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Old 11-29-2020, 10:59 PM
Tunabros Tunabros is offline
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WHAT IF THEY TURNED IT INTO AN ANIME
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Old 11-29-2020, 10:58 PM
douglas1999 douglas1999 is offline
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Is pantheon still a thing?
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Old 11-29-2020, 11:51 PM
Nuggie Nuggie is offline
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Is pantheon still a thing?
No, but yes. They are chugging along at the same pace.

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EQ1 but with better graphics
This is really what I want. The diversity and depth that EQ1 brought with updated graphics. There is a project working on this. It is a 1-man show and likely going no where(I would very much love to be proved wrong).
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On to the Future in Pantheon
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Old 11-30-2020, 01:28 AM
Bardp1999 Bardp1999 is offline
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WoW without instancing and EQ grind/difficulty
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  #5  
Old 11-30-2020, 06:34 PM
douglas1999 douglas1999 is offline
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It would be cool to have a seamless world as opposed to discreet zones, or at least an engine with no clip plane so you can see all the way accross a full zone, breath of the wild style. Imagine running out of the dreadlands ice tunnel and being able to see all the way to karnor's
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Old 11-30-2020, 08:07 PM
Mblake81 Mblake81 is offline
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Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
It would be cool to have a seamless world as opposed to discreet zones, or at least an engine with no clip plane so you can see all the way accross a full zone, breath of the wild style. Imagine running out of the dreadlands ice tunnel and being able to see all the way to karnor's
DAoC, Shadowbane and Anarchy Online has that. It is not EQ. The reason being is monsters chase you in EQ until you kill them, they kill you, you zone/gate. When you introduce an open world they can only chase you for so far before they run back to their spawn.

You would have people pulling level 60 raid zone dragons to the noobie area to kill the new players. While hilarious and I would enjoy doing that, it isn't EQ.

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Yeah never got to play vanguard but people seem to remember it fondly
Vanguard was a let down. I can't tell you a single item, town or dungeon in that game from memory.
Last edited by Mblake81; 11-30-2020 at 08:13 PM.. Reason: edited myself. I am a fan of original era EQ but not so much..
  #7  
Old 11-30-2020, 08:15 PM
Tunabros Tunabros is offline
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Vanguard was a let down. I can't tell you a single item, town or dungeon in that game from memory.
I feel like a lot of modern mmos are like that now I think about it

I can't even remember some of the class's NAMES etc
  #8  
Old 11-30-2020, 08:23 PM
GardylooGubbins GardylooGubbins is offline
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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.

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.

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 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.

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.

Absolutely no microtransactions. Ever.

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.

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.

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.

Alignment/reputation/religion must matter. A dark elf necromancer should not be able to wander into Qeynos without difficulty.

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.

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.

I could probably think of more, but that's all I've got for now.
  #9  
Old 12-01-2020, 08:49 AM
Mblake81 Mblake81 is offline
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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.

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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.

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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.

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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.

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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.

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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..
  #10  
Old 11-30-2020, 08:06 PM
douglas1999 douglas1999 is offline
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Yeah never got to play vanguard but people seem to remember it fondly
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