EQ Never

roger_sl

shitlord
180
0
At the same time, +/- reps do not means shit, some posters with alot of negs are good posters and vice versa, it's a matter on how others get rustled because they cannot view other opinions and questions.

rrr_img_36961.jpg
 
1,678
149
Here are some more examples they can use free of charge:

1) You put an alcove in a wall somewhere with "cure poison" potions in there. Later on, you get shot with a poison dart. People who explore thoroughly before moving onwards, and think fast, can just use the potion to survive.

2) You lead the player through a room with a bunch of spikes covered in blood. Maybe some skeletons impaled on them. You look up and see a high ceiling and think... there must be a trap above me. When you exit the room you see some stairs going up.... You can figure the rest out, I hope.

3) You find a corpse with a note on it. "I was sent here to find the missing priest, Aman, still no sign of him yet. I lost a lot of time being turned around in a strange corridor. Some kind of spell or ward keeps changing my direction without me knowing. If only I had a compass..."

4) You are working your way through a dungeon but have not had some action for a while. You get suspicious.. As you head onwards the games tells you, "The ground beneath your feet feels loose."

5) You walk in to a room and see a huge pile of treasure in front of you, all lit up, MOUNDS of gold, with emeralds and diamonds and rubies twinkling in the light. The room is made entirely out of a beige sandy colored stone, except for a strip in front of the treasure, which looks a slightly different color.

6) You creep up to a guard post and they are talking. Just before the dumb warrior attacks you whisper loudly at him, "WAIT! I WANT TO HEAR WHAT THEY ARE TALKING ABOUT!" So you sneak over to the orc guards one says to the other, "Me so hungry. I go to refectabry... referct... ref... to pub". Other guard says, "But wot about indrubers?!" First guard says, "Hah dey will get squished on all the traps!"

7) Your father carries a diary full of information he has been putting together over the decades. As you finally reach your goal you see a decapitated skull on the ground. You flick through the diary to the part that talks about the entrance and it says, "Only the penitent man shall pass".


I could give more, but I will charge $500 ph. But ideally, I would just prefer that game designers have some experience of you know, games and stuff.
 
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p.s. And while I'm feeling creative, Re: number 5

Agraza runs towards the treasure, the ground crumbles beneath his fat feet, he tumbles into the blackness below. A moment later, you hear a crunching sound, followed by pained screams of agony. Another moment later... a terrifying roar emanates from below, the sound so powerful it echoes throughout the caverns all around you....

DMZ tells the group, "LUL teh treshure is all mine now i can just jump over the whole! hahahaha!"

DMZ has looted the fools gold
DMZ is encumbered, and cannot move
DMZ is cursed

A gigantic rock golem appears from behind, DMZ is being sexually violated by the huge horny rock golem. DMZ tells the group, "AGRAZA HALP ME HALLLLP MEEE! MY BUTT.....!"

A sad silence..
 

belfast_sl

shitlord
65
0
I won't pretend like I remember if false floors counted at traps, but rogues had detect & disarm trap skills. Things may not have been lined up perfectly, but that basic trap sysem was accounted for with in-game skills.
 
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They weren't, they were just false floors. My conclusion always was and still is, that Brad is just a sick fuck.

The only trap I can think of which actually worked in any way sanely and humanely, was the silly wall in Sol B that bonked down every few seconds. You actually couldn't get hurt on it.. But it could get in the way if it closed while you were running for your life or something. The rogue could click it and it stopped it moving. But the detect/disable trap skill was pretty useless. Sometimes rogues would go there to level up their skill, but most didn't bother because the skill just wasn't used. Not that I really blame EQ too much, as I said before, it was made with a tiny budget, for a niche. It's amazing it even had as much as it did.
 

Lost Ranger_sl

shitlord
1,027
4
Much as I enjoy a good game of pile on qwerty I have to agree with him on that one. A trap that can't be discovered with clever play is bad design. It doesn't have to have a neon sign saying "A TRAP IS RIGHT HERE!!". It can be extremely subtle, but it should be there. Deaths that can't be avoided is bad design. It is truly awful design if your game also comes with a punishing death penalty.

There is a fine line between challenging design, and stupid design. A trap that is nearly impossible to see is awesome. A trap that can't been seen period and it WILL kill you the first time you enter that dungeon is stupid.
 

Bellringer_sl

shitlord
387
0
How about instead of traps you are made aware of through game design, have traps you are made aware of through other players telling you about them. Have some system for the game to allow other players to leave their cookie crumbs behind to warn you of your certain doom. How about we stop leaving all this shit up to game designers and have a game that allows the player base to mold the world.
 

Zehnpai

Molten Core Raider
400
1,246
There is a fine line between challenging design, and stupid design. A trap that is nearly impossible to see is awesome. A trap that can't been seen period and it WILL kill you the first time you enter that dungeon is stupid.
Traps are just an extension of a greater theme of using the environment against you. And not just saying, "Well this boss is in a circular room but that one is in a square room!"

DDO was a master of this. Two of my favorite fucking dungeons of all goddamn time are from DDO. One has you swimming through a flooded tunnel with a strong current where you have to avoid ramming into spikes as you get swept along. The hilarity that ensued was epic. The other is a dungeon that is about to explode and you have a few minutes to escape as you jump up pipes and run down corridors. My first time doing it I fell near the top of one pit and had to re-climb out. My friend didn't think I would make it in time so he triggered the end script which locked me in the dungeon and left me to die as it exploded and filled with lava as I sat there banging on the exit door.

What made me giggle even more is we were doing this shit meanwhile the WoW devs were ejaculating all over each other because the floor collapses when doing the Lich King encounter HOW FUCKING EPIC AMIRITE GUYS?!?
 

Pyros

<Silver Donator>
11,317
2,421
How about instead of traps you are made aware of through game design, have traps you are made aware of through other players telling you about them. Have some system for the game to allow other players to leave their cookie crumbs behind to warn you of your certain doom. How about we stop leaving all this shit up to game designers and have a game that allows the player base to mold the world.
You mean like Dark Souls where you can leave messages on the ground and shit? That stuff was actually pretty bad imo. First it would ruin the surprise a lot of the time, then it was also "abused" to leave fake shit. Overall though if you look at Dark Souls, which is a game that strives on killing the player over and over, I don't think any of the traps is actually like "oops, sorry, get fucked in the ass". Sen's fortress for example, which is a large tower with a ton of trap-like contraptions shit, pendulums scythes on small ledges, rolling boulders of death, secret walls with hidden monsters, pressure plates with dart coming out of the walls and mimics. I don't think any of the trap in Sen's Fortress is actually unavoidable even the first time you go in. You might die due to carelessness or not reacting fast enough the first time, however everything is obvious and visible the first time around. You can see the pressure plates and the holes in the walls shooting darts, you can see the boulders and try to make their path in your mind before you go in, most of it is fairly obvious, there's no "nope you walked on this instant death spike plate, you shouldn't have" kind of shit. I guess the Mimics, but that's your fault for not checking them by giving them a good bonk on the head before you grab the riches. Might be the first Mimic in the game though so you're probably going to die on this one and it'll be a good experience for the rest of the game.

If a game that basically kills you over and over with insanely strong monsters which you have to learn from their patterns as well as punishing level design which you need to remember and understand to figure out how to progress doesn't have random bullshit traps, I think it's fair to assume it's probably because bullshit traps are terrible, even for this type of game. If I die in Dark Souls, it's because I made a mistake, so progressing feels rewarding. Randomly dying is fucking shit however.
 

Tol_sl

shitlord
759
0
Edit: I guess questchat was like 3 pages back. Oh well, this thread is circular.

I'm playing Secret world right now, and I have to say I really love the quest system. It hasn't felt tedious yet, the puzzles have been goddamn ridiculous, and I feel like a champion every time I solve one without help. I mean, look at this shit.

http://unfair.co/gaming/the-secret-w...uide-solution/

I'm digging it a lot so far, and I like the skill system too. It really feels like I've been playing the game the whole time, rather than pushing past 59 levels of bullshit to get to the main course. Not sure if it could work for EQN, but I don't think they have an excuse to pull the same bear ass fetch quests when something like TSW exists.
 

Baghwan

Lord Nagafen Raider
78
3
Wasn't shit in GW2 constantly full of traps, maybe it's just me but its weird how forgettable that game is, I remember it ticking so many idea boxes but then never lived up to my imagination, likely since death meant hardly anything in the game.
 

Torrid

Molten Core Raider
927
611
How can they possibly test an MMO properly without a large number of people playing at once... Seem's total bullshit to me.
It's a lot more plausible than you'd think.

It's not uncommon, even for games, to test server loads with virtual user scripts. After all, if some random dude can make a WoW bot, the studios themselves surely can. The bots/virtual clients would not have to be anywhere near as sophisticated as something like glider just to test server load.

Also SoE's entire business is making MMOGs. They have tested code and a great deal of experience creating virtual worlds. The game engine is already used in Planetside 2.

Datamining the beta client is easily mitigated by not including content that isn't meant to be seen by the beta players. You wouldn't want your testers downloading 20 gigs of useless data anyway. Actually the game being a sandbox makes this easier, because if players can heavily modify the terrain then it has to be streamed/pushed to the client on the fly and not delivered as a static file before logging in.

Personally I hate all the spoilers and datamining and I like everything being discovered after launch, so this is one rumor I hope is true.
 

Muligan

Trakanon Raider
3,254
916
How much are expecting to see at SoE Live right now? I noticed their schedule and i've heard the hype but just how far a long are they in development? To me, I better see pretty much everything with all that's being publicized at this point. I'm even to the point I think they should give away beta keys at SoE Live and beta should begin around October. I hoping they are Spring 2014 for a release. Surely everyone isn't going through all this hype to see a trailer, some artwork, and some people talk about what will be and what is to come.
 

Tol_sl

shitlord
759
0
Surely everyone isn't going through all this hype to see a trailer, some artwork, and some people talk about what will be and what is to come.
EQ train's hype is all riding on "sandbox, sandbox, SANDBOX!" and "We won't be a wow clone, for realsies." No one knows anything but that pretty much. Which is why this thread has basically been a nostalgiafest while we wait for inevitable disappointment and shoulderpads.
 

shabushabu

Molten Core Raider
1,411
188
Traps are just an extension of a greater theme of using the environment against you. And not just saying, "Well this boss is in a circular room but that one is in a square room!"

DDO was a master of this. Two of my favorite fucking dungeons of all goddamn time are from DDO. One has you swimming through a flooded tunnel with a strong current where you have to avoid ramming into spikes as you get swept along. The hilarity that ensued was epic. The other is a dungeon that is about to explode and you have a few minutes to escape as you jump up pipes and run down corridors. My first time doing it I fell near the top of one pit and had to re-climb out. My friend didn't think I would make it in time so he triggered the end script which locked me in the dungeon and left me to die as it exploded and filled with lava as I sat there banging on the exit door.

What made me giggle even more is we were doing this shit meanwhile the WoW devs were ejaculating all over each other because the floor collapses when doing the Lich King encounter HOW FUCKING EPIC AMIRITE GUYS?!?
yes, yes and yes... We need this stuff back... ! ! ! All MMO devs should play DDO dungeons before they design a thing and realize, those designs are where all of this crap came from in the first place... that being D&D . Dungeons were about environment too at one point... "you know getting through it" .
 
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There are actually several bits of good info, and they all suggest a game of my dreams more or less. The issue is whether it ends up like that in reality or not.
 

bayr_sl

shitlord
715
0
The turn around from beta to launch of PS2 was pretty quick if I recall. Maybe I'm being too hopeful but I imagine they will do something similar with EQ2