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Old 06-14-2013, 03:45 PM
Alawen Alawen is offline
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Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
Hey! Basically ALL of my ideas are in the same vein your description of mobs spawning and mob behavior. I was basically envisioning what you described every time I say something like "static dungeons are lame" or "we need dynamic zones."
One scenario I've always wanted to play out is following a nomadic race, picking off their scouts and stragglers until they were croaked. I'd also like to see off-road travel a lot more difficult and dangerous than following maintained pathways. I'd also like to see mob wars that change the terrain and population. Maybe the dwarves are good and sick of the trolls and they kill every last one of them and rebuild on top of the smoldering ruins.

I think the way forward for MMOs is more realism, more detail, less clunky things. I don't want to know about the server load or any of that. I want the world to feel really huge and full, not endless flyover space that's nothing but an inconvenience. If I'm crossing from one side of the world to the other, I want danger and adventure along the way. If we agree to meet in the middle, we should both have things to talk about when we get there. I think convenience is grossly overrated.

I have a very poorly formed idea of devs having tools to implement things organically, too. Does anyone else remember the mindless wars between Southshore and Tarren Mill before there were battlegrounds in WoW? That happened by itself and it should have been built up in real time.

Forward, not rehash.
  #2  
Old 06-14-2013, 07:26 PM
webrunner5 webrunner5 is offline
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Quote:
Originally Posted by Alawen [You must be logged in to view images. Log in or Register.]
One scenario I've always wanted to play out is following a nomadic race, picking off their scouts and stragglers until they were croaked. I'd also like to see off-road travel a lot more difficult and dangerous than following maintained pathways. I'd also like to see mob wars that change the terrain and population. Maybe the dwarves are good and sick of the trolls and they kill every last one of them and rebuild on top of the smoldering ruins.

I think the way forward for MMOs is more realism, more detail, less clunky things. I don't want to know about the server load or any of that. I want the world to feel really huge and full, not endless flyover space that's nothing but an inconvenience. If I'm crossing from one side of the world to the other, I want danger and adventure along the way. If we agree to meet in the middle, we should both have things to talk about when we get there. I think convenience is grossly overrated.

I have a very poorly formed idea of devs having tools to implement things organically, too. Does anyone else remember the mindless wars between Southshore and Tarren Mill before there were battlegrounds in WoW? That happened by itself and it should have been built up in real time.

Forward, not rehash.
I thought WoW was pretty cool in the beginning. But as you got higher that flying crap for what seemed like 10 minutes to get back to a zone sucked big time. Was not a fan of not being able to twink like hell either. But I like your ideas.
  #3  
Old 06-14-2013, 03:49 PM
Tecmos Deception Tecmos Deception is offline
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Alawen and I officially want the same thing.

Until they develop it in like 2027 though, we've got a lot more p99 to play [You must be logged in to view images. Log in or Register.]
  #4  
Old 06-14-2013, 05:33 PM
Gadwen Gadwen is offline
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An MMO with a truly dynamic world would be amazing, I always wanted to see an MMO where the landscape would change and cities/forts etc would change hands and players could play parts in wars that broke out.

Ignoring the technical aspects, I don't really know how well a game that allowed those kind of significant changes to take place in the world would do. Let's say Player A and his guild help the Dwarves overthrow the Troll city. I know it sounds awesome, but when player B spent the last 2 weeks trying to finish a quest in that Troll city right before it got taken over, well there is going to be some anger there.

Now sure, this could be avoided by making those cities and forts meaningless cosmetic lumps in the landscape, but that would take all the fun out of the battle for the city to begin with.

Ultimately, I think people just want what they are comfortable with. People LOVE logging into this server and seeing Kelethin, or Freeport looking exactly the same as it was when they first logged in 14 years ago. Many of us were infuriated by the changes they made when they overhauled zones and let the Froglocks take their city back. Now imagine this happening constantly, I just don't know how well it would go over with todays average MMO gamer.
Last edited by Gadwen; 06-14-2013 at 05:35 PM..
  #5  
Old 06-14-2013, 06:11 PM
Ahldagor Ahldagor is offline
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Quote:
Originally Posted by Gadwen [You must be logged in to view images. Log in or Register.]
An MMO with a truly dynamic world would be amazing, I always wanted to see an MMO where the landscape would change and cities/forts etc would change hands and players could play parts in wars that broke out.

Ignoring the technical aspects, I don't really know how well a game that allowed those kind of significant changes to take place in the world would do. Let's say Player A and his guild help the Dwarves overthrow the Troll city. I know it sounds awesome, but when player B spent the last 2 weeks trying to finish a quest in that Troll city right before it got taken over, well there is going to be some anger there.

Now sure, this could be avoided by making those cities and forts meaningless cosmetic lumps in the landscape, but that would take all the fun out of the battle for the city to begin with.

Ultimately, I think people just want what they are comfortable with. People LOVE logging into this server and seeing Kelethin, or Freeport looking exactly the same as it was when they first logged in 14 years ago. Many of us were infuriated by the changes they made when they overhauled zones and let the Froglocks take their city back. Now imagine this happening constantly, I just don't know how well it would go over with todays average MMO gamer.
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  #6  
Old 06-14-2013, 06:08 PM
Jerin Jerin is offline
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I don't care how large this sandbox world is going to be, they need to
put the kibosh on Translocators and Plane of Knowledge/Nexus type zones.

Druids and wizards should be the only way to travel long distances.
Or Boats that you have to wait for.



EQ Next needs to be hard...which it wont be
  #7  
Old 06-14-2013, 06:24 PM
Kiwaukee Kiwaukee is offline
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Quote:
Originally Posted by Jerin [You must be logged in to view images. Log in or Register.]
I don't care how large this sandbox world is going to be, they need to
put the kibosh on Translocators and Plane of Knowledge/Nexus type zones.

Druids and wizards should be the only way to travel long distances.
Or Boats that you have to wait for.

EQ Next needs to be hard...which it wont be
I didn't mind the Nexus much at all, because you still had to wait and it made sense with the lore of the combine. How else were we supposed to get to the moon?

Having books on the ground that instantly transport you anywhere and back just for the sake of convenience is garbage.
  #8  
Old 06-14-2013, 06:52 PM
Alawen Alawen is offline
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Quote:
Originally Posted by Jerin [You must be logged in to view images. Log in or Register.]
I don't care how large this sandbox world is going to be, they need to
put the kibosh on Translocators and Plane of Knowledge/Nexus type zones.

Druids and wizards should be the only way to travel long distances.
Or Boats that you have to wait for.



EQ Next needs to be hard...which it wont be
I agree with you about the first part, but I think even druid and wizard transportation is way too easy. If the mechanic is in the game at all, I think it should take an elaborate ritual by a large number of players to open a portal, and the portal should have a limited duration depending on the number and their cumulative power.

I'd like to see that as a mechanic in other magic as well--multiple casters combining powers to create large effects.
  #9  
Old 06-14-2013, 07:00 PM
Gadwen Gadwen is offline
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Quote:
Originally Posted by Alawen [You must be logged in to view images. Log in or Register.]
I agree with you about the first part, but I think even druid and wizard transportation is way too easy. If the mechanic is in the game at all, I think it should take an elaborate ritual by a large number of players to open a portal, and the portal should have a limited duration depending on the number and their cumulative power.
I think something like this would ultimately be even easier, people would keep a portal open all the time at every major city or wherever large numbers of players gather.
  #10  
Old 06-14-2013, 07:53 PM
Alawen Alawen is offline
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Originally Posted by Gadwen [You must be logged in to view images. Log in or Register.]
I think something like this would ultimately be even easier, people would keep a portal open all the time at every major city or wherever large numbers of players gather.
What I have in mind is something analogous to twenty wizards being able to open a portal using all their mana to open a portal for a couple minutes. A big guild could move around that way, but it wouldn't be commonplace. One of my favorite mechanics in classic EQ is the complete heal rotation. It creates such a strong camaraderie between those clerics. I have in mind similar to that, where the portal class(es) have to perfectly plan and execute together for success. Otherwise, the gate collapses and resources are depleted for a while.

It would be interesting to have shared tasks for other classes, too--maybe it takes ten shield-wielding tanks to deal with the frontal assault of a dragon breath weapon.
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