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News & Features Discussion  » [Column] EverQuest Next: Five Things We Don’t Want in EverQuest Next

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209 posts found

Elite Member

Joined: 9/27/11
Posts: 2849

World > Quest Progression

7/30/13 10:51:26 PM#141
Originally posted by Nanfoodle
Originally posted by Sithos
I do NOT want to see an auction house in this game. EC tunnel was one of the absolute best places for social interaction in any game I have ever played.

Fail. Yup was lots of fun yelling for hours and hours trying to sell items. I cant think of a better use of my free time then yelling WTS. Hmmm teaming would be a better use of my time and much more social. 

 I agree but would like markets localized to racial kingdoms.  That way there is a structure and ease of purchase but you'd still travel to see if you can find a good deal "next door".


Advanced Member

Joined: 4/26/05
Posts: 1278

7/30/13 11:29:45 PM#142
Correct me if I am wrong but isn't the only piece of concrete information we have from SOE now that EQNext will be Free to Play? Anyone who said free to play or microtrasactions, sorry but that is the first thing they are doing.

How to post links.

"classification of games into MMOs is not by rational reasoning" - nariusseldon
Love Minecraft. And check out my Youtube channel OhCanadaGamer


Spotlight Poster

Joined: 8/24/06
Posts: 3340

7/30/13 11:37:36 PM#143

My number one thing I wouldn't want in EQN is SOE...I just know they're going to ruin it, just like they do every game they've ever touched.


Some of their games were good to start out, then SOE ruined them.  Most of their games were bad from the start, and never got any development (VG!)


Novice Member

Joined: 1/08/06
Posts: 16

I'm not going to say i like the pain, but i'm not going to say i don't like it either.

7/31/13 12:30:13 AM#144

F2P or P2P i don't care. just don't want them to  church it up with another game that is so instance dominated that all you do is que in and wait. I wish above all that they bring it back to the old days. I want time limited corpse runs. I want the maps to still be player made and i love typing out text to talk to NPC's. There's nothing more id like then for them bring it back to the good old days, but i have a feeling that those days are long gone and dead. I want the difficulty back! When the original EQ started it was hard and great. I want back that since of accomplishment that SO many MMO's fail to deliver now and days. I want to camp for days and i want an open world again. Overly camped zones, and make it back to where you had to either select a class that was made for soloing, or one that made you have to group. I'm not an instance fan, unfortunately games now and days make you play the same crap over and over, and rarely give what the original EQ game did. Instances ruined what made MMO's have that feel of an actual living breathing world, and killed the immersion effect. I want to escape the real world by feeling like i am in another real world, and in the any real world there's no special instance where you get locked in and that's your special place. I 100% agree with everyone that said...

SOE don't F*CK this up.


Novice Member

Joined: 1/08/06
Posts: 16

I'm not going to say i like the pain, but i'm not going to say i don't like it either.

7/31/13 12:31:03 AM#145
1999 was the best year for MMO's!

Advanced Member

Joined: 3/11/11
Posts: 879

7/31/13 2:26:27 AM#146
Great list. I like a good story but not libear quests. Since a good story means there is a context to the geography, a culture that is distinct, a religion or philosophy for npcs which allows for factions and allegiances, and of course politics.

I would like story that is not libear, guves context, and so when the politics of the fame change i am right in board, and want to be part of that big picture.

I know for sand box mmos, story is not a big thing, but imo, without it, the game becomes a large arena with not enough to retain play theough onve areas are conquered, compared to a large world with struggling groups of npcs and ideologies and how they are affected by player actions, and in turn affects the sand box arena. It makes things less predictable and only in the players hands to create content.

Maybe that is a unpopular idea, but a mmo with only players as content means its an uncle owen/mine craft game until there is pvp. And the pvp is brutal normally. So it becomes a simple arena and solo players wont be able to contribute if its just about zerging. Or solo pvpers will have to wait for certain events to occur to join large battles.

I haven't played an mmo that really gives a sand box all the fun for the players to create their own content, due to the fact that money is hard to come by and there are limited ways to spend that money. I think that is why sand box mmos seuggle to do well. Primarily since its a ling diwn time to get money, and after all that its linited to certain chouces. Or pvping with some conquest, but not as indepth as it should be with for example controlling areas with npc's as farmers, or wild life and seeing change in culture, new npc's, or even possibly rebellions depending.

“Write bad things that are done to you in sand, but write the good things that happen to you on a piece of marble”


Novice Member

Joined: 7/18/12
Posts: 2

7/31/13 3:39:30 AM#147

Completely agree!!!


Well I don't really care about the Fae whether in or out, at least it wasn't some space alien race or something that killed immersion.

But I will say that while zoning was annoying, especially depending on how good or bad your gaming rig was, it was the ONLY thing that saved MILLIONS of characters from untimely death by train. They were so prevalent, most of us had a hotkey for it in case we got into a bad jam..."TRAIN TO RIVERVALE FROM MISTY THICKET!!! CHOO CHOO!!!"


Apprentice Member

Joined: 8/02/08
Posts: 2205

I am not a hater, I call it like I see it.

7/31/13 5:27:59 AM#148
Originally posted by 1pcgamer

Completely agree!!!


Well I don't really care about the Fae whether in or out, at least it wasn't some space alien race or something that killed immersion.

But I will say that while zoning was annoying, especially depending on how good or bad your gaming rig was, it was the ONLY thing that saved MILLIONS of characters from untimely death by train. They were so prevalent, most of us had a hotkey for it in case we got into a bad jam..."TRAIN TO RIVERVALE FROM MISTY THICKET!!! CHOO CHOO!!!"

hahah I forgot about the days of trains, good old days of MMO's. I still laugh at some of the trains in XI, epic times!!

Waiting for:EQ-Next, ArcheAge (not so much anymore)
Now Playing: N/A
Favorite MMO: FFXI


Novice Member

Joined: 3/14/12
Posts: 161

7/31/13 6:53:28 AM#149
This is great!  I have my doubts, because I don't want to get my hopes up, but I agree with everything you said here.  Add in huge non linear, non instanced dungeons and a ton of group content to level cap...... man I gotta reign myself in here... I'm starting to get excited and I've been burnt too many times.  

Novice Member

Joined: 5/20/04
Posts: 179

7/31/13 7:25:39 AM#150

I agree that the world's size matters, it gives a feeling of immersion that can't be matched otherwise.

EQ1 was like that, sometimes to big too, as u could cross huge entire zones filled with mobs that nobody ever bothered attacking. But they were there, u had to cross those zones to reach certain dungeons so it still gave the feeling that the world was "living" with or without you.

Also, the hard mobs in newbie zones were fun too, i remember the first time i took down that giant it was a real achievement. Same for when they changed nektulos and made it a hard zone, and u had to hug those walls, scared, in order to make it to the next zone (till u hit the level to actually destroy the mobs inside nek).

Now, i just hope that EQN is not as grindy as EQ1, because there's no way in the world that i spend hours upon hours 3 boxing those mushrooms again to get AA. Hell, i don't even wanna hear about "one man party" anymore, i don't want to learn to play with my toes either. It was great back then but a lil bit too hardcore for these days lol.

Insider infos about the game aren't really great, unfortunately, especially the part where they redid the whole game in, like, 1 year ? But i still cross my fingers hoping it'll be a gg ! We need SOE to not fail on that one, even if it means that the game has to be pushed back by 12 months. Seriously, don't fail the community.

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Novice Member

Joined: 4/07/03
Posts: 286

7/31/13 7:26:34 AM#151
What's sad is that people actually believe everquest was a sandbox game. I hate to break it to you guys, but if anything everquest was the precursor to the modern themepark. It might have had some sandbox elements, but it was definitely a themepark by nature.

Advanced Member

Joined: 5/25/09
Posts: 199

7/31/13 8:42:25 AM#152
You are right, but when it came out in 1999, you could consider that it could have gone one of two ways? Follow-up "spiritual" successors such as WoW retrospectively defined EverQuest. In reality, the original game was a slog to the cap with much of the adventure filled in by your own imagination. To me it didn't seem like a grind only to the top and like modern theme parks. I put myself into the stories and stuff I did. So in a way, yes it was a sandbox just from its own basic design limitations. 

Made History

Joined: 7/11/11
Posts: 6496

Pink, it's like red but not quite.

7/31/13 9:13:19 AM#153
Originally posted by Four0Six

Funny thing about "fantasy fans", we are all racist.


Yup. you hate Fae, I hate Elves.

I am not a fan of Orcs. But I still prefer them to Spaceships.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


Novice Member

Joined: 8/25/07
Posts: 333

7/31/13 9:25:28 AM#154

You nailed it Adam!

As EQ was my first MMO back in 1999, i have yet to have any new game come close to giving me that feeling again. We want EQ 1 with todays technology. That would wok for me. I could do without staying up for 3 days waiting for the cyclops to drop the ring for the j boots. I do not miss that nor does my wife!


Advanced Member

Joined: 9/02/10
Posts: 510

7/31/13 9:43:31 AM#155

"And on a side note, here's to hoping that marine bells and instant teleportation are kicked into the wings while boats make a reappearance. While the original game has infuriating wait times for traveling, it also made it feel real and immersive. Adding in teleports instantly decreases the size of the world."

If you like your immersion so much to eschew teleports I hope you'll be ok with your character being parked on a boat for two weeks IRL during the journey. Maybe they could add mini games on board, like fishing, tieing knots, sewing sails, etc. Or you could level an alt during that time.

If you don't like teleports don't use them. Go ahead, walk from one end of the island to the other, making up your own story. But don't make me waste my time with boring things like that.


Apprentice Member

Joined: 8/27/04
Posts: 184

7/31/13 9:46:47 AM#156

5. Couldn't care less. Zoning and instancing can be useful as well.

4. Couldn't care less. What is in the game is what counts. Don't care what is on a map, if I can't visit it.

3. Sandbox sounds like choices over limits. Might be what you want.

2. Fae over dragons everytime. I don't like creatures with scales. Fae have been cool!

1. Good told stories give characters life. SWTOR sucks but for its stories. GW2 give you something as well. Hell, even DAoC had something for your char. EQ should do so as well.

I might only agree with no 3 though. :p


Advanced Member

Joined: 1/25/07
Posts: 3590

7/31/13 9:52:56 AM#157

Completely agree with the writer of the article. Also about the Fae.

I wonder though if they are able to do without any instancing at all. I prefer it for immersion reasons, but I can also imagine that it could cause some design problems. Just as an example, shared dungeons always cause drama (groups that camp a boss, or just ninja the encounter while your group is handling trash mobs etc). During prime hours you could be waiting in a row to fight the boss, also making the encounter way easier then designed. While in off hours, you might find the dungeon too difficult. Weird unbalance like that.


Apprentice Member

Joined: 6/30/13
Posts: 4

7/31/13 9:55:23 AM#158
As much as I agree with this article, the title is quite a bit misleading. "5 things *WE* don't want in Everquest Next." Who exactly is "we?" Shouldn't it be titled, "5 things I don't want in EQN."

Apprentice Member

Joined: 2/10/13
Posts: 986

7/31/13 9:57:02 AM#159

Having no Fae is like asking for no sorcery or magic spells of any kind.  You don't have to like em but they are iconic in fantasy games.  A hell a lot more iconic than dragon people which came bout only because people wanted to play dragons instead of being what they should be as a rare sighting and extremely dangerous.


The list is incredibely broad features or features that are counterintuitice to sandbox games which is what EQN will be first n foremost.  Really a worthless read.  How bout having come concrete issues like crafting meaningful or end game not being 'Raid or GTFO'  mentality or features that numerous threads have gone over?


Advanced Member

Joined: 4/25/07
Posts: 1179

7/31/13 10:22:21 AM#160
Originally posted by xWraith
As much as I agree with this article, the title is quite a bit misleading. "5 things *WE* don't want in Everquest Next." Who exactly is "we?" Shouldn't it be titled, "5 things I don't want in EQN."

Jesus, "We" is editorial staff who hasn't seen the game. Is that really that hard to figure out?

When you watch a team athlete give and interview and he says "We really had a lot of problem with their quick passing today", do you say to yourself "wait, I didn't play pro sports today! What is  he talking about?!", and shut off the TV?


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