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News & Features Discussion  » [Column] EverQuest Next: Our EverQuest Next Wish List

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208 posts found
  BearKnight

Advanced Member

Joined: 4/24/13
Posts: 438

7/26/13 1:13:16 PM#61
My #1:   Don't make characters that look like you ripped them out of a child's cartoon. I want to feel like I'm a part of that world, and NOT like I'm watching sunday cartoons with my nephew. 

 

  Rinna

Advanced Member

Joined: 9/25/04
Posts: 367

7/26/13 1:18:03 PM#62
Crafting like SWG.

No PVP on PVE servers

No F2P or have P2P servers.

No bitchers.

  eric_w66

Advanced Member

Joined: 1/12/06
Posts: 1004

7/26/13 1:21:33 PM#63

Why is everyone getting their hopes up over this title? I had a love/hate relationship with EQ1, which I played for 4 years or so, 2 of them very very hardcore. EQ1 was fun. EQ1 was tedious and boring. EQ1 had the thrill of the rare drop. EQ1 had the soul crushing boredom of farming rare spawns hoping for the rare drop from the rare spawn... EQ1 had SO MANY broken quests that you had to use 3rd party guides just to see if you were spinning your wheels or not.

 

But none of that matters.

 

It's being designed for the PS4.

 

That makes all this wishing for this and that moot. It's being designed for console gamers. Just keep that fact firmly in view, and you can move on from worrying about what EQN is or isn't.

 
  Telondariel

Advanced Member

Joined: 4/11/10
Posts: 847

7/26/13 1:22:09 PM#64
Originally posted by azzamasin
Originally posted by Grimlock426
Originally posted by NagelRitter
Originally posted by Grimlock426

I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.

So do you, as well.

There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.

There's really nothing tedious about directionless quests, that makes no sense at all. It's more about world sense/immersion. If someone asks you to find someone, they are not going to tell you where exactly they are, that makes no sense. If someone tells you to kill gazelles, you're expected to know the terrain enough to know where they are. It had nothing to do with tedium, and everything with encouraging exploration and paying attention to the world. I personally find quests a lot more fun when I have to spend some time to figure out what I have to do or where or how. Otherwise, I don't really see the point of quests, I can grind mobs on my own if I want to...

If you want everything spelled out for you that's your choice, but you have it available to you and asking devs to add to your exploits is silly. You already are looking for the easy way out and you found it, nobody should help you with that.

 

I'm not disputing that having to figure out where to go can't be engaging, it can be.  I'm simply stating the facts that the vast majority of people are not going to spend the time to do it.  They are going to jump onto the internet, find exactly where to go, and go there, simple as that. 

The developers realized that and so they added in quest marking because they knew most people weren't going to spend the time to figure it out on their own anyway.  I would submit to you, that YOU can easily disable this feature in most games if you wish and therefore YOU can have all the fun in the world figuring out where to go on your own.  I may not want that and so I can leave the quest marker enabled and get on with it, or pick and choose when I use it and when I don't. 

The reality is if the feature is in the game you're going to use it to!

 

Sadly I sort of agree with this and that really pisses me off.  However I still say create games that don't guide you or hold your freaking hand and eventually the modern McMMO playerbase will, as my dad said "Shit or get off of the toilet".  Always hated the fact that the majority of modern MMO's that espouse exploration still manage to put everything on rails and bread crumb players along a trail of linear shame.  Games like GW2 and soon TESO remove any vestige of thoughtful exploration use guiding measures to hold their players hands.  Such a shame.

 

If the majority of MMO's start going the way of old school hardness then eventually the demographic of the genre will change as well.

 

I can see both sides of this and find merit in either of them.

 

One thing I loved in EQ was having to research zones, print up maps, and really plan for something.  As was pointed out above, it added to immersion.  The only maps of zones that existed were rough schematics or hand sketches that dedicated players posted on their websites.  Armed with that, and a series of /locs you set off.  

 

While I enjoyed doing that, Dev's realized that a lot of other people were doing that as well and decided to just include in-game maps and quest pointers for convenience.  I don't necessarily see that as being a bad thing.  All that did was save me time looking at an outside source for the same information.  However, the current evolution is to now have your in-game map lit up like a Christmas tree with glowing markers and arrows.  Now, I can see that being helpful to a lot of people, but there is something to be said for having to do some of the thinking for yourself.

 

Let's hope EQN finds a happy middle-ground. 

  azzamasin

Elite Member

Joined: 6/06/12
Posts: 2398

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

7/26/13 1:24:05 PM#65
Originally posted by Krighton

Oh look another fantasy MMO, that's a rehash of the same MMO with the same elements of the other 2,329,982,000 MMOs on the market. Well except Firefall and The Secret World. They're actually unique.

[mod edit]

So incredibly over, swords, dragons and kids stuff..

 
 

Good for you that there plenty of SciFi games coming.  Your point in this post is?  Some people are so effing stupid, it makes me shake my head at humanity.

 
EDIT: I am so incredibly excited for Swords, Dragons and fantasy based game play.  (see wut I did there)

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!

  Telondariel

Advanced Member

Joined: 4/11/10
Posts: 847

7/26/13 1:28:10 PM#66
Originally posted by eric_w66

Why is everyone getting their hopes up over this title? I had a love/hate relationship with EQ1, which I played for 4 years or so, 2 of them very very hardcore. EQ1 was fun. EQ1 was tedious and boring. EQ1 had the thrill of the rare drop. EQ1 had the soul crushing boredom of farming rare spawns hoping for the rare drop from the rare spawn... EQ1 had SO MANY broken quests that you had to use 3rd party guides just to see if you were spinning your wheels or not.

 

But none of that matters.

 

It's being designed for the PS4.

 

That makes all this wishing for this and that moot. It's being designed for console gamers. Just keep that fact firmly in view, and you can move on from worrying about what EQN is or isn't.

 

We don't know that for sure. 

 

Isn't TESO also going cross-platform?  They are making separate servers for the PS4 players, so (to quote you) its a moot point. 

 

Worrying about speculative maybe's is draining.  We'll find out in a week what's going on.

  eric_w66

Advanced Member

Joined: 1/12/06
Posts: 1004

7/26/13 1:34:16 PM#67
Originally posted by Telondariel
Originally posted by eric_w66

Why is everyone getting their hopes up over this title? I had a love/hate relationship with EQ1, which I played for 4 years or so, 2 of them very very hardcore. EQ1 was fun. EQ1 was tedious and boring. EQ1 had the thrill of the rare drop. EQ1 had the soul crushing boredom of farming rare spawns hoping for the rare drop from the rare spawn... EQ1 had SO MANY broken quests that you had to use 3rd party guides just to see if you were spinning your wheels or not.

 

But none of that matters.

 

It's being designed for the PS4.

 

That makes all this wishing for this and that moot. It's being designed for console gamers. Just keep that fact firmly in view, and you can move on from worrying about what EQN is or isn't.

 

We don't know that for sure. 

 

Isn't TESO also going cross-platform?  They are making separate servers for the PS4 players, so (to quote you) its a moot point. 

 

Worrying about speculative maybe's is draining.  We'll find out in a week what's going on.

TESO also lost my interest with the consoles being supported. Basically, if you have to make it work on a controller, it isn't "complex" enough to satisfy my MMORPG type needs. Sports games on consoles? Just fine. RPG's? Not so much.

 

While the PC version and PS4 version of EQN won't necessarily reside on the same servers/worlds, the design of the game has to go to the "lowest common denominator" which would be the console. They aren't going to develop game systems just for the PC version.

  Grimlock426

Apprentice Member

Joined: 7/27/12
Posts: 159

Me not nice Dino! Me bash brains!

7/26/13 1:36:01 PM#68

Just a random observation, but what a lot of people want sounds a whole lot like Vanilla WoW. 

When WoW first launched the game was not as hard as EQ, but by today's standards the game was very hard.....a nice happy-medium you might say.

The world felt huge and because it was seemless (minimal loading screens) it felt like you really could go exploring.

There were markers to designate quest givers, but no in-game map markers to tell you exactly where to go. 

It's sounding a lot to me like EQN could launch with many similarities to vanilla WoW, but open it up to be more sandboxy, add in player and guild housing, keep the lore from EQ  and lots of people would be happy.   :)

  david361107

Apprentice Member

Joined: 6/18/08
Posts: 279

7/26/13 2:27:16 PM#69

Make MMO's Hard Again- This is something that has been eating at me for some time now. Actually to a point where I believe devs are blind or just not listening or watching the industry. Wow for example, Vwow subs going up, up and never down, BC big pump in subs because first expansion, WOLK and CAT (here is where Blizzard screwed up) everything easy, dungeons, raids and quest all really simple and good for people that come play for a few hours a week.

Key: if it isn't hard nobody gives a shit- New raid and guild downs the boss in days not months, level cap in a week not months, nothing is important or epic anymore.

I too hope Sony listens to this and makes a more hard core game then what people are putting out today.

 

Peace

Lascer

 
  arieste

Elite Member

Joined: 10/11/04
Posts: 3300

7/26/13 3:12:51 PM#70
I hope it has Ratonga.  And that the graphics look nothing like that awful painting.

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

- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, NW, Firefall
Do you miss SWG crafting? Check out Firefall's system!

  shathira

Novice Member

Joined: 8/28/07
Posts: 8

7/26/13 3:22:15 PM#71
Originally posted by Grimlock426
Originally posted by NagelRitter
Originally posted by Grimlock426

I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.

So do you, as well.

There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.

There's really nothing tedious about directionless quests, that makes no sense at all. It's more about world sense/immersion. If someone asks you to find someone, they are not going to tell you where exactly they are, that makes no sense. If someone tells you to kill gazelles, you're expected to know the terrain enough to know where they are. It had nothing to do with tedium, and everything with encouraging exploration and paying attention to the world. I personally find quests a lot more fun when I have to spend some time to figure out what I have to do or where or how. Otherwise, I don't really see the point of quests, I can grind mobs on my own if I want to...

If you want everything spelled out for you that's your choice, but you have it available to you and asking devs to add to your exploits is silly. You already are looking for the easy way out and you found it, nobody should help you with that.

 

I'm not disputing that having to figure out where to go can't be engaging, it can be.  I'm simply stating the facts that the vast majority of people are not going to spend the time to do it.  They are going to jump onto the internet, find exactly where to go, and go there, simple as that. 

The developers realized that and so they added in quest marking because they knew most people weren't going to spend the time to figure it out on their own anyway.  I would submit to you, that YOU can easily disable this feature in most games if you wish and therefore YOU can have all the fun in the world figuring out where to go on your own.  I may not want that and so I can leave the quest marker enabled and get on with it, or pick and choose when I use it and when I don't. 

The reality is if the feature is in the game you're going to use it to!

So, you're calling on the devs then, to spend time coding an extra feature, just so you can not have to look something up?  I'd much rather have them spend time developing new content.  Personally, I'd much rather read a quest that says, "Look past the manmouth mountains to find the widget" and have to figure out where the manmouth mountains were, or ask someone in game to show me, than to look it up, or instantly have an 'x' show up on my map, so I blindly follow to the marker, ignoring the rest of the world till I get there.  Having these features in the game promotes lazy players, and if players aren't going to explore what the devs create, what motivation is there for the devs to create interesting features?  

By your same logic, they ought to just tell people where the quests are, and have them teleported right there.  I mean if the devs know you're not going to explore, and just go straight to the spot, why bother creating anything in between?

If you make exploration rewarding, people will explore.  If you make it worthwhile for someone to find the mountains, or a better route through the mountains, they'll do it.  If you put in items, quests, and interesting features, people will wander about and find them.  If you get people to wander about and find interesting things, the devs will create more interesting things.  Players will adapt to finding quest locations if you make finding the quest locations interesting.  "It's good to have an end to journey to, but it's the journey that matters; in the end."  ~ Ernest Hemingway.  If the game makes the journey worth it, players will take it.

  Alcuin

Apprentice Member

Joined: 4/15/07
Posts: 293

7/26/13 3:27:36 PM#72
Lots- no, make that tons...TONS of non-combat related activities and content.

No Monty Haul system. Magic items should be rare. Enchantments should be temporary and finely crafted (player crafted) steel swords should be worth their weight in gold, or, well, steel.

Danger! Bravery is born and HEROES are made when people are afraid to do what they need to do, but do it anyway.

_____________________________
"Ad eundum quo nemo ante iit"

  Alcuin

Apprentice Member

Joined: 4/15/07
Posts: 293

7/26/13 3:30:37 PM#73
A ton of non-combat related content and activities.

Rare magic. A fine steel, player crafted sword should be worth it's weight in gold or, well, steel.

Danger! Brave heroes are born when people are afraid to do what they need to do, but do it anyway.

_____________________________
"Ad eundum quo nemo ante iit"

  swedago

Advanced Member

Joined: 2/28/07
Posts: 65

7/26/13 3:33:20 PM#74

I agree with the OP 100%.

Games are too easy now a days..  Thus I took a break.  Make people earn what they have not just grind for 3-5 days and get max level and/or pay 2 win station cash store =P

 
  Fahndar

Novice Member

Joined: 7/23/13
Posts: 3

7/26/13 3:34:11 PM#75
EQ1 with latest graphics  and camera angles + character models like in Rift + crafting from Vanguard + enormous world like in Vanguard + multple action bars like in EQ2 + death like in EQ1 with the old style corpse drag and XP loss + difficulty of questing requiring research like in old days of EQ1.
  feyrband

Novice Member

Joined: 9/08/08
Posts: 28

7/26/13 4:02:17 PM#76
Items were a lot more rewarding when you might only upgrade a slot every 10 levels or more. Make magic items more rare and don't constantly shower us with loot throughout the leveling process, that way we not only appreciate each item a bit more. Now to ween people off the mentality that WOW created here, may be a bit trickier.
fuckxfire Xfire Miniprofile
  intrinsc

Advanced Member

Joined: 3/19/12
Posts: 87

Trust, but verify.

7/26/13 4:11:07 PM#77
All those points sound like they're coming from the mouth of an old EQ1 player hoping for those glory days back. EQNext won't be EQ1 with new graphics, hate to burst your bubble. It's got to take some queues from more modern games in order to fit in.
  Grakulen

Staff

Joined: 3/07/12
Posts: 381

7/26/13 4:24:51 PM#78
Originally posted by Dauzqul

 

#4. The ability to plop a house down in the open world... from close the city to the far off BFE areas.

 

That's fine. But if you do I want to be able to burn it down if it is an eyesore.

  Grimlock426

Apprentice Member

Joined: 7/27/12
Posts: 159

Me not nice Dino! Me bash brains!

7/26/13 4:27:56 PM#79
Originally posted by shathira
Originally posted by Grimlock426
Originally posted by NagelRitter
Originally posted by Grimlock426

I need to jump in here to discuss the difference between 'hard' and 'tedious' because so many of you, including the author of the article, still confuse the two.

So do you, as well.

There is a reason that games evolved from EQ 1 to include quest markers, and it wasn't about ease versus difficulty, it was to remove unnecessarily and unfun, tedious gameplay.

There's really nothing tedious about directionless quests, that makes no sense at all. It's more about world sense/immersion. If someone asks you to find someone, they are not going to tell you where exactly they are, that makes no sense. If someone tells you to kill gazelles, you're expected to know the terrain enough to know where they are. It had nothing to do with tedium, and everything with encouraging exploration and paying attention to the world. I personally find quests a lot more fun when I have to spend some time to figure out what I have to do or where or how. Otherwise, I don't really see the point of quests, I can grind mobs on my own if I want to...

If you want everything spelled out for you that's your choice, but you have it available to you and asking devs to add to your exploits is silly. You already are looking for the easy way out and you found it, nobody should help you with that.

 

I'm not disputing that having to figure out where to go can't be engaging, it can be.  I'm simply stating the facts that the vast majority of people are not going to spend the time to do it.  They are going to jump onto the internet, find exactly where to go, and go there, simple as that. 

The developers realized that and so they added in quest marking because they knew most people weren't going to spend the time to figure it out on their own anyway.  I would submit to you, that YOU can easily disable this feature in most games if you wish and therefore YOU can have all the fun in the world figuring out where to go on your own.  I may not want that and so I can leave the quest marker enabled and get on with it, or pick and choose when I use it and when I don't. 

The reality is if the feature is in the game you're going to use it to!

So, you're calling on the devs then, to spend time coding an extra feature, just so you can not have to look something up?  I'd much rather have them spend time developing new content.  Personally, I'd much rather read a quest that says, "Look past the manmouth mountains to find the widget" and have to figure out where the manmouth mountains were, or ask someone in game to show me, than to look it up, or instantly have an 'x' show up on my map, so I blindly follow to the marker, ignoring the rest of the world till I get there.  Having these features in the game promotes lazy players, and if players aren't going to explore what the devs create, what motivation is there for the devs to create interesting features?  

By your same logic, they ought to just tell people where the quests are, and have them teleported right there.  I mean if the devs know you're not going to explore, and just go straight to the spot, why bother creating anything in between?

If you make exploration rewarding, people will explore.  If you make it worthwhile for someone to find the mountains, or a better route through the mountains, they'll do it.  If you put in items, quests, and interesting features, people will wander about and find them.  If you get people to wander about and find interesting things, the devs will create more interesting things.  Players will adapt to finding quest locations if you make finding the quest locations interesting.  "It's good to have an end to journey to, but it's the journey that matters; in the end."  ~ Ernest Hemingway.  If the game makes the journey worth it, players will take it.

What this really means is that 'some' people will go exploring but the vast majority will either A) just google the location and go there by whatever route has already been mapped out as the fastest, or B) in the abscense of having any tools to find the locations, just quit the game.  

Don't shoot the messenger for speaking the truth.  What you would be left with is the very small hardcore and dedicated crowd.  That may not be a bad thing to you, but to a company trying to make as much money as possible, the word 'small' is not what they want to hear in terms of players.

  itchmon

Hard Core Member

Joined: 1/21/07
Posts: 1419

7/26/13 4:28:18 PM#80
Originally posted by elocke

I happen to really like quest finder tools and quest hubs.  I don't think they make a game less "hard" just faster to get done when my time is short.  Think about this.  Take a game like FFXI.  It's a pretty unforgiving game and it's quests take some research to figure out how to do.  I personally always just used a guide or online guides to get them done.  Imagine if they had just put quest tracking in the game and showed folk where the quests are yet didn't change the actual quest itself or it's objective.  Guess what?  Still hard as hell to accomplish.  Which means, these extra tools DON"T make the game EASIER.  Really wish you "challenge" nuts would stop speaking for "most gamers" when it's not a universal desire. 

Just had to pipe up on your number "5.  Make it Hard again."  The rest are ok I guess.

the thing is, if you want a game that has quest hubs, quest trackers, group finders there are 5 or 6 very good games for you.  WoW, rift, EQ2, aion, LOTRO all come to mind.   whereas those of us who want a "harder" game or at any rate a less "handholding" game we only have 2 right now, Eve and Darkfall... and darkfall is still on the cusp of paid beta status (mortal is firmly pre-production to me so i didnt count it)

 

That's why so many of us in that camp wish for each new game that comes out to follow the harder formula.

RIP Ribbitribbitt you are missed, kid.

Currently Playing EVE, DFUW

Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and not clothed.

Dwight D Eisenhower

My optimism wears heavy boots and is loud.

Henry Rollins

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