EQ Never

Ambiturner

Ssraeszha Raider
16,040
19,503
Eq didn't have anywhere close to 550,000 during Vanilla. It was closer to 150,000 when Kunark was released
 

Denaut

Trump's Staff
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1,279
Vanguard did it.
Well sort of...

I would never denigrate the people that worked very hard on that game, but most of those 100 dungeons were slapped together in a couple of days tops. That was done to save time to to make the ones you do remember, well, memorable.
 

Soygen

The Dirty Dozen For the Price of One
<Nazi Janitors>
28,389
43,426
Yeah, EQ peak population was in late Luclin/early PoP, I think? Does anyone remember the night they were trying to get their highest amount of accounts online at one time and they were sending out server-wide messages encouraging people to get their friends and guildmates to login to break the record? It was like over 100k on at one time or something like that.
 

Convo

Ahn'Qiraj Raider
8,765
617
Well sort of...

I would never denigrate the people that worked very hard on that game, but most of those 100 dungeons were slapped together in a couple of days tops. That was done to save time to to make the ones you do remember, well, memorable.
But goes to show.. a game can release with a bunch of dungeons. You just need the right people. Btw.. Thanks for always posting Dev perspective. I'm guilty of tossing out ideas with no regard to how hard they are to actually make a reality.
 

Convo

Ahn'Qiraj Raider
8,765
617
I think tad was genuinely asking, not being sarcastic.
Yea, i'm not being smart.. I think Tad and I have that understanding by now.. I'm just saying.. It was in context to him making VG 2 btw lol which he said he would like to and just added the EQN part.

btw.. he added this to his twitter..It has features that Jeff & I wanted to put in EQ & VG (& a bunch of other great ideas) but the tech wasn't there yet. Well, it's there now!
 

Dahkoht_sl

shitlord
1,658
0
So off topic , Tad are you much of a gambler ? The problem with me ever going to Vegas for a gaming convention would be dragging me away from the roulette and blackjack tables. Always wondered if I was the only one who would have problems actually making the convention part of something like that .

The times I have been in Vegas my buddies had to drag me kicking and screaming from the casinos to go eat dinner, free booze and gambling just too tempting to me.
 

tad10

Elisha Dushku
5,531
594
We will see on Friday. @soygen the point of the sandbox was that you could never have enough non instanced dungeons so give players other things to do.
 
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Well sort of...

I would never denigrate the people that worked very hard on that game, but most of those 100 dungeons were slapped together in a couple of days tops. That was done to save time to to make the ones you do remember, well, memorable.
But even the less epic ones I still liked. I've seen them all, I found a list of them all and I made a point of visiting them all and fighting through them. Some are just big caves, but still fairly fun, and still comparable in size to Crushbone or Befallen or maybe Unrest. But the big ones were gigantic, like Sebilis size or maybe bigger.

I think they did too much and the quality is bound to suffer like that, but with the right team and the right budget and a more sensible design and less techno-phobic approach, it could make for a brilliant MMO that doesn't just McDungeon everyone in to their own little happy meal instances.
Yeah, EQ peak population was in late Luclin/early PoP, I think?
Yeah. But still, EQ was pretty small and very bottleneck-y. It wasn't too bad while levelling up, Befallen was always empty whenever I went there, usually places like Highpass had one group doing either gnolls or orcs, but not both. It was only really at the top levels when everyone started hitting them together and had nowhere to progress to, it was like a pileup.
 

Dahkoht_sl

shitlord
1,658
0
I'm a sys engineer and know jack about the coding side of things , but would it be nightmarish to code a sort of "less killed mobs=higher and higher drop %" ?

Be it dungeon or open area world drops , the longer time/less mobs are killed , they ever so slightly creep up % on drop table for better loot ? For all I know some game has it , I could just see that encouraging some folks to go off into the lesser used places far off looking for those places no one has been hunting lately. Would seem to make every dungeon more "viable" too.
 

Quaid

Trump's Staff
11,776
8,260
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.
Back in WoW Vanilla days I was in full time college, worked full time, had a fianc?e, and still had time to raid with Afterlife 3/4 nights a week. Mind you, I had no friends, but what woman lets you have friends anyway?
 
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the novelty of unfamiliarness: i'm hoping that eqn rekindles the novelty of eq in that you we were so naive as to not know what to expect: mmo were relatively new; 3d adoption was relatively new.
here's hoping that storybricks etc will bring something new. (and ffs try to enjoy it without expecting too much.) i find people thinking what they want is familiarity (the safety in it).

(note: quakecon 2013 shows carmack presenting at 5 friday for those interested ... or something to watching inbetween f5'ing)
 

Dahkoht_sl

shitlord
1,658
0
the novelty of unfamiliarness: i'm hoping that eqn rekindles the novelty of eq in that you we were so naive as to not know what to expect: mmo were relatively new; 3d adoption was relatively new.
here's hoping that storybricks etc will bring something new. (and ffs try to enjoy it without expecting too much.) i find people thinking what they want is familiarity (the safety in it).

(note: quakecon 2013 shows carmack presenting at 5 friday for those interested ... or something to watching inbetween f5'ing)
Wasn't EQ billed as one of the first games to "require" a 3d card ? The days of those voodoo2 12mb sli'd together and glide days..........
 

misery_sl

shitlord
495
0
I'm a sys engineer and know jack about the coding side of things , but would it be nightmarish to code a sort of "less killed mobs=higher and higher drop %" ?

Be it dungeon or open area world drops , the longer time/less mobs are killed , they ever so slightly creep up % on drop table for better loot ? For all I know some game has it , I could just see that encouraging some folks to go off into the lesser used places far off looking for those places no one has been hunting lately. Would seem to make every dungeon more "viable" too.
GW2 had a system like that for exp. The mobs that hadn't been killed in a while gave bonuses to exp when someone finally got around to killing them. So you could go off to the edges of the maps and find packs of mobs that gave nice exp bonuses. I don't know of any games that have that feature for loot, but it sounds like an interesting approach.
 

Dahkoht_sl

shitlord
1,658
0
I think I've read of another game (but thanks for the GW2 note also ) that did similar for xps , maybe even something about DAOC encouraging you moving around rings a bell , but it seems that an continually increasing chance of good loot (very very small increments mind you ) would almost make it another type of hunt for folks to go off and find that far off mob that just couldn't be bothered with by most as it was so off the beaten path.
 

Quaid

Trump's Staff
11,776
8,260
I wonder if EQ would have continued to increase in popularity if WoW was the same game, but just some random new IP.
 
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I'm a sys engineer and know jack about the coding side of things , but would it be nightmarish to code a sort of "less killed mobs=higher and higher drop %" ?

Be it dungeon or open area world drops , the longer time/less mobs are killed , they ever so slightly creep up % on drop table for better loot ? For all I know some game has it , I could just see that encouraging some folks to go off into the lesser used places far off looking for those places no one has been hunting lately. Would seem to make every dungeon more "viable" too.
Tricks like that are what gaming should be all about, but modern designers are dumb, apparently.

Shards of Dalaya does something similar to your idea. It has a sliding scale of XP bonuses based on how long you have been in an area. So you go to lower guk, every mob you kill gives you +20% that a normal mob gives. Woohoo! PHAT XP! But after an hour or so, it's down to +10%. An hour or two more, down to 0%, no bonus. And then an hour or two more, it goes in to negatives, and it goes as low as -20%.

All you need to do to fix it, is go somewhere else. So you go to Sol B instead and you're back at +20% xp bonus. The negative bonuses I think decay over time as well.

Personally I didn't really like it because I was always proud of myself for travelling totally off the beaten path, and finding some really obscure hunting ground that nobody else goes to. I would learn the hard way (many deaths) how to split all the mobs and break the camp, and then in time I would camp the shit out of the place and get several levels in that one spot. The above idea ruins that all because some douches spend their entire lives in the few key spots in the game. Maybe if you just have the bonus system in those places and not everywhere, that would be a good solution.

But anyway, clever design is like my number 1 turn on. I love it, it can make any issue in to something awesome, you just need bright people to come up with this stuff. But I'm also scared of it now, because on paper, GW2 was FULL of these kinds of brilliant ideas, and in reality, the game was boring as hell.
frown.png
I was so sad.