Nirgon
Log Wizard
Going on EQ not being mainstream...
Here are my hopes for it regarding their success, and not game play expectations.
#1 - 500k-700k static subs of people dying for a spiritual successor to EQ much in the same way the new XCOM was a successor to the original game of old. I think that's a fair middle ground and what they are likely to do if they're gearing this right.
#2 - 3 expansions (this is where your sub rise should come from and hopefully they don't slant the game towards the Timmy-type bitchings of game play elements / dumb down difficulty)
Here's my expectations game play wise
#1 - slower rise to max level with heavy internal beta testing of any unfinished while players hit the treadmills.
#2 - combat not based on complex ability rotations. Pretty much everyone here has proved they can do this at the highest levels and god is it stale.
#3 - SEPARATE PvP server based on PvE values and then abilities removed from PvP use or healing/damage numbers scaled to adjust. No separate PvP earned gear AT ALL, ESPECIALLY with resilience/pvp power stats. PvP based on level range.
#4 - Epic quests for each class.
#5 - AA's that you can work on at lvl 10, max level, or in between. This is good for the PvP crowd too as it encourages "low lvl pvp brackets" where people can dedicate their time to certain level ranges. This was really popular EQ2 and I proudly yet shamefully admit at the same time to maxxing the AA's out of a lvl 40 wizard. If PvP is broken or sucks at max level, the pvp crowd finds its way there.
#6 - xp loss on death (hinted @ oh so strongly)
#7 - no factions but there will be religion / good / evil races
Here are my hopes for it regarding their success, and not game play expectations.
#1 - 500k-700k static subs of people dying for a spiritual successor to EQ much in the same way the new XCOM was a successor to the original game of old. I think that's a fair middle ground and what they are likely to do if they're gearing this right.
#2 - 3 expansions (this is where your sub rise should come from and hopefully they don't slant the game towards the Timmy-type bitchings of game play elements / dumb down difficulty)
Here's my expectations game play wise
#1 - slower rise to max level with heavy internal beta testing of any unfinished while players hit the treadmills.
#2 - combat not based on complex ability rotations. Pretty much everyone here has proved they can do this at the highest levels and god is it stale.
#3 - SEPARATE PvP server based on PvE values and then abilities removed from PvP use or healing/damage numbers scaled to adjust. No separate PvP earned gear AT ALL, ESPECIALLY with resilience/pvp power stats. PvP based on level range.
#4 - Epic quests for each class.
#5 - AA's that you can work on at lvl 10, max level, or in between. This is good for the PvP crowd too as it encourages "low lvl pvp brackets" where people can dedicate their time to certain level ranges. This was really popular EQ2 and I proudly yet shamefully admit at the same time to maxxing the AA's out of a lvl 40 wizard. If PvP is broken or sucks at max level, the pvp crowd finds its way there.
#6 - xp loss on death (hinted @ oh so strongly)
#7 - no factions but there will be religion / good / evil races