Quote:
Originally Posted by sox7d
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New world but same characteristics such as:
-No maps
-No random stat loot
-No "kill 10 <monster>" quests
-Non-linear dungeons
-Difficult soloability
-No instancing
-Tradeskills mostly a commercial decision
-Large, occasionally barren landscape.
I don't really feel strongly about things other than old-school MMORPGs. I'm done with college, wondering if I should dedicate myself to what I'm most passionate about, but want to check how marketable it is to this community first. Minecraft comes to mind with a lot of the "immersive" aspects of EQ, I'm curious if another EQ could be successful, too.
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Okay, so it depends on where you would decide to take this.
No maps? That won't fly today, not even with most old school hardcore players. What I'd recommend is making Mapmaking a tradeskill. Once someone has completely explored a zone, they can craft a map of that zone and sell it to players. Once players scribe the map into their
atlas (have some real fun with this, make the
atlas a quested consumable item that unlocks a minimap and the ability to add more maps), they can then see a large view of the map, and a minimap appears in their interface.
I don't really care for the "Do something X amount of times" quests either, so I wouldn't be sad to see them go.
Non-linear dungeons are a great idea, and I've always loved them. Explore where you want, when you want.
Difficult, but not impossible to solo, that's the key.
If you're going to have a lack of instancing, then you'll need a huge amount of content to keep everyone happy.
I think tradeskills should enhance a game and be a desirable gameplay choice, not an afterthought. Although EQ's tradeskill system was rather robust if you think about it, especially for 1999.