EQ Never

Convo

Ahn'Qiraj Raider
8,792
664
Food and drink really depends on the game. I personally don't mind it either way. I could see EQN having a system in place with it. Just because the starting world, from what I understand.. may not have a whole lot of civilized areas at first. Those places will come in time, like the founding of Halas, so branching out and exploring the untamed world could be a big part of the early experience of EQN. Making resource management a part of it wouldn't surprise me.
 

Ukerric

Bearded Ape
<Silver Donator>
8,494
10,705
I am very skeptical about this, because this could be done very badly.
The problem with raids is that a large part of the challenge of raiding comes from logistics, i.e. getting the people there to fight the boss begin with. Organization means scheduling, and scheduling means reliable timing. If I have to tell the guild "raid at 8pm today", then I need to be sure we do have a boss to kill at 8pm.

Once you can't find reliably a boss at your guild's time, and your raiding paradigm comes down to "hell, boss is up in X, all get there", you suddenly no longer have a raiding guild. You have a guild of whatever, who from time to time gets a call to come to raid. Oh, and since it's an outdoor boss, you also get all the problems with random outdoor bosses: your guild is not going to kill it, because by the time enough of your guild gets there, that Other Guild has already killed it.

Even GW2 finally realized this. Once your boss' showtime is predictable, why, more people get to kill it.
 

Ukerric

Bearded Ape
<Silver Donator>
8,494
10,705
You could build a music composition system in game. Allow you to play player-made music in you inn. Players could sell their tunes on player studio and SOE could monetize them.
Stop right there. It sounds (ahah) like a good idea, but the reality is that people will put existing music partitions they pulled from the internet, and then the RIAA or whatever goes for performing music would send their lawyers at the best target they find, i.e. SOE.

Believe me, it's not worth the hassle. Not in the 21st century era of IP law madness.
 

Xexx

Vyemm Raider
7,830
1,862
Dunno, i wouldnt mind clicking my food to restore mana and opening my spellbook that takes up my entire screen except my chat box - forcing me to actually talk to my guild inbetween hunting! Weight management however is wasted, having limited inventory space alone is enough but suddenly being encumbered due to my obsession with farming yaks of something can go away.
 

a_skeleton_02

<Banned>
8,130
14,248
Dunno, i wouldnt mind clicking my food to restore mana and opening my spellbook that takes up my entire screen except my chat box - forcing me to actually talk to my guild inbetween hunting! Weight management however is wasted, having limited inventory space alone is enough but suddenly being encumbered due to my obsession with farming yaks of something can go away.
I always liked inventory management more than weight management.
 

Siliconemelons

Naxxramas 1.0 Raider
12,717
19,392
I rather enjoyed the monk wt thing, it was dumb that it became a non issue so fast- rouges also should not be carrying 500 bags full of loud clanky items. I snuck up on you, don't mind the 7 backpacks full of rattling armor!

maybe a random fun mechanic could be your agro radi changes depending on how much sound you make :p I mean, that IS what sneaking was right?
 

Malakriss

Golden Baronet of the Realm
12,873
12,263
Inventory management would only work if they brought back gems and valuable mob drops rather than the useless gray vendor_fodder_389294. They can't do retarded stack sizes and random "green" item drops left and right either but that wouldn't be a bad thing.
 

Elidroth_sl

shitlord
350
0
I would very much like to see it return to the original EQ style of loot, where mundane items were commonplace, but it was a VERY rare sight to see anything even remotely magical. I'm not on the team, but that's been my feedback when it's been discussed internally.
 

Convo

Ahn'Qiraj Raider
8,792
664
I would very much like to see it return to the original EQ style of loot, where mundane items were commonplace, but it was a VERY rare sight to see anything even remotely magical. I'm not on the team, but that's been my feedback when it's been discussed internally.
Seriously! Hopefully they listen.
 

Mur_sl

shitlord
234
0
I would very much like to see it return to the original EQ style of loot, where mundane items were commonplace, but it was a VERY rare sight to see anything even remotely magical. I'm not on the team, but that's been my feedback when it's been discussed internally.
Totally agree. I want a fine steel weapon to be damn nice at low levels, and crafted gear to be the norm as well. It would also be nice if I didn't upgrade my equipment several times a day. I want to have that nice BP for a week or two of playing, not have it replaced 4 times a night like so many games.
 

Quaid

Trump's Staff
11,859
8,265
I would very much like to see it return to the original EQ style of loot, where mundane items were commonplace, but it was a VERY rare sight to see anything even remotely magical. I'm not on the team, but that's been my feedback when it's been discussed internally.
As an insider, whats the reasoning behind 'Spectacular Blade of the Crouching Tiger" itemization? Are they procedurally generated or something and it just makes it easier than crafting items with actual identities? Of all the places to save labour cost, this doesn't make much sense to me. MMORPGs, at their core, have always been about loot acquisition/character advancement. It seems silly to me to cheap out in this department, so there must be another explanation.
 

a_skeleton_02

<Banned>
8,130
14,248
I would very much like to see it return to the original EQ style of loot, where mundane items were commonplace, but it was a VERY rare sight to see anything even remotely magical. I'm not on the team, but that's been my feedback when it's been discussed internally.
As an insider, whats the reasoning behind 'Spectacular Blade of the Crouching Tiger" itemization? Are they procedurally generated or something and it just makes it easier than crafting items with actual identities? Of all the places to save labour cost, this doesn't make much sense to me. MMORPGs, at their core, have always been about loot acquisition/character advancement. It seems silly to me to cheap out in this department, so there must be another explanation.
Out of all things MMO's have done since WoW it's random item drops and suffix'd/prefix'd items that I hate the most. Rats and boars should not drop swords and boot's unless it's themed to the boar/rat. Every item that drops should have a reason for dropping or be a random non magic item.

Call me a lore nerd but Crown of the Froglok Kings should drop off a Froglok King and not "Any Froglok lvl45-50" and it should be "Crown of the Froglok Kings not "___ Crown of the Froglok Kings of the ___" with randomly attributed stats.

Also, Fuck quest gear that completely negates 99% of the drops you receive while out in the world. Quest items should be mostly coin/XP/Faction/Consumables/Dyes/accessories like rings and rarely magic swords and armor. No more, Hey go talk to Steve down at the next camp and he will give you some magic daggers. Fuck that.
 

Ukerric

Bearded Ape
<Silver Donator>
8,494
10,705
As an insider, whats the reasoning behind 'Spectacular Blade of the Crouching Tiger" itemization?
The answer is one word: Diablo.

That's where WoW lifted their random itemization idea. Like a lot of things, this got reused when making Warcraft Adventures, aka WoW.
 

Elidroth_sl

shitlord
350
0
The answer is one word: Diablo.

That's where WoW lifted their random itemization idea. Like a lot of things, this got reused when making Warcraft Adventures, aka WoW.
Yep.. It's fine for them. It works. In fact I don't mind it at all for games like Diablo, or even WoW. The name tells you a lot about what the item is from a stats perspective. It makes a lot of sense when you consider just how many items they're creating.
 

Elidroth_sl

shitlord
350
0
Also, Fuck quest gear that completely negates 99% of the drops you receive while out in the world. Quest items should be mostly coin/XP/Faction/Consumables/Dyes/accessories like rings and rarely magic swords and armor. No more, Hey go talk to Steve down at the next camp and he will give you some magic daggers. Fuck that.
Actually, from a purely selfish standpoint, I prefer good loot items to come from completing quests, as well as from rare/boss type encounters, for the simple reason that it ensures you're getting things from playing through all the contest that designers have spent time creating and implementing. I'm not talking about "random kill quest 293" or "generic FedEx quest 137", but from real, involved questing. To me, that rares/named didn't always drop loot was one of the more confusing aspects of WoW's itemization early on.
 

Lenas

Trump's Staff
7,648
2,359
Good loot should be the main attraction for quests anyway. It doesn't make any sense taking on a perilous quest/journey if all you're going to get at the end is gold and some exp. Fuck that. I want weapon and armor quests that progress nicely just like classic EQ had.
 

Convo

Ahn'Qiraj Raider
8,792
664
I'm fine with gear from a well thought out quest chain. I think abilities would also be a good reward. They just need to cut back the amount of questing players are doing. Finding a quest should be intriguing by it's own right b/c you'll know they are rare and will eventually result in a solid reward.
 

Elidroth_sl

shitlord
350
0
Good loot should be the main attraction for quests anyway. It doesn't make any sense taking on a perilous quest/journey if all you're going to get at the end is gold and some exp. Fuck that. I want weapon and armor quests that progress nicely just like classic EQ had.
I disagree. I think there is a LOT of value in playing through incredible content for the sake of the content itself. The rewards are nice too, don't get me wrong, but the experiences make up a huge part of the fun for me, and certainly are the core of the memories. When I think about the Avatar of War, I don't think of the sword I got, but the incredible fight it took to get it.
 

Mur_sl

shitlord
234
0
Good loot should be the main attraction for quests anyway. It doesn't make any sense taking on a perilous quest/journey if all you're going to get at the end is gold and some exp. Fuck that. I want weapon and armor quests that progress nicely just like classic EQ had.
I agree, I want good loot from quests, but I want quests to actually be "quests", not just stupid tasks. I still have dreams about Cazic Thule, and the long weeks of hunting Crusaders with every other SK on my server, for our Sol Ro armor quests. Then the epic quest(s). Thats the stuff I want to see again. Not kill these 10 hell hounds and get this insame flaming sword v2.5, which is just a bit better than the v2.0 you got from killing 10 vamprire flying squirrels.
 

gogojira_sl

shitlord
2,202
3
Actually, from a purely selfish standpoint, I prefer good loot items to come from completing quests, as well as from rare/boss type encounters, for the simple reason that it ensures you're getting things from playing through all the contest that designers have spent time creating and implementing. I'm not talking about "random kill quest 293" or "generic FedEx quest 137", but from real, involved questing. To me, that rares/named didn't always drop loot was one of the more confusing aspects of WoW's itemization early on.
+1