Nirgon
Log Wizard
When WoW released that and lack of surnames were a massive disappointment.
Less name trolling to police. I do long for the days of strict RP name enforcement.
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When WoW released that and lack of surnames were a massive disappointment.
Is this just going to stay a hobby project? Hard to imagine a couple thousand subs a month covering salaries for a whole group of devsEh they have pretty realistic goals. Couple thousand people subbing is what they're hoping for iirc. I think they'll probably do OK in that regard.
Dig the world so far. Char models are absolutely atrocious though. Original EQ has better animations.
There's around 30 part time volunteers now.How many devs are they up to now? Been a while but there was only like 5 or 6 of them last I heard.
goblin animations crack me up. Slavic squat and the most absurd faceplant for FD. Dwarf jump flips are nice too, but most of the races could use some personality added. Dwarf flips areAnimations will almost certainly be last.
I like the models quite a bit.
Animations don’t matter as much if you play in 1st person the way God intended.Animations will almost certainly be last.
I like the models quite a bit.
Copy paste of EQ is literally what this forum has been requesting for 10+ years. If want "innovation" you can try something like Pantheon which tries to do just that. Personally feeling like this formula is superior and has a lot of room to grow.Maybe the campfire thing is innovative? Idk, otherwise it just comes off as a copy paste of EQ with a little bit of name changing. Which again, isn’t terrible, but it sure is a shame when you could make it better.
Can you clarify this a bit? That is… basically what I’m saying but I fail to see the “growth” in the vision here.Personally feeling like this formula is superior and has a lot of room to grow.
EQ style mechanics as the base, then iterate off of that. Could literally copy EQ mechanics and style in a new world, new quests, new dungeons, new gear and I would be content. They have plans for taming, boat making, a packmule/trade route kind of system, and entire underworld that mirrors the overworld (ala Zelda ToTK) etc. Plenty of things are different here while keeping the core more or less the same as EQ.Can you clarify this a bit? That is… basically what I’m saying but I fail to see the “growth” in the vision here.
Animations don’t matter as much if you play in 1st person the way God intended.
I checked this out over the weekend and it isn’t bad but good lord do I think it is going to be a huge missed opportunity.
EQ was a great time but this game feels like it is being designed with the idea that EQ was completely infallible and trying to improve upon it would be sacrilege. Any criticism is met with “lol well this just isn’t the game for you, you weak Zoomerbaby, and we don’t need to make any money so this justifies our VisionTM!”
I can’t think of a single new gameplay concept they’re planning that is improved or fun? I don’t mean casual friendly/carebear WoW stuff either but it’s sad to make some new flavor classes and not include the concepts from the VG Disciple/Blood Mage at minimum, probably Bards as well rather than 1999 style twisting.
The only “new” concepts I can see are having to run to multiple merchants, a horrendous lighting system and losing your spellbook when you die… which just add tedium.
Maybe the campfire thing is innovative? Idk, otherwise it just comes off as a copy paste of EQ with a little bit of name changing. Which again, isn’t terrible, but it sure is a shame when you could make it better.
Catering to a "core" audience only is a surefire way to see your playerbase slowly die to attrition. BDO is a great example of this mentality.Not sure i fully agree, but i do somewhat.
Several of the classes (Paladin, Ranger, Cleric, Warrior) have been vastly improved.
The worst thing about the game seems to be a misidentification of what made EQ great. Yes, some of the friction present was responsible for the joy we all felt. However, I never got the impression anything in that game added friction for the sake of friction.
I believe the EQ team was very intentional with analyzing systems with ‘marginal enjoyment benefit’ in mind, and i just don’t think this team is. Verant wanted commercial success, and these guys want a hobbyist game that makes them and their niche core as happy as possible. They keep saying they’ll be happy with a thousand subs as if it’s some kind of flex… but i think the game will be worse for it.
The light sources… spell book dropping… vendor system… /mud commands for quests… I do ‘get it’, I just don’t think the marginal enjoyment benefit of each of these is being properly weighted vs. player retention, and population is going to utterly suffer because of it. Bring any of this up on the discord and it’s a lot of ‘get good’ by P99 folks, as if i haven’t been on an 5hr corpse retrieval in Runnyeye or spent an overnight breaking PoSky.
It appears to me that this team gets near zero dissenting opinion that isn’t shouted down and drowned out. God forbid you bring up class balance - people have already fully attached their personalities to their toons, and it’s a lot of MY BABY IS PERFECT syndrome.
I’m hopeful, but I’m a bit worried. This is really our last hope. That said, I’m still gonna play… I just want population to be robust. Other players are the best content you can have in an old school MMO, and if they’re not present due to stubbornly overemphasising low-value friction, the game just won’t be very fun.