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Old 11-30-2020, 08:23 PM
GardylooGubbins GardylooGubbins is offline
Aviak


Join Date: Apr 2020
Posts: 90
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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.
 


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