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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
  craftseeker

Apprentice Member

Joined: 4/11/09
Posts: 628

7/01/13 5:05:03 AM#21
Originally posted by Akerbeltz

with estrategic open world PvP and PVE dependant on PvP.


-f flag/unflag for PvP and easier content for the entitled crowd.

Here we go again with the inversions.

Predators (PvP play) are always dependent on prey (PvE play) not the other way round.

Why is it entitled for someone to play a purely PvE style?  It seems to me (based on a number of comments on this site and from actual play in MMORPGs over the last 15 years) that FFA PvP players feel entitled to kill PvE players and feel thwarted by  PvE players not wanting to be killed by them.

  IakXastur

Advanced Member

Joined: 5/17/06
Posts: 43

7/01/13 5:05:23 AM#22
Originally posted by Akerbeltz

- 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.

Agree completely

- 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?)

Banning system needs to be strong. The thing on morals, really depends on if it's an RP server or not.

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

Economy should be COMPLETELY based on players. I have never enjoyed it when the makers "force" the prices of items. Player generated vendors are basically the same as an auction house. And I hate item decay, except when you are able to consistenly get new items easily enough. I'd rather have it harder to get items, and have no decay. Makes you more attached to your items

- 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.

Yes to dynamic content. So few games do this to any extent any more. I want to see some difficult encounter where you would never expect it to be. OK, cities are still fine too

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

Agreed

- No solo friendly.

Lets make it limited solo friendly. Not all of us have time, consistently, to join groups. Some limited soloing would be a plus. But make grouping more desirable. Soloing could be good for farming basic mats for TS

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

Only problem with skill based progression, is that if you spec yourself for one role, and don't have one specific skill up to par, you are often seen as less than wanted. You end up getting a lot of cookie cutters

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

Agreed up to becoming Dungeon Master. DM should be a job, even if not payed. It should not be centered around on toon.

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

I'm not a huge PvPer, so I'm jaded here. I like to have some "safe" zones. I don't want to be trying to casually level up, and get randomly ganked by Troll01. Maybe have it flagged PvP, with a timer for starting and stopping PvP, maybe 10minutes?

- 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).

 Please god no.  Only reason to integrate with a mobile app would be for an auction house. Or it's a time based skill learning, to change skills. Other than that, no to any mobile integration.

 

  Akerbeltz

Apprentice Member

Joined: 2/12/13
Posts: 151

7/01/13 5:17:14 AM#23
Originally posted by IakXastur
Originally posted by Akerbeltz

- 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.

Agree completely

- 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?)

Banning system needs to be strong. The thing on morals, really depends on if it's an RP server or not.

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

Economy should be COMPLETELY based on players. I have never enjoyed it when the makers "force" the prices of items. Player generated vendors are basically the same as an auction house. And I hate item decay, except when you are able to consistenly get new items easily enough. I'd rather have it harder to get items, and have no decay. Makes you more attached to your items

- 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.

Yes to dynamic content. So few games do this to any extent any more. I want to see some difficult encounter where you would never expect it to be. OK, cities are still fine too

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

Agreed

- No solo friendly.

Lets make it limited solo friendly. Not all of us have time, consistently, to join groups. Some limited soloing would be a plus. But make grouping more desirable. Soloing could be good for farming basic mats for TS

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

Only problem with skill based progression, is that if you spec yourself for one role, and don't have one specific skill up to par, you are often seen as less than wanted. You end up getting a lot of cookie cutters

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

Agreed up to becoming Dungeon Master. DM should be a job, even if not payed. It should not be centered around on toon.

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

I'm not a huge PvPer, so I'm jaded here. I like to have some "safe" zones. I don't want to be trying to casually level up, and get randomly ganked by Troll01. Maybe have it flagged PvP, with a timer for starting and stopping PvP, maybe 10minutes?

- 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).

 Please god no.  Only reason to integrate with a mobile app would be for an auction house. Or it's a time based skill learning, to change skills. Other than that, no to any mobile integration.

 

 

Good feebback Iak, I think we have a win-win *ding, ding!*

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.

  IakXastur

Advanced Member

Joined: 5/17/06
Posts: 43

7/01/13 5:32:15 AM#24

All things work out to being how the devs implement ideas. Too often, they are stretched to thin to be able to fully implement their ideas to a workable model. Their backers keep trying to push them to release before things are polished, so things fall out of their sights.

Personally, if we did have a skill based system, I would like them to add something from a book I really enjoyed. When offline, your character performs certain actions based on what you have "programmed" them to do, to increase their abilities. Say you want to get better at casting illusions. You set your character to keep casting Treeform every once in a while. Have gains be less than what you would do yourself, but make it more convenient than creating a macro on your keyboard, to continually do it. I will admit I have a gaming keyboard and I have used it to level up fishing in EQ1, and used it to get divination up, as it didn't want to increase. Being able to be offline and keep leveling up a skill, when you are going for several days would be wonderful.

One thing I would love from an true EQ sandbox. Cities could be founded. Make them instances, so as to keep lag down in the surrounding terrain, even if they take up the space of the city. And then the guild or whoever founds the city levies a tax on the households for upkeep and growth of the city. If you didn't want to join a city, you could be able to have a homestead. Though be warned, random aggressive creatures will want to invade it. Constant upkeep of some sort would be necessary.

  Assailant86

Novice Member

Joined: 6/21/06
Posts: 8

7/01/13 5:43:12 AM#25

Open World larger then the world of Darkfall: Unholy Wars.

 

Intricate crafting modeled after Vanguard: Saga of Heroes and Ultima Online, which yield useful stuff that cannot be obtained elsewhere.  Give crafting the ability to make some of the best armor in the game, but make the skill that is required to make it fairly high and the materials hard to gather.

 

True Sandbox MMO with no real pre-destined path of quests, choose your own adventure instead of Level centric "quest Hubs".

 

RNG style loot with randomized stats a kin to Diablo style ARPGs.  Sick of MMO's having 1,000,000 players end game with the exact same set of armor with the exact same stats.  There is nothing special or unique about it, its boring.

Extreme character custimization somewhat similiar to what Path of Exile Offers.  I would like no two players in the world to be the same.

And last but not least.  I would like the leveling process from 1-Max level to be a grueling process.  Do not follow in the footsteps of all these recent MMO's that cater to those who are used to the World of Warcraft idea that "I MUST GET TO END GAME AS SOON AS POSSIBLE OR I'M GONNA LOOSE MY MIND!!".  I wouldn't be upset if it took me over 15-30 days played before I hit max level.  A game doesn't always have to be about the "end Game"  what about the beginning of a game? Or the middle of a game?  Make us WORK for the end game.

 

And thats about it =)

  BatCakez

Novice Member

Joined: 12/20/07
Posts: 127

7/01/13 5:56:45 AM#26

While I hate to crash the party, we're all getting excited over a game by SoE. Their absolute best was EQ back in the day, and I'll not dispute that. However, since then, they don't really excel at MMOs, especially not long term. A lot of what they've been saying, is hinting that it may not be a subscription model. I personally hope that is is, and that I am insanely wrong here. EQ2 had amazing crafting, and I still prefer it to everything else out there. Loved the housing and decorating, too!

I just don't think SoE is going to deliver. A lot of their F2P games have been less than desirable, and not something I'd play for months at a time.

  keenber

Advanced Member

Joined: 7/10/07
Posts: 438

7/01/13 6:01:05 AM#27

I am against pvp but as long as there is no class balancing because of pvp and that not everybody can do everything ( tanks heal as good as clerics ect. ) i think pvp could work if it uses the original EQ faction system.

So for me that type of pvp, open worlds and dungeons,none tethered mobs, only way to get exp but from using things or killings things, Player made gear is the most important gear and it has to be none repairable/degradable, boss/raid mobs that can drop very special items used for building gear or items but no over powering gear drops and epic quests that can take weeks or months to complete and need the help of many people and when you have it completed it can be seen on you and players will wow he has that epic.

  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

7/01/13 8:49:45 AM#28
SWG pre-cu except set in the Everquest universe.
  DMKano

Elite Member

Joined: 6/17/11
Posts: 5444

7/01/13 9:04:17 AM#29

A believable virtual world with complex dynamic systems that can be influenced by players:

Example:

Damming off a river to create a lake? No game supports this yet.

or imagine natural disasters like floods destroying your crop fields or homes?

How about digging out mines, and then you discover underground caverns?

Seasons that affect the world and NPCs, if there's a blizzard rolling through, animals and other NPCs are not going to be leisurely strolling about as they did when it was sunny.

NPC factions electing their own leaders, forming alliances and building their own kingdoms. Basically an evolving living world even without any players.

A finite closed system of resources that would be sought out by players and NPCs.

 

That would be revolutionary - a dynamic living and breathing virtual world, where every action has a ripple effect. 

 

Most current games have systems that are isolated and have zero impact on the virtual world - infinite resource nodes, crafting systems that are just games within themselves and have no connection to the rest of the world. 

  nerovipus32

Novice Member

Joined: 1/15/11
Posts: 2716

7/01/13 9:33:06 AM#30
Originally posted by DMKano

A believable virtual world with complex dynamic systems that can be influenced by players:

Example:

Damming off a river to create a lake? No game supports this yet.

or imagine natural disasters like floods destroying your crop fields or homes?

How about digging out mines, and then you discover underground caverns?

Seasons that affect the world and NPCs, if there's a blizzard rolling through, animals and other NPCs are not going to be leisurely strolling about as they did when it was sunny.

NPC factions electing their own leaders, forming alliances and building their own kingdoms. Basically an evolving living world even without any players.

A finite closed system of resources that would be sought out by players and NPCs.

 

That would be revolutionary - a dynamic living and breathing virtual world, where every action has a ripple effect. 

 

Most current games have systems that are isolated and have zero impact on the virtual world - infinite resource nodes, crafting systems that are just games within themselves and have no connection to the rest of the world. 

Actually this is what i want.

  adderVXI

Advanced Member

Joined: 1/08/05
Posts: 622

~Brawndo~

7/01/13 10:24:09 AM#31

Heres my perfect sandbox -

World the size of D&L (40k sq KM)

Housing system of SWG

Can plant crops and trees like AA appears to be.

Dynamic weather systems like Vanguard

Seasons like D&L where snow builds up, lakes freeze and melt in the spring.

NON instanced dungeons where mobs arent magically 10x harder inside

I want trains!

The ability to flag yourself for pvp like SWG.

Be KOS in certain cities depending on class and race

No ! or ? above NPC heads.  Quest giver interaction like EQ.

Quests for items only, not XP

Mining where you dig under the ground

Ships!

Dynamic mob camps like SWG had

Mobs AI like DF where they aggro from a long distance, not where you can stand 30 ft from them and they somehow dont see you.

Long term buffs like EQ which almost becomes a market in itself

Druid and wiz transports like EQ no other fast travel

Crafting with like SWG!

No cars.

 

 

 

Government is not reason; it is not eloquent; it is force. Like fire, it is a dangerous servant and a fearful master.

George Washington

  sjetton

Novice Member

Joined: 7/12/11
Posts: 1

7/01/13 3:05:34 PM#32
Originally posted by ElderRat
Shadowbane in Norrath is my answer.

Was going to say the same thing. It's too bad that game couldn't get it's sh!t together because the concept was awesome. 

  donpopuki

Novice Member

Joined: 4/06/12
Posts: 599

7/01/13 6:20:30 PM#33

EQSWG

Beyond that 

1. Players designing their own quests ( a posssbility if the Story Bricks thing is for players to use).

2. Players creating their own unique graphic items (also possible with EQ studio).

3. Slow progesion.

4. A unique style of combat that breaks away from MMO tropes.

5. Fully interactive environment.

  SavageHorizon

Advanced Member

Joined: 1/14/13
Posts: 1567

7/01/13 6:33:07 PM#34
Originally posted by bcbully
To you, what would be perfect?

There will never be a perfect mmo, even with your love for GW2 i'm sure you don't consider that game perfect. If EQN really is a true sandbox game then it must have everything you find in WurmOnline which is a true sandbox mmo. Forget EVE, DF, MO or all these other mmo's that people claim to be sandbox, against WurmOnline they are not true sandbox mmo's. I have a feeling that EQN will be a sandpark and Smed will come under attack for claiming the game is a sandbox.

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  kellian1

Advanced Member

Joined: 4/20/06
Posts: 229

7/01/13 6:39:51 PM#35

These are my personal wishes which I know probably won't come true

1 - PvE centric with deep lore, no personal stories at all except maybe some class quests at certain levels. Keep the danger coming and make it so even though I'm supposed to be a hero, I'm pretty puny in the grand scheme of the world by myself.

 

2 - No instancing at all with a sense of danger in the world (as mentioned before). I don't want areas to be like, well this is the level 5-15 zone and this is level 20-25 zone. Mix and mesh the monsters so I can have a real sense of danger, where the world is bigger than I am (in a figurative sense), and if I decide to go look in that big empty cave, a dragon may bite my puny 4th level head off.

 

3 - I don't need it to be totally solo friendly, though I would appreciate a duo friendly game. I don't mean that everything in the game is soloable or even duoable, I mean have your group dungeons and areas if intensity and major danger, but also have some areas where a small team of 2-3 could do some stuff too (i know this probably won't happen). In a sandbox not every major place should need the exact same amount of people to accomplish a task.

 

4 - I need stuff to do other than quest and kill stuff!!!! I want to be able to get a vocation, be a merchant, make and sell scrolls do something other than just log in and kill stuff. This is an absolute MUST!

 

5 - Keep leveling, but add a skill system for things you use (think oblivion). I'm not a fan of not having a leveling system, but I am a fan of leveling up with crafting, tradeskill and weapon skills you actually use in game not genericly leveling them up just because I gained a certain level. Level's to me should be more for HP gain, ability gain (IE hotbar skills) and that's about it.

 

6 - Bring back different level spell abilities for each spell. Once you get a spell it's say Drain Life I and you need to find or research the Drain Life II to upgrade it. Make it more dynamic than EQ2 was though and make it tie into the lore somehow.

 

7 - Player housing is something I want and have enjoyed in the past. In a perfect sandbox you can shape the world and this means the landscape as well. I'd even be for having to have some sort of insurance on your house so if it does have realm v realm PvP your homestead can get destroyed but you have insurance on your items but lose your house and need to rebuild.

  Tierless

Apprentice Member

Joined: 7/01/08
Posts: 2114

joie de vivre

7/01/13 6:51:55 PM#36

SWG cosmetics, crafting, housing, and open worlds with DAOC combat.

mmorpg.com/blogs/Xobdnas

  Zorgo

Advanced Member

Joined: 12/05/05
Posts: 2212

Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising?

7/01/13 7:11:10 PM#37
Originally posted by bcbully
To you, what would be perfect?

To be dumbfound by awesomeness by something I had never dreamed of.

 

 

 

 

  zevni78

Advanced Member

Joined: 12/02/10
Posts: 1121

7/01/13 7:26:13 PM#38
A good open world housing system that works with PVP would be to have player houses around a keep and its wall and gatehouse, with a wall also around the houses. Enemy guilds or factions would have to break down the outer wall, and take over the keep, in order to run the town, collect taxes, etc, but the player houses themselves would not be destoyed. They would be part of the prize (the land deed), but still owned by those that build them. That way you wouldnt have to rebuild your own house over, and over, and over, but contribute to the town's defences, which would be much less repetitious, and build a sense of community and a political angle, some may resent the new bosses and conspire to weaken the defences so their previous owners could re-take it, for e.g..
  SneakyTurtle

Novice Member

Joined: 6/10/13
Posts: 41

"Strike First, Strike Fast"

7/01/13 10:12:38 PM#39
Originally posted by Dullahan

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.

yay for Non-instanced player housing! :D 

- SneakyTurtle

  Allein

Elite Member

Joined: 6/11/13
Posts: 931

7/01/13 10:33:29 PM#40
Originally posted by SavageHorizon
Originally posted by bcbully
To you, what would be perfect?

There will never be a perfect mmo, even with your love for GW2 i'm sure you don't consider that game perfect. If EQN really is a true sandbox game then it must have everything you find in WurmOnline which is a true sandbox mmo. Forget EVE, DF, MO or all these other mmo's that people claim to be sandbox, against WurmOnline they are not true sandbox mmo's. I have a feeling that EQN will be a sandpark and Smed will come under attack for claiming the game is a sandbox.

I agree and feel he should have been a little less specific and said open world or something a little more ambiguous, Sandbox is ambiguous in itself, but it also means something very specific to many people. Saying open world and then showing something very close to a sandbox would of blown many away, instead whatever we get is going to anger just as many probably because it doesn't have X Y Z that a sandbox "must" have. Oh well, hopefully turns out great either way.

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