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EverQuest Next

EverQuest Next 

General Discussion  » What mechanics from EQ1 would you like to see in EQN?

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69 posts found
  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2388

6/27/13 6:05:23 PM#21
Originally posted by Baratuk

What is something from Everquest 1 that you'd like to see adapted into Everquest Next?

 

For me, it has to be the vision. When I first started EQ1 back in 2000, I made a human as my first character. And once nightfall hit I couldn't see two feet in front of me. Later on I made a darkelf and was amazed at how good they saw at night.

 

That goes in with the general idea I want EQN to follow. Immersion.

 

They made a realistic, HARSH virtual world. Long travel times, harsh death penalties, dark nights, scary roaming mobs, NPCs that were characters, not just quest dispensers...

That aspect. A world, not a game. However, I wouldn't mind the death penalty being a little LESS harsh, and the old class system/gear grind can fuck right off.

  Baratuk

Novice Member

Joined: 4/22/05
Posts: 14

 
OP  6/27/13 7:18:48 PM#22
I also hope they bring back the separate starting zones for each race, for example: Rivervale for halflings, Oggok for Ogres, etc etc.
  Vynt

Elite Member

Joined: 9/19/04
Posts: 596

6/27/13 7:25:20 PM#23
A lot of great things mentioned that I also want, but definitely want AAs back. Loved the extra level of customization for leveling. pretty sure that will definitely be in EQN since it has gone well in the first 2.
  Baratuk

Novice Member

Joined: 4/22/05
Posts: 14

 
OP  6/27/13 7:29:49 PM#24
Originally posted by Vynt
A lot of great things mentioned that I also want, but definitely want AAs back. Loved the extra level of customization for leveling. pretty sure that will definitely be in EQN since it has gone well in the first 2.

 

I just hope they implement AA's from the start instead of later in a patch. Its much easier and more fun to gain AA as you level instead of having to backtrack because they didnt have them in game at launch.

  Kuanshu

Apprentice Member

Joined: 5/19/04
Posts: 277

6/27/13 7:32:14 PM#25

Honestly I really think everyone needs to get past a 14 year old MMORPG game mechanics and start coming to terms with the reality that Everquest Next is going to be something entirely different in a parallel universe so to speak...

Why would SOE bring EQ1 or EQ2 gameplay into Everquest Next if they envision these titles to continue on their f2p models peoeple currently subscribe to?

Personally I wonder why they don't rehash EQ1 with upgraded graphics and a new engine as many people want to jump in the time machine and go back to the good ol days...

Project 1999 anyone?

I really hope they completely break with the unspoken sacred trust with their previous fanbase with Everquest Next and make it so revolutionary that the only thing remotely recognizeable from the past is lore, landscape layout, and MOB types...everything else should be scrapped except for a bit of nostalgia which would be so easy to impliment here and there for players to reminesce...

 

  jonesing22

Advanced Member

Joined: 9/01/10
Posts: 681

6/27/13 7:35:05 PM#26
Originally posted by Brodan

There are a lot of things from EQ1 I'd like to see make a return in EQN - and MMOs in general.

- The sense of danger. Huge level ranges and variety for zones / areas. Wandering, dangerous mobs.

- The sense of adventure, and a need to explore. I am opposed to most forms of fast travel if the game is built well enough to offer a sense of adventure while traveling. Where traveling is part of playing the game, and not something you have to do to play the game. The world has to be immersive.

- Mob difficulty. If you are fighting an even level normal mob, that mob should actually be able to kill you if you aren't paying attention. I'm tired of games with no challenge outside of bleeding edge raid content, where you can pull half a dozen mobs your level and mindlessly mow them down solo.

- Class dynamics / high skill ceiling. Make it rewarding to know your class and to be a good player. Bards were a good example of this. You were in a group and had respawn / patrol / wall aggro adds thinking your group was going to wipe. Then the bard charms one, puts it on another mob to tie two up, starts a mez cycle on the other four, calls out the kill order, and saves the group. All because they knew their class and were good at it.

- Make strategy and tactics count again. Bring back the importance of crowd control mechanics, and pulling / splitting /peeling mechanics. It doesn't matter how many abilities classes have if the game is easy enough to mass pull in dungeons and mindlessly AoE everything in sight with very little danger.

- Long leveling experience. I don't want to end up max level within 2 weeks, which is what happens most of the time with modern MMOs. If this game does end up having levels I would like to see it take several months for even hardcore players to reach max level. But the game has to support that with enough engaging content to where it doesn't feel like a mindless grind.

- Alternate Advancement. One of the later additions to EQ1 that I do really like. A good, complex AA system can really add a lot to the game.

- Meaningful item upgrades. It's hard to really care about gear these days when it's handed out like candy, and you've gone through 100 pieces by the time you're level 30. I remember working my ass off on my first character in EQ just to get a full suit of no-stat bronze armor by the time I was in my 20s. It was very satisfying because it wasn't just given to me.

Having said all of that, while I did love EQ1 in the early days, and after playing dozens of MMOs it is still my favorite experience, I certainly don't think it was perfect. One thing in particular was the crafting system. I'm really hoping that EQN takes inspiration from SWG, Vanguard, and EQ2 and has a robust crafting system on steroids.

I'm trying to wait as patiently as I can till Aug 2nd to see if they can pull off something great.

 

All that is my fantasy mmo Lol. Every time EQ brings up a new TLP server, I'm on it, but the current TLP servers are too far from velious EQ. Yeah, I wanted to add, seperate starting zones for each race and for a few races, multiple starting areas.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2388

6/27/13 7:36:46 PM#27
Originally posted by Kuanshu

Honestly I really think everyone needs to get past a 14 year old MMORPG game mechanics and start coming to terms with the reality that Everquest Next is going to be something entirely different in a parallel universe so to speak...

Why would SOE bring EQ1 or EQ2 gameplay into Everquest Next if they envision these titles to continue on their f2p models peoeple currently subscribe to?

 

Because they have been saying that it'll be a sandbox where you don't get coddled. This makes people think more of EQ1, and ask for the return of hardcore features, many of which will fit in well with a sandbox.

  thedood123

Novice Member

Joined: 3/21/12
Posts: 149

6/27/13 7:39:46 PM#28
I definitely want dark scary nights where all you can see is the very area around your character and vaguely into the distance... I think it should be like this on all races as well for fairness.
  Sephros

Apprentice Member

Joined: 8/22/11
Posts: 381

6/27/13 7:39:50 PM#29
Hell levels!

Error: No Keyboard Detected!
Press F1 to continue......

  Vynt

Elite Member

Joined: 9/19/04
Posts: 596

6/27/13 7:45:18 PM#30
Originally posted by Kuanshu

Honestly I really think everyone needs to get past a 14 year old MMORPG game mechanics and start coming to terms with the reality that Everquest Next is going to be something entirely different in a parallel universe so to speak...

Why would SOE bring EQ1 or EQ2 gameplay into Everquest Next if they envision these titles to continue on their f2p models peoeple currently subscribe to?

Personally I wonder why they don't rehash EQ1 with upgraded graphics and a new engine as many people want to jump in the time machine and go back to the good ol days...

Project 1999 anyone?

I really hope they completely break with the unspoken sacred trust with their previous fanbase with Everquest Next and make it so revolutionary that the only thing remotely recognizeable from the past is lore, landscape layout, and MOB types...everything else should be scrapped except for a bit of nostalgia which would be so easy to impliment here and there for players to reminesce...

 

That has kind of been the problem with a lot of games today. They're so watered down, a lot of standard options in the past, are unheard of these days. Player Housing, good luck finding that, armor dyes, some are starting to bring it back, more character customization, lol, games are removing it more and more these days.

Especially if EQN is suppose to be a sandbox like game, there needs to be a lot of choices and variety. A lot of the older games weren't considered themeparks, nor sandboxes because they had variety, a lot of sandbox elements.

I loved being able to progress my character further with extra skills in EQ, or pvp in daoc and get extra abilities. I loved being able to dye my armor at will, add trophies of monsters I hunted to my house. Set up shop with my wares, play the trading game and rake in the platinum. Create a taxi service.

So many people today don't even know about the old standard mechanics that added depth and flavor to the game that if they were to add in all those things from games like eq, daoc, ao, ac, eve, people would think it was revolutionary because they haven't seen any of it in the last 10 years!

  Allein

Elite Member

Joined: 6/11/13
Posts: 762

6/27/13 7:49:22 PM#31

Racial abilities (More along the lines of night vision, slam, regen and not +5 poison resist) 

Alcohol tolerance, Bind Wounds, and other fun (if not useful) skills.

  Karble

Advanced Member

Joined: 6/13/09
Posts: 640

I play therefor I am

6/27/13 7:51:51 PM#32

I miss going into a new dungeon and not having a single clue about it. Like Blackburrow after the first few low level gnolls are taken out.... "Hey, what's in this hollow tree here" "AAAAAAHAHHHHHH!!!!" You fall quite far into some much higher level gnolls and have to either fight the mobs that saw you, then gate out.....or try to figure out how to get back through the maze-like underbelly back to the surface.

Or the dungeons with slippery ice and cliffs. So many interesting variations for the time. They could do wonders now. Not the cheap usual floor spike that other games use too much now. 

 

Also being able to level up your beer tolerance by drinking and getting smashed. I remember having drunken races with spectators. Your whole screen moving drastically from side to side with every step and screen getting blurry.

Foraging up some tasty food to eat. Tracking down enemies with the tracking skill. Using spirit of the eagle to float from peak to peak of some zones high above enemies.

Using a level 1 spell to continually taunt a huge giant I had snared in the Plane of Power while my dps friends would chase after doing damage for quite a while before the huge guy finally died. I think that was in Plane of Tactics close to the entry.

 

 

  Khayotix

Apprentice Member

Joined: 11/02/08
Posts: 222

If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.

6/27/13 7:53:46 PM#33

Corpse runs

Gear without level restrictions(until raid gear)

Mob Camps

Taking an eternity to reach max level.

 

  waynejr2

Advanced Member

Joined: 4/12/11
Posts: 3705

RIP City of Heroes!

6/27/13 7:57:13 PM#34

Great lists above.

How about eq1's day/night cycle?

  sanshi44

Advanced Member

Joined: 6/12/09
Posts: 1030

6/27/13 8:04:24 PM#35
Originally posted by greenblood82

- trains

- corpse runs

- camping mobs for items

- no auction house

- classes should not be totally balanced for soloing

- no pok teleporters

- some rare low level items should still be valuable for highlevels

- no instances

This +

-No maps

-Factions like in EQ1

 

  Trudge34

Hard Core Member

Joined: 8/08/12
Posts: 388

6/27/13 8:38:38 PM#36
Would love to have the classes intertwine with each other like they did in EQ1. I was a part of some not very traditional groups because the group mechanics allowed it. None of this strict Tank + heals + DPS thing. DPS was a luxury in that game and took a back seat to everything else really. You needed utility before DPS, if you could squeeze all your utility out of the first 4 or 5 people in your group, then you could afford to bring on some heavy pure dpsers. Always loved that about it.

Played: EQ1 (10 Years), Guild Wars, Rift, TERA
Tried: EQ2, Vanguard, Lord of the Rings Online, Dungeons and Dragons Online, Runes of Magic and countless others...
Currently Playing: GW2

Nytlok Sylas
80 Sylvari Ranger

  Pigglesworth

Novice Member

Joined: 6/02/13
Posts: 265

6/27/13 8:53:26 PM#37
Out of group and longer lasting buffs. This is the way to go with buffs. I remember my guild hanging out a the entrances to cities and offering free buffs to newbies to allow them to level faster. Great way to build communities. Buffs needs to be able to be cast out of group and last for longer periods, like in EQ1, based on the spell level/quality.

@PigglesworthTWR on Twitter

Pigglesworth @ EQNForum.com, MMORPG.com, EQNextfans.com, ProjectNorrath.com, & EQNFanSite.com

Malcontent @ EQNexus.com & EQHammer.com

  fyerwall

Advanced Member

Joined: 6/01/04
Posts: 3197

6/27/13 8:56:26 PM#38
Originally posted by waynejr2

Great lists above.

How about eq1's day/night cycle?

And the rain that came out of no where with a sudden flash of lightning and thunder, making it harder to see

There are 3 types of people in the world.
1.) Those who make things happen
2.) Those who watch things happen
3.) And those who wonder "What the %#*& just happened?!"


  waynejr2

Advanced Member

Joined: 4/12/11
Posts: 3705

RIP City of Heroes!

6/27/13 8:58:15 PM#39
Originally posted by fyerwall
Originally posted by waynejr2

Great lists above.

How about eq1's day/night cycle?

And the rain that came out of no where with a sudden flash of lightning and thunder, making it harder to see

 Doh! That too!

  ace80k

Apprentice Member

Joined: 12/04/05
Posts: 139

6/27/13 9:03:40 PM#40
I wish they'd bring back the need for specific classes. Like say, a necromancer for corpse summons, rogues for corpse dragging, a wizard/druid for porting, monk/bard/SK for pulling, etc etc. The need for specific classes creates a more dynamic social atmosphere for sure and helps steer players away from overplayed classes. I miss the feeling of being an essential part of my group/guild/raid because of my "special" abilities, unlike GW2 where everyone is essentially the same. That may be an over generalization, sure, but to me, GW2 definitely left out the roleplay in MMO"R"PG and made me miss one of the things that made EQ1 so great.
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