EQ Never

Dahkoht_sl

shitlord
1,658
0
Was just about to say I thought the hell levels were the 5 level increments in the upper levels well before the level 50 cap was raised.

Was fairly sure the first time my Druid hit 40 I was in agony getting to 41.

A good agony mind you , a good agony.

Speaking of I want to both be able to put max level chloro on low levels to watch them go to town and also buff the lvl 1 skeleton with the same a huge damage shield here and there for amusement sake to give it a fighting chance also.
 

Braen

<Medals Crew>
1,033
543
I remember the grats from across the zone when someone said DING! and it was a hell level.

Something missing in games cause levels meant something in EQ1. Now everyone has a account full of 85+ characters
 

DMK_sl

shitlord
1,600
0
I think phasing is the wrong word for it, but maybe you can call it dynamic population loading (hah!). Essentially each zone or area loads people based on a hierarchy. Let's say an area is designed to hold or support 40 people. So the game needs to make multiple copies of the zone once you get to 40+ people. So instead of the people in each zone being arbitrary and also forcing you to instance hop until you find a good one, you create a social hierarchy.

The game client/server would have to record people you interact with. So once you enter in an area the game will put you into an instance copy with people that match this criteria:

Friend List
Guild Roster
People you've whispered in the last 10 minutes.
People you've whispered in the last 2/4/8/10/24 hours
People you've grouped with in the last 48 hours.
People you've whispered in the last 48 hours.
People you've traded with in the last 48 hours.
People you've been in combat with or near in the last 48 hours.
People you've grouped with in the last 10 days.
People you've whispered in the last 10 days.
People you've traded with in the last 10 days.
People you've been in combat with or near in the last 10 days.

Random people

The 48 hour number is arbitrary, it could be anything.

You would put an extremely high emphasis on those in your guild and friends list. Then you would populate the region with as many people that are connected with each other. Hopefully the regions can hold more than 40 (again it was a random number, make it 1000) people though. This way you also get rid of servers as well. The more you interact with people the bigger chance you can create your own organic community.

There would be areas that have higher population caps so you're always introduced to newer people. You can always send whispers to anyone in the game. This way if you communicate with a friend, new player, you will have a very high priority to be around that person. You can then create real instanced areas in cities for taverns to meet up with specific people to do trading hand to hand or whatever. If you meet up with someone in any of these instances they go to the top of your priority list.

The more you're around people, the higher likelihood they will show up in your circle of interactive people.
I like the idea of it. Be interesting to see how well it works when implemented. Sounds a bit like Zhen's idea for an MMO a while back..
 

Nobody_sl

shitlord
80
0
yeah I usually only used charm to solo and for special BoT groups. other than that it was , keep haste up, slow the mobs (if there wasn't a shammy), rune the puller, tash sometimes and CC
You know what's cool about that? You just listed an entire class' responsibilities, and didn't mention even ONE damage spell. Support classes have gone the way of the dinosaur. Fuck DPS. I just want utility and support.
 

Terial

Trakanon Raider
1,269
585
Enchanter was my main for most of my EQ days... when the game first came out there were so many fluff thing you could do that would just freak people out with minor illusion.
You could turn into the whole front entrance to Felwithe and spin around in circle... was great fun.
Could also bind in front of Felwithe run over to orc area where there were a few tents out front, cast minor illusion, turn into a tent, then gate back as the tent.. as long as you were in same zone you kept the illusion back then. So i'd be in front of Felwithe as an orc tent. Anyone who stepped inside i would cast invis on (back when you could cast it on anyone)
I miss the fun of the enchanter class.

Classic EQ every class had very specific things it brought to the table and that were mostly needed. It really helped to bring the community together... you would just know people by how good they could play their respective classes...
"Hey, get Tongor, he's a really good tank and can hold Aggro, and get Aeramus, he can keep a group of 10+ mobs mezzed with no issues"
You just don't have that now... now it's more of a .. "anyone looking to group, i'm gonna spam dmg and dot's till i can loot"
 

Braen

<Medals Crew>
1,033
543
You know what's cool about that? You just listed an entire class' responsibilities, and didn't mention even ONE damage spell. Support classes have gone the way of the dinosaur. Fuck DPS. I just want utility and support.
We made all the other DPS classes better. That was our DPS.

They do more damage with Haste and get hit less with slows. Spells hit more with Tash.

We were the BASF of classes.

"We don't make the classes you play. We make the classes you play, better."
 

Braen

<Medals Crew>
1,033
543
I am creating a channel on the IRC called #eqnext if anyone wants to pop on irc.uberguilds.org and talk about EQnext, EQ and stuff realtime.
 

Heallun

Lord Nagafen Raider
1,100
1,073
Every 5th level was a hell level. I think they started at 24. I don't really remember. I do remember that they were still there in kunark -- 54 and 59 were brutal. Past that, dunno. They probably didn't get rid of them until the WoW exodus was in full swing.

It was an intended feature not a bug. Probably to bottleneck people at content as a practical thing, but those hell levels were a prevalent feature in a lot of muds too so there was an aesthetic reason to have them as well.
30 35 40 45 54 59 are hell levels. The more you know :3 They were a coding bug, left in as a feature. Same with feign splitting and other fabulous emergent gameplay mechanics.
 

Laura

Lord Nagafen Raider
582
109
I don't like the idea of phasing. "Hey we're standing right next to each other but I can't see you because I haven't fulfilled some stupid mundane requirement to be in your phase". No thanks.
EXACTLY.
Phasing is WORSE than instancing.
 

Caeden

Silver Baronet of the Realm
7,567
12,479
Phasing was simply an attempt at solving the conundrum of player actions vs static world. Even Blizz backed off of it a LOT. It's a no-win situation. People want evolving lore but don't change. MMOs are not a good story-telling medium is the ultimate truth. Done right and sublimely phasing can be an interesting tool. For example, you maybe do a quest and trigger a scripted lore scene. Only you and your group see it while those npc's remain static to others. However, those other folks aren't phased out. Could be used to some decent effect in a minimal quest system to make the world feel more responsive to your personal or your group's actions.
 

Creslin

Trakanon Raider
2,503
1,151
Phasing is the next stage for those mmos because it is the only way you can show one player some progression without changing the ride for all players who come after. WoW uses it because quest progression is carefully mapped out and calculated when they create a zone and letting players actually affect the world is anathema to that type of carefully calculated player experience.

EQN by every indication is not going to be that game because in a sandbox you let the players have impact on the world. Phasing could be used in a sandbox but not as a massive central pillar of the game.
 

bixxby

Molten Core Raider
2,750
47
The Secret World.

Also Blizzard seems to be making a change from phasing to using solo scenarios which seems like a good compromise.
 

Laura

Lord Nagafen Raider
582
109
I think the solution to over-populated dungeons is not hard.....
No need to think Phasing, Instancing and Dynamic crap.

All what you need to do is instead of having ~4 major dungeons per level range increase that to 10 or 12.
Make them so they are all equally good and interesting. If they're still suffering from over crowded dungeons.. Patch a new one or two.
 

Ambiturner

Ssraeszha Raider
16,040
19,503
I think the solution to over-populated dungeons is not hard.....
No need to think Phasing, Instancing and Dynamic crap.

All what you need to do is instead of having ~4 major dungeons per level range increase that to 10 or 12.
Make them so they are all equally good and interesting. If they're still suffering from over crowded dungeons.. Patch a new one or two.
Why didn't we think of that before?

Actually thinking about it, why not have 100 dungeons that are all huge and unique? I'm talking West Karana sized all filled with unique mobs, intricate textures, and set up like mazes. You could even have each mob controlled personally by a member of SOE. Ask the main bosses would, obviously, be controlled by Smedley. Also, each would have its own language with a unique alphabet and syntax.