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11/07/12 10:49:55 AM#141
Originally posted by nariusseldon Yep. People basically had an early choice of EQ(99), UO(97), AC(99) or Lineage(98). AO, DAoC, and Runescape came a couple years later along with others, and that's when choices started happening. WoW didn't come along until around 5 years later. By that time people had a lot of choice. If EQ was that great WoW wouldn't have pulled the rug out from under it.
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11/07/12 10:59:24 AM#142
EQ was not created with pvp in mind, that is ridiculous lol |
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11/07/12 11:05:25 AM#143
Originally posted by Torvaldr What he said :) I played mmos since 1996, all those games had their charm when they where still fresh. Thing is you have games like that on the market, new games, but not many ppl knows about them or even plays them due to them being to harsh. In the end that means game dont makes money and becomes a niche game or dies out. In other words not enough fans of that kind of gameplay. On the other had whenever i hear harsh death penalities i smell full pvp loot trolls. I dont mind very harsh death penalities, but if im forced to loose any of my hard earned loot i will quit the game. Some ppl see this as neccesary rush for them to feel anything. For me its only anoyment, and yet another grieefieng tool. Even more so today than 15 years ago. Today there are to many imature players (mentaly imature) that abuse those systems destroying the idea that would work in theory and worked to an extent in the past. But no more. Its very self destructing behaviour that drives potential new players for already strugling type of gameplay away. In the end that means less companies interested in making those kind of games, and less players interested in playing them. We have to remember that majority of players (make that easily 95%) dont even read this website, yet alone posts and whines here. I can guarantee that there wont be any full loot in EqNext, as it would simply be a marketing shoot in the foot type of situation. No big self respecting company will make that move this days. Only new games like that that we can expect are either self funded or small companies, eventualy kickstarter. Right now you have several games with very harsh death penalities be it Eve, Darkfall, Mortal Online or even UO. There are far more than just those few, but like i said majority of them are a niche games due to harsh mechanics. Leader of Excessum Gaming Community www.excessum-gaming.com |
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11/07/12 11:07:53 AM#144
before wow the entire mmo community was much different and not main stream like it is now and EQ was the top dog (here in the states at least). people played it for so long much like the reason people still play wow, because of their friends and guild mates that also still play. |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
11/07/12 11:08:24 AM#145
Originally posted by jaiceaf Pvp was never a big part of EQ, ever. There were what 4 pvp servers out of 70? and those were the lowest populated servers out of all of them. World pvp was just not important to EQ. And people are going to different games because they have been playing the same systems for 13 years now. EQ was just the first so some, not all or a lot, stayed with it longer. If EQ offered the same thing it had in the beginning today with upgraded graphics it would do the exact same thing. Again because people have been there and done that. Which is why smedley wants to do something different. He also knows people have been playing the same game for 13 years. Offering EQ with the same systems as before or wow today will end up with the same cycle, boom and bust. People new to gaming today that haven't played the games for the last +decade would find the systems just as engaging with just as much depth. Me personally I feel there is no real difference in terms of depth. They are just different games but one is not more deep, more challenging or more rewarding. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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11/07/12 11:16:51 AM#146
Originally posted by Torvaldr +1 Agree here as well..now to find that balance :) No matter how cynical you become, its never enough to keep up - Lily Tomlin |
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11/07/12 11:17:00 AM#147
Originally posted by rungard Well i going by what Smed said,EQNEXT could have a hardcore server, that tells me that the game will have server choices. Some of those old rules still work great in some MMOs. |
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11/07/12 11:24:00 AM#148
Ill say it again. IMO EQNext will be PVE centric with an up to date PVP system but no why in hell will PVP be leading the way where the devs are concerned.
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11/07/12 11:26:07 AM#149
Im all for special servers, helps to keep the comunity organized and happy.
Leader of Excessum Gaming Community www.excessum-gaming.com |
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11/07/12 11:26:52 AM#150
Isn't it strange how ideas of "great game design" are set firmly by the first game they enjoyed playing, and then never change? |
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11/07/12 11:27:29 AM#151
Originally posted by Rimmersman Yup, whenever you think about eq you think about pve. And its fine. Thats the way it should be. You cant be everything for everyone at the same time. Leader of Excessum Gaming Community www.excessum-gaming.com |
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11/07/12 11:36:40 AM#152
Originally posted by Damage99 This i agree. This is no difference than the fact that Diablo 3 has a hard core option. Like you say, if it is planned in the design, the costs of doing it probaly is not going to be huge, and that will make a lot of people happy. |
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11/07/12 11:40:18 AM#153
Originally posted by Icewhite It's true, not strange....;) And games aren't the only place this happens. It's a familiar concept among woodwind and brass players, where it is termed 'home instrument bias'. What is strange is that folks don't figure it out themselves. 'Your preferred playing style' is a completely legit idea. Especially as opposed to the 'One True Way!' cliche. If you are waiting for the perfect game, the only game you play will be the waiting one. |
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11/07/12 11:41:26 AM#154
I don't want punishing death. I want meaningful death penalties. I want to be scared of dieing in the wrong spot. I would like something more realistic than a respawn and a few coins for repairs. I think that the idea of dying alone off in some cave should carry some penalty. I like the idea the one guy had early in this post. If you die you must pray to your diety for deliverance.How punative that deliverance might be would depend on your chosen diety.Praying to that diety should be a last resort. You should want to try to get friends to help you first. If you cannot get any help,and no one can get to you to rescue you.Then you are at the last resort, plead to the gods for help. I think injuries could be added in, in this situation. You pray to Mithaniel Marr, it takes a while (5 minutes) for your prayer to be answered. The agent of the god comes before you and demands an offering (random item or gold lost). You will then be resurrected at Mithaniel Marr's temple, but with an injury. This injury could be minor or major, and the effects would be temporary. If you die while under the effect of a minor injury you would certainly earn a major injury.A minor injury would reduce your effectiveness for a short period (2 hours) and a major injury could last up to a week.Your character may also have to perform a service(quest for an offering) for the god that resurrected you before that deity would help you again. As long as there are systems in place for an injured character to do ( crafting + other sandboxy stuff) it wouldn't be too much.The character might be able to get healing for the injury in the form of another quest. I don't believe that a character should be able to just jump up after the resurrection and run right back into the cave and try again. ( Note to self-Don't say anything bad about Drizzt.) An acerbic sense of humor is NOT allowed here. |
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11/07/12 12:10:15 PM#155
@paulytheb I'd like that system if and only if the combat system was really, really well polished and relied more on my skill as a player than RPG stats. And the network/server stability and performance was AAA.
MMO History: |
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11/07/12 12:21:59 PM#156
Yes Badspock, The systems in the game would have to support the death penalty. There would also have to be protections for groups. I wouldn't want all group members flung to the far reaches of the world in different temples because of a wipe. Groups could simply be favored by the gods, dungeon instances could allow for full group recovery in case of a wipe.(Injuries earned would not take effect until you leave the instance) I'm not really sure if EQnext is going to have instanced dungeons, but I expect that would be the case.Groups also would likely have a healer that could mitigate some of the bad effects of dieing.It would be a nice bonus for healers to have a less harsh death experience. A balance must be made, from the ground up, while building the game to support a more meaningful death. ( Note to self-Don't say anything bad about Drizzt.) An acerbic sense of humor is NOT allowed here. |
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11/07/12 12:26:22 PM#157
Originally posted by augustgrace This exactly...well, replace UO with EQ2, in my case |
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11/07/12 12:56:57 PM#158
Originally posted by paulytheb It's a really hard balance to achieve. Make death sting too much, players will either leave or will seek content that is below them i.e. stack the deck in their favor instead of challenging themselves. Make it too easy and players will throw corpses at mobs/each other to kill them and/or get bored and leave. MMO History: |
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11/07/12 1:55:19 PM#159
Originally posted by whiteoak21 I like non-combat characters. |
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11/07/12 2:51:59 PM#160
Originally posted by Icewhite
I love Pizza, should I totally dislike it the next day? If it's not broken, you are not innovating. |
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