Everquest 3 - 2028?

Palum

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Well I mean if Star Citizen proves anything it's that even with virtually unlimited resources MMOs are impossible to make in 2023!
 

Elderan

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As a developer you would not want to make a eq like game these day. It would limit your player base and potential income drastically. I don't think most of us will like what they come up with and I think thats ok because most of us are to old to be the target audience.
 
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Break

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I'd probably try it just for fun, but only if the devs wrote a ten page essay on why instancing is an extremely bad MMO design choice.
 

Rod-138

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Thinking about super basic VR for a reskinned EQ as EQ3….casters would make sense. Pulling would be kind of intense. How the F you make melee interesting I’m not sure. You could save animations for casts on the hot bar for casting and imagine playing a chanter cycling through targets mezzing and what not. Would be wild.

Rogue, not really sure - just a big stab motion and you good ?
 

Palum

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VR is a dead technology stop it.

What EQ really needs is voxels.
 
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Chris

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As a developer you would not want to make a eq like game these day. It would limit your player base and potential income drastically. I don't think most of us will like what they come up with and I think thats ok because most of us are to old to be the target audience.
"Darks Souls of MMOs" is how you sell it.
 
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Blitz

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Somebody said it earlier, but a Souls-like single-player or even co-op EQ RPG would be badass.

Then again, why would EG7 ever make that when the appeal to EQ is an "MMO."
 
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Ambiturner

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Somebody said it earlier, but a Souls-like single-player or even co-op EQ RPG would be badass.

Then again, why would EG7 ever make that when the appeal to EQ is an "MMO."

They had a couple of ARPGs that I think were well received. You do that because you're not competing with yourself which hasn't worked out great for most MMOs that have tried it
 

Identikit

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While I would love to see a company put real money in to making an actual EQ3, I just don't have any faith in the current development company's ability to do anything meaningful at this point. I mean look at the expansions they have put out for EQ over the past decade. It's extremely minimal with very little actual content. They put more effort in to making new shades of bunnies every year than they put in to making actual game content.

The thing that pisses me off the most is that they had potential, a lot of good people worked their asses off for that company over the years, and in the end, bad management fucked the whole thing year after year. I can not for a second believe that the average employee at DBG actually wants the shit show that the company has become. They're just powerless to make real change and right the ship.

Do I hope that EQ3 is real, actually gets created, gets released, and is an actual GOOD Everquest successor? You bet your fucking ass I do.

I just can't honestly say I believe it will happen. I hope DBG proves me wrong. I truly do.
just play eq live or eq2 and just experience the way they introduce microtransactions.

Need more inventory space? pay me faggot

need your spells to work at max efficiency? Pay up faggot.

want a game breaking item that will allow you to get through an encounter without doing it traditionally? Pay up faggot.

want faster experience to get through the mid game where no one exists to get to the end game where slightly more people are active concurrent players? Pay the fuck up faggot!

And the list goes on.

The problem is that DBG bought the EQ ip/franchise with the intent of milking something that had already reached peak popularity. so at best all they could do was streamline the monetization of that product.


What makes anyone think that is going to change?
 

ToeMissile

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Ill believe it when DBG does anything new with the IP. Even a coloring book is more than they have done in 10 years.
Coloring book you say?
1695712124389.jpeg
 

Kuro

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Just slap some big ol Firiona Vie jumblies on the box art and the nerds will play
 
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Tuco

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"Darks Souls of MMOs" is how you sell it.
I've played all the Dark Souls and Elden Ring but I don't really know what this means. I can imagine an MMO where...

* Players leave a corpse on death with XP / gold / whatever they can recover
* Players can feasibly clear the game at level 1 if their skill is high enough, while increasing in levels decreases the required skill to beat encounters. This is really rare in RPGs, and is the core reason why Soulslike games feel harder than games that force you to grind to level up. In Soulslike games, you constantly progress to the limit of your skill and intermittently grind mobs as your skills increase

but I don't think this would even remotely be like EQ, where the skill-cap is extremely low relative to other MMOs.

I think there's a market for game with:
* High group synergy and difficult mobs, which makes grouping a requirement for most content and effective leveling
* A corpse-drop death risk, either including items, xp and/or gold
* High-risk, high-expense travel
* Low APM, low skill-cap gameplay that rewards boxing and is sub-based
* High-trust gameplay mechanics.

And when I say high-trust, I mean that in order to collectively work together you must have a high degree of trust in your group and guild because the game doesn't protect you from them nor does it make it easy to achieve productivity as a group. If you form a group, go into a dungeon and your puller is shit, your healer ninja logs, your tank isn't sufficient or your DPS steals the item you want, tough shit, build a community of people you trust and play with them. If you only have 35 minutes to play, tough shit, you need a group to do anything, play a different game.

I don't think that game is really feasible to make though. Most EQ players only play because nostalgia manages to give them that endorphin kick.
 
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Kuro

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Remembering to press backstab every 10 seconds was dark souls difficulty af

Sometimes you had to remember to adjust where you were standing because the boss had moved slightly from melee push
 
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imready2go

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FFS people, face the real world. Any new game based on the EQ IP will have absolutely zero connection with the EQ game you play today besides the name. It will 100% be extremely casual friendly, based entirely on microtransactions, playable on a phone, targetting kids and bored stay-at-home women. Because that's exactly what every game designed today is - making a quick buck off of idiots who want nothing more than easy-mode games to fill up their boring lives. There will be no "difficult", there will be no "challenge". That era is now long gone. Welcome to the Candy Crush era.
 
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Siliconemelons

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FFS people, face the real world. Any new game based on the EQ IP will have absolutely zero connection with the EQ game you play today besides the name. It will 100% be extremely casual friendly, based entirely on microtransactions, playable on a phone, targetting kids and bored stay-at-home women. Because that's exactly what every game designed today is - making a quick buck off of idiots who want nothing more than easy-mode games to fill up their boring lives. There will be no "difficult", there will be no "challenge". That era is now long gone. Welcome to the Candy Crush era.
Re-skinned Hello Kitty Island Adventure inc!
 

Lambourne

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Some early development screenshots

image023.jpg


image022.jpg



image020.jpg


image019.jpg



Actually just some midjourney creations, if someone wants to try and bait people on twitter I can't stop you
 
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GuardianX

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The original FF14 shut down. What exists today isn't the original FF14. What part of this are you too stupid to understand?

Good fucking lord, it now makes sense why you think Diablo 4 is a success...because it never shut down.

Sound logic!
 
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Chris

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I've played all the Dark Souls and Elden Ring but I don't really know what this means. I can imagine an MMO where...

* Players leave a corpse on death with XP / gold / whatever they can recover
* Players can feasibly clear the game at level 1 if their skill is high enough, while increasing in levels decreases the required skill to beat encounters. This is really rare in RPGs, and is the core reason why Soulslike games feel harder than games that force you to grind to level up. In Soulslike games, you constantly progress to the limit of your skill and intermittently grind mobs as your skills increase

but I don't think this would even remotely be like EQ, where the skill-cap is extremely low relative to other MMOs.

I think there's a market for game with:
* High group synergy and difficult mobs, which makes grouping a requirement for most content and effective leveling
* A corpse-drop death risk, either including items, xp and/or gold
* High-risk, high-expense travel
* Low APM, low skill-cap gameplay that rewards boxing and is sub-based
* High-trust gameplay mechanics.

And when I say high-trust, I mean that in order to collectively work together you must have a high degree of trust in your group and guild because the game doesn't protect you from them nor does it make it easy to achieve productivity as a group. If you form a group, go into a dungeon and your puller is shit, your healer ninja logs, your tank isn't sufficient or your DPS steals the item you want, tough shit, build a community of people you trust and play with them. If you only have 35 minutes to play, tough shit, you need a group to do anything, play a different game.

I don't think that game is really feasible to make though. Most EQ players only play because nostalgia manages to give them that endorphin kick.
The "Dark Souls of..." meme just means it's hard and maybe grimdark.

Someone needs to take a real hard look at punishing MMO mechanics, assess if they are fit for purpose and iterate on them.

Corpse runs and rebuffing, especially in giant raids, is just a time wasting punishment. I don't want that ever again. FF14 just respawns you at the start of the boss and it's more fun and rewarding since the encounters can be way harder.

So do we want harder encounters or higher punishments? Which is "hard"?

I think an iteration would be just locking you out of raids for a day if you die, like a middle ground of regular and hardcore WoW Classic. Then there would be strategy in doing easy bosses first and progression last.

But then your injured character needs meaningful content to do while waiting... so player housing/social content and gathering?