fighting the enemies for XP, but they also keep them away from people (either within your group or some others) who will be harvesting materials from the area. They might even pay the group to protect them while they harvest. At the end of the session you all hurry back to town with all your materials, and the crafters will make new swords and shields and whatnot, and sell them to the players for a discount, and sell the remainder to other players for a good profit. The variety of items will be almost infinite and will be totally customizable by the player, similar to Vanguard. So I can make Qwerty's Buckler of Dexterity and then sell it, and someone else could have Bob's Buckler of Agility etc. which is also lighter weight and better for Clerics who maybe don't have the strength a Warrior would have etc. NPC's wont be too useful to the average player, they will be more about selling recipes and moulds to the crafters. Not only will crafters want to make the best items they can, but they will also desperately be looking for designs for flashy looking items. Every player wants to look special, so when all your friends are happy with their new Steel Longsword, you will show up with a sparkling curved Cutlass of Lightning. The adventurers will strongly desire that sword from a crafter, but the crafter will strongly desire the design that can create the sword too.

The second aspect is the Eve influence. Again I suspect it will work similar to Vanguard, but better. In Vanguard you can make your own house and this acts as storage but it's also somewhere you can teleport back to and then conveniently sell your junk or whatever. Guilds can get together and have big guild halls with crafting benches and whatnot in there. I suspect that EQN will work like this but take it further. There will be high costs involved in getting these buildings but the rewards will be greater. A guild hall can vary in size with small ones for little guilds, but all the way to amazing things that act like a town from EQ. In other words, there might be a few main NPC towns on release but many of the towns will actually be player run hubs. It will have a bank, merchants for food and water, merchants for armor etc, and it will have smithy, bag makers and whatever else. Other players can maybe use this 'town' and maybe the guild who created it will take a small cut from each transaction. But building this huge guild hall with be a massive effort, all the stone and all the wood, it's something like building your city in Age of Empires. It could take months of quarrying and tree chopping, and then craftsmen will have to actually build it. There may even be a risk from mobs, and maybe players and/or guards will need to protect it - or maybe lose it.

But there will players who have various roles as well or instead of adventuring. For example if you have a lot of money, you could become a money lender where you provide loans to people, with interest, and maybe once you become really rich you can set up your own bank, maybe in someone elses guild hall/town. Traders will congregate in places similar to EC Tunnel, or will travel around with their stalls and sell things they have bought cheaply somewhere else, for a profit. Blacksmiths can travel around and sell their wares the same way, aswell as tailors, jewelers and whatever else. They may even spend a lot of time on this, again like Vanguard, where you can be a full time crafter if you want, or a full time trader, or a full time adventurer or try to do multiple things as best you can. Like early EQ, NPC merchants wont have much of use, mostly terrible prices for crap gear. Like Eve, the world will mostly be full of real life traders. People who made their own items or are selling something they got a new upgrade for, that will fill the world with trade.

There may be PVP servers, but on the regular servers there will be scope for villainy. Guilds will be more advanced in structure, like Eve, and there will be a CEO equivalent and they will have various officers. Most guilds will be the white knight types, but others wont. Every game has those snooty asshole guilds, and in EQ Next I suspect they might be able to dominate various things, similar to Shadowbane. So perhaps there is one dungeon similar to Unrest which is the main source of bronze to make Bronze Armor. And every new warrior would love some Bronze Armor because it's better than their crappy raw hide and yet cheaper than the high level steel plate. But Douchebag Guild built their guild hall on the doorstep of this dungeon and are poopsocking their way through cornering the market by farming the hell out of the place and selling the materials at a high price because they are the only ones who can spawn nearby etc.

But maybe some other guild will be have found a source somewhere else to make Steel Plate, and maybe the two guilds will have to come to an arrangement to share. Maybe some partnerships or alliances like this will become extremely powerful and profitable. Maybe the immature assholes who can't cope with the concept of sharing will end constantly bickering their way in to obsolescence while everyone else is busy exploring the rest of the world and they find a source of Rubicite instead...

If I am being especially wishful, the majority of the world would be under the rule of law, but perhaps there could be some distant areas which are lawless, and in these areas anything goes. - ie, full PVP amongst rival guilds, with high risks but high rewards too. A place for the griefers and poopsockers of the world to get their lulz by one upping each other and being little bitches to each other, yet basically out of the way of the average player.

There will be quests for newbies like modern EQ has, but I think the game will be light on quests, more like early EQ was. Players will mostly progress by just hunting and going to dungeons and killing mobs and hunting down rare nameds.

If I am being wishful... they may even have some kind of procedural content generation, similar to both Minecraft and Eve and also LDON. But I wont speculate on that now.
 

Draegan_sl

2 Minutes Hate
10,034
3
Lol I'm not the one with the issues with the features.. That's why I'm asking you. I think for the most part just adding an additional means to obtain w/e it is you need is enough.. For instance, since someone brought up xp penalty for rez. Keep the traditional rez classes but add a means to rez yourself through a tradskill item. That benefits the economy of the game and also helps solve an issue of players not wanting to wait on getting a rez. The fear of death still remains tho.
Todays game have not evolved them in a way that benefits the game or makes it feel anymore like a living breathing world with danger in it. It just made things easier and casual friendly.
Those aren't features those are small design elements. WOW has armor loss which equates to currency loss. EQ has xp loss which equates to time loss. It also has gear loss which leads to high time loss. WOW's penalty doesn't prevent players from continuing to play, but provides zero incentive to avoid death other than wasting time to get back to where you were. EQ's penalty potentially prevents players from continuing to enjoy playing the game due to either being stuck not having a ress or losing a corpse. This prevents players from logging off and keeping them in game. There is definitely a middle ground though, but people don't like that.

People like just camping one mob over and over. But I think that's boring gameplay and not interesting at all. If you can someone create the slow pace gameplay of camping one spot, but make overall gameplay engaging I'm all for it. I don't see that solution.

The list goes on and on though.
 

Lenas

Trump's Staff
7,702
2,416
EQ's penalty potentially prevents players from continuing to enjoy playing the game due to either being stuck not having a ress or losing a corpse. This prevents players from logging off and keeping them in game. There is definitely a middle ground though, but people don't like that.
I thought graveyards were the perfect solution for that.
 
1,678
149
Those aren't features those are small design elements. WOW has armor loss which equates to currency loss. EQ has xp loss which equates to time loss. It also has gear loss which leads to high time loss. WOW's penalty doesn't prevent players from continuing to play, but provides zero incentive to avoid death other than wasting time to get back to where you were. EQ's penalty potentially prevents players from continuing to enjoy playing the game due to either being stuck not having a ress or losing a corpse. This prevents players from logging off and keeping them in game. There is definitely a middle ground though, but people don't like that.
Who doesn't like it? Vanguard had middle grounds galore. If you die you leave a tombstone with some stuff on, but you also respawn with anything that was bound to you, so fighting your way back is far easier than it was in EQ because you aren't naked. But there is also the altar which not only means that you never have too far to run, but the tombstone is just too hard to get back to, or you just REALLY don't feel like it, you can just summon the tombstone straight to the altar.

If you tinkered with the xp losses etc, I would be happy with this.

People like just camping one mob over and over. But I think that's boring gameplay and not interesting at all. If you can someone create the slow pace gameplay of camping one spot, but make overall gameplay engaging I'm all for it. I don't see that solution.
EQ already did exactly what you just said. It's slow paced camping one spot, but the overall gameplay made it engaging because of a few things. Firstly, to maximize your time spent camping that one item, it was generally essential to have the group pulling mobs from nearby to give you a supply of XP, so aren't just there for a chance of an item. But in many dungeons, this wasn't 100% safe. The puller might get jumped on the way back to the group, or the group might be careless and not time things and end up pulling 4 mobs just as your big bad named spawns.

Secondly, the items in EQ were so ZOMFG important, that it was far from boring for most people. Yeah if you are being a grump, you can see it as being sat in a room for 5 hours straight. But from the perspective of the average player, they were sat in an exciting and dangerous dungeon waiting for their amazing Flowing Black Silk Sash.

People complained about the camping mechanic in EQ, so WoW's solution was replace it with dungeon crawls. And then every game ever since, has just gone with the dungeon crawl idea. The problem is that the dungeon crawl seems great the first few times, but after a while it just becomes boring and repetitive. And yet there are only a limited number of dungeons too. Camping an item in EQ was repetitive too but at least there was a massive number of rooms. In Lower Guk alone there was the BR, Ass, Gargs, Sage, Exe, Frenzy, Hand, GL, AM, King, Eye, etc.. Each place had its own feel and challenges and that was just in one dungeon.

To me, EQ's was is the clear winner, it just needs to be jazzed up a bit, and seeing as EQ was old and primitive and low budget, it shouldn't be hard to do that today.
 

Grim1

Ahn'Qiraj Raider
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6,929
I thought graveyards were the perfect solution for that.
Heh, and I consider graveyards to be one of the things that killed the danger of EQ.

Graveyards could be kept but to keep the sense of danger that made EQ exciting there has to be some sort of risk. Something must be lost if you fail and it can't be just cash. Nobody is afraid to lose coin, just annoyed. But the fear of losing xp / gear or a corpse makes every player wary.

Without a sense of danger and the possibity of real loss then there is no challenge. The game turns to unexciting pablum... like WoW and all of it's clones.
 

Draegan_sl

2 Minutes Hate
10,034
3
EQ already did exactly what you just said. It's slow paced camping one spot, but the overall gameplay made it engaging because of a few things. Firstly, to maximize your time spent camping that one item, it was generally essential to have the group pulling mobs from nearby to give you a supply of XP, so aren't just there for a chance of an item. But in many dungeons, this wasn't 100% safe. The puller might get jumped on the way back to the group, or the group might be careless and not time things and end up pulling 4 mobs just as your big bad named spawns.

Secondly, the items in EQ were so ZOMFG important, that it was far from boring for most people. Yeah if you are being a grump, you can see it as being sat in a room for 5 hours straight. But from the perspective of the average player, they were sat in an exciting and dangerous dungeon waiting for their amazing Flowing Black Silk Sash.

People complained about the camping mechanic in EQ, so WoW's solution was replace it with dungeon crawls. And then every game ever since, has just gone with the dungeon crawl idea. The problem is that the dungeon crawl seems great the first few times, but after a while it just becomes boring and repetitive. And yet there are only a limited number of dungeons too. Camping an item in EQ was repetitive too but at least there was a massive number of rooms. In Lower Guk alone there was the BR, Ass, Gargs, Sage, Exe, Frenzy, Hand, GL, AM, King, Eye, etc.. Each place had its own feel and challenges and that was just in one dungeon.

To me, EQ's was is the clear winner, it just needs to be jazzed up a bit, and seeing as EQ was old and primitive and low budget, it shouldn't be hard to do that today.
Standing in one place pulling static mobs is oldhat and boring. WOW dungeons are also shit as well. Find me something else. Gear importance is relatively the same in any game give or take some percentages of power.
 

supertouch_sl

shitlord
1,858
3
i think people sorely underestimate the number of people who truly enjoy treacherous exploration and that feeling of dread knowing death can set you back quite a bit.
 

Draegan_sl

2 Minutes Hate
10,034
3
Heh, and I consider graveyards to be one of the things that killed the danger of EQ.

Graveyards could be kept but to keep the sense of danger that made EQ exciting there has to be some sort of risk. Something must be lost if you fail and it can't be just cash. Nobody is afraid to lose coin, just annoyed. But the fear of losing xp / gear or a corpse makes every player wary.

Without a sense of danger and the possibity of real loss then there is no challenge. The game turns to unexciting pablum... like WoW and all of it's clones.
If you are making a mass market game, you can not cause players to lose experience, levels or gear as long as A) xp is a large portion of the game that takes a lot of time to recover and B) Gear, for the most part, takes a long time to get, is rare and hard to come by. If loot is like Diablo, you're fine. If it's like EQ or WOW, then you're marketing your game to a very small audience or designing an element of the game that is going to make people potentially quit.
 

Merlin_sl

shitlord
2,329
1
EQ's penalty potentially prevents players from continuing to enjoy playing the game due to either being stuck not having a ress or losing a corpse. This prevents players from logging off and keeping them in game.
THIS, is what makes your palms sweat, your heart starts racing, your fingers trembling on the mouse as you navigate a dangerous area, hoping,PRAYINGyou don't get spotted by a mob. THIS, is what made EQ great. The fear of death, and the complete fist pumping exhilaration when you finally make it through alive.

This is dead in today's MMO's. Who cares if you die? It's a few minutes and your back up and rolling. Nothing lost yes, but nothing gained either. The death penalty is vital to the entire experience of a great MMO.