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  #51  
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.
  #52  
Old 11-30-2020, 08:41 PM
Danth Danth is offline
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Quote:
Originally Posted by Lizard1 [You must be logged in to view images. Log in or Register.]
yea we had that with vanguard we called it chunking, sorry you missed it, gorgeous game that needed more $ and development
Vanguard is about the only failed MMOG that I kind of feel bad about. There was a very good game in there but it never had a fair chance. I have never in more than 25 years of online gaming seen a game where every last system was similarly broken and malfunctioning. Nothing worked right and eventually it got old zoning and finding myself 200 feet in the air (just to drop to my doom) or having heals that would randomly stop working or chain-aggro of entire dungeons for no apparent reason or a billion memory leaks and so on. No problem, specifically, was by itself a game killer like sb.exe was, but absolutely everything in Vanguard was glitchy and it was the gaming equivalent of death by a thousand cuts.

As for an EQ3: The studio which owns it (by whatever name) has not produced anything I've wanted to purchase in more than fifteen years. They haven't even come close, haven't even displayed any ability to create anything I find interesting. It seems unlikely they're about to start now. Simply slapping the EQ brand on some random game is not going to draw my interest.

Danth
  #53  
Old 12-01-2020, 02:43 AM
Nuggie Nuggie is offline
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If you listen to no one else in this thread, listen to ravager.
__________________

Nuggie / Celelilly / Zackattacker - not guilded <TAKP>
RETIRED Nuggiemag - <Sodden Seakings> formerly Ironborn

Nuggie - Undead Mage on Old Blanchy (Classic WoW)
RETIRED - Nuggie / Celelilly / Conavar - <Omni> formerly <Vesica Dei> P99
Duggie/Wuggie <Mythic Legends> EQ1-Lanys

On to the Future in Pantheon
  #54  
Old 12-01-2020, 02:46 AM
imperiouskitten imperiouskitten is offline
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Originally Posted by Lizard1 [You must be logged in to view images. Log in or Register.]
all of thestra was gorgeous

the desert was kind of a shithole

kojan was pretty cool

the level 20 epic quest in the dungeon was amazing

the first red weapons in pantheon were amazing as well

it was brand new, it needed money and better management
great taste, this was my favorite content in the game as well. especially the last boss whom you could bug and kill infinite number of times.

The peeps on my server who found the quest wouldn't tell anyone specifics, but they told us "it's in kojan" and me and my bros went and found it. lot of late nights whispering sweet nothings in duos and trios in ventrilo with my school friends.

Also a male-female meth head couple in their 40s tried to pick me up to come live with them (16yo twink), and so did a cultlike guild which started a 2006 "gamer house". Amazing game gr8 community, but all of those people have probably been eaten alive by life by now or moved on.

MY ADVICE to an EQ3 dev would be to do it in fully posable mixed VR/pancake (stripper / exotic dancer sidegame), make japs code the engine so it's beautiful and runs good like ffxiv, institute EQ style player interaction (ksing & trains), no playnice policy, use player policing a la the guide system to get super nerds who will work brutal hours gratis to ban hackers. Implement more "survival" style features the way early levels in EQ feel, where food is hard to come by and inventory management is annoying. Make it a bit of a trekking and surviving sidegame early on, where getting hit with a blizzard might fuck you up if you're traveling light without your coat. Slowly erode those bits of the game through enchantments etc., so that the world goes from being very hostile and trekking is super difficult, to being much safer because of your pegasus cloak that nullifies the basketball sized enchanted hail damage in the dragon ice wastes. Could have a whole weather tracking website for nerds at work. I would also recommend charging substantially more per account, something like $85/month or $45 with proof of SSDI, since the target players are whales of autism and you want to minimize boxing and filter kids out.
Last edited by imperiouskitten; 12-01-2020 at 03:00 AM..
  #55  
Old 12-01-2020, 08:49 AM
Mblake81 Mblake81 is offline
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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..
  #56  
Old 12-01-2020, 06:26 PM
Mblake81 Mblake81 is offline
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Places of interest.

Something I learned on P99 blue when the giants outside of Kael still gave really good factions hits, spontaneous places of interest where everyone pools around and does something. All you had to do was tag.

PVP areas. ..FFS I am trying desperately to avoid being WOW. I am thinking of places like Lower Guk, the zone Lower Guk but when you and your party zone in its PVP flagged. The dungeons with the best loot might be PVP enabled. This would require having a guild, that is good. Maybe a forest zone that is always dark off of Kithicor Forest that is PVP enabled. It takes you to one of the other zones if you wanna fight across. Is that fair enough? because those would also be places of interest. Nothing special, just EQ with PVP enabled in them. Simple.
  #57  
Old 12-01-2020, 11:28 PM
Solus Solus is offline
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more ideas from me:

Mystique

Keep the mystique of EQ 1. This game feels like high fantasy more than any other, it has a magic and mystique to it that is hard to put in words but you all know what I am talking about. The immersion needs to be there.

New race

Race 1: Umbrian. Human-like but taller, 6'3 on average. Dark hair, black eyes, with very good vision. Pale skinned. Cynical with a razor wit and great, dark humor. Looks like Severus Snape the race
  #58  
Old 12-02-2020, 11:20 AM
apprentice04 apprentice04 is offline
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I like the pick system that the TLPs use. Its not quite instancing, but helps with crowded zones and not having any camps available.

I like having no map.

I like having the holy trinity plus support as a separate role all together

I like the eq races and classes including hybrids having counter part spells much later than core classes (cleric spells known by a paladin 9 levels after clerics do)

I like the quests for epics and wish there were miniature epics half way or so through the level grind to max level

I very much liked the EQ2 crafting system

I very much liked Vanguard's diplomacy system

I liked the prismatic dyes for coloring armor

i very much liked the newbie armor quests in planes of power or whenever they were introduced
  #59  
Old 12-02-2020, 12:41 PM
GardylooGubbins GardylooGubbins is offline
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Quote:
Originally Posted by apprentice04 [You must be logged in to view images. Log in or Register.]
i very much liked the newbie armor quests in planes of power or whenever they were introduced
I think newbie armor quests could work in a brand new game. I didn't like them as much during live because I felt like they were unbalanced as far as the power creep between them and regular items in the game.
  #60  
Old 12-02-2020, 02:46 PM
Tunabros Tunabros is offline
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But if we make this new EQ3 into classic EQ with just better graphics

a lot of new players checking it out might not have the same "taste" as us and find the

game as fun as we do

Sure, it's 2020 and people can learn quickly (I hope) and there tons of resources online

and I'm sure people will help

But I'm talking about the general gaming community

EQ is pretty under the radar when it comes to modern gaming so, I fear that it might

somewhat die

unless it somewhat appeals to this generation of gamers
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