Tidbit Scaledclaw_sl
shitlord
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That is Brillant!
Not at all.. I generalizing somewhat and while I agree with you I also disagree. I think there were some gameplay mechanics that actually enhanced gameplay. I feel that EQ2 did the best with housing and Auction Houses. I loved going through EC, much more than I ever did the Nexus, I think that selling in EC was a connecting point among players as was many other mechanics that was not modernized. However, I am willing to meet in the middle on some things. Allowing Warriors to bind and everyone to gate or travel by clicking a button, to me, impacts the integrity of the game. In the world created by fantasy, it is contradictive for certain classes to do certain things. Simply put, Wizards cast spells, warriors do not. We are splitting hairs though and back to the main point. There is middle ground here and there is a game to be made. You can preserve the core game of Everquest and still make it tolerable. You do not need gimmicks and I consider the majority of what I saw in the EQN presentation gimmicks. I honestly didn't feel that I saw anything that reflects the true essence of my playing experience.How are you going to recreate Everquest if you give it modern touches? Pretty much every modern touch you include will take away from the vintage EQ experience and be a negative to your target audience. AH? We walked to the tunnel on foot because we couldnt afford wizard alts to port us and we liked it. Next you're gonna suggest that melee can bind without begging a caster for help, or the boat rings a bell on arrival so you dont miss it while tabbed out. Everquest was perferct in 1999-2001 some company just needs the balls to recreate it and it will be huge success.
Am I doing this right?
SOE should continue to make EQN as it is. LOLCRAFTMMORPG.There is middle ground here and there is a game to be made. You can preserve the core game of Everquest and still make it tolerable. You do not need gimmicks and I consider the majority of what I saw in the EQN presentation gimmicks. I honestly didn't feel that I saw anything that reflects the true essence of my playing experience.
Pretty much. The shit they are doing with destructible world can really create some awesome content. Just in the harvesting area alone.SOE should continue to make EQN as it is. LOLCRAFTMMORPG.
But they should almost make EQ3 with trinity, EQ/VG combat and Innoruuk.
Threat assessment + Utility analysis (or wtf Dave Mark calls it). Wiz is firebombing me, I will kill him, unless 5 guys are standing in my way, then I will attempt to take out a few of those so I can get to the Wiz.- Threat values and Taunt are gone. Mob management is most likely going to be about agro triggers. Healers hold onto your butts.
They answered this but backtracked. Backtrack is likely the real answer- They've avoided the fuck out of answering any questions about whether you can work against other players during world events. When they have their WoW-style event where everyone works together to build up Sunwell Isle while we know it could fail to happen we don't know if players can work against it or what would happen if you griefed people trying to do it to prevent it from happening.
Why is that guy talking like Randy Macho Man Savage?It begins.
https://www.youtube.com/watch?v=IayRArlpxzg
People are digesting SOE Live and the bitching tidalwave is beginning to form.
Yes. It's the same world and 90% of the same assets/lore - and whatever is different (Kelethin) can be built by players in Landmark. Only thing different is a combat/class system and SOE is already doing that: Landmark is EQN but with a different combat/class system.Another EQ game is probably not even on the drawing board at SOE right now. This is their EQ3, regardless of whether or not we all agree it's an "Everquest" game. You don't really think they're going to concurrently(or even in the next 5 years) start development on another Everquest MMO, do you?
Zero confidence that they can expand the trinity, zero confidence that they can completely do away with the trinity based on what they've shown so far. It wasn't broke, and they haven't shown anything to say they even 'fixed' itFor those who are railing against the removal of the trinity, I have a question that I'm curious about. Are you against the removal of the trinity no matter what, or do you actually like what SOE was talking about regarding ramping up the AI so that tactics need to evolve beyond the trinity, but fear combat will turn into a shitstorm if they fail?
If it's the latter, it seems to me like it would make more sense to give them the opportunity to prove their ability or inability to improve the AI before coming down on it; if they succeed, then awesome, we've finally gotten a worthy successor to the trinity, if they fail, then we can start petitioning them hardcore to start adding more structure to the combat. If they're serious about listening to the fan base during development, they might actually listen if they realize they can't accomplish their ideal for combat.
I've seen this everywhere. "Smart AI makes the Trinity irrelevant." That simply isn't the case. Two element which EQ brought to the genre, effective pulling and crowd control, coupled with advanced AI can make a traditional Everquest-style party makeup even more exciting than Multiclass "every man for himself" hybridized combat.For those who are railing against the removal of the trinity, I have a question that I'm curious about. Are you against the removal of the trinity no matter what, or do you actually like what SOE was talking about regarding ramping up the AI so that tactics need to evolve beyond the trinity, but fear combat will turn into a shitstorm if they fail?
Heals will be sold in the station cash store, you must be subbed to get a heal, they will also sell as Healer class mercs in the store for 4000 station cashEverquest Next
Play how you want to play as long as how you want to play is doing DPS!
Permanent change that heals in 5 minutes!
Dynamic world events that have a predetermined ending!
Rallying Calls are like that - at least the examples they gave.Dynamic world events that have a predetermined ending!
How does this differ come things like false walls, traps, trick walls, puzzles and a myriad of other things you can do to create "off the beaten path". Besides the major difference of you can do it everywhere supposedly compared to static placement of previous methods.Pretty much. The shit they are doing with destructible world can really create some awesome content.
I was referring to the actual design not how they actually use in EQN. I think it has a ton of potential..for instance.. Allow miner to carve out tunnels into a mountain.. When all the metal is harvested and players move on, mobs can move Into that area and now you have a dungeon.How does this differ come things like false walls, traps, trick walls, puzzles and a myriad of other things you can do to create "off the beaten path". Besides the major difference of you can do it everywhere supposedly compared to static placement of previous methods.
Will be very interesting to see how this idea works out in a dungeon(ie not just blowing holes in the ground for random content). Will people just end up going through walls for the shortest route to a mob(if dungeons are non instanced) bypassing the rest.
My guess is, unless you have a Mithril Pick of Badassery or the Elven Hammer of Whirlwind you won't be able to just carve through absolutely everything.How does this differ come things like false walls, traps, trick walls, puzzles and a myriad of other things you can do to create "off the beaten path". Besides the major difference of you can do it everywhere supposedly compared to static placement of previous methods.
Will be very interesting to see how this idea works out in a dungeon(ie not just blowing holes in the ground for random content). Will people just end up going through walls for the shortest route to a mob(if dungeons are non instanced) bypassing the rest.