tad10
Elisha Dushku
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The sky isn't falling, no need.How you manage to survive each day without a helmet.
The sky isn't falling, no need.How you manage to survive each day without a helmet.
This is almost the exact game I want minus the instances. Throw in a solid first person view, trains and ugly looking ogres and trolls and I'm sold. FAT ugly ogre women ftw!This is probably the last MMO I will actively follow. I have no hope that any of the major publishers will take enough risks to create a challenging old-school MMORPG. So here are the things I'd like to see...
- Leveling - Mimic the design of the original Guild Wars from a level/progression perspective. Make max level low (20 to 25) but long and make progression based on skill and gear acquisition.
- World Design - Seamless open world with instanced dungeons. Dungeons would stack instances based on # of people within it, same as EQ2. Content would all be contested.
- Text input to interact with NPCs beyond basic commands (Buy, Sell, Repair, etc.) See11:52 minutes into this Shroud of the Avatar video for modern implentaton.
- Quest begun (or found) through various non obvious triggers. Example: While deep in remote dungeon you find a piece of old parchment. Examine old parchment and find the following text inscribed "Property of R.J." yadda, yadda. No other indications given, other than it being transcribed to your in-game journal. Absolutely, no exclamation points, baubles, light-bulbs, etc over an NPC's head.
- Example of in-game journal...
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- Quests that reward spells. This is a greatexample.
- Groups Finding - A LFG tool similar to Guild Wars 2. Allow some sort of insta-travel for groups (long cool down (once a day?) "Call of the Hero" type mechanism.) Only possible if they have already previously visited that locale.
- Skills/Spells would be limited like EverQuest. I would break it into in-combat, out-combat. Easliy switch between builds.
- Merchant that sell back what I sell them.
- No floating damage numbers.
- No in-game GPS. If maps are in-game, I would expect them to be the vague "hand-drawn" variety.
- Interesting worthwhile loot. Seethis.
- Epic weapons as the result of epic quests.
- Long cool down, mob pulverizing, hate generating spells. I want Ice Comet back.
- Furthermore, minimize Fire Spell I, Fire Spell II, Fire Spell III usage. Garrison's Mighty Mana Shock, Chaos Flame and Force Spiral of Al'Kabor sound much more memorable.
- Bring back fizzles, misses, etc.
- No to flying mounts.
- Yes to boats
- Fully skinable UI. Hire T. King to do contract work for custom interface. Have him prioritize the Celtic verison first. Make it a Kickstarter goal.
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I'll admit, this made me laugh after your radioactive fish thread!The sky isn't falling, no need.
. Vanilla wow had its adventuring areas and around each area was crap, unfinished terrain, impassible mountains and etc. I don't think you explored the outer boundaries as much as you think you did. It was zoned.How can you call wow classic a zoned game. Tons of areas had wide open seamless boarders and the ones that didn't you could still climb the mountains and swim around the coast to access most zones from almost any direction.
I enjoyed the option of adding items to mounts as well as the things you mentioned.One thing I am not sure we mentioned was equipment on characters. I really liked Vanguard's version of this with different equipment for harvesting/Adventuring/diplo/crafting/mount/harvesting. Certainly added a lot to the crafting side of things.
I can't believe I left out the 1st person view. Also, add in the soundtrack byTodd Masten(Nino) and make one of the kickstarter goals to make it fully orchestrated.This is almost the exact game I want minus the instances and seamless world. Throw in a solid first person view, trains and ugly looking ogres and trolls and I'm sold. FAT ugly ogre women ftw!
I agree on the music. Nino killed it on Vanguard.I can't believe I left out the 1st person view. Also, add in the soundtrack byTodd Masten(Nino) and make one of the kickstarter goals to make it fully orchestrated.![]()
Training? That's the deal breaker for you? Can you perhaps explain... Why? What was so integral to EverQuest about training?If there is no training, Ill pass. Really want split pulling and training. In short, a game that makes the "I want it now" crowd cry.
Most of your post looks like you just want to play EQ again...other than that...I mostly do not like Free to Play, it's almost always done very poorly, however...[*]Subscription ONLY, No F2P and Do not incorporate micro-transactions. This method of funding is a trap. Money and talent that should be spent making content for people to find in game is wasted to nickel and dime people for more scratch. If you Make a an amazing game, Subscriptions are not a problem. people rush to you to give you money. Yes you can make an average of 30+ dollars per player versus a Subscription, but at the cost of invasive stores, and wasting resources to make stuff we will buy, which would have been more exciting dropping from monsters. I mean really? Greed is what ruined MMO's in the first place and brought them to the dark place they are now, and F2P or micro-transactions are not going to fix it. They only make the greed WORSE.
Okay... So not training itself... But the agro transfer system. I guess that makes a bit more sense. I like this guy above too... '6 months of 12 hour days every day to max level'. People are saying some zany shit in this thread already.I went to EQ2 and wow and there is no fear at all of any npcs anywhere that you havent tagged. Trains in EQ would wander and attack anyone anywhere not just the person who tagged them. This effect made the open dungeons of EQ unique in that there was a general fear of being tained. Trains go hand in hand with experience loss and corpse recovery, they are what made EQ great along with day/night and the fear of whats deeper in the next dungeon.
Same thing happened in the old VG threads like I said earlier...people want punched in the balls every time they turn a corner...ridiculous.Okay... So not training itself... But the agro transfer system. I guess that makes a bit more sense. I like this guy above too... '6 months of 12 hour days every day to max level'. People are saying some zany shit in this thread already.
It might work good for sureWhat is great about this tread, is that most of you, who only played us/euro mmorpg's sound like a pre beta vanguard and MxO forums posters, but the ideas and tools are available now and it might work good !
/signedI agree on the music. Nino killed it on Vanguard.