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News & Features Discussion  » [Column] EverQuest Next: What We Want to Know About EQNext

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96 posts found

Novice Member

Joined: 6/26/09
Posts: 144

6/11/13 5:48:04 PM#41
Will we get a /pizza command?

Apprentice Member

Joined: 4/18/07
Posts: 222

6/11/13 5:53:45 PM#42
hate to burst your soe hate bubble but soe was in on eq from  the very start, they started it verant split off from them took the project then  merged back or some  shit like that
as for houseing id like a modified form of what everquest1 uses instanced neighborhoods so u can have  inside and outside and no clutter
id like to be able to have  goblin helpers harvest some tradeskill supplys on my farm or from my pet spider// or fish from my pound, but if i am rude to them or  dont pay theyll ransack the house

Hard Core Member

Joined: 1/14/13
Posts: 1860

6/11/13 6:05:06 PM#43
Well we know there are classes and Smed has hinted on not having a big skill based system.

Seasons, forest regrowing after being burnt down. A fully interactive world is the central point of Smeds vision with EQN. EQ players will recognize the game but it will be new EQ.

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Apprentice Member

Joined: 7/30/04
Posts: 128

6/11/13 6:29:00 PM#44

I would love to see EQN have a resource and crafting system like SWG had. You had to go out and find mines, wells, resources and literally dig them out of the ground (With automated equipment for sure) but the quality of the stuff allowed for fantastic variations on the equipment that was produced.


I would also love for them to have a housing system like SWG had. Drop a house just about anywhere. Place items any way you want. Have an NPC vendor in there. Build up whole cities of player owned structures.


After playing Chivalry:Medievel Warfare, I can see how action based gameplay can really work awesomely. Even things like spell casting that would require certain gestures for amount of success/quality/effectiveness could be cool.


I have high hopes for this game. I really love the fact that Smedley basically scrapped the game (minus the art and content stuff) and had them start over with something that is NOT going to be another rehash of the typical MMO.


Elite Member

Joined: 3/22/09
Posts: 2131

6/11/13 6:41:29 PM#45
Originally posted by ShakyMo
Will it be like eq2?

If so not interested.

Late to the party eh?

You stay sassy!


Apprentice Member

Joined: 4/21/13
Posts: 847

6/11/13 8:09:49 PM#46

With news like ESO's delay to 2014 and Titan's pushback to at least 2015, the ball is truly in EQNext's court.

I have a strong feeling EQNext is going to be the MMO to beat. This even knowing at little as we know about it.

It's about time the MMO genre is revitalized!


Hard Core Member

Joined: 7/02/11
Posts: 2141

6/11/13 8:17:31 PM#47

I want tab targeting.  I want a leveling / skilling system that actually means something, none of the recent minute increments of advancement.  I want a large variety of races and classes (skill sets) that are very distinct and dramatically change the feeling of the game from the other.  I want comparable reward systems for all play styles.  No more of this raid or die, pvp or die, craft or die crap that dominates the genre currently.  If I am casual, hardcore, crafter, adventurer, raider, explorer, quester, puzzle solver, politician, socializer or role-player, I want to see equitable rewards for all of them.


I want to see real world housing, mounts, non-instanced dungeons and buildings / homes and cities.  I want to see free form flight for magic users and magical mounts.  I want to see as many adventure areas under water and above ground as there are on the ground and below ground.


Most of all, I don't want to see lazy development that completely depends on players to make content.  I want a plethora of professionally made content to rival anything that players can make.


Apprentice Member

Joined: 11/20/11
Posts: 118

6/11/13 9:15:25 PM#48

What Will is describing is very much Norrath with Ultima Online style. Such as hunting animals for hide to make leather armour - or mining ore to make metal weapons and armour.

I would like to see crafters produce the baseline armour, but also have the ability to modify and enhance rares found in dungeons.

with housing, I liked the EQ2 system where you can buy a house in different areas - except I want to expand this greatly to provide housing ALL OVER Norrath - inside the zones, close to dungeons, out in the middle of nowhere - for instance, let me hire a bunk bed and small room from a watch tower on the outskirts of Antonica.

And the NUMBER ONE!!!! thing I DO WANT!! is Recall Runes! Exactly the way Ultima Online did it.  GIMMEH!  Allow these runes to be locked to players houses so I can go there and check out interesting spots marked by other players! Or trick me by calling it "Antonica Bank" and actually going to the bottom of a snake and deamon infested dungeon!

Allow portal gates that ANYONE can use while open - again as in UO.

Give us SHIPS and far off lands / islands to explore.

Allow ways to kill other players in non traditional ways  - such as Tinkering a trapped box with a poison potion - and when it goes off, I can LAUGH in that players FACE until he DIES! muahaha

ok ok I miss UO alright?  Give me UO on Forgelight and I'll be happy.




Advanced Member

Joined: 10/11/04
Posts: 3332

6/11/13 9:21:26 PM#49

I've been playing EQ2 for over 8 years now.  I never considered it a "great" game, but somehow its well executed endgame and cutting edge graphics have kept me playing despite having tried nearly every other thing on the market.


Having played the many disappointing titles out there lately,  my standards aren't set particularly high for the future.


I only really NEED for EQN to have one thing.  Tell me that it'll have this one thing and I'll pre-order the thing tomorrow.  


I need to know whether it has Ratonga.

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

- Raph Koster

Currently Playing: EQ2, Firefall


Elite Member

Joined: 4/11/09
Posts: 820

6/11/13 10:54:38 PM#50
Originally posted by Asamof
Originally posted by Nadia
Originally posted by Asamof

all of the magic people remember about EQ was before SOE took over, and the hate only began when smedley started interfering with game design

Smed had the idea for Everquest


some history from Brad McQuaid aka Aradune

Smed and I founded Verant. We started our own corporation, with him as President/CEO and me as Vice President.


business article from 2002


so basically he's like george lucas then

If you have any lingering doubts just remember the major "good" city in Everquest was is and always has been Qeynos.  Spell it backwards people.


Apprentice Member

Joined: 5/11/06
Posts: 482

6/11/13 11:27:24 PM#51
All one needs to know is that $oe is behind it. That means it will release unfinished , overpriced, and with plenty of "promises" of fixes and content "down the road". Instead what you will get is a p2w "hybrid" pricing model with more emphasis on marketplace crap than on the actual game.
  User Deleted
6/11/13 11:43:54 PM#52
Originally posted by Legere

I would like to see crafters produce the baseline armour, but also have the ability to modify and enhance rares found in dungeons.

I agree with this. EQ2 crafting was pretty good towards the end (as the other parts of the game started to fold unfortunately) with drops in high end raids being able to be crafted into best in slot gear, creating a co-dependancy of sorts. Also each crafting profession was able to make adornments for different slots, and consumables, making each crafting profession desirable.

I would however like them to reinstate the original EQ2 complexity of crafting with subcomponents and a real chance at failure (which produced less than optimal items), or perhaps adopt a more Vanguard type approach.

It should be both desirable and challenging. Oh also I LOVED the crafting missions they had in EQ2. They need those again. (Like crafting armor / weapons for an army to defend against an invasion).  Group crafting... brilliant!


Apprentice Member

Joined: 11/19/12
Posts: 22

6/12/13 3:36:44 AM#53

Played EQ1 on and off (mostly on) since may of 99 but neither hardcore, it's been almost a week since i played last. I also played EQ2 for about 2 years from 2010-2012. The franchise over all successes are diversity in classes and large amounts of content, I personally loved content that brought people together. In my opinion the most demoralizing parts in the Everquest games are,

1- community

2- stagnation

3- separation

4- elitism

Allow me to clarify, the community in Everquest 1 and 2 are generally decent people, but both games had a way creating conflicts amongst gamers without presenting much reward for companionship. IE, if you could kill a monster with a single holy trinity group, there is no way you'd bring a raid force because the loot table did not scale. For a MMO that breeds elitism, and once there is a large separation between those who have time to play hours and days on end versus those who have real lives the people whom have real lives move on, and the game becomes a hollow shell of hardcore gamers and lost newbies without much in between. There must be ways to address this problem or no matter how much is put into EQN it will be on a shelf for most people within a half of a year.

For EQ1 LDON was the most awesome expansion ever in many people's opinions, it had scaling gear that you earned with coins for completing adventures, 3-6 people were required to start a dungeon. There was a small amount of a grind to get the points for the gear you wanted, but it was linear and you had a small choice of which instanced dungeon to do depending on what your group was capable of. Two boxing became very ineffective as people had to react quickly and differently in many circumstances people learned how to play there characters better in many cases, which made for quite the gathering of people and intermingling, socializing was at an all time high. It also had nearly impossible raid instances which gave very nice rewards.

Both EQ and EQ2 eventually introduced xp bonuses for grouping with people which helped address the MS(olo)ORPG problem small bit, but once more experienced players capped their experience they had no reason to continue normal adventuring. If i might be so bold as to introduce an idea or if someone already has introduced before I apologize, "decaying skills" in a skill based game that could be over a period of time or upon death or both, might keep people tuning up there characters instead of waiting until 15minutes before "raid time" to log in, then log out when it's over. (a problem faced by many high end guilds in both games)

As for now, my characters in both everquests have fallen way behind, and except for the occasional lost soul like myself that I run across, I am trying to figure out how to play an MMO solo, which is as stimulating as a minesweeper marathon. As far as the sandbox, I envision  mindcraft with a_moss_snake01 kicking me and I don't know how that'll go over.

My opinion on a character filling many class roles = GARBAGE. nothing pisses me off like a robe wearing wizard tanking a boss hitting him with a battle axe, I know it's fantasy, but all good fantasy has a base in reality and all of you people who want to be able to fill all rolls, there are already 100 games out there you can do that in, most of them solo player game, EQ's glory days were holy trinity days, it went to rubbish when people could start killing group content solo because they could fill every role.



Apprentice Member

Joined: 6/19/06
Posts: 249

6/12/13 4:46:26 AM#54
I just hope they leave out PvP as a whole. Everquest 1 and 2 were PvE games, for a PvE audience - they should focus on what they're good at: lots of interesting classes and raids.

Apprentice Member

Joined: 9/19/04
Posts: 770

6/12/13 4:53:49 AM#55
Originally posted by Spezz
Will we get a /pizza command?



Novice Member

Joined: 10/04/10
Posts: 53

6/12/13 6:17:22 AM#56
Originally posted by Vorthanion

I want tab targeting.  I want a leveling / skilling system that actually means something, none of the recent minute increments of advancement.  I want a large variety of races and classes (skill sets) that are very distinct and dramatically change the feeling of the game from the other.  I want comparable reward systems for all play styles.  No more of this raid or die, pvp or die, craft or die crap that dominates the genre currently.  If I am casual, hardcore, crafter, adventurer, raider, explorer, quester, puzzle solver, politician, socializer or role-player, I want to see equitable rewards for all of them.


I want to see real world housing, mounts, non-instanced dungeons and buildings / homes and cities.  I want to see free form flight for magic users and magical mounts.  I want to see as many adventure areas under water and above ground as there are on the ground and below ground.


Most of all, I don't want to see lazy development that completely depends on players to make content.  I want a plethora of professionally made content to rival anything that players can make.

I agree with most of this.  I would also like to see having to acquire your new skills in some way.  Some vendor bought, some trainer acquired, most crafted.  One big thing for me is being able to buy things from the vendors that players have recently sold to them.  I got a lot of spell components and crafting supplies from vendor diving in the original game.


Hard Core Member

Joined: 6/13/11
Posts: 170

6/12/13 7:45:30 AM#57

I'd like to know what NON-COMBAT activities will be like, as imho a true sandbox should allow you to play an adventurer, a warrior but also a crafter, a bard, a farmer, a politician or anything in between.

I also really hope that they will improve on GW2 dynamic events system, especially with more long-term consequences.


Hard Core Member

Joined: 8/11/10
Posts: 1985

Shared world, not personal storyline.

6/12/13 8:06:30 AM#58

I want TRAINS in the game.   (TRAINS are a string of aggroed monsters that chase someone through a zone, after a failed pull, and sometimes peel off and attack players not involved in the initial encounter.  Common courtesy is to zone shout "TRAIN TO ZONE (line)") when this happens.)

Please have TRAINS.  Maybe they could implement temporary experience gain debuffs or PVP flags on folks who abuse this to keep it in check, somewhat.


Apprentice Member

Joined: 7/15/08
Posts: 3675

6/12/13 8:20:09 AM#59
Originally posted by ShakyMo
Will it be like eq2?

If so not interested.

 I am hoping it turns out like classic EQ1 but get the feeling it turns out like 2013 EQ2 and Im not interested in that either.....


Hard Core Member

Joined: 10/02/11
Posts: 589

6/12/13 8:30:00 AM#60
Originally posted by Shorun
I just hope they leave out PvP as a whole. Everquest 1 and 2 were PvE games, for a PvE audience - they should focus on what they're good at: lots of interesting classes and raids.

i really don't understand all the hate for pvp. 


especially if they do it in a way that it doesn't affect anyone that doesn't want to participate... 

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