Quote:
Originally Posted by Ennewi
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The same was said about the reintroduction of classic EQ back when SOE was still SOE and look how accurate that turned out to be. Most people are already convinced one way or another. It's more fun to consider the possibilities from design intent, speaking to its potential rather than offering conjecture.
What sticks out more now than anything is, the lore and art direction share similarities with MTG.
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Quote:
Originally Posted by Ennewi
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Environment/Atmospheres
A truer form of PVE, with disparate/overlapping biomes due to the lore/creation story.
Players can be struck by lightning if character idles too long in at the same loc. Rip those who fall asleep at keyboard. /wave /bye to sitting AFK LFG at the zoneline, at least certain zonelines, unless FD. Cloth/leather classes > chain/platemail classes versus lightning?
Dispositions/manifestations for certain NPCs and States caused by PCs, adding more replayability to old world zones and less need for future revamps.
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Quote:
Originally Posted by Ennewi
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Race/Class Matrix
Not a copy/paste of EQ.
Races have passive and active abilities, with min/max choices requiring more consideration than FSI versus HP regen.
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Quote:
Originally Posted by Ennewi
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Climbing System
Adds another dimension to zone layouts and pulling. Adds more importance to spells and weapons with long range, being able to aggro otherwise unreachable camps/targets. Ensures that flying mounts won't be added, as flight would bypass climbing skill altogether. Able to camp check and bypass areas without crossing paths with and potentially training anyone.
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I have played Thief. I was looking for EQ.
Quote:
Originally Posted by Ennewi
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Every stat type will be meaningful to each class, which is an obvious improvement over EQ. INT wouldn't be useless on a RNG or ROG. WIS wouldn't be useless on a NEC or WIZ. AGI wouldn't be negligible to...every class.
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Warrior quest armor has wisdom on it, because stats were screwed up and a mistake. Dungeons are more dangerous than they appear because of agro through walls. My point is,
my favorite PC game ever made was largely a mistake. Trying to fix it is regressive.
Quote:
Originally Posted by Ennewi
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Players having two targets at once, one offensive and one defensive. An idea likely taken from Vanguard. Another improvement, one that would have added more complexity to EQ group and raid settings.
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More than one mob comes in, the enchanter or other CC handle the work. Everyone else assists the main tank, one target. This would be a seemingly small but large change to classic EQ. I heard the rogue can do crowd control, what?