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Old 06-12-2013, 10:31 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by August [You must be logged in to view images. Log in or Register.]
I want a persistent world, that has dungeons that are instances, that's all. I just hope it gets done right.
I suppose there is also no reason that a game would need to have ONLY instanced dungeons or ONLY non-instanced dungeons.

/shrug
  #2  
Old 06-12-2013, 10:44 PM
Kiwaukee Kiwaukee is offline
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The developers mentioned something during the Everquest Series panel at E3 that I thought was very interesting, and could possibly be a hint at their stance on instanced content.

They mentioned that EQ2 was moving to a system where there is open world competition for bosses, but there are also instanced "practice arenas" where guilds can hone their skills against avatars of the bosses for lesser rewards. You'll still want to compete for the open world boss, but if you don't get it, you'll still have content.

I can see the same type of thing for instanced zones. Have the open world camps for the good loot, and instanced zones as back up for those who want competition free experience camps.

EDIT: The devs have also mentioned that EQN will be a "do what you want" kind of character experience, so I'm assuming you'll be able to level off of crafting and possibly other forms of gameplay, like diplomacy, trade, or even farming (crops, not loot... /puke).
Last edited by Kiwaukee; 06-12-2013 at 10:47 PM..
  #3  
Old 06-12-2013, 10:57 PM
Rhuma7 Rhuma7 is offline
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I would like EQN to basically be a new fresh MMO with Everquest 1 classes/mechanics with un-instanced dungeons/leveling areas and instanced end-game raids.

Slow enough leveling to make friends and learn your class. Items that are rare enough to give meaning/rewarding feeling when acquiring them. I also feel there should be world-dropped items, so while grinding out the levels and making friends you have a very slim chance of getting a very nice item for your level range.

Death penalty can be bad but EQ really needed to have more availability to rez and corpse summoning spells much earlier than when they were given to classes.

EDIT: I dont really want them to reinvent the wheel but to give a breath of fresh air to the Everquest franchise with a few fixes to some of the mistakes they made over the years and give the fans that made them a success in the first place something to come back to and enjoy playing a new MMO.
Last edited by Rhuma7; 06-12-2013 at 11:05 PM..
  #4  
Old 06-12-2013, 11:02 PM
Cheeb Cheeb is offline
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Instanced zones ruin the community IMO. I can remember very few player names from my time playing WoW because everyone was just a body. People really didn't need to talk to each other, after a while it felt like everyone was the same just with different letters above their characters head.

I can remember countless people that I played with in the first few EQ expansions due to the smaller numbers per server and the fact that you'd have to actually go to the zone you wanted to hunt in and try and get a group together or join one that was already going.

I know EQN won't be anything like EQ was or is currently. The way people play MMO's these days isn't remotely close to how we played them 10-15 years ago. I'm just curious, if it was up to you, what would you add and what can you not live without?
  #5  
Old 06-13-2013, 10:58 AM
xCry0x xCry0x is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
I suppose there is also no reason that a game would need to have ONLY instanced dungeons or ONLY non-instanced dungeons.

/shrug
I agree with this but it is hard to implement really well and I honestly cannot think of how I would like it to be done.

When I played WoW i missed the open world competition for things. I missed doing camps like lguk or seb where when you get in a crypt group there is this sense of "awesome, all this great shit can drop to earn me money". I missed the feeling of dominance from racing to the world spawns. They had a few in original WoW (emerald dragons and 2 other guys blanking on their names) but they were primarily secondary targets with lower priority than the instances.

At the same time, the lack of instances makes the playability of the game suck for people who have real life obligations.

This server is a perfect example. Every guild as far as I know maintains a CST/EST raid schedule, ie be on at 5/6pm CST on raid day so we can see what is up and move on hate, fear, whatever.

That is great, but I am in California and that is 4PM for me. I am lucky enough that my job is flexible enough that I simply decided to come in earlier and leave earlier to be home by 4 but shit, if you worked a typical 9-5 + drive time you would easily be 1.5 hrs + late for every raid (aka miss most of it).

In WoW you could have east coast & west coast guilds because you could schedule raids based around the play times of the players and that was honestly very nice although casual.

I could see some sort of combination put in where using EQ terminology:
Seb = non instanced therefor trak = non instanced
kc = non instanced therefor vs = non instanced
All the outdoor dragons obviously non instanced

vp = instance
Hate = instance (including inny & maestro)
Fear = instanced (including ct & draco)
Sky = instanced (including nobles)

This would allow shit like trak to cock block lesser guilds on getting keyed to VP, this still maintaining the tiering of guilds.

It would also allow casual guilds to actually be casual and have set raid times and still accomplish shit like killing gods etc.
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