EQ Never

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Lithose

Buzzfeed Editor
25,946
113,036
I'm not gonna lie, I've never been sure if someone could make a game where players would accept the idea of there being nothing but crafted gear (full player made economy)ANDhave item volatility at death (like ship/mods in EVE, some item destruction and partial PVP loot) in a fantasy MMO. I'm sure you could do it, maybe it's already been done (pvp looting has afaik), but I could see a lot of people having issues with it and feeling like w/o purple gear that is permanent that they might have a hard time visualizing their characters progress and relative power.
You could have a system in place that only allows 2-3 pieces of gear to be "soul bound" (This does not mean they are bound, it would be a temporary thing)--which are the only pieces you don't lose on death AND the only way you can wear "magic" items (A magic item that's not "soul bound" to you, can not be equipped). Then make it so "magic" items (Non-crafted, or crafted from PvE drops) are extremely rare and VERY powerful, and also very unique looking--so a normal sword vs a magical flaming sword. In addition, design the game with a soft cap, or AA system of advancement. So doing groups ect isn't about getting a magic item, but instead increasing the power of your character through the soft cap system. This way, you can keep PvE loot very rare, without making dungeons and like feel absolutely useless.

When someone gets a better magic item, they can "unbind" it and sell the magical item as normal. Eventually even rare items will "mudflate" until they are cheap to buy--and that should be intended, because the second tier of "crafting" would require blue prints from broken down magical items of that tier. So T2 should only be added to the game when nearly everyone is wearing their 3 T1 magic items (And a full suit of crafted).

Anyway, just an idea I'd love to see in a game. I'd really like a game that divorces 100% advancement fromitems. I really think items should go back to being actual treasure--that a character with no magical items should still be able to be powerful and viable, through a type of alternate advancement--but items would be something that completely augments game play, but you can only have so many. This way you wouldn't need to whore items out for every reward in the game, like has happened with WoW--because gear wouldn't be the sole method of advancement. (This way, even if a raid boss drops ONE fore sure item, it's still something people would want to kill, because the rarity of items--and for normal groups, boss drops would be rare, but the point of the group would be to grind the soft cap anyway, kind of like we grind badges in WoW.)

Someone was asking about how a /con system would work in EQN, and I thought of TSW. Basically your gear is the same as your level at that point, and as your gear level goes up, the /con on the mobs changes. I will say that what you talked about is why I quit TSW. I quickly hit the wall trying to get into elite dungeons. But no one is running them, so I'd sit there looking for elite groups and log off frustrated. And you can't run nightmare dungeons until you do every single elite dungeon first. So it basically became either sitting around hoping to get run through those dungeons or quit. I chose quit.
And this, right here, is why power shouldn't be the sole province of items. WoW ran into this problem too, this is why they added the badge grind--and dailies ect. A way to "break in" slightly into the next tier of gear through a lot of work.

If, however, dungeons were more about just increasing power through a soft cap--anyone could increase their soft caps, and be viable. While keeping it so items were rare, and while very powerful, were not the sole source with which to judge someone by. (THis in combination with a system that rewards smart play, rather than just "more gear" would make a great game).

EQ, at the start, kind of was designed as a soft cap(ish) system, probably by mistake, but they made max level very difficult to reach and since they really had JUST 2 raids, the levels were the content, not the end game. So you could be valuable to a group even if your gear sucked, simply by grinding out more levels, which was another form of fungible power--that kind of power gain was made obsolete when games became designed around max level, and not about "the next level"--after that change, power came solely through gear. (Which I think, was a big loss to the industry, looking back--it put too much emphasis on items to be +better...When +better should have been reserved for levels/soft cap, so items could be fun, powerful and unique.)

In other words...In WoW, I grind for items that make me strictly +better. In VERY early EQ, I would grind for levels that made me +better--and then items could be a real wild card (Sure most of them were +better, but they COULD have procs or completely agumenting game play--again, because the designers already had a kind of straight translation of time=+better in the level system, so the gear system didn't need it.)
 
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Most of EQ's lore is shit you filled in yourself with your own imagination anyway. Someone just needs to put you in a world where your mind can wander and fill in the blanks.
not so sure about that.

EQs lore may have very well been shit, not my opinion, but not because it forced us to "fill in the blanks." If anything, they had a very tangible & direct approach to lore similar to Greek mythology.

I mean, we were raiding bipedal gods for christs sake.
 

supertouch_sl

shitlord
1,858
3
EQ had very rich and fascinating lore but it served mostly as the game's background and players had an abstract connection to that lore. You really were supposed to "fill in the blanks." Nowadays, you're forced to run through some half-baked story as part of an mmo's "fourth pillar" and developers think that's going to keep people playing.
 

Asherah

Silver Knight of the Realm
287
38
Has there been a full player made economy? I think UO?(I never played). I know EVE is close, but isn't a majority of the top tier stuff from missions/drops(besides ships)?
SWG came pretty close. The best weapons/armor were generally player crafted. Running a successful crafting business was usually something that would require several people or a significant amount of subcontracting. The thing that made the system so cool was that materials had randomized stats that would affect the stats of crafted items. Top quality crafted items tended to be extremely expensive and the best crafters on a server were usually enormously rich. I think materials with random stats would fit perfectly in EQN with the Minecraft angle.
 

Dahkoht_sl

shitlord
1,658
0
I realize it's probably heresy to say this , but maybe I'm not the only PC Gamer in the world who feels this way.

I just have never really been into games that try a mix of too many things.

For example my all time fav era of PC gaming was late 90's or so. For the mmo itch I switch from UO to EQ and never looked back. When I wanted to play a FPS it was the original Tribes as my all time fav. Play a resource/strategy game ? Age of Empires I/II. Tactical strategy was Myth the Fallen Lords, and so on.

Yes I'm disappointed (but not surprised as was expecting ) it's nothing like the original EQ. Yes I'll still buy/sub whatever and try it because it's "EQ" (see , see , they know what the fuck they are doing using the EQ name ) , but I just know ahead of time I'll still be eying something else all the time for my "fantasy mmo fix".

If I want to play Minecraft , I play Minecraft. League of Legends ? I'll play League of Legends , and so on.

I guess I just get in a mindset of what I'm wanting to play atm , and when it comes to an mmo , it's usually a fantasy environment for exploration , random socializing , good dungeon run here and there , leveling and collecting loot and just running about tossing out high level buff on low lever players what trying to haggle at the East Common tunnel for goods.

When I want an actiony/fps twitch game , I pick one of those instead to fire up.

I realize they are casting a wide net here , and know I'm not the target audience even though they will get a few bucks from me for the EQ name , but I'm not looking forward to the LoL/DotA crowd mixed with the I've only played Minecraft crowd , mixed in with the mmo folks all in a game that's a stew of the it all.

(although the forum raging from the different factions who all hate X part of the game will make it quite enjoyable reading).
 

Rhuma_sl

shitlord
762
0
Yes I'm disappointed (but not surprised as was expecting ) it's nothing like the original EQ. Yes I'll still buy/sub whatever and try it because it's "EQ"
Thanks for being 1 of the millions of reason why MMO's suck. Just buying/subbing even if it sucks. If companies actually had to make good games to get people to play, maybe they would.
 

slicedmass_sl

shitlord
132
0
Well its free to play and EQNL will give a good indication of EQN. If EQNL sucks complete ass then theres not much hope in EQN but if EQNL is amazeballs then there is a lot of hope for EQN.
 

bixxby

Molten Core Raider
2,750
47
not so sure about that.

EQs lore may have very well been shit, not my opinion, but not because it forced us to "fill in the blanks." If anything, they had a very tangible & direct approach to lore similar to Greek mythology.

I mean, we were raiding bipedal gods for christs sake.
I was more talking about the world and people in it itself not the overall picture. Like why does some guy live in a shack and sell old shoes? We'll never be told but we can imagine why.
 

slicedmass_sl

shitlord
132
0
Its kinda funny because EQ is so old that their realistic models are not realistic at all and they could have really stylized the original models in to something awesome in the new engine.
 

Convo

Ahn'Qiraj Raider
8,766
617
Hopefully they release the class:combat or whatever statement today..

I'm kind of with the person who said a game turns them off when it tries to do too much. EQN interest me but I'm not sure how much ill like the class system. I really need to try bc right now it just doesn't excite me for some reason.
 

kaid

Blackwing Lair Raider
4,647
1,187
SWG came pretty close. The best weapons/armor were generally player crafted. Running a successful crafting business was usually something that would require several people or a significant amount of subcontracting. The thing that made the system so cool was that materials had randomized stats that would affect the stats of crafted items. Top quality crafted items tended to be extremely expensive and the best crafters on a server were usually enormously rich. I think materials with random stats would fit perfectly in EQN with the Minecraft angle.
Yes eqnext if they had crafting done in the vein of SWG could be pretty amazing. Given that there really are no "mining nodes" per se if you want oak wood find an oak tree and cut it down. If you want iron find a vein of iron and mine it. For the higher teir metals I imagine it is going to take some effort with miners and people to help guard them delve down into the deeps to hunt around for things like mithril. And given how everything is prodedurally driven for generating a lot of this content should be pretty easy to have differering qualities of materials since pretty much every voxel you mine has its own stats.
 

kaid

Blackwing Lair Raider
4,647
1,187
Hopefully they release the class:combat or whatever statement today..

I'm kind of with the person who said a game turns them off when it tries to do too much. EQN interest me but I'm sure how much ill like the class system. I really need to try bc right now it just doesn't excite me for some reason.
From seeing it at SOE live and talking to some of the devs I think the class system will probably be fine. Think of it as a GW2 class system with more configurability. The main class abilities are all tied to the weapon set you are using. The second four slots are where the multi classing stuff comes on so basically it is like if you took GW2 and let you pick and chose your utility stuff from other character classes to mix and match the layout you want.
 

gogojira_sl

shitlord
2,202
3
Did my part for the Ogre and Troll fat and ugly movement. Maybe I'll start throwing tweets with the #EQNRT tag or whatever. The cartoony style would actually work really well with it, too. Imagine a modern day wobbly Troll run. It has to happen.
 

Dahkoht_sl

shitlord
1,658
0
SWG came pretty close. The best weapons/armor were generally player crafted. Running a successful crafting business was usually something that would require several people or a significant amount of subcontracting. The thing that made the system so cool was that materials had randomized stats that would affect the stats of crafted items. Top quality crafted items tended to be extremely expensive and the best crafters on a server were usually enormously rich. I think materials with random stats would fit perfectly in EQN with the Minecraft angle.
I greatly enjoyed this part of SWG at launch and I'm not a crafter myself. I remember discovering someone selling weapons from one of their houses on the outskirts of a city. They had all sorts of mining mechanisms going on all around the house , and often when I went in the crafter was actually there doing their thing and they would chat it up and sometimes give me a deal on a weapon and ask me to spread the word around. I did and he kept me in stock with awesome rifles for for rifleman and it was just one of those interactions that made playing in an mmo something I enjoyed , plus I did like having the crafters in SWG actually make equipment that was far better than what you'd find out in the field.
 

Nirgon

Log Wizard
13,769
21,648
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