#102
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EDIT: make more sense More like going to an MMA fight and seeing the same fight it was last month with the same people and the same outcome. No matter how many times you go. Like i said wayyyy earlier in the thread. Non instanced leveling and instanced end-game raid content. | |||
Last edited by Rhuma7; 06-14-2013 at 04:46 AM..
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#103
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To kind of explain my vision of an instance: I'd love to see a dungeon like Sebilis, where a group would work their way down to the Emperor's room, to enter a 72-hour lockout 5 level difference instance which features ~15 mins of clearing and a chance at killing the emperor. Sort of a Boss instance, with a long lockout, at the depth of a dungeon. This stops people from camping the same items for days/weeks/months and instead encourages them to do many, many dungeons. Perhaps make major world bosses such as Trakanon a 10day lockout. Instances such as Plane of Fear a 7 day lockout. Perhaps 10 man raids vs 20 man raids with no scaling of the mobs. Doing it with less rewards you with more? Regardless, I agree the mass/indiscriminate instancing seen in many games is inexcusable. I think there is a smart way to implement it though. | |||
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#105
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Trying to cater to everyone is crazy talk. Why can't we get a niche game when there's other games to cater to the masses? Besides, non instanced non theme park MMOs are a niche playerbase remember? We wont have this overpopulation problem [You must be logged in to view images. Log in or Register.] | |||
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#106
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On live, gold memberships (which are 14.99 a month) can be sold to other players in a form of currency called Kronos (Which are sold for 17.99). These sell for 240K. There are also tradeable bags and such. This is more of what I was saying, though I did a poor job saying so. This doesn't change the amount of money in the economy, it just gives players a way to move that currency around and encourages people that would normally hoard their plat to move it around for the sake of saving some $$. It also financially supports the game. | |||
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#107
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Rhuma, what you just said... is not at all how economies work.
edit: To clarify, a select few people with massive wealth, unless intentionally maipulating prices, will not have an adverse effect on the overall economy. It's a function of supply and demand, and items will be priced at the marginal bid/ask spread. If one guy has a billion plat, and offers 10m for an item, it will definitely get sold at that price, but because no one else has that money, the next item won't sell for a billion plat, it will sell for its normal price or become illiquid to the seller. | ||
Last edited by koros; 06-14-2013 at 05:28 AM..
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#108
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__________________
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Last edited by t0lkien; 06-14-2013 at 06:51 AM..
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#109
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EQNext needs to take advantage of the nostalgia for EQ by choosing an art style - at least for player characters - that closely resembles the one for EQ1.
As many posters have pointed out before, the art direction EQ1 had personality, whereas the plastic garbage from luclin models and EQ2 was vapid and uninteresting. | ||
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#110
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Also I don't want instances for regular dungeons. I think I'm ok with it for raid targets because raid rotations are shitty, and cause more problems than the benefits of competition, but if you have enough dungeons having them be open shouldn't be a huge deal.
Put lots of mobs in, use random zone drop tables instead of everything being on a camp (some things on a camp is still cool), and cap the number of players on a server. | ||
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