EQ Never

arallu

Golden Knight of the Realm
536
47
I once drove through a blizzard to play at the lab because the damn place never closed.
This! What was it that made it so addicting? You know the old "Evercrack" nickname. I would sit up all night playing just for that next 'thing', be it exp, a rare drop, a key, etc. Granted some of those carrots were on long fucking sticks, but games these days practically shove the carrot in every orifice available with a toothpick for a stick.
I want some sticks back!!
 

Creslin

Trakanon Raider
2,508
1,153
Oh, I'm not forgetting the younger generation. I think there are far more younger people willing to do this today then there were a decade ago, due to every kid having easier access to a computer. I didn't even have a PC when I started playing EQ. I'd sit in my college's computer lab for hours and hours playing EQ with no sound. I once drove through a blizzard to play at the lab because the damn place never closed. I was on the more competitive end of the player spectrum back then and I'm on the casual end now while playing P99.

My point is that I think there is a massive audience for another EQ, including veterans from a decade ago who may opt to play casually now, even if the bleeding edge of content requires many hours per day to keep up.
Trouble is the genre has evolved since the days of EQ1, today you would have less people fucking around at lvl 30 doing nothing than you did then, most of them would progress towards lvl cap, and even at EQs original leveling speeds they would reach it.. then what? People would quit in droves the second they realized that the primary block to their progression isnt that they can't kill the mobs, its that some guy who hasn't worked in 10 years killed it at 5 am with his box crew so he would sell the loot on player auctions.

The game you would get if you went back to those mechanics isnt the game you got the first time when everyone was newbs. I honestly don't know how people turn a complete blind eye to all the BS that went on on the progression servers that sony has released.
 

Grim1

Ahn'Qiraj Raider
4,918
6,929
Trouble is the genre has evolved since the days of EQ1, today you would have less people fucking around at lvl 30 doing nothing than you did then, most of them would progress towards lvl cap, and even at EQs original leveling speeds they would reach it.. then what? People would quit in droves the second they realized that the primary block to their progression isnt that they can't kill the mobs, its that some guy who hasn't worked in 10 years killed it at 5 am with his box crew so he would sell the loot on player auctions.

The game you would get if you went back to those mechanics isnt the game you got the first time when everyone was newbs. I honestly don't know how people turn a complete blind eye to all the BS that went on on the progression servers that sony has released.
There are ways to deal with it with simple changes by the devs. Random spawn timers is one of the most important, along with lockout timers that overlap multiple spawns. That way everyone has a reasonable chance to kill the mob, not have to be online 24/7, and without one group cockblocking it.

Also, not every important mob needs to be contested. I would only have a few of them in outlying zones be the contested type. That way the guilds that like that sort of thing can compete with each other. While the rest of the playerbase has plenty of mobs that respawn quickly in core areas to play with.

As much as I enjoyed EQ's early days of guild griefing, it isn't for everyone. Nor should it be. It is very easy to include that sort of mechanic in the game but not have it be a universal gameplay mechanic that everyone has to partake in.
 

Creslin

Trakanon Raider
2,508
1,153
Personally I think early - mid WoW Classic was my favorite era of gaming that I think you could replicate today without major overhauls, it had good compromises on most things and had just enough open world competition in the form of pve (dragons) and pvp (tubers, plaguelands potions) to be fun. I think the only thing I would change from that era is how they kinda dropped the ball on casual progression in the endgame, something that they handled much better in TBC, but TBC raiding was when they really broke away from what EQ raiding had been so I didn't like that era as much.

The non instanced portion of EQ works alot better in the group game I think, cause by mid velious they really had massive amounts of lvl 50+ group content and when the goal is mostly xp and some money its easier to break people up and the cockblocks are less noticable. Ya upper dogs is less xp than juggs, but oh well it isn't a wasted night just cause you took a camp that offers 10% less xp. Where in the raid game if you are doing your epic and talendor gets killed you are SOL, its a complete cockblock.. or if you are looking to break into VP and some guy is farming trak every single spawn... etc etc.
 

Cabales

Trakanon Raider
177
108
I look back at it now and I think the things I want to see brought back into the mix are fairly limited, but they are important to me. I want a much longer level curve then what we have now. Because that curve is longer I want meaningful group content with meaningful loot drops across the entire curve. I don't want to replace every piece of gear on my toon once per week. I want to work to acquire an evil eye nerve and enough cash to get the appropriate gem to turn in for my crafted bracer, and then I want to be super excited about the fact that I finally did it because I am going to be wearing that bracer for a good long while.

The levelling process is so fast now that the whole journey is just a blur. The loot is outdated almost as soon as you equip it and most people just see the process as a speed bump to raiding. I also don't want to do zillions of quests anymore. I'd prefer to always be working on a handful of longer more epic style quests rather than what we do now. I really have come to realize that I don't like raiding that much though and I'd prefer a good single group dungeon crawl anyday, so maybe my opinions are built around that.
 

Pasteton

Blackwing Lair Raider
2,916
2,088
Tolan speaks the truth. Our only hope for the future are developers who think like us and want to design the game they enjoy, not the one to bring in the big $$. The people most passionate about mmo's often don't speak with their wallets. I know I've bought way too many that I've tossed aside in a months time. But it's still another sale for them on the business end.

They can ignore the hardcore knowing they have our money regardless, and focus on bringing in the 'Facebook' gamers out there
 

shabushabu

Molten Core Raider
1,410
186
I look back at it now and I think the things I want to see brought back into the mix are fairly limited, but they are important to me. I want a much longer level curve then what we have now. Because that curve is longer I want meaningful group content with meaningful loot drops across the entire curve. I don't want to replace every piece of gear on my toon once per week. I want to work to acquire an evil eye nerve and enough cash to get the appropriate gem to turn in for my crafted bracer, and then I want to be super excited about the fact that I finally did it because I am going to be wearing that bracer for a good long while.

The levelling process is so fast now that the whole journey is just a blur. The loot is outdated almost as soon as you equip it and most people just see the process as a speed bump to raiding. I also don't want to do zillions of quests anymore. I'd prefer to always be working on a handful of longer more epic style quests rather than what we do now. I really have come to realize that I don't like raiding that much though and I'd prefer a good single group dungeon crawl anyday, so maybe my opinions are built around that.
yep. agree wholeheartedly with this... I don't get the short leveling thing, rush to endgame to play a lobby game.. I don't understand why developers have taken that approach..

In my mind, the journey in these games is the destination.
 

Convo

Ahn'Qiraj Raider
8,792
664
It should really get back to the journey. I use the jboots quest a lot in this thread but it seems relevant here. That was a huge deal for my wizard and it was obtainable at a lower level. Little milestones like that were huge for my all around experience. There was a time where leveling wasn't my main priority. All I wanted to do was camp the AC. It slowed me down but I wasn't looking at it that way. I was just enjoying the journey the game took my class on.
 

Convo

Ahn'Qiraj Raider
8,792
664
And.once again, I'd like someone to explain where the funding for such a game would come from.
I think with the recent success of games like Dark soul a company might consider it for sure.. It's really not as risky as you seem to think...
 

Draegan_sl

2 Minutes Hate
10,034
3
Well dark souls was fun to actively play but was hard as fuck. Traditional eq Gameplay was boring as shit from a mechanics pov.
 

Creslin

Trakanon Raider
2,508
1,153
Something that games can work on; combat mechanics are simple enough to improve upon if people give a fuck about it.
But this is a problem that mmos have always struggled with, in a single player game you can give people a difficulty tuning tool to let them pick their poison. In an mmo you can't so if you make the game harder and harder so that the 'good' players find it challenging you start to alienate more and more of the 'bad' players. In EQ we raided with a ton of people who just couldn't handle playing a game like wow on a competitive level because they werent good at that type of twitch play. That faster pace costs you your soccer mom raiders and also kills alot of ingame chat that occurred during combat and downtime.

I always thought part of the fun of EQ was the slower pace.
 

Tol_sl

shitlord
759
0
Trouble is the genre has evolved since the days of EQ1, today you would have less people fucking around at lvl 30 doing nothing than you did then, most of them would progress towards lvl cap, and even at EQs original leveling speeds they would reach it.. then what? .
What I'm thinking would be a good idea is some kind of combo of how GW2 did it, and a skill system rather than a level system. In addition to that, less "level" spread. I'm so sick of seeing games where everyones in the newbie zones or at the endgame. I want something where there's a ton of content, but less of a level spread, so you have time to actually experience it. Maybe slower leveling, and encouragement for trying different dungeons and areas. I felt like in wow I missed tons of shit because of how fast I leveled off of quest hubs. A lot of the most distinct EQ memories for me were low and mid-game dungeons like befallen, beholders maze, splitpaw, sol dungeons...stuff like that. I think eq-kunark-velious all were such a cool experience because gear didn't inflate too fast, and level cap wasn't drastically jacked up. People were still doing classic/kunark stuff when I played in velious, and the population was pretty healthy. I feel like most MMOs now have so much power gain after an expansion that the old world gets abandoned almost instantly.

As far as wow/eq raids...I didn't think *either* of them were really difficult. Wow raids just forced me to pay a lot more attention and not stand in the fire. Personally I hate that shit with a passion, because I can't split my attention and watch the news or whatever as easily while I play. I don't feel either style was terribly engaging, but I prefer EQs because I feel like I don't have to be all that on the ball. I can deal with boring if it's more slow paced and not all that concentration intensive. My problem with wow is that it forces me to pay a lot of attention, but is also really fucking boring. Until MMO encounters feel like Dark Souls or something where I *want* to dedicate total attention to and am thoroughly entertained the whole time, I prefer the slower paced and non-twitch based style. Just my personal preference.
 

Brohemoth_sl

shitlord
1
0
Man so many people are emphasizing the raids.

For me, EQ was unique because there was no set path. There was just a massive world with surprises around every corner. My favorite memories were exploring zones, finding myself in what I thought was an innocent-enough oasis only to be blind-sided by a giant, swimming across a lake and having a very rare and enormous creature breach the water next to me (and subsequently spending 2 hours searching for my body on the lake floor), finding the highest points and levitating off, and the great people I met along the way who needed me as much as I needed them.
 

mkopec

<Gold Donor>
27,019
41,354
I agree Brohemoth. Shit like the cycles in Frontier mountains or Traks teeth. Or camping somwhere and all of a sudden a rare named pops up. There was just tons of this shit in EQ and thats what made the game fun and why you wanted to explore every nook and cranny.
 

etchazz

Trakanon Raider
2,707
1,056
i just liked the fact that i could camp an area or a dungeon for exp as well as loot. i liked getting a group and doing unrest for several hours, or if i wanted to solo, finding an area like beholder's maze and camping the eyes and getting a little bit of exp while hoping for the PBB to drop (made tons of money off of those). i just enjoyed camping and dungeon crawling so much more than quest grinding. i liked that EQ had rare mobs with rare loot. it made the game so much more addicting. anyone who has ever played EQ knows how exciting it was when you got your first really rare loot. whether it was the jboots, or the GBS, or a FBSS, or whatever. the loot actually meant something in EQ, and because the loot mattered, it made you want to stay in certain areas for longer periods of time, and the more you stayed in certain areas, the more of the same people you saw every day and hung out with and they became your friends; not just someone you grabbed for 20 minutes while you finished another quest.
 

Xeldar

Silver Squire
1,546
133
If my character does 25 cool attack animations when I press auto attack, I'm okay with just pressing auto attack. If my character gets another 20 attack animations when he unlocks dual wield, again okay with pressing A. If he gets anther 10, when he gets double attack, flurry, backstab or flying kick, I'm okay with just pressing A. If procing my Yak unleashes a wicked sweeT! particle effect, I'm okay with just pressing A.