EQ Never

Daidraco

Avatar of War Slayer
10,698
11,358
Jesus I just realized I was 16 when I played EQ in 99. Time flies.
Most people here, taking a wild guess, werent 13/14 years old (thats being generous towards him) in 79. If his girlfriend was wearing that perfume any earlier than that, then wtf? Most people were 12-18 in 1999, in my opinion. At least the people that were in the guild were back in that time frame.
 

Rezz

Mr. Poopybutthole
4,487
3,531
Out of curiosity, what is this "forums demographic"?
Probably 25-45ish white, middle-upperclass males with at least "some college" education and a liberal viewpoint on politics.

But really you could probably just have guessed "You know, Trannies" and it would have been largely the same.
 

Quaid

Trump's Staff
11,859
8,265
I blame this community for my current curiosity for a BJ from a chick with a dick.

Fuck you Fedor. Fuck you.
 

Abefroman

Naxxramas 1.0 Raider
12,597
11,941
Most people here, taking a wild guess, werent 13/14 years old (thats being generous towards him) in 79. If his girlfriend was wearing that perfume any earlier than that, then wtf? Most people were 12-18 in 1999, in my opinion. At least the people that were in the guild were back in that time frame.
Damn, I was 24 in 1999. Fucking kids.
 

Big Flex

Fitness Fascist
4,314
3,166
EQNext...Update? It's something

rrr_img_77075.png
 

Agraza

Registered Hutt
6,890
521
I think they're trying too hard to shoot for the stars. Focus on the fundamentals. These complex layers can be added in expansions. Just design with additional complexity in mind. Here's a fundamental I want, multiple types for a given target. Dragon + Undead, Elf + Vampire, Human + Werewolf, etc.

All Tunarians, aka Fae, (faeries, brownies, unicorns, elves), Serilites (halflings, dwarves, gnolls) and Rallosians (orcs, goblins, giants, kobolds) should be tagged as such. Depending on how the lore works out Dark Elves might be resistant to anti-fae and anti-dragon attacks given their unique heritage.

What god created the bixies anyway?


I'd really appreciate it if creatures of a given environment or provenance had similar behavior and players could use similar counters to them. Not so much bane damage or bane strike abilities, but knowing that the strength of brell's creatures is high AC, and their abilities are based on multiples of it, so the counter to them is usually an AC debuff. Fae depend on control and healing, so if you come to the party ready to burn mana, resist charm, or prevent healing then you'll be set. It gives the world an internally consistent logic that allows players to become capable at future content just by playing the game. If you stick to relatable themes then people don't need to rely upon websites for every little aspect of your game.
 

Bruman

Golden Squire
1,154
0
I'm going to take the gameplay mentioned in that update with a huge grain of salt. It reminds me of GW2:

Pre-launch: your actions will affect how the zone lives! Save the farmer, or let his land burn? Change is for all to see in the zone, no phasing!
Post-launch: oh it's just yo-yo quest line with steps
 

Agraza

Registered Hutt
6,890
521
Yea, it's one of those intangible goals they can always claim they actually met with some token bullshit. That kind of shit doesn't get my panties wet. It's a joke.
 

Mr Creed

Too old for this shit
2,394
287
I like that article, mostly because it mentions consequences, especially negative ones, that are based on the choices you make while playing. I hope this leads to more permanence then the current crop of games has. However, since those features are supposed to apply to the entire game, from the freeport beggars to the necromancer guild, they basically just said "gods will work like the rest of the game".

The only new bit is that they will probably refrain from using them as loot pinatas, we'll have to settle for bashing in their avatars or something I guess.

Edit: regarding the GW2 comparison, the difference is that PVE in GW2 has no factions and everyone is on the same team with the same goal, and there are no consequences for winning or for losing. IF Storybricks works, EQN should be different in this regard.
 

a_skeleton_02

<Banned>
8,130
14,248
It's true, In order to fully embrace the "choices and consequences" you have to have some sort of permanence and the option to royally fail your character.

We know the world grows back over time so if you destroy a forest and turn it into a barren field filled with holes it will slowly regrows. They should give nature based classes "Druid,Rangers" the ability to restore damaged land quickly for experience.

In order to get the druid class you have to restore 100 acres of forest by planting trees and then when you become a druid you get an ability that spawns vegetation in an AE near them. In the reverse a defiler class prerequisite should be destroy 100 acres of forest with poison and then as a class ability he can spread blight.

This way you have reasons to both destroy and create the world, This way griefers can be rewarded for griefing because of "lore" and players who want to prevent griefers can be rewarded for it.

If you make a sandbox then you have to make everything have meaning. People talked about random Russian gank squads that ruin games because in a sandbox no life griefers can drive away normal players. Well OK, lets fix that using the class system.

Lets assume that the game will have some sort of PVP tracking system in place like most games. Initiate combat and Kill a guy 10 levels lower then you and you get a grief point, Kill a player 5 times in a short period and get a grief point so on and so on. Now normally games don't like this and try to limit the access the griefer has with safe zones and level limits and shit, but say they embrace it and if a player gets 100 grief points he can unlock the "Thug" This class has access to the cheap shot ability that does 2x damage to lower level players.

On the flipside you have the Avenger class who's prerequisite is killing players with grief points, Slay 1000 GP worth of players and you unlock this class who has the ability "Turn about is fair play" and it does base damage +10x the amount of grief the target has on him.

PKs and Anti-Pks always existed when I played EQ both just looked for reasons to murder each other why not encourage that with gameplay designs?

Little Timmy is getting camped in crushbone by a griefer so he sends a tell to an Avenger who heads over and literally one shots the dude. The griefer can't be mad because he spent literally hours gaining bad karma and the Avenger wants to help because he knows he can rape a griefer 1v1 due to his ability and in order to level the class he has to murder griefers.

A high level greifer is literally a rare world spawn to an Avenger. It's players creating content for each other.
 

a_skeleton_02

<Banned>
8,130
14,248
Mmm them SWG Bounty Hunter feels... ughh R.I.P SWG
I would say a Bounty Hunter class would be on the neutral end of the spectrum. Say Thug a_skeleton_02 is tired of being rightfully griefed by Big Flex the Avenger so I send gold to Bounty hunter Vitality to kill Flex. You don't have grief points so his OP ability doesn't do shit to you and you kill him for the bounty, gaining you money and bounty hunter XP.

Was it right to kill the righteous class to allow the griefer back into crushbone? Maybe not but you don't give a shit. More contact for players. Player interaction is KEY for a game like this to succeed.