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#1
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Hopefully people can appreciate that lvl 22-26 should take longer than 2 days so there can be more mid level pvp
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#2
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Quote:
Although, PvP is more available, only takes a click of a button and you are queued up. Quality of PvP being the issue. | |||
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#3
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I have high hopes, but I still think SOE will mess it up. I want to do a full writeup of possible game mechanics and philosophy, but here's a couple things I hope they do right.
No instances, even with player generated content. Instances ruin the world feel. BG's suck and are boring. The world must be logical and make sense. Not some magical arena where everyone fights for no reason. There should be fights over resources or camps. Player generated content? Still no instances "Scrub dungeon 01245" sucks with a typical dungeon template. If they want player generated content, then it should be extremely limited by time and resources in the actual world. The content should make sense. An actual reason to alter the world and create a dungeon. Maybe the mobs themselves can use AI to inhabit player made content. It has to be logical. Sound and animations Most people overlook the importance of this. It has to sound like i'm actually hitting the mob (like that thump sound when hitting a human). The animations must also be fluid and natural. Otherwise it will completely ruin the feel of the game. Compare the new dark elf EQ1 melee animation, versus EQ2 animations. DE melee swing actually feels like i'm hitting the mob. EQ2 is just awkward. A jungle should sound like an actual jungle. Innothule swamp is a good example. Contrast and progression Remember how noticeable the regen was with clarity? There must be contrast in all aspects. High level content in low level zones. Variety of obstacles and paths. Smooth progression and unnoticeable upgrades sucks. Same with a seamless world with no obstacles like WoW. Spells need to become more powerful in every way, looks, damage, usage, whatever. Freedom only limited by players themselves Want to kill guards in the city? Cool. Want to gank lowbies? Cool. Don't like it? Then find some friends to stop them. This also relates to community building. No bazaar / auction house. No ports without another player. There must be a necessity for help from others, which creates value for the players themselves and community. No dungeon finder. Send someone a tell if you want to group with them. Force players to interact. Limited teleportation A nexus condenses the world into one location, that is bad. The world must be traveled to an extent. A far off location should feel far off. Teleporters, if necessary, can still be used if they are spread out like the distance of cities in EQ1. Secrets and limited discovery "Have enough to share with everyone?" - "No, I don't. I got this sword by being the first one to find it, and its the only one that will ever exist in the world". That's an extreme, but its the same idea. Hide things in the game. Let players get things that other players can't get. Let them have knowledge that others have no knowledge of. Hide a valuable teleporter, like the firepot in the underwater spires. Knowledge then becomes valuable. "But I can just look it up". Not if you've never heard of its existence in the first place. No pre-made conveniences You wan't a map? Then draw one as you learn the area. Don't know where to buy spells? Ask someone or explore. Not sure how to to Neriak from Grobb? Walk there and find out. Players need to be forced to use their brain, even the dumb lazy ones. Meaningful pvp "Why am I running with this stupid flag" - "Why do I even have a base in the first place?" - PVP should occur because of conflict between players, or because of contested resources. Of course, pvp can occur just to satisfy a bloodlust, but it shouldn't be "setup" like an arena or battleground. No reward or penalty from pvp aside from what players make of it. The reward is the resolution of the conflict, the gaining of a resource, or for the simple fun of it. Open loot promotes player farming, while ignoring the actual content. Penalties prevent the player from resolving the conflict or gaining the resource by being hesitant to fight at all. The penalty should come from other players protecting the victim. The reward comes from why you decided to kill them in the first place. The penalty for death itself still exists, even with pvp, otherwise the players will endlessly zerg each other with no real end or static gain. Time and skill are rewarded, not just time itself "Grats on farming easymode mobs for 10 months" versus "damn, you were able to beat all of the bosses solo, and it took you 10 months to complete?" Aim, timing, knowledge, twitch skill, builds, rhythm, reaction, prediction, etc. There are plenty of ways to implement skill based mechanics, and the game must compliment skilled players. Such as splitting a camp, predicting if you can solo a red with buffs, swam kiting, bard twisting while changing instruments, etc. Even "odd" mechanics will still make skilled players love the game. A mechanic that makes the game twist songs for you is a huge fail. Make the player learn how to do it. Progression can be defined by player skill and knowledge too, not just in game coded progression. Logical AI and environments Why are the dervs standing at the camp doing nothing? Why is there a camp in the first place? They should wander, do tradeskills, interact with each other, kill other mobs, maybe even level themselves. The cycle could still repeat, but it would be better then them standing there like derps. The world should make sense. Does the river actually go somewhere? How did the cave get here? Did the frogloks actually make it? This will increase immersion. An illogical world feels like a dollhouse. contrasting penalties and rewards As you know, without fear of death, content is trivialized, even if it can one shot you. Who cares? Every zone feels the same if you can afk num lock through it without worry. There must be sand giants that create a real sense of fear and require player awareness to avoid. Epic items must require great risk in order to obtain. "How did you ever make it all the way to the end of the dungeon without dying? Also, how did you clear the camp with 5 casters? I couldn't figure it out" Knowledge and accomplishments become valuable. "That is the most amazing sword i've ever seen.. whats it called and where did you get it?" - "Who knows, good luck finding it though" Anyway that's all I have off the top of my head, if any of you actually read it. | ||
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#4
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That shit definitely better not happen
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#5
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What the fuck was that Hazek
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#6
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hahahah
__________________
Noah, the Loincloth Hero
Ogre High Jump Champion 2019 | ||
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#7
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I read it
not | ||
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#8
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Quote:
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#9
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An old mantra recited in the Corps.
I am hoping you all really expect this to be the worst, most disappointing release in MMO history. The hype currently is more drawn towards the hopes and dreams of everyone's imaginations. At this very point in time, EQ Next is as good as it's going to get. Prepare for a let down tomorrow guys. I say this cordially. It is, however, OK to hope for the best. | ||
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#10
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Remember when everyone got exicted for EQ2?
Balance your expectations indeed. | ||
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