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kudos

<Banned>
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What entitled pieces of shit we have become.
I just feel I should be able to start a game with whatever race/class I want. If you want me to purchase shit make it worth it but don't stop me from playing your game straight from the character select screen.

I don't even think it's good business. They want me to play their game hoping I buy from the cash shop but then they block me from being happy before I even enter their game. I'd quit sooner if I wasn't attached to my character than I would otherwise. I'm not going to buy a sweet looking set of armor if I don't even want to look at the character to begin with.
 

Mr Creed

Too old for this shit
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... EQ2 had "destructible" terrain so to speak, but iirc it was mostly sections of walls in dungeons that were really nothing more than a static mob with HP and a wall graphic.
I think something like this is plausible, maybe done well enough to mask it. But afaik not even BF3 has entirely destructable terrain, there's no way EQN will (and PS2 doesnt have it either, that's the same engine). Terrain overlays and/or phasing tech to give the illusion of temporary terrain changes like they do in current games (EQ2 apparently, GW2 too) is what I expect.

Then it's already not a sandbox if it has leashing...
They could leash with weighted AI.

Pursue until X distance if this guy pisses me off by showing up univited
Pursue until X+ Y distance if this guy really pisses me off by killing my dog
Pursue forever if this guy is my archenemy and killed my daughter and wife
Leashing can be done in a realistic way, like with Tad10's examples. I wrote a post on this 20 pages ago, but the summary is as long as mobs leash/behave differently depending on what they are (animal, guard undead etc) leashing is actually better then a blanket "agro until you zone". Also, I want some animal predator mobs that just laugh at your attempt to outrun them, then chase you and pounce you down, and on the other end of that scale shambling zombies you can run circles around.
 

Mr Creed

Too old for this shit
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If EQNext hasEvElike PvP there will be starting factions. Either SZ or TZ. I can't imagine them shipping with FFA PvP except on special servers, but could be I'm wrong and you're right.

@qwerty 5 1/2 days
Not sure if you played EVE. It's really pure FFA as far as PVP goes and not faction-locked. I didnt do any team PVP in EQ but my understanding is they had hard-locked factions like DaoC? That would be quite different from EVE.
 

tad10

Elisha Dushku
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Not sure if you played EVE. It's really pure FFA as far as PVP goes and not faction-locked. I didnt do any team PVP in EQ but my understanding is they had hard-locked factions like DaoC? That would be quite different from EVE.
Never played EVE but I do know it's FFA. I'm just suggesting that if EQN goes EVElike it will go EVElight with soft starting factions to limit PvP ganking in civilized areas: halflings won't be able to gank other halflings. Once you get to 0.0 it's FFA. Hopefully that makes some sense.

However, you may be right, no factions at all - just no PvP allowed in 'civilized' areas.
 

Lenas

Trump's Staff
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Leashing can be done in a realistic way, like with Tad10's examples. I wrote a post on this 20 pages ago, but the summary is as long as mobs leash/behave differently depending on what they are (animal, guard undead etc) leashing is actually better then a blanket "agro until you zone". Also, I want some animal predator mobs that just laugh at your attempt to outrun them, then chase you and pounce you down, and on the other end of that scale shambling zombies you can run circles around.
+1

Everything having a uniform run speed is one of the dumbest things ever.
 
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I think 1 thing we can all agree on, even if we disagree on Racial starting areas.
Even if like racial starting areas like most of us do, I will be surprised in this day age they just don't make everyone start in 1 starting area, its a lot less dev time then making and tuning multiply zones as well as balancing them they can just funnel us on 1 path.
I will fucking hate it, to me it makes it way less sandbox, let alone a true everquest sequel but fully expect this shit.

Cheers.
 

tad10

Elisha Dushku
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I think 1 thing we can all agree on, even if we disagree on Racial starting areas.
Even if like racial starting areas like most of us do, I will be surprised in this day age they just don't make everyone start in 1 starting area, its a lot less dev time then making and tuning multiply zones as well as balancing them they can just funnel us on 1 path.
I will fucking hate it, to me it makes it way less sandbox, let alone a true everquest sequel but fully expect this shit.

Cheers.
I'd bet on a minimum of 3 semi-instanced starting areas: good, bad, neutral. I'll agree there may be a single instanced tutorial area where everyone can start (or skip) to learn basics of the game that then flows into one of the above three starting areas.
 

tad10

Elisha Dushku
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Btw..pretty sure AAs are in from the beginning?
Early AAs may be necessary/not-necessary-but-very-nice if class jumping is indeed in the game, seems like it would make class jumping more viable? Haven't thought it through really.
 

etchazz

Trakanon Raider
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hard factions is a deal breaker for me. the faction system in original EQ was perfect. keep it that way.
 

Randin

Trakanon Raider
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I'm worried gnomes and dwarves won't be in the game, and that's why they made Kobolds playable. When EQ was released it defined the genre. But now, after WoW's dominance since 2005, it is used as the standard. My fear is that SOE thinks new players will perceive those races as intrinsic to WoW, so won't include them in EQ. It'd be like putting Tauren in EQN.

I hope im wrong.
You did notice the dwarf in the Firiona Vie artwork, right Quaid?
 

Rezz

Mr. Poopybutthole
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People disagree with racial starting areas? I didn't think that was a thing haw. It creates flavor for a class/character and shades your view of the game almost immediately, creating immense replay value. Also: AA being a subset of abilities/stats/character progression that isn't tied directly to the XP bar is ok. EQ2 actually had a decent AA system in from the start. Players who sought out rare mobs in newbie areas were generally rewarded with more aaxp, to the point where they had a real advantage over people who did not. This should be emulated, but modified to exist within the gamespace of today. Tie it into the achievement window (which we all know is going to be in EQ:N) way before it can be a toggle switch regarding how much xp is going to aa or level progression. Empower the people who do all the things, not just some of them.
 

tad10

Elisha Dushku
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People disagree with racial starting areas?
I like them, I just don't think they'll be in EQN. It's a lot of work for a limited return. Having three areas you can instance heavily to deal with day one loads makes more business sense, and that's got to be an overriding concern over at SOE.

@etchazz hard factions are unlikely, this is the be all you can be EQ. You want to be a DE Paladin, you can.
 
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I like them, I just don't think they'll be in EQN. It's a lot of work for a limited return. Having three areas you can instance heavily to deal with day one loads makes more business sense, and that's got to be an overriding concern over at SOE.

@etchazz hard factions are unlikely, this is the be all you can be EQ. You want to be a DE Paladin, you can.
Look think all of us on the boards like them here, racial starting areas but they more then likely be either 1 per side or per side with 3rd one for both that is neutral then after EQN is launched in future major content updates or expansions they can add new starting areas ala eq 2 like etc.
 
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I loved mutliple starting areas but always thought it was a waste of dev time. Should just be 3, and have them be cut and paste of each other with different environment. Then at about level 10 or so, it can open up in to a proper open world.