EQ Never

Kreugen

Vyemm Raider
6,599
793
So if you /set mood angry, you get red !, if you /set mood flirty, you get pink !, and if you /set mood adventurous, you get yellow !?

notreallyserious.jpg
 

Bellringer_sl

shitlord
387
0
Players consuming content faster than it can be developed in the developers fault. People are now given easy content with shit tons of loot. The solution is not to just create more easy content with upgrades to all that loot you have received.

I really liked the way TOV did loot. There was a class based armor system in HOT but you could upgrade it to more unique items with progression into north wing. Neither were "easy".
 

Kuro

Naxxramas 1.0 Raider
9,412
25,385
My question is why would you care to do procedurally-generated story content?

That kind of undermines the entire basis of what a story... is.

It's honestly why I hate quest-hub leveling in modern MMOs. Each zone has maybe one or two good *stories*, that are perfectly acceptable as quests... and then 5-140 (depending on if you count them individually or as 'arcs') derp derp push it out "filler" stories that basically amount to "Mobs that grant you exp are in this corner of the zone. You should go there. But make sure to run back here afterwards."

Just makes me wish they'd keep the good stories as questlines, and shift the "random filler quest" EXP back onto those main quests and/or the mob-kill EXP.
 

Randin

Trakanon Raider
1,933
892
GW2 Dev Talk: Imagine a world where you fight off the bandit king and if your party decides to kill the Bandit King, X happens. If you lose Y happens. If you win and talk to the mayor of town, you get reward A. But if you kill the mayor, you don't get reward A but trigger event Z. All this happens in real time across multiple zones.

GW2 Reality: Multi level scripted events that trigger each other. Player behavior often sparks off these events in a cycle without much variable outcomes. In the end, these dynamic events were just scripted events happening on top of the open world layer. Almost always linear. Player reaction was just different events to grind for xp and kharma. World did not change from typical static combat.

Rift Dev Talk: With our engine, we will be able to create new dynamic events that can change the layout and textures of the over all world. Imagine Rifts fighting each other and/or slowly taking over zones. We will be able to change the face of Telara to offer you a truly dynamic experience.

Rift Realty: Very small and local spawned events with several levels of events players can win. Each event was mostly kill X in 2 minutes or some other objectives. Invasions were random groups of mobs that would take over different positions if left alone. Mostly were ignored unless a character was leveling.

--

The cynical side of me stick story bricks right in the middle of these two things. What I foresee is a world that is crafted using a finite sum of bricks. You will have your bandit/invader brick. Your rescue the princess brick. Your slay the dragon brick. In the end, you'll have your scripted GW2 events but placed randomly generating across the map like Rift's rifts. Players will be able to recognize the same pattern across the world with different skins. Just like in Rift where you say, "Oh here's another Fire rift, I know what is going to happen", in StoryBrick World you'll just see familiar patterns and the rest is arbitrary.
With Rift, there's that story about how they were planning to do something much more extensive, but pulled back on it because they got afraid of how players would react when they couldn't get a piece of content on demand, due to the dynamic nature of the world. While GW2 was willing to commit more to dynamic content, I think that same concern managed to work its way into the development process, hence its repetitive nature.

It makes me wonder what it would be like to get a game where the developers said, "fuck it, we're going whole hog on this" really did just make a game with nothing but dynamic content with events that took hours, or days, or weeks to play out, and with consequences that were permanent or semi-permanent in the world. And if it means someone misses out on experiencing something, well tough titties, go find something else to do in the game.
 

LachiusTZ

Rogue Deathwalker Box
<Silver Donator>
14,472
27,162
It makes me wonder what it would be like to get a game where the developers said, "fuck it, we're going whole hog on this" really did just make a game with nothing but dynamic content with events that took hours, or days, or weeks to play out, and with consequences that were permanent or semi-permanent in the world. And if it means someone misses out on experiencing something, well tough titties, go find something else to do in the game.
Would require balls, and nobody with the capacity to make decisions in the US has balls. So, it is doubtful.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
I'm tired of hearing about dynamic events/quests/worlds. Being dynamic doesn't make a good game. Some of the best games are very predictable & not dynamic at all. Players want carrots to strive for. Exclusive gear & content. Players want to be able to "show off". Everything is much more social now, players want to be able to brag.

Give players a reason to brag.

Players don't care about lore, immersive worlds or dynamic worlds. Players care about Facebook/Reddit/Twitter. Remember when all the high-end EQ guilds had their own website where they would "brag" about their latest accomplishments? Yea... There's a reason EQ lasted so long. Bragging rights.
 

Blackyce

Silver Knight of the Realm
836
12
Who the fuck cares about this complex story/quest shit. It does not improve games at all. Kill shit, get loot. That's it. It's not fucking complicated. Players do not need assistance making the world immerse, they do it themselves by being there.
You must have never played AC then. AC was all about the complex story/quest and it made you feel like you were playing in a real world.

Dynamic content is just scripted content with scripted outcomes. What I want is more like what AC had, a world where players take up world quests that change the dynamic of the landscape of where you play.
 

Bellringer_sl

shitlord
387
0
I doubt it. Explain how AC was awesome. While having never played it, i can almost guarantee that it wasnt because of the story. No one looks back at it and was like man that story was so cool man, i play that game just for the story.
 

Pyros

<Silver Donator>
11,307
2,415
I doubt it. Explain how AC was awesome. While having never played it, i can almost guarantee that it wasnt because of the story. No one looks back at it and was like man that story was so cool man, i play that game just for the story.
Actually part of it was. Not the story as in storywriting, but the story as in the world events ran by GMs and shit. When a GM played Baelzharon or whatever which was the evil god of the game and recruited our fellowship under him and started raining meteors all over the place, it was definitely cooler than killing 100s of crystal golems. Also wether the god was released or not was based on a long duration one time only event shit. Was a pretty cool time.
 

tad10

Elisha Dushku
5,534
601
I'm tired of hearing about dynamic events/quests/worlds. Being dynamic doesn't make a good game. Some of the best games are very predictable & not dynamic at all. Players want carrots to strive for. Exclusive gear & content. Players want to be able to "show off". Everything is much more social now, players want to be able to brag.

Give players a reason to brag.

Players don't care about lore, immersive worlds or dynamic worlds. Players care about layeraall the high-end EQ guilds had their own website where they would "brag" about their latest accomplishments? Yea... There's a reason EQ lasted so long. Bragging rights.
Players don't know what they want until it's in front of them - no different from any other consumer. We base our wants and needs on what has come before so we can't anticipate we'd like something completely new until we actually play it.

@Draegen et. al. it all depends on the implementation. SB is a good idea but then again the Star Wars Prequels were a good idea but what George Lucas implemented was a shit sandwich on burnt toast with a side of botulism so yes, you and Bellringer and the rest of the cynics have every right to be cynical.
 

Cinge

Ahn'Qiraj Raider
7,370
2,436
And the days of spur of the moment Gm events are long gone most likely. I don't see any company paying people to do this across so many servers on a bi-weekly or monthly basis.

What you will get now is whatever is in game and can be repeated over and over(because one time events seem to just piss off the other 99.9% that didn't participate).
 

Melvin

Blackwing Lair Raider
1,399
1,168
It makes me wonder what it would be like to get a game where the developers said, "fuck it, we're going whole hog on this" really did just make a game with nothing but dynamic content with events that took hours, or days, or weeks to play out, and with consequences that were permanent or semi-permanent in the world. And if it means someone misses out on experiencing something, well tough titties, go find something else to do in the game.
Those things actually happen in at least one indie online game: kingdomofloathing.com But the catch is that it's not quite an MMORPG (it's mostly more like a single player game joined by a scoreboard and chat rooms and an economy), and it's not exactly a big budget game either. It's like four dudes that run the game and a handful of thousands of people that play it. So to answer your question, that's what it takes: an indie game made by devs who are more interested in doing something awesome than they are in pandering to the lowest common denominator. I'd love to see it happen in a more traditional MMORPG too, but I'm not getting my hopes up.
 

kudos

<Banned>
2,363
695
So to answer your question, that's what it takes: an indie game made by devs who are more interested in doing something awesome than they are in pandering to the lowest common denominator. I'd love to see it happen in a more traditional MMORPG too, but I'm not getting my hopes up.
Verant says hi.
 

Flipmode

EQOA Refugee
2,097
321
Some of you guys are some salty, cynical bastards and I don't think anything will make you happy at this point.
 

kudos

<Banned>
2,363
695
Some of you guys are some salty, cynical bastards and I don't think anything will make you happy at this point.
I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.
 

Abefroman

Naxxramas 1.0 Raider
12,597
11,941
This thread... Flipmode is spot on. It's all the same shit no matter how you slice it. There isn't really a difference between a quest hub, camp, dynamic event, storybrick. It's all a means to an end.

Until we get skynet up and running or a holodeck( which you fuckers would complain that it's spying on you like kinect!) the top players will always break every system down on how to game it. The number one thing about any system is, is it fun!!! If storybricks can improve on things done by other games then it has a chance to be great. Sounds like a toolset to more easily make dynamic events with many different outcomes. The key thing is how buggy is it and if its fun. I'm willing to wait and see instead of shitting on it before I actually know what the fuck it is.
 
253
3
I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.
much of want sounds like pathfinder online. read the blog. i find it compelling, albeit, i expect it to be a huge mess at first (and mechanically/visually clunky), but at least they are aiming for a small expandable set of mechanics at first. it's also pvp centric so it will always be potentially more engaging than any nonturingcomplete ai. i figure it only a matter of time until we are bored and overly familiarized with storybricks -- here's hoping that they'll have a pvp server. but then again, i imagine the pvp server to pale in comparison to PF as it wasn't designed from its roots to be pvp centric.
 

InterSlayer_sl

shitlord
441
0
I want an EVE style fantasy MMO in Norrath. Have it all be seamless and make factions, guilds, towns, and skills/classes matter. It's not really asking for too much. Open world PvP in "null sec" areas like Kithicor Forest or something for example. Each "town" has their own auction house which promotes travel throughout the world. Create bottlenecks on the terrain much like warp gates in EVE. Most of the world should be high sec and relatively safe from PvP. Risk vs. Reward etc. I also want to be able to put a fucking house in the middle of nowhere and live out my days as a hermit and attack any traveler that doesn't pay my fucking toll.
This is what I am currently expecting (or hoping) EQN to be.

PlanetsideQuest2 with NPC's.

They have forgelight. They know from Planetside2 it can handle massive PVP battles. They just need to set it in Norrath, add some NPCs, some kind of questing system (storybricks?), and nullsec it out. Winner.

If this does turn out to be true at the EQN reveal, all or in part, it would be amazingly awesome hilarious to have Planetside2-EQN crossover PVP matches. Auraxium Tech vs Combine Empire? Bring it.
 

Zacx_sl

shitlord
77
0
Players consuming content faster than it can be developed in the developers fault. People are now given easy content with shit tons of loot. The solution is not to just create more easy content with upgrades to all that loot you have received.

I really liked the way TOV did loot. There was a class based armor system in HOT but you could upgrade it to more unique items with progression into north wing. Neither were "easy".
this is very true
people weren't consuming content quickly when shit took a very fucking long time to 'consume', and when old content was still relevant even when a new expansion was released

in Kunark, it was quite a lot of effort to get your Veeshan's Peak key, and then the end-game zone was REALLY tough.
in Velious it took a while to get through NTOV, and also to get ST keys to get into end-game zone
in Luclin the Vex Thal key took a loooooooooooong time
Planes of Power progression took a long time, and elemental gods + potime was really really tough

also, the loot wasn't such a huge obscene upgrade between expansions that made it all obsolete.
for example, Velious loot was still pretty damn good in Luclin, and Vex Thal loot is pretty damn good right until PoTime

as such, on a server like EQMac, that is in PoP expansion, people are still hunting for Velious and Luclin gear because it's still damn good (eg, some Halls of Testing quest items are best in slot until potime). Hell, people are still hunting for Kunark gear (epic weapon quests)

whereas in games like WoW, as soon as new expansion gets released, yard trash in the first new exp zone has better loot than end-game content of previous expansion
thus you had no reason whatsoever to consume any old content

also because twinking is allowed in EQ, pretty much ALL content is relevant and being consumed all the time because you can kill cool stuff to give to your lowbie characters, or get them to loot no-drop items or multi-quest items. games where everything has a level requirement destroy this and make a lot of content become irrelevant once it stops being current, and irrelevant for anything except your one main character

so basically, "content being consumed too quick" is 100% fault of developers/game designers, and cannot be blamed on the players themselves
 

mkopec

<Gold Donor>
27,004
41,317
this is very true

whereas in games like WoW, as soon as new expansion gets released, yard trash in the first new exp zone has better loot than end-game content of previous expansion
thus you had no reason whatsoever to consume any old content

also because twinking is allowed in EQ, pretty much ALL content is relevant and being consumed all the time because you can kill cool stuff to give to your lowbie characters, or get them to loot no-drop items or multi-quest items. games where everything has a level requirement destroy this and make a lot of content become irrelevant once it stops being current, and irrelevant for anything except your one main character

so basically, "content being consumed too quick" is 100% fault of developers/game designers, and cannot be blamed on the players themselves
I always thought that WoW made a mistake designing their expansions like this. Killing off an entire 2 yrs of content in one swipe of a new exp pack? that's fucking nuts. I understand the game models are entirely different and the barrier for entry is diminished in WoW because of this, but at what expense? I think an entire 100% reset like this is just a waste of so much content.