I played a human warrior in EQ though Quarm. Maybe I am just a glutton for punishment, but ground-based travel allowed you to understand zones and really be connected to the world. Being in the sky is a total disconnect.Screw you guys. Flying mounts are cool. I don't want to walk forever. I assume you all are either bards/druids or wizzes.
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Assuming a decent leveling curve. You should spend weeks /played on the ground more then enough time to understand the zones. I'm talking about after hitting max level. I'm not suggesting we return to VG's or WoW's pay a dollar and ride the griffon.I played a human warrior in EQ though Quarm. Maybe I am just a glutton for punishment, but ground-based travel allowed you to understand zones and really be connected to the world. Being in the sky is a total disconnect.
Great. So instead of 1,000 variations of l3g0l4s we get 1,000 variations of Dr222t D0urd3n or wtf is the name of the RAS character.Now I'm thinking tho..Could you possibly be a Dark Elf Pally in EQN?
Yes, you can't keep doing it forever without getting horribly bored. Unless things along the journey are constantly changing.After that they understood that most players won't enjoy that same 3 hour journey to some remote location.
Like the road being... actually dangerous.Yes, you can't keep doing it forever without getting horribly bored. Unless things along the journey are constantly changing.
I'm ok with something like that. but make it in a way some classes or tradeskill could benefit. say players need to buy those runes from a Wiz/Druid. Just always try and design the game with community/player dependency in mind.I still think UO found the perfect balance for travel. They respected the "it's the journey, not the destination" speech. Once. After that they understood that most players won't enjoy that same 3 hour journey to some remote location. The mystery fades and what was once a immersive exploration trip is now a boring chore. So they added the Rune system. If you wanted to get to some remote island you had to buy a boat, or go with a friend who had one and sail to the damn thing. After you landed you could start marking runes and then teleport back to their location any time you wanted.
Only change I would add is make it so Runes are personal. Don't let other people use already marked runes. It makes it so everyone must explore the world, and establish themselves. Eventually they won't have to mess with long travel times anymore because they have charted the world. It was a perfect compromise because it didn't repeatedly force a certain play style on you. Some people had HUGE rune libraries and could port anywhere. Some people only had the bare minimum and preferred to run the rest of the way.
Personally I don't mind it.. again, put it in but give players way to regain the XP. Some classes with Rezz and a single use tradeskill item that will rezz you.I'm on the fence with exp penalties for death. As much as it blew, it was a sure fire deterrent against most people for being reckless.
One of the many things I'd love to see. One thing EQN has going for it is that SOE doesn't want to follow Blizzard's lead forever, and they had a very successful game that WoW improved on in many ways. They are much more willing to do something different and follow some of their own ideas than another company would. Wildstar looks like a very well made WoW update and I'm really hoping this keeps me from playing it.TBH (if the rumors are true), the no-hard faction thing has me quite excited, and was really one of the things I LOVED about the original EQ. With few exceptions, you could work on your faction and become friendly with any race, even enemies. Working hard to not be KOS in cities was an accomplishment of its own. Learning about which mobs had +-factions and figuring out the 'puzzle' if you will to build one faction without fucking up others was a meta strategy game in itself. If this is the direction EQN is headed for more than just factions, I'm VERY excited.
Particularly with faction specific quests. I remember playing the meta strategy in deciding where to level up because I didn't want to mess with certain factions so I could pursue their high end faction rewards down the road. Convenience in easy hunting grounds would mean repaying with a mind numbing faction grind later on.Learning about which mobs had +-factions and figuring out the 'puzzle' if you will to build one faction without fucking up others was a meta strategy game in itself.