EQ Never

tad10

Elisha Dushku
5,534
601
Screw you guys. Flying mounts are cool. I don't want to walk forever. I assume you all are either bards/druids or wizzes.

-_-
 

Bellringer_sl

shitlord
387
0
Screw you guys. Flying mounts are cool. I don't want to walk forever. I assume you all are either bards/druids or wizzes.

-_-
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.
 

tad10

Elisha Dushku
5,534
601
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.
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.
 

Pliny_sl

shitlord
14
0
What I enjoyed about player provided transportation was seeing industriousness of people who played certain classes. I learned very quickly the advantages of becoming friends with shamans, druids, and bards for spirit of the wolf and selo's accelerando. The same went for cross-zone traveling with druids and wizards. If you wanted the convenience of faster travel, you had to pay some sprouting entrepreneur (Tip for 5p?) or force yourself to interact and befriend other players. If you didn't want the support the player made market, you could get by, but at a greater inconvenience. For me, this was a small but important layer of the original everquest community.

I understand the concern of players just creating port slaves and the whole pay to win mentality. Having the npc wizard and druid guilds provide transportation isn't a bad idea, but I think it's just another disenfranchisement from players interacting with each other. If that idea is implemented, I think it should be limited to only the largest cities, if at all.

As for flying mounts - no thanks. Been there and seen how it destroys any sense of adventure.
 

tad10

Elisha Dushku
5,534
601
Now I'm thinking tho..Could you possibly be a Dark Elf Pally in EQN?
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.

-_-

Edit: Yes I know EQN won't allow leet speak names. Didn't want to bother inventing unimaginative names for examples.
 

Lost Ranger_sl

shitlord
1,027
4
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.
 

Convo

Ahn'Qiraj Raider
8,792
664
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.
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.
 

Pliny_sl

shitlord
14
0
That's what I was trying to get at. Any design to encourage interaction with the community is a benefit.

Everquest 2 had a similar system with the gryphon rides. I didn't play UO, but it sounds slightly similar.
 

Grim1

Ahn'Qiraj Raider
4,918
6,929
I don't mind making some travel easier once you've been there. But not every path should be bypassed. Even though it was a pain for raiders, getting through Kael, etc was part of the experience. Quite an adventure after a wipe, especially naked. I actually remember those travel experiences more than the actual raids. Killing AoW or Dragons was pretty boring, getting to them was what I enjoyed.
 

Convo

Ahn'Qiraj Raider
8,792
664
Going by Flipmode's schedule.. its very possible that there will be no NDA for EQN or if there is one it will be a super short heh
 

zzeris

The Real Benny Johnson
<Gold Donor>
21,255
93,015
I like that rune system pretty good. Flying is a no-no in my book. As cool as it was the first time I did it, it really killed off a lot of different things. I'm also dead set against experience loss. The easiest way for EQ not to get my money is retrying that unpopular part of EQ all over again. Some form of punishment is fine like reduced stats for a period or even other options. True experience loss...nope, past that turd in the evolution of MMOs
 

Pliny_sl

shitlord
14
0
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.
 

Convo

Ahn'Qiraj Raider
8,792
664
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.
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.
 

Zuuljin

Bronze Knight of the Realm
143
0
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.
 

zzeris

The Real Benny Johnson
<Gold Donor>
21,255
93,015
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.
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.
 

Pliny_sl

shitlord
14
0
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.
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.

Coldain ring quest comes to mind.