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EverQuest Next

EverQuest Next 

General Discussion  » My wish for EQ Next

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30 posts found
  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2364

 
OP  6/26/13 3:53:09 AM#1

My wish for EQ Next is a proper risk vs reward system. Most sandbox games cater far more to pirates/bandits or what have you.

 

After so many player kills, things need to become harder on the ganker.

 

There also needs to be better risk vs reward for PvE too. For instance more valuable resources should be in more dangerous areas.

 

If they can get risk vs reward down right then this could turn out to be a real nice game.

  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

6/26/13 6:10:17 AM#2
Well if a player is going to gank it should have repercussions for the ganker, Their name should turn red and have the title murder affix to their name. Players who kill murderers should get rewarded or their should be some kind of bounty system. Murderers should lose an item if killed.
  exwin

Apprentice Member

Joined: 3/08/07
Posts: 225

6/26/13 6:20:25 AM#3
I hope that it gives the feeling of being in a huge, living world like EQ 1. Sometimes we would go somewhere in EQ just because we had never been there, just to see who or what was there. Most of the mmos I've played since has just been a push for max level.
  Nanfoodle

Elite Member

Joined: 5/23/06
Posts: 3577

6/26/13 9:02:48 AM#4
I want player housing that has some real depth to it, so it can tie into crafting, PvE and raids. Also some fun things with lots of options to make it yours. Be that a victorian era masterpiece or an amusement park. Also want crafters to really have a home in EQN. Where their items are as good as any raid item. Also I would love to see no gear treadmill but still have raids =-) 
  ReallyNow10

Hard Core Member

Joined: 8/11/10
Posts: 1695

Don't give us stories. Give us worlds and we will make our own stories.

6/26/13 11:12:54 AM#5

1)  TRAINS (i.e., aggroed monsters can attack bystanders)

2)  FACTIONS

3)  Racial Starting Towns/cities

4)  Zones/areas that look distinctly different from adjacent ones

5)  Minimal attack buttons (hate it when my interface looks like the HUD of a jet fighter)

6)  Hidden caves, dungeons, off the beaten path

7)  Food, fire, ale, inns

8)  Player-built buildings and trading outposts

9)  Wandering overconned mobs

10)  Full moon brings out werewolves

11)  Nighttime in Kithicor brings out undead, and maybe this happens in some graveyards.  Maybe brings out thieves and robbers in rough areas of towns.

12)  Imprisonment and trials and arena combat (non-instanced)

13)  Options for DPS classes to be melee or missile weapon-focused (i.e, warriors that can use axe or bow, rangers that can use swords or bows, etc...)

14)  Lots of non-weapon skills, trade skills.

 

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

6/26/13 11:39:28 AM#6

@Really,

 

Warriors and Rangers can already use 1hs and ranged weapons etc. Do you mean, make the classes in such a way that you get skills/abilities to use with multiple weapons?

I agree that right now you basically auto attack, and every now and then throw a bash / taunt / kick etc, but otherwise its auto pilot.

  ReallyNow10

Hard Core Member

Joined: 8/11/10
Posts: 1695

Don't give us stories. Give us worlds and we will make our own stories.

6/26/13 11:57:19 AM#7
Originally posted by Wakygreek

@Really,

 

Warriors and Rangers can already use 1hs and ranged weapons etc. Do you mean, make the classes in such a way that you get skills/abilities to use with multiple weapons?

I agree that right now you basically auto attack, and every now and then throw a bash / taunt / kick etc, but otherwise its auto pilot.

Meaning either mode (melee or missile) is viable for a DPS specialty.  So, a warrior who stands back and plugs away with his longbow can be as good as another warrior swinging a 2-h sword (DPS-wise).

Also, "melee" rangers (i.e., Aragorn) could be as viable as "missile" rangers (i.e., Robin Hood).

I think these options give the players more ways to tailor their gameplay.  GW2 did this pretty well (only thing I'd take from GW2).

  Wakygreek

Spotlight Poster

Joined: 4/30/08
Posts: 1244

Reason is a necessity

6/26/13 12:55:09 PM#8
Originally posted by ReallyNow10
Originally posted by Wakygreek

@Really,

 

Warriors and Rangers can already use 1hs and ranged weapons etc. Do you mean, make the classes in such a way that you get skills/abilities to use with multiple weapons?

I agree that right now you basically auto attack, and every now and then throw a bash / taunt / kick etc, but otherwise its auto pilot.

Meaning either mode (melee or missile) is viable for a DPS specialty.  So, a warrior who stands back and plugs away with his longbow can be as good as another warrior swinging a 2-h sword (DPS-wise).

Also, "melee" rangers (i.e., Aragorn) could be as viable as "missile" rangers (i.e., Robin Hood).

I think these options give the players more ways to tailor their gameplay.  GW2 did this pretty well (only thing I'd take from GW2).

Not sure I agree with a warrior at range doing more damage then a warrior close combat with a giant axe. I know that Rangers currently in EQ can do an imense amount of damage with their bows at range, and most just use HS for fast AA grinding at the higher levels. Rangers I can see being more suited for ranged damage then warriors. I see your point and thing that warriors should have options ... but I always envision warriors being nastier up close then from afar. I mean , you don't see enchanters running up to monsters with a 2 hander do you?

  Justsomenoob

Novice Member

Joined: 10/20/10
Posts: 869

6/26/13 1:00:53 PM#9

I want a meaningful way to play the game full time without having to enter combat.

 

And I don't mean like EQ2 where I play that whack a mole crafting minigame 500 times in a row.

  dandurin

Apprentice Member

Joined: 5/19/04
Posts: 472

6/26/13 3:15:50 PM#10
Originally posted by Justsomenoob

....

 And I don't mean like EQ2 where I play that whack a mole crafting minigame 500 times in a row.

I think that's what the NSA was making Bradley Manning do for 3 years in solitary.

 

Seriously, what a failed attempt at a mini-game.  Better to just have a progress bar like WoW, or preferably, something engaging like Vanguard Diplomacy.

 

  ReallyNow10

Hard Core Member

Joined: 8/11/10
Posts: 1695

Don't give us stories. Give us worlds and we will make our own stories.

6/26/13 5:33:27 PM#11
Originally posted by Wakygreek
Originally posted by ReallyNow10
Originally posted by Wakygreek

@Really,

 

Warriors and Rangers can already use 1hs and ranged weapons etc. Do you mean, make the classes in such a way that you get skills/abilities to use with multiple weapons?

I agree that right now you basically auto attack, and every now and then throw a bash / taunt / kick etc, but otherwise its auto pilot.

Meaning either mode (melee or missile) is viable for a DPS specialty.  So, a warrior who stands back and plugs away with his longbow can be as good as another warrior swinging a 2-h sword (DPS-wise).

Also, "melee" rangers (i.e., Aragorn) could be as viable as "missile" rangers (i.e., Robin Hood).

I think these options give the players more ways to tailor their gameplay.  GW2 did this pretty well (only thing I'd take from GW2).

Not sure I agree with a warrior at range doing more damage then a warrior close combat with a giant axe. I know that Rangers currently in EQ can do an imense amount of damage with their bows at range, and most just use HS for fast AA grinding at the higher levels. Rangers I can see being more suited for ranged damage then warriors. I see your point and thing that warriors should have options ... but I always envision warriors being nastier up close then from afar. I mean , you don't see enchanters running up to monsters with a 2 hander do you?

Think of the English Longbowmen at Agincourt.  Some of those bows had a pull weight of 200 to 300 lbs.  Used to be a saying that if you want to create a good longbowman, you must start with his grandfather.  Just thinking DPS warriors, not tanks.  I could envision it; a longbowman is a tough son of a gun.

  SneakyTurtle

Novice Member

Joined: 6/10/13
Posts: 41

"Strike First, Strike Fast"

6/26/13 6:07:17 PM#12
Originally posted by ReallyNow10

1)  TRAINS (i.e., aggroed monsters can attack bystanders)

2)  FACTIONS

3)  Racial Starting Towns/cities

4)  Zones/areas that look distinctly different from adjacent ones

5)  Minimal attack buttons (hate it when my interface looks like the HUD of a jet fighter)

6)  Hidden caves, dungeons, off the beaten path

7)  Food, fire, ale, inns

8)  Player-built buildings and trading outposts

9)  Wandering overconned mobs

10)  Full moon brings out werewolves

11)  Nighttime in Kithicor brings out undead, and maybe this happens in some graveyards.  Maybe brings out thieves and robbers in rough areas of towns.

12)  Imprisonment and trials and arena combat (non-instanced)

13)  Options for DPS classes to be melee or missile weapon-focused (i.e, warriors that can use axe or bow, rangers that can use swords or bows, etc...)

14)  Lots of non-weapon skills, trade skills.

 

I like all of these mentioned, especially  #13 / #14

- SneakyTurtle

  FaarmMercy

Novice Member

Joined: 6/25/13
Posts: 32

6/26/13 7:00:16 PM#13
Originally posted by nerovipus32
Well if a player is going to gank it should have repercussions for the ganker, Their name should turn red and have the title murder affix to their name. Players who kill murderers should get rewarded or their should be some kind of bounty system. Murderers should lose an item if killed.

I hope adventurers will be losing items quite frequently. If they aren't, the game's economy will stagnate and die. Extreme inflation happens in every themepark, and the only way to mitigate that is to make sure players are restocking on items on a continual basis.

This is also the foundation of the game for crafters. Without a demand for their products, no one will buy their supplies. Simple economics. Supply vs. Demand.

  thedood123

Novice Member

Joined: 3/21/12
Posts: 149

6/26/13 7:06:21 PM#14

My wishes are the following:

1. Vast world with very distinct environments

2. Auction House

3. Pet classes such as Necromancer

4. Console release

5. Release this year

6.Hoping they are keeping the stylized art style still

7.All servers the same with flag based PvP

8. Faction interaction

9.Large number of races

10. Action combat with no more than 10 abilities on screen at once

11. Rewarding crafting system

12. Rare drops off monsters such as a minipet or mount that requires hours of grinding to get (ex. farming say a gryphon for hours that has a low chance to drop a pet)

and much more but I am not going to make this list any longer due to complaints

  Electro057

Novice Member

Joined: 3/05/09
Posts: 537

6/26/13 7:11:45 PM#15
As with everything I wish for gratuitous explicit content, possibly also player housing and the ability to own shops. Maybe even a merchant class that can help shape the player economy and feel like a real trader or the like...Manage ships/trade caravans, play the market, make deals with guilds. An actual living world that I can impact economically, politically...That'd be interesting, to have the factions/governments player run and democratically voted into place. And the ability for players to build population centers to their desires, complete with industrial/red light sectors ect ect....

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  Kuanshu

Novice Member

Joined: 5/19/04
Posts: 277

6/26/13 9:21:49 PM#16

Personally I am simply amazed people still bother to play Everquest considering how poor the graphics are and how dull the aged gameplay is being over 14 years since it was released...Everquest 2 was released to carry over alot of the Everquest players yet its different in ways that still have players clammering for the old days of Everquest. Why are people wanting rehashed gameplay mechanics from 2 really old MMORPGs??

Everquest next should be so dynamic that Norrath comes to your doorstep as opposed to normally going out and adventuring...the adventure should come to you, literally invade your characters world in such a way you feel the immersion which leads to more roleplaying.

Its already been revealed there will be seasonal change and players can build and destroy. Changing seasons should surely bring very dynamic weather and wouldn't it be cool to see migratory MOBs and different MOBs types and changes in their behavior and activity along with the seasons. This should go hand in hand with daylight and nighttime behavior and activity. If Everquest Next is going to allow players to affect the environment by building and destroying; then MOBs should respond/react to these invaders and give them reason to build fortresses with guards, etc...especially if they are destroying nature and claiming lands as their own that have been free open hunting and foraging grounds for MOBs for many years. Of course there should be limitations on where and what players can construct and destroy and time periods/tools involved, etc....

Rare Spawns were interesting and exciting in Everquest yet waiting for them and contending with others doing the same really sucked big time. Instead of rare spawns being in a certain areas and carrying predictible loot make it so they can be in many more areas in a much more dynamic fashion and their loot tables being much more varied and randomized. Rare crafting components could from rare MOBs which would stimulate/encourage crafting and economy.

Grouping shouldn't be so set as it was in previous MMORPGs. Allowing and encouraging many different combinations and number of players. MOBs should adjust strategies and number as a tactical measure based on survival and predatorial instincts or if intelligent being much more resourceful and careful and unpredictible. Get rid of the tank, healer, dps, crowd control roles as MOBs shouldn't be so freakin easily manipulated and overcome....every fight should considered carefully and be a trial for even veteran players.

Faction system has already been mentioned as being a very dynamic part of gameplay as it should be and I already have a good idea where they are going to go with this as it is pure genius. I realized this when I first played Everquest back in the day yet technology at the time wouldn't have been able to bring a dynamic factional system as it can today. Everything you do against MOBs and players should affect a factions position, attitude, demeanor, stance, reaction, aggressive/passive, etc...to such a degree a player is careful what they do even if one of their friends or group members is outright attacked without provocation. Factional system should involve diplomacy, economics, politics, resources, battles, wars, etc...

Lighting system has never really been handled well except in Everquest in my opinion and even that is considered old and primitive. Really made a difference having night vision, infravision, etc... If you have to use a non spell light source in your hand it should affect combat and other activities. Light spells should be dispellable and not always work as intended and this should affect every spell in one way or another so players don't go around taking everything for granted as they move from one area to the next without regard of consideration.

Sensory immersion has been one facet of MMORPGs that I have yet to see handled properly. We are talking Taste, Touch, Sound, Sight, Smell and Intuition, Instinct, Psychic, etc... Races and MOB types should have varying degrees of the aforementioned and they should be taken into consideration and utilized properly.

One thing that still amazes me is how many quests in Everquest were not only not discovered but never revealed to this day.  However the day of fixed questing with the exception character development, class/skill development quests, diety quests, race related quests, etc.. is over and players should have some involvement and my guess this has something to do with storybricks. Not sure how this will be handled but I am waiting for the infotrain to come into town in just over a month and I will be waiting to see what is unveiled.

Predictable MOBs according to area and zone types should end and players should be vigilant as the boogieman legend still around to warn those of the foolhardy and unawares. Hoepfully they do away with level ranges and make it so MOBs are all over that you have to pay attention. If a group or a raid is out and about scouting MOBs are alerting inhabitants and as animals do in nature. How do 2 legged players outrun 4 legged ones or even flying creatures??

Mazes, hidden doors, false floors, pits, camoflauged entrance/exit, traps of great variation, unstable terrain, puzzles, riddles, magical mysteries, caves, caverns, vast underwater areas and MOBs, climbing trees is possible as is climbing walls and rough terrain, mine shafts, underground cities and dungeons and fortresses, etc...a world so dynamic and interactive it keeps players bewildered and amazed and enthralled for many, many months possibly even years to come even with things improving so rapidly and quickly.

Cities need to be alive and immersive during the day and night; beggars, prostitutes, drunks, addicts, alleys, thieves, assassins, bullies, bouncers, pickpockets, open markets, wandering merchants, blacksmiths, arenas, jails, prisons, shooting ranges, training grounds, guild halls, faires, freaks, circuses, magicians, fighters guild, mages tower, thieves guild, churches, cemetaries, sewers, wells, hangman, executioners, castles, pubs, clowns, houses, contests, duels, mystery men/women, etc...and it shouldn't be so easy to just wander here and there and do whatever you want.

PvP needs to be a well handled option for players and areas should be ventured around and through carefully as anyone could be a potential target and rightly so.

Players who have logged a good amount of timeplay in the game should feel their time rewarded, especially if they have accumulated alot of time on one character much moreso then others. Risk takers should surely receive more rewards for being so brave, daring, and resourceful to succeed where others have failed or worse. I feel aging should be a part of the game as should diseases, poisons, infections, injuries, encumberance, thirst, hunger, fatigue, exhaustion, etc...so everyone isnt walking around ageless, invulnerable, invincible, satiated, careless and carefree...

I could go on and on and on here though immersion and dynamic MOB AI and player interaction/involvment with environment on a large scale and  player driven economy and players basically affecting how the story of the game unfolds and changes as time goes on needs to be the primary emphases of any developer at this time with technology advancing so quickly and players are ready for something truly revolutionary and supposedly Everquest Next is more then the next big teaser

  dandurin

Apprentice Member

Joined: 5/19/04
Posts: 472

6/27/13 12:15:52 AM#17

1. Crafting that isn't mind-numbingly repetitive

2. Racial diversity expected of the Everquest series

3. Class diversity expected of the Everquest series

4. Epic crafting, ie, "building", of houses, ships, siege engines, castles, vehicles that will be used in large-scale conflicts either against competing factions or against AI-controlled monster hordes.

  hMJem

Apprentice Member

Joined: 3/19/13
Posts: 468

6/27/13 12:41:29 AM#18
Originally posted by FaarmMercy
Originally posted by nerovipus32
Well if a player is going to gank it should have repercussions for the ganker, Their name should turn red and have the title murder affix to their name. Players who kill murderers should get rewarded or their should be some kind of bounty system. Murderers should lose an item if killed.

I hope adventurers will be losing items quite frequently. If they aren't, the game's economy will stagnate and die. Extreme inflation happens in every themepark, and the only way to mitigate that is to make sure players are restocking on items on a continual basis.

This is also the foundation of the game for crafters. Without a demand for their products, no one will buy their supplies. Simple economics. Supply vs. Demand.

Murderers should lose 2-3 items, everyone else should lose 1.

 

There would be no point to player killing if worst case scenario, you lose gear and no one else does

 

"That's the point" No, it isnt the point, its to provide proper risk vs reward. Want to kill that guy? You'll get blacklisted and get a piece of his gear, but while youre in the murderer mode for a few hours, you die you lose 2-3 pieces. Pretty fair risk vs reward

 

If there was only rewards for self defense, I'd taunt the players with the best items in the game to try to kill me.

  Prepared

Advanced Member

Joined: 3/11/13
Posts: 93

6/27/13 2:40:56 AM#19

It's very simple actually...

All Everquest Next has to do is put everything into the game that is in World of Warcraft now, then put in massively more content, play options and much more stuff and it will take over the entire world of MMORPGs and become a massive giant that everyone will play.

Start with anything else and it will become a failure just like all of the other MMORPGs that were touted to become #1.

 

  Kuanshu

Novice Member

Joined: 5/19/04
Posts: 277

6/27/13 10:31:41 AM#20
Originally posted by Prepared

It's very simple actually...

All Everquest Next has to do is put everything into the game that is in World of Warcraft now, then put in massively more content, play options and much more stuff and it will take over the entire world of MMORPGs and become a massive giant that everyone will play.

Start with anything else and it will become a failure just like all of the other MMORPGs that were touted to become #1.

 

Didn't you get the memo? World of Warcraft has seen its time and is fast becoming a failure of sorts in its own right; also it wouldn't have even existed if it Everquest never had the success it had in its heyday. The last thing we need right now is another rehashed WoW killer MMORPG...

The days of themparks are over as we are moving more towards sandboxes where players have more say in whats going on in the world and more control over the environment and more influence over how the game setting evolves, much more...so the game isn't the same as day one it could literally change so much over a course of days and weeks and months so isn't hardly recognizeable and is very different on one server as on another server...

Crafting/Professions up the wazoo: Weaponsmith, Armorer, Trinketeer, Bowyers, Fletchers, Jewelers, Provisioner, Chef, Carpenter, Farmer, Fisherman, Alchemist, Enchanter, Tailor, Woodworker, Scholars, Inscription/Engraver, Outfitter, Sage, Herbalist, Huntsman, Gatherer, Butcher, Bartender, Miner, Prospector, Architect, Bounty hunter, Animator, Artillerist, Healer, Bag maker, Runemaster, Trapper, Firework specialist, Boat maker, Engineers, etc...though please don't make it like it was in Everquest 2 ugh....make crafting skill trees where players can specialize in a trade/profession of sorts that works well with creating a dynamic diverse thriving ingame economy where players can haggle, trade, barter, exchange good and services

Mounts for land, air, and water travel of a great variety and size for traveling and moving loads and people enmasse. Teleporting shouldn't be so easy and carefree and careless as it should only be done in extreme situations at great cost and expense and also have changes to backfire, fizzle, random location sending, or worse (many MMORPGs have trivialized this so much its superior to pretty much anything seen on any Star Trek episode).

Spellweaving sounds interesting as something that has been leaked from a SOE source concerning Everquest Next. Spell making and casting should require components, regeants, scrolls, runes, alchemy, etc..so as to make spells something that requires work and preparation.

Items that are used (especially weapons, armor and tools) alot should suffer damage and need to be repaired and restored and also have a chance of breakin/shattering altogether. If magical they should have charges and not be infinitely magical (as often happens in these games) and need recharged or they break/shatter. Some items are simply better made then others and have better stats accordingly and are more durable, etc...yet also more costly and not so easy to make or find.

Encumberance has yet to be handled properly in a MMORPG especially when you can get bags which make everything you put in them weigh nothing whatsoeva. Players shouldn't be able to go out and bring back hoardes of treasure, trinkets, etc...unless they have mules, wagons, etc...which should impede travel and make them vulnerable and targets for bandits, highwaymen, raiders, or worse.

Player housing is a tough one to handle but you only have so much land and so many people and not everyone should be able to have their own mansion or castle and rightly so. Pitching your own camp/tent shouldn't be a problem though lol...yet be careful as there are baddies out and about in the dark of the night, heh.

Cold and heat and other elements should have affects on players and their skills, abilities, spells, etc...and MOBs and on gameplay, etc...

Simply said when you release something that has a time limit on the playability factor in this saturated genre you are forced to impliment gameplay which either ruins immersiveness or trivializes everything so there is no roleplaying whatsoever or you have to release expansions and increase levels to the point the game turns into a TV/Cable series on its next season turning into ridiculousness and easily ridiculted and scoffed at by many.

 

 

 

 

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