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Old 06-13-2013, 10:25 AM
Scoresby Scoresby is offline
Aviak


Join Date: Feb 2010
Posts: 85
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Quote:
Originally Posted by Atmas [You must be logged in to view images. Log in or Register.]
Things I would like to see:
A large expansive world that is not easily traversed. (I hated EQ2 for making everything a bell click away)

No or fewer gear sets for higher end gear. I really hate seeing everyone wear the same crap.

Items with unique abilities. One of the things I really liked about old EQ versus newer games were that some items quested or obtained actually augmented game play style.

There really is a million things I would like to add but since I doubt any EQ Devs are reading this will leave it at that.

Finally I know this may derail things but many of you forget or don't realize EQ created instancing. WoW went a bit overboard but I think some of the aspects of their use of instancing was good. I'm mainly talking about use of instancing to drive story and temporarily alter static areas. Anyone remember that epicly long chain of quests in Dragonblight during WoLK? Where some dragons wrecked shit infront of the LK's castle and you have to bust some skulls in Undercity (horde side).
Phasing as it were. Yeah, there are definitely good cases for it, but there needs to be careful consideration about the loss of community when using it. I think having a few "trials" or "proving grounds" type dungeons where you get your own instance might be OK as would certain storyline portions, but wholesale use of it just waters down interaction too much. The right answer IMO is more servers.

However much content you create, decide how many people that can support (conservatively) and then create additional servers as necessary. Don't be lame and link servers together either. If I play regularly with 5000 people, I'd like to see the SAME 5000 people so I can know who the assholes are and who's worthwhile hanging with.

The real trick is understanding that (one day) your playerbase is going to all be pushing for the same tier content, and you need to ensure there is enough of it to support them. Long travel times is a good idea. If you have multiple top tier areas, but they are separated by a long travel time then you essentially have a scenario where multiple top tier people can setup base and exist in relative peace. That also opens up an entirely new avenue of trade routes where you could have real-world like economic impact of supply/demand based on geography. Players could become traders and spend their time hauling stuff back and forth to make bank.