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#1 Jan 03 2014 at 9:10 AM Rating: Good
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Hey guys!

As someone who is looking forward to EQN immensly and also like the Zam forums in general I would like to ask if there are any plans to add EQN forums and if there are, do you have any idea of when it might come? Other than that hope everyone had a good holiday and has a great 2014!
#2 Jan 03 2014 at 9:12 AM Rating: Excellent
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http://www.zam.com/forum.html?cat=279

Not very active on account of the game not being released.
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#3 Jan 03 2014 at 9:35 AM Rating: Good
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Oh I am sorry, I didn't see it that. Thanks a lot for the help Jophiel.
#4 Jan 03 2014 at 10:04 AM Rating: Excellent
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#5 Jan 03 2014 at 10:07 AM Rating: Good
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Jophiel wrote:
http://www.zam.com/forum.html?cat=279

Not very active on account of the game not being released.
Is it even in beta yet?
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#6 Jan 03 2014 at 10:33 AM Rating: Good
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His Excellency Aethien wrote:
Jophiel wrote:
http://www.zam.com/forum.html?cat=279

Not very active on account of the game not being released.
Is it even in beta yet?


I don't think they have even annonced a start date for Beta yet, but the hype!
#7 Jan 03 2014 at 11:09 AM Rating: Good
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Landmark is supposed to go into beta in a few months I think? Not sure about that though.
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#8 Jan 03 2014 at 1:24 PM Rating: Good
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Yeah that is what I've heard too which is really cool, but personally what I am looking forward to the most is EQN. Wonder if we will get it this year even.
#9 Jan 03 2014 at 10:43 PM Rating: Excellent
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Sir Xsarus wrote:
Jophiel to the rescue! You're the forum superhero!

It's because he has nothing else to do.
#10 Jan 04 2014 at 10:52 AM Rating: Excellent
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#11 Jan 04 2014 at 2:01 PM Rating: Excellent
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#12 Jan 05 2014 at 9:39 AM Rating: Excellent
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All I can say right now about EQN is that it cannot possibly be any worse than EQII. I hope they learned their lesson.

Edited, Jan 5th 2014 10:39am by Catwho
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#13 Jan 05 2014 at 10:38 AM Rating: Good
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Catwho wrote:
All I can say right now about EQN is that it cannot possibly be any worse than EQII. I hope they learned their lesson.

Edited, Jan 5th 2014 10:39am by Catwho
You'll be able to get a better idea of that in about 2 months. EQN: Landmark goes into Alpha on February 28th or sooner and if you pay $59.99 or $99.99 you get to participate and you get a bunch of goodies. Or you can pay $19.99 and wait a month for the closed beta that launches March 31st or sooner.
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#14 Jan 05 2014 at 12:06 PM Rating: Excellent
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Catwho wrote:
All I can say right now about EQN is that it cannot possibly be any worse than EQII. I hope they learned their lesson.

Edited, Jan 5th 2014 10:39am by Catwho

I always loved EQ2. The only reason I'm not playing it right now is I need a new computer. This one will barely show webpages anymore so MMOs are out of the question.
#15 Jan 05 2014 at 5:02 PM Rating: Good
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I wonder if the "Top Sekret project" the admin on Torhead is talking about (the reason they're behind on pretty much everything that needs fixing over there) is related to EQN...

Edited, Jan 6th 2014 12:04am by Mazra
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#16 Jan 06 2014 at 7:08 AM Rating: Good
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Nadenu wrote:
Catwho wrote:
All I can say right now about EQN is that it cannot possibly be any worse than EQII. I hope they learned their lesson.

Edited, Jan 5th 2014 10:39am by Catwho

I always loved EQ2. The only reason I'm not playing it right now is I need a new computer. This one will barely show webpages anymore so MMOs are out of the question.


I was one of those that couldn't stand to look at it. Smiley: laugh
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Thayos wrote:
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#17 Jan 09 2014 at 2:26 PM Rating: Good
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Catwho wrote:
All I can say right now about EQN is that it cannot possibly be any worse than EQII. I hope they learned their lesson.

Edited, Jan 5th 2014 10:39am by Catwho


I guess it depends on what it was you didn't like about it. I feel like they are going to make a good game and above all I am just happy to see someone try and have a new take on the genre but with some of the older games/sandbox ideas mixed in instead of the themepark. I think it is something that has been missing ever since developers saw and wanted to emulate the success of WoW. At least it feels like this will push the genre forward a little while at the same time giving people some different options.
#18 Jan 09 2014 at 9:46 PM Rating: Good
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Belcrono wrote:
above all I am just happy to see someone try and have a new take on the genre
Probably because all the games doing new things with the genre disappear into obscurity and niche status rapidly, if not flat out shutting down. Regardless of what they say, people don't want new.

Edited, Jan 9th 2014 10:47pm by lolgaxe
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#19 Jan 10 2014 at 7:06 AM Rating: Good
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lolgaxe wrote:
Belcrono wrote:
above all I am just happy to see someone try and have a new take on the genre
Probably because all the games doing new things with the genre disappear into obscurity and niche status rapidly, if not flat out shutting down. Regardless of what they say, people don't want new.

Edited, Jan 9th 2014 10:47pm by lolgaxe


I understand what you mean and it is not that I don't understand why most developers have gone for the more standard themepark route and features, but I am still happy to see a AAA developer (especially one with a brand like EQ) go for something different this time. If nothing else it will broaden the market by giving people a new quality sandbox-ish MMORPG which is always nice.
#20 Jan 10 2014 at 7:56 AM Rating: Good
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Color me clueless, but what's a "theme park" game design? You mean the "level up and proceed to next area" thing?
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#21 Jan 10 2014 at 8:12 AM Rating: Excellent
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Kind of. It means: Stand in line for the rides you want to ride. Ride your favorite over and over again. You have no control over the environment, however. You can only interact with the game as it is presented to you.

It's usually contracted with the sandbox design, which allows players to sculpt and build their environment. Minecraft and The Sims are sandboxes.

Most MMOs are built around the theme park model, with some sandbox elements incorporated (such as player housing.)
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Thayos wrote:
I can't understand anyone who skips the cutscenes of a Final Fantasy game. That's like going to Texas and not getting barbecue.

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#22 Jan 10 2014 at 10:22 AM Rating: Excellent
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Mazra wrote:
Color me clueless, but what's a "theme park" game design? You mean the "level up and proceed to next area" thing?
Like Catwho said, think queue for dungeon, run dungeon, repeat. Get tired of that? Queue for battleground, run (?) battleground, repeat. Get tired of that? Queue for raid, run raid, repeat. Get tired of that? Do it on an alt. Get tired of that?

Well then you obviously go to play games in the Darkmoon Faire for tickets. Smiley: nod
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#23 Jan 10 2014 at 11:04 AM Rating: Good
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Landmark is looking pretty cool as a sort of minecraft & MMO hybrid, we'll see how that works out in alpha & beta in a couple months though.
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#24 Jan 10 2014 at 1:51 PM Rating: Good
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Belcrono wrote:
lolgaxe wrote:
Belcrono wrote:
above all I am just happy to see someone try and have a new take on the genre
Probably because all the games doing new things with the genre disappear into obscurity and niche status rapidly, if not flat out shutting down. Regardless of what they say, people don't want new.

Edited, Jan 9th 2014 10:47pm by lolgaxe


I understand what you mean and it is not that I don't understand why most developers have gone for the more standard themepark route and features, but I am still happy to see a AAA developer (especially one with a brand like EQ) go for something different this time. If nothing else it will broaden the market by giving people a new quality sandbox-ish MMORPG which is always nice.


Though I think it's fair to note that essentially every game that's promised something "new" has been 90% WoW with the final 10% as some revamped aspect of existing MMO structures.

TOR was pretty much just WoW, but with a revamped storytelling experience (but only slightly altered questing model). RIFT was WoW but you had a bunch more talent trees to play with, and some random events. GW2 is probably the biggest switch-up, imo, but it's a switch-up in the way you might eat red grapes after having only green for years. It's really awesome for a short while, but it doesn't take too long to realize you're still just eating grapes.

If the base model is still fun for you, then these changes could be what you were looking for. But "new," for all of them, has been a marketing term, not a design one.

What I'm hoping with EGN and Wildstar is that they represent a new approach to the actual ideas surrounding an MMO world that it lets these games actually develop into something "new."

Wildstar seems to have been seriously thinking about the experience of combat gameplay and the place of old staples (like debuffs). And the player-built quest hub concept sounds promising, as long as it's as free and open as it seems they're suggesting it is.

EQN's constantly-evolving world has me more excited. I like the idea of ensuring the environment IS the content.
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#25 Jan 10 2014 at 1:52 PM Rating: Good
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Wildstar looks pretty neat. I watched a stream of it the other night for a little while.
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#26 Jan 10 2014 at 2:22 PM Rating: Good
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idiggory, King of Bards wrote:
EQN's constantly-evolving world has me more excited. I like the idea of ensuring the environment IS the content.
I think that's Landmark and EQ Next itself is going to have more traditional MMO aspects as well or something.
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#27 Jan 10 2014 at 3:16 PM Rating: Excellent
I'm looking forward to playing this game with Aethien. Who else is joining us?
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#28 Jan 10 2014 at 3:17 PM Rating: Good
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idiggory, King of Bards wrote:

Though I think it's fair to note that essentially every game that's promised something "new" has been 90% WoW with the final 10% as some revamped aspect of existing MMO structures.

If the base model is still fun for you, then these changes could be what you were looking for. But "new," for all of them, has been a marketing term, not a design one.

What I'm hoping with EGN and Wildstar is that they represent a new approach to the actual ideas surrounding an MMO world that it lets these games actually develop into something "new."


Yeah I agree which is why I am as psyched and hopeful as I am. Mostly for EQN, but definitely been keeping an eye out for Wildstar as well in the meantime.
#29 Jan 10 2014 at 3:47 PM Rating: Excellent
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Sir Xsarus wrote:
I'm looking forward to playing this game with Aethien. Who else is joining us?
I'll probably give it a try. But the final decision will come after release once I have a better idea what the game is going to be like, what content they have, how its been reviewed, what the cost/F2P-model looks like, and whether or not that's all worth it. That being said, unless it comes out as an abject failure I'll at least give it a look-see.
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#30 Jan 10 2014 at 3:53 PM Rating: Good
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I'm sure it will. And if it's just like an established map with areas that change in a relatively meaningless way, I'll be *******

What I want to see is a game that fulfills their promises, with the world built to actually evolve based on player or developer inputs, rather than evolve entirely by design. I want to be able to campaign for a massive goblin genocide and drive goblins to the furthest corners of the world, causing a power rift that has other beast peoples moving in and warring over that territory (plus, y'know, expanded player/npc expansion). I want a game where the core questing experience is built on a Skyrim-esque Radiant system given the kind of attention it deserves, with structured content being supplemental instead.

It's a lofty expectation, and I realize it. I'm being cautious with the game, because it could too easily be hype. But that's the sort of game they've been describing.

If they actually deliver THAT, it'll be awesome.
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#31 Jan 10 2014 at 4:02 PM Rating: Good
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Let me put it this way:

I don't care if I get "Go kill 7 goblins" quests. But there's a big difference between a scripted quest that always has me killing goblins, and one that's actually being given based on the environment at that time.

Like, say I can get a quest from an npc once a week. On one week, they tell me the goblins are getting aggressive, and I should go kill 5 of them. But say it's an out-of-the-way zone and not many people complete the quest. So when I head back next week, now I have to kill 10. Then 5 goblin chieftains. Eventually, goblin numbers (and strength/coordination/bases) are swelling to the point where the quest is actually a heroic world boss to take out the goblin king.

And during this time, goblins are branching out and moving into more and more areas of that map, building villages. Less-risky areas are getting dangerous. The goblins themselves are getting stronger, and are more frequently found in packs. Their coordination gets better.

And if we don't defeat the goblin king, he expands into other zones. Maybe they raid and conquer the town. Maybe we could lose all quest hubs IN that zone, and the new front will be a neighboring zone they're starting to invade.

And the more players taking part in that fight, and the more they do, the faster we can reclaim the zone (assuming we DO reclaim it, and the goblins don't just get super powerful).

Or maybe way back in the start, so many players completed that kill 5 goblins quest that goblins nearly (or totally did) disappear from that zone entirely. That npc is going to move on to other concerns. Maybe boring ones. And maybe that'll send the players to other zones, allowing seeds of conflict to take root in this zone in the meantime.
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#32 Jan 10 2014 at 4:12 PM Rating: Excellent
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My biggest fear is all the potential will boil down to a "We need to go take Halaa today so our hunter can buy the good ammo" kind of thing; or worse a "I hope someone else will go take Halaa today so I can buy the good ammo" kind of thing.

Edited, Jan 10th 2014 2:21pm by someproteinguy
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#33 Jan 10 2014 at 4:23 PM Rating: Good
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What idiggory describes plus a world that visually changes because things are continually built, reinforced, decaying and destroyed is my biggest hope. What Protein says is my worst nightmare.
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#34 Jan 10 2014 at 5:30 PM Rating: Good
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The way they make rallying calls sound it should be an ever changing world in some sense anyway. Like if we heed the call we might defend and build a new town somewere. If we don't instead maybe that area gets infested with the goblins who were trying to ruin our plans. In theory every server could be completely different worlds with different stories.
#35 Jan 10 2014 at 5:42 PM Rating: Good
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That's what I'm hoping for. It'd be wonderful to come back to the game after a week away and find the town you were near no longer a flourishing trading post but now a burning, goblin infested ruin with rotting corpses hanging from the broken walls and hastily made goblin reinforcements and defenses surrounding the town center.

And then of ourse you could start sabotaging the goblins by conquering their defense towers and using their own siege weapons on them, or something.

Edited, Jan 11th 2014 12:44am by Aethien
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#36 Jan 10 2014 at 8:18 PM Rating: Good
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I'm just hoping it won't end up like GW2 where one guy is handling the class balancing in his spare time.

I've no ties to EverQuest, so the story would need to grip me. If it turns out to be another FFXIV, I won't even try to like it. Spent way too much of my life trying to figure out FFXIV, but that was an uphill battle from the beginning. From the very start, I was 100% lost, and the game did nothing to help me out. Asian games, man... I don't get them.

Edited, Jan 11th 2014 3:21am by Mazra
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#37 Jan 11 2014 at 8:56 AM Rating: Good
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Mazra wrote:
I'm just hoping it won't end up like GW2 where one guy is handling the class balancing in his spare time.

I've no ties to EverQuest, so the story would need to grip me. If it turns out to be another FFXIV, I won't even try to like it. Spent way too much of my life trying to figure out FFXIV, but that was an uphill battle from the beginning. From the very start, I was 100% lost, and the game did nothing to help me out. Asian games, man... I don't get them.

Edited, Jan 11th 2014 3:21am by Mazra


[:puzzled:]

FFXIV used pretty normal western rpg systems, with the exception of their job system and really ****** maps. Everything else was just figuring out which key was bound to which menu, for me.
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#38 Jan 11 2014 at 12:42 PM Rating: Good
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idiggory, King of Bards wrote:
Mazra wrote:
I'm just hoping it won't end up like GW2 where one guy is handling the class balancing in his spare time.

I've no ties to EverQuest, so the story would need to grip me. If it turns out to be another FFXIV, I won't even try to like it. Spent way too much of my life trying to figure out FFXIV, but that was an uphill battle from the beginning. From the very start, I was 100% lost, and the game did nothing to help me out. Asian games, man... I don't get them.

Edited, Jan 11th 2014 3:21am by Mazra


[:puzzled:]

FFXIV used pretty normal western rpg systems, with the exception of their job system and really sh*tty maps. Everything else was just figuring out which key was bound to which menu, for me.
Maybe he meant OG FFXIV? I never played to ARR so I don't know what it was like prior to that.
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#39 Jan 11 2014 at 2:44 PM Rating: Excellent
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I'll be giving EQN a try. I'd like to be a part of the next Zam guild that disbands after three weeks. Smiley: grin
#40 Jan 11 2014 at 4:38 PM Rating: Good
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idiggory, King of Bards wrote:
FFXIV used pretty normal western rpg systems, with the exception of their job system and really sh*tty maps. Everything else was just figuring out which key was bound to which menu, for me.


I wasn't referring to the game's mechanics; those I understood. The lack of voices in cutscenes, the Moogles, the music, the anime style action sequences... the lack of any combat for the first five levels! Too many things grinding my gears, and now the patcher bug is back and I have to download the game again. Yeah, no.
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#41 Jan 11 2014 at 5:03 PM Rating: Good
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EQ: Next looks more western for one, I really like what I've seen of it so far. Good style that doesn't try to be realistic.
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#42 Jan 11 2014 at 5:16 PM Rating: Good
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Mazra wrote:
idiggory, King of Bards wrote:
FFXIV used pretty normal western rpg systems, with the exception of their job system and really sh*tty maps. Everything else was just figuring out which key was bound to which menu, for me.


I wasn't referring to the game's mechanics; those I understood. The lack of voices in cutscenes, the Moogles, the music, the anime style action sequences... the lack of any combat for the first five levels! Too many things grinding my gears, and now the patcher bug is back and I have to download the game again. Yeah, no.


I liked the music. I didn't care one way or the other about the Moogles - they only really came into play for my Cnj story, and only minorly. I don't remember action sequences, tbh. The cutscene pacing was terrible, though. And the sometimes acted but usually not thing was annoying, yeah. No reason to force me to watch a sequence when it's just me staring at a screen. Particularly when I can't auto-proceed.

But all those things were forgiveable for me, or would have been, if:

1. The quests were repeatable, or they had enough quest content to sustain plenty of classes up to 50 (even if supplemented with repeatable quests).
2. The main story didn't suck so bad.
3. The main story didn't make you run back and forth between the same zones 600 times without there even being a freaking port crystal where your super-special-secret-organization had their base (I mean really???). Why the **** were we even out in the middle of nowhere?

Those were unforgivable for me, and made the game feel WAY too stagnant.

They're also inexplicably missing from all reviews from the game, which drives me up the wall.
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#43 Jan 12 2014 at 5:51 AM Rating: Good
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His Excellency Aethien wrote:
EQ: Next looks more western for one, I really like what I've seen of it so far. Good style that doesn't try to be realistic.


I have to agree that I like their choice of artstyle. The more realistic style like TESO is going with is hard to get right in the first place if you ask me, and the biggest issue I have with it is that it looks old very quickly. In games where the purpose is for them to last for over a decade I do believe going with a style that is more "timeless" is the better option (I have to give cred to SE because I think they've found a good middle ground).

idiggory, King of Bards wrote:
Mazra wrote:
idiggory, King of Bards wrote:
FFXIV used pretty normal western rpg systems, with the exception of their job system and really sh*tty maps. Everything else was just figuring out which key was bound to which menu, for me.


I wasn't referring to the game's mechanics; those I understood. The lack of voices in cutscenes, the Moogles, the music, the anime style action sequences... the lack of any combat for the first five levels! Too many things grinding my gears, and now the patcher bug is back and I have to download the game again. Yeah, no.


I liked the music. I didn't care one way or the other about the Moogles - they only really came into play for my Cnj story, and only minorly. I don't remember action sequences, tbh. The cutscene pacing was terrible, though. And the sometimes acted but usually not thing was annoying, yeah. No reason to force me to watch a sequence when it's just me staring at a screen. Particularly when I can't auto-proceed.

But all those things were forgiveable for me, or would have been, if:

1. The quests were repeatable, or they had enough quest content to sustain plenty of classes up to 50 (even if supplemented with repeatable quests).
2. The main story didn't suck so bad.
3. The main story didn't make you run back and forth between the same zones 600 times without there even being a freaking port crystal where your super-special-secret-organization had their base (I mean really???). Why the **** were we even out in the middle of nowhere?

Those were unforgivable for me, and made the game feel WAY too stagnant.

They're also inexplicably missing from all reviews from the game, which drives me up the wall.


I think FFXIV:ARR did a good job with being what it is, I just don't enjoy that type of game anymore. I need a more dangerous and explorable open world that has a purpose, I want open world content, I want things to be a challenge as well as take a long time, I want travel to take time but be a part of the experience, I want death to actually hurt, I want more grouping and interdependence between fighting classes and crafters. Now I know that is not for everyone, but I hope that if nothing else a possible throwback server could give me something akin to it in EQN.
#44 Jan 12 2014 at 9:46 AM Rating: Good
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Quote:
Why the **** were we even out in the middle of nowhere?


Waking Sands used to be in Ul'Dah. After the Calamity, they went into hiding in Vesper Bay (e.g. the middle of nowhere.) Tataru even tells you that when you first join.

I just don't think that we're going to see many grindy style games any more. TERA was the last one that was made with a somewhat heavy grind, and it just wasn't as successful as its less grindy counterparts. Even FFXI has been modified to not be grindy any more.

If EQN can pull it off, I'll tip my hat off to them.

Also: For XIV ARR, I set my cutscene language to Japanese. The voices and acting are a **** of a lot better in that language.
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#45 Jan 12 2014 at 10:17 AM Rating: Good
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Catwho wrote:
Quote:
Why the **** were we even out in the middle of nowhere?


Waking Sands used to be in Ul'Dah. After the Calamity, they went into hiding in Vesper Bay (e.g. the middle of nowhere.) Tataru even tells you that when you first join.

I just don't think that we're going to see many grindy style games any more. TERA was the last one that was made with a somewhat heavy grind, and it just wasn't as successful as its less grindy counterparts. Even FFXI has been modified to not be grindy any more.

If EQN can pull it off, I'll tip my hat off to them.

Also: For XIV ARR, I set my cutscene language to Japanese. The voices and acting are a **** of a lot better in that language.


Yeah, but WHY are they in hiding. And why not hide in the city, where it's easy to lose someone in alleys, and not in some random coastal town where anyone could track a known agent back fairly easily, where it's not at all defensible (hey there massive sea), and where you don't even have an aetheryte crystal for quick access to reinforcements?

Just stupid.
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#46 Jan 12 2014 at 11:39 AM Rating: Good
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someproteinguy wrote:
Sir Xsarus wrote:
I'm looking forward to playing this game with Aethien. Who else is joining us?
I'll probably give it a try. But the final decision will come after release once I have a better idea what the game is going to be like, what content they have, how its been reviewed, what the cost/F2P-model looks like, and whether or not that's all worth it. That being said, unless it comes out as an abject failure I'll at least give it a look-see.

I pretty much give all the larger launches a try. But not before digg reviews it for me. Smiley: glasses He tells me what's good, what's bad, why it's good or bad, and then he often adds a bit explaining to the developer how to fix what's bad.

The "professional" reviewers all say "This game is terrible. But, you know what? It kept me engaged so give it a try! You'll at least get your money's worth!" Smiley: disappointed



[and then about a month later Maz explains all the frustrating **** about the game]



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#47 Jan 12 2014 at 1:23 PM Rating: Good
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Catwho wrote:
Quote:
Why the **** were we even out in the middle of nowhere?

I just don't think that we're going to see many grindy style games any more. TERA was the last one that was made with a somewhat heavy grind, and it just wasn't as successful as its less grindy counterparts. Even FFXI has been modified to not be grindy any more.

If EQN can pull it off, I'll tip my hat off to them.

Also: For XIV ARR, I set my cutscene language to Japanese. The voices and acting are a **** of a lot better in that language.


I don't think we will go back to what it has been, but I think we will get some things more like it than has been the trend for th elast few years. Player rentention is a problem for a lot of games that go with the fast/easy/themepark and whilst I can see what you mean there really haven't been many examples of AAA companies trying anything else since WoW.

It is like saying well look we have WoW (which wasn't even that easy/fast etc when it became successful/was at the highest peak), SWTOR, FFXIV and GW2, but where are the successful ones that are different? Well first of all where are the ones who even tried? Very few tried, especially if we are talking something like a sandbox type game, out of the ones who did try where are the really big companies? Not to mention like was mentioned earlier the games that have tried to be different have still just gone for the approach of making 90% like WoW and the rest being a little different.

I am not saying it will be as big of a market, but the market is saturated with regular games atm and there is nothing for those who enjoy something else. Personally I think the amount of people who want something else is at least enough to make a sandbox with a more oldschool feel (although I am not saying we go back to 2003) be just as successful as any of the games I mentioned above (except WoW of course). If nothing else just because that game will grab most of the players who have wanted something like it just because there is no competition.

As for EQN I think it will be less like what all the games have been since 2004, but not like games pre-2004. I hope they go for something new and exciting overall. What I am hoping for though is that they have a speciality server that caters to those of us who really want it a little more grindy/harsher and with slow travel etc because I think EQN has the foundation to support it in a great way unlike themepark games do. That way maybe we (those interested in EQN) can all get what we want in a sense because even within the game there are different servers catering to different playstyles.
#48 Jan 12 2014 at 2:28 PM Rating: Good
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cynyck wrote:
someproteinguy wrote:
Sir Xsarus wrote:
I'm looking forward to playing this game with Aethien. Who else is joining us?
I'll probably give it a try. But the final decision will come after release once I have a better idea what the game is going to be like, what content they have, how its been reviewed, what the cost/F2P-model looks like, and whether or not that's all worth it. That being said, unless it comes out as an abject failure I'll at least give it a look-see.

I pretty much give all the larger launches a try. But not before digg reviews it for me. Smiley: glasses He tells me what's good, what's bad, why it's good or bad, and then he often adds a bit explaining to the developer how to fix what's bad.

The "professional" reviewers all say "This game is terrible. But, you know what? It kept me engaged so give it a try! You'll at least get your money's worth!" Smiley: disappointed



[and then about a month later Maz explains all the frustrating sh*t about the game]




Teamwork! Smiley: lolSmiley: lolSmiley: lol


But really, what I want to see is a game that actually takes the idea of a fantasy sandbox seriously. I want EQN to be a big sandbox world. It has a class system, which was a let down, because what I really want to see is a game that just gives us a crap ton of skill trees, 10-20 skill slots, and equipment limitations, and just tells us to have fun.

As in, I can skill up in whatever I want, whenever I want, at whatever pace I'm comfortable with, but I always have a maximum slot number and equipment limitations for balance. Like, I can get every single healing-relevant active/passive skill/talent, but I'll need to choose from those which I want slotted, and then decide whether or not I want a healing staff or a relic (which might have their own pluses and minuses) so I can actually use them well (or at all, depending on the ability).

That way I get to build my character like I want, skill up and try new things, but balance is maintained by the ultimate limitation of what I can actually do at once.

I also want a game where the developers worry about balance at the macro level first and foremost and don't necessarily have to care about day-to-day balance at the micro level because they're not balancing around 3v3 PVP content. Smiley: glare It's fine if swords are slightly less powerful in certain situations compared to Maces, as long as they are still worth using in other situations. And they should still be a balancing priority, but when you have a game where players aren't forced into boxes, you have more balancing freedom to focus on the extremes, rather than the minutia in the middle.

I like how CCP balances EVE, personally.
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#49 Jan 13 2014 at 10:54 AM Rating: Excellent
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So pretty much Skyrim?
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#50 Jan 13 2014 at 11:01 AM Rating: Good
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someproteinguy wrote:
So pretty much Skyrim?

Except with actual abilities, not just basic/strong attacks, and more of the classic skills like crafting that would take on a new life with an economy. And I'm not looking for an action RPG.
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Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#51 Jan 13 2014 at 11:06 AM Rating: Excellent
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idiggory, King of Bards wrote:
someproteinguy wrote:
So pretty much Skyrim?
Except with actual abilities, not just basic/strong attacks, and more of the classic skills like crafting that would take on a new life with an economy. And I'm not looking for an action RPG.
I could do that, well maybe except the "no action RPG" part. I'm feeling like a convert to the style and finished with tab-targeting. I'll still boot up SWTOR or something from time to time, but not being able to hit the guy in front of me with my sword because I'm looking at his friend 100 yards away is hokey.

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