Pharone
Trakanon Raider
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Minus the interdependence, you pretty much just described FFXIV when it comes to the classes and how they play.My vision of an EQ3 would be to go back to what made the EQ community what it is.. inter-dependence.. The classes would need to be structured such that players had to work together to get anything done. The solo game would be very limited, and yes, I'm well aware that would make it rather niche in scope.. but if you're going to do EverQuest, then do it, and don't make concessions to the 'please everyone' crowd.
Limit the number of classes. When I see games announced that have 40+ classes, I cringe. It sounds cool, but there's just no way to make 40+ classes feel unique and special. Balancing those classes is also a gigantic nightmare. For my EQ3, there would be probably a small number of classes with a variant spec for each to add flavor to your primary job.
Warrior - tank or dps spec. You either take a beating, or you dish it out, but not both.
Paladin/Shadowknight - You're either a healing focused tank, or a disease/pestilence focused tank. As a hybrid, you are middle of the road at tank & heal/dps. Flexibility is your asset.
Wizard - Pure Arcane or Necromantic. You're the glass cannon (wizard), or you're DOTs and raised undead pets. Either way, you deal damage.
Healer - Cleric or Shaman. Cleric is magical based.. Shaman is natural based. You're really the same job, just with a different way of getting it done.
Physical Damage - Rogue, Ranger, Monk. Rogue relies upon stealth and position. Ranger is ranged damage specialist, up close you'll get smoked. Monk is the close quarters fist fighter.
I'm aware this list is missing some of people's favorite old classes from EQ, but I'm OK with that.. Start small, and add more classes later in the game maybe, but only maybe.
For each class, the number of abilities needs to remain small. Don't give players a gigantic ability bar.. give them abilities that feel powerful, that matter. Why have 40 abilities, when you only need, or really ever use 10.
Yeah, I know nothing ground breaking here as far as archetypes, but in reality there is no need to re-invent the wheel. What IS needed is to make these classes highly specialized to do their role in the game, and avoid creating the class that can do everything without any help.. IMO, making people play together, and building player communities is how you keep people playing the games for decades.
Itemization needs to remain flat as well. Go back to the early days of EQ when magical items were VERY rare. I look at items in modern games, and it hurts my head. If I need a special website or calculator to figure out if something I just found is better for me than what I have now, we've gone down the wrong path. This not only allows people multiple paths to improve their characters, but keeps existing content relevant for much longer as new things are released. Mudflation in MMOs has become the method by which game companies FORCE you to buy their newest content. I think that's the wrong path. Make the content good, make it fun, make it worth playing, and people will buy it.
If I was making the next iteration of EverQuest, I would...
- Take the design of FFXIV
- Add in grind dungoens
- Mobs respawn
- Chance to spawn rare mobs
- Rare mobs drop uber loot
- Dungeon is instanced for your group only
- unless your group chooses (upon instance creation) to make it a public instance
- Public instance will allow up to 2 other groups to attach to your instance
- These dungeons do not replace the Main Story Quest (MSQ) dungeon runs. They are just an alternative for leveling up and getting gear
- Change the design from Asian theme to being EverQuest themed