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Old 12-01-2020, 08:49 AM
Mblake81 Mblake81 is offline
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Join Date: Jan 2011
Location: Bristlebane <Reckless Fury>
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Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
To add my two cents into the mix:

I don't mind some quality of life improvements (i.e. a quest journal or some option to where writing things down wasn't as necessary as in original EQ) but I do agree that part of the appeal of the game was not having maps, quest markers, etc. The idea that this was a real world that I had to explore to understand was part of what made the experience so memorable.
I like a three ring binder. Only game I ever had one for. These expectations and opinions were formed with EQ, not a different game.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
That said, this could be an area where new mechanics could be added. Say, a "cartographer" skill that could be trained to allow players to make maps of zones for personal use or to sell to other players.
Me and Art talked about that back before Dark Age of Camelot released. We thought having a cart skill to make maps would be great, plan attacks etc. Truth is the world maps were not that complicated anymore. EQ is cool because it is. Truth is I think its more interesting when people make maps and put them online like original EQ.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
Diverse classes/races that must depend on one another to succeed is a must. EQ is a group/guild based experience at its core and this should never change. I like the idea of variable builds of each class, but we shouldn't ever have a "do-it-all" class that can solo most of the content.
I want EQ classes, lore and races.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
I would avoid any sort of "Auction House" style economy. Forcing players to interact in order to sell their items was a part of the fun, and allowed for haggling and trading.
Tunnel works fine.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
I also agree with others that instancing is a bad idea. But perhaps think about a way to reward/incentivize players sharing camps and loot.
First come first serve, list, wait, Round Robbin, Alpha, /random 100.

Other than that, no thanks. No need to make the game convoluted or dumb or enable players to grow weaker and become bigger sissies.

I wouldn't change raiding either, still the stronger or most zerg possible. This is the apex of our culture.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
Absolutely no microtransactions. Ever.
Agreed.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
I would like to see crafting skills take on more importance. Maybe even as a form of alternative advancement. Perhaps blacksmithing or jewelry making could become viable leveling options with greater rewards for players willing to dedicate a character to non-combat roles. This could also create greater interdependency between players, with guilds needing not just raiding characters, but crafters and such as well. It could be an interesting challenge for groups to escort crafters safely through dungeons to get their materials and so on.
Played games were character advancement can be done with tradeskills. 20 years later I don't find myself playing those games.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
Difficulty and danger are a must as well. EQ was fun because it was challenging, especially to new characters. We should still have to eat, drink, recover from fights, and sneak our way through higher level zones to get anywhere. I also agree that there shouldn't be any fast travel outside of certain spells. Again, anything that fosters players depending on one another is a plus.
SOW, Ports, Boats and avoiding insta-death. No horses or mounts.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
If zones remain a thing, then they shouldn't be purely level based. I like that there are things for people to do in Zones like EC regardless of their level. Keep things like wandering guards, griffons, high level camps, etc.
Agreed. On a side note: One of the best things that happened during Green server launch was watching EQ vets getting ripped by the EC Griffin.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
Alignment/reputation/religion must matter. A dark elf necromancer should not be able to wander into Qeynos without difficulty.
That is EQ.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
I think player created content is a great idea as well. Perhaps this could be another way to work in a heavier crafting skill focus. Imagine guild halls made and outfitted by the guild's craftsmen.
Great for FPS games, Like DOD:Source, but I am expecting the developers to do content since I would be paying a monthly fee. This is the mentality of early access and streamers of today, in fact PC game critics point a finger at EQ for helping to create that dung pile. Might as well use it for its correct purpose.

Quote:
Originally Posted by GardylooGubbins [You must be logged in to view images. Log in or Register.]
I know people have said to keep questing minimal in regards to exp rewards, so that the grindy nature of original EQ isn't changed. But, I do think that there are some ways to make questing a big part of the game. I would eliminate all "fetch me 3 rat whiskers" style quests for low-level characters in favor of more quests like the mail delivery quest that encourages players to experience the game world. More Quests like "Stein of Moggok" and the epics are what I would like to see. Long, complicated, and difficult to achieve without series effort and cooperation, but with great rewards. Quests should feel like QUESTS, an adventure you embark upon rather than a list of tasks you want to cross off over the course of an evening.
Cool with the League of Bards offering delivery quests, they already do and it fits the game world. Aside from this, read player adventure guides and go explore the world while grinding. I followed a 1-50 level guide for necros that took you to obscure places on all three continents back in the day.


Edit note: EQ used the full environment, including under water or levitation. Game released in 1999 yet 20 years later some games can't manage that. Don't be a wimp. Please don't consolize me or my friends anymore.
Last edited by Mblake81; 12-01-2020 at 09:08 AM..