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Old 05-02-2011, 11:53 AM
stormlord stormlord is offline
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Join Date: Nov 2009
Posts: 1,165
Default EQNext?

Some suggestions I made in a random post that I'll repost here:

But even if that's accomplished, there's so much about this game I'd like to see improved. More bind points and more places to bind for melee, better more intelligent and descriptive non-player scripts and indepth interaction with them, smarter dungeons that change and respond to the players, houses and guilds that players make that exist in the world not in an instance, towns that change over time in response to the in-game seasons and player activities, difficulty that scales with player population kinda like in diablo 2 (when old content becomes empty over time it needs to be easier but give the same rewards as opposed to smaller ones like in D2), deeper factions and stories that go along with them and activities in the cities that reflect their presence, randomized items like in the diablo series, no more having to go to allah to play the game (make the game more intuitive, add more detail to the quests, get rid of the camping and grinding - no one likes repetitive things or having to look on the internet to get answers), give us more time in combat so that when we make mistakes we can recover because otherwise all we do is react not think, some randomized zones that're instances for those who like instances and want an experience that isn't always hte same, and so on. I could go on and on, as anybody can. There'll never be a perfect game, either. Everything changes.

Here're some more ideas:
1) No pvp server. Instead, just have a dueling system that keeps track of wins/losses/opponents/top 100/etc. The top 100 should be accessible within the game and a player should be able to look at another players dueling history from in-game too. As for rules, when they're dueling, no one else can cast a spell on them unless they're in the arena. If a person kills the same opponent within a span of time, reduce their score. The same kind of rules that're in place elsewhere would be active here to prevent abuses. The reason I think there shouldn't be a pvp server is because I think it's a waste of time. If somebody wants a pvp server, go play a pvp game.
2) Get rid of most built-in portals and give players a more flexible binding system wherein they construct the traveling system themselves. Maybe give us books that have the port locations in them. Maybe have some defaults. Allow us to change what's in the book or add to it. There're lots of ways to both make it reproduce what's on live and also add to it and make it fun. I'm not saying completely remove builtin portals, I'm just saying don't make them the central means of travel. Players should own the travel system, in my view. It's more fun that way when we're actively involved in how it works.
3) Guild AA's or something. I think other games have done this. I think ti's nice to work towards a goal in a guild, as a community. In shadowbane I liked how what I did added to my city even though I didn't really like shadowbane as a game because it was very lacking (but this is another issue). When we're guild members we should feel like we're making our guild better. We shouldn't just be told we're making it better. It needs to be visual and tangible. Maybe even give us our own apartment accessible by some kind of guild portal or instance. I've always wanted to be able to visit rooms in a guildhall for special members or guild leaders. The idea is that they would put stuff in the room that represent their accomplishments or history.
4) Make us learn more, make us hurt less. Punishment is good when somebody does something evil, but I don't think it's good whne they just make a mistake. So the rule is, if in a game a person makes a mistake, either give them enough time to recover from it or don't punish them after they're dead. Lots of hitpoints and mistakes are preferable to a quick death and walking a short distance back, but perhaps a game without death would symbolically be antithetical. Maybe then less death than more. In my view, the best learning tool is hands on, in your face, in the moment. Anytime spent running back after a death is not learning time. Running back after a death is punishment, pure and simple. Mistakes are not evil in nature. Any successful person in life will tell you that they got that way by making mistakes, not by being punished like a prisoner.

Anyone else have ideas for EQNext or some kind of game that has a spirit similar to EQ.
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Last edited by stormlord; 05-02-2011 at 12:10 PM..
 


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