EQ Never

Agraza

Registered Hutt
6,890
521
Linear content progression is one of the reasons for massive content churn. I'm interested in a plausible horizontal progression game, or at least a linear progression with a much much wider hallway.
 

Cinge

Ahn'Qiraj Raider
7,449
2,522
Except that didn't happen until a few expansions in and EQ was great before that. If you want a god character go play Final Fantasy. EQN ain't for you bro.
Wrong. You mean once you hit 50 you never went back to unrest, crushbone, befallen,blackburrow etc to rape mobs, because they kicked your ass and killed you so many times? Hell I made sure to kill that fucking dvinn and that fucking gnome mage in crushbone whenever I could.
 

calhoonjugganaut

Trakanon Raider
1,483
1,434
Did anyone ask about the size of raids? I hated that there was a max number of people that could attend a raid in WoW. I really really liked the 60+ people at raids in the original EQ.
 

etchazz

Trakanon Raider
2,707
1,056
Wrong. You mean once you hit 50 you never went back to unrest, crushbone, befallen,blackburrow etc to rape mobs, because they kicked your ass and killed you so many times? Hell I made sure to kill that fucking dvinn and that fucking gnome mage in crushbone whenever I could.
exactly. ignorant people are just ignorant.
 

Randin

Trakanon Raider
1,933
892
Combine dates it to after Rallos Zek invaded the planes of power, after Green Mist wiped out the Shissar on Kunark, and after the gods cursed the giants, trolls, ogres, and goblin for siding with Zek.

Antonica is name given to the continent well after the fall of the Combine empire. Name change was made to honor the founder Qeynos Antonius Bayle I. Before that it was called Tunaria.

That teleporter in Feerrott is of Shissar origin. The combine do remaster the knowledge of how to use them. Then knowledge is lost again with fall of the Combine and then rediscovered again by Al Kabor in original EQ.
All true...for EQ1 and 2. But reading this thing, it seems like they're treating the lore of the previous games less as a timeline to follow, and more as a pool of story concepts that they can pull from, and reassemble in new ways.

Hence, we get things like the Combine Empire (and all the races in it) predating the creation of the dark elves, the elves being driven from Antonica by the dragons, rather than Sol Ro, why the continent is also not called Tunaria (I think the name mentioned a couple times is 'Allamaria', but I'm going off memory, and probably completely screwed that up), and I presume that the curse of the Rathe is no longer going to be a thing for ogres.

So yeah, going off that short story, I wouldn't expect EQ1 and EQN lore to match up more than, like, 50%.
 

Agraza

Registered Hutt
6,890
521
Did anyone ask about the size of raids? I hated that there was a max number of people that could attend a raid in WoW. I really really liked the 60+ people at raids in the original EQ.
I don't see that happening, but WoW has a new system of "flex raiding" that scales content based on participation. The range is only from 10 to 25 though, their current small/large raid forces. We've discussed scalable raid encounters for a long time. I'm still waiting for the entry that lets us scale from 10 to 40. 40 is big enough for me.

Keep in mind the 70 sized raid forces only existed during a limited window. For most of the game's lifespan, 54 has been the top end, and in the beginning the netcode, dial-up internet, and graphics engine conspired to prevent even 20 people from raiding without problems.
 

Creslin

Trakanon Raider
2,515
1,157
Thats one of those things that some people enjoy and some people don't I guess. I can tell you that I never gave a fuck about content after it was irrelevant, so i would much rather it stay relevant for a long time than become irrelevant quickly through level inflation so i can go back and solo it for no reason.
 

Lenas

Trump's Staff
7,745
2,466
So its not "It didn't happen until a few expansions in" it was "Ididn't do it until a few expansions in"
Fair enough. I still love the idea of keeping content challenging no matter what tier you are, though. One of the worst travesties of EQ's existence is that so many of the great zones that we all came up in are barren wastelands now.
 

Lithose

Buzzfeed Editor
25,946
113,041
I'm not an avid gamer like most people posting here so can anyone expand on horizontal progression? Does this mean we're going to get a 2013 version of Super Mario? I'm not trying to be a smart ass, but no levels or AA's is what I think I heard the dude say.
Horizontal gaming is more about tools, less about power. So, "progression" is about getting more ways to uniquely deal with problems, and not about increasing your strength until the problem becomes trivial.

A quick example.

Goblin Lord Super-Boss kills you using a spear, and shield.

"Vertical progression system=Solution is to grind gear, levels, whatever, until boss is eclipsed in power and killed.

Horizontal progression system=The Ninja class has certain tools that give them the ability to surprise attack and negate the shield, which might give you an edge in this encounter. Or maybe you have a form of stealth that might allow you to bypass him, while a "less developed" character doesn't have access to those skills. But the relative strength of both your characters won't changethatmuch.

In a more abstract sense, Horizontal game play means extra skills don't change certain realities and limitations--they just give you new tools tobypassthe obstacles that might be working against those limitations. Vertical game playchangesthose limitations, you literally need bigger numbers to be in danger. Horizontal is, in my opinion, more like the "realistic" fantasy, while vertical is more like high fantasy. James Bond might be considered a "horizontally" powerful person, his ability to kill opponents is based off numerous skills they lack, but he's not bulletproof. (For example.)

It's pretty abstract and the kind of play crosses lines here and there, but that's the jist of it.

EVE is almost a perfect example of "horizontal" gameplay. Even a new player can be as powerful as a long term player in *one* specific (early) role. But the advantage of the "more powerful" person is their ability to be versatile and have tons of skills to fill tons of roles.

This is why horizontal gameplay tends to be used with sandbox games...Because it coincides nicely with decaying/losing gear...So not only does it take skills to be horizontally powerful, but also wealth and resources, to be able to field the gadgets needed to make your abilities function (Which lends itself to more of a crafting based economy, so gear is always available---for a price.)
 

tad10

Elisha Dushku
5,534
601
Yeah, but is that a maximum or what they are planning on people bringing? I guess what I am wondering is, does this mean instances? How else would they restrict the number to 24?
You got me. The rallying cry kill the evil god example seemed huge 100+ but wasn't a "raid" more like everybody on the server gang up.
 

etchazz

Trakanon Raider
2,707
1,056
Thats one of those things that some people enjoy and some people don't I guess. I can tell you that I never gave a fuck about content after it was irrelevant, so i would much rather it stay relevant for a long time than become irrelevant quickly through level inflation so i can go back and solo it for no reason.
it wasn't just to solo it for no reason, though. you could make a name for yourself by being the level 50 and going back to old content and helping others. i remember going back to felwithe and helping 3 people who died in the castle of crushbone to get their corpses back and killing just about every orc in that zone with two spells. those are the kinds of moments that i remember about EQ. and when i was a lower level, higher levels helping me out as well. point is, when you hit max level and got the best gear, you felt like you earned your stripes. this kind of progression, just doesn't seem like it will hold the same thrill.
 

Lenas

Trump's Staff
7,745
2,466
You can still do things like that, though. Except now instead of just being super powerful and steamrolling mobs to get corpses, maybe you're one of the only tier 5 rogues on the continent with Stealth of Shadows. You're still a badass and you still save the day, you just might not do it by OHKO on every mob. Maybe you are literally the first person on the server to unlock the Demi Lich class that can summon corpses at will.
 
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Yeah, but is that a maximum or what they are planning on people bringing? I guess what I am wondering is, does this mean instances? How else would they restrict the number to 24?
wasn't this implict in those storybrick slides? i get the impression that it's not just a count limit. your relative strength/abilities/#ppl with respect to their abilities/strength/howfaritisawayfrombase determines whether it will stay or flee or call for help. presumably you could have a few of these raids bosses that stay and fight vs 24ppl of avg tier1 while another weaker one might flee, or there might be higher lvl one or some that flee and call for backup... alot of potential factors.