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All Posts by Lokero

All Posts by Lokero

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256 posts found
It was worth the ticket price just to hear you trying to pronounce "copper"  in that accent(canadian?) of yours. :D
If anyone currently has any spare keys to give away, I'd appreciate one being sent my way.
Originally posted by ignore_me

Sandbox to me means first and foremost that you can have some effect on the world, and that it's not the same landscape year after year with no change. They said there would be designated wilderness areas, so the static map people can go there I guess. Don't leave though! You will see things that players built! OMG

There are tons of games that give you no option to change the world. It would be the same boring stuff if EQN were the same landscape in year 5 as on day one.

I completely agree.  I want to see new cities rise(and fall) and the actual world constantly shift.  It would be neat to see players migrating from one guild/player city to the next as it became less/more popular, or world events led them to settle into a different area.

So long as they have mechanics to easily clean up the landscape for abandoned houses/cities, open-world housing really is the way to go.

I think there should be certain restricted zones, but I really hope players get the most choice on where to build.  I think it's great for players to be able to explore and find a wilderness spot they just love and be able to place their house there, even if that means they inherit the risks of the area.

By risks, I mean, if a player builds their house in a desolate desert area frequented by roaming orc tribes, then perhaps their house can be raided/destroyed since that'd be only natural.  This would both make people think twice about setting up buildings all over the map(but still give players the choice), and help clean up the player-refuse.

The ebooks are enjoyable, for the most part.  But, I don't recall mention of halflings in any of them, offhand.

They are set in the past, probably before halflings were encountered/discovered/created or whatever.  I know the books mentioned a few races such as dwarves, ogres, dark elves, high elves, etc.

The devs haven't mentioned much about races and which will be playable, yet.  I suspect we'll see the usual suspects in the EQ universe.  Their whole premise for this game is to play what you want to play as far as race/class goes, so I'm sure if they are considering having Ratonga(poll), then Halflings will definitely be there, too.  

I'm still waiting for my announcement that I can play Trolls, so keep hoping!

Well, EQ2's house decorating system is a blast, but I hope they don't follow the EQ2 route of instanced housing.

If they do go with instanced housing, I'd much rather see them take the neighborhood instance route than the EQ2 version.  I believe LOTRO did the neighborhood route?  And, FFXIV is supposed to be doing as well(whenever they release housing).

That said, I much prefer open world housing(SWG/UO).  And, with their destructible environments and events systems in EQN, open world housing should be plausible.  It's like a built-in house-cleaning mechanic with the switching of a few flags.  If a house is abandoned simply make it destructible and re-open the land plot, etc.  It seems like open-world housing would be a nice fit in the ever-changing EQN world.

Here's to hoping that the EQN world will be huge and have plenty of space to actually enjoy building houses/cities.

Originally posted by Lonzo
I loved the need of CC in EQ1. Made the fights so much more difficult and fun. :-)

Originally posted by Fubarbox
I 100% would love to see crowed control back in a meaningful way. I am tired of just being able to zerg at mobs. My wife played an Enchanter in Eq1 and has been missing the profession since. It was always great to play with good enchanters!

Enchanter in EQ1 was a crazy exciting class to play in dungeon groups.  EQ1 did so many things right, even though half of them were accidental.  FD pulling, enchanters, amazing buff system, etc.

I do agree that the EQ1 enchanters were a little too powerful though.  There needs to be an upper limit on how many targets you could affect at once.  Enchanters were so powerful that they could chain stun an entire dungeon while wizards AoE'd them to death, etc.  Stuns needed a maximum # of targets, and mez probably should have only been able to be cast on so many targets at a time.

Later on, enchanters and CC became fairly worthless in EQ though.  Instead of cleaning up the system with sensible nerfs they just made the entire system irrelevant by giving all mobs immunity to CC.

I would like to see a class like Enchanter again, or something similar that focuses on CC.  I think it's a very unique support role that alot of people miss.  I'd love to see things like FD pulling make a comeback, too.  Pulling, in general, is a dead art much like CC.

Yes, PvP is a different story with CC, and a CC class would need completely different balancing in PvP than in PvE, but I don't think that's an excuse to not have one ever.  All classes get balanced differently in PvP than PvE in most games anyhow.  Most classes in the last several MMO rehashes have had some type of CC, so it's not really that big of a deal.

Everything today is just a mess with a bunch of players spamming dps/aoe on a blob of enemies with no thinking required. It's a sad state these days.

Originally posted by AlBQuirky


Originally posted by ShadowVlican
imo, magic is simply too "easy" in games


i don't mind that fact that it's too common... making it rare wouldn't work because the players WANT magic

however, a wizard shouldn't be able to cast fireballs or bolts of lightning at the same speed an archer shoots their arrows

and fireballs and bolts of lightning should cause DEVASTATING damage compared to physical attacks

I find myself nodding in agreement here.


My basis of magic comes from old D&D. There were components to casting spells like speech, manual set of hands/fingers, concentration, and reagents. Seeing magic users run and jump around the battlefield, wielding weapons, doing cartwheels and flips while casting spells is beyond ridiculous to me. The ONLY limitation for magic is mana of some type. And that is quickly mitigated by potions and auto-replenishing mana pools.

The trouble comes from players wanting magic in their own game forgetting that thousands and millions of other players may want it, too. Limiting it limits the players that will play your MMO.

If *you* could not have to access to magic, would *you* play an MMO with very limited magic?

Now magical items is another story. I can think of no MMOs off the top of my head, where magic is in the game, that magical items do NOT become vendor trash, instead of diligently sought after items that are cherished once acquired.

I agree with you guys.  I don't think that the amount of magic is the problem, so much as the quality.  Magic should be powerful, and hard to use, but not necessarily limited.

The main problem is that magic is no different than anything else in the games.  It just has flashier animations.

Take a game like old EQ:  Levelling was a bloody nightmare, and levelling up a wizard was even worse.  But, when you got that wizard to max level and could finally cast that ice comet, you felt like a master of magic.

I think we need to go back to the old standard, where spells take time to cast(standing still) and you are vulnerable, but when you get those spells off they can do powerful things.

As far as magical items, I couldn't agree more with AlBQ.  Magical items need to be more rare and desirable.  These things drop like candy and are consumed and used up just as fast.

I don't have a major problem with the overall graphics themselves.  I really like the environmental/landscape graphics and stuff.


But, there are a few specific things I would really like to see changed with character models.

#1 (and a huge one at that):  Change Dark Elves so they don't look like girly anime rejects from the Avatar film.  In particular,  there's something a little too "cat-like" about the faces of the Dark Elves I've seen presented.  The feline features really      bother me.

#2:  The Kerra lion-man did not impress me very much, I'll admit.  I like stylized graphics fine, but less cutesy and cuddly,    please.  That said, the Kerra is not a big concern to me.

#3:  I haven't seen the Trolls and Ogres much yet, but these are pretty important and I'm hoping they come out looking like big,  physically imposing monsters.  These need to not look all cutesy like the rest of the races I've seen.


My other major concern is the ridiculousness of the movement animations.  I'm okay with a little of the parkour stuff, but the videos they've shown to demonstrate it are way too overblown and just stupid looking.  I hope these were just to demo the movements and they are going to tone them down.

I'm glad they can do all the cool animations, but just because you can doesn't always mean that you should.  It looks straight-up ridiculous leaping and rolling and gliding around everywhere.  I can just imagine how quickly that will get old when you see 30 people around you all doing it.

Honestly, just a few minor touch-ups to the models and I think alot more people would be content.  Mainly everything just feels too cute and sweet with the models.  People, now, seem to equate "stylized" with "cartoony and cutesy", but you really can have stylish graphics and models without them looking like they were designed to attract children.  And, right now, a few of the character models are just too childish.

Other than those few gripes, I don't have much trouble getting into the graphics style.  I think the most irritating thing to me so far is the parkour stuff.  I rather enjoyed the hand-made feel of WoW's graphics, although, I hated their armor styles with a passion... and unfortunately the EQNext armor is apparently going to be a copycat version with giant, oversized pieces.

TL:DR I'm about 85% content with the graphics, and there's nothing I can do to make myself like them more.  They honestly just need to take a step back and stop trying to go overboard with everything.

The more I hear about Landmark, the less I feel we are being told.

We continue to hear more and more about this "Landmark" and little to no actual speak of "EQNext" as an MMO(in wake of the overshadowing Landmark launch this winter).

We are learning about and seeing videos of Landmark's features: crafting, resources, building, exploration, combat, creating characters, etc. The more I think about these robust LM features, the less sense it starts to make.

Sure, there are a couple of foreseeable responses to the purpose of LM.  Such as using it to separate the building tools and the like in order to filter out the bad-bad player-creations.

But, let's be honest, it makes absolutely no sense to waste time building two separate games.

If we follow the PR speak, it would have us believe that Landmark and (MMO)Next are two separate, yet harmonious entities of some sort.  If we cut out all the PR and just compare the base details, however, it seems to me that they are one and the same.

If Landmark were being designed for the specific purpose of PC-content creations, then why would they go to the hassle of building an actual game out of it when they could be spending their time and manpower on the real deal.

So, I'm becoming convinced that "Everquest Landmark"  is actually the alpha/beta of "Everquest Next" and they are just using Clever-Speak to hide the fact that it actually is going to evolve into EQNext itself, not live alongside it.

After all, why would there be a need for these land claims and the like if it were just a system being built for building.  Why?  Because it's actually the EQN world you are exploring and testing out.

We already have heard mention of guilds receiving plots through rewards, etc., in EQNext, and that players will be able to have housing/guild halls of some sort.  But, why would you need this land-grab system in LM if it weren't the actual game world?


Allow me to digress a bit:

There are already alot of people arguing in the other threads around here about the plausibility of having everyone's ongoing build-plots in one big open world you can explore.

So, let's theorize that people's build sites may be instanced on the inside.  If these build sites are instanced, then it makes even less sense as to why you would need plot claims and all that jazz to build and go all Fantasia in.

And, if the player-creations are inside their own personal instances, that have to be intentionally entered to be seen... the issue of separating player-content from the game world becomes a non-issue.

You go inside your build zone, which is actually an instance accessed through the EQNext world.  You build stuff, then submit it for content approval.  Approved, transferred to the public game world.  Same deal as it would be if LM were separate.


I rather am starting to picture something akin to the Lego Universe setup for building.  I doubt many played that, but if you did, then you get the idea.  You did your thing in the Lego world, collect bricks from slain enemies, exploration, etc., then you carry them back to your personal build-instance, and you can use them there.

Sound familiar?  You go exploring and fighting and gathering resources in "Landmark" and take them back to your personal plot of world-design.  Except, for the obvious fact, that there is no such thing as Landmark and you will be doing this in EQNext itself.

I can't believe they'd actually have two segregate groups of players essentially playing the same game.

Maybe, Landmark is the name they'll give to the "Test" server as things progress into the MMO launch.  But, either way, it's the exact same game at its core.

TL:DR - Dear Everquest Landmark participants,

             You've been playing EQNext the entire time!


It's all just clever wordplay.  Hence, the title I gave this thread to show how it's all just one big name cleverly split in two.


In closing:  It's like 5 AM and I'm not going to go back and clean this up any time soon, but for those of you who get my point, I'd love to see what the rest of you have been thinking.

I'm 100% behind Grahor's train of thought with EQL.  I do not want to spend my time running around harvest/gathering resources in a game that's not even the real MMO that I'm planning to play.

I think it'd be great to get out and explore and go visit other people's plots and creations and have hubs or something to hang out with other people, maybe some areas to do combat to test game mechanics, etc.

That said, I have absolutely no interest in running around harvesting resources to support my building.  I'd rather use it like an editor/content creation tool.

I want to log in and build houses/castle/dungeons/waterfalls, or whatever is on the creative flow, at the given time.  If I have to first go spend hours farming crap for the side-project game(Landmark), then I am going to lose all interest...  and lose it incredibly fast.

I think the devs have an amazing eye for detail.  The way your fishing rod twitches just before the fish strikes the bait, how you can see actual heat haze vapors in the desert, lightning storms, clothes blowing in the wind, etc., are all fantastic little things.

Things like that really make this game feel high quality.  And, It's clear that the devs put alot of effort into their work.

The combat was decent and fluid much like WoW.  I mostly played archer, so the GCD never bothered me like it did some people(didn't even notice it 90% of the time).

The crafting process was top-notch and probably what I spent the most time doing.

The gathering was dreadfully tedious, boring, and repetitive on the flip-side of crafting.

I enjoyed my few weeks in the game, but I will not be subscribing now.

Quality game, beautiful graphics, but lacking way too many basic quality-of-life features, and there really just isn't enough available yet to warrant paying a fee.

I think it'll be a great game after some more patching.  And, I probably would have subbed for a month or two if things like housing and all the 2.1 stuff had been in game at launch.  And, man, they badly need to implement the most basic modern MMO features.

Essentially, they should have delayed the launch a couple more months, IMHO.  I think it's really going to hurt their retention rates once the free month is officially ended for everyone.


TL:DR:  I felt it was worth the $30 box price, but I will not be subscribing.

Like the Fates; hate the mob of mindless zerglings that ruins them all.

The fates themselves are fun with small groups of players who happen to be nearby.  Seeing 60 sheeple roll up on every one of them like a swarm of locusts straight out of hell kills fates for me, though.

I liked GW2, but the dynamic event zerg chain was awful.  Seeing it as the main form of play in yet another game makes me want to vomit.

Summary: The fates are fine, but they should be nerfed down so people don't just circle around them all day like vultures waiting to pick clean a carcass.

To be fair to the locust-people:  I guess there really isn't all that much else to do for levelling other than dungeons... and if you are a DPS it's not really plausible to queue them without a personal group.

Hopefully they'll realize the flaw with the Fates system and patch/nerf some stuff.  It would be nice to see actual challenging fights rather than 7 mobs getting mowed down by 10x their number in players.

Does anyone else remember the days when mobs used to actually outnumber players?  It's been a while...

My impression is that it's another temporary game.  I suspect the gameplay will be fun(if you like the action Skyrim style), and that it'll be fun to explore the world and read the lore books, etc. you can find(if you enjoy exploration/lore).

But, in the long run, I think it's one of those games that probably won't have any holding power over the players.  I figure 2 or 3 months worth of play for the average customer.

Personally, I won't buy it at launch or anything.  I'm definitely the "wait and see" mindset.

I expect it to be an entertaining single-player romp through a fun to explore world.  It's not a game I'd be interested in paying full price and monthly fees for, but I could see a couple months' entertainment out of it.

On the bright side, I would expect the world to feel bigger and more beautiful than a game like SWTOR.  It'll probably have tons of little caves and dungeons to stumble upon(in theory).

Originally posted by Voqar


FFXIV is FULL of people with really well named characters that fit the theme and setting.  And it's equally full of sheer garbage.  And I just don't get how you can give your character an incredibly stupid name or ripoff a celebrity name (especially a celebrity that's a scrub like say, Miley Cyrus - we have that on Ultros).


Are people really this unoriginal and lacking for creativity and/or intellect?

If you ever stop and take a  look at pretty much anything in life, you will see a recurring pattern.  For every creative work of literature, art, film, etc., there will be about 50 rip-offs/copycats trying to ride it.  Take basic television programming as an "in your face" example.  When an original show springs up and becomes a hit, within the next few years, you see about 10 "new" shows spring up following the exact same plot and formula.

Point being, not everyone is a writer or a painter and brimming with creative uniquity.  So, yes, I think a fair majority of the population are really that unoriginal.  Those who can't create can still mimic, parody, and/or copycat other sources easily enough.

Everyone has a different view on what's amusing or clever, I guess.  I've seen some comic name-phrases that were actually pretty darn clever(from my viewpoint).  Of course, I've seen just as many that I found trashy and tasteless.  I think modern day comedians are a superb example of differing ideas of what's witty and clever.  Personally, I find almost every comedian today to just be vulgar and tasteless, but other people seem to like the crude, simple-minded "jokes".

I feel imagination is becoming a lost art, or a thing of the past, much like morals/respecting others/faithfulness to your spouse/proper etiquette, etc.

I'm starting to ramble... in short, you might find it easy to come up with some theme-fitting original names on the fly, but I don't think most people I've met in these games do(I know alot of my friends always just stuck with randomized names).

To insert a moral to my story:  I think everyone is just looking for a way to amuse themselves, and one person's amusement isn't going to be tailored to the likings of others.

Originally posted by Arskaaa

well ofc asian players are max lvl already.

they not lazy like we NA/EU players.

they just do every think 110%.

Heh, I think we have a different concept of where lazy fits in :D  I'm thinking the sitting on your butt for 3 days straight playing a video game would be more lazy, not less so.  I'm just saying.

Originally posted by zasten
Let the pvp'er appear to (& attack) the target player as a pve creature of some kind, rather than another player! Might be the only way I would ever consider playing any pvp...but would most likely just make me rage quit sooner!

They actually did this for a weekend in EQ once way back in the day.  I doubt if many people remember it.  It was something they called Project M(m for monster) iirc.

You could actually log in as a random monster in a random zone and attack players, etc.  It was a pretty neat experiment.

Didn't they do something similar with LOTRO, also?

Personally, I'd love to see something like that make a comeback.  I'm always a fan of them adding more flavor and different ways to play.  Variety is king.

Originally posted by blackburn11

I think SE should just add 3 days or so to the END of the game to make up for the beta 4 and pre-release problem.  So, if they were going to shut down servers on... say aug 10th, 2027... they would instead shut them down aug 13th, 2027.

At least that way I wouldnt feel like I am getting ripped off.  Assuming they made those last 3 days free for everyone that pre-ordered of course.

Just hope they dont have to tack on any more days!

That would work, but I don't think anyone who actually pre-ordered the game will still be playing it in 2027 =(

I think Anarchy Online is the only game that really took a hurting due to launch issues, but their launch issues lasted for weeks iirc.  Most games get things fixed up pretty quickly.  And, a few days of crashing and maintenance is always expected by anyone who has played any type of persistent game before.  It's just part of the launch process.
Are you able to turn off the auto-translations?

I tried to email Blizzard's boss man and give him the dire news, but I just got an automated reply with this:

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