View Full Version : What QoL changes would you like to see in a remaster?
onmove_broke
02-14-2026, 01:37 PM
It seems like remastering games is all the rage and I would not be opposed to EQ getting a remaster if it was done correctly by a competent group of people and not purple haired freaks.
So what , if any, QoL changes would you like to see in a remaster? I would love to see bottle necks removed from the game where one person could hold down the camp forever like Stormfeather or Hate minis.
I would also like to see some dungeons get adjusted to make them more viable, like the loot tables in say Runnyeye or CT etc.
BradZax
02-14-2026, 02:12 PM
Thj
feniin
02-14-2026, 02:33 PM
So what , if any, QoL changes would you like to see in a remaster? I would love to see bottle necks removed from the game where one person could hold down the camp forever like Stormfeather or Hate minis.
Bottlenecks are what makes (this version of) this game so engaging and re-playable. You should not have equal access to every item in the game if you're not willing to put in the same amount of time and effort as the next person.
Rygar
02-14-2026, 03:23 PM
Single 12 slot backpack for inventory , allow a wrist pouch and belt pouch and that is it.
Immersion is broken visualizing an enchanter or rogue fighting with 8 backpacks on their body
Belambic
02-14-2026, 03:43 PM
The raid interface would be nice
The charm of EQ isn't in pristine graphics or streamlined gameplay, it’s in the friction.
That said, some things could be addressed without fundamentally altering the core experience. The bottlenecks you mentioned – Stormfeather, Hate – are valid points. A system that allowed for faster rotations or some kind of timer to prevent indefinite camping would be a welcome change, not a compromise. It would alleviate frustration without necessarily reducing the challenge.
Runnyeye and CT loot tables… yeah, those could use a look. Not necessarily a complete overhaul, but a little nudge to make them feel a bit more rewarding for the time invested. It's less about making them easy and more about ensuring the effort feels proportionally rewarded. A little more variety in drops would be good too.
Beyond that, I’d be cautious about sweeping changes. The real problem with a lot of modern remasters is they try to “fix” things that weren’t broken, or were just different for the time. Things like a more robust in-game map would be nice, though. Something beyond the basic representations.
It's a delicate balance. You want to address genuine pain points, not sanitize the experience into something unrecognizable.
druidbob
02-14-2026, 04:11 PM
Single 12 slot backpack for inventory , allow a wrist pouch and belt pouch and that is it.
Immersion is broken visualizing an enchanter or rogue fighting with 8 backpacks on their body
Just imagine you are playing in a Rob Liefeld comic.
Belambic
02-14-2026, 07:08 PM
Single 12 slot backpack for inventory , allow a wrist pouch and belt pouch and that is it.
Immersion is broken visualizing an enchanter or rogue fighting with 8 backpacks on their body
You can roleplay that for yourself, you don't need to inconvenience everyone else to do that.
loramin
02-14-2026, 07:17 PM
Just imagine you are playing in a Rob Liefeld comic.
https://static0.srcdn.com/wordpress/wp-content/uploads/wm/2023/09/rob-liefeld-character-the-pouch-in-bloodstrike-comic.jpg?q=50&fit=crop&w=825&dpr=1.5
aaezil
02-14-2026, 08:29 PM
I would refuse to play that unless it was coded by someone with purple hair
BradZax
02-14-2026, 10:50 PM
Single 12 slot backpack for inventory , allow a wrist pouch and belt pouch and that is it.
Immersion is broken visualizing an enchanter or rogue fighting with 8 backpacks on their body
Eq survival extraction mode.
Sadre Spinegnawer
02-15-2026, 09:56 AM
https://i.imgur.com/LhzrYnH.jpeg
roks1
02-23-2026, 04:47 AM
The charm of EQ isn't in pristine graphics or streamlined gameplay, it’s in the friction.
That said, some things could be addressed without fundamentally altering the core experience. The bottlenecks you mentioned – Stormfeather, Hate – are valid points. A system that allowed for faster rotations or some kind of timer to prevent indefinite camping would be a welcome change, not a compromise. It would alleviate frustration without necessarily reducing the challenge.
Runnyeye and CT loot tables… yeah, those could use a look. Not necessarily a complete overhaul, but a little nudge to make them feel a bit more rewarding for the time invested. It's less about making them easy and more about ensuring the effort feels proportionally rewarded. A little more variety in drops would be good too.
Beyond that, I’d be cautious about sweeping changes. The real problem with a lot of modern remasters is they try to “fix” things that weren’t broken, or were just different for the time. Things like a more robust in-game map would be nice, though. Something beyond the basic representations.
It's a delicate balance. You want to address genuine pain points, not sanitize the experience into something unrecognizable.
That's great but I'll just interject and say that is tertiary compared to the evidence EQ has provided us for 15 years. The nature of it's draw is the sandbox manner in which you can engage the game. Look at how raiding evolved here outside of the Courts with the lawyers. There's no way a single person that originally raided into velious would recognize anything that goes on in the raiding scene, because the nature of pressure. The unorthodox use of any clickable item to any advantage was spinal tapped to 11 here, the nature of the beast continued to evolve... sure mechanics aren't classic here or there, but it is funny to watch trash mobs be whipped around while the zerg hordes burn down bosses etc.
If this game was on rails like WoW and whatever else god awful modern mmos are still running, come on. killing the same shit for 15 years only works because sometimes it gets mixed up.
Dajeeem
02-23-2026, 10:32 AM
DOT tick dmg text,
right click spell drop down menu w/ saved spell sets
in game mail system for item transfer
auction house
raid group ui
light blue cons
blue xp bar
Swish
02-24-2026, 01:14 AM
https://i.imgur.com/LhzrYnH.jpeg
https://i.imgur.com/d3i0qUm.gif
sammoHung
02-24-2026, 05:46 PM
The game is perfect. The people playing the game suck.
Ennewi
02-24-2026, 09:58 PM
Not so much QoL as fleshing out what was intended but left out for one reason or another.
More customizability because fashionquest > all else.
Additional face options. Also a rework of illusions for facial features to better match each other; certain ones are clearly modified versions of the same face type but only a few actually share a resemblance.
Improvements to NPC classes... Rogues that pickpocket coin, apply poisons, etc. Bards that play songs, including selos indoors. Mages that coth random allies to them in combat for help or out of combat to save their lives.
Swish
02-24-2026, 11:12 PM
Project M included in the main game.
onmove_broke
03-04-2026, 06:58 PM
I do think the Soulbinder is a good QoL change so melee can just bind in a city w/o having to find someone.
Rotating ZEM would be nice in order to shake up the status quo.
Coin not having weight w/o having to get that coin purse would be nice. More beneficial for lower level toons. Or maybe an earlier item that reduces coin weight by a %
Add in way more quests for armor/weapons etc. Can be added through Sol Ro or something
I know people do not like it but I think places like Fear/Hate should be instanced. Too many people fucking up epics by camping minis etc is just plain bad. Make it so you have to wait 24 hours or 48 hours to get in once you been there
feniin
03-04-2026, 11:02 PM
Guild Management Tool is all we're missing.
Wakanda
03-05-2026, 03:56 AM
I would like to explore ideas or ways to make the over-all leveling experience less pipe-lined. To try and mimic the original EQ experience. Make places like Permafrost, Runnyeye, Upper Guk, Dalnir etc. competitive with Unrest. Make Lake of Ill Omen a zone that's teeming with life and low level players running everywhere.
I can honestly think of several ways to do this too. When I'm playing WoW with my friends, we don't usually just run a random Mythic dungeon because we like that dungeon... we run it because someone has a key for it. You could give players a weekly potion that when used, grants their entire group experience for the next several hours, but can only be used in certain zones etc.
Wakanda
03-05-2026, 03:59 AM
Single 12 slot backpack for inventory , allow a wrist pouch and belt pouch and that is it.
Immersion is broken visualizing an enchanter or rogue fighting with 8 backpacks on their body
My Enchanters never carry 8 backpacks. We don't really have the strength to carry that much stuff, and being encumbered as a squishy class that is habitually one charm break or root away from dying can be super scary. Also have all the clickies, and OT hammer etc.
kjs86z2
03-05-2026, 09:29 AM
nocondomjoe admits he has 0 tink bags
plonkster
03-05-2026, 10:52 AM
I would like to explore ideas or ways to make the over-all leveling experience less pipe-lined. To try and mimic the original EQ experience. Make places like Permafrost, Runnyeye, Upper Guk, Dalnir etc. competitive with Unrest. Make Lake of Ill Omen a zone that's teeming with life and low level players running everywhere.
I can honestly think of several ways to do this too. When I'm playing WoW with my friends, we don't usually just run a random Mythic dungeon because we like that dungeon... we run it because someone has a key for it. You could give players a weekly potion that when used, grants their entire group experience for the next several hours, but can only be used in certain zones etc.
A custom P99 server with WoW mythic key progression would be the best thing in the world since sliced bread. It will also never happen because it would require the admins to commit time and effort of cosmic scale.
kjs86z2
03-05-2026, 11:22 AM
A custom P99 server with WoW mythic key progression would be the best thing in the world since sliced bread. It will also never happen because it would require the admins to commit time and effort of cosmic scale.
That would be pretty cool. Full 6 man teams racing from dungeon entrance to another point.
Unfortunately it would wind up just being 6x enchanter teams.
kjs86z2
03-05-2026, 11:23 AM
Or you could just play Fellowship.
onmove_broke
03-06-2026, 07:24 PM
I would like to explore ideas or ways to make the over-all leveling experience less pipe-lined. To try and mimic the original EQ experience. Make places like Permafrost, Runnyeye, Upper Guk, Dalnir etc. competitive with Unrest. Make Lake of Ill Omen a zone that's teeming with life and low level players running everywhere.
I can honestly think of several ways to do this too. When I'm playing WoW with my friends, we don't usually just run a random Mythic dungeon because we like that dungeon... we run it because someone has a key for it. You could give players a weekly potion that when used, grants their entire group experience for the next several hours, but can only be used in certain zones etc.
They need to remove indoor zone restrictions like no sow/harmo etc. Also dungeons are cramped unless you get to a spot like in SolA (I forgot the area but it is nice and open) Large races have big problems indoors. I kinda do not understand the design choice of places like SolA/B for trolls and ogres. They literally cannot get around. Maybe a questable shrink item at lv 10 would work...
magnetaress
03-10-2026, 08:54 AM
ww3dkp
Ella`Ella
03-10-2026, 10:44 AM
Thj
Fact.
Fact.
Thj fucked alot of things for alot of people.
Fact.
It is not the solution you are looking for.
realsubtle
03-11-2026, 04:48 PM
better character art, perhaps inspired by the iconic box art from classic, kunark, and velious. absolutely no instancing or world shards or whatever the fuck modern theme park MMOs are doing. less fucky line of sight mechanics.
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