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EverQuest Next

EverQuest Next 

General Discussion  » What's your idea of the perfect EQN sandbox?

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45 posts found
  bcbully

Hard Core Member

Joined: 3/03/12
Posts: 7311

 
OP  6/26/13 10:03:59 AM#1
To you, what would be perfect?

When I eat chocolate chip pie it just doesn't feel like chocolate chip cookies. The texture, the consistency, it's just not the same and this is disappointing.

  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 306

6/26/13 10:10:59 AM#2
Originally posted by bcbully
To you, what would be perfect?

 

You really wanna know? lol

Ok...

SWG 2.0 (pre-cu/NGE), but in the fantasy world of Norrath, what we call Everquest. 

 

  Giffen

Advanced Member

Joined: 5/28/04
Posts: 226

6/26/13 10:13:10 AM#3

No xp quests.

 

Group-centric game.

 

Rich PvE experience.

 

In depth and balanced game economy.

 

Minimal instances.

 

 

  Storm_Cloud

Hard Core Member

Joined: 2/10/13
Posts: 306

6/26/13 10:18:39 AM#4
Originally posted by Giffen

No xp quests.

 

Group-centric game.

 

Rich PvE experience.

 

In depth and balanced game economy.

 

Minimal instances.

 

 

Oh... and I want to add this to my comment... lol.... 

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

6/26/13 10:36:11 AM#5
Re-launch EQ with newer graphics. Give all classes the ability to solo without the requirement of using mercs.
  Dullahan

Novice Member

Joined: 5/20/05
Posts: 754

Death to Themepark.

6/26/13 11:10:01 AM#6

First and foremost a sandbox needs PVE.

PVE progression is something every sandbox game in the past failed to produce, and why the pvp side of the game becomes so dry and meaningless.  Players need more than just resources and territory to fight over.  They need common objectives to compete over which create rivalries organically.  (Worked perfectly on EQ PvP servers)

Proper itemization from both pve and crafting.

Rarity of items to promote a good economy (see EQ1), no loot pinatas.

Completely open world, absolutely no instances.  Everything is contested.

No questing for exp, but dynamic meaningful questing that yield lore and rewards.

Not just the building of structures, but the creation of actual cities that thrive and become homes to surrounding players.

Crafted player housing (non-instanced obviously).

Tradeskills with depth and that allow creativity.  Players should be engaged in tradeskills, not see them as a chore.  Ideally, there should be enough to enjoy with the crafting and building spheres of the game that players actually play the game solely to craft.

PvP.  

It absolutely has to have PvP.  It doesn't have to be no holds barred, no safe zones, completely FFA pvp, but there has to be some PvP in a sandbox where cities can be built and destroyed, and so many parts of the game exist for the sake of competition.  PvP must exist somewhere in the world.

My preference for PvP is FFA with relatively safe cities and player cities.  Guards should exist to protect players and should be for hire in player cities.  Players should also be safe in their castles or houses until such a time as those castles and houses are burnt to the ground because they weren't smart enough to hire guards or seek alliances with other players.

For EQ Next, I hope there are servers with varying PvP rulesets to please everyone.  I'm fairly certain PvP will exist in all server but that the general servers will only allow pvp in certain areas or continents where players build and will have plenty of safe zones.  Then I'd hope for a race wars server with FFA pvp.  Then I'd hope for PvP with some sort of partial loot system.  That should just about please everyone except for the whiners who don't want pvp at all.

Played EQ, UO, DAoC, AO, WoW, EQII, Vanguard, Ryzom, Darkfall, Warhammer, Rift, MO, Tera, DFUW, Age of Wushu, NW2, ESO and many others I don't remember or care to admit.
-
Awaiting The Repopulation, and Archeage.
-
Don't be ignorant. Get an MMO education!

  ElderRat

Novice Member

Joined: 9/30/10
Posts: 909

6/26/13 11:18:17 AM#7
Shadowbane in Norrath is my answer.

Currently bored with MMO's.

  Dejoblue

Novice Member

Joined: 5/09/11
Posts: 295

I'll give them heroics...and when everyone is super...no one will be.

6/26/13 11:56:28 AM#8

I want a literal copy of EVE in the EQ universe with EQ questing and raiding added in. EVE has missions and Incursions which are...questing and raiding, so...EVE in EQ.

Realistically I think well get EVE in EQ with no pvp.

  GrumpyHobbit

Apprentice Member

Joined: 6/23/13
Posts: 21

6/26/13 12:04:19 PM#9

Remove the concept of a PvE or a PvP game.

Make the world work and leave the details up to the rest of us.

Obey the laws of physics, specifically action/reaction.

Make the world an interactive experience and allow us to become part of the world.

Front end design the game.

Randomess in all things with more then one option.

Give us the tools to allow us to make the tools.

  ElderRat

Novice Member

Joined: 9/30/10
Posts: 909

6/26/13 12:04:46 PM#10
Originally posted by dejoblue

I want a literal copy of EVE in the EQ universe with EQ questing and raiding added in. EVE has missions and Incursions which are...questing and raiding, so...EVE in EQ.

Realistically I think well get EVE in EQ with no pvp.

EVE has pvp, so to have EVE in EQN you would need pvp.

Currently bored with MMO's.

  Nanfoodle

Advanced Member

Joined: 5/23/06
Posts: 3508

6/26/13 12:15:58 PM#11

Only sandbox tools I really want are...

1. Be able to change skills and spells to be mine. Spell effects, change my DD to have a dot at the end. Or remove the dot to make the DD bigger. Things like that.

2. Player housing that impacts the rest of the game. eg, picking flowers for my potion I can on a rare time get seeds I can plant at my house I can harvest.

3. I want a tool set like microsoft Spark demo. To make zones with quests and stories I can share and play. I want rewards that will scale with how hard I make my content.

4. Player created loot. Not just crafted but unique items you can make and I want them as good as top level raid items. 

  Electro057

Novice Member

Joined: 3/05/09
Posts: 537

6/26/13 12:21:31 PM#12

Well the only true sandbox I ever played on was a player run persistent world in Neverwinter Nights 2....So if I take my expectations from there....

I want to run my own BDSM Brothel once again and have the tools to make it? Also to use that as a revenue source to fuel my underground drug ring that slowly builds into a slaving empire...I miss that.

--Custom Rig: Maker's Forge---
3.0 Ghz AMD Phenom II X6 1055T Processor (Six Cores, 3.0 Ghz Each)
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Windows 7 Ultimate

  GrumpyHobbit

Apprentice Member

Joined: 6/23/13
Posts: 21

6/26/13 6:09:51 PM#13
Originally posted by Electro057

Well the only true sandbox I ever played on was a player run persistent world in Neverwinter Nights 2....So if I take my expectations from there....

I want to run my own BDSM Brothel once again and have the tools to make it? Also to use that as a revenue source to fuel my underground drug ring that slowly builds into a slaving empire...I miss that.

Me too. Longest time I have kept playing a single game. Played in a world called Avlis. Fully RP oriented with GM's constantly running quests and events (hell I was part of an even revolving around the war between the Elves and Humans for over a year and was a spy with regular solo missions with just myself and a GM who linked my quests into what other GM's were doing for other players).

I also had a shop where I sold all my crafted gear and often I would spend an entire evening just crafting and talking to customers. Good times.

  Karble

Advanced Member

Joined: 6/13/09
Posts: 695

I play therefor I am

6/27/13 9:42:13 AM#14

Take normal leveling out.

Use a skill based system. As you use them you gain skill, if you stop they decrease. Have a skill lock to dial in your skills. Skill cap. Once skill cap is reached or you become a master in a skill, you unlock AA advancement for the skill which has it's own cap.

Player houses built from the ground up by crafters. These can't be destroyed unless the castle ground it sits on is conquered and destroyed.

Deep questing system that relies on npc factions similar to many EQ quests.  Have to achieve certain standings by doing stuff for those factions until they like you enuff to interact with you.

Epic PvP battles over resources or desirable areas.

Faction oriented PvP Based on general section of continent your guy hails from, But not completely locked to that. In otherwords you could do some faction quests with npc of a different faction to join that side if you desired.

  Masterfuzzfuzz

Novice Member

Joined: 6/30/13
Posts: 176

6/30/13 9:46:03 PM#15
Originally posted by bcbully
To you, what would be perfect?

an exact copy of original everquest with Tera-style combat.

  Allein

Elite Member

Joined: 6/11/13
Posts: 980

6/30/13 10:04:29 PM#16
Originally posted by Masterfuzzfuzz
Originally posted by bcbully
To you, what would be perfect?

an exact copy of original everquest with Tera-style combat.

You are going to not be happy come Aug 2nd.

  Grahor

Apprentice Member

Joined: 5/08/11
Posts: 854

7/01/13 2:54:09 AM#17
Originally posted by Nanfoodle

Only sandbox tools I really want are...

1. Be able to change skills and spells to be mine. Spell effects, change my DD to have a dot at the end. Or remove the dot to make the DD bigger. Things like that.

Too complex when scaled for whole server + graphical effects. Will not be implemented.

2. Player housing that impacts the rest of the game. eg, picking flowers for my potion I can on a rare time get seeds I can plant at my house I can harvest.

Was implemented in a number of games already, but an okay feature.

3. I want a tool set like microsoft Spark demo. To make zones with quests and stories I can share and play. I want rewards that will scale with how hard I make my content.

People will make exp/loot farms, so not gonna happen/not gonna be meaningfull in any way.

4. Player created loot. Not just crafted but unique items you can make and I want them as good as top level raid items. 

Not gonna happen. Too complex to implement/raiders will cry and ragequit, and recently the only people staying with games long-time (short of EVE) are raiders. And they'll cry and ragequit, because with non-raider people having gear as powerful as them life has no meaning.

  mcast1234

Apprentice Member

Joined: 1/06/11
Posts: 23

7/01/13 3:01:06 AM#18

Wurm online resource gathering, crafting, terraforming and building

Eve economy

Original Everquest classes, world and rich dungeons with updated  zones

No instancing ever

 

What we will actually get....

Watered down sandbox, which a couple of house build types and some options to create our own quests

Instancing WoW style

Lame economy with f2p "buy now" buttons everywhere

 

  Grahor

Apprentice Member

Joined: 5/08/11
Posts: 854

7/01/13 3:25:38 AM#19
Originally posted by mcast1234

Wurm online resource gathering, crafting, terraforming and building

Eve economy

Original Everquest classes, world and rich dungeons with updated  zones

No instancing ever

 

And nobody (by nobody, I mean not one of our local sandbox huge proponents) plays it because, well, it turns out, true sandboxes are actually tedious, boring and very niche.

 

What we will actually get....

Watered down sandbox, which a couple of house build types and some options to create our own quests

Instancing WoW style

Lame economy with f2p "buy now" buttons everywhere

 

Indeed! And we'll love it! At least love it enough to make it really successfull financially, unlike Wurm.

  Akerbeltz

Apprentice Member

Joined: 2/12/13
Posts: 152

7/01/13 4:51:18 AM#20

- A virtual world with a high degree of interaction, with estrategic open world PvP and PVE dependant on PvP. The virtual world would be modifiable by the players' actions and weather would make an impact.

- Strong consequence system for player actions (ie: strong consequence for compulsive ganking). Reputation/Prestige system. Of course, consequences for good/evil morals. Strong banning system (perhaps linking account to credit card number to perma ban for good?)

- Player driven economy and complex crafting. Player generated workshops and vendors. No auction house. Of course, item decay.

- The virtual world would be embedded in the context of a lore. The world changes in accordance with lore's changes. SOE personel acting as Dungeon Masters and generating dynamic events.

- No personal story, just the context of the lore.

- No solo friendly.

- No fixed classes. Progression based on use of skills. Possibility of progression for non-combat character's careers.

- Player generated content: housing, cities. Possibility of becoming Dungeon Masters and commanding NPCs to hardcore players after certain very tough conditions and career progress.

- No PvP and PvE segregation. "Casual Server" with possiblity of flag/unflag for PvP and easier content for the entitled crowd.

- Ideally, integration with mobile devices. Your character would "have a life" when you are not playing and you would give him/her basic orders through a mobile app (sleep/shelter, free for hire, vendor mode, etc).

 

Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.

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