SOE Becomes Daybreak / Russian shutdown

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Muligan

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You hit the nail on the head. Daybreak, hire this man.
Lol... thanks but I don't think it takes any stroke of genius to realize these problems. I'd bet everyone here has said this at one time or another but if they'll fly me out and let me have about 6 months with their team, i'll make sure it gets done because I'm not going to even consider them even if they paid me to otherwise.
 

Louis

Trakanon Raider
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I think SoE's challenge has been to put as much value as they can to the SoE All-Access. Advertising X amount of games for one price is their angle. The more they take away, the less the appeal. However, I don't really see the how adding more turds to the pile is going to make it smell any better.

Coaching from the couch, I would probably attempt to give people what they want for near nothing. Piece together EQ Vanilla and charge something like $2.99 or it. , I will say this, EQII's Marketplace is nice. Because they have such a solid housing/guild hall system, their stuff is fun to buy without impacting the game. The bad part is the game isn't worth crap. If the could devote every bit of energy to getting the ability system scaled back to a single hotbar or two (not including buffs and clickies) that would be a start.

Their games have aged and some not well but they have some value if give the right attention. EQ needs a classic server, progression server which annual or every other year resets. EQII needs their ability hotbar situation addressed, PS2 needs their cheaters dealt with and the same with H1Z1. You get all of that together for a cheaper station pass or sell them al carte for $1.99-$2.99.
I'd resub to both EQs if these things happened.
 

Jysin

Ahn'Qiraj Raider
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Why all the Emulated EQ servers if EQ is free to play?

Elidroth_sl said:
And just in case people don't know who I am, I'm the Assistant Lead Designer on EQ. And I'm 100% seriously asking this question.
rrr_img_90161.jpg
 

sukik

<Gold Donor>
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I think SoE's challenge has been to put as much value as they can to the SoE All-Access. Advertising X amount of games for one price is their angle. The more they take away, the less the appeal. However, I don't really see the how adding more turds to the pile is going to make it smell any better.

Coaching from the couch, I would probably attempt to give people what they want for near nothing. Piece together EQ Vanilla and charge something like $2.99 or it. , I will say this, EQII's Marketplace is nice. Because they have such a solid housing/guild hall system, their stuff is fun to buy without impacting the game. The bad part is the game isn't worth crap. If the could devote every bit of energy to getting the ability system scaled back to a single hotbar or two (not including buffs and clickies) that would be a start.

Their games have aged and some not well but they have some value if give the right attention. EQ needs a classic server, progression server which annual or every other year resets. EQII needs their ability hotbar situation addressed, PS2 needs their cheaters dealt with and the same with H1Z1. You get all of that together for a cheaper station pass or sell them al carte for $1.99-$2.99.
I agree. If they removed the massive ability bloat in EQ2 I would probably revisit the game for new expansions(like I do with wow/swtor). The last time I figured out how to get my warlock raid ready(Chains of Eternity) I found that ~70% of the abilities were useless and it was a confusing mess. And EQ1, I miss visiting the the stagnant sandbox that was EQ mac once a year, so I don't know if anything could bring me back to that game.
 

mkopec

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To be fair, if the guy is not part of the EQ vanilla community, how would he know? He asked, he got answer, and now he knows.
 

Muligan

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I'm pretty sure there are more people who think like each of us do than actually play the game. I'd be willing to bet those still playing would happily accept these changes as well. I just don't get why they want to waste time and resources taking it further from the solution. I guess in business going back and addressing the pass is some how equivalent to failure.
 

Malakriss

Golden Baronet of the Realm
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The more people we can educate about the good ol' days of MUD/D&D before the WoWification, the better.
 

Kuro

Naxxramas 1.0 Raider
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D&D background is why I never blinked at the group-centric, 4 hour timeblock nature of EQ. That was what I was used to from D&D sessions.

Main difference was, never got a batphone call to come play D&D at 2am.
 

Muligan

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The more people we can educate about the good ol' days of MUD/D&D before the WoWification, the better.
Problem is no one with any seat or power in the industry will ever read this except for Scott Hartsman maybe. I don't even know who lurks around here anymore but someone needs to make a game for people like us. They've made every other niche game think it was going to capitalize on its audience (H1Z1 might).
 

Miele

Lord Nagafen Raider
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Soe created some of the best dungeons I have memory of and I mean the best in terms of complexity, layout, texturing, atmosphere. From the good old EQ1 to the unforgettable EQ gems, the main issue I had, especially with EQ2, is that most of the hours spent to create that content were wasted, because these places were usually skipped by the playerbase, for being a hidden place, mid level only, with no loot and no working quests in them. I always went to explore every nook and corner of the world, but I had to admit, it was just pointless and all I got was the sense of exploration.

EQ2: Obelisk of lost souls (did you know it goes down very deep and the few nameds at the bottom didn't drop shit?), the beehive in Enchanted Lands (Rivervale) where there was absolutely no loot and there were two possible events that didn't work or bugged out, and many many more places I could add to the list, like Silent City and its neighbour area, egyptian underground cities, used mostly to grind shit for the peacock line quest, but not much more, were in my opinion underused and possibly subject to an old school design (is there anything interesting spawning here? you won't know if you don't camp it for hours, cheers!).
Then we got Unrest, the EQ2 version: brilliant, fun, challenging with a storyline akin to the old Netropos Castle design (great zone that one).

I think SoE has and certainly had an abundance of talent in design, some technical issues (animations were kinda meh) and the art department could have certainly done better for character models. What crippled the game, talking specifically about EQ2, was that incomplete vanilla launch competing with WoW release and a lot of design decisions that baffled a large portion of their existing fanbase, just think of locked encounters, named camping for heritage pieces and so on and so forth (the list is way too long).

Once they pulled their heads out of their asses, some things were improved, but others were (sadly) set in stone.
I remember Scott saying they he couldn't really have gotten away with culling half of the skills causing the hotbar bloat, because at that point, the playerbase was attached to that playing style and changing it would have risked many more subs than it would have possibly gained. Nonetheless Faydwer was a very good time to play EQ2.

I tried to reload EQ2 when it went f2p, because I always liked the game, but I forgot how bad it run even on good machines and once I saw my hotbars and the stupid amount of stuff in my bags I was a bit turned off.
Then I did mouseover on a piece of semi recent gear (at that time) and the tooltip took over half of my screen. I said "fuck this shit". Logged off, uninstalled and never looked back.
 

mkopec

<Gold Donor>
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Problem is no one with any seat or power in the industry will ever read this except for Scott Hartsman maybe. I don't even know who lurks around here anymore but someone needs to make a game for people like us. They've made every other niche game think it was going to capitalize on its audience (H1Z1 might).
See Brads game....
biggrin.png
 

Vitality

HUSTLE
5,808
30
Who thought otherwise? The thing with EQL is the devs don't really know how much it will influence EQN. They are basically waiting to see based on testing in EQL. Maybe I'm just not as up on this forum like I used to be but I didn't know we had a large portion of posters who thought otherwise?
I suggest reading the last 10 or so pages of the EQN thread, even Elidroth was in there saying the only thing they're using from landmark is set peices of code.

Shill city in that thread.
 

Muligan

Trakanon Raider
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See Brads game....
biggrin.png
Don't remind me that Pantheon is suppose to be "our" game. If that games was made for us then we have no hope.


Soe created some of the best dungeons I have memory of and I mean the best in terms of complexity, layout, texturing, atmosphere. From the good old EQ1 to the unforgettable EQ gems, the main issue I had, especially with EQ2, is that most of the hours spent to create that content were wasted, because these places were usually skipped by the playerbase, for being a hidden place, mid level only, with no loot and no working quests in them. I always went to explore every nook and corner of the world, but I had to admit, it was just pointless and all I got was the sense of exploration.
Who was EQ's dungeon designer again? Wasn't he apart of something recently? Pantheon maybe? Lower Guk, Sol B, and Sebilis are still may Top 3 favorite dungeons of all time.

I still wonder at times how did we make it without quests? Think about how many questions you did in EQI compared to EQII and WoW (plus others if you want). EQI, I did some newbie questions and maybe 2-3 others up until my Epic. Quests are out of hand in my opinion. It's a solo game now. You travel from one hub to the next with blinders on. I think quests should only exist in main towns/kingdoms and are major events. Maybe 1 quest or 2 per small town and villages. I would rather have 1 quest span over a longer period of time and give great reward than collect 10 of them, all minuscule, only to turn them in and get 10 more.
 

Kuro

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The Temple of Ro quests were badass in large part due to that massive quest-void surrounding them.

Getting my Burning Rapier stands out in my memory more than pretty much any Raid-drop or non-Legendary WoW acquisition (Except Gurth'talak, as an Unholy DK, getting Heroic Girthy early and going to town on folks is a fantastic memory). A 7/20 with a damage proc and stats? Baller!
 

mkopec

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Think back... We had no maps, no compass, no waypoints. Just you, your shitty gear along with your rusty short sword and death lurking around every corner. That was your meta quest, to survive and explore.


rrr_img_90165.jpg
 

ZyyzYzzy

RIP USA
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Think back... We had no maps, no compass, no waypoints. Just you, your shitty gear along with your rusty short sword and death lurking around every corner. That was your meta quest, to survive and explore.


rrr_img_90165.jpg
And you would lose it all if you died too far away from your bind because of the short corpse time prior to lvl 10 (?)
 

Muligan

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My question is why did we move away from the spell book/limited slots and hotkey/abilities like in EQ? What did we require anything more? When I think about it, even in modern games, I need no more than that and each spell in EQ was very memorable. I knew exactly what I needed and for what purpose. Now, spells/abilities are just so granular and odd.
 

Jysin

Ahn'Qiraj Raider
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Big Phoenix

Pronouns: zie/zhem/zer
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You fuckers need to stop getting high of nostalgia because you all seem to forget all the sheer retardation that was put into that game.

example;

Every damn healer was talking about:
Paw of Opolla Quest - Project 1999 Wiki
People talked about it because it was one of the few decent items in the game at the time. People didnt talk about it because they couldnt wait to sit on their ass for 20+ hours in befallen.