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Ideas for Everquest NextFollow

#1 Jan 18 2013 at 11:46 AM Rating: Excellent
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Lets see what you guys can think of for EQ Next?

The way I'm imagining EQ Next, is a mesh of EQ and its Game Mechanics with that of WoW's game mechanics (only the game mechanics (no zone lines, more entertaining pvp, perhaps the way spells are replaced automatically in the spell book after memming them)


I'd like to see aspects added to classes, for instance you can be a Paladin, but your paladin can have an aspect (or elemental damage/abilities), so you would have the normal spells as a paladin would, but then you have added elemental damage/the ability to cast spells more attuned to that element (casting any ice-based spell as an ice-attuned character would have mildly increased benefits)

the aspects would be

fire
lighting
ice

and more to balance it out..

But the aspects would change the way your character and its equipment actually looked, like with Ornamentations.

Edited, Jan 18th 2013 12:49pm by LuckyPoseidon
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#2 Jan 18 2013 at 11:47 AM Rating: Excellent
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I may even be confusing the use of the words game mechanics, honestly.
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#3 Jan 18 2013 at 2:06 PM Rating: Decent
I'm just returning after a few years of "touring" other games. Some things I would like to see:

1) Graphics - equivalent to either Rift or GW2.

2) UI that is friendly. I would like to right click on players to add to friends list, trade, tell, etc.

3) Dynamic events - like GW2 but enhanced. Allow for small events from stopping bandits attack traders on roads to massive events like the dark elves amassing an army to attack/lay siege to Freeport.

4) Architect - like CoH had. Allow for players to create quests and content with approval by moderators.

5) Raiding - I don't know what raiding is like today in EQ. But i would like to see everyone who participates in a successful raid recieve some type of reward, even if it was only monetary. When i stopped it was the 60+ of us fighting over the 5-7 drops from the mobs after 2-3 hours of work (with sometime 3-5 nights without drops i could use.)
#4 Jan 18 2013 at 8:34 PM Rating: Decent
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Please keep Ogres and trolls like they are in EQ...they looked so bad in EQ2...one of the reasons I left that game...and no other game has done em right...


Other than that, bring it on!!!
#5 Jan 18 2013 at 9:36 PM Rating: Excellent
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I just want fast zoning... and I will be happy
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#6 Jan 18 2013 at 10:46 PM Rating: Excellent
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I wont lie, I am not looking forward to EQNext. Soe is one of the oldest companies still in MMO gaming and they still manage to ***** everything up so horribly and so often. I have no faith left in them to get EQNext right. The other big issue i have is the rampant greed and shortsighted thinking that runs that company. Now that they see how well F2P works and how they can just milk certain things i have a feeling the game mechanics themselves will be built around milking the cash shop.
#7 Jan 19 2013 at 1:00 PM Rating: Excellent
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TouchinMyself wrote:
Now that they see how well F2P works and how they can just milk certain things i have a feeling the game mechanics themselves will be built around milking the cash shop.


This: ^

..And I hope EQNext is a completely unique game to EQ1 so that the playerbase in EQ1 is not affected by its launch.

I love the original EQ and hope it lives for another decade at least.Smiley: grin

#8 Jan 20 2013 at 4:49 PM Rating: Good
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Ok i just thought of a couple things i have always wanted to see in an MMO.

1. Housing that interacts with the world. How this could be pulled off i dont know but i really like the idea of housing in the open world not in an instance BUT what i hate about all games housing is the fact that in the end its bland and becomes a giant storage unit. I want to be able to look out the windows and see the world!! Not just a generic rendering of the world i want to see people walking by my house. But like i said how to make this possible is a huge question. Vanguard came the closest as far as i can tell but the housing areas where remote. Think how awesome it would have been to have a house in qeynos in the earlier days when people went there.

2. Real dynamic weather. Not OMG its raining!! I want for snow to accumulate, i want for heavy rains to cause flooding in parts of the zone etc. Tie this in with 1 and think how nice it would be to hang out in your guild hall and look outside and see snow.
#9 Feb 10 2013 at 7:31 PM Rating: Decent
1. Vanguard was suppose to be eq next. The problem with its idea, was not much content at start, a tradeskill system that was just to complex and wore out your fingers from using it. However, there is alot of stuff from vanguard that would be nice to see in eq next. The idea of getting certain buffs(diplomacy) when entering areas was imo kinda unique. Conan took vaguards idea to the next level and made guild owned forts. So if i wanted anything it would be something that meshed between the 2. Player owned communities where players had to invest time into working on its defenses and building their own homes. Such as hiring npc soldiers and mercs. Equiping them with either player made weapons or looted equipment. Put those communities on the battlefront for PVP purposes. Now that would be worth time and investment. Yes you may lose your community from time to time on raids, but if you added pvp prestige to the players that invested time into its defenses that would be cool. (im sure there are other games that had something similar to this also) I never played DAoC.

2. I always wished there was some kinda dynamic weather. But one that also effected spells cast too. If its rainging fire spells take a reduction to their damage. Snowing and you get a boost to your cold based spells damage. Those are examples. Of course looking at a river in your favorate camp location would be interesting too.

Edited, Feb 10th 2013 8:32pm by Murhagh
#10 Feb 13 2013 at 2:42 PM Rating: Good
LuckyPoseidon wrote:
Lets see what you guys can think of for EQ Next?

The way I'm imagining EQ Next, is a mesh of EQ and its Game Mechanics with that of WoW's game mechanics (only the game mechanics (no zone lines, more entertaining pvp, perhaps the way spells are replaced automatically in the spell book after memming them)


I'd like to see aspects added to classes, for instance you can be a Paladin, but your paladin can have an aspect (or elemental damage/abilities), so you would have the normal spells as a paladin would, but then you have added elemental damage/the ability to cast spells more attuned to that element (casting any ice-based spell as an ice-attuned character would have mildly increased benefits)


Not likely to happen. They're done chasing WoW and trying to clone that game (thank goodness). The game they're emulating for EQNext is EVE Online. Google Smedley and 'emergent gameplay' and see how many different hits you get. He's been beating that drum for over a year now. They're looking to create a fantasy based sandbox game where other players are (or can be) the content. Easier and cheaper to develop a game that doesn't need 250 new quests every six months.

Zagtuuk wrote:
I'm just returning after a few years of "touring" other games. Some things I would like to see:

1) Graphics - equivalent to either Rift or GW2.

2) UI that is friendly. I would like to right click on players to add to friends list, trade, tell, etc.

3) Dynamic events - like GW2 but enhanced. Allow for small events from stopping bandits attack traders on roads to massive events like the dark elves amassing an army to attack/lay siege to Freeport.

4) Architect - like CoH had. Allow for players to create quests and content with approval by moderators.

5) Raiding - I don't know what raiding is like today in EQ. But i would like to see everyone who participates in a successful raid recieve some type of reward, even if it was only monetary. When i stopped it was the 60+ of us fighting over the 5-7 drops from the mobs after 2-3 hours of work (with sometime 3-5 nights without drops i could use.)


For #4, everyone is getting the opportunity to see the pitfalls of user generated content. Remember when Mission Architect came out (and the first full year of its existence)? Words like 'meow' and 'bubble' and 'comm' came to mean new things, didn't they? Look at Star Trek Online, which is Cryptic taking their tool into their new games. There are hundreds of missions whose sole purpose is circumventing game mechanics for rewards. The ship explosion missions where the goal is to FAIL (be destroyed so the explosion of your ship causes the explosion of an enemy ship that can spark a chain reaction destroying 20 ships at once) is just one example. Moral of the story is, with user generated content, it is always proven that the players know the game better than the people developing it.

For #5, that's how it works now, isn't it? It was like that in VOA with raid currencies (Diamond Coins, Rebellion Chits, etc). I agree that that's probably the best way to go about rewarding people for raiding. Skip the drama about people going for "unusual" things and let 'em get what they want.

hexeez wrote:
TouchinMyself wrote:
Now that they see how well F2P works and how they can just milk certain things i have a feeling the game mechanics themselves will be built around milking the cash shop.


This: ^

..And I hope EQNext is a completely unique game to EQ1 so that the playerbase in EQ1 is not affected by its launch.

I love the original EQ and hope it lives for another decade at least.Smiley: grin



I have similar hopes but I'm not too optimistic about that. EQNext will have to either expand the pool of people playing MMOs or it'll have to cannibalize other games (including its two predecessors). Otherwise, it'll fail hard. Yes, free to play allows them to mask a lot of things but a new MMO requires ridiculous amounts of resources in its first year (until it hits its stride or finds its niche) so those first month numbers are going to be vital. Look at what the first few months did for SWTOR.

TouchinMyself wrote:
Ok i just thought of a couple things i have always wanted to see in an MMO.

1. Housing that interacts with the world. How this could be pulled off i dont know but i really like the idea of housing in the open world not in an instance BUT what i hate about all games housing is the fact that in the end its bland and becomes a giant storage unit. I want to be able to look out the windows and see the world!! Not just a generic rendering of the world i want to see people walking by my house. But like i said how to make this possible is a huge question. Vanguard came the closest as far as i can tell but the housing areas where remote. Think how awesome it would have been to have a house in qeynos in the earlier days when people went there.

2. Real dynamic weather. Not OMG its raining!! I want for snow to accumulate, i want for heavy rains to cause flooding in parts of the zone etc. Tie this in with 1 and think how nice it would be to hang out in your guild hall and look outside and see snow.


Yeah, this would be nice. The problem is, from all the conversations I've had with system designers, computer specs. There's a lot of stuff they can do with weather, for example, but it would jack up the minimum/required specs. So the people running computers from the Windows ME era wouldn't be able to play the game. That's narrowing your audience and WoW taught them that to be successful, you have to cast the widest net possible. I've read a couple of game developers say they think SOE is going to build a 'sandpark' (basically a sandbox with themepark elements, like say quest based progression and quest hubs and such). Wouldn't surprise me.

But as for the graphics and tech side, don't hold your breath. I think the game is going to have a very simple look graphically, so they can continue to support people using operating systems no longer supported by its creator! Or folks playing on glorified netbooks (and I don't get the "I can't afford a new computer" line with rigs like this one available for $400 when on sale) expecting to get all the pretty features. That's what is holding back the advancement of things like graphics and technical mechanics. None of the big publishers are going to put a 'you must be this tall to ride this ride' type of sign on their games, for fear of reducing the size of the pool they can draw from.

Murhagh wrote:
1. Vanguard was suppose to be eq next.


Um, no it wasn't. Vanguard was supposed to be EQ with a much bigger budget. There were many things Brad, Jeff, etc wanted to do with EQ but couldn't because the risk was so high and their budget so low (relatively speaking). Vanguard was supposed to be what EQ would've been with deeper pockets and a longer leash. That's why the zones were all handmade, the diplomacy system was created and developed, and so on. In fact, SOE didn't have anything to do with Vanguard until Microsoft dumped Sigil. No, in more ways than one, Vanguard was a symbol of Brad's vanity (which is why you had so little content complete - handcrafting every single zone element takes time). It was "supposed to be" better than the previous game he produced.
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#11 Feb 13 2013 at 8:39 PM Rating: Good
More racial diversity, ie a Dwarf warrior fighting in a different style then a Dark Elf

More diversity within a class... For example: A warrior specializing in 2 hand, duel wield, sword & board, or *gasp* a one handed fghting style. Also different armor types plate, chain, leather, or even cloth.

A more historically accurate Berserker... Rages with bonuses and then detrimentals.. Furs or animal skin armor etc... Effects/abilities like the shaman frenzy type spells.

Rogues or Thieves with more flexibility in gear\style. Cloth, leather,and chain. Dual wield, one hand, and sword and buckler, All being viable in different ways.

No attuneable gear, Ive never been a fan. Items that last. Not being forced to use the same few items at a specific level in order to be effective.

Maybe tone down the art/style to a more traditional fantasy type look and feel...never been a huge fan of glowing particle effect katanas on every other toon.

Lore, lore, and more lore... The main pull of EQ to me has always had alot to do with the rich history...delving into an ancient dungeon for instance.

Open world, NO INSTANCES...felt so fake and boring in Eq2 to run a few instanced dungeond then wait for the refresh timers.

I could go on and on... This is my first post ever...

Last thought: taverns and pubs people would actually want to spend time in... Mini games, card games, being able to wager in game plat with other players in a card game... Bardic music in the backhround, a roaring hearth, an occasional drunken brawl!

Thanks for reading.
#12 Feb 14 2013 at 7:34 PM Rating: Good
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Those are some great ideas right there...
#13 Feb 15 2013 at 7:30 AM Rating: Decent
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Yeah, great ideas for a first post. In the olden days (like 1999-2000) we would actually hang out in a tavern and get loaded to work up our drinking skill but that doesn't seem ever to happen anymore. I do remember passing some happy drunken times in that tavern in Kaladim, making fun of the bearded dorf ladies. LOL

I'd like to see more diversity of graphics for gear and weapons, even if it means having to quest or <shudder> buy ornaments to change basic graphics. From time to time I do stumble on a very interesting-looking weapon in the current game but it's all too rare and often the item is something only available by spending tons of money on the game card packs (which I don't play at all) or it's some kind of artifact or otherwise no longer obtainable.

I would like to see a tradeskill ability for the PLAYERS to make ornaments out of any existing weapon. That way if someone loved the look of a weapon from their past that is no longer suitable to use at a higher level they could retain that look in their newer weapons. Perhaps something similar for armor.

Edited, Feb 15th 2013 8:30am by Sippin
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#14 Feb 15 2013 at 7:47 AM Rating: Good
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I liked the idea about dynamic weather affecting gameplay and I noted the response that varied weather effects can of course cause lag or otherwise require the computer's minimum specs to be increased.

A similar thought occurred to me way back when I started playing - let barbarians have a racial combat advantage when fighting in cold regions, let wood elves have a bonus in forested zones, dwarves if underground, etc. Let characters suffer from heat not just when they are in lava (which makes me laugh, I can swim in molten lava!), but simply fighting in a hot desert. Perhaps iksar would get a bonus from being in a hotter clime.

I know it's just 'flavour' and not a serious mechanic which would make or break a game, but the more background clever little details going on, making the world "real", the greater the mystique and enjoyment of the game.

But on the subject of environmental effects which would cause min specs to increase, I would love to see waves implemented on the sea or large lakes.
#15 May 24 2013 at 8:50 AM Rating: Decent
Weapon Epics.

What I would like to see is an epic quest for every type of weapon class. It would work like this: Every character class would have its own basic weapon, i.e. warrior - 1h sword, mage - 1h staff, etc. Lets say a mage wanted to use a 2h sword because of the looks or there's a 2h sword that had some nice stats he/she could use, he/she would have to complete the 2h sword epic to gain the ability to use them and completing all of the epic weapon quests would grant an achievement and reward. These epics would not replace the class epics. I personally love doing epics and thought there should be more.
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#16 May 24 2013 at 6:18 PM Rating: Decent
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HypnoToad wrote:
Weapon Epics.

What I would like to see is an epic quest for every type of weapon class. It would work like this: Every character class would have its own basic weapon, i.e. warrior - 1h sword, mage - 1h staff, etc. Lets say a mage wanted to use a 2h sword because of the looks or there's a 2h sword that had some nice stats he/she could use, he/she would have to complete the 2h sword epic to gain the ability to use them and completing all of the epic weapon quests would grant an achievement and reward. These epics would not replace the class epics. I personally love doing epics and thought there should be more.


Good ideas. Having quests which can contribute to making your toon "special" is appealing. I think, though, designing complex drawn-out quests is a very time-consuming tasks for developers, especially if they need to do at least one for every class, and I doubt Sony would invest that kind of development effort these days. And that's too bad.
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#17 May 25 2013 at 6:15 AM Rating: Good
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Sippin wrote:
I would like to see a tradeskill ability for the PLAYERS to make ornaments out of any existing weapon. That way if someone loved the look of a weapon from their past that is no longer suitable to use at a higher level they could retain that look in their newer weapons.


Great idea! I always liked the look of Jeldorin on my Pally. Wish I could get that look on all my 1HS weps!
#18 May 25 2013 at 5:12 PM Rating: Decent
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EQ Next...hmmm may try it after 2 or 3 years worth of good reviews.

I'm betting this game will be thought of as vapor ware before this thing sees the light of day. I'm guessing it will hit release after several missed release dates and then land like a Nerf ball in a mud puddle.

My planned approach to EQ Next is the same as EQ 2, a very long guarded wait and see.

Good luck Early Adopters.

LONG LIVE EQ :-)

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#19 Jun 01 2013 at 10:10 PM Rating: Good
A few of my ideas I'd like to see, if EQ Next comes along to replace EQ /EQ II....which is inevitable if Next ever launches.

- More content for all classes, player types (meaning solo, casual, guild and raid). Don't limit high end content to just hardcore raiders that spend 20-40 hrs a week raiding to have the best gear in game so they can go and wipe a half or whole zone out for baz plats, while others are actually trying to gain real aa's and exp there. I'd like to see solo quests for each class, that are tuned to that class, to allow augs, or class-specific gear (no trade, of course) or spells - that are ONLY available thru that quest. TSing & vendor bought spells has all but killed spell drops for making plats.
- Make zones adaptable to player level changes - meaning: make lower zones still useful to high level chars, thru quest gear upgrades (a point based system to allow players to customize gear/stats to their liking).
- Don't have so many zones in the game that once 3 expansions have come out, all the original zones are already dead. Qeynos, Freeport, Halas, Felwithe....etc...so many "dead zones" are wasted nowadays. Newbs don't even bother going there because they have nothing to offer them that CR or the tutorial didn't "give" them. Other than a few TS quests...and epics, they are all but deadzones. Do away with that...be creative.
- Eliminate end game chars from raping lower zones. If you're level 100, no matter the aa's 1-8k....set max level req's to enter the zone / or better yet, to create less confusion and anger...make any engagable mob lower than 20 levels below you (the gray cons, in EQ now) unfightable to them. That way a zone like HoT or FoS aren't wiped or HSed to death by a level 100 trying to PL his team of level 70 bots.
- All the aa's, quests and achievements each char has gained.....turn those into points, so you can use those points to make a NEW EQ Next char and spend them on abilities or gear mods....
For example: 90 ranger, 2400 aa's, let's say 2000 pts. for all quests, achievements completed.....so 10 pts per level, 2400 pts for aa's, + 2000= 5300 pts to allocate towards a new chars stats, modify gear stats, (that you can purchase with those same points at a vendor), buy special skills.....w/e ya want. Make a system that is diverse enough to never go obsolete, yet still offers all classes a fair shake at getting better gear without having to be in a high end raid guild. Say raid gear is T5-T7 (equiv), then grp gear is T3-T4...why not have a solo, or casual player be able to get gear that is comparable to T3-T5? It may involve multiple quests and alot of time, like an Epic quest. The twist is: once you get a piece of "quested" gear, or a full set...let the player then be able to infinitely keep it and continually upgrade (modify) it's stats and focus? Also, let the player choose to keep a quested piece of gear forever, if they choose, without having to constantly upgrade to new, better expansion req gear. Allow the new expansions to let you quest more upgrades on that previously owned gear, or trade a portion of your "points" from your orignal towards a different or slightly better quested piece with the option of adding new stats or mods to it.
- Get rid of attunable crap, I agree =). Just make more items NO TRADE, to prevent level capped ppl from hoarding up all the gear that lower levels are trying to attain. Just don't make quested gear / items so hard to get that you'd have to be uber to even attempt them. Base it on a similar premise that EQ now holds: like soloable, groupable and "pre-raid" level gear. I don't raid, cause I don't have the time or geared toons to do it, but why should that make me uneligible for some high end gear?...If a player is willing to spend weeks doing an Epic for subpar weapons now, let us spend the time questing to get some decent gear so that we may be better able to solo or one group raid type zones and mobs, without having to raid????
- Better game graphics, but not so good that you need 50GB of RAM 3 Vid cards and a direct hookup to broadband company to play it. ------> Vanguard.
- New races, new classes....and not so much free stuff to newbs...C'mon...really? Defiant gear was good, at first....now a true newb has a 3 minute learning curve and can make it to level 15 in less than an hour. In `98 when I made my first char (a ranger), it took me and another guy I met 3 hrs to find my corpse in Qeynos Hills. It may have taken me another week or so to make a few levels and have enough looted coin to buy a few pieces of +2 AC +1 wis gear...lol. That was fun, to actually learn the game when it was real. My point? Just don't make it so easy that a Caveman can play it, this isn't WoW...least not yet.
Enough rants....I got off the true thread. I just want to see a fresh approach to the basic EQ game. New look, new things, but following the primative concept of EQ. EQ is what we crave now, so don't stray too far from that.
- The whole concept of a seamless world (no zoning) brings me to conclude that anyone with less than super highspeed ISP won't be able to play it, and that worries me. Nothing like trying to play a game that has 1000+ ppl running around in "one" zone and lagging everyone else out. I wouldn't play it, period. Keep the individual zones, just make them bigger like the Velious zones...HUGE zones...plenty of room for 40+ ppl to not interfere with each other.
- Like a previous post - give a variety of class options for visible armor. I liked the ideas of animal furs, cloth, chain and leather for chain only classes now. Add to that: let any class wear any type, but make certain types have bonuses or penalties associated with them...but can't you imagine a warrior running around wearing full set of bear fur type armor, he'd look like a viking =)...but it gives diversity and originality to being unique.
- Lastly - don't stray too far from EQ roots. Meaning that I played EQ and have kept playing it because it was a computer rendition of the old days of D&D / AD&D, without spending hours rolling dice and adventuring to complete a simple dungeon. If you will, EQ is a single player D&D where the DM is EQ and you are actively participating in it. Keep the challenge, fun, and interest of us all that are so loyal to EQ. It worked, has worked and still works. Change it too much and your subscriptions will plummet.

I have tons of other ideas I'd like to see, improved upon from EQ, but think about EQ from day one till now.....ALOT has changed, not always the way you wanted it to, but it has endured....and is an overall better game than when I first started playing. The ppl that couldn't handle change....left. The ppl that adapted, overcame...and are still here..../gratz!

Edited, Jun 2nd 2013 12:45pm by Mordwar

Edited, Jun 2nd 2013 1:22pm by Mordwar
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