I meant gambits for ff12 yes thanks for correcting my middle aged moment. Just like spell load outs you have behavior load outs and yeah you could scale things would be super cool.You're thinking of FF12s gambit system I think, which was really well done for its time. GW1 is the other one I can think of that I really liked, setting up a full 8 man team with heroes was really interesting. The idea of an MMO like that where everyone is "multiboxing" a 6 man party is really cool. Dungeons basically become solo content, raids become group content and then you could add mega raids or something with 20-40 players but 120-240 characters. I'd want to be able to have a roster of characters to swap into the group for different stuff, and extreme build customization like DDO or something with an advanced but in-game AI editor for your party.
I meant 12 but since you mention it Funny enough the paradigms could be pre loaded behavior load outs or spell gems.Yeah, I'll never get why people shit on FF13's battle system so much. Dump on the incomprehensible story and The Hallway all you want, for sure. The battle system was the good part! It was sort of like FF12's gambit system, just streamlined and simplified. Were people trying to choose individual commands or something? The game basically played itself and yet I've heard so many times how too hard it was or how it moved too fast.
I meant gambits for ff12 yes thanks for correcting my middle aged moment. Just like spell load outs you have behavior load outs and yeah you could scale things would be super cool.
the clear elephant in the room is mq2 existing outside of the game and the kludginess of boxing.
I think “ raids” could also be viable exp/loot paths.
I meant 12 but since you mention it Funny enough the paradigms could be pre loaded behavior load outs or spell gems.
also, you can obviously swap to control any of your characters.
FF11 had macros for everything as well.
Had a hard time convincing a friend coming from WoW he had to map out every single action line by line including gear swaps for weaponskill macros.
If they were smart, they'd identify the mechanics that were acceptable in the past but would be seen as tedious and boring now and revamp them.Original EQ's model/style is DOA as an MMO, except among old fossils who are still chasing the dragon. Sure, you can carve out a niche amongst the boomer crowd, but that's only going to last another what...20ish years max?
EQ that had some sort of "autoplay" style function may work in today's day and age. Auto-battler games have seen large success in the mobile space and I'm convinced you can make them work to a niche degree in the MMO space as well. But staring at a spellbook for 20 minutes between pulls? 2+ hours between "rare"/loot dropping mobs? The only thing that made that tolerable in 1999 was the fact we didn't really have social media yet, so EQs chat acted as a pseudo social network - especially the various forums it spun up.
And sure, you might be able to scrape up a few Gen Zers who want something "chill" to play while they spend most of their time watching Netflix or jerking off to porn on their 2nd monitor. But if you've ever played a TLP, you know how fucking awful that experience is when the MAG in the group does /pet attack once every 25 minutes. No thanks. I'd rather play with mercs or a couple boxes. That experience is exactly what forced me to buy 2 shitter laptops so that I could make my own group and not deal with that shit.
On top of that, how would they even know about the game? As we've been discussing, the "brand" of EQ has been essentially dead for probably over a decade. There are basically zero 15-25 year olds who have any fucking idea what Everquest is/was. The IP has ZERO recognition. It isn't WoW, Diablo, Final Fantasy, etc. Where even despite being mostly shitty games now, younger folks at least have a cursory idea of what those games are/represent.
You have to have either extremely fun/addictive gameplay elements, massive brand recognition, or both. EQ had none of those things. All EQ had was timing.
If they were smart, they'd identify the mechanics that were acceptable in the past but would be seen as tedious and boring now and revamp them.
It doesn't take a ton of credit, but it does require a thoughtful examination of why those things were present in the first place. For example, meditation to regain mana while having your vision covered by the spell book; that was an intentionally mechanic to create a "blindfold" over casters. It forced them to rely on communication from others in their group to maintain situational awareness and brought an element of tension to regain enough energy to contribute to an ongoing fight.
Originally, when Gems was introduced (the little minigame you could bring up to match spell gem icons) there was a camp of players (and devs) who thought this may be the beginning of more active gameplay elements being layered into activities that were more passive. Think about it, instead of staring at a static screen inside your spell book, you instead have to solve puzzles, craft sigils, or otherwise engage with a gameplay loop customized to your class to regain energy quickly. With good art assets, you could make it beautiful - wizards combine elements to create mana, bards play tempo/guitar hero, clerics play wordle to form holy words to increase their piety. Lots of options and the potential for a flavor for everyone - and this is the "downtime" loop.
Of course none of this will happen; the game development industry is populated by actual retards and faggots who are devoid of creativity and talent.
The game got worse after they removed spellbook medding.Sounds tedious and awful. If they go into it with the mindset that the spellbook shit was anything other than terrible, then they've already failed
The game got worse after they removed spellbook medding.
The game got worse after they removed spellbook medding.
The game got worse after they removed spellbook medding.
Fuqn griffins.
I was just a kid when one killed me inside an inn in Commonlands. As kids do, I petitioned, but the guide told me to basically pound sand but in a respectful RP way (thin walls can't keep out huge beasts!). I'd like to think that interaction helped mold me into the resilient patient online gamer that I am today.
The guides added so much to an already amazing game.
Another sighed but didn't do anything as our 2 iksars were murdering Felwithe guards in the middle of a GM officiated wedding (remember when GMs did that? Bring back the RP)