EQ Never

Cinge

Ahn'Qiraj Raider
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Ut,

You still played it for a better of six months or so, so it could not have been that bad.
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Anyway, I dont know the answer, but it seems to me like instancing with a dungeon finder just makes the game feel really shallow. You play wow lately? The fucking world is dead save a few folks here and there running quests. I dont think that instancing and a dungeon finder is necessarily good for an RPG mmo.
But on the flipside no one likes waiting 2-4 hours LFG trying to get into the finite loot/exp spots. Especially because no game can create enough content for everyone. Remember EQ had pretty low numbers by todays standards and by the time it reached its peak it had what 6/7 expansions of content? Given the hype this game has and the general MMO behavior , the EQ:N will probably have 3-4x the EQ peak of people trying the game in its launch period, just no way to make enough content so that no one is left out. Granted they may be ok with this, will show if smeds twitter post were just marketing or they actually hold water and they don't care if people spend hours LFG like original EQ and end up losing people because of it. But I won't hold my breathe, because they still answer to investors and those people do not like people walking away if it can be helped.

I wouldn't mind having both in the game, but then you run into balancing them especially when it comes to drops. They could also make it where you still have to run dungeon to use the dungeon finder, so at least its not "lobbying" the game and maybe the person can find a group while waiting for the finder to pop. Could also limit the dungeon finder to server only, so you still deal with things like reputation and building a "community".

I just don't think its as black and white as people make it to be. It will depend on their goals and views I guess. Do they care about frustrating and alienating players, are they content with just getting what they can and focusing on what they want or do they want to mass market.
 
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What's with the 95 different topics? Put the mountain dew down people.

i've never played WoW in my life, and I guarantee you don't have a single thought on how best to compromise instanced versus non instanced dungeons.
I have several ideas and they are all better than your terrible one. In fact the only idea that isn't terrible so far, has been Laura's. Could still be better though, but at least her thinking isn't to just cut n paste people in to their own little dude bro dimensions and ruin suspension of disbelief like you plebs would do.

What we REALLY need... is a bunch of co-op multiplayer games (but not MMO's), to get rid of people like you and the action hack 'N slash crowd. Then hopefully it will leave the MMO genre to the people who really should be playing MMO's.

remind me why Flipmode is a credible source for leaked EQN info?
Why would he not be? He said he was, and he provided a bunch of info. Believe it or disbelieve it, your dumbass choice. I think the fact that he made a load of claims, if they turn out to be wrong he will look like an idiot liar, that makes it likely that he is telling the truth.

Qwerty on Friday must give us his Thumbs up or Down on game controllers for this.

If it can be played on Atari 2600 controller only leet players like him use that controller.
Ehh? I never had an Atari. If EQ Next doesn't let me play with keyboard and mouse, I wont even want to play anyway. My only concern is that I will end up grouped with people on consoles who are using controllers, so they can't type to talk, and are slow and clumsy at everything else.

Why didn't we think of that before?

Actually thinking about it, why not have 100 dungeons that are all huge and unique?
Vanguard already did that... so that ruins your facetious point. And Vanguard didn't even have a good budget.
 

Convo

Ahn'Qiraj Raider
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So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.

Guess we will know soon!!
 

Braen

<Medals Crew>
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Something I find interesting. If EQNext is in F&F/Beta right now and just about absolutely nothing is being leaked. Isn't that a good sign? Usually bad games are exposed pretty quickly by leaks.
 

iannis

Musty Nester
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It wasn't given by the devs, it was simply figured out by players. Levels weren't hardcoded, they were computed with a very simple formula. Hell levels arose because one dev couldn't do simple math. Max xp for level N required a total of N^3 * 1000 * fudge factor, which started at 1.0 and then increased to 1.1, then 1.2, then 1.3... The idea was to have levels starting to slow down as you reached higher stuff. Thing is, if you use that formula, rather than having a continuous line that starts sloping more, you got a sudden jump at each fudge factor change: hell levels.

They fixed it when they replaced their broken code with hard-coded tables, which allowed them to do stuff.

It's a simple case of "Never attribute to malice that which is adequately explained by stupidity".
See but that explaination doesn't make any sense either really because the level after the "hell level" was actually less XP than the hell level. Significantly less. If it was just a bump per "fudge factor" it would create that sudden jump like you say, but it wouldn't create the sudden dip. Those were spike levels, not terraces. So even if that's what it was, the "fudge factor" was applied arbitrarily directly to certain levels -- not level ranges.

Of all the faults to lay at the feet of EQ devs, I don't think "they were lolbad at math" is honestly one of them. Those were intentional spikes.
 
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Something I find interesting. If EQNext is in F&F/Beta right now and just about absolutely nothing is being leaked. Isn't that a good sign? Usually bad games are exposed pretty quickly by leaks.
How dare you be positive?! In a place like this too.... it's like the equivalent of fucking satan up the butt, in a church.
 

Cinge

Ahn'Qiraj Raider
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Something I find interesting. If EQNext is in F&F/Beta right now and just about absolutely nothing is being leaked. Isn't that a good sign? Usually bad games are exposed pretty quickly by leaks.
Or that there is just not the player base yet to get leaks from. Will see what happens when beta expands(if there is even one that isnt F&F going on right now) if that stays true.
 

Braen

<Medals Crew>
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Or that there is just not the player base yet to get leaks from. Will see what happens when beta expands(if there is even one that isnt F&F going on right now) if that stays true.
Probably true, but in F&F beta for VG, tons of news come out about how horrid and incomplete it was... but it was ONLY BETA!
 

mixtilplix

Lord Nagafen Raider
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I clearly remember when they fixed hell levels they stated it was never intentional. I guess you could take a different look and say that it was and they just changed it due to player whining but then Everquest had so much shoddy code that I would give them the benefit of a doubt on this one.
 

Soygen

The Dirty Dozen For the Price of One
<Nazi Janitors>
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In fact the only idea that isn't terrible so far, has been Laura's. Could still be better though, but at least her thinking isn't to just cut n paste people in to their own little dude bro dimensions and ruin suspension of disbelief like you plebs would do.
Laura's idea boiled down to "make tons of dungeons". While I agree that would be much better than instances, it's a problem of logistics and man-power. If they could churn out enough quality(that's the key word here, I think) dungeons to satisfy whatever the player base may be, then I would prefer it not be instanced. I just don't know if it can be done. It couldn't during original EQ and if this game is a success, I don't see how it wouldn't again be an issue.
 

Anomander Rake

Golden Knight of the Realm
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So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.

Guess we will know soon!!
Unngh. VG + non retarded upper management + EQ sensibilities will make me blow a load in my shorts. #hypetrain. If VG hadn't fallen apart before launch and had continued development, I would still play today.
 

Denaut

Trump's Staff
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/\/\ The formula was hard coded in what what I was told, meaning it wasn't editable with that specific variable you mentioned, and became fixed. I was told after the fact that the reason why they didn't do anything was because they couldn't keep up with content consumption so they enjoyed the longer leveling curve stifling themin certain areas until they could catch up. We could call it another mistake that saved them in this regard.
Formulas are always hard coded (or now-a-days they can be in scripts). What may or may not be in code are the constants. If it were properly done (using N^3 * 1000 * fudge factor) the 3 constants; 3, 1000, and "fudge factor" would be in the database instead of on the code, that way the designer can adjust them easily. Theformulais still in code (this x that + those), but the values aren't. They probably had the constants in code to and either rewrote them completely or moved the constants to the database. Either method means you need to change the code.
 

tad10

Elisha Dushku
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Lol @ Phil Collins edge of night playing as I walked into ph to register. So who else is going to be here?
 

Anomander Rake

Golden Knight of the Realm
704
14
So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.

Guess we will know soon!!
Laura's idea boiled down to "make tons of dungeons". While I agree that would be much better than instances, it's a problem of logistics and man-power. If they could churn out enough quality(that's the key word here, I think) dungeons to satisfy whatever the player base may be, then I would prefer it not be instanced. I just don't know if it can be done. It couldn't during original EQ and if this game is a success, I don't see how it wouldn't again be an issue.
Might have been the terrible itemization, but this is essentially what VG did. Problem was that everyone did the same 5 dungeons and the rest were left to rot.
 

Denaut

Trump's Staff
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See but that explaination doesn't make any sense either really because the level after the "hell level" was actually less XP than the hell level. Significantly less. If it was just a bump per "fudge factor" it would create that sudden jump like you say, but it wouldn't create the sudden dip. Those were spike levels, not terraces. So even if that's what it was, the "fudge factor" was applied arbitrarily directly to certain levels -- not level ranges.

Of all the faults to lay at the feet of EQ devs, I don't think "they were lolbad at math" is honestly one of them. Those were intentional spikes.
Was it actually less xp, as in a lower value to hit the next level, or did it just take less time. Venturing a guess, the spikes in difficulty were probably a result of a few different formulas interacting to create them. Levels control all sorts of things including difficulty on NPCs as well as the xp they grant. It could be that hell levels fell in a weird spot where the NPCs become more difficult for the amount of experience they gave you, forcing you to really push through that level where suddenly the level difference closed and made it easier to level again.

Just guessing though.
 

Dahkoht_sl

shitlord
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snip

What we REALLY need... is a bunch of co-op multiplayer games (but not MMO's), to get rid of people like you and the action hack 'N slash crowd. Then hopefully it will leave the MMO genre to the people who really should be playing MMO's.



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I have to admit the past few years seeing people on a game's official forums bitching about having to level , having to get new gear , having to travel , etc etc , on a fucking mmo game made me want to rage at times. Why the fuck are you playing an mmo to begin with ?

If you want to play a fantasy version of CoD there are options , there are tons on instanced city, port to dungeon , all hub "mmo's" now also for those who don't want PVP but instant every PVE.

I don't have close to the time I had when first playing EQ now with wife and kids , but I am perfectly willing to have it take me a year to get to "max" level , I just want one game that's an open world mmo again like EQ was. I don't need to "win" , I just want to have a virtual world to login to when time allows and explore , kill , level , group , whatever , and it's fine with me if it takes fucking forever with some actual repercussions for dying in it. I'm screaming /take my money for some dev who will do this again.

Surely there is enough of a market for one actual fantasy mmo akin to EVE and am really hoping SOE is going to try it with EQN.
 

Kedwyn

Silver Squire
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Haven't read all the posts but the hell level was never a big deal to me. Dying in the level after was brutal though unless you had a pocket cleric or a shit ton of plat.

Memories... Poor fuckers paying out the ass for me to travel 4 zones over to rez their corpse.
 

Anomander Rake

Golden Knight of the Realm
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If the game is good enough, those of us 30+ years old will make time to play it, and play it a lot. Its easy to talk about not having time for gaming when mmo's for the past 5+ years have been derivative crap.
 
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So Brad just told me after seeing the EQN demo he thinks VG players are going to love it.

Guess we will know soon!!
Jokes aside there is a lot of good stuff some systems,ideas from Vanguard that if they were done right again it would be a hit out of the park.

Defensive target, blood mage class, brotherhoods, caravan, crafting ,diplo etc.
 
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Laura's idea boiled down to "make tons of dungeons". While I agree that would be much better than instances, it's a problem of logistics and man-power. If they could churn out enough quality(that's the key word here, I think) dungeons to satisfy whatever the player base may be, then I would prefer it not be instanced. I just don't know if it can be done. It couldn't during original EQ and if this game is a success, I don't see how it wouldn't again be an issue.
Vanguard did it.

Something people always forget is that the original EQ was a really small team and small budget and indie style game. I can't remember the exact number but they expected it to have about 70,000 players. It ended up with something like 550,000 which is roughly 6 times more than they intended. So of course places like Lower Guk were busy, they probably had multiple times the number of people in than they were ever designed for.

Vanguard was a completely different story. They had a bigger budget (yet still not as big as most triple A - MMO's), and that game actually did have 100 dungeons or more. At almost any level range, there were at least a few good dungeons that you could go to. Some of them were not exactly massive, but many of them were as big and interesting as anything from EverQuest.... and they also tended to have a theme too. For example Riftseekers Torrent was all about portals, you had to overhear a phrase and repeat it in /say to get in. And then once inside you fought down different paths and teleported yourself to the next level. Khegor's End was just gigantic and had a bunch of different areas, one overrun by spiders, and then the royal area etc. The ant dungeon had crystals that drained your mana if you stood near them, so you had to plan your progress carefully and pull all the mobs up ahead to your current safe area, then run past all the crystals and repeat.

There are dungeons today that NEVER get used, because the game is just too big for the population. The average player is a fucking moron and they follow "the golden path" of least resistance. Entire regions of the world get no visitors and some of my favorite dungeons are in those regions. But at release, and in the open beta, Vanguard had a lot of players and you could see how the dungeons worked and it was great. There was no instancing at all, but it worked fine because the world was just so big, everyone was spread out. There were occasions when groups would be treading on each others toes in a dungeon, but that was never too much of a problem and if you cared enough to travel, you could go to areas where there was not a single other player in sight.

Personally I think Vanguard's solution was a bit too brute force for my liking. I think the perfect solution would be partly like that, but partly using instancing and some of the latest technology like Rift and GW2 uses. For example I remember fighting a huge raid type mob in GW2 and more and more people kept joining, eventually it was like 20 people fighting it. But the mob put a serious fight, we all kept dying all over the place and having to revive each other. We eventually won but it took ages and it was a really good, really challenging fight. Apparently encounters like that would scale to suit the number of people attacking. That way one key mob can serve any number of people. If just one group attack it, fine, or if 3 groups all happen to show up at the same time, that's fine too. That way, you don't even need instancing.

But I actually liked the "story" instances in that game. It was in fact the only thing I did like... But I loved being able to take a break from the usual adventure grind to go and do your personal quests sometimes. This is something I suggested on the EQ2 forum while it was being made, before most of us had even seen an instance.

I have to admit the past few years seeing people on a game's official forums bitching about having to level , having to get new gear , having to travel , etc etc , on a fucking mmo game made me want to rage at times. Why the fuck are you playing an mmo to begin with ?
I know
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But to be fair... there really aren't many good alternatives. The Neverwinter Nights series died out unfortunately, games like Dark Messiah never caught on (even though it was fucking awesome), and nor did Two Worlds 1/2 which had a multiplayer component to it. I think a lot of MMO players would love a good action RPG like that but which at least lets them talk to people online. When you get used to multiplayer games, it can feel very weirdly solitary to go back a to completely single player game.

Games industry desperately needs to expand. Hopefully kickstarter will help it. Stuff like Star Citizen is the first step imo.