Everquest 3 - 2028?

Jimbolini

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The only character I remember is "Sgt. Quackers" from Eq2. (Qeynos harbor if I recall?)

Or that !#@$ kid that used to say "Have you ever seen a knoll before?"...again EQ2
 

Jasker

brown Officer please /brown
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Why are you such a raging retard because people enjoyed Diablo 4 before it fell off a cliff? Hilarious how personally you take shit that has nothing to do with you.

But that's your problem and you're not important, so deal with it faggot

We don't say those words in the year 2023. Where are your parents?

Please do the world a favor and don't reproduce. I'll ship you condoms if you need them.
 
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Ambiturner

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We don't say those words in the year 2023. Where are your parents?

Please do the world a favor and don't reproduce. I'll ship you condoms if you need them.

Why would you send condoms to a computer simulation?

Because you're a retarded faggot
 
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Palum

what Suineg set it to
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Why would you send condoms to a computer simulation?

Because you're a retarded faggot
mr-clean-dancing.gif
 

RobXIII

Urinal Cake Consumption King
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I think the most valuable parts of EQ's lore have to do with memorable zones, NPCs, items and quests.

yep


Memorable zones and lore for sure.

Unique starting areas that made you feel part of the world, special to each race, the cities had a consistent theme, and was made with love of craft.

Snag a used copy of the EQ1 strat guide, it's like THE best bathroom reading.

s-l1200.jpg



I bought one before starting it up in the late 90s, and read it religiously at work, got a few people there to give it a try, and we all stuck long term.

Reading about the starting city lore, with hand drawn maps showing where guilds, taverns and banks were made it so I couldn't wait to get started with my friends.

Laugh at the guide's random suggestions, like charisma as an important SK stat, and channeling makes you cast faster.

I'd be down for a solid EQ3 experience. Make it slow and social. But I'm not holding my breath :p
 

mkopec

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If they came ouyt with something like 10-15 yres ago to refresh the franchise, yeah. But I agree, EQ is a dead franchise. They didnt do shit with it aside EQ2 which was not even close to EQ1 and got overshadowed by wow at the time. From memory I think they released like a few months apart. Today EQ is pretty much 40-50 yr olds trying to relive their youth and first mmo experience.

Anyway I still stand by the adage that if you build a good game, people will come. But to tell you the truth I dont think todays gamers with their hyper ADD and short attention spans will even get into a game like classic EQ or something resembling it.
 
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Kirun

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Anyway I still stand by the adage that if you build a good game, people will come. But to tell you the truth I dont think todays gamers with their hyper ADD and short attention spans will even get into a game like classic EQ or something resembling it.
Original EQ's model/style is DOA as an MMO, except among old fossils who are still chasing the dragon. Sure, you can carve out a niche amongst the boomer crowd, but that's only going to last another what...20ish years max?

EQ that had some sort of "autoplay" style function may work in today's day and age. Auto-battler games have seen large success in the mobile space and I'm convinced you can make them work to a niche degree in the MMO space as well. But staring at a spellbook for 20 minutes between pulls? 2+ hours between "rare"/loot dropping mobs? The only thing that made that tolerable in 1999 was the fact we didn't really have social media yet, so EQs chat acted as a pseudo social network - especially the various forums it spun up.

And sure, you might be able to scrape up a few Gen Zers who want something "chill" to play while they spend most of their time watching Netflix or jerking off to porn on their 2nd monitor. But if you've ever played a TLP, you know how fucking awful that experience is when the MAG in the group does /pet attack once every 25 minutes. No thanks. I'd rather play with mercs or a couple boxes. That experience is exactly what forced me to buy 2 shitter laptops so that I could make my own group and not deal with that shit.

On top of that, how would they even know about the game? As we've been discussing, the "brand" of EQ has been essentially dead for probably over a decade. There are basically zero 15-25 year olds who have any fucking idea what Everquest is/was. The IP has ZERO recognition. It isn't WoW, Diablo, Final Fantasy, etc. Where even despite being mostly shitty games now, younger folks at least have a cursory idea of what those games are/represent.

You have to have either extremely fun/addictive gameplay elements, massive brand recognition, or both. EQ had none of those things. All EQ had was timing.
 
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mkopec

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I have mentioned before, if they could introduce an actual interface to multi-box inside one client, now were talking. It could be the first "group focused solo" mmo where you control an entire group from one interface kind of like old school CRPG. And the ability to team up with other 6 boxers to tackle even harder content. The game is like tailored for multibox. Too fucking boring to play single character, but just enough to do with a full or partial group. I would love to play EQ with a full 6 man box if it didnt cost $90 per month or whatever the fuck it is these days, and the pains in my ass setting up other software to control the 6 boxes half ass and all the problems with follow and pathing, etc...

It still baffles me whay they have not done something like this when prob 3/4 of their players multibox. The idea is staring them right in the face.
 
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Masakari

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A much more interactive and dynamic NPC world would be a pretty effective. Can you imagine if AI ran spontaneous GM events?
 

Rajaah

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Memorable zones and lore for sure.

Unique starting areas that made you feel part of the world, special to each race, the cities had a consistent theme, and was made with love of craft.

Snag a used copy of the EQ1 strat guide, it's like THE best bathroom reading.

s-l1200.jpg



I bought one before starting it up in the late 90s, and read it religiously at work, got a few people there to give it a try, and we all stuck long term.

Reading about the starting city lore, with hand drawn maps showing where guilds, taverns and banks were made it so I couldn't wait to get started with my friends.

Laugh at the guide's random suggestions, like charisma as an important SK stat, and channeling makes you cast faster.

I'd be down for a solid EQ3 experience. Make it slow and social. But I'm not holding my breath :p

Aw damn! Seconding that this book is awesome reading. It makes every class, race, and town look interesting and appealing, pretty much.
 
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Narac01

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I have mentioned before, if they could introduce an actual interface to multi-box inside one client, now were talking. It could be the first "group focused solo" mmo where you control an entire group from one interface kind of like old school CRPG. And the ability to team up with other 6 boxers to tackle even harder content. The game is like tailored for multibox. Too fucking boring to play single character, but just enough to do with a full or partial group. I would love to play EQ with a full 6 man box if it didnt cost $90 per month or whatever the fuck it is these days, and the pains in my ass setting up other software to control the 6 boxes half ass and all the problems with follow and pathing, etc...

It still baffles me whay they have not done something like this when prob 3/4 of their players multibox. The idea is staring them right in the face.
Isn't this kind of how guild wars 1 was? Or am I thinking of something else
 
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Tuco

I got Tuco'd!
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I have mentioned before, if they could introduce an actual interface to multi-box inside one client, now were talking. It could be the first "group focused solo" mmo where you control an entire group from one interface kind of like old school CRPG. And the ability to team up with other 6 boxers to tackle even harder content. The game is like tailored for multibox. Too fucking boring to play single character, but just enough to do with a full or partial group. I would love to play EQ with a full 6 man box if it didnt cost $90 per month or whatever the fuck it is these days, and the pains in my ass setting up other software to control the 6 boxes half ass and all the problems with follow and pathing, etc...

It still baffles me whay they have not done something like this when prob 3/4 of their players multibox. The idea is staring them right in the face.
An MMO built around the concept of a party RPGs would be interesting, if a bit of a limited market. You could focus on different levels of control:

* Controlling each character individually, aka alt-tab boxing
* Relying on /follow type mechanics and using something like key broadcasting (basically what I do)
* Writing simple scripts to semi-automate characters (MacroQuest 2, KissAsset etc)
* Creating fully autonomous bots (MacroQuest but with more automation)

How you stop it from being Screeps: MMO RTS sandbox for programmers idk
 

Rajaah

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An MMO built around the concept of a party RPGs would be interesting, if a bit of a limited market. You could focus on different levels of control:

* Controlling each character individually, aka alt-tab boxing
* Relying on /follow type mechanics and using something like key broadcasting (basically what I do)
* Writing simple scripts to semi-automate characters (MacroQuest 2, KissAsset etc)
* Creating fully autonomous bots (MacroQuest but with more automation)

How you stop it from being Screeps: MMO RTS sandbox for programmers idk

The original Icewind Dale / Baldur's Gate are SORT OF like this. You could control one character or you could control a full group of six. I'd love to play EQ with a similar interface. Done 3-boxing a lot, but might try a full box group in the next server (after a while, maybe like Luclin+) cause it really is its own kind of CRPG-like metagame.

I have mentioned before, if they could introduce an actual interface to multi-box inside one client, now were talking. It could be the first "group focused solo" mmo where you control an entire group from one interface kind of like old school CRPG. And the ability to team up with other 6 boxers to tackle even harder content. The game is like tailored for multibox. Too fucking boring to play single character, but just enough to do with a full or partial group. I would love to play EQ with a full 6 man box if it didnt cost $90 per month or whatever the fuck it is these days, and the pains in my ass setting up other software to control the 6 boxes half ass and all the problems with follow and pathing, etc...

It still baffles me whay they have not done something like this when prob 3/4 of their players multibox. The idea is staring them right in the face.

Yeah.

The good news is that it doesn't really cost $90 a month to play outside of maybe the first month. Should be pretty easy for a six-box player (starting from 0kr) to accumulate 6 krono per month from playing, unless it's very casual play / they take a lot of breaks.
 
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Kirun

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An MMO built around the concept of a party RPGs would be interesting, if a bit of a limited market. You could focus on different levels of control:

* Controlling each character individually, aka alt-tab boxing
* Relying on /follow type mechanics and using something like key broadcasting (basically what I do)
* Writing simple scripts to semi-automate characters (MacroQuest 2, KissAsset etc)
* Creating fully autonomous bots (MacroQuest but with more automation)

How you stop it from being Screeps: MMO RTS sandbox for programmers idk
I really wish Granado Espada had launched later in gaming history. I think that game would have an amazing opportunity in the market if it were released today with modern graphics and a bit less of the "old" gameplay concepts Korean MMOs used to use.. It just didn't have much of a chance when it released in 2007, going up against the juggernaut of WoW.

It's really the first and last attempt I've seen at a "party" MMO. I would've loved to see it expanded upon.
 
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Cukernaut

Sharpie Markers Aren't Pens
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Original EQ's model/style is DOA as an MMO, except among old fossils who are still chasing the dragon. Sure, you can carve out a niche amongst the boomer crowd, but that's only going to last another what...20ish years max?

EQ that had some sort of "autoplay" style function may work in today's day and age. Auto-battler games have seen large success in the mobile space and I'm convinced you can make them work to a niche degree in the MMO space as well. But staring at a spellbook for 20 minutes between pulls? 2+ hours between "rare"/loot dropping mobs? The only thing that made that tolerable in 1999 was the fact we didn't really have social media yet, so EQs chat acted as a pseudo social network - especially the various forums it spun up.

And sure, you might be able to scrape up a few Gen Zers who want something "chill" to play while they spend most of their time watching Netflix or jerking off to porn on their 2nd monitor. But if you've ever played a TLP, you know how fucking awful that experience is when the MAG in the group does /pet attack once every 25 minutes. No thanks. I'd rather play with mercs or a couple boxes. That experience is exactly what forced me to buy 2 shitter laptops so that I could make my own group and not deal with that shit.

On top of that, how would they even know about the game? As we've been discussing, the "brand" of EQ has been essentially dead for probably over a decade. There are basically zero 15-25 year olds who have any fucking idea what Everquest is/was. The IP has ZERO recognition. It isn't WoW, Diablo, Final Fantasy, etc. Where even despite being mostly shitty games now, younger folks at least have a cursory idea of what those games are/represent.

You have to have either extremely fun/addictive gameplay elements, massive brand recognition, or both. EQ had none of those things. All EQ had was timing.
The ff13 style of “macro programming” is pretty interesting and if they brought it into the game in a relevant way outside of 3rd party programs and also adding arbitrary mechanical difficulty could be good.
 
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Uriel

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The ff13 style of “macro programming” is pretty interesting and if they brought it into the game in a relevant way outside of 3rd party programs and also adding arbitrary mechanical difficulty could be good.

You're thinking of FF12s gambit system I think, which was really well done for its time. GW1 is the other one I can think of that I really liked, setting up a full 8 man team with heroes was really interesting. The idea of an MMO like that where everyone is "multiboxing" a 6 man party is really cool. Dungeons basically become solo content, raids become group content and then you could add mega raids or something with 20-40 players but 120-240 characters. I'd want to be able to have a roster of characters to swap into the group for different stuff, and extreme build customization like DDO or something with an advanced but in-game AI editor for your party.
 

Rajaah

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The ff13 style of “macro programming” is pretty interesting and if they brought it into the game in a relevant way outside of 3rd party programs and also adding arbitrary mechanical difficulty could be good.

Yeah, I'll never get why people shit on FF13's battle system so much. Dump on the incomprehensible story and The Hallway all you want, for sure. The battle system was the good part! It was sort of like FF12's gambit system, just streamlined and simplified. Were people trying to choose individual commands or something? The game basically played itself and yet I've heard so many times how too hard it was or how it moved too fast.