EQ Never

Mr Creed

Too old for this shit
2,395
289
Did you know of EQ before wow? If you did I bet you talked about it with your wow friends who didnt..just like I did. Not to mention the large portion of players who made te jump from EQ to Wow.

I'm just not buying there is a large base of MMO gamers out there right now who are just hearing of EQ for the first time with EQ and EQ2 being out for years.
They have probably heard but associate nothing more then "some old game" with it. The mention of Everquest has no meaning to them, no pull at all. So yea they could have gone without the name, but then again it doesnt have an outright bad name either so why not use to pull in some of the EQ or EQ2 players?
 

Elderan

Blackwing Lair Raider
634
470
Yea so the highlight of Eq happening around the sametime with no official forums. Coincidence? Duh duh duh

I swear, after a few years of reading WoW forums, the general Mcposter feels legally permitted to demand change they want by paying that 15 a month.

You just cant have a circlet of shadows in WoW without the world crumbling to pieces by the weight of so many forum tears.

Am not saying be dead silent like verant / sony was, but there must be a sweet spot in the middle of both.

Edit: See, why the hell can i name a freakin item i played in a game over 10 years ago. It aint no freakin nostalgia. Eq was just the shit and nothing came close to it still. Howling stones. God did I have fun diying , cursing and getting lost in that place. I guess we just have to feel lucky to have been part of something so unique.
The main problem on their forums is they could not control themselves from personally attacking people. Absor for example.

I took a ton of heat for going after Verant on Rangers on the forums. However I was contacted by multiple devs after a while and we talked about Ranger issues and how best to fix them. You slowly saw rangers get better in Velious and later on. I would like to think in part due to the efforts I put in on their forums.
 

Bellringer_sl

shitlord
387
0
Game company controlled forums for an MMO is not the way to go. They are forced to maintain good PR and CS. Privately created forums are much better. While I only played on Tunare, the Tunare EZboard allowed people to have no holds barred conversations. Battle lines between guilds and personalities were drawn and it was entertaining as all fuck. This is a HUGE part of creating a strong, tight-knit community. This is something else that is missing from the current mmo market.
 

tad10

Elisha Dushku
5,534
601
They have probably heard but associate nothing more then "some old game" with it. The mention of Everquest has no meaning to them, no pull at all. So yea they could have gone without the name, but then again it doesnt have an outright bad name either so why not use to pull in some of the EQ or EQ2 players?
Again, insane. The EQNext thread on this board is the most viewed. EQN is the most anticipated MMO on MMORPG. Blah Blah Blah.

It's a huge brand in the MMO universe and goes far beyond "doesn't have an outright bad name." Over the course of X years, millions of people played EQ or EQ1 now many millions more played WoW but that doesn't diminish the EQ brand. SOE/Smed would be beyod stupid not to capitalize on the brand.
 

Bellringer_sl

shitlord
387
0
Everquest will always be a huge name in the MMO market/history because without EQ, there would not be WOW (the "Coke" of MMO's). Do not entertain the thought that it is not a fundamental name in the industry.
 

Abefroman

Naxxramas 1.0 Raider
12,597
11,941
Everquest is a huge brand in MMO's. EQ derails happen in every single MMO thread on every single message board. Don't see how anyone would not have heard of the game.

WoW is not the Coke of MMO's. Coke is actually good. WoW is more like the Budweiser of MMO's
 

Lleauaric

Sparkletot Monger
4,058
1,822
Risk vs Reward is definitely a good thing to explore.

Rewards are the easy part, but what should the penalty be for failure? Some of things used in the past have been
1. Corpse running. (Respawns at safe place after X amount of time.)
2. Exp Loss
3. Lootable corpses (more pvp centric)
4. Respawning mobs.
5. Open timed Spawns. (SoV did this the best in EQ). This is my favorite. WoWs instances kinda turned the game in golf, where you are essentially playing against yourself. EQ was more a rugby match. If you fucked up, you lost the spawn/camp to another player. The problem with this was with big named spawns and a dominate guild shutting everyone else out.
6. Perma Death (uhhh no thanks)

What other penalties could exist in a game that would be meaningful? There HAS to be an edge of suspense and fear involved, otherwise its not really fun.
 

Bellringer_sl

shitlord
387
0
Everquest is a huge brand in MMO's. EQ derails happen in every single MMO thread on every single message board. Don't see how anyone would not have heard of the game.

WoW is not the Coke of MMO's. Coke is actually good. WoW is more like the Budweiser of MMO's
Good analogy. I was trying so hard to find a better comparison than coke, and you guys delivered. Thanks, and I 100% agree. EQ is good whiskey while WOW is light beer...
 

Bellringer_sl

shitlord
387
0
Risk vs Reward is definitely a good thing to explore.

Rewards are the easy part, but what should the penalty be for failure? Some of things used in the past have been
1. Corpse running. (Respawns at safe place after X amount of time.)
2. Exp Loss
3. Lootable corpses (more pvp centric)
4. Respawning mobs.
5. Open timed Spawns. (SoV did this the best in EQ). This is my favorite. WoWs instances kinda turned the game in golf, where you are essentially playing against yourself. EQ was more a rugby match. If you fucked up, you lost the spawn/camp to another player. The problem with this was with big named spawns and a dominate guild shutting everyone else out.
6. Perma Death (uhhh no thanks)

What other penalties could exist in a game that would be meaningful? There HAS to be an edge of suspense and fear involved, otherwise its not really fun.
I like the idea of getting your corpse back after a set amount of time. Look at the way phone games work (candycrack?). You get so many plays per day. You can either run back and get your corpse, or wait 3 hours for it to come to you. I like it. It also really helps for those late nights when you die for the last time on a raid and have work in the morning. =D. +1 sir. I fail to see any negatives (although im sure someone will).
 

Lleauaric

Sparkletot Monger
4,058
1,822
That's kind of sad to me. Maybe it's because I grew up on the whole D&D thing where shit like tomb of horrors could murder you for one bad choice, .
Haha,, This!

So many of our generation were permanently scarred from Tomb of Horrors. I guess it was like this generations "Red Wedding". LOL. "what do you mean my character is gone? What the fuck is a 'Sphere of Annihilation?' FUCK YOU!"
 

Quaid

Trump's Staff
11,859
8,265
I like the idea of getting your corpse back after a set amount of time. Look at the way phone games work (candycrack?). You get so many plays per day. You can either run back and get your corpse, or wait 3 hours for it to come to you. I like it. It also really helps for those late nights when you die for the last time on a raid and have work in the morning. =D. +1 sir. I fail to see any negatives (although im sure someone will).
Any system that rewards not playing the game, should be a HUGE red flag to the dev team.
 

Bellringer_sl

shitlord
387
0
So the alternative is to just give you everything back as soon as you die? I think it is set in stone that old school corpse runs aren't coming back. So no matter how I feel about that is useless. The question is how do we still include this in the game without alienating the rere's who want easy mode?
 

Convo

Ahn'Qiraj Raider
8,792
664
So the alternative is to just give you everything back as soon as you die? I think it is set in stone that old school corpse runs aren't coming back. So no matter how I feel about that is useless. The question is how do we still include this in the game without alienating the rere's who want easy mode?
That's kind of why I like my solution...Have a few classes that can summon but also make a tradeskill item that has 1 charge and will be pricey to buy. Player gets back corpse but it still cost them
 

Rod-138

Trakanon Raider
1,229
985
What about dark souls type recovery : your xp can be used to level or craft or a few other things - you die, you lose it all. You get back to your body without dying, you regain it all.

Sure would make those retrieval meaningful if you were a smidge away from getting out of a hell lvl!
 

Quaid

Trump's Staff
11,859
8,265
Make travel meaningful, and death automatically matters, without xp penalties. Make all the choice xp/loot spots at least 20-30 minute run from a bind point. Problem solved.
 

Bellringer_sl

shitlord
387
0
Would the allowance of Haves make Have Nots not subscribe/quit, or play more/try to become Haves?
Uh, clarify?

Edit: Generally speaking that's a person to person thing. I personally work harder when there is something that I want and do not have, while some people simply bitch and moan and feel entitled.

Second edit: furthermore, what type of player will have the tendency to play your game longer, those who have the mentality to expect to receive rewards only after effort or those who have the mentality to expect to receive rewards just by breathing?
 
6,216
8
Is it even plausible that EQN disallows some of the player base to never loot/experience XYZ due to difficulty or playtime?

^ clarification.
 

Bellringer_sl

shitlord
387
0
Is it even plausible that EQN disallows some of the player base to never loot/experience XYZ due to difficulty or playtime?

^ clarification.
What kind of mindset is that? How is that the game disallowing a player to not have loot experience? That is the player disallowing himself by not participating enough in the persistent world.

There is a known fundamental difference in opinion for MMO's. Some people think MMO's should be the same as single player games. Other's think its a competition between all others in on the server/in-game world.

The first group believes that they should play when they want for however long they want and expect that they should still be able to experience all content and get all the loot at the same rate as those in the subsequent group. The second group believes that if they put forth more effort and more time, they should be able to experience and loot things that the first group cannot.