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View Poll Results: Would you play? | |||
Yes, that is what I look for in an MMORPG |
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141 | 84.94% |
No, I reluctantly deal with those aspects, I'm here because nostalgia. End of story. |
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25 | 15.06% |
Voters: 166. You may not vote on this poll |
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#21
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As for the topic: I've got no problem with most of these. I never needed any maps. I navigate 99% with landmarks, even in "large, occasionally barren landscapes." The sticking point is instancing-- I do think it's necessary for any commercial game.
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Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk "If you can't eat a frog, then eat two." | |||
Last edited by myriverse; 03-14-2015 at 07:37 AM..
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#22
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![]() Project Gorgon is an MMO free to play (and no cash shop or any idea that there will be; it's in alpha) right now that takes a bunch of cues from Everquest as well as Asheron's Call and UO.
In a nutshell:
The only thing missing is a painful death to non-bosses (bosses give curses that suck when you die to them. You must kill them to lift the curse). Closest thing to old world EQ I've found. Download here: http://projectgorgon.com/game/play-now | ||
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#23
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[You must be logged in to view images. Log in or Register.] Also, bards may have been more derived from Vainamoinnen, the legendary finnish music wizard. #ensiferum ...Which is probably where Tom Bombadil came from, anyways.
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lol
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#24
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No maps? That won't fly today, not even with most old school hardcore players. What I'd recommend is making Mapmaking a tradeskill. Once someone has completely explored a zone, they can craft a map of that zone and sell it to players. Once players scribe the map into their atlas (have some real fun with this, make the atlas a quested consumable item that unlocks a minimap and the ability to add more maps), they can then see a large view of the map, and a minimap appears in their interface. I don't really care for the "Do something X amount of times" quests either, so I wouldn't be sad to see them go. Non-linear dungeons are a great idea, and I've always loved them. Explore where you want, when you want. Difficult, but not impossible to solo, that's the key. If you're going to have a lack of instancing, then you'll need a huge amount of content to keep everyone happy. I think tradeskills should enhance a game and be a desirable gameplay choice, not an afterthought. Although EQ's tradeskill system was rather robust if you think about it, especially for 1999. | |||
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#25
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Welp, this is it. Goodbye p99!
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Erydan 54 bard // Nizzam 36 necro // Liako 31 pally
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#26
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Ultimately, I think the key to an effective tradeskill system is have each skill produce some kind of needed consumables. Quote:
I do agree with "large" because a world needs to feel vast. | ||||||||||
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#27
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However, I think the core of the issue for that game, and many other MMOs on release today, is that they are trying to put way too much content in at release to "compete" with seasoned MMOs that have been on the market for years. It leads to a sub-par, buggy product that launches with 1/2 the expected features and those features that do make it are lackluster because so much development time was spent on features that never made it into the game. An MMO in the spirit of EQ really only needs the following at release, but done VERY WELL. -Tank, Healer, CC, melee DPS, ranged DPS (1 or 2) -3 to 4 races -Two well-designed major cities, and a few smaller cities to meet various needs -A meaningful level cap with xp paced out to make sure content stays meaningful for days of playtime, not hours (in terms of leveling) -Outdoor Zones: just 2 for each leveling bracket, but designed well with clear areas for various levels and group sizes in their respective bracket. -Dungeons Same as outdoor zones, 2 for each leveling bracket but designed well with clear areas for various levels and group sizes in their respective bracket. Honestly, have that ready out the door. Raiding at first could easily be strategically spawning mobs among all the zones created for the leveling experience. We don't need amazing, complex raid zones right out of the door, just throw raiding into the world to keep every zone meaningful. Heck, how bad ass would it be for certain raid mobs to spawn in the major cities or out lying cities even, with real consequences occurring when they aren't killed. Then every year patch in a race and class until you feel content that all bases are covered. Instead of working directly on raid content, every year add in a new leveling zone for each bracket that's well designed, with new raid mobs designed to live among it (expanding where people can level and raid). Then I feel when all bases are eventually covered, as you started the game with a great core and just added onto that core, then it's time to focus on zones for level cap. Maybe at that point expand levels by 10, then really focus on raids and high level content. Just my 2 cents. I feel like too many new MMOs come out trying to have massive leveling experiences, massive numbers of classes, massive numbers of races to choose from, beautiful cities that take a lot of time to design but are deserted because there are 14,000 other cities, etc. etc. Just design a core and add to it people, dang it. | |||
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#28
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Anyway, truthfully I'm not super interested in another static content static ability MMO, but I wouldn't be opposed to playing one for shits and giggles if it was the least bit inspired. | |||
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#29
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![]() I don't have a whole lot of interest in another EQ-style game, albeit for reasons not mentioned in the original post. I only barely play EQ-EMU as it is. EQ-style games are about as much bad as good for me, and I seem to gradually grow less tolerant of the bad as I age.
Danth | ||
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#30
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![]() Lets all be real here..... everyone here is waiting for eqnext. Oh and my 2 cents i came back to p99 because the game is hard.
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