EQ Never

etchazz

Trakanon Raider
2,707
1,056
i hate exp loss, but i love it at the same time. it is a necessary evil. i can't think of any other means by which to make the players care about dying. when i played EQ, there were plenty of times when my heart was in my throat while playing because i knew i was in a place where it would be very bad if i died. i knew even aside from the exp loss, that a very troublesome CR was probably going to also be included. it made the game exciting. when i played WoW, i never felt that because if you died in that game there was absolutely no penalty whatsoever. you died, you ran back to your corpse as a ghost, or you ran back to the dungeon as a ghost or you just did a GY to get your corpse back. there was never a rush, because there was never a fear. someone else brought up the analogy that playing WoW was like playing poker without money. that's probably the most accurate analogy that i can think of. it's very easy to say "i'm all in" when it's pretend money, quite a difference when the money is real.
 

Mr Creed

Too old for this shit
2,394
287
With the game being F2P port bots will be rampant unless the playerbase thinks they dont need them - and good luck getting the majority of MMO players in 2014 to take five steps on their own. If I were in SOE's shoes I would actually cash in on that by only allowing one character per account. Sure people can make additional accounts for free , but if they want any of the shop perks or faster xp (optional subscription for faster xp ala PS2 is a given imo) they suddenly pay it twice or more.

I want a meaningful death penalty so people at least try to use their brains while facerolling the keyboard. How a reasonable but meaningful death penalty should look in 2014 is up to the devs, since I am sure they arent developing this thing for a niche market. Though if it was up to me: item damage, xp loss and ghost corpse run from town (not a convenient graveyard 1 minute away) and be done with it. Yea ghost corpse run doesnt have danger except at the recovery spot, but I want that to be part of the time penalty.

I like the idea of flying mounts, but hate the results as witnessed in various games, so I'd say leave them out.
 

Tol_sl

shitlord
759
0
I kind of liked the luclin spires. They provided faster transport, but not too fast, and on PVP they became hotspots for ambushes and socializing. I can't really explain why luclin spires were fine but pop was kind of lame, except that the nexus felt like a way better social hub to me, and still kind of facilitated socializing, unlike instaclick books to anywhere.
 

Bellringer_sl

shitlord
387
0
I kind of liked the luclin spires. They provided faster transport, but not too fast, and on PVP they became hotspots for ambushes and socializing. I can't really explain why luclin spires were fine but pop was kind of lame, except that the nexus felt like a way better social hub to me, and still kind of facilitated socializing, unlike instaclick books to anywhere.
Luclin spires did not have very much of an effect on my server. I actually love the bazaar concept, a centralized zone for trading/bartering/socializing and such. Having that localized to one zone is hoss. I like it far better than widespread auction houses which splits everyone up. But even if they do not include an internal trading system (which I honestly would rather them not), it would force player ingenuity and find new ways of doing things.
 

ZyyzYzzy

RIP USA
<Banned>
25,295
48,789
On factions, I really want to see some of what EQ had. I loved the fact that I could be in a city like Freeport or Neriak and just be KoS in some areas or just some NPCs. That is a thing I have missed in newer MMO's where cities are just safe havens.
 

Lithose

Buzzfeed Editor
25,946
113,041
In a "sandbox" game, I think a Bazaar system would be bad--only because commerce is one of the few reasons people tend to "go" anywhere (Look at what the internet has been doing to businesses.) If you want to create social hubs, without is being artificial, create a need for people to shop and then give them the tools to sell things in their town. If you want to create drama, or conflict, then give other players methods to disrupt that nice little set up for profit (And it doesn't have to be direct profit--it could be subtle, like the ability to put your competition down for a little bit.)
 

ZyyzYzzy

RIP USA
<Banned>
25,295
48,789
In a "sandbox" game, I think a Bazaar system would be bad--only because commerce is one of the few reasons people tend to "go" anywhere (Look at what the internet has been doing to businesses.) If you want to create social hubs, without is being artificial, create a need for people to shop and then give them the tools to sell things in their town. If you want to create drama, or conflict, then give other players methods to disrupt that nice little set up for profit (And it doesn't have to be direct profit--it could be subtle, like the ability to put your competition down for a little bit.)
I wouldn't like to see a centralized trading zone. It would be really nice to have an incentive for players to travel to different regions where some items may be more common to get a better deal on it from another player. This would increase travel and be another force to push players to see more of the game.
 

Convo

Ahn'Qiraj Raider
8,792
664
I think they should spread it out in a few regions. Id like them to give the ability to build our own storefront within limit of size and give us mobile access to it.
 

Draegan_sl

2 Minutes Hate
10,034
3
For this game to be good, in my eyes, the game's only quests will be the ones that are considered "epic", i.e. long drawn out affairs. Combat needs to be fun and interesting, and we know SOE can do that because PS2 is an FPS so i'll take some of that, or you can go DCUO's route. I loved combat in that game.

I can deal with levels, experience, long leveling curves but I don't think I can deal with another game that has standard hotbar combat systems along with quest driven content.
 

Bellringer_sl

shitlord
387
0
For this game to be good, in my eyes, the game's only quests will be the ones that are considered "epic", i.e. long drawn out affairs. Combat needs to be fun and interesting, and we know SOE can do that because PS2 is an FPS so i'll take some of that, or you can go DCUO's route. I loved combat in that game.

I can deal with levels, experience, long leveling curves but I don't think I can deal with another game that has standard hotbar combat systems along with quest driven content.
Well I doubt you will see quest driven content... but I highly doubt it'll be a FPS???? wtf. Am I just reading what you said wrong?
 

Convo

Ahn'Qiraj Raider
8,792
664
It won't be quest driven and the quest that are in will matter and have real rewards IMO..

I'm really interested in how they handle combat. I expect EQN to be more of a group game too.
 

tad10

Elisha Dushku
5,534
601
I don't think I can deal with another game that has standard hotbar combat systems along with quest driven content.
Hell no. Fuck twitch/FPS combat in an MMO, especially in an Everquest MMO. Go back to the Wildstar thread.

Also did you not read the StoryBricks BS - that replaces questing.
 

Draegan_sl

2 Minutes Hate
10,034
3
Well I doubt you will see quest driven content... but I highly doubt it'll be a FPS???? wtf. Am I just reading what you said wrong?
I was merely pointing out that SOE can make different combat systems and that their engine can handle them. So I can hope that combat won't be standard MMOG stuff.
 

tad10

Elisha Dushku
5,534
601
So I can hope that combat won't be standard MMOG stuff.
No you can't. EQ the FPS is not EQ. It's a completely different game.

This is what will make the next great MMO imo. Completely discarding the old paradigm for combat and inventing something new.

rrr_img_33706.jpg
 

Draegan_sl

2 Minutes Hate
10,034
3
Hell no. Fuck twitch/FPS combat in an MMO, especially in an Everquest MMO. Go back to the Wildstar thread.

Also did you not read the StoryBricks BS - that replaces questing.
All storybricks are is devspeak. If they can make something amazing out of it, good for them. But right now neither you or I know what that means really. Just go back a few pages when I compared it to GW2 and Rift.

Regarding combat, it doesn't have to be twitch, I just don't want tab target, autoattack and hotbars. Shit it could be turn based for all I care.
 
1,678
149
The problem with that (dumb) line of thinking, is this; the mouse only has 2 or 3 buttons. You could use the scroll wheel to scroll through abilities, but that just becomes a clunky and slow way of reaching what you want. The best way of giving the player access to several abilities at once, is to assign them to the number keys. And as soon as you do that - there is your hotbar. You could hide the hotbar like Skyrim does, or any number of FPS's, but it's still technically there.

There are only a few alternatives to this, and I can't be bothered explaining the problems with them. (Things like, voice control and mouse gestures). Fact is, hotkey combat is as good as it gets for now. The important thing is what you do with it. The way combat works with hotkeys could be massively different from game to game. One game could shoot various instant missiles with each key, almost like an fps, while the player has to run around and dodge similar attacks coming back at them - fast paced, skill based, like an FPS. The other extreme would be like EQ where each key has a cast time etc. and they have to stand still to cast. Very slow paced, but tactical.

In other words, the important thing is not the hotkeys, it's the mechanics of how they work.

p.s. Some of you should have played a game called Savage.