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Title: EQ 'Next'
Post by: Kovacs on August 16, 2009, 11:03:52 AM
EQ "Next' inDevelopment.  

http://www.zam.com/story.html?story=19260
      

Yeah.  I guess anything that's anything started from nothing and they really got me with innovative and outside the box.


Title: Re: EQ 'Next'
Post by: Nonentity on August 16, 2009, 11:38:01 AM
Yeah.  I guess anything that's anything started from nothing and they really got me with innovative and outside the box.

...what?

Anyways, yeah. They're making another EQ - who really is surprised about that?


Title: Re: EQ 'Next'
Post by: Merusk on August 16, 2009, 12:39:35 PM
Does this mean that "EverQuest Next" will give players an innovative, outside of the MMO box look at Norrath? Is it safe to assume that the next installment of EverQuest will be console bound? Currently, there's not much room for anything other than speculation.

I don't think you have to speculate on microtrans and solo ability being part of the design. I'm fairly certain they learned their lesson on the second, and the first is the way SOE's talked about things for a bit now.


Title: Re: EQ 'Next'
Post by: Ozzu on August 16, 2009, 03:00:06 PM
HHK Nobles camp LF1M!

 :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Kageru on August 16, 2009, 06:16:05 PM

SOE and a whole bunch of old EQ players are both on the same page about this. They both want to recover the glory days when they were relevant.


Title: Re: EQ 'Next'
Post by: Venkman on August 16, 2009, 06:27:49 PM
Whatever the next EQ is, it will decidedly not be for the old EQ players. If it bares any resemblance to any part of EQ2 I'd be shocked. And unless FR starts doing some amazing numbers (as in, EQ1 heydey numbers), I don't think it'll be that either.

But then, I'd be shocked if it launches at all. EQ is an important brand, but the success of SOE seems more based on its infrastructure to support new games than any reliance on any one game.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 16, 2009, 09:00:48 PM
I don't know. If you squint your eyes while looking at Free Realms you can see a lot of stripped down EQ2 in it. I can see them making a more streamlined EQ2 writ large with non-terrible graphics. The problem would be cannibalizing a market three ways instead of the already bad two. I'd kill for an EQ2 that doesn't make me motion sick so I'd be all about it.


Title: Re: EQ 'Next'
Post by: Merusk on August 16, 2009, 09:11:27 PM
And unless FR starts doing some amazing numbers (as in, EQ1 heydey numbers), I don't think it'll be that either.

Hm, so it hasn't been churning all those free accounts into a steady microtrans revenue stream?  I haven't been following.


Title: Re: EQ 'Next'
Post by: Shatter on August 17, 2009, 06:18:29 AM
EQ and SOE are both dead names in the MMO world.  They currently run a list of games that are all almost in the can, even EQ2 isnt doing well.  They would need to pull a miracle out of their butt to pull off another EQ title that would do well.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 17, 2009, 07:48:07 AM
I started playing EQ as my last hurrah for the summer.  Reactivated my old account and started a new Necromancer.  It's almost a completely different game.  The newb zones are dead, but there are generally about 200 people in general chat on 7th Hammer at any given time.  From what I hear a lot of people got pulled into their new 50/51 server too.  I don't see why though.  In less than 2 weeks you can have a 55/100 and the defiant gear pretty much trivializes everything for it's level until big raids I guess.


Title: Re: EQ 'Next'
Post by: Kirth on August 17, 2009, 09:44:48 AM
I think SOE has learned some hard lessons over the past 4 years, I wouldn't count them out yet. However I would like to see some concrete info on what the plan is for EQ3.


Title: Re: EQ 'Next'
Post by: schild on August 17, 2009, 10:02:50 AM
EQ and SOE are both dead names in the MMO world.  They currently run a list of games that are all almost in the can, even EQ2 isnt doing well.  They would need to pull a miracle out of their butt to pull off another EQ title that would do well.
I'm just going to go out on a limb here and say you know nothing about SOE or their financial situation or how their games are actually doing.


Title: Re: EQ 'Next'
Post by: Signe on August 17, 2009, 10:04:32 AM
I think the name is good.  In fact, when I heard SOE was making a new EQ game, I even said:  NEXT!  In any case, I'll probably play it for at least a month when it happens.  I'm a whore.


Title: Re: EQ 'Next'
Post by: Kirth on August 17, 2009, 10:10:58 AM
It would surprise me if SoE didn't attempt to roll current subscribers of both EQ and EQ2 into a new product. Assuming that EQnext isn't complete departure from EQ/EQ2.


Title: Re: EQ 'Next'
Post by: tazelbain on August 17, 2009, 10:18:49 AM
If EQ3 continues down the convenience path like FR, EQ2 and added more robust sidekicking/mentoring, I'd be very interested. I love some old fashion dungeon crawls also.  More adventure, less instance farming.

Both EQ2 and EQ are in slow burn.  I don't know why Sony should worry about eating it's own playerbase.  Someone is going eat them.  Better it be Sony and have the chance of returning to the top.  


Title: Re: EQ 'Next'
Post by: Shatter on August 17, 2009, 11:31:33 AM
EQ and SOE are both dead names in the MMO world.  They currently run a list of games that are all almost in the can, even EQ2 isnt doing well.  They would need to pull a miracle out of their butt to pull off another EQ title that would do well.
I'm just going to go out on a limb here and say you know nothing about SOE or their financial situation or how their games are actually doing.

 

EQ1 - how many servers are they down to?   
EQ2 - server merges over the last 3 years and many servers today calling for more.  There are only 2 servers in EQ2 considered "decent pop".  You do the math.
SWG - lol
Planetside - servers merged in the past and more merging this month
Vanguard - lol x 2
MxO - shutdown

I never said they dont make money(they probably do, how much would be in debate) but their current MMO lineup is weak and dying as time goes on.  Most of their games left now are 4+ years old.  Some of these games only survive because of the sony pass holding them together. All their games have or are merging servers(SWG being an exception but its probably due to player housing). 



Title: Re: EQ 'Next'
Post by: schild on August 17, 2009, 11:41:08 AM
I was not looking to argue with someone who has such a keen view of the inside.


Title: Re: EQ 'Next'
Post by: Sky on August 17, 2009, 12:41:20 PM
many servers today calling for more.  There are only 2 servers in EQ2 considered "decent pop".
4um nolej ACTIV8!


Title: Re: EQ 'Next'
Post by: Soln on August 17, 2009, 01:19:04 PM
how is Free Realms?  I thought that was printing moneyhats.  If so, expect EQ3 to move that way, with console.  Leaping, jumping, AssassinsCreed-breadcrumbquesting-moneyhats.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 17, 2009, 01:26:01 PM
I've played both EQ and EQ2 in the last three months.  Both could use merges on their low end servers to reinforce populations.  EQ2 especially works better on High population servers and it would be in SOE's best interest to merge on the lower pop ones. 

That said, I don't think their situation is as dire as some make it out.  The TCG built into the games keeps a lot of people there and the population on the two EQ servers I play on is very strong. 

The lore is solid and I'd buy EQ3 to try for a couple months on name alone.  Yes, even after being burned numerous times in the past few years on other MMOs.


Title: Re: EQ 'Next'
Post by: ghost on August 17, 2009, 01:30:44 PM
Another title in the EQ series would get a serious look-see by a ton of people just for the name.  It is a great foot in the door.  I'm pretty stoked to see how it turns out.  That being said, SOE titles suck ass right now.  They need some oomph. 


Title: Re: EQ 'Next'
Post by: SnakeCharmer on August 17, 2009, 01:45:59 PM
I'll take 'MMO brandnames that are no longer relevant' for 200, Alex.

The angst this has generated over at foh is hysterical.  And jebus Smedley looks old. 


Title: Re: EQ 'Next'
Post by: Sky on August 17, 2009, 01:46:17 PM
EQ3 would rock. If Scott Hartsman were leading the team. Otherwise, meh.


Title: Re: EQ 'Next'
Post by: SnakeCharmer on August 17, 2009, 01:47:35 PM
Just about any MMO with Hartsman at the helm would probably rock.


Title: Re: EQ 'Next'
Post by: Nebu on August 17, 2009, 02:03:14 PM
EQ3 would rock. If Scott Hartsman were leading the team. Otherwise, meh.

This.  The EQ2 turnaround was the best save of an MMO I've ever seen. 


Title: Re: EQ 'Next'
Post by: Dtrain on August 17, 2009, 03:30:25 PM
It's a pitty then, that guy took his bandanna and left SOE.


Title: Re: EQ 'Next'
Post by: tazelbain on August 17, 2009, 03:46:24 PM
He left SOE for his startup.  He has also left his startup.  He could be anywhere.


Title: Re: EQ 'Next'
Post by: Rendakor on August 17, 2009, 04:05:59 PM
I'd say I'm looking forward to this, but I really dont like SOE's business model these days (micro trans) so I am hesitant. I'd probably still play it for a month or so.


Title: Re: EQ 'Next'
Post by: Goreschach on August 17, 2009, 05:29:37 PM
It could be good, if they hired the right people. It's fun to bash EQ now, but for it's time it was revolutionary. And it still has some of the most imaginative design we've seen in an MMO yet.


Title: Re: EQ 'Next'
Post by: Lantyssa on August 17, 2009, 05:39:08 PM
Can I have some of what he's smoking, please?


Title: Re: EQ 'Next'
Post by: DLRiley on August 17, 2009, 05:46:37 PM
 :geezer: :why_so_serious: :dead_horse: :popcorn: :roflcopter:

that's really all that needs to be said.


Title: Re: EQ 'Next'
Post by: Big Gulp on August 17, 2009, 05:53:57 PM
:geezer: :why_so_serious: :dead_horse: :popcorn: :roflcopter:

that's really all that needs to be said.

The generic high fantasy blender was very original.  There, I said more.   :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Murgos on August 17, 2009, 06:30:15 PM
If EQ2 re-released now with an updated graphical engine I would play that.

I'm not sure I want to start another fantasy MMO that is stuck in the just launched and has no extended content and is also rife with gameplay issues that will be worked out over the next two years phase.  Solid Sci-Fi MMO IP though?  Yeah, I'd give them a couple of breaks.


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on August 17, 2009, 06:49:54 PM
If EQ2 re-released now with an updated graphical engine I would play that.

I'm not sure I want to start another fantasy MMO that is stuck in the just launched and has no extended content and is also rife with gameplay issues that will be worked out over the next two years phase.  Solid Sci-Fi MMO IP though?  Yeah, I'd give them a couple of breaks.

Graphics weren't what made eq2 boring and bland.


Title: Re: EQ 'Next'
Post by: Senses on August 17, 2009, 09:03:58 PM
You can't blame them really.  They are thinking that despite recent failures and some past successes that they at least have to try to go up against Blizzard's next gen MMO, and if they do nothing but replicate WoW's polish, ease of entrance, and casual friendly atmosphere, then they can compete based on something as easy a realistic graphics vs. Blizzard's generally cartoony look that turns many off.  So no, I'm not saying they have any reason to be that optomistic, but it really isn't a huge stretch to think that after all this time they see a new window opening between WoW1 and WoW2.


Title: Re: EQ 'Next'
Post by: Big Gulp on August 17, 2009, 10:36:09 PM
then they can compete based on something as easy a realistic graphics vs. Blizzard's generally cartoony look that turns many off.

EQ2's graphics were far from "realistic".  They were just bad.  Faces, animations, and the generally plastic sheen to everything were horrible.  More than that, though, was the complete lack of soul any of the art seemed to have.  It was just bland.  To quote Stephen Colbert, it was a manila envelope stuck to a tan wall.  And then there were the little things, like your character not seeming to really make contact with the ground.  I never got the sense that my toon was running so much as gliding around with a running animation playing as I went.

I guess you could fault WoW's cartoony aesthetic, but fuck, at least they have an aesthetic.  I'd go even further in saying that all their art is internally coherent and oozing style.  Think about what they've managed to pull off with a really low poly-pushing engine.  Best artists in the business, easily.


Title: Re: EQ 'Next'
Post by: Margalis on August 17, 2009, 11:01:50 PM
I always found it amusing the in both EQ1 and EQ2 they insisted on sticking cat heads on human bodies and calling them a new race without changing anything except the head graphics. Shouldn't a cat person animate a little differently or something.

EQ2 did have the rat person that actually looked and moved like a rat person, but IIRC every other race was just a human with a different head, skinnier, or blue.


Title: Re: EQ 'Next'
Post by: schild on August 17, 2009, 11:57:04 PM
Quote
Shouldn't a cat person animate a little differently or something.

You mean like sticking bunny ears on a human and calling it a viera? OH RIGHT.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 18, 2009, 12:50:04 AM
It's the voice actor for Fran that sold Viera for me.  Nicole Fantl did a good job.


Title: Re: EQ 'Next'
Post by: Kirth on August 18, 2009, 05:42:20 AM
When I last played eq2 there was talk of a skeletal re-vamp. Not sure if that happened, but it did seem like they made some effort with the sarnaks to make them different.

I agree that the art people at Blizz did a great job with wow when it came out. and since they have pushed that engine in some interesting ways.


Title: Re: EQ 'Next'
Post by: Murgos on August 18, 2009, 08:44:47 AM
When I last played eq2 there was talk of a skeletal re-vamp. Not sure if that happened.

Nope.  It was shelved.

Probably because if they were going to do all that work they may as well do a whole refresh.  But, like I said above, I think most players are at the point where limited launch content doesn't really get anyone excited anymore.


Title: Re: EQ 'Next'
Post by: DLRiley on August 18, 2009, 08:53:48 AM
You can't blame them really.  They are thinking that despite recent failures and some past successes that they at least have to try to go up against Blizzard's next gen MMO, and if they do nothing but replicate WoW's polish, ease of entrance, and casual friendly atmosphere, then they can compete based on something as easy a realistic graphics vs. Blizzard's generally cartoony look that turns many off.  So no, I'm not saying they have any reason to be that optomistic, but it really isn't a huge stretch to think that after all this time they see a new window opening between WoW1 and WoW2.

For every 1 milllion gamer interested in WoW, 1 refuses to play it because of cartoony graphics.


Title: Re: EQ 'Next'
Post by: Murgos on August 18, 2009, 09:11:54 AM
How about refuse to play it partially because of just plain old crappy graphics?

It's graphics looked old and chunky when it released 5 years ago.  Take the blinders off, it looks like shit.


Title: Re: EQ 'Next'
Post by: Big Gulp on August 18, 2009, 09:19:37 AM
How about refuse to play it partially because of just plain old crappy graphics?

It's graphics looked old and chunky when it released 5 years ago.  Take the blinders off, it looks like shit.

You have no sense of aesthetics, apparently.  More polys and next gen goo does not equal good.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 18, 2009, 09:21:54 AM
How about refuse to play it partially because of just plain old crappy graphics?

It's graphics looked old and chunky when it released 5 years ago.  Take the blinders off, it looks like shit.
You must be disappointed a lot.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 18, 2009, 09:22:32 AM
How about refuse to play it partially because of just plain old crappy graphics?

It's graphics looked old and chunky when it released 5 years ago.  Take the blinders off, it looks like shit.

Most of the greatest works of art, are also the most simple, this applys to music too.

Having said that, I have always been a fan of EQ2 graphic techniques, I always thought they were quite brilliant, and quite sensible for the output achieved.


Title: Re: EQ 'Next'
Post by: Murgos on August 18, 2009, 09:32:09 AM
You must be disappointed a lot.

Because I think WoW is ugly?  Heh.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 18, 2009, 09:36:45 AM
Yep.


Title: Re: EQ 'Next'
Post by: Ratman_tf on August 18, 2009, 09:55:15 AM
(http://kotisivukone.fi/files/nordic.kotisivukone.com/kuvat/advanced_dungeons_and_dragons.png)


Title: Re: EQ 'Next'
Post by: Nebu on August 18, 2009, 10:17:20 AM
For every 1 milllion gamer interested in WoW, 1 refuses to play it because of cartoony graphics.

I hate WoW's character models to the point that I neglected playing it after beta.  The look of the world was impressive enough to draw me back in. 


Title: Re: EQ 'Next'
Post by: March on August 18, 2009, 11:00:09 AM
For every 1 milllion gamer interested in WoW, 1 refuses to play it because of cartoony graphics.

I hate WoW's character models to the point that I neglected playing it after beta.  The look of the world was impressive enough to draw me back in. 

I would play WoW 1.0.1 if I could get away from their crap-ass lore and art.

/Shuffles off to Aion forum


Title: Re: EQ 'Next'
Post by: Rendakor on August 18, 2009, 11:35:30 AM
I too was initially turned off on WoW's graphics; the cartoony look is one of the things that pushed me to try EQ2 when they both launched. (Of course, I'm playing WoW now, so...)


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 18, 2009, 11:45:38 AM
I kinda wish people would stop using the word "cartoony". Wow has very little that is cartoon about it.


Title: Re: EQ 'Next'
Post by: Shatter on August 18, 2009, 01:02:05 PM
Ill take "cartoony" but runs awesome over "realistic" and runs like shit any day. 


Title: Re: EQ 'Next'
Post by: Jayce on August 18, 2009, 03:09:47 PM
I really do wonder what's next. The fact that it's taking a long time to get here makes me lose heart.

Is the WoW/EQ1/Diku model the only one that works?  And maybe Eve Online, which is really just a Diku IN SPACE with an (admittedly interesting) world conquering gameplay mechanic?

I don't think microtrans is where it's at.  The idea that the alpha players are those that not only piss all their time away but also all their money feels pretty dirty to me, and pathetic.  Besides, microtrans is not a game mechanic, it's a subscription model (such as it is).


Title: Re: EQ 'Next'
Post by: DLRiley on August 18, 2009, 03:34:28 PM
The hardcore should be exploited to make the game fun for the rest of the playerbase. If it makes you feel dirty that's cause your more hardcore then you thought you were.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 18, 2009, 03:47:35 PM
The hardcore should be exploited to make the game fun for the rest of the playerbase. If it makes you feel dirty that's cause your more hardcore then you thought you were.

Suddenly it's all clear.  Now I can understand the mentality behind burning people at the stake.


Title: Re: EQ 'Next'
Post by: Tale on August 18, 2009, 03:49:19 PM
It could be good, if they hired the right people. It's fun to bash EQ now, but for it's time it was revolutionary. And it still has some of the most imaginative design we've seen in an MMO yet.

I agree. For it's time, it was revolutionary. It was a very good online world and I was entertained as fuck. The fantasy of original EQ and the first two expansions was more engaging and atmospheric to me than anything in WoW. I'd take the minds behind everything from Nagafen's Lair to Velketor's Labyrinth over the minds that brought me Molten Core, Onyxia's Fugly Cave and the Burning Linear Crusade any day.


Title: Re: EQ 'Next'
Post by: DLRiley on August 18, 2009, 04:03:31 PM
EQ was about as revolutionary as the first airplane. Sure it could fly, but that's about it. And if you thought flying was all that special, then you never driven a car or road a train.


Title: Re: EQ 'Next'
Post by: tazelbain on August 18, 2009, 04:19:37 PM
Airplanes are awesome.  You are an idiot.


Title: Re: EQ 'Next'
Post by: Aez on August 18, 2009, 04:22:20 PM
I kinda wish people would stop using the word "cartoony". Wow has very little that is cartoon about it.


Nope, nothing "cartoony", nothing at all.

(http://img232.imageshack.us/img232/8053/cartaxd.jpg) (http://www.freecodesource.com/image-hosting/view/img232/8053/cartaxd.jpg/)


Title: Re: EQ 'Next'
Post by: schild on August 18, 2009, 05:04:50 PM
EQ was about as revolutionary as the first airplane. Sure it could fly, but that's about it. And if you thought flying was all that special, then you never driven a car or road a train.

STOP TALKING.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 18, 2009, 05:22:00 PM
They both use color!  Fucking Blizzard!

If you can't see the stark difference between those two images, buy a cane and a dog.


Title: Re: EQ 'Next'
Post by: DLRiley on August 18, 2009, 05:27:14 PM
EQ was about as revolutionary as the first airplane. Sure it could fly, but that's about it. And if you thought flying was all that special, then you never driven a car or road a train.

STOP TALKING.

If you thought having something only .0000000001% of the world population could experience at the time of invention particular special then that's your prerogative...the airplane itself is revolutionary but the first inception of it was not ideal.


Title: Re: EQ 'Next'
Post by: schild on August 18, 2009, 05:29:12 PM
EQ was about as revolutionary as the first airplane. Sure it could fly, but that's about it. And if you thought flying was all that special, then you never driven a car or road a train.

STOP TALKING.

If you thought having something only .0000000001% of the world population could experience at the time of invention particular special then that's your prerogative...the airplane itself is revolutionary but the first inception of it was not ideal.
Did I stutter?


Title: Re: EQ 'Next'
Post by: Rasix on August 18, 2009, 05:31:02 PM
(http://dl.getdropbox.com/u/82533/scanners.gif)


Title: Re: EQ 'Next'
Post by: Numtini on August 18, 2009, 07:22:53 PM
I liked art in both EQ2 and WoW, but I have a top end PC and I'm getting 33fps in EQ2. It's been a major barrier for them. I would expect EQ3 to be based on the FR engine in some way.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 18, 2009, 08:33:37 PM
I'm with the earlier poster who complained about the plastic look of the original EQ2 models.  The game is like a near-photorealistic implementation of plastic action figures.  With playdough hair.  The races added later look a bit better but still.   I'd guess that their graphics engine doesn't support transparency in textures, except that they've got marvelous looking water and glass. 

But it really seems odd to me that they would choose to toss all the existing content they've created, implemented, debugged and polished over the years to make a sequel.  They've actually got enough PVE content to compete with WoW.  AoC and WAR both showed how important content, or lack thereof, is.  Seems like they could get a much better return on investment by spending money on a new engine for EQ2 and all it's content than starting over from scratch.  Especially given their piss-poor track record of content-quality at launch.

On a related note, Sony also wasted a lot of marketing money and ideas when they tried to market EQ2 as a destination for players who had outgrown WoW about a year after launch.  If they'd started that marketing blitz about 6 months ago it might have gotten a lot more interest from bored WoW players looking for something new.  With many more races and classes, a much more interesting crafting and player-economy, and even a raid game that is a little more casual than that of WoW - EQ2 offers a lot of options for those who found WoW's end-game options of raid, pvp or re-roll a little too stifling.


Title: Re: EQ 'Next'
Post by: Rishathra on August 18, 2009, 11:56:42 PM
It's good to finally be able to understand DLRiley.

http://translationparty.com/#1915754


Title: Re: EQ 'Next'
Post by: Kirth on August 19, 2009, 05:50:44 AM
By train, the special flight, to drive the road is considered.  :awesome_for_real:


I agree with Count nerfedalot, they would burn alot of good will by putting out eq3 and marketing it as a better version of eq2. Unless as I mentioned there was a incentive for players to migrate to the new game.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 19, 2009, 06:12:33 AM
If they put EQ3 on Station access, it's a non-issue.  The hardcore EQers are playing them both all the time.  I think the majority of EQers would welcome another iteration.


Title: Re: EQ 'Next'
Post by: Numtini on August 19, 2009, 06:19:33 AM
It's not enough to drag a few people over to Station Players. They need to take their existing community, move it to the new game, to provide a base for more building. There's no point in EQ3 unless they shut down the first two.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 19, 2009, 06:20:14 AM
I'm with the earlier poster who complained about the plastic look of the original EQ2 models.  The game is like a near-photorealistic implementation of plastic action figures.  With playdough hair.  The races added later look a bit better but still.   I'd guess that their graphics engine doesn't support transparency in textures, except that they've got marvelous looking water and glass. 

Transparencies en-mass are expensive to render, i do believe that they use, or lack of on certain objects was a conscious decision, one that is not uncommon.  Mostly I have always been impressed with the world graphics, not necessarily there player models, however those are well done too even if highly stylized. Mostly its the texture use and very nice fidelity that allays impressed me.

I would not be surprised at all that SOE has been using one single engine for its in house titles, with variations of course. The differences mostly come from art assets and use, not necessarily engine level rendering features. I do know that free Relms uses scaleform (http://www.scaleform.com/). Its hotness in a GUI middleware.


Title: Re: EQ 'Next'
Post by: Jayce on August 19, 2009, 07:58:29 AM
 I'd guess that their graphics engine doesn't support transparency in textures, except that they've got marvelous looking water and glass. 

This is anecdotal but struck me as weird:  When I got a new machine I downloaded the EQ2 trial to see how nice it looked. When I cranked the graphics slider to the top, I got a message to the effect of: "Don't use this setting, it will turn your video card into glass".

Why put something in that's not recommended?  At least hide it away in some config file.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 19, 2009, 08:00:08 AM
 I'd guess that their graphics engine doesn't support transparency in textures, except that they've got marvelous looking water and glass. 

This is anecdotal but struck me as weird:  When I got a new machine I downloaded the EQ2 trial to see how nice it looked. When I cranked the graphics slider to the top, I got a message to the effect of: "Don't use this setting, it will turn your video card into glass".

Why put something in that's not recommended?  At least hide it away in some config file.

They built it (Engine) using combination's of features that would be used 5 years out. Its just an old warning from a few years ago. YMMV.


Title: Re: EQ 'Next'
Post by: Numtini on August 19, 2009, 08:24:15 AM
The EQ2 engine also was designed around the theory that single core processors would be running at extremely high speeds and the GPUs would not advance a great deal. That means most graphics are brute forced by the CPU. They've moved some things to the video card and other things they haven't. The result can be some very bizarre results where since the video card isn't doing much you can turn some effects they've moved to the GPU up to max without any effect on performance, but changing other effects that would be very mild in effect on other engines will bring the game to its knees.

I custom built a machine for EQ2 and one core on my E8600 is at 100% virtually all the time I play with middle settings. And that probably averages only 30fps.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 19, 2009, 11:13:44 AM
There's no point in EQ3 unless they shut down the first two.

I respectfully disagree.  There's room for all three, especially if EQ3 gameplay evolves into something new (which it needs to).


Title: Re: EQ 'Next'
Post by: DLRiley on August 19, 2009, 11:15:51 AM
Evolving and EQ? EQ is the reason why the mmo industry isn't evolving.


Title: Re: EQ 'Next'
Post by: Sky on August 19, 2009, 12:16:21 PM
WoW is the reason why the mmo industry isn't evolving.


Title: Re: EQ 'Next'
Post by: Lantyssa on August 19, 2009, 12:30:40 PM
MMO devs and suits are the reason MMOs are not evolving.


Title: Re: EQ 'Next'
Post by: Sky on August 19, 2009, 12:49:28 PM
MMO devs and suits are the reason MMOs are not evolving.
I didn't feel it was worth a serious reply. But you forgot 'mmo players'.


Title: Re: EQ 'Next'
Post by: Lantyssa on August 19, 2009, 01:19:52 PM
Yeah, them, too.  Plenty of blame to go around.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 19, 2009, 01:28:26 PM
I blame the blamers!


Title: Re: EQ 'Next'
Post by: schild on August 19, 2009, 01:40:37 PM
I blame everyone that is buying Aion.

I like to keep my battles small and controllable.


Title: Re: EQ 'Next'
Post by: Dtrain on August 19, 2009, 03:42:13 PM
I blame human nature.

I like to keep my battles quixotic and unwinable.


Title: Re: EQ 'Next'
Post by: Kageru on August 19, 2009, 06:36:01 PM
It's not enough to drag a few people over to Station Players. They need to take their existing community, move it to the new game, to provide a base for more building. There's no point in EQ3 unless they shut down the first two.

Unless it's a PS3 game.


Title: Re: EQ 'Next'
Post by: Grimwell on August 20, 2009, 12:45:21 PM
I'm going to stay away from this for the most part, but would like to chime in on the merit of doing this:

Consider what you know about the average span of time between announcement and delivery of a game to the market. Add that span to now, whatever span you think is the average. Looking at the EQ  franchise from that point in the future, is it cannibalization, or high time for a 'modern' rendition of the game?


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 20, 2009, 12:47:36 PM
"EverQuest II (EQ2), based upon the popular EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on 8 November 2004."

Anyway, here it is 09, so I guess in 5 years we will see EQ 3 Next.


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2009, 12:52:09 PM
Of course you have a point, Grim, but will SOE honestly run 3 iterations of EQ? I can't see them turning away paying customers on what have to be pretty low-cost EQ1 maintenance, especially since there have to be tons of people with piles of accounts, toward the end of playing most people I knew had at least four accounts running.

EQ2 still has a lot of life in it and a solid graphics engine. Not sure what has released since EQ2 that brings much new to the table beyond WAR's public quest system and scenarios?

I would hope they would keep the RMT-heavy stuff on Free Realms and keep the monthly sub style for EQ3, though there's already been movement in that direction in EQ2, not that I care too much about it as implemented thus far when I was playing this spring.


Title: Re: EQ 'Next'
Post by: Numtini on August 20, 2009, 01:31:43 PM
Quote
EQ2 still has a lot of life in it and a solid graphics engine. Not sure what has released since EQ2 that brings much new to the table beyond WAR's public quest system and scenarios?

I love EQ2, but I have to disagree on the graphics engine. They need to replace the entire graphics engine and they needed to do it years ago. The graphics are sub-par for a modern game, but the requirements are beyond most current PCs. They've made some strides in moving different aspects from the CPU to the GPU, but it's just patching what is a fundamentally flawed design.



Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 20, 2009, 01:47:03 PM
looks good to me. I'm also not sure how many other MMO's have cloth physics.

(http://upload.wikimedia.org/wikipedia/en/5/56/Eq2_level_60_mount.jpg)

You sure your not confusing art style, with rendering capability?


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2009, 01:59:36 PM
Yeah, you can argue style but EQ2's technical engine is great with the mapping and the shadowing and whatnot.


Title: Re: EQ 'Next'
Post by: Engels on August 20, 2009, 02:14:36 PM
I love EQ2's graphics and the engine, although cluggy at the time, has held up well and does very well with new hardware. That said, that ain't the problem. EQ had a very real immersive world, while for me at least, EQ2's zones feel like theme parks connected via zoning doorways. The snap-to combat mechanics also broke immersion.

For me, and I bet a great many others, all SOE would have to do is take the current EQ's content -and- mechanics and redo the graphics engine and update the art to current standards. I know, its no small amount of work. But if you sold it as 'reliving the dream all over again' with exactly the same zones with the same exact layout, the exact same skill trees and a rejigging of loot tables to adjust for mudflation, and then just new art and animation, you'd probably have upwards of half a million instant customers at launch. By no means WOW numbers, so it might not get by the money people, but it would probably garner enough internets chatter to tack on a bunch more folks as well.


Title: Re: EQ 'Next'
Post by: Ozzu on August 20, 2009, 02:46:10 PM
I love EQ2's graphics and the engine, although cluggy at the time, has held up well and does very well with new hardware. That said, that ain't the problem. EQ had a very real immersive world, while for me at least, EQ2's zones feel like theme parks connected via zoning doorways. The snap-to combat mechanics also broke immersion.

For me, and I bet a great many others, all SOE would have to do is take the current EQ's content -and- mechanics and redo the graphics engine and update the art to current standards. I know, its no small amount of work. But if you sold it as 'reliving the dream all over again' with exactly the same zones with the same exact layout, the exact same skill trees and a rejigging of loot tables to adjust for mudflation, and then just new art and animation, you'd probably have upwards of half a million instant customers at launch. By no means WOW numbers, so it might not get by the money people, but it would probably garner enough internets chatter to tack on a bunch more folks as well.

I'd go for EQ1's content with updated graphics. The feel of combat in EQ was really nice. It felt really solid. I didn't care for the downtime or the punishment of death. I also didn't care for game mechanics which encouraged camping. The loot would definitely need to be updated. I'd also want an updated questing system which didn't require me to type "What helmet?" "Which helmet?" "I want to make a helmet." "Helmet" and various combinations of crap just to get the NPC to realize you just wanted to make a damn helmet. If they fixed those things and just gave me EQ1 over again, I'd play.

Oh and I'd want them to leave out the vast majority of the crappy later zones.  :oh_i_see:

I guess at this point it's not really EQ1 anymore and more like a totally different game with EQ1's content.


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2009, 02:55:40 PM
I wouldn't. Would be nice if they went for something new rather than rehashing the same old content. Those old zones would feel so cramped and small compared to something like Kunark, though.

Also, real worlds have large areas of completely unused and boring landscape, which is why they don't design that way anymore.


Title: Re: EQ 'Next'
Post by: Tale on August 20, 2009, 03:11:38 PM
Also, real worlds have large areas of completely unused and boring landscape, which is why they don't design that way anymore.

Open wilderness can make for memorable player interactions. In Kunark I found a level 7 newbie human paladin swimming upstream in that long empty run-in to Lake of Ill Omen from Firiona Vie.

He was a genuine newbie who had started in Freeport, caught the boat to Butcherblock, caught the boat to Firiona Vie, fell off and died, retraced his entire journey and got to LoIO. He was running to Cabilis to meet a fellow newbie who started an Iksar. He thought the monsters might not see him if he stayed in the water (not roleplaying - he didn't know anything about the game - to him it felt like a safer thing to do).

He was having the time of his life. An adrenaline-fuelled adventure. I escorted him to the end of the river, explained KOS to him and warned him about Cabilis (he still wanted to go meet his friend), and petitioned for him to be awarded some kind of medal. Got a response from a guide who made sure he was OK.


Title: Re: EQ 'Next'
Post by: Engels on August 20, 2009, 03:17:24 PM
Also, real worlds have large areas of completely unused and boring landscape, which is why they don't design that way anymore.

Gah!  :headdesk:

Ok, buddy, this one's really annoying. The 'unused' 'boring' landscape is necessary to create a sense of depth, large space and vistas. The fact that you could, indeed, find one large patch of entirely unoccupied patch of turf in West Karana was very important to the sense of immersion EQ garnered.

Nowadays, its nearly as if there's a phobia against unused space. Even the 'vast' vistas of Conan's mountain zones are nearly completely occupied by folks. You can't walk for 20 seconds without running into someone else, entirely ruining the sense of being 'lost in the wastes'. Its FUCKING PATHETIC and it makes me STABBY.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 20, 2009, 03:50:45 PM
Also, real worlds have large areas of completely unused and boring landscape, which is why they don't design that way anymore.

Gah!  :headdesk:

Ok, buddy, this one's really annoying. The 'unused' 'boring' landscape is necessary to create a sense of depth, large space and vistas. The fact that you could, indeed, find one large patch of entirely unoccupied patch of turf in West Karana was very important to the sense of immersion EQ garnered.

Nowadays, its nearly as if there's a phobia against unused space. Even the 'vast' vistas of Conan's mountain zones are nearly completely occupied by folks. You can't walk for 20 seconds without running into someone else, entirely ruining the sense of being 'lost in the wastes'. Its FUCKING PATHETIC and it makes me STABBY.

I completely agree with this post.  It's ok if there's space with nothing in it, especially if you give players a quick way to pass through it.  Such as mounts at lvl 1.  In fact, the whole travel system in MMOs needs to evolve. 


Title: Re: EQ 'Next'
Post by: Ozzu on August 20, 2009, 03:56:38 PM
I completely agree with this post.  It's ok if there's space with nothing in it, especially if you give players a quick way to pass through it.  Such as mounts at lvl 1.  In fact, the whole travel system in MMOs needs to evolve.

That's one thing I've never understood. Just give me a damn horse to ride around on at lvl 1. I don't want that used as a carrot in games anymore. I'm tired of being slow as fuck to begin with and if I'm "special" enough, I might earn the privelage of spending a fuckton of money on a mount. Blarg!


Title: Re: EQ 'Next'
Post by: Fordel on August 20, 2009, 04:11:32 PM
That screenshot still looks like a 90's Ray Trace art project.


Title: Re: EQ 'Next'
Post by: UnSub on August 20, 2009, 07:26:09 PM
The 'unused' 'boring' landscape is necessary to create a sense of depth, large space and vistas.

Fallen Earth might just be the game for you.


Title: Re: EQ 'Next'
Post by: raydeen on August 20, 2009, 08:13:50 PM
That screenshot still looks like a 90's Ray Trace art project.

It's POV-Ray-Tastic!!  :drill:





Title: Re: EQ 'Next'
Post by: Slyfeind on August 20, 2009, 10:25:41 PM
While I freaking love the Karanas just for the awesome open spaceyness, I can understand the need to skip over it all in order to get to where the players really want to be.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 20, 2009, 11:54:50 PM
Some people see open wasted space, I see kiting room.


Title: Re: EQ 'Next'
Post by: Hoax on August 21, 2009, 12:24:12 AM
I blame everyone that is buying Aion.

I like to keep my battles small and controllable.

 :heart:


Title: Re: EQ 'Next'
Post by: Kirth on August 21, 2009, 05:26:08 AM
That screenshot still looks like a 90's Ray Trace art project.

Looks better in game. I"m with the open world crown. I miss a bit of adventure and discovery, not a guided by hand, no thinking *cough*questhelper*cough* game.


Title: Re: EQ 'Next'
Post by: Trippy on August 21, 2009, 05:53:20 AM
That screenshot still looks like a 90's Ray Trace art project.
It's POV-Ray-Tastic!!  :drill:
An insult to ray tracers everywhere :oh_i_see:

EQ II's texturing looks like ass cause, except for the metal bits, the character model and the horse textures all share the same "matte" plastic look. Horse hair, horse hooves, character hair, cloth, character skin, etc. -- they all (again except for the metal) look they are made out of the same material.


Title: Re: EQ 'Next'
Post by: Sky on August 21, 2009, 08:16:36 AM
Looks better in game. I"m with the open world crown. I miss a bit of adventure and discovery, not a guided by hand, no thinking *cough*questhelper*cough* game.
Hey, when I had all day to play and a fat sack of weed, I loved nothing more than exploring for hours on end.

Now I have maybe an hour a night to play, the last thing I want to do is spend it trudging through some empty expanse of terrain having nothing happen, or looking in every building in a city to find the one quest npc I need to talk to.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 21, 2009, 08:25:26 AM
There's no reason a game can't have both. 

SWG had theme parks and lots and lots (and lots) of open space.  Not that it was a shining example of how to make an MMO, but that is one aspect I thought worked. 


Title: Re: EQ 'Next'
Post by: Engels on August 21, 2009, 08:53:13 AM
Hey, when I had all day to play and a fat sack of weed, I loved nothing more than exploring for hours on end.

Now I have maybe an hour a night to play, the last thing I want to do is spend it trudging through some empty expanse of terrain having nothing happen, or looking in every building in a city to find the one quest npc I need to talk to.

You have a point, to a point. There's always a balance between playability and realistic immersion. It is true that in the bad ole days, you had to sacrifice upwards of 3 hours just to start and complete a quest, assuming the right NPC was up, you could gather your friends to defeat the MOB, etc, etc. I think its clear that those days are over in the industry. That said, I'm looking at Fallout3 as a potential model of content dispersal. There's stories lying around absolutely everywhere in that game. GF's been playing it for 4 months solid and is still finding letter and tapes for mini quests in the most remote backwaters of the map. The main quest line exposes you to the central travel lines for the game, but there's stuff for the wanderer. Its all about the options, as opposed to being shunted through the cattle chute-o-fun.


Title: Re: EQ 'Next'
Post by: Ratman_tf on August 21, 2009, 09:18:05 AM
Questgrind.  :awesome_for_real: Someone needs to write a Bot addon for that shit.


Title: Re: EQ 'Next'
Post by: Kirth on August 21, 2009, 10:10:05 AM
looking in every building in a city to find the one quest npc I need to talk to.

Read the quest text?  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Sky on August 21, 2009, 10:41:34 AM
Read the quest text?  :why_so_serious:
Did you even play EQ?

Btw, I'm one of the few here that reads everything.


Title: Re: EQ 'Next'
Post by: NiX on August 21, 2009, 11:06:14 AM
I think he was joking. There's a reason why EQ2Map was so popular.


Title: Re: EQ 'Next'
Post by: Kirth on August 21, 2009, 11:27:59 AM
I think he was joking. There's a reason why EQ2Map was so popular.

Yes, and yes I played EQ.


Title: Re: EQ 'Next'
Post by: Sky on August 21, 2009, 12:07:42 PM
I'll just be dusting myself off from my fall.


Title: Re: EQ 'Next'
Post by: CharlieMopps on September 07, 2009, 02:45:09 PM
My prediction:
Free to play but there will only be about 6 zones you can visit.
all zones above level 10 $5.99
Raid zones $19.95
All items can be bought
XP can be bought
Gold can be bought
Web based
Adverts in the window unless you pay to remove them.
The only thing resembling EQ1 or 2 will be the Name of the game, cities and a few zones.
Froglok Jedi at release, just to mess with us.


Come on SOE, prove me wrong.   :awesome_for_real:




Title: Re: EQ 'Next'
Post by: DLRiley on September 07, 2009, 03:03:36 PM
My prediction:
Free to play but there will only be about 6 zones you can visit.
all zones above level 10 $5.99
Raid zones $19.95
All items can be bought
XP can be bought
Gold can be bought
Web based
Adverts in the window unless you pay to remove them.
The only thing resembling EQ1 or 2 will be the Name of the game, cities and a few zones.
Froglok Jedi at release, just to mess with us.


Come on SOE, prove me wrong.   :awesome_for_real:




Wouldn't that be a better game than EQ1 and 2 could ever hope to be?


Title: Re: EQ 'Next'
Post by: Venkman on September 07, 2009, 03:05:40 PM
There'd only be like 2,000 people playing it, but they'd singlehandedly be funding all three EQs  :grin:


Title: Re: EQ 'Next'
Post by: CharlieMopps on September 07, 2009, 03:09:36 PM
There'd only be like 2,000 people playing it, but they'd singlehandedly be funding all three EQs  :grin:

You have a point.

Although, I think the one thing SOE excels at is low operating costs. They can keep just about any game going forever, even with just a few customers left.


Title: Re: EQ 'Next'
Post by: Malakili on September 07, 2009, 06:58:16 PM

 That said, I'm looking at Fallout3 as a potential model of content dispersal.

Absolutely.  Fallout 3 is probably too "short" for an MMO, but if you could take that model of content, and apply it to a larger scale game, I'd be interested.  The problem that immediately comes to mind is that if you go through the "main" or "required" content, whatever you want to call it, I think you'd see a lot of people just rushing the end game and totally ignoring all the chewy goodness off the beaten path.  And, if it was required to get to max level (which is all people seem to care about in MMOs), then it wouldn't be the optional, exploration based, content that we both really love in Fallout 3, and you are back to square one.

Fallout 3 works great as a single player game, and it COULD work great as a multiplayer game with a playerbase willing to play the game a certain way, but I'm not sure that kind of game would really work with the current MMO community.

I think I just talked myself out of this idea.


Title: Re: EQ 'Next'
Post by: kondratti on September 07, 2009, 07:28:35 PM
Questgrind. 

Questgrind already exists... Blizzard calls it WoW.  That WotLK Questgrind puts any other grind to shame...


Title: Re: EQ 'Next'
Post by: Musashi on September 07, 2009, 07:51:47 PM
Clearly you've never played any Asian MMOs.


Title: Re: EQ 'Next'
Post by: Simond on September 08, 2009, 11:18:51 AM
Or any mmo before WoW.


Title: Re: EQ 'Next'
Post by: CharlieMopps on September 08, 2009, 02:16:08 PM
omg I'm about to defend SOE... holy cats!

Why do people insist on complaining about grind in MMOs? What you're complaining about is called "Playing the game"
Do you call playing the same map over and over again in TF2 for an entire evening "Grinding"?
There's far less content in all of the TF2 maps combined than there is in just about any single outdoor zone in an MMO.

How on earth do you expect to play a game for 20-40hrs a week and not end up having some repetition?

If you don't like "The Grind" what you really don't like is the game. Stop playing.

When I was playing warhammer, the quests felt repetitious, and the PVP was boring... that wasn't grind... that was the game sucking.
The fact of the matter is you can go into either EQ1 or EQ2 and if you get bored with one quest there are a thousand others you can do instead. If there's 1 thing EQ isn't it's repetitious. Just because you chose to repeat the same thing over and over again doesn't mean you actually had to play that way.


Title: Re: EQ 'Next'
Post by: HaemishM on September 08, 2009, 04:05:12 PM
Why do people insist on complaining about grind in MMOs? What you're complaining about is called "Playing the game"
Do you call playing the same map over and over again in TF2 for an entire evening "Grinding"?
There's far less content in all of the TF2 maps combined than there is in just about any single outdoor zone in an MMO.

And yet somehow, the TF2 is more interesting.


Title: Re: EQ 'Next'
Post by: CharlieMopps on September 08, 2009, 04:08:37 PM
Why do people insist on complaining about grind in MMOs? What you're complaining about is called "Playing the game"
Do you call playing the same map over and over again in TF2 for an entire evening "Grinding"?
There's far less content in all of the TF2 maps combined than there is in just about any single outdoor zone in an MMO.

And yet somehow, the TF2 is more interesting.

That's cause they did it right. I'm wasn't trying to rip on TF2... quite the opposite actually. I love that game.


Title: Re: EQ 'Next'
Post by: Ratman_tf on September 08, 2009, 04:13:22 PM
Somehow nothing. Grind is when I wanna do something or have something (or both) in a game, but I have to do Barely Related Activity X a hojillion times in order to "earn" the something.

I'm not going to pop my cap at grind in MMOGs, it's far to ingrained into the genre now. But I sure can snort and laugh at it.


Title: Re: EQ 'Next'
Post by: Kageru on September 08, 2009, 07:15:24 PM
Do you call playing the same map over and over again in TF2 for an entire evening "Grinding"?

That's pretty much totally invalid. One game is about complex physics and human opponents and wants a known and balanced arena. The other is about coming to a new area, defeating it and looting the bodies with the actual game play not being nearly as dynamic. Thus the second needs a constant diet of new maps even without considering the influence of out-levelling the challenge.


Title: Re: EQ 'Next'
Post by: Ratman_tf on September 09, 2009, 09:49:17 AM
We can make this TF thing more like MMORPGs if you have to play 150 local matches against bots in order to play online!  :awesome_for_real:


Title: Re: EQ 'Next'
Post by: DLRiley on September 09, 2009, 11:25:51 AM
When I log off in TF2 I'm rewarded by knowing that I kicked all sorts of ass, probably died 50 times, but it was awesome. When I log off in an mmo I'm rewarded by the fact that I know that I am woefully underpowered and all those guys who could one shot me when I was playing 10 minutes ago can now at worst (for them anyway) have to 2 shot me. Yeah me :oh_i_see:


Title: Re: EQ 'Next'
Post by: CharlieMopps on September 09, 2009, 12:09:49 PM
One game is about athletic skill, hand-eye coordination and immediate gratification.
The other is about long hours of planning and preparation followed by a long sought after reward.

It's like the difference between driving a classic car, and restoring a classic car. Some people just don't have the patience for working on cars but enjoy driving them. Other people couldn't imagine driving around it something that was pre-built for them.


Title: Re: EQ 'Next'
Post by: DLRiley on September 09, 2009, 12:23:36 PM
I recon its the difference between playing a good game and a bad game.


Title: Re: EQ 'Next'
Post by: pxib on September 09, 2009, 05:01:03 PM
I think it's the difference between depth and breadth. Grinding in TF2 is the process of learning the subtleties within a simple framework. At the end of the process, players have acheived a degree of obvious skill and can enjoy flaunting it. Like a capable pianist, a capable TF2 player can sit down at a keyboard anywhere and impress the rubes. Grinding in DIKUs is like getting a modern highschool diploma. You basically have to obey a schedule and keep your eyes open. A high-level DIKU player, like a graduate, has a certification that allows them a degree of improved access.

The first sort of acheivement is impressive to anybody who plays the game. The second sort of acheivement is only impressive to anybody who wants to believe that their own version of that acheivement is valuable. The accomplishment of either provide a particular sort of fun, and a game can't be judged on this choice alone.

Most DIKUs contain a moderately skill-based endgame for the players who advance too quickly or don't know when to quit, but for the most part they substitute breadth of content for depth of gameplay. When it looks like they're losing subscriptions, they advance the goalposts a few levels and add another continent or a character class.


Title: Re: EQ 'Next'
Post by: Venkman on September 10, 2009, 04:54:38 PM
MMOs are a gigantic emotional ponzi scheme. The collective belief that people are having fun makes it fun. But on their own, the "game" is usually weaksauce RPG crap that'd never pass muster in a solo RPG.

FPS games are more classic "game". People are there to have fun. Some percentage are there to really compete, but the most serious are rarely in the public space playing random pickup games with the rabble. Players compartmentalize by skill. Any persistence is just a value add, not the main reason to be there. Nobody convinces themselves to stay because everyone else is having fun. They either stay or go and that's it.

Comparing WoW and CoD is folly. They're not comparable in any way other than they both are sold in the same retail space.


Title: Re: EQ 'Next'
Post by: pxib on September 10, 2009, 05:56:54 PM
I agree that there's a vast difference, but comparisons are still enlightening.

It's reasonable, for example, to distinguish games based on content from games based on gameplay. The first is something you consume, the second something you perfect. Almost all RPGs tend towards the former: any mastery you develop over the course of your first playthrough is largely incidental. Your characters' skill advancement has more in-game effect than your own. Replayability is about trying every class, discovering every subplot, playing through as a "good" or "evil" character. Expansions appear which take place in different environments with additional story.

It's not an environment well suited to competitive play, but it works splendidly as cooperative fodder. A game you can play with your friends and family because even if somebody plays badly, they won't tend pull the whole team down. You get a sense of accomplishment for finishing tasks and are rewarded with exposure to new abilities, new sights, and new equipment. Breadth of experience. Accessible even to total newbies... somebody looking over your shoulder not only "That looks cool," but "I could do that!" The ponzi scheme isn't just emotional.

Popularity tends to also attract people who would rather be playing CoD. They want to start perfecting their skills and are disappointed on two fronts: Little mastery is actually required, but a LOT of tedious, braindead grinding is. When competitive content like raids are added to keep the perfecters busy, it disappoints the consumers since they feel there's part of the game they're implicitly forbidden to see.


Title: Re: EQ 'Next'
Post by: Venkman on September 10, 2009, 06:16:34 PM
Right, but MMOs can't be held responsible for not fulfilling the entitlement needs of players who don't really know themselves. The emotional bond between player and MMO is almost entirely unique to this particular industry, at this scale anyway. For example, plenty of people still play Diablo 2 with an equivalent fervor, but in far fewer numbers (and no revenue back to Blizzard except in a potential future sale of D3).

I won't say this clouds judgment. But it does changes the rules in how people assess someone's "enjoyment" of an MMO. The type of enjoyment is so different you can't even expect them to instantly jump to another AAA fantasy themed MMO, much less out of the genre.

I agree it's not suited to competitive play in the same way that competitive RTS and FPS games are. However, they certainly are competitive, and they certainly do appeal to people. Here again though, the nature of that appeal is more important than there simply being some appeal at all.

Edit: Realized I had no point here.

But worse still is this "MMO" term still used to canvas everything from Club Penguin to WoW to Eve. Eve is a genre unto itself. Players from CP are not going to graduate to WoW (not all of them anyway). WoW is a genre unto itself, unless something else comes along that actually pulls people away and keeps them.

So the catchall term is really about the EQ1-AoC games vying for second and third place. In a space so saturated with sameness the only way it'll change is when real games that are based on games, but happen to tack on persistent elements, arrive and draw in the people looking for games.


Title: Re: EQ 'Next'
Post by: Ratman_tf on September 11, 2009, 11:21:16 AM
So the catchall term is really about the EQ1-AoC games vying for second and third place. In a space so saturated with sameness the only way it'll change is when real games that are based on games, but happen to tack on persistent elements, arrive and draw in the people looking for games.

Like Planetside!  :awesome_for_real:

I agree. It's just hard to imagine game types that can deal with latency working well massivley online. Just look at the 'fun' of Heigan and cube clicking and other monstrosties in WoW. Not to mention Frogger in Naxx.  :uhrr:


Title: Re: EQ 'Next'
Post by: Venkman on September 11, 2009, 01:06:32 PM
Except for an abstract social or economic layer, there hasn't yet been a big huge successful MMO that's required hundreds or thousands of people to act in concert with military precision. Except or Eve which is a genre unto itself. The activities most enjoyed are by those in small groups from 2 to 40 or so, -/+ the dunbar number depending on event.

Since getting so many even in these smaller groups to work together is so tough as to only appeal to minor percentages of a total playerbase, I contend that any engine which limits itself because it might someday need to support 1,000 people in one place has already missed the point. Social gathering and Frogger do not mix, both as activities and as the tech required. So don't even bother. Open World is great. Just smartly compartmentalize the PLAY into areas your tech can deal with as both you and your players expect.

Maybe someday we can have Planetside done right. But the only way it'll be PLAYED right is to force players to start at boot camp to be beaten into hiearchy :-) 


Title: Re: EQ 'Next'
Post by: grunk on November 26, 2009, 07:15:45 AM
I am going to mention EQ and two other games in this post, because EQLive was so important to me.  I loved the “the old rock” and truly miss the community that it fostered and nourished.  EQLive set a standard that few games followed and embraced, but that’s all it took.  I could never see the “reflection” of EQ in any of these games dating from WOW and on.  Those that found inspiration in EQ created some of the most amazing experiences that I had in gaming.  In WoW we saw how a certain game designs could bring out the worst in people, but as I gaze in to the beauty of EQ I  am able to compartmentalize all I do not like in the genre today.


I started out playing EQ approx 5 years after launch and enjoyed it immensely.  In fact, the first time I logged in I remember falling off a ledge, landing in a pool of water and drowning to death.  Today, a gamer would simply scream bloody murder and hit the IQUIT button.   I played in a duo for a bit with a really cool cat that I meet in commons.  Equs be thy name.  Both of us were console gamers, hard core console gamers that walked into a game shop and saw this shiny box with a hot chic on the cover and poof, magic.  
Not long after, reading about a console version in PSM called EQOA and getting in to the beta, at that moment I realized how great these games can be.  When done in the most simplistic and pure way.  Simple mechanics that encourage team work, heck maybe even forced team work that was far too apparent in the next game I would play.  Four years after EQOA came FFXI.  I was a max player in EQOA, a respected elder of a prestigious guild on the most popular server but it felt like it was time to try something else and FF was by far a standard barrier that I judged RPGS by (well honestly, it was Phantasy Star).

Along came FFXI, the spiritual successor to EQLive (Funny, that’s what Brad advertised Vanguard as).

To this date, nothing has come along that kicked my ass and still made me feel as if I was an active participant in a real breathing world.   A game that was so unforgiving, so much that it produced a community that was forgiving and understanding of what has become the biggest sin in MMO’s to date, being human.  In EQLive, EQOA and FFXI, being a “Noob”, is such virtue or a status that seasoned plays looked upon with admiration and their counter parts looked upon the accomplishments of these elders.  In doing so, players experienced a true feeling of mentorship.  

Mentorship is missing from these games.  EQ and FFXI delivered this in a way that I have never seen and even till this day, I could logon to my old Dwarf or my Galka find this.  Helping my fellow man was amazing and felt genuine for I understood the hardships they encountered.  Helping others was my new drug.  Nothing gave me more pleasure than helping someone to Jueno for the first time.  Seeing some lost soul trying he’s best to get that coffer key and better, that poor soul trying to get that last Genki piece.  Experiences came that I never expected, working with people from other cultures and seeing how someone who lived on the other end of the world, was no different than I.  I can’t even explain how that impacted me, I learned so much and would never have had that privilege if it were not for EQ.

I miss it and as I write this I realize what is wrong.  I am a selfish greedy prick that has left behind friends and a community that I owe something to.

True clans like Neversleep, NuDawn, Ominous and Rites of the Four Horsemen.

Today, I give thanks to Everquest and while I gaze upon FFXIV I also would try the next version of EQ in a heartbeat.

Grunk of Valefor / Remora


Title: Re: EQ 'Next'
Post by: Falconeer on November 26, 2009, 07:19:52 AM
Oh, hello Grunk. Nice post.


Title: Re: EQ 'Next'
Post by: grunk on November 26, 2009, 07:34:10 AM
Oh, hello Grunk. Nice post.

Thank you.  It came from the heart.


Title: Re: EQ 'Next'
Post by: Der Helm on November 26, 2009, 07:56:04 AM
 :yahoo:


Title: Re: EQ 'Next'
Post by: Yegolev on November 26, 2009, 08:41:40 AM
:Love_Letters:


Title: Re: EQ 'Next'
Post by: Lantyssa on November 26, 2009, 09:43:40 AM
Great.  Now the grunk-fallenstarfuckers are going to come out of the woodwork.


Title: Re: EQ 'Next'
Post by: Lum on November 26, 2009, 10:23:39 AM
 :pedobear:


Title: Re: EQ 'Next'
Post by: Kageh on November 26, 2009, 11:41:45 AM
I started out playing EQ approx 5 years after launch and enjoyed it immensely.

Although, EQ 5 years after launch is about as far from "original EQ" as WoW '04 to  EQ '04. Which is a lot. The Vision was murdered by then. Which is a good thing.


Title: Re: EQ 'Next'
Post by: Signe on November 26, 2009, 11:49:49 AM
Congrats!  Which step was this?


Title: Re: EQ 'Next'
Post by: Kageh on November 26, 2009, 11:56:03 AM
Pardon me?


Title: Re: EQ 'Next'
Post by: Montague on November 26, 2009, 01:59:51 PM
Pardon me?

That was @ Grunk. She's wondering which of the 12 steps is necroing a months old thread to wax maudlin about a dead game.


Title: Re: EQ 'Next'
Post by: Signe on November 26, 2009, 05:57:50 PM
Yes.  I seem to have wandered off at some point.  Sorry about that.


Title: Re: EQ 'Next'
Post by: Rendakor on November 26, 2009, 07:21:01 PM
 :popcorn:


Title: Re: EQ 'Next'
Post by: Kageru on November 26, 2009, 07:42:09 PM

I'd like to recapture the past when the thrill and excitement of living in a virtual world was almost enough in itself. When a fringe population of relatively savvy gamers (hey, they had internet!) deeply believed in the medium and everything seemed novel. When cheat sites and convenience add-ons didn't exist and the community wasn't totally dominated by levelling efficiency and progression. When weaknesses in Lore and game mechanics were tolerated because there wasn't really much competition or interest in hopping to a new game as soon as the shiny wore off.

But in reality that age has gone. And it passed in EQ long before WoW was out.

I certainly don't think SOE has shown any ability to rekindle that sort of world. Indeed their increasingly sad attempts to prosper off their first "lucky" fame shows a development studio bereft of ideas or conviction.



Title: Re: EQ 'Next'
Post by: Malakili on November 26, 2009, 07:48:56 PM

I'd like to recapture the past when the thrill and excitement of living in a virtual world was almost enough in itself.



I think it still is enough, its just that barely any MMOs these days actually try to provide anything more than the facade of a virtual world.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on November 27, 2009, 05:30:57 AM
True clans!

Not like those fake ones.


Title: Re: EQ 'Next'
Post by: DLRiley on November 27, 2009, 06:45:16 AM

I'd like to recapture the past when the thrill and excitement of living in a virtual world was almost enough in itself.



I think it still is enough, its just that barely any MMOs these days actually try to provide anything more than the facade of a virtual world.

I don't so. I think that the current incarnation of virtual worlds, large amounts of virtual real estate, social hubs for spammers/crafters/rp'ers and player housing (cause you can't be a true virtual world without it) is pretty lame and most people by now have caught on to that. If you haven't your niche but don't worry mainstream games will keep designing that way (though probably not caring much for social hubs and housing) because that's all anyone knows. I'm waiting for the day when virtual worlds means, a world where shit happens, not just some place for rp'ers to speak in tolken and for crafters to brag about how important they are to the in game economy.  I like to log on and see some orcs not wondering in the woods waiting to be quest/mob grind but pillaging a town, or say that fanatasy army of npc's that always need your help because your some great hero, actually get off their butts and do something and then when I'm asked whether my alignment with X npc faction means something I might give two shits. The world itself must move if you want the players to be remotely interested in it. Just another park for the players to piss in is only interesting to a point.


Title: Re: EQ 'Next'
Post by: Nonentity on November 27, 2009, 10:15:23 AM
I want to play an elf with three boobs. Two isn't cutting it.


Title: Re: EQ 'Next'
Post by: Soln on November 27, 2009, 04:13:31 PM
funny enough until last week I've been playing the project 1999 EQ Emu pretty long.  It's terrific.


Title: Re: EQ 'Next'
Post by: Ubvman on November 27, 2009, 10:53:10 PM
I started out playing EQ approx 5 years after launch and enjoyed it immensely.

Although, EQ 5 years after launch is about as far from "original EQ" as WoW '04 to  EQ '04. Which is a lot. The Vision was murdered by then. Which is a good thing.

No. My guess is that the game grunk played in EQ '04 would be right after the GoD megadisaster and somewhen OoW expansion. The Vision(tm) wasn't exactly dead but wounded badly with a WoW deathblow coming in. It was still the unforgiving game that grunk describes. The Vision(tm) well and truly died (with the head chopped off and garlic stuffed in the pantaloons) when they introduced the Drakkin master race and hirable mercenaries; just so you don't need to find a group to level or be forced to "solo"  :awesome_for_real:.

Getting back on topic...
EQ Next = WoW
nuff' said


Title: Re: EQ 'Next'
Post by: raydeen on November 27, 2009, 11:33:43 PM
Y'know, I gotta sorta agree with the Grunkster a little bit here, at least with EQ1 and the community and fellowship that it inspired. It was a hard ass game even after the Vision had been extinguished but more often than not that brought out the best in people. Yes, there were the asshats who would train the whole zone to the ZO point just for kicks or the numbskulls would would bring the raid to a screeching halt by aggroing things when they should've been at the back being quiet (I...uhh...probably did this on more than one occasion myself), but for the most part, people were great. I miss my old guild, The Lords of Drakova. We were more or less the Boy Scouts of Cazic-Thule, lending a helping hand to any and all that needed it. And it was really cool once I got some high level toons, taking the lowbies on Blackburrow and Crush runs. It was a great game when it was the only game in town and I miss the atmosphere and camaraderie. I also would not for the life of me go back due to the crushing game mechanics. I've grown old and soft and have found that I prefer to solo. Take today for instance. Somehow, I don't know how, I was able to solo (after several tries) Emissary Roman'Kahn in Silithus. He was all big and Anubis looking and elite with a skull for a level, but me and the trusty Void took him down. I would never have been able to do that in EQ. Not even if he was green and several levels below me. WoW, fortunately or unfortunately, has provided the path of least resistance to 'winning' (if there is such a thing in an MMO) and I'm weak and like it. That said, if Sony adjusted the rate of downtime and the ability to be effective against a foe +/- 2 levels at the higher ranks, I might consider resubbing. I never could understand why my BL would die to a blue when there was two of us against one of them. Seriously fucked up level ramping. It got to the point where the only things I could solo were light blues and lower and that just didn't make any sense due to the pitiful lack of exp rolling in. And since everyone else on the server had gone up into the 70's and up, there wasn't too much for lil' ol' level 56 me to do.

In short, EQ was great for it's day, but it, FFXI, and others like it are doomed to being niche because that woot/ding/gratz just doesn't come fast enough and dying sucks.

And I seriously fucked that emissary up and it felt good.


Title: Re: EQ 'Next'
Post by: grunk on November 28, 2009, 07:09:26 AM
FFXI was never niche, even today it has over 300k subs and early it was over a mil.  If a game doesn’t reach WoW numbers it is immediately labeled as a niche title?  Is Aion a niche? 

Everyone likes to rage about WoW breaking the genre.  How it has forced developers to produce these soulless single player mmos.  Once you take away the magic or the “vision” that makes these games special your left with nothing more than a cheap single player experience.   Every time a company produces a WoW clone that fails, it forces people to rethink what makes an MMO successful.  In the end, the only important lesson developers should have learned is the level of polish that Blizzard was dedicated to delivering.

I just find it interesting that people on this board are starting to have second thoughts.  At first it was amazing that one could reach end game without even sending a /tell to another player only to be upset that when they are forced to talk to each other they realize they have nothing in common.   How could we even attach the word community to WoW? 

Even with a busy life style (being an adult?) I’d rather play a game that was harder or took longer even if at the expense of feeling “behind” and that is the problem.  No one wants to feel behind, or lacking or whatever.  Everyone wants to feel like they are on the same playing field but that is simply boring.  So they make the game easy so the player can feel like they are equal or have an equal opportunity to be successful but its all smoke and mirrors.  It’s all bullshit.


Title: Re: EQ 'Next'
Post by: DLRiley on November 28, 2009, 08:52:13 AM
Holy shit! What the fuck was so difficult about EQ?!?!?! Been a while since these 3 smileys describe my reaction to a post  :awesome_for_real: :ye_gods: :uhrr: . If you think difficulty is the time spent getting your ding/gratz, I'm sorry but you're wrong. If you think difficulty is some archaic death penalty, you're wrong. If you think difficulty is having to pug, good god your wrong. If you think difficulty is the game making you take 3 steps back forever 1 step forward? If you think difficulty is spawn camping a spot on the map to prevent the other "noobs" from getting drops? If you think difficulty is dieing randomly because you didn't look at the guide that told you this area is filled with the super elite monsters who you can't kill because your 5 levels below the level requirement and losing several hours worth of xp because you died? Than your wrong, wrong, wrong, wrong, wrong , wrong, wrong. You're so wrong that I kinda wonder how can you possible think your right. You know why I know you're wrong? Because all the things you considered the hallmark of difficulty can be circumvented by a bot with 10 lines of C code. 


Title: Re: EQ 'Next'
Post by: raydeen on November 28, 2009, 08:56:17 AM
I guess niche was the wrong word to use (couldn't think of anything else when I was writing), I just meant that with WoW in the room, 300K is the new 5K sub-wise. EQ, DAoC and FFXI were the kings when 500K was a lot of subs.

I wouldn't mind a 'hard game' again but my life just doesn't have room for it. I'm 40 with a wife, kid, job and mortgage. The only time I get to play is on the weekends and even then, I don't want to wait 2 hours just to start anything. I need to dive in, get shit done, and get out. 10-15 years ago, I would have stood by EQ and proclaimed it the end-all be-all (and I did for the first year or so of WoW). But sadly, I don't have time for chess anymore, just checkers. Others, YMMV.

I will say that the guild I'm in right now on Ravenholdt (Artisans of War) is about the closest I've seen to my old EQ guild. They have fun and help the lowbies and it's a generally great experience. It's bringing back the old feel with none of the slapping and punching and crying.


Title: Re: EQ 'Next'
Post by: Nebu on November 28, 2009, 09:09:03 AM
Holy shit! What the fuck was so difficult about EQ?!?!?!

I wouldn't say "difficult" so much as it was risk-reward.  In EQ you were hesitant to get in over your head.  While the punishment sucked, I miss that aspect.  If you went deep into a dungeon to get the best loot, you risked losing everything (or at least risked a good chunk of time recovering your stuff).  There were no "do-overs", no "quick runs from the spawn point" and no "I'll just keep trying the encounter until I win because there's no penalty not to".   Death is such a trivial thing in today's mmos that we jokingly refer to them as "newbie ports".  While I hated the odd death penalty that you couldn't avoid (trains, lag, etc), I liked the fact that you took risks at times during gameplay.  It gave you a feeling of urgency that I really haven't experienced outside of an FPS since. 



Title: Re: EQ 'Next'
Post by: DLRiley on November 28, 2009, 09:35:00 AM
Nebu no problem with risk vs reward, as long as it is not a cockblock and ultimately we both know the death penalty was a giant cockblock. I have noticed that when most players are dealt with such a decision they generally play like pussies. The reward part becomes negligible because the risk is never worth the reward and if the reward is worth it the risk is negligible. In generally I don't like a game to tell me to be cautious by wasting my time. And really the difference between the EQ era death penalty and the WoW era death penalties are that you in EQ era you waste hours and in WoW you waste minutes. Either way 100% of your playerbase will pick the easy road and play without the risk one way or another by mostly not caring for the reward.

A non-cockblocky death penalty was Guild Wars death penalty. Where death is simply a health and mana debuff that stacks until a certain percentage of health and mana is lost. Why was it great? Because it didn't tell me my playstyle, it simply made it harder for me if I failed without wasting my time. The only thing it forced me to do was get smarter (trying to complete a mission at 40% health due to 60% morale debuff took brains my friends). Also the debuff goes away incrementally when you start kicking ass.


Title: Re: EQ 'Next'
Post by: Nebu on November 28, 2009, 09:49:16 AM
A non-cockblocky death penalty was Guild Wars death penalty. Where death is simply a health and mana debuff that stacks until a certain percentage of health and mana is lost. Why was it great? Because it didn't tell me my playstyle, it simply made it harder for me if I failed without wasting my time. The only thing it forced me to do was get smarter (trying to complete a mission at 40% health due to 60% morale debuff took brains my friends). Also the debuff goes away incrementally when you start kicking ass.

I agree.  My focus was more on playstyle than the death penalty itself.  If you ventured into a dangerous area, you had to do it with caution in classic EQ as you risked the loss of everything.  Summon corpse changed the face of the game drastically as people started to whine and eventually the risk reward went away.  EQ would have been fine without a death penalty, it was the opportunity to lose everything that made it exciting.  That's what made UO and the Zek server of EQ exciting as well.  When you died, you risked losing stuff you had collected. 


Title: Re: EQ 'Next'
Post by: Lantyssa on November 28, 2009, 10:13:48 AM
Yeah, but in UO wasn't re-equipping a trivial task?  In a game where your equipment is the game, it is a much harsher penalty.


Title: Re: EQ 'Next'
Post by: Nebu on November 28, 2009, 10:15:30 AM
Yeah, but in UO wasn't re-equipping a trivial task?  In a game where your equipment is the game, it is a much harsher penalty.

Yes... and I enjoyed that.  If you wanted the best gear, you risked the most to have it.  This is one of the few things that I've ever experienced that gave PvE some sense of urgency.  Granted, it's not for everyone... like perma death.


Title: Re: EQ 'Next'
Post by: Malakili on November 28, 2009, 10:20:39 AM
  It gave you a feeling of urgency that I really haven't experienced outside of an FPS since. 


This is really what I like about those sorts of penalties.  I've had more excitement out of mundane activities in EVE than I have going through the motions in a WoW dungeon.
Higher highs and lowers lows, of course.  I guess though, after years of it losing a bunch of gear doesn't seem that bad.  I can definitely understand the vast majority of people coming from WoW as their very first MMO thinking "holy shit, WoW would be HORRIBLE if I lost all my gear when I died" and they are right, WoW would be.  But they haven't had enough MMO experience to know it isn't the only way to design an MMO.

Also, regarding the idea of a cockblock, its only a cockblock if it doesn't serve another purpose.  But a stupidly high death penalty in WoW, and yeah, its a cockblock simply because the game mechanics are currently designed around a light penalty.  But when a harsh death penalty in a core mechanic of the game, it functions to drive the game (such as the economy in EVE).  Hell, you could probably even justify a much harsher gear related penalty in WoW with just a small change like removing the once per day limit on heroic dungeons.

Anyway, its all based on the context of the game.  So, when people are saying they want a harsher death penalty, I think what they are actually saying is that they are saying they want a game that is designed from the ground up with that in mind, not that they want harsher DPs slapped on to any game.


Title: Re: EQ 'Next'
Post by: grunk on November 28, 2009, 11:19:58 AM
Nebu no problem with risk vs reward, as long as it is not a cockblock and ultimately we both know the death penalty was a giant cockblock. I have noticed that when most players are dealt with such a decision they generally play like pussies. The reward part becomes negligible because the risk is never worth the reward and if the reward is worth it the risk is negligible. In generally I don't like a game to tell me to be cautious by wasting my time. And really the difference between the EQ era death penalty and the WoW era death penalties are that you in EQ era you waste hours and in WoW you waste minutes. Either way 100% of your playerbase will pick the easy road and play without the risk one way or another by mostly not caring for the reward.

A non-cockblocky death penalty was Guild Wars death penalty. Where death is simply a health and mana debuff that stacks until a certain percentage of health and mana is lost. Why was it great? Because it didn't tell me my playstyle, it simply made it harder for me if I failed without wasting my time. The only thing it forced me to do was get smarter (trying to complete a mission at 40% health due to 60% morale debuff took brains my friends). Also the debuff goes away incrementally when you start kicking ass.

I was going to reply to this post but I lost interest. 


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on November 28, 2009, 11:46:42 AM


I was going to reply to this post but I lost interest. 


Title: Re: EQ 'Next'
Post by: Kageh on November 28, 2009, 12:19:36 PM
Holy shit! What the fuck was so difficult about EQ?!?!?! Been a while since these 3 smileys describe my reaction to a post  :awesome_for_real: :ye_gods: :uhrr: . If you think difficulty is the time spent getting your ding/gratz, I'm sorry but you're wrong. If you think difficulty is some archaic death penalty, you're wrong. If you think difficulty is having to pug, good god your wrong. If you think difficulty is the game making you take 3 steps back forever 1 step forward? If you think difficulty is spawn camping a spot on the map to prevent the other "noobs" from getting drops? If you think difficulty is dieing randomly because you didn't look at the guide that told you this area is filled with the super elite monsters who you can't kill because your 5 levels below the level requirement and losing several hours worth of xp because you died? Than your wrong, wrong, wrong, wrong, wrong , wrong, wrong. You're so wrong that I kinda wonder how can you possible think your right. You know why I know you're wrong?

To answer your original question, which might or might not have been trolling - although I tend to assume it was - yes,  I think that is diffculty. I think this was difficulty back since the days of Zelda and Final Fantasy I in the genre of role-playing games: The game being totally balanced against your character, your in-game power being way off compared to the power of the environment that was designed for your level and the game ass-raping you with the cruelest death penalties that you could imagine.

I'm sure you can define difficulty differently for RTS/driving/sports/FPS/adventure games and so on, but yeah, you nailed "difficulty" pretty good for RPGs. Ding, gratz!

Quote
Because all the things you considered the hallmark of difficulty can be circumvented by a bot with 10 lines of C code. 

Yes. Like anything. FPS, RTS, RPG, fighting games. Anything can be circumvented by a bot, although probably not within your clueless 10 lines limit. Assuming you are talking about the time investment in grinding, the bot can sit there for you. He can cast the right spells, counter the right things, sit on his butt and heal. Assuming shooters, a bot can aim for you. Assuming fighting games, a bot can auto-block and throw counters for you. Assuming RTS, a bot can do the trivial but tedious micro-management.


Although, EQ 5 years after launch is about as far from "original EQ" as WoW '04 to  EQ '04. Which is a lot. The Vision was murdered by then. Which is a good thing.
No. My guess is that the game grunk played in EQ '04 would be right after the GoD megadisaster and somewhen OoW expansion. The Vision(tm) wasn't exactly dead but wounded badly with a WoW deathblow coming in. It was still the unforgiving game that grunk describes. The Vision(tm) well and truly died (with the head chopped off and garlic stuffed in the pantaloons) when they introduced the Drakkin master race and hirable mercenaries; just so you don't need to find a group to level or be forced to "solo"  :awesome_for_real:.

I'd say Vanilla EQ + Kunark + Velious is what qualifies as Vision canon (coincindentally done when McQ was still holding the reins). Most of the stuff past Luclin (including Luclin) made huge efforts to lessen the degree of uber catassing required to get anything done. EQ 2004 had stuff like "fast" travel (PoK/Spires), instancing (LDoN) and a few other very notable improvements which would have never made it live in the Vision era.

P.S. Heh, mercenaries, no kidding? Never went back to EQ once EQ2/WoW were out, I missed out on all the fun!


Title: Re: EQ 'Next'
Post by: Goreschach on November 28, 2009, 02:17:10 PM
Grunk has apparently gone sane, and now we have DLRiley. Coincidence?


Title: Re: EQ 'Next'
Post by: raydeen on November 28, 2009, 06:00:50 PM
Grunk has apparently gone sane, and now we have DLRiley. Coincidence?

Maybe it's a case of Jekyll and Hyde. Did you ever notice you never see grunk and DL at the same time...?


Title: Re: EQ 'Next'
Post by: Venkman on November 28, 2009, 06:09:44 PM
EQ1 wasn't hard. It was tedious. The difference is in knowing the path versus walking the path. The latter is why WoW crushed it to bonedust and why so many newer games are easymode for anyone who cut their teeth on EQ1. There's not a big enough market for people seeking tedium to justify throwing a AAA budget at it. Conversely, this is the reason budgets for modern MMOs are so much more than they were in the early days. Other genres got big budgets (relative to the time), but MMOs were experimental until the right formula was hit.

And that formula for the Western market is predominantly soloable quest grinds with the occasional opportunity to group in small enough numbers that comprise a RL circle of friends.

XP loss and corpse runs are the very essence of punishing tedium that drives people to play ultra conservatively and seek predictability. They are safely enshrined in the past history of the genre.

Yeah, but in UO wasn't re-equipping a trivial task?  In a game where your equipment is the game, it is a much harsher penalty.

Yes... and I enjoyed that. 

Depends on the era of UO. From what I remember, I could farm to my hearts content in GM gear, which by the time I played UO, was both easy to craft and cheap to buy. I could don by Invuln stuff, but most times I didn't need to, and the risk of losing it was too high.


Title: Re: EQ 'Next'
Post by: Malakili on November 28, 2009, 06:39:42 PM

XP loss and corpse runs are the very essence of punishing tedium that drives people to play ultra conservatively and seek predictability. They are safely enshrined in the past history of the genre.


I actually agree with this.  I, generally, dislike XP loss and corpse runs.  I, however, like "full loot."   Of of the things about the full loot system is that you are never really going to hit that magical "I have all the loot I want" spot.  The loot ceases to be a loot grind because saving up the perfect set of gear is simply not a reasonable possibility.  Certainly people want better gear for a variety of reasons. However, the dynamic life of a character which loses gear, has to get some new stuff, cobbles together a reasonable set to take out to PvP with without putting all their eggs in one basket, etc, is much more to my liking than the simple "Got Epic 1, now time to grind for Epic 2, Now time to grind Epic 3, oh I have a full set, wait for new loot to be released"  That loot treadmill makes me bored to tears (though I'll admit there was a time when I enjoyed it). 

EVE for instance, has loot loss, but it doesn't have corpse runs, necessarily, and it has avoidable skill loss.  Loot though, means that game has a constantly movement of resources, which adds a huge amount to potential game play.  Recovering from a loot loss isn't a big deal unless you are an idiot and spend all you resources on the gear you were using at the time of death.  But that isn't a BAD thing, it just means the "top end" gear for a given character isn't defined by the top end they can possibly acquire, but rather the top end they can afford to lose.  This isn't a big deal to me. 


Anyway, I'll agree with you in terms of XP loss definitely.  I don't like *mandatory* corpse runs (like in WoW), but I don't mind if my loot gets dropped and I can choose to go retrieve it (if I think it'll still be there), or not.

I think there is just a ton you can add when loot is constantly moving around/ out of the economy, that just can't be replicated in an economy in which items are BoE/BoP and never go away.


Title: Re: EQ 'Next'
Post by: Azazel on November 28, 2009, 06:47:50 PM
EQ1 wasn't hard. It was grindy and punitive. That's not hard.


Title: Re: EQ 'Next'
Post by: Trippy on November 28, 2009, 06:56:39 PM
Depends on when you played. When the SSoY was the best weapon you could reasonably get things were a wee bit more challenging :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Azazel on November 28, 2009, 07:00:23 PM
I played from pre-Kunark until about 3-4 months into WoW. With another month or so in Sept 2005. The days when you saved up and then ran to Highhold to buy ringmail off players as it dropped off the gnolls from people trying for a PGT. It still wasn't especially hard, but damn it was punitive.


Title: Re: EQ 'Next'
Post by: grunk on November 28, 2009, 07:41:24 PM
Holy shit! What the fuck was so difficult about EQ?!?!?! Been a while since these 3 smileys describe my reaction to a post  :awesome_for_real: :ye_gods: :uhrr: . If you think difficulty is the time spent getting your ding/gratz, I'm sorry but you're wrong. If you think difficulty is some archaic death penalty, you're wrong. If you think difficulty is having to pug, good god your wrong. If you think difficulty is the game making you take 3 steps back forever 1 step forward? If you think difficulty is spawn camping a spot on the map to prevent the other "noobs" from getting drops? If you think difficulty is dieing randomly because you didn't look at the guide that told you this area is filled with the super elite monsters who you can't kill because your 5 levels below the level requirement and losing several hours worth of xp because you died? Than your wrong, wrong, wrong, wrong, wrong , wrong, wrong. You're so wrong that I kinda wonder how can you possible think your right. You know why I know you're wrong?

To answer your original question, which might or might not have been trolling - although I tend to assume it was - yes,  I think that is diffculty. I think this was difficulty back since the days of Zelda and Final Fantasy I in the genre of role-playing games: The game being totally balanced against your character, your in-game power being way off compared to the power of the environment that was designed for your level and the game ass-raping you with the cruelest death penalties that you could imagine.

I'm sure you can define difficulty differently for RTS/driving/sports/FPS/adventure games and so on, but yeah, you nailed "difficulty" pretty good for RPGs. Ding, gratz!

Quote
Because all the things you considered the hallmark of difficulty can be circumvented by a bot with 10 lines of C code. 

Yes. Like anything. FPS, RTS, RPG, fighting games. Anything can be circumvented by a bot, although probably not within your clueless 10 lines limit. Assuming you are talking about the time investment in grinding, the bot can sit there for you. He can cast the right spells, counter the right things, sit on his butt and heal. Assuming shooters, a bot can aim for you. Assuming fighting games, a bot can auto-block and throw counters for you. Assuming RTS, a bot can do the trivial but tedious micro-management.


Although, EQ 5 years after launch is about as far from "original EQ" as WoW '04 to  EQ '04. Which is a lot. The Vision was murdered by then. Which is a good thing.
No. My guess is that the game grunk played in EQ '04 would be right after the GoD megadisaster and somewhen OoW expansion. The Vision(tm) wasn't exactly dead but wounded badly with a WoW deathblow coming in. It was still the unforgiving game that grunk describes. The Vision(tm) well and truly died (with the head chopped off and garlic stuffed in the pantaloons) when they introduced the Drakkin master race and hirable mercenaries; just so you don't need to find a group to level or be forced to "solo"  :awesome_for_real:.

I'd say Vanilla EQ + Kunark + Velious is what qualifies as Vision canon (coincindentally done when McQ was still holding the reins). Most of the stuff past Luclin (including Luclin) made huge efforts to lessen the degree of uber catassing required to get anything done. EQ 2004 had stuff like "fast" travel (PoK/Spires), instancing (LDoN) and a few other very notable improvements which would have never made it live in the Vision era.

P.S. Heh, mercenaries, no kidding? Never went back to EQ once EQ2/WoW were out, I missed out on all the fun!

Good stuff here, thanks.


Title: Re: EQ 'Next'
Post by: Bzalthek on November 29, 2009, 02:49:10 AM
Grunk has apparently gone sane, and now we have DLRiley. Coincidence?

R: "Ah, I think I've got it. A man talking sense to himself is no madder than a man talking nonsense, not to himself."

G: "Or just as mad."

R: "Or just as mad."

G: "And he does both."

R: "So there you have it."

G: "Stark raving sane."


Title: Re: EQ 'Next'
Post by: Stormwaltz on November 29, 2009, 11:32:51 AM
Of of the things about the full loot system is that you are never really going to hit that magical "I have all the loot I want" spot.  The loot ceases to be a loot grind because saving up the perfect set of gear is simply not a reasonable possibility.

That's one of the reasons I support item decay. It's not even close to being the best reason, but it's in there.  :grin:

I think for some Achievers, such a system just becomes an endless grind. They can't not have the best equipment, and would run themselves into burnout to get it and keep it.


Title: Re: EQ 'Next'
Post by: WindupAtheist on November 29, 2009, 12:19:03 PM
Man it's true, grunk isn't even being THAT crazy this time. He even sorta owned DLRiley with that "I was going to reply to this post but I lost interest" thing. What the crap. Grunk go huff some paint until you're back to being the f13 phuckin' lunatic mascot we all love tolerate know about.


Title: Re: EQ 'Next'
Post by: Venkman on November 29, 2009, 01:41:18 PM
I think for some Achievers, such a system just becomes an endless grind. They can't not have the best equipment, and would run themselves into burnout to get it and keep it.

In all seriousness, how is that any different from right now?


Title: Re: EQ 'Next'
Post by: Draegan on November 30, 2009, 07:46:03 AM
Item Decay?  Really? 


Title: Re: EQ 'Next'
Post by: Stormwaltz on November 30, 2009, 10:24:23 AM
Item Decay?  Really?  

I like item decay for its macro effects.

I'm a crafter.

I make the best sword for everyone in my guild.

I'm out of a job.

Most MMGs are not EVE, in which the destruction of resources by PvP serves to drive the economy and curb MUDflation.


Title: Re: EQ 'Next'
Post by: Demonix on November 30, 2009, 10:55:14 AM
Depends on when you played. When the SSoY was the best weapon you could reasonably get things were a wee bit more challenging :awesome_for_real:


Never did get my hands on that or a single piece of rubicite, despite all my camping.
-grumble grumble-

I did manage to get jboots by camping najera for 15 hours.

Still, i'm glad those kinds of mechanics are in the past...mostly because I have bills to pay.


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on November 30, 2009, 11:27:11 AM

15 hours.

15 hours.

15 hours.


 Now I know some of you may have fond memories of everquest and even miss that 'hardcore' playstyle but I've already played those games and I'm nearing thirty so all I can say is...

Fuck.That.


Title: Re: EQ 'Next'
Post by: Nebu on November 30, 2009, 11:34:30 AM
Fuck.That.

I still marvel at the fact that I camped jboots, Ghoulbane, an SMR, a SSOY, an FBSS, and other items all while staring at a spell book when the game was in its infancy.  It's pretty amazing what we were willing to tolerate back in those days.  Now I find myself stabby if I have to wait 2 mins for a quest mob to respawn in WoW. 

I agree 100% with your sentiment. 

also... CAMP CHECK!


Title: Re: EQ 'Next'
Post by: Ratman_tf on November 30, 2009, 12:39:35 PM
I like item decay for its macro effects.

I'm a crafter.

I make the best sword for everyone in my guild.

I'm out of a job.

Most MMGs are not EVE, in which the destruction of resources by PvP serves to drive the economy and curb MUDflation.

As a crafter, I like item decay. It's an elegant solution to item glut.

As a player, I hate item decay. It's like a maddening itch to know that my hard earned Razor Sword of Catass is slowly falling apart.


Title: Re: EQ 'Next'
Post by: Shatter on November 30, 2009, 12:43:19 PM
I spent 8 months camping mob after mob after mob getting my Enchanter Epic Snake Staff(forgot actual name).  8 months of daily mob checking and competing with other guilds for rare spawns that popped once every 3 days or some shit.  My second favorite is dying on a POF wipe and waiting 6 hours naked for another guild to go clear it so we could get our shit back.  6 hour corpse run baby! 


Title: Re: EQ 'Next'
Post by: Ingmar on November 30, 2009, 12:55:38 PM
Item decay exposes the inner gears and wheels driving the subscription engine too much for my tastes.

Also any game with it better have one hell of a great inventory management system, since everyone is going to be carrying around extra stuff to use on content that isn't important enough to use some of the precious lifespan of your +12 Sword of Awesome.


Title: Re: EQ 'Next'
Post by: Nebu on November 30, 2009, 01:02:30 PM
Why not just have weapons repairable by weapon crafters, armor repairable by armor crafters, etc?  Seems to value crafting without pissing off achievers.  You still have people macro crafting as a matter of convenience either way, so it would serve the same purpose. 


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on November 30, 2009, 02:04:42 PM
Well, there already is a sort of item decay in WoW, as in the more you get hit/use your sword the lower it's durability. I think outright destroying items would be too much a kick in the balls.  On the other hand though lets say only a smith could repair your sword, while it's a neat idea if it's 2am and i wanna do a quest but cant find any smith around and half my gear is broken, am I fucked? I'd like to think not.


Title: Re: EQ 'Next'
Post by: Nebu on November 30, 2009, 02:08:14 PM
Well, there already is a sort of item decay in WoW, as in the more you get hit/use your sword the lower it's durability. I think outright destroying items would be too much a kick in the balls.  On the other hand though lets say only a smith could repair your sword, while it's a neat idea if it's 2am and i wanna do a quest but cant find any smith around and half my gear is broken, am I fucked? I'd like to think not.

Have two of everything.  Redundancy is the trademark of MMO's!


Title: Re: EQ 'Next'
Post by: LK on November 30, 2009, 02:16:27 PM
In games like WoW and EQ, there wasn't enough resources going out of the system to keep the value on resources being produced. Making something and having it be there forever and ever and ever hurts a good crafting system. EVE is the epitome of keeping resources valuable via a consumption rate / demand that keeps up with supply.

Those are more "life" / "world" aspects of an MMO. For some they just want to plop down and play the "game" aspect of the MMO without worrying about doing things like upkeep, resource acquisition, etc. I don't blame them either. Sometimes I want to build. Sometimes I want to kill.

Also, losing everything in a death in an MMO is like going back to the lobby between multiplayer matches in a first person shooter: it's a GREAT way get your player to stop playing. Minimal downtime along with a consistent experience keeps people subscribed and happy.


Title: Re: EQ 'Next'
Post by: Stormwaltz on November 30, 2009, 03:49:45 PM
Why not just have weapons repairable by weapon crafters, armor repairable by armor crafters, etc?  Seems to value crafting without pissing off achievers.

I discarded that idea in 2004. Repair is not crafting. Making a new item is crafting.

The joy of crafting is in adding something to the world that didn't exist before. Ideally, you get to customize it for to the satisfaction of the customer or your own artistic sensibility.

Repair pisses off both crafters and achievers, leads to Item Enchanter / Entertainer buffbots, and therefore serves no audience at all.


Title: Re: EQ 'Next'
Post by: Fordel on November 30, 2009, 03:55:47 PM
Crafters are just crazy people in disguise.


Title: Re: EQ 'Next'
Post by: Slyfeind on November 30, 2009, 05:02:59 PM
This thread makes me want 1999 back. :(


Title: Re: EQ 'Next'
Post by: fuser on November 30, 2009, 05:03:51 PM
I spent 8 months camping mob after mob after mob getting my Enchanter Epic Snake Staff(forgot actual name).  8 months of daily mob checking and competing with other guilds for rare spawns that popped once every 3 days or some shit.  My second favorite is dying on a POF wipe and waiting 6 hours naked for another guild to go clear it so we could get our shit back.  6 hour corpse run baby! 

Skip that, I lost my soul getting orb of mastery skittle stick items from kedge keep, and the horrors in plane of motherfucking sky. But really the accomplishment at the end was nice (then they nerfed the summoned pet all to hell).

Speaking of which with items, I really miss the chance you had in EQ to have an item before it was nerfed in its original state (see COS).


Title: Re: EQ 'Next'
Post by: UnSub on November 30, 2009, 06:47:20 PM
This thread makes me want 1999 back. :(

Here you go:

(http://1.bp.blogspot.com/_d6f4H-GEynw/Sd0x0iwXwjI/AAAAAAAAAO0/GYY9Eed1GSQ/s400/Prince_1999_single.jpg)


Title: Re: EQ 'Next'
Post by: Surlyboi on November 30, 2009, 07:29:54 PM
also... CAMP CHECK!

Green Room.


Title: Re: EQ 'Next'
Post by: WindupAtheist on November 30, 2009, 08:03:05 PM
If you're gonna have item decay, individual items can't be that important. It worked in pre-2002 UO because a crafter could easily churn out piles and piles of gear that was competetive with even the best looted stuff. Plus even the good looted stuff was relatively easy to get. It's not like there would be a 40 man raid to get 1 guy a new helmet in UO. Item decay in a game with a gear system like WoW would be brutal and pointless.


Title: Re: EQ 'Next'
Post by: Malakili on November 30, 2009, 08:08:23 PM
If you're gonna have item decay, individual items can't be that important. It worked in pre-2002 UO because a crafter could easily churn out piles and piles of gear that was competetive with even the best looted stuff. Plus even the good looted stuff was relatively easy to get. It's not like there would be a 40 man raid to get 1 guy a new helmet in UO. Item decay in a game with a gear system like WoW would be brutal and pointless.

I think the point is not to make a gear system like WoW, I could be wrong though. :why_so_serious:


Title: Re: EQ 'Next'
Post by: Ubvman on November 30, 2009, 11:17:11 PM

15 hours.

15 hours.

15 hours.


 Now I know some of you may have fond memories of everquest and even miss that 'hardcore' playstyle but I've already played those games and I'm nearing thirty so all I can say is...

Fuck.That.

Its just a Vision(tm) thing really...  :grin:

Edit -
PS:
15 hours is nothing. I have camped the old school cleric epic (the rez stick) in Nagafen's lair for something like 30 hours straight (and in shifts of 5 days) for SOMEONE ELSE, for the only guild cleric that raids regularly. The Ragefire camp got so bad that when Verant (pre-SOE) changed it to a triggerable outdoors spawn, it made  news on the BBC. (http://news.bbc.co.uk/2/hi/technology/2255330.stm) And what we did for our cleric was the norm for our server. Unwritten rules and ethics were followed to the letter, there was another cleric who was next in line and he too helped us camp the damn dragon (and we helped him kill his Dragon 5 days later) - no thought of Kill-stealing on such a major endeavor, at least on the Quellious server.

Now putting discussion on punishing cockblock gameplay like that aside, what game nowadays engenders such a sacrifice of virtual blood sweat and tears for virtual toons that you would hardly know in RL? Not endorsing EQ or the Vision(tm) of course, but the punishing gameplay produced incredible camaraderie amongst the guild people that you need to rely on to advance in the game.

PPS:
The monk epic is the stupidest "camping" epic (not hard at all - just all camp) . Seven day camps were not unknown with the Monk epic in a dark cave fighting random green frogloks waiting for Raster (anagram for rarest - ho ho ho - such wit that Vision(tm).)  


Title: Re: EQ 'Next'
Post by: Slyfeind on November 30, 2009, 11:19:56 PM
This thread makes me want 1999 back. :(

Here you go:


Woo!


Title: Re: EQ 'Next'
Post by: Kageh on December 01, 2009, 12:31:54 AM
Fuck.That.

I still marvel at the fact that I camped jboots, Ghoulbane, an SMR, a SSOY, an FBSS, and other items all while staring at a spell book when the game was in its infancy.  It's pretty amazing what we were willing to tolerate back in those days.  Now I find myself stabby if I have to wait 2 mins for a quest mob to respawn in WoW. 

I agree 100% with your sentiment. 

also... CAMP CHECK!

I agree with the agreement as well. Ghoulbane, check, SSOY, check, no FBSS :sad_panda: ... yet!

Camp check: Executioner! Still need my FBSS!


Title: Re: EQ 'Next'
Post by: Merusk on December 01, 2009, 03:52:03 AM
Why not just have weapons repairable by weapon crafters, armor repairable by armor crafters, etc?  Seems to value crafting without pissing off achievers.  You still have people macro crafting as a matter of convenience either way, so it would serve the same purpose. 

Because when Devs go this route, they still feel the need to enforce resource rarity and tiers of equipment OR a combination of the two.  A noob crafter can't make the same thing as a master.. and the masters must be better, after all.  It's in the MMO laws of the universe and "more realistic!"

The crafters then have a lock on the resources for farming as only their friends get the best equipment, or at least first shot at it.  Typically the highest tier have guilds farming and pushing mats at them and those not in the loop must pay a premium or compete against this cabal for those resources. 

What winds up happening then is you get to spend your time farming cash or crafting mats instead of camping items.   SWG was a great example of this.. and made worse by those in beta who knew how to abuse the Factory 'bug' that was fixed about two weeks after the game went live.  They were already masters while others were still struggling in the mid-tiers.


Title: Re: EQ 'Next'
Post by: DLRiley on December 01, 2009, 04:09:57 AM
Merusk  just summarize why I avoid games with crafting as a "major feature".


Title: Re: EQ 'Next'
Post by: Lantyssa on December 01, 2009, 04:04:28 PM
I discarded that idea in 2004. Repair is not crafting. Making a new item is crafting.
How about Fallout 3's repair system?

Make it so you cannot lose the item, however you need others of the same type to repair it.  Make its effectiveness based on its condition and people will always want repair materials.  I wouldn't have decay be quite as fast as Fallout's, nor vary the effectiveness too much, but it's a good basis.  Let people trade-off effectiveness versus repair costs while making a constant market for crafters.

Fallen Earth uses decay and repair kits.  They're not needed much, at least at the low levels though.  Following their long-term crafting system should provide some interesting insights.


Title: Re: EQ 'Next'
Post by: Ingmar on December 01, 2009, 04:29:30 PM
There's still something that rubs me the wrong way about even a system like that. It rewards one playstyle directly at the expense of another, I think, almost like a crafting version of ganking someone in STV.

EDIT: OK that's overstating it. But still, I don't think the item maintenance minigame adds much 'fun' unless you're specifically trying to capture a setting flavor thing like Fallout 3, where there just aren't any new things being made.


Title: Re: EQ 'Next'
Post by: Kageru on December 01, 2009, 05:51:40 PM

The wow crafting system works fine. Crafters can make a number of highly desirable items but they're all consumable (potions, item enhancers), crafter unique advantages (eg. enchanters are the only ones with ring buffs) or vanity items (the hog). It also provides specialised gear (like a newbie PvP suit) and raid gear via recipes dropped in raids. So crafting and the raw materials to feed it do have a high value.

What it doesn't do is allow crafters to be the core of item progression, which would make no sense in a PvE progression game.


Title: Re: EQ 'Next'
Post by: Xurtan on December 01, 2009, 06:21:58 PM
I must be the one person that positively loathed the WoW crafting system. I'm still rather partial to EQII's current system, personally. (Not to mention the click one button > craft all aspect makes me want to /wrist. I want to make the item, damnit, not watch a bar go across the screen. But then, that's a whole different complaint.)


Title: Re: EQ 'Next'
Post by: Lantyssa on December 01, 2009, 08:14:32 PM
EDIT: OK that's overstating it. But still, I don't think the item maintenance minigame adds much 'fun' unless you're specifically trying to capture a setting flavor thing like Fallout 3, where there just aren't any new things being made.
I'm of two minds about it.  If you have a serious crafter focus, then there needs to be a way to make all kinds of items desirable.  However I am against ever taking away items.

Think of WoW as it is now.  Not so much the crafting aspect, but item damage.  If you could buy a sword (or whatever item) and use it to repair your weapon in the field, would you like that?

Appearance tabs and social clothes are another way.  I had so many sets of clothes in SWG it was unreal.  Houses dedicated to clothing storage.


Title: Re: EQ 'Next'
Post by: WindupAtheist on December 01, 2009, 09:39:37 PM
Man I miss UO circa like 2001. After they nerfed PK but before they removed meaningful item decay so they could add uberitems and Diabloize everything. You'd go up to the public forge in Britain where there were always 2 or 3 player blacksmiths hanging out. Then you'd tell one of them you wanted a valorite platemail suit with a norse helmet, two broadswords, and a heater shield. He'd tell what it cost. You'd offer to buy two sets and throw in a nice tip. You'd put one set on, chuck the other one in the bank, and that was it. You were good to do anything in the game. You could go ages without interacting with an NPC for any reason other than to stable your pets or access your bank.

(http://blogs.pcmag.com/atwork/images/angry_old_man.jpg)


Title: Re: EQ 'Next'
Post by: Kageru on December 01, 2009, 09:53:48 PM

Why this is being discussed in an EQ thread escapes me. From memory EQ crafting was buy lots of vendor items, maybe a couple you found yourself, and hope the combine doesn't fail.

I'm not sure how you can "loathe" WoW crafting. Raw materials go in, usable items come out and the implementation is fully supportive of their design goals of being adventure focused rather than people hanging around a forge. I can see wanting a game about crafting, but WoW will never be that game. Better animations for the trade-skills? Why when nobody watches them anyway.

I'm quite enjoying crafting in Fallen Earth though. In a post-apocalyptic world it makes sense that people would be scrounging and making stuff. Their system of crafts taking a long time but running in the background is not realistic but excellent for slowing the pace of production without making gameplay dull. More complex items having more subcomponents, experimentation to suck up some of the excess production and advantages to being a dedicated crafter is all quite cool.


Title: Re: EQ 'Next'
Post by: Stabs on December 02, 2009, 03:13:01 AM
What I would like to see in Everquest Next is a game that focusses on levelling.

I preferred levelling to the stuff there is to do at level cap. I like getting exp and dings but don't need 3 dings an hour. I remember Diablo 2 with great affection, a game where no one hit max level for almost a year (and it was an exciting race between GerBarb and RusBarb).

Instead of trying to be bad WoW it would be great to see this title aim for a now empty niche of a game where virtually no one has maxxed out. For many MMO fans our favourite memories are of times when everyone was trying to progress through the ranks.

I realise I'm basically asking for grind but I'd prefer that to aimlessly flying circles around Dalaran wondering if I can be bothered to do a daily for gold I don't need.


Title: Re: EQ 'Next'
Post by: Kageh on December 02, 2009, 05:54:30 AM
I agree, the journey to get to the endgame has lost a lot of importance since everyone seems to design the game around the concept of all the fun being at the endgame.

I actually think that vanilla WoW was awesome (and the oldskool EQ had merit too) in that regard, because so much of the PVE content was original and memorable to experience. Zone design, instances (dungeons in EQ), the unbelievably long and "epic" quest chains that led you all the across the world - assuming the reward was worth it - all that was contributing to not feel like "You're missing out of all the fun if you're not at the endgame".

The problem is that, unless the game has a very steady influx of new players, everyone drifts to the top of the level pyramid eventually, and not enough lowbies start to keep the low-level game fun. You noticed that even in WoW after a while, and WoW certainly kept selling boxes at an unbelievable pace. Then, one day, the whole effort you put into the low-level game becomes obsolete.


Title: Re: EQ 'Next'
Post by: statisticalfool on December 02, 2009, 06:06:58 AM
I agree, the journey to get to the endgame has lost a lot of importance since everyone seems to design the game around the concept of all the fun being at the endgame.

I actually think that vanilla WoW was awesome (and the oldskool EQ had merit too) in that regard, because so much of the PVE content was original and memorable to experience. Zone design, instances (dungeons in EQ), the unbelievably long and "epic" quest chains that led you all the across the world - assuming the reward was worth it - all that was contributing to not feel like "You're missing out of all the fun if you're not at the endgame".

The problem is that, unless the game has a very steady influx of new players, everyone drifts to the top of the level pyramid eventually, and not enough lowbies start to keep the low-level game fun. You noticed that even in WoW after a while, and WoW certainly kept selling boxes at an unbelievable pace. Then, one day, the whole effort you put into the low-level game becomes obsolete.

I think for a traditional level-based game, only studios like Blizzard working on AAA games can afford to spend lots of time making lots of high-quality non-level-cap content. It certainly has paid off handsomely, but there just isn't enough money in most efforts to sustain building 3 or 4 different places for level 20-25 players to go for ten hours.

WAR seems in specific to have failed along these lines: wasted effort on duplication (home cities), a T1 that was fun, and then both, too long of a grind to get to T4, because they were scared of people finding out how poorly thought out T4 was.

(maybe they should make T4 free to play, and then force you to subscribe to be able to play T1)


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 07:20:20 AM
Remove levels.
Character advancement is based on equipment, and skill acquisition.
Add in full loot PVP with a little flavor of even noobs can tackle.

Sounds awesome to me.


Title: Re: EQ 'Next'
Post by: Kageh on December 02, 2009, 07:46:53 AM
Agree on the levels, full looting is kind of harsh though, especially if you link advancement to levels. It's like losing half of your character progress, if the items are all you have to show for it.

I'd rather want levels as a general indicator and not as the absolute deal-breaker that they are today. Something like Guild Wars levels. Or Demon's Souls, which actually has an awesome leveling/PVP implementation IMO.

I think for a traditional level-based game, only studios like Blizzard working on AAA games can afford to spend lots of time making lots of high-quality non-level-cap content. It certainly has paid off handsomely, but there just isn't enough money in most efforts to sustain building 3 or 4 different places for level 20-25 players to go for ten hours.

This is a good observation, and I think that WoWs polish at lower levels (1-40 mainly) originates from a time where lower levels were supposed to take a lot longer than they were tweaked to in the retail launch. Back in 2004, I was marveling at the time and ressources it must've taken to design various dungeons and unique equipment pieces in the 10-20 level range (think: an entire blue *set* from wailing caverns for levels 13-17), when a focused player can mow through all that in a day and jump from level 9 green equipment to level 21 green equipment. I kept hearing that back in WoW closed beta leveling took a lot longer.

It also probably would be possible to have the lower level (non-endgame) take longer if your game is polished and content-featured enough to be fun at that stage. 20 hours for 20-25 can be very short if you're having fun or one heck of a problem if you keep counting mob kills to next ding.



Title: Re: EQ 'Next'
Post by: raydeen on December 02, 2009, 07:56:00 AM
Remove levels.
Character advancement is based on equipment, and skill acquisition.
Add in full loot PVP with a little flavor of even noobs can tackle.

Sounds awesome to me.

So Guild Wars++? The only problem I see with that it is that A.) They'll never do it because Blizz hasn't done it yet and therefore it would never work in their minds, and B.) it completely negates 99 and 44/100ths of the game they worked so long on. I loved the concept of GW's instant 20(?) PvP but at that point it became old because it was basically Quake or UT with swords and spells instead of blasters and I got tired of that real quick. I'd like the model more if it was placed in an open world instead of a set number of small maps. When I saw some of the teaser vids of WAR where there were dozens (maybe hundreds) of players attacking and defending a city, I thought it was going to be fantastic. And as everyone has said, T1 was great, but then the bottom fell out and frankly I lost the will to get to the point where I could have maybe participated in an epic fight like that. And from what I've read, I don't even think it would've been possible given their engine and server tech.

Sometimes I just want to say 'Fuck it' and go back to Arena and Daggerfall. They both felt like MMOs before I had ever played one.  I'm still hoping that someday I'll find a game that's close to being Daggerfall Online.  Probably never happen.


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 08:08:40 AM
Remove levels.
Character advancement is based on equipment, and skill acquisition.
Add in full loot PVP with a little flavor of even noobs can tackle.

Sounds awesome to me.

So Guild Wars++? The only problem I see with that it is that A.) They'll never do it because Blizz hasn't done it yet and therefore it would never work in their minds, and B.) it completely negates 99 and 44/100ths of the game they worked so long on. I loved the concept of GW's instant 20(?) PvP but at that point it became old because it was basically Quake or UT with swords and spells instead of blasters and I got tired of that real quick. I'd like the model more if it was placed in an open world instead of a set number of small maps.

Well it was more of a general armchair dev statement.  Also my game would be in a small-medium sized world with no instancing and a max online server population numbering in the 100's rather than 1000's.

Agree on the levels, full looting is kind of harsh though, especially if you link advancement to levels. It's like losing half of your character progress, if the items are all you have to show for it.

I'd rather want levels as a general indicator and not as the absolute deal-breaker that they are today. Something like Guild Wars levels. Or Demon's Souls, which actually has an awesome leveling/PVP implementation IMO.




Full loot is fine because in my magic game gear acquisition is easier and isn't as a pain in the ass as WOW.  Think diablo style gear dropping but maybe not as random.


Title: Re: EQ 'Next'
Post by: Valmorian on December 02, 2009, 08:33:50 AM
Draegan has the right idea.

Character progression could concentrate on breadth and vanity instead of power level.  The level 80 game in WoW demonstrates quite clearly that people will spend tons of time without the promise of new levels, so why not just remove them?  Have Talent trees and diversification of abilities become the new progression path.

Other ways to progress might include gaining damage bonuses vs. specific creature types after fighting them long enough, character titles, vanity items like customizable armor and weapon appearances, character reputation that would open up new quests, etc..

Since character power stays relatively constant, new content would be accessable to a larger group of players, a much larger "game world" results as well...


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 08:53:19 AM
I retyped this post and added a bit to it in the game dev forum as to not annoy people with shitty armchair developing.

However, to the point of these DIKU games, people love the gear chase and the dungeon crawl.  They hate having to go through tons of content just to get to where their friends are.  Take out levels.  A noob will be like doing heroics with someone doing 1200 dps.  It can be done, it just takes longer and usually others pick up the slack.

The only difference is that they arn't slogging through leveling content while everyone else is at the party.

Replace the level grind completely with the gear grind.  This also happens to get rid of the kill 10 rat quests and leave just "quests" for cool gear.  Give me a few million dollars some programmers, artists and whatever else I need and I'll make a DIKU game even schild would play for more than a week.


Title: Re: EQ 'Next'
Post by: Pennilenko on December 02, 2009, 09:29:13 AM
I retyped this post and added a bit to it in the game dev forum as to not annoy people with shitty armchair developing.

However, to the point of these DIKU games, people love the gear chase and the dungeon crawl.  They hate having to go through tons of content just to get to where their friends are.  Take out levels.  A noob will be like doing heroics with someone doing 1200 dps.  It can be done, it just takes longer and usually others pick up the slack.

The only difference is that they arn't slogging through leveling content while everyone else is at the party.

Replace the level grind completely with the gear grind.  This also happens to get rid of the kill 10 rat quests and leave just "quests" for cool gear.  Give me a few million dollars some programmers, artists and whatever else I need and I'll make a DIKU game even schild would play for more than a week.

I would play the type of game you are preaching, it wouldn't even have to be perfect.


Title: Re: EQ 'Next'
Post by: Typhon on December 02, 2009, 09:53:22 AM
I think you are drastically underestimating the importance of the emotional bond that gets created between a player and the toon during the leveling period.  If your game doesn't in some way replace this, your game wont have long-term subscribers.  A large number of long-term subscribers are what get Blizzard from one glacially-delivered Wow release to the next.

Levels, skills, experience, whatever a particular game calls for are inherent to your character.  Loot, on the other hand, only really becomes important once you have a character that you want to pimp out.  People don't become attached to wearable loot simply because they are ephemeral - the player knows that he's going to replace those items.

Maybe there is some way of building out a character's bio without the use of levels that gate access to content (allowing everyone to play together), but "let's get rid of levels!!!" is only half the solution.  Currently the character bio consists of 1) inherent 'stuff' (e.g. levels/skills/etc), 2) wearable items and 3) memories of play the player has with that character.

I suppose housing might work, but what percent of the total playerbase would accept playing house versus forming an attachement to a toon.  I'm certain it's not 100%.  My gut tells me it's not even 50%.



Title: Re: EQ 'Next'
Post by: Malakili on December 02, 2009, 09:55:11 AM

I would play the type of game you are preaching, it wouldn't even have to be perfect.

Sounds like EVE with a focus on hand crafted PvE content instead of PvP.


Title: Re: EQ 'Next'
Post by: statisticalfool on December 02, 2009, 10:15:19 AM
I think you are drastically underestimating the importance of the emotional bond that gets created between a player and the toon during the leveling period.  If your game doesn't in some way replace this, your game wont have long-term subscribers.  A large number of long-term subscribers are what get Blizzard from one glacially-delivered Wow release to the next.

Levels, skills, experience, whatever a particular game calls for are inherent to your character.  Loot, on the other hand, only really becomes important once you have a character that you want to pimp out.  People don't become attached to wearable loot simply because they are ephemeral - the player knows that he's going to replace those items.

Maybe there is some way of building out a character's bio without the use of levels that gate access to content (allowing everyone to play together), but "let's get rid of levels!!!" is only half the solution.  Currently the character bio consists of 1) inherent 'stuff' (e.g. levels/skills/etc), 2) wearable items and 3) memories of play the player has with that character.

I suppose housing might work, but what percent of the total playerbase would accept playing house versus forming an attachement to a toon.  I'm certain it's not 100%.  My gut tells me it's not even 50%.



I am totally with you that something is needed to attach people to toons, (and give gamers a ramp-up from 1 button to press to 20) but do you think that you need a full on classic WoW or EQ grind? I feel like a GW length campaign hits the sweet spot (and makes it plausible to develop more of those, as they did).


Title: Re: EQ 'Next'
Post by: Lantyssa on December 02, 2009, 10:37:36 AM
Guild Wars campaigns could stand to be shorter.  Even if you had several leading up to one grand story, there need to be more discrete, short arcs.  As much as I love GW, I've still only ever beaten one campaign despite putting in some ungodly number of hours.

I'm hoping GW2 will be a good model for a lot of these ideas.


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 11:02:55 AM
I think you are drastically underestimating the importance of the emotional bond that gets created between a player and the toon during the leveling period.  If your game doesn't in some way replace this, your game wont have long-term subscribers.  A large number of long-term subscribers are what get Blizzard from one glacially-delivered Wow release to the next.

Levels, skills, experience, whatever a particular game calls for are inherent to your character.  Loot, on the other hand, only really becomes important once you have a character that you want to pimp out.  People don't become attached to wearable loot simply because they are ephemeral - the player knows that he's going to replace those items.


I think you're wrong.  "Building up your character" doesn't have to be spending 12 weeks or 8 days /played to max out your characters xp bar.  Once you put a new piece of gear onto your character and you see tangible results especially after getting new skills you become more and more attached.

In my game your skills don't pop out of a trainer in your hometown.  You have to find them in the world from hidden/not so hidden trainers.  Behind PVP or PVE encounters.  The details arn't important, but you get my idea.  That's your attachment and you didn't once have to kill 10 rats to get a chunk of xp.


I would play the type of game you are preaching, it wouldn't even have to be perfect.

Sounds like EVE with a focus on hand crafted PvE content instead of PvP.

It's not EVE since you're playing the game and not watching it like EVE.

You can make this game PVE or PVP.  I prefer PVP with full loot.  Especially if you near Diablo-like gear dropping levels.



Title: Re: EQ 'Next'
Post by: Nebu on December 02, 2009, 11:18:08 AM
In my game your skills don't pop out of a trainer in your hometown.  You have to find them in the world from hidden/not so hidden trainers.  Behind PVP or PVE encounters.  The details arn't important, but you get my idea.  That's your attachment and you didn't once have to kill 10 rats to get a chunk of xp.

While I would love to play a game like the one you describe, it will never happen.  Creating a game with "Kill 10 rats" advancement takes 1000 times fewer resources than your game.  Your game is far to content intensive to a) be made on a practical budget and b) to generate enough content in a timely fashion to keep players entertained over the long-term. 


Title: Re: EQ 'Next'
Post by: Murgos on December 02, 2009, 11:21:17 AM
In my game your skills don't pop out of a trainer in your hometown.  You have to find them in the world from hidden/not so hidden trainers.  Behind PVP or PVE encounters.  The details arn't important, but you get my idea.  That's your attachment and you didn't once have to kill 10 rats to get a chunk of xp.

While I would love to play a game like the one you describe, it will never happen.  Creating a game with "Kill 10 rats" advancement takes 1000 times fewer resources than your game.  Your game is far to content intensive to a) be made on a practical budget and b) to generate enough content in a timely fashion to keep players entertained over the long-term. 

It's happened before.  He pretty much just described Shadowbanes skill system.  You found runes that dropped off mobs that represented skills, either you could learn them yourself or trade them to others.


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 11:29:49 AM
In my game your skills don't pop out of a trainer in your hometown.  You have to find them in the world from hidden/not so hidden trainers.  Behind PVP or PVE encounters.  The details arn't important, but you get my idea.  That's your attachment and you didn't once have to kill 10 rats to get a chunk of xp.

While I would love to play a game like the one you describe, it will never happen.  Creating a game with "Kill 10 rats" advancement takes 1000 times fewer resources than your game.  Your game is far to content intensive to a) be made on a practical budget and b) to generate enough content in a timely fashion to keep players entertained over the long-term.  

I would say it's less.  You're not creating newbie zones, low level zones, medium level zones.  You're doing less writing, creating less quests etc.  All content doesn't need to be scripting WOW raid zones.  You can create simple non instance areas where you have bosses and other mobs to fight.  

Of course combat would have to be a quicker pace with minimal downtime so you're just not grinding mobs over and over.


Title: Re: EQ 'Next'
Post by: Malakili on December 02, 2009, 11:31:17 AM

It's not EVE since you're playing the game and not watching it like EVE.

You can make this game PVE or PVP.  I prefer PVP with full loot.  Especially if you near Diablo-like gear dropping levels.



So, UO with Diablo like loot?


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 11:34:54 AM

It's not EVE since you're playing the game and not watching it like EVE.

You can make this game PVE or PVP.  I prefer PVP with full loot.  Especially if you near Diablo-like gear dropping levels.



So, UO with Diablo like loot?

Sort of but not quite.


I posted that in the game dev forum.   You take out leveling, create a limited skill base system.  I prefer a PVP based game, but you can design it around strictly PVE.  UO is sort of like it, but if I remember maybe people didn't use the best gear for fear of losing it?  This game you would want to use it.

edit to add:
I've played this game before (but with levels and other grindy crap in it) in the 90s as a MUD.  It's an incredibly fun game.  It also works on a real small scale too.


Title: Re: EQ 'Next'
Post by: Ingmar on December 02, 2009, 11:36:07 AM

Think of WoW as it is now.  Not so much the crafting aspect, but item damage.  If you could buy a sword (or whatever item) and use it to repair your weapon in the field, would you like that?


Well, you could do it that way (although from a realism standpoint it makes little sense in a pre-industrial* game, swords don't exactly have interchangeable parts like factory-made guns), but the question is what does it add? Mostly it sounds like it just adds extra interface headaches. Now you're dedicating some bag space to your extra thing to carry around, you might have to add an interface for repairing the item, and otherwise just adding extra clicks to a process that's really only there to give a bit of drag to the economy. (And of course in WoW engineers already can provide this service via repair bots, although that's really only cost-effective for raid groups I think.)

I think the conclusion I come to is big elaborate crafting systems are fine or even necessary for games like Fallen Earth or ATITD, where the goal or setting is very focused on it, but most action-oriented games really benefit more from a crafting system that just acts in service to (and stays out of the way of) the central goal jumping in and beating stuff up for treasure.

*On the other hand in sci-fi games personal crafting I often find even more jarring for other reasons. It really, really irritated me that I was turning out industrial quality goods from animal hides and bones in my brief trial of SWG.


Title: Re: EQ 'Next'
Post by: Malakili on December 02, 2009, 12:53:14 PM

It's not EVE since you're playing the game and not watching it like EVE.

You can make this game PVE or PVP.  I prefer PVP with full loot.  Especially if you near Diablo-like gear dropping levels.



So, UO with Diablo like loot?

Sort of but not quite.


I posted that in the game dev forum.   You take out leveling, create a limited skill base system.  I prefer a PVP based game, but you can design it around strictly PVE.  UO is sort of like it, but if I remember maybe people didn't use the best gear for fear of losing it?  This game you would want to use it.

edit to add:
I've played this game before (but with levels and other grindy crap in it) in the 90s as a MUD.  It's an incredibly fun game.  It also works on a real small scale too.

Sounds somewhat Darkfallish actually now that you spell it all out.  No levels, check.  Skills increased by usage, check. Max skill level based on stats (not check, max skill level is always 100).   Gear can be worn by anyone (check, though skills can make you better at wearing certain stuff/wielding certain weapons). 

I'm not sure what you mean by  "Advanced skills being prerequisite for less advanced skills" Do you mean the oposite? I.E, skill up something like lesser magic, then you can learn greater magic, which is a totally separate skill?  Not sure.

Diablo style loot is a bit of a sticking point.  Also, Darkfall is about clan politics/city sieges and such, I think, so its not solo friendly, I'm not sure if that is something that matters in your design.


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 01:04:02 PM
Skills and spells are like Civilization tech trees.  You need x and y before getting z.  But you're limited, based on race, on how many you can learn.

I'm not sure how skilling up in Darkfall, but there is no grind in my game just so people arn't forced to macro shit.

If my game were PVP it wouldn't be FFA it would be a 2 or 3 (preferred) faction type of game. 


Title: Re: EQ 'Next'
Post by: Stabs on December 02, 2009, 02:04:35 PM
I think for a traditional level-based game, only studios like Blizzard working on AAA games can afford to spend lots of time making lots of high-quality non-level-cap content. It certainly has paid off handsomely, but there just isn't enough money in most efforts to sustain building 3 or 4 different places for level 20-25 players to go for ten hours.

Agreed Tastyhat.

What I had in mind was that 20-25 would take three months. That does make it worth doing for developers, the content they carefully craft will see a lot of use.. The reason people wanted to do Scarlet Monastery et al back in early WoW was because it was a long wait after that instance until the next one with decent loot.

Tobold stated recently that it took about 500 hours to hit 60 in early WoW for an average player, that's a year for a 10 hours a week casual.

You could even omit end game content entirely.

Now some hardcores will burn through your content however hard you make it unless you secretly turn off exp completely. But that's ok, let the vocal 0.1% whine that there's nothing to do at endgame and leave. As long as 99.9% are happy levelling.

As for the pvp ideas isn't that simply a different game? It may well do better without the millstone of an IP but if you want a MMO-inspired IP surely UO2 or Shadowbane 2 would be a better fit than EQ Next.


Title: Re: EQ 'Next'
Post by: Montague on December 02, 2009, 02:33:25 PM
What I had in mind was that 20-25 would take three months.
You could even omit end game content entirely.
But that's ok, let the vocal 0.1% whine that there's nothing to do at endgame and leave. As long as 99.9% are happy levelling.

Somebody give Emmert his red name, plz.


Title: Re: EQ 'Next'
Post by: Stabs on December 02, 2009, 03:02:51 PM
Blush

Well there are certainly worse designers to be compared to.

Just to clarify I'm not anti-raid or anti-pvp. I love to see radically different games around though and I think an old fashioned levelling game will, in 5 years time, be very fresh.


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 03:36:44 PM
I think for a traditional level-based game, only studios like Blizzard working on AAA games can afford to spend lots of time making lots of high-quality non-level-cap content. It certainly has paid off handsomely, but there just isn't enough money in most efforts to sustain building 3 or 4 different places for level 20-25 players to go for ten hours.

Agreed Tastyhat.

What I had in mind was that 20-25 would take three months. That does make it worth doing for developers, the content they carefully craft will see a lot of use.. The reason people wanted to do Scarlet Monastery et al back in early WoW was because it was a long wait after that instance until the next one with decent loot.

Tobold stated recently that it took about 500 hours to hit 60 in early WoW for an average player, that's a year for a 10 hours a week casual.

You could even omit end game content entirely.

Now some hardcores will burn through your content however hard you make it unless you secretly turn off exp completely. But that's ok, let the vocal 0.1% whine that there's nothing to do at endgame and leave. As long as 99.9% are happy levelling.

As for the pvp ideas isn't that simply a different game? It may well do better without the millstone of an IP but if you want a MMO-inspired IP surely UO2 or Shadowbane 2 would be a better fit than EQ Next.

All your PVE ideas are terrible.  

You want to extend mid range levels for months at a time?  Have you not seen Aion?  That doesn't even make sense at all.

You want to omit end game content?  Ok.  Ding Grats Level 60, please cancel your sub.  You just spent 10 years leveling a character, there's nothing else to do.  Oh here's a coupon for Lineage 2.

What hardcores are you talking about that's some arbitrary 0.1% vocal whine?  Everyone reaches the end game, everyone wants to keep playing.  Aion is a perfect example of why you don't extend early levels.  If you want to spend a billion years grinding out levels, EQ and 1999 are waiting for you.




Title: Re: EQ 'Next'
Post by: DLRiley on December 02, 2009, 04:31:17 PM
Lolz. Hate to remind everyone but a gear grind (if I'm understanding you correctly) is the same as a level grind to the player. Unless the gear is vanity items your asking today's player base to give applause because you replaced mob grinding with quest grinding. While technically all mmo's have a level grind followed by a gear grind, so technically your idea is 50% less grindy than the norm. But 50% less grindy isn't necessarily less grindy as far as players are concerned.

Skills are unlocked, not found like pokemon. Players should be able to map their future progress (without opening their browser). Complicating skill progression is guaranteed to end in tears for all but a extremely niche playerbase. No one should be expected to auto-attack through encounters or simply go without skills because their too noob to find it. Maybe 1 out of 8 skills need to be unlocked through some hoop and ladder mechanism(it was done with success in Guild Wars), but to make that norm for all your skills in clown shoes.

Hand crafting content is only viable if your player base regularly uses it as their game. Spending the resources on the before max areas in the game is arguably retarded. New players need enough time to get used to the game. The early levels or whatever should be used to teach them the game and make them competitive. This is not a 24 hour+ activity. After you have prepared them for the game, that is when they should be in the officially dumped into the "end game" which should be 90% of your game and lateral progression should end.


Title: Re: EQ 'Next'
Post by: Malakili on December 02, 2009, 05:00:08 PM
Words

Why do I get the impression you have no idea what you are talking about.


Title: Re: EQ 'Next'
Post by: Lantyssa on December 02, 2009, 06:30:14 PM
Well there are certainly worse designers to be compared to.
It wasn't McQuaid, so there's that...


Title: Re: EQ 'Next'
Post by: Draegan on December 02, 2009, 09:10:15 PM
Lolz. Hate to remind everyone but a gear grind (if I'm understanding you correctly) is the same as a level grind to the player. Unless the gear is vanity items your asking today's player base to give applause because you replaced mob grinding with quest grinding. While technically all mmo's have a level grind followed by a gear grind, so technically your idea is 50% less grindy than the norm. But 50% less grindy isn't necessarily less grindy as far as players are concerned.

Skills are unlocked, not found like pokemon. Players should be able to map their future progress (without opening their browser). Complicating skill progression is guaranteed to end in tears for all but a extremely niche playerbase. No one should be expected to auto-attack through encounters or simply go without skills because their too noob to find it. Maybe 1 out of 8 skills need to be unlocked through some hoop and ladder mechanism(it was done with success in Guild Wars), but to make that norm for all your skills in clown shoes.

Hand crafting content is only viable if your player base regularly uses it as their game. Spending the resources on the before max areas in the game is arguably retarded. New players need enough time to get used to the game. The early levels or whatever should be used to teach them the game and make them competitive. This is not a 24 hour+ activity. After you have prepared them for the game, that is when they should be in the officially dumped into the "end game" which should be 90% of your game and lateral progression should end.

So you basically didn't read anything I wrote.  Cool.


Title: Re: EQ 'Next'
Post by: Stabs on December 03, 2009, 04:25:58 AM
[ If you want to spend a billion years grinding out levels, EQ and 1999 are waiting for you.

Which is why EQ Next might want to repeat that experience.

As for the ideas being terrible well games are about implementation more than ideas.

If Blizzard took my ideas and ran with them I bet they could make an awesome game. In fact no end game, endless levelling, oh wait they already did that it was called Diablo 2. Terrible, huh?

Even WoW at launch did not sell based on it's end game. In 2004-5 people bought WoW because they expected it to be fun, found it to be fun and told other people it was fun. Based on the levelling game. Hardly anyone raided in the first 6 months and there was no structured pvp.

Your game reads like a checklist of features that hardcore veteran gamers would love. Skills over levels, full loot pvp, etc.

But those aren't the main audience, certainly not for Everquest Next. In fact designing for vets has already been thoroughly debunked:
http://www.gamasutra.com/features/20041103/bartle_01.shtml

In the end we're both kidding ourselves. EQ Next will obviously be a reasonably polished DIKU, basically EQ2 with some extra shine.


Title: Re: EQ 'Next'
Post by: Murgos on December 03, 2009, 04:45:47 AM
[ If you want to spend a billion years grinding out levels, EQ and 1999 are waiting for you.

Which is why EQ Next might want to repeat that experience.

No, I think McQuaid and Co. proved conclusively that that option was a non starter just recently.


Title: Re: EQ 'Next'
Post by: statisticalfool on December 03, 2009, 04:55:12 AM
Even WoW at launch did not sell based on it's end game. In 2004-5 people bought WoW because they expected it to be fun, found it to be fun and told other people it was fun. Based on the levelling game. Hardly anyone raided in the first 6 months and there was no structured pvp.

But 5 years is a long time. 200 hours to level cap sounded not terrible back then, and now it's deathmarch ahoy. Also, and more importantly, the reason why WoW classic worked so well is not just because of standard issue Blizzard polish, but because no MMO had done the quest-driven game so thoroughly.

Today, if a well-polished WoW classic-style game were released, it'd just be "kill ten rats" snarks over and over.

Similarly, end game dungeons like UBRS and MC kept people entertained/cursing at the bugs for months, largely because the bar was low. If you gave a game an end raid of a bugless MC today, people would just be bored off their asses: "Really? All I have to do is decurse and then debuff Shazzrah? Boring."

It's a tricky issue, that the MMOG industry has made a lot of "casual" people actually quite good at their games.


Title: Re: EQ 'Next'
Post by: Draegan on December 03, 2009, 07:26:58 AM
[ If you want to spend a billion years grinding out levels, EQ and 1999 are waiting for you.

Which is why EQ Next might want to repeat that experience.

As for the ideas being terrible well games are about implementation more than ideas.

If Blizzard took my ideas and ran with them I bet they could make an awesome game. In fact no end game, endless levelling, oh wait they already did that it was called Diablo 2. Terrible, huh?

Even WoW at launch did not sell based on it's end game. In 2004-5 people bought WoW because they expected it to be fun, found it to be fun and told other people it was fun. Based on the levelling game. Hardly anyone raided in the first 6 months and there was no structured pvp.

Your game reads like a checklist of features that hardcore veteran gamers would love. Skills over levels, full loot pvp, etc.


You obviously have no idea what you're talking about.

Diablo 2?  Endless leveling?  That game was all about the gear grind and not about the leveling (That and the single player  game story.)  It wasn't even an MMOG either so I don't see the comparison.

The reason why Vanilla-WOW was fun because it put a ton of people into a familiar world, allowed them to play in it and had a structured advancement method to it that was easy and entertaining.  In short: it was a fun game.  Levels didn't have anything to do with it.  Now every game has kill 10 rats, kill 10 bigger rats, dinggrats. 

And how does using a skill based system to measure character strength make it hardcore?  You're stripping levels and putting another measuring stick.  (I believe Funcom's The Secret World is doing something like this)  It's actually less hardcore because a new player can play with a veteran.  If you actually read what I wrote, I would say that I would like to see full loot PVP, but you don't necessarily need that.  You can use the game mechanics in both PVE and PVP.

You sound like one of those bitter "casual" players that hate those really "hardcore" gamers.  Can you show me on the doll where that hardcore raider touched you?

I'm not a hardcore gamer, or raider or whatever you want to call it.  I havn't been for years. 


Title: Re: EQ 'Next'
Post by: tkinnun0 on December 03, 2009, 07:33:55 AM
"Really? All I have to do is decurse and then debuff Shazzrah? Boring."

I would love that.

Imagine that the game told: "This fight has 2 phases. In phase 1, your task is to remove Curse1 with your Skill1. In phase 2, your task is to keep Debuff2 on the boss with your Skill2. That is all." And that would be all, you'd do that, shoot the breeze on vent, sip a beer and then you'd win and get loot. GG, same time tomorrow?

Maybe someday someone (Blizzard?) makes a game like that.


Title: Re: EQ 'Next'
Post by: Stabs on December 03, 2009, 10:38:22 AM
But 5 years is a long time. 200 hours to level cap sounded not terrible back then, and now it's deathmarch ahoy.

Now this is the interesting point: does fun change over time?

Richard Bartle, in the article I linked suggests that the wheel can turn full circle.


Title: Re: EQ 'Next'
Post by: Draegan on December 03, 2009, 11:02:24 AM
 :oh_i_see:

I don't think it was ever fun.


Title: Re: EQ 'Next'
Post by: Malakili on December 03, 2009, 11:29:39 AM
But 5 years is a long time. 200 hours to level cap sounded not terrible back then, and now it's deathmarch ahoy.

Now this is the interesting point: does fun change over time?

Richard Bartle, in the article I linked suggests that the wheel can turn full circle.

Its repetition that isn't fun.  If you are doing something brand new, 200 hours to "max" isn't bad.  But a 200 hour quest grind is going to seem pretty terrible now.  Just that they are NEW quests isn't really going to be all that much of a consolation either.

My first 200 hours of EVE didn't feel like a grind, but if FEVE (my imaginary EVE rip off) did the same thing, the first 200 hours would probably drag.

Being original matters.  Well, being original AND good.


Title: Re: EQ 'Next'
Post by: Stabs on December 03, 2009, 07:00:28 PM
Eh?

There have been no original games in this genre* yet. Everything is a derivative of Dikumud, Elite and/or Ultima 1.

(*by genre I mean graphical virtual world games not muds).


Title: Re: EQ 'Next'
Post by: statisticalfool on December 03, 2009, 10:12:31 PM
Eh?

There have been no original games in this genre* yet. Everything is a derivative of Dikumud, Elite and/or Ultima 1.

(*by genre I mean graphical virtual world games not muds).

I know, right, we've had attacks, and equipment, and character death, and points, and winning, and losing and keyboard shortcuts, fonts and pixels in computer games for ages now. God, when are MMOs ever going to start doing something original?

(i for one am superexcited about world of cheesecraft)



Title: Re: EQ 'Next'
Post by: Xurtan on December 03, 2009, 10:36:45 PM
I've heard about that. Isn't it supposed to be real innovative with the first instance of smell-based technology?


Title: Re: EQ 'Next'
Post by: Sheepherder on December 04, 2009, 01:31:26 AM
Eh?

There have been no original games in this genre* yet. Everything is a derivative of Dikumud, Elite and/or Ultima 1.

(*by genre I mean graphical virtual world games not muds).

(http://upload.wikimedia.org/wikipedia/en/b/be/Ultima1-1.gif)


Title: Re: EQ 'Next'
Post by: Kageh on December 04, 2009, 10:19:55 AM
The thief class is clearly unbalanced. Needs fixing ASAP.


Title: Re: EQ 'Next'
Post by: Stabs on December 05, 2009, 05:41:32 AM
I downloaded the EQ2 trial yesterday and discovered that they have addressed the issue of people who like to level slowly in a rather creative way.

In your alternate advancement window there is now a slider bar:

Amount of adventure experience to convert to alternate enhancement experience

I set it to 75% and carried on playing. My character is now level 11.44 with 7.25 points worth of AA progression.

For people who haven't played EQ2 recently alternate advancement is like a talent point system that you level up separately. It's based on advancement experience which is earned in a different way from regular adventure experience with more of an emphasis on rewarding exploring.

It starts at level 10 so with 75% of my adventure experience going towards it I've earned 7 and a bit levels of AA progression and one and a half levels of adventuring levels since the system became active.

Now what's so nice for me as a slow leveller is that not only can I set my levelling speed to slow but the game is rewarding me for doing so. Having these extra AA points makes me a more powerful character for my level than I would be had I not touched the slider bar.

So I can explore several different 11-20 areas and progress without my quests and AA objectives turning grey and ceasing to reward me.

The ingenious thing about the system is it doesn't stop people powering to max level. If you never touch the slider bar you will hit max level in the usual way then experience after max level will be converted to AA (in other words you'll collect these quasi talents as if you set the bar to 100%).

Not only does it suit slow leveller explorer types but it also helps keep people who want to play together at the same stage. I was recently playing DDO with a friend but I couldn't keep up with him and he got further and further ahead until we could no longer operate together without penalty. With this system he could still progress his character while not out-levelling me.

Well done SOE, very nice solution to my issue. Hope this feature makes the cut into EQ Next.


Title: Re: EQ 'Next'
Post by: Xurtan on December 05, 2009, 12:06:40 PM
2001, is that you? AA points and being given a slider to adjust how much XP goes to AA or leveling isn't exactly new.  :oh_i_see:

Still, it is nice that you can start gaining them at such a low level, and spend time going through all of the content. Makes me wish they had had it in game when I was running my Dirge up.


Title: Re: EQ 'Next'
Post by: Yegolev on December 11, 2009, 12:51:58 PM
My favorite part is using decimal places in describing your level.


Title: Re: EQ 'Next'
Post by: 01101010 on December 11, 2009, 05:42:08 PM
My favorite part is using decimal places in describing your level.

Christ I just winced.


Title: Re: EQ 'Next'
Post by: Pennilenko on December 11, 2009, 05:58:21 PM
My favorite part is using decimal places in describing your level.

The stock UI doesn't give that type of detail, he must have a UI like Profit or something. It gives you decimal graduation for those really retentive people who like to know exactly how much exp a kill gives them.


Title: Re: EQ 'Next'
Post by: Numtini on December 11, 2009, 07:52:00 PM
The stock UI doesn't give that type of detail, he must have a UI like Profit or something. It gives you decimal graduation for those really retentive people who like to know exactly how much exp a kill gives them.

I resembled that when grinding to 80


Title: Re: EQ 'Next'
Post by: KallDrexx on December 14, 2009, 12:44:38 PM
And how does using a skill based system to measure character strength make it hardcore?  You're stripping levels and putting another measuring stick.  (I believe Funcom's The Secret World is doing something like this)  It's actually less hardcore because a new player can play with a veteran.  If you actually read what I wrote, I would say that I would like to see full loot PVP, but you don't necessarily need that.  You can use the game mechanics in both PVE and PVP.

Not to mention skill based systems make it intensely harder to form a group for content.  With class and level based systems, you know exactly what someone is/is not capable of.  With skill based systems you have to correlate all of their high skills together and figure out a role for them.  Grouping is already becoming difficult enough that people have done more and more solo play, and this will make it so that even the casual grouper probably wont' group up.  Destroying social abilities in an MMO is not going to make it remotely successful these days.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on December 14, 2009, 03:08:59 PM
And how does using a skill based system to measure character strength make it hardcore?  You're stripping levels and putting another measuring stick.  (I believe Funcom's The Secret World is doing something like this)  It's actually less hardcore because a new player can play with a veteran.  If you actually read what I wrote, I would say that I would like to see full loot PVP, but you don't necessarily need that.  You can use the game mechanics in both PVE and PVP.

Not to mention skill based systems make it intensely harder to form a group for content.  With class and level based systems, you know exactly what someone is/is not capable of.  With skill based systems you have to correlate all of their high skills together and figure out a role for them.  Grouping is already becoming difficult enough that people have done more and more solo play, and this will make it so that even the casual grouper probably wont' group up.  Destroying social abilities in an MMO is not going to make it remotely successful these days.

I dunno, in UO and early SWG you could just wander off and see how you did. There was always something you could do.

I think an important difference between those games and level-based games was a much smaller differentiation in the power levels between different mobs, and between players. It wasn't a world of almighty gods at one end and little fleas at the other.


Title: Re: EQ 'Next'
Post by: El Gallo on December 14, 2009, 03:54:29 PM
"Really? All I have to do is decurse and then debuff Shazzrah? Boring."

I would love that.

Imagine that the game told: "This fight has 2 phases. In phase 1, your task is to remove Curse1 with your Skill1. In phase 2, your task is to keep Debuff2 on the boss with your Skill2. That is all." And that would be all, you'd do that, shoot the breeze on vent, sip a beer and then you'd win and get loot. GG, same time tomorrow?

Maybe someday someone (Blizzard?) makes a game like that.

EverQuest. That, right there, is the key to EQ. The game was utterly trivial, but was a great excuse to shoot the breeze.


Title: Re: EQ 'Next'
Post by: Engels on December 14, 2009, 06:00:42 PM
Were you playing the same encounters I did? The coordination it took to take down the boss mobs in Plane of Nightmare and Planes of Disease (Bertoxulous) was anything but trivial. It took enormous stamina and communication between dozens and dozens of people over a chat interface (vent wasn't used very much in my raiding days).


Title: Re: EQ 'Next'
Post by: Nebu on December 14, 2009, 06:15:06 PM
I'm going to guess that most of us had quit EQ by the time those planes were introduced?   I know that I left shortly after Velious released. 


Title: Re: EQ 'Next'
Post by: Merusk on December 14, 2009, 07:37:19 PM
Not I. I was there for Disease, Innovation, Nightmare and that one Marr was in (or was it Ro..)  I knew guys in guilds that were doing the "you must have at least 72 players in your raid" raid, Rathe Council.

It still amazes me it was all done over chat instead of vent.  Boggling..

/cast 'Complete Heal'
/yell *** Complete Heal on %t *** 
/yell    --> Roxxie Cast Next in 3.5s <--
/pause 3.5
/yell !! CAST NOW ROXXIE !!


Title: Re: EQ 'Next'
Post by: Bzalthek on December 14, 2009, 09:48:16 PM
My first real raid was NTOV as the only shaman.  That was some tense shit.


Title: Re: EQ 'Next'
Post by: Kageh on December 15, 2009, 12:50:27 AM
90% of the coordination was setting up a competent CH rotation though and then you were set, at least that is what I remember. Yeah, it went like that with the macros and the clerics needed to be on their toes. DPS classes, however, were just spamming DPS, and tanks were just, well, hitting their button.

Slows and other debuffs were just cast and maintained, once you figured out what was slowable.


Title: Re: EQ 'Next'
Post by: raydeen on December 15, 2009, 02:03:25 AM
God I hated Plane of Disease. My mantra was 'LFG for anything BUT PoD!'


Title: Re: EQ 'Next'
Post by: KallDrexx on December 15, 2009, 07:10:32 AM
I dunno, in UO and early SWG you could just wander off and see how you did. There was always something you could do.

I think an important difference between those games and level-based games was a much smaller differentiation in the power levels between different mobs, and between players. It wasn't a world of almighty gods at one end and little fleas at the other.

Different "generation" and MMO-mentality though.  Graphics aside, if UO was released today it would probably fail because people are expecting hand holding  (unfortunately imo) and expect things to be handed to them.  We are given so much information in MMOs these days that we have come to expect it, and when we aren't given that information people's first thoughts aren't to figure it out themselves, but instead get frustrated or look online for the information required. 

"Everyone" has also been trained in the holy-trinity and that MMO's these days have classes designed around specific roles, and those classes are designed where redundancy in roles is bad, you must fill up the groups with all different roles.  I (again unfortunately) think the mentality has gotten so ingrained that even if a game comes along that designs classes where redundancy is acceptable, it will be such a shock that most players won't take advantage of it. 


Title: Re: EQ 'Next'
Post by: Draegan on December 15, 2009, 08:01:09 AM
I dunno, in UO and early SWG you could just wander off and see how you did. There was always something you could do.

I think an important difference between those games and level-based games was a much smaller differentiation in the power levels between different mobs, and between players. It wasn't a world of almighty gods at one end and little fleas at the other.

Different "generation" and MMO-mentality though.  Graphics aside, if UO was released today it would probably fail because people are expecting hand holding  (unfortunately imo) and expect things to be handed to them.  We are given so much information in MMOs these days that we have come to expect it, and when we aren't given that information people's first thoughts aren't to figure it out themselves, but instead get frustrated or look online for the information required. 

I think you're confusing hand holding to shitty design.  Terrible game design is dropping someone somewhere and say "Go." 


Title: Re: EQ 'Next'
Post by: Sky on December 15, 2009, 08:17:53 AM
I'm going to guess that most of us had quit EQ by the time those planes were introduced?   I know that I left shortly after Velious released. 
I made it to Luclin, then died to some buggy blue mob and lost level 54 which had some groovy spell. Recovered my stuff (luckily I was a necro, so CR was never a big deal), camped out and never went back. Primitive, shitty game, punitive as hell but still ended up being able to solo more stuff than in EQ2, heh.


Title: Re: EQ 'Next'
Post by: Nebu on December 15, 2009, 09:02:57 AM
Terrible game design is dropping someone somewhere and say "Go." 

I disagree.  I look at that as being dropped somewhere and being told to discover.  Perhaps it's all what we grew up with in games.  Early games didn't direct your play nearly as much as they do now. 


Title: Re: EQ 'Next'
Post by: palmer_eldritch on December 15, 2009, 09:51:27 AM
I dunno, in UO and early SWG you could just wander off and see how you did. There was always something you could do.

I think an important difference between those games and level-based games was a much smaller differentiation in the power levels between different mobs, and between players. It wasn't a world of almighty gods at one end and little fleas at the other.

Different "generation" and MMO-mentality though.  Graphics aside, if UO was released today it would probably fail because people are expecting hand holding  (unfortunately imo) and expect things to be handed to them.  We are given so much information in MMOs these days that we have come to expect it, and when we aren't given that information people's first thoughts aren't to figure it out themselves, but instead get frustrated or look online for the information required. 

"Everyone" has also been trained in the holy-trinity and that MMO's these days have classes designed around specific roles, and those classes are designed where redundancy in roles is bad, you must fill up the groups with all different roles.  I (again unfortunately) think the mentality has gotten so ingrained that even if a game comes along that designs classes where redundancy is acceptable, it will be such a shock that most players won't take advantage of it. 

It's certainly true that a game with skills rather than classes would have to be different to WoW in other ways too.


Title: Re: EQ 'Next'
Post by: KallDrexx on December 15, 2009, 10:05:16 AM
I think you're confusing hand holding to shitty design.  Terrible game design is dropping someone somewhere and say "Go."  

No, my point is that both hand holding and shitty design has changed the way we look and play MMOs.

*edit* and by we I mean the population in general, not specific people and probably a lot of people on this board.


Title: Re: EQ 'Next'
Post by: Draegan on December 15, 2009, 12:00:46 PM
Terrible game design is dropping someone somewhere and say "Go."  

I disagree.  I look at that as being dropped somewhere and being told to discover.  Perhaps it's all what we grew up with in games.  Early games didn't direct your play nearly as much as they do now.  

There are games for everyone out there.  I'm just saying a game that gives you a character and drops you somewhere and play is not one for mass appeal without content to drive your game whether it's story or anything else.

Open ended gameplay is great, but there needs to be some sort of direction for new players or else your retention numbers are terrible.


No, my point is that both hand holding and shitty design has changed the way we look and play MMOs.

*edit* and by we I mean the population in general, not specific people and probably a lot of people on this board.

Almost every MMOG released has had shitty design.  All games hold your hand one way or another.


Title: Re: EQ 'Next'
Post by: Bzalthek on December 15, 2009, 01:56:11 PM
90% of the coordination was setting up a competent CH rotation though and then you were set, at least that is what I remember. Yeah, it went like that with the macros and the clerics needed to be on their toes. DPS classes, however, were just spamming DPS, and tanks were just, well, hitting their button.

Slows and other debuffs were just cast and maintained, once you figured out what was slowable.


I dunno man, debuffing and slowing every single mob (that can be) without getting agro, plus maintaining a metric fuckton of buffs on 72 people can be pretty god-awful.

Oh, and cannibalizing whenever you can.


Title: Re: EQ 'Next'
Post by: Fordel on December 15, 2009, 02:57:12 PM
Terrible game design is dropping someone somewhere and say "Go." 

I disagree.  I look at that as being dropped somewhere and being told to discover.  Perhaps it's all what we grew up with in games.  Early games didn't direct your play nearly as much as they do now. 


Early games were a novelty unto themselves though.


Title: Re: EQ 'Next'
Post by: Kageh on December 15, 2009, 03:01:50 PM
I dunno man, debuffing and slowing every single mob (that can be) without getting agro, plus maintaining a metric fuckton of buffs on 72 people can be pretty god-awful.

Oh, and cannibalizing whenever you can.

I played a shaman as my main myself until (and including) PoP raiding. It was in many ways comparable with a WoW affliction lock, except that the WoW lock has a lot more complex interactions and skill synergies. And you have to do stuff like play DDR with avoiding random PVE hazards in WoW when the lamp turns red or something.

The complexity of the EQ debuffing-slash-"whatever-else-in-endgame-raiding" was due to the total fuck-up of the game, UI and interface in giving feedback and supporting your actions, not due to the game being rocket science. Let's not forget we're talking holy trinity/tank'n'spank canon from the years 1999-2001 here. The average 5-man endgame (Strat/Scholo/LBRS) from vanilla WoW or, God forbid, UBRS back when 15 people in greens were "raiding" there were at least of similar twitch and reaction difficulty levels, except that everyone could manage due to the godsend that is .lua addon programming.



Title: Re: EQ 'Next'
Post by: Bzalthek on December 15, 2009, 05:14:10 PM
Nah, I wouldn't call it rocket science, but it took it's toll on you. I don't even want to consider chanters.  I just remember our chanters in Vex-Thal were the fucking shit.  Then there was the fact that these fucking raids lasted forever.

Anyways, you can't really disregard UI and feedback and all that.  They were a part of the game.  Sure if EQ provided as much flexibility and feedback as WoW it would be a lot less complex.  They didn't, though, and you had to compensate for that.  Most of EQ now is trivial, not due to levels, but because of the widescale use of Vent and other VOIP shit.  99% of our spam-chat macros could have been tossed out the window.


Title: Re: EQ 'Next'
Post by: UnSub on December 15, 2009, 05:38:15 PM
Terrible game design is dropping someone somewhere and say "Go." 

I disagree.  I look at that as being dropped somewhere and being told to discover.  Perhaps it's all what we grew up with in games.  Early games didn't direct your play nearly as much as they do now. 

(http://www.slashgear.com/wp-content/uploads/2009/09/pacman.jpg)


Title: Re: EQ 'Next'
Post by: Murgos on December 15, 2009, 07:57:03 PM
Terrible game design is dropping someone somewhere and say "Go." 

I disagree.  I look at that as being dropped somewhere and being told to discover.  Perhaps it's all what we grew up with in games.  Early games didn't direct your play nearly as much as they do now. 

There's intuitive learning environments and then there's the absolutely inscrutable.

Quote
"You are west of a white house. There is a mailbox here"
>

Is vastly different from, say, the Taxi-to-Victory chatlog.


Title: Re: EQ 'Next'
Post by: Bzalthek on December 15, 2009, 10:58:20 PM
> Murder mailbox


Title: Re: EQ 'Next'
Post by: Nebu on December 16, 2009, 06:04:04 AM
(http://www.slashgear.com/wp-content/uploads/2009/09/pacman.jpg)

1) I meant RPGs.

2) Pac man isn't all that early.  EDIT: Ok, maybe it was.  I was thinking back to games in the late 70's and saw that Pac man was released in 1980.  My bad on that one.

There's intuitive learning environments and then there's the absolutely inscrutable.

Yes.  Obviously.


Title: Re: EQ 'Next'
Post by: Malakili on December 16, 2009, 06:20:45 AM

Is vastly different from, say, the Taxi-to-Victory chatlog.

Well, you're talking about a sim in that case, the game isn't meant to just be picked up and played.  Thats kind of the point though, the vast majority of recent MMO games ARE meant to be picked up and played.  The trick is finding a balance between easy to pick and, and complex enough that it doesn't get boring.


Title: Re: EQ 'Next'
Post by: UnSub on December 16, 2009, 05:11:18 PM
1) I meant RPGs.

2) Pac man isn't all that early.  EDIT: Ok, maybe it was.  I was thinking back to games in the late 70's and saw that Pac man was released in 1980.  My bad on that one.

I was being a dick (and almost went with Pong, but you could argue that Pong has sandbox qualities  :grin:), but to get to my point: there were a lot of early games that railroaded players into certain play types, but they hid it behind an interface that made part of the guesswork actually figuring out the game.

Adventure games were all about that - it wasn't necessarily that the game was more flexible, it was just that you had to know you needed the glowing stone and then type the exact words "put glowing stone in mouth" in order to crawl through the dark caves (Space Quest I, iirc). The game could come to a dead halt if you didn't have the glowing stone. That's not good game design; it's cockblockery. Rampant cockblockery should not be a game design aim.

Personally I'd rather not fight the game to find the fun in it. Part of that is having a nice interface to let the player play. Another part is having progression that lets the player feel like they are achieving something this session and that there is more fun progression left for the next session.

Tying it back to the thread: EQ might have been great for its time, but it was full of rampant cockblockery that won't fly in EQ Next. Vanguard tried to go down that route and flinched; EQ Next has a better chance of being a WoW clone. What I don't know is if it will be a fun WoW clone with enough differences to make it successful.



Title: Re: EQ 'Next'
Post by: Murgos on December 17, 2009, 04:22:58 AM
Well, you're talking about a sim in that case, the game isn't meant to just be picked up and played. 

Is this a non-sequitur?


Title: Re: EQ 'Next'
Post by: Malakili on December 17, 2009, 07:00:37 AM
Well, you're talking about a sim in that case, the game isn't meant to just be picked up and played. 

Is this a non-sequitur?
Well considering that we are talking about accessibility/ease of play I think genre matters.


Title: Re: EQ 'Next'
Post by: Draegan on December 17, 2009, 08:38:36 AM
Unsub explained what I was thinking.


Title: Re: EQ 'Next'
Post by: Murgos on December 17, 2009, 01:33:07 PM
Well considering that we are talking about accessibility/ease of play I think genre matters.

There are plenty of sims that give you a quick tutorial and you're off to make up your own way in the game in your own manner.


Title: Re: EQ 'Next'
Post by: UnSub on December 17, 2009, 05:24:21 PM
After I thought about it, I realised I should have used an RPG example, not an adventure game one. However, I think the point still stands about early games railroading you if you talk about early Ultima titles, Bard's Tale and pretty much every other (western - can't speak for eastern titles) dungeon crawler that bore the RPG genre along in the 1970s and 1980s. Sure, there were some exceptions in titles that didn't force you to play exactly the same way repeatedly, but they were certainly exceptions (and generally later on).

The difference back then is that it was new and therefore exciting.


Title: Re: EQ 'Next'
Post by: Slyfeind on December 31, 2009, 11:21:23 AM
Nah, I think you're right, RPGs are a bad example. :) It just wasn't that much of a progression. Akalabeth was a railroad that led from the surface to the bottom of the dungeon. Ultima 1 was open, but with gates along the way; Kill a guard to save a princess to get the spaceship, etc. Ultima 2 was completely open; you could go to the final badguy from the start of the game, but it had one gate (you need The Ring to survive). Bard's Tale 1 was completely gated, because at the end of each dungeon was the "key" to the next one. Bard's Tale 2 had multiple paths to the final boss, but the last dungeon had the "key" to trigger the final baddie. "Open" versus "Gated" was just all over the place back then.


Title: Re: EQ 'Next'
Post by: grunk on January 02, 2010, 08:14:57 AM
in my mind the only chance for soe was destroyed when ffxiv was announced.  FFXI did more damage to the EQ universe than anyone (i remember watching ffxi rip every single player from eqoa and on top of that, seeing the hardcore pve players ditch eqlive).

soe simply doesn't have the in-house talent to deliver the dream game we are thinking about.


Title: Re: EQ 'Next'
Post by: Dtrain on January 04, 2010, 10:37:42 AM
in my mind the only chance for soe was destroyed when ffxiv was announced.  FFXI did more damage to the EQ universe than anyone (i remember watching ffxi rip every single player from eqoa and on top of that, seeing the hardcore pve players ditch eqlive).

soe simply doesn't have the in-house talent to deliver the dream game we are thinking about.


I agree.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: raydeen on January 05, 2010, 06:55:58 AM
in my mind the only chance for soe was destroyed when ffxiv was announced.  FFXI did more damage to the EQ universe than anyone (i remember watching ffxi rip every single player from eqoa and on top of that, seeing the hardcore pve players ditch eqlive).

soe simply doesn't have the in-house talent to deliver the dream game we are thinking about.


For some of us that was a nightmare game. The ONLY thing that has me even remotely interested in FFXIV is the fact that the Mithra model is unbelievably perfect. I'm a sucker for animation and motion capture done right. The demos of the character models in action were good but the Mithra was just spot on. I think that's half the reason I still really like WoW. The ingame animations and stances and such are just so good that I feel immersed in the world even if it is made of 7 polygons.


Title: Re: EQ 'Next'
Post by: Dtrain on January 05, 2010, 08:59:59 AM
in my mind the only chance for soe was destroyed when ffxiv was announced.  FFXI did more damage to the EQ universe than anyone (i remember watching ffxi rip every single player from eqoa and on top of that, seeing the hardcore pve players ditch eqlive).

soe simply doesn't have the in-house talent to deliver the dream game we are thinking about.


For some of us that was a nightmare game. The ONLY thing that has me even remotely interested in FFXIV is the fact that the Mithra model is unbelievably perfect. I'm a sucker for animation and motion capture done right. The demos of the character models in action were good but the Mithra was just spot on. I think that's half the reason I still really like WoW. The ingame animations and stances and such are just so good that I feel immersed in the world even if it is made of 7 polygons.

As much as I think you're eating the troll-bait, I'll agree with you too.  :why_so_serious:

FFXI had very nice visuals (not just for it's time.) It's the first MMO I recall using cutscenes also including major NPCs to drive the plot along. Skill chains were awesome when they worked (and people tried.) Tons of neat little things tucked away in there, like notorious monsters. I could go on.

FFXI had a lot going for it, but it didn't all come together in a way that kept me playing. I still hold a reservation that they'll get it wrong for FFXIV. SOE has had a lot of opportunity to learn from mistakes (and a lot of practice making mistakes as well, you could argue.) Square/Enix's MMO team has only shown us that it can reconsider boss fights so long that they make people physically ill.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 05, 2010, 09:04:50 AM
I just really hope that they do a good job on the next EQ. I am so unhappy with everything else right now.


Title: Re: EQ 'Next'
Post by: Numtini on January 05, 2010, 09:44:44 AM
Most of FFXI's problems were just part of the genre at the point. Except they launched towards the end of when players were no longer willing to put up with that sort of thing. For me, it was the gating of content. I actually gave up because of an airship access quest, came back a year later, and was still sitting in the same set of caves LFG for the quest when I quit again.

The gameplay itself I thought was pretty cool. It was just the number of "vision" style misery inducers that made the game impossible to play.

FFXIV all comes down to whether the devs want to emulate WoW or an Asian grinder for their general model.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 05, 2010, 11:21:28 AM
The gameplay itself I thought was pretty cool. It was just the number of "vision" style misery inducers that made the game impossible to play.

FFXIV all comes down to whether the devs want to emulate WoW or an Asian grinder for their general model.
This was and continues to be my only problem.  If I could have been capable of doing things on my own at a reasonable pace after level 10, I would still be playing it today.


Title: Re: EQ 'Next'
Post by: raydeen on January 05, 2010, 05:54:51 PM
The gameplay itself I thought was pretty cool. It was just the number of "vision" style misery inducers that made the game impossible to play.

FFXIV all comes down to whether the devs want to emulate WoW or an Asian grinder for their general model.
This was and continues to be my only problem.  If I could have been capable of doing things on my own at a reasonable pace after level 10, I would still be playing it today.

All of this. And I'm not holding my breath for a WoW clone. That region of the world just does not think along those lines.


Title: Re: EQ 'Next'
Post by: Hoax on January 05, 2010, 06:00:23 PM
The gameplay itself I thought was pretty cool. It was just the number of "vision" style misery inducers that made the game impossible to play.

FFXIV all comes down to whether the devs want to emulate WoW or an Asian grinder for their general model.
This was and continues to be my only problem.  If I could have been capable of doing things on my own at a reasonable pace after level 10, I would still be playing it today.

All of this. And I'm not holding my breath for a WoW clone. That region of the world just does not think along those lines.

+1 FFXI was one of the best and the last of the games that tried to actually craft a world.  The problem was forced grouping sucked balls, the grind was looooooooong and sub classes made it worse not better because you needed to level up through the same grind twice even if you weren't making an alt.  I loved the combat, the classes, the world, it was great EQ style gameplay but I can't stand grinding, I didn't make it out of Lake of Ill Omen because sitting around LFG is fucking bullshit.


Title: Re: EQ 'Next'
Post by: eldaec on January 06, 2010, 03:57:35 AM
Well, you're talking about a sim in that case, the game isn't meant to just be picked up and played. 

Is this a non-sequitur?

No it isn't. It's an oxymoron.

A non-sequitur would be....

Quote from: nobody
Well, you're talking about a sim in that case, so I love lamp.


Title: Re: EQ 'Next'
Post by: raydeen on January 06, 2010, 07:18:07 AM


+1 FFXI was one of the best and the last of the games that tried to actually craft a world.  The problem was forced grouping sucked balls, the grind was looooooooong and sub classes made it worse not better because you needed to level up through the same grind twice even if you weren't making an alt.  I loved the combat, the classes, the world, it was great EQ style gameplay but I can't stand grinding, I didn't make it out of Lake of Ill Omen because sitting around LFG is fucking bullshit.

Here's what ultimately killed it for me: I subbed to the game because some of the kids I worked with had it and were raving about it. So I bought the box, installed, made umpteen attempts in character creation before the game finally decided to put me on the same server they were on (early FFXI randomly chose servers for you - you couldn't specify your server unless someone provided you a world pass). So I log in, decide to create a Taru and start in Windurst. Loved it. Had tons of fun. My friends started off in Bastock though. When I finally hit 14 or 15 or so, I tried to run to Bastock. Finally hit the point where I said screw it and rerolled so I could play in the same area as they were. Rolled a Mithra, got about 14 levels in Bastock (really didn't like the area or quests), hit the Dunes and said Fuck It. Uninstalled and never looked back.  If I'd had more free time I probably would've stuck with it. FFXI was fun but it required that you devote every waking minute to it. I've got a wife, kid, job and mortgage. Weekend WoW is just about all I can manage anymore. If the new one offers some semblance of casual play, I may go for it. But I'm not expecting it. Maybe in 25-30 years when I'm retired in the nursing home I can go back to being a catass.


Title: Re: EQ 'Next'
Post by: Grimwell on January 06, 2010, 09:59:49 AM
What's this got to do with Shadowbane?


Title: Re: EQ 'Next'
Post by: Ratman_tf on January 06, 2010, 10:10:50 AM
What's this got to do with Shadowbane?

(http://www.planet-science.com/sciteach/jokes/images/08OldJoke.jpg)


Title: Re: EQ 'Next'
Post by: Grimwell on January 06, 2010, 10:20:18 AM
Perhaps, but my point still stands.


Title: Re: EQ 'Next'
Post by: taolurker on January 06, 2010, 10:24:55 AM
So tell us something about EQ's expansion already to rerail the thread.

[edit]Or this thread was about EQ3 (next)... ? wasn't it?[/edit]


Title: Re: EQ 'Next'
Post by: Grimwell on January 06, 2010, 10:26:05 AM
It launched last month. It's not much of a rerail though, EQ is not EQ 'Next'

Plus, we all know I'm going to have a muzzle on anything I know. It just find reading what y'all might have to think on the topic to be more interesting than the average bear.


Title: Re: EQ 'Next'
Post by: taolurker on January 06, 2010, 10:26:49 AM
haha +1 lurking for Grim


Title: Re: EQ 'Next'
Post by: raydeen on January 06, 2010, 10:29:41 AM
grunk ran an exploit that crashed the thread and allowed rogue conversations to run unrestricted.


Title: Re: EQ 'Next'
Post by: UnSub on January 06, 2010, 06:27:36 PM
What else would there be to do in a thread about the completely unknown next version of EQ other than 1) reminisce about EQ experiences and / or 2) derail it?


Title: Re: EQ 'Next'
Post by: Kageru on January 06, 2010, 07:42:29 PM

doomcast!

The next EQ will be designed solely for the PS3 with 3 buttons for attacks and 1 button for looting. It will be made a lot more linear to reduce confusion and 90% of the development effort will be going into gibs and special effects. Tanks and support classes will be removed because who has the patience for that when you could be killing shit?


Title: Re: EQ 'Next'
Post by: Murgos on January 06, 2010, 07:44:51 PM
What's this got to do with Shadowbane?

Why don't you tell us?


Title: Re: EQ 'Next'
Post by: schild on January 06, 2010, 07:45:26 PM

doomcast!

The next EQ will be designed solely for the PS3 with 3 buttons for attacks and 1 button for looting. It will be made a lot more linear to reduce confusion and 90% of the development effort will be going into gibs and special effects. Tanks and support classes will be removed because who has the patience for that when you could be killing shit?

So, Untold Legends. If you're gonna doomcast, do try harder.


Title: Re: EQ 'Next'
Post by: John Difool on January 06, 2010, 08:02:33 PM
They should bring back "vanilla" EQ for PS3 and call it Chronicles of Norrath.


Title: Re: EQ 'Next'
Post by: schild on January 06, 2010, 08:04:07 PM
They should bring back "vanilla" EQ for PS3 and call it overdesigned trash for nostalgic walking wallets.

Sup.


Title: Re: EQ 'Next'
Post by: John Difool on January 06, 2010, 08:13:57 PM
Point taken. Sadly.


Title: Re: EQ 'Next'
Post by: Tannhauser on January 07, 2010, 03:51:54 AM
How about make EQ2 with less button mashing.  That's the only thing that keeps me away from it.

Weird I know, just how I feel.  Hitting 20 buttons to kill a single mob is not fun.


Title: Re: EQ 'Next'
Post by: Murgos on January 07, 2010, 05:38:00 AM
How about make EQ2 with less button mashing.  That's the only thing that keeps me away from it.

Weird I know, just how I feel.  Hitting 20 buttons to kill a single mob is not fun.

We tried 1 button.  Most people liked that even less.


Title: Re: EQ 'Next'
Post by: eldaec on January 07, 2010, 06:00:51 AM
How about make EQ2 with less button mashing.  That's the only thing that keeps me away from it.

Weird I know, just how I feel.  Hitting 20 buttons to kill a single mob is not fun.

Then play Vanguard.


This is not a recommendation you understand, but if that's what you want....


Title: Re: EQ 'Next'
Post by: Numtini on January 07, 2010, 06:04:14 AM
Is your problem with EQ2 that you have more abilities or is the problem that combat is slower?

While I agree that while soloing the slower combat is not as much fun, when you're grouping or raiding, imho it improves the gameplay a great deal providing time to think, adjust, and making it less of a weird ritualized dance.

If the number of options is a problem, I just plain enjoy having more options.


Title: Re: EQ 'Next'
Post by: Draegan on January 07, 2010, 06:46:51 AM
I feel like I'm playing the piano when I play EQ2.  Plus the graphics and sounds are terrible.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 07, 2010, 09:08:18 AM
I can only handle about five regular abilities unless the combat is really slow, or it has a staged bar.  My reflexes aren't great so more than that and I have problems.

In WoW for example, I need my interrupts on key four or five or I just won't be able to fire them off in time.  That, however, means I can't have a regularly used ability there.  Swordmasters in WAR however, had stances.  With a mod that switched my bar depending on the stance, I ended up having three bars of 4-5 abilities, which I could handle, and was surprisingly good at.

EQ2?  I'd have a bar full of abilities with the one above it almost all duplicates.  Then I'd just start hitting 1-10, then clicking one up 1-10, and maybe then two-up 1-10...  I never could focus on the combat itself because I was playing my cast bars.


Title: Re: EQ 'Next'
Post by: HaemishM on January 07, 2010, 11:37:57 AM

doomcast!

The next EQ will be designed solely for the PS3 with 3 buttons for attacks and 1 button for looting. It will be made a lot more linear to reduce confusion and 90% of the development effort will be going into gibs and special effects. Tanks and support classes will be removed because who has the patience for that when you could be killing shit?


The only way to make EQ games more linear would be to put everyone in 1 zone and force them to walk single-file along one road from point A to point 5 for 50 levels.


Title: Re: EQ 'Next'
Post by: shiznitz on January 07, 2010, 12:42:40 PM
How about make EQ2 with less button mashing.  That's the only thing that keeps me away from it.

I don't understand this criticism. If you have less buttons to push, then auto-attack and forget is the way the gameplay will move.  Even single player games give the characters lots of abilities to use in combat (Dragon Age) or else you are just spamming the fire button (Mass Effect).

Actually let me rephrase: I understand what your criticism is pointing to, but I don't see a way to change it in any significant way. We are playing these games on devices with buttons. How else do we interact other than pushing buttons?


Title: Re: EQ 'Next'
Post by: Draegan on January 07, 2010, 01:36:29 PM
EQ2 button pushing is in line with using damage ability 1-10 that do all the same thing except a minor tweak to it.

I don't mind a lot of abilities to use like my Warrior in WOW.  I have a ton of different abilities that do DIFFERENT things.  I don't want to play a mage and have to cycle through 10 different damage abilities with all different cooldowns.



Title: Re: EQ 'Next'
Post by: Dtrain on January 07, 2010, 03:24:28 PM
I don't think the "EQ2 button mashing" complaint is an idle gripe. The game may have changed since, but when I remember played, I didn't have enough hotkeys between 1 - = including CTRL+ and ALT+ banks (36 hotkeys!) to contain all of the standard macros, combat abilities, AA abilities and items I would use in a regular non-raid play session. I would CTRL+ and ALT+ my most standard button presses, and for my less common actions I would need to SHIFT+ to another hotkey bank so I could press yet another number. And now that I think back, some of my macros even combined 2 related abilities into 1 key when possible.

BUTTON MASHING HELL.

IMO a game should be designed for:
1 hotkey bar of actions
1 hotkey bar of items

That's plenty of options if the game has a cohesive design.

Of course there should be options to have more macros for when people want to get fancy/save button presses, etc., but that's not the point I'm arguing.


Title: Re: EQ 'Next'
Post by: schild on January 07, 2010, 04:02:20 PM
Why would I want developers to design for hotbars at all? That line of thought doesn't even make sense to me.


Title: Re: EQ 'Next'
Post by: Draegan on January 07, 2010, 07:55:07 PM
So how would you play Dragon Age without a hotbar?


Title: Re: EQ 'Next'
Post by: Koyasha on January 07, 2010, 08:05:05 PM
What really ticks me off about control systems is that all these gadgets we have with additional buttons for gaming generally don't actually ADD buttons that we can use - the buttons have to be programmed to duplicate the functions of normal keyboard buttons, so I have a G13 with 24*3 extra buttons and a G15 with 18*3 extra buttons, but those buttons all have to be programmed to duplicate normal keyboard buttons, or button-combinations, rather than being their own unique buttons that I can map directly to an action.

If I could use all these buttons as unique buttons and map them to various controls within the game directly, I wouldn't have a problem with hotbars and whatever, in general.  As it is, I find myself running out of buttons in many games, because there's only so many 'free' buttons on my keyboard, and all my peripherals don't improve the situation.


Title: Re: EQ 'Next'
Post by: Rendakor on January 07, 2010, 10:31:01 PM
You expect every MMO to code support for every keyboard's extra buttons?  :uhrr:


Title: Re: EQ 'Next'
Post by: Koyasha on January 07, 2010, 11:52:27 PM
Honestly I have no idea how this sort of thing works on the technical side, but if somebody could work out some kind of standard that could begin to be implemented, so that these things just work right, it would be nice.  I kind of figure this would be more of an issue for the manufacturers of the keyboards rather than the game makers, but I don't know.  I mean, I have noticed that my mouse buttons are usually regarded as unique buttons in games, except some games where none but the main two buttons can be mapped to anything.  I really have no idea how it works, but whether it's in the game programmer's camp or the hardware manufacturer's, or somewhere in between, I just want more buttons to actually be more buttons.

The worst are some games that even have promotions where there are specific pieces of hardware that bear the game's name and such, and yet they have no special support for that hardware.  The least they could do when they make a branded piece of hardware is add support for each of those buttons to be an actual unique button.


Title: Re: EQ 'Next'
Post by: Sheepherder on January 08, 2010, 01:31:35 AM
Honestly I have no idea how this sort of thing works on the technical side, but if somebody could work out some kind of standard that could begin to be implemented, so that these things just work right, it would be nice.

There is a standard.  As outlined in this standard, keyboards with macro keys are non-standard keyboards. (http://www.microsoft.com/whdc/archive/Scancode.mspx)


Title: Re: EQ 'Next'
Post by: shiznitz on January 08, 2010, 06:08:48 AM
I don't think the "EQ2 button mashing" complaint is an idle gripe. The game may have changed since, but when I remember played, I didn't have enough hotkeys between 1 - = including CTRL+ and ALT+ banks (36 hotkeys!) to contain all of the standard macros, combat abilities, AA abilities and items I would use in a regular non-raid play session. I would CTRL+ and ALT+ my most standard button presses, and for my less common actions I would need to SHIFT+ to another hotkey bank so I could press yet another number. And now that I think back, some of my macros even combined 2 related abilities into 1 key when possible.

BUTTON MASHING HELL.

IMO a game should be designed for:
1 hotkey bar of actions
1 hotkey bar of items

That's plenty of options if the game has a cohesive design.

Of course there should be options to have more macros for when people want to get fancy/save button presses, etc., but that's not the point I'm arguing.

That is inconvenient, yes, but if you only had 10 buttons and had to just cycle them constantly you would still be pushing the same numbers of buttons per fight.


Title: Re: EQ 'Next'
Post by: Numtini on January 08, 2010, 06:26:50 AM
I guess EQ1 was perfect. Attack, taunt, kick!


Title: Re: EQ 'Next'
Post by: Demonix on January 08, 2010, 07:43:16 AM
I guess EQ1 was perfect. Attack, taunt, kick!

The one thing I miss was the little macro I set up for when my PGT would go off.

YARRRRRRRRRR BERSERKER ELF!



Title: Re: EQ 'Next'
Post by: shiznitz on January 08, 2010, 11:29:43 AM
I guess EQ1 was perfect. Attack, taunt, kick!

Exactly. The balance between that and button mashing is different for everyone.  The big improvement for EQ2 was that I wasn't spending 90% of my time watching a chat scroll box, even though a lot of that burden was removed by Ventrilo.

Planetside was great because you didn't even need chatbox to play. Once again, this was enabled by a tool not included in the game - TS or Ventrilo.

The next real step for MMOs is combat that targets a specific space, not a mob. Aim for the head or torso. Cast AE spells that have to anticipate a mob's location after casting time ends. A game with real, true collision to an extent that you could play football or basketball with the engine would be nice.


Title: Re: EQ 'Next'
Post by: Dtrain on January 08, 2010, 11:46:35 AM
Why would I want developers to design for hotbars at all? That line of thought doesn't even make sense to me.

Here's the basis for my thinking: hotbars are a major element of a game's interface. What lives on a hotbar defines a portion of the user's interraction with the title. If I need to cycle through 3 (or more) hotbars in a fight to be effective, and the abilities that I'm triggering have very little situational value, the fight is going to end up feeling frantic and a little braindead. On the other hand, if I'm triggering abilities and items from a focused pool of hotkeys, and those abilities offer a wide range of situational considerations (skill chains, increased damage potential, situational status effects, positioning, resistances, ally disposition, etc.) the game is going to feel more organic and strategic.

That is inconvenient, yes, but if you only had 10 buttons and had to just cycle them constantly you would still be pushing the same numbers of buttons per fight.

All things being equal, I'd rather press fewer buttons if there isn't a lot of variety in the effects. And if all we're doing is standing toe to toe with an enemey (so to speak,) and pressing the same patern of buttons each fight it doesn't sound like a very good game to me.

I guess EQ1 was perfect. Attack, taunt, kick!

3 abilities is obviously too few. 36 is too many. There's a sweet spot somewhere in between.


Title: Re: EQ 'Next'
Post by: Koyasha on January 08, 2010, 11:50:14 AM
I guess EQ1 was perfect. Attack, taunt, kick!
Honestly I think EQ1 was perfect - as a bard, at least.  Cleric also caught it pretty spot on, in the later ages once Complete Healing wasn't the all-purpose tool for every situation, and was merely one of the tools at a cleric's disposal.


Title: Re: EQ 'Next'
Post by: Draegan on January 08, 2010, 12:00:22 PM
My protection specced warrior in WOW is perfect at level 71.


Title: Re: EQ 'Next'
Post by: trias_e on January 08, 2010, 12:28:20 PM
Ability design needs to be about choice and tactical significance.  I didn't enjoy EQ2 because the abilities existed to be cycled mindlessly, with little individual effect.  Honestly, I would rather play EQ1...at least there I could eat a sandwich during combat.  WoW does a bit better in this regard but still has alot of spam for the sake of spam.  However, in WoW, you're often spamming 2-3 abilities instead of 10 cycled ones, which I actually find an improvement.  And your other abilities are generally the good kind:  Stuff to be used in various circumstances but not all the time.  Guild Wars was probably the best ability design I've seen so far in the MMORPG genre in this regard.

Auto attack as a baseline is ok with me, because I don't see much of a difference between auto attack and spamming skills constantly other than busy work.  There might be a better solution than 'autoattack', but it sure isn't constant ability spamming, at least not for me.


Title: Re: EQ 'Next'
Post by: Koyasha on January 08, 2010, 12:52:56 PM
I agree with this for the most part.  If an ability consists essentially of 'cause more damage' and is not situational, has no secondary effects, etc, I feel like it should be folded into autoattacking.  I shouldn't have to press a button in order to do my normal amount of damage, in my opinion.  Button presses should be for something that has a significant effect on the tactical situation, not just to do your standard amount of damage.  An ability 'rotation' is absurd to me, because it implies that I should be constantly hitting this sequence of buttons in order to do my normal amount of damage.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 08, 2010, 07:57:06 PM
A 30+ scrapper or tank in CoH was about right for the number of attacks.

If those attacks could be upgraded to do something more, or morph into chains (ala the WAR Swordmaster+mod I mentioned), it would be good for variety without overload.


Title: Re: EQ 'Next'
Post by: Ratman_tf on January 08, 2010, 09:23:22 PM
3 abilities is obviously too few. 36 is too many. There's a sweet spot somewhere in between.

For me, it's 10. If I have to hit some kind of Ctrl-Alt-Del-Funct-Ent-Spc-NumLoc-F12 combo to fire off an ability, I'm probably just going to forget about it and learn to make do without it.


Title: Re: EQ 'Next'
Post by: Kageru on January 09, 2010, 01:49:34 AM
The next real step for MMOs is combat that targets a specific space, not a mob. Aim for the head or torso. Cast AE spells that have to anticipate a mob's location after casting time ends. A game with real, true collision to an extent that you could play football or basketball with the engine would be nice.

Fallen Earth? And I assume the instance based shooter hybrids like crime craft (lol) and global agenda.

That said I'm still not sure how these are going to solve the FPS sensitivity to lag, or how demanding it is of server power.


Title: Re: EQ 'Next'
Post by: eldaec on January 11, 2010, 03:07:56 PM
You're all fucking crazy.

I'm perfectly happy with several dozen ability buttons, the more the merrier, so long as they all do something slightly different. Even if it's just 'power efficient dd' 'time efficient dd' 'really big long cast dd for alpha' and so on. I take the point about EQ2, it was a little confusing when you had six spells on the same cooldown timer that did the same thing, that doesn't really count as separate abilities and just made the UI awkward, that said, to be honest lern2hotbar noob.

If picking the right ability isn't the point of combat in these things I don't know wtf is.

Simple rule of thumb : if I don't need to use a mouse because I ran out of keys to assign shit to, then you haven't given me enough spells yet.

There is no such thing as too many abilities.


Title: Re: EQ 'Next'
Post by: Ingmar on January 11, 2010, 03:14:08 PM
I thought the EQ2 problem being described was there were 6 different abilities that did the same thing on DIFFERENT cooldowns?


Title: Re: EQ 'Next'
Post by: PalmTrees on January 11, 2010, 03:56:53 PM
3 abilities is obviously too few. 36 is too many. There's a sweet spot somewhere in between.

For me, it's 10. If I have to hit some kind of Ctrl-Alt-Del-Funct-Ent-Spc-NumLoc-F12 combo to fire off an ability, I'm probably just going to forget about it and learn to make do without it.

I'm like that as well. I'm currently playing Fallen Earth and even though I've used up the 1 to = and all my numpad keys, there's still abilities I'd have to alt- or crtl- for and they never get used.


Title: Re: EQ 'Next'
Post by: eldaec on January 11, 2010, 04:18:38 PM
I thought the EQ2 problem being described was there were 6 different abilities that did the same thing on DIFFERENT cooldowns?

Each spell has about 10 versions, each version is just a scaled up copy of the last (minor ass rodgering, lesser ass rodgering, ass rodgering, greater ass rodgering etc). They are all on the same cooldown.

When EQ2 launched, they also had arbitrary and only vaguely connected names (ass poke, bottom shock, sodomy, assageddon etc) which meant much fiddling with hotbars.

As far as I know there were no identical abilities on different cooldowns.


Title: Re: EQ 'Next'
Post by: Ingmar on January 11, 2010, 04:19:56 PM
If that's how it works then yeah, I don't really get the complaint. (Other than the figuring-out-which-is-your-best-rank issue obviously.)


Title: Re: EQ 'Next'
Post by: eldaec on January 11, 2010, 04:36:28 PM
Just looked up the list of spell lines for my EQ2 class (defiler)

My hotbars would have these on different cooldowns.


Small heal (costs health)
Big Heal (costs Health)
group heal (costs health)

Single target ward
Instant single target ward (emergency big ward with long cooldown)
Group ward
Instant group ward
pbaoe Turret ward
fucked up thing that grants a bigger ward on more injured targets

Debuff + DD
WIS Debuff + Dot
Haste Debuff + Dot
aoe dot + res debuff
aoe manaleech
dot +manaleech
aoe dot that gains power vs low health

Health+power buff
group resistence buff
group health buff
group health and STR buff
HP regen selfbuff
group heal proc buff
slow debuff proc
death prevention buff
dot proc buff

haste debuff
attribiute debuff
aoe fear
dps debuff
fear
str/agi/wis debuff

rez
rez+power regen
aoe rez
battle rez

cure
group cure
group demez





The rez spells could be rationalised, but that aside, this is a sensible number of spells, obviously you need to add AAs etc on to this.


Title: Re: EQ 'Next'
Post by: Draegan on January 11, 2010, 05:08:12 PM
You're broken.


Title: Re: EQ 'Next'
Post by: Rendakor on January 11, 2010, 05:18:43 PM
I'm with eldaec, I like the diversity EQ2's ability choices, rather than WoW's "less is more" approach.


Title: Re: EQ 'Next'
Post by: Ingmar on January 11, 2010, 05:37:19 PM
I'm with eldaec, I like the diversity EQ2's ability choices, rather than WoW's "less is more" approach.

Eh it isn't like WoW is Diablo. Realistically speaking most classes have around 15-20 buttons that they'll push in various situations, some much more. A lot of them are situational but it isn't like you can really sum up an arcane mage for example as a two button class, despite it having 2 main abilities it uses as primary dps abilities. It still has a whole suite of buffs, defensive spells, CC, utility spells, etc.


Title: Re: EQ 'Next'
Post by: Xurtan on January 11, 2010, 05:40:06 PM
EQII was pretty button mashy, but I never really had a problem with that. My Dirge had/has seven hotbars of twelve abilities each, and I use pretty much all of them. (Okay, so one hotbar is half-full, but still.)

I like having options.


Title: Re: EQ 'Next'
Post by: Rendakor on January 11, 2010, 06:16:17 PM
Don't get me wrong Ingmar, I don't find the lack of buttons a problem in WoW. Just that given the choice, I'd rather have more options. In WoW, it's largely dependant on class; some classes have far more options and abilities than others.


Title: Re: EQ 'Next'
Post by: Numtini on January 11, 2010, 06:18:25 PM
All these games are button mashy, it's whether you're hitting the same button or a bunch of them. I like the diversity.


Title: Re: EQ 'Next'
Post by: Kageru on January 11, 2010, 06:26:15 PM

20 abilities that do similar damage with different names on the buttons is not diversity.

The WoW developers have fairly consciously been trying to move towards a reactive or combination based gameplay. Things like one ability randomly building up power points that can be used for certain instant abilitiies, or short lived debuffs applied by one attack or heal that modify the next X attacks of a certain type. So a reasonably small number of abilities can have quite complex interactions (the feral druid DPS cycle is apparently almost too complex). I certainly don't think it's made the challenge of class balance any easier though.

Both systems cost you something in terms of situational awareness. Watching the cooldown on a large number of abilities is less interesting and variable than watching and reacting to the movements of the mob and my allies. So something like the wow shaman's chain heal (heal that hits one target and then chains to 1-3 more) is good because it forces you to consider the environment on every cast.


Title: Re: EQ 'Next'
Post by: Numtini on January 11, 2010, 07:01:45 PM
Quote
So something like the wow shaman's chain heal (heal that hits one target and then chains to 1-3 more) is good because it forces you to consider the environment on every cast.

Having played a Mystic (damage shield based healer) in EQ2 and a resto shaman in WoW, there is no comparison between the complexity of my job raiding in EQ2 vs. the relative simplicity of the shaman in WoW.

WoW healing is largely staying aimed on the tank and repeatedly rotating riptide and chain heal or riptide and LHW. For sides, I refresh the earth shield and drop the odd flame shock if I have time. That's pretty much the fight. Oh and drop heroism when the raid leader says to. Consider the environment? No. Combat moves far too fast. The entire point of chain heal is that you don't have to think about it, it heals whomever is sickest. The most you do is cast it on yourself if you or other casters have damage. I don't have any debuffs. Buffs are totems before the fight. If there's going to be poison/disease, curing is done by a totem.

EQ2, otoh, involves rotating a group and single target ward on the tank, including keeping track of how much is left on each for power conservation because the spells last longer than the recast timers. Figuring if the single target ward has enough left on it to cast it on the offtank if you don't have another shaman class or whether there's a DPS who's grabbed aggro that needs it. Direct heals to spot heal non-wardable damage on the tank and MT group. Running four spell based debuffs, some of which need to be refreshed and have major effects on the fight others of which are situational. Doing melee damage with a few different attacks, each of which has it's own debuff or other effect. Curing both individual and group (each classes group cure only handles some types of damage). And while my mystic attacks don't require you to be behind or to the side of the mob, if you want to live, you usually need to watch positioning. While generally we don't rez, we all have in combat rez's, in my case I have an uber AOE group one on a long timer, and if necros and dirges get behind in rezzing or there's an entire group that needs to be brought back up, I have to balance that against the casting time which is longer usually than my wards last and can endanger the tank.

While I never raided on my dirge, their attacks require positioning, sometimes behind, sometimes to the side. Each different attack has a different debuff. You are in charge of utility rezzing. No, a million times no, these are not all buttons that do the same thing. That might be the appearance when soloing, but it most certainly is not the case when you are raiding.


Title: Re: EQ 'Next'
Post by: Kageru on January 11, 2010, 07:20:35 PM

Well, you still need to make sure CH is actually going into a clump at least or you get no bounces, and players who are more situationally aware can get more out of it. And I wish curing was done by a totem, but given it's group only, pulsed and non-curse there's still plenty of single target curing.

Do EQ2 raid encounters have as much movement and ground effects as the WoW raids? Having to rotate 4 debuffs and attack powers while staying out of the bad stuff sounds quite painful.

I'm amazed you have a ward that survives long enough you can monitor points remaining. There's nothing in WoW really using that mechanic which come close to that level of durability.

Let alone the idea of in-combat AoE rezzes, that blows my mind.


Title: Re: EQ 'Next'
Post by: kondratti on January 11, 2010, 09:12:20 PM

I'm amazed you have a ward that survives long enough you can monitor points remaining. There's nothing in WoW really using that mechanic which come close to that level of durability.


While everyone has their debuffs up, the wards can last quite a while, when the mob is not debuffed the ward usually gets chewed up right away and works like a pre-heal.  Debuffs used to be the key in EQ2, but I havent raided for a year, so they might have changed since then.

Having raided in both games, there is a large difference between the two.  WoW is all about the mob scripts, and each player doesnt have much to do, as long as you move when you have to, and if you try to do it outside the script, you get an Enrage.  EQ2 is all about the abilities and everyone has to do their thing when it is needed.


Title: Re: EQ 'Next'
Post by: Kageru on January 11, 2010, 09:26:48 PM

I don't really understand that. Enrage is almost always a "you are too slow" mechanic to limit stacking healers to win even if your DPS people are mostly AFK. Which was somewhat of the EQ mechanic.

I did find there was a big difference in player activity the smaller the raid group though. WoW 10 man is a lot more interesting than 25 man (to me) because the roles are less specialised. You have to cover more ground and there's less tolerance if you lose people or timing.


Title: Re: EQ 'Next'
Post by: Numtini on January 12, 2010, 06:16:30 AM
Quote
I'm amazed you have a ward that survives long enough you can monitor points remaining. There's nothing in WoW really using that mechanic which come close to that level of durability.

I generally pre-ward the tank, the group ward is a big pool and will go to whomever is damanged until it runs out, ie, it's 6000 points of healing for anyone who needs it, not 1000 each. That usually goes down on the first hit. But once the debuffs are in, it slows down a great deal and you have a lot of time to think about what's going on. Debuffs are huge in EQ2. Profit UI is preferred in my experience by shamans (mystics and defilers) specifically because it has a running total of how much is left on the wards and try to time it so the new one hits just as the other expires. You can also watch them and see other problems, if your single target is the primary ward and the group one is taking a lot of damage, someone has clearly grabbed aggro and it can be hard to figure how whom until the ward drops. The slower speed and additional time to think in EQ2 is which is one of the big reasons I prefer EQ2 to WoW. WoW feels to me like a choreographed dance that you learn and execute. EQ2 always felt like I was actually raiding, much more spontaneous. Much less predictable. And part of that, I think, is all the stuff that can go on because you have this great variety of things to do.

EQ2 is less don't stand in the crap stuff and a lot more jousting. Generally I was MT healer, so I didn't joust. I just ate it to keep the tank up. Fun! Also a lot more stuff with people going places and doing clickies or something.

As far as monitoring how many bounces you're getting on chain heal. I watch gridstatuschainwho and if I only see the tank is the only one getting hit by it, I might switch to LHW. But I'm spec'd for CH and I'm using the mana cost reduction totem. I think I only need one jump to come out ahead on power? Usually someone wanders into range. Also as above, it's pre-planning, the times I've raided, if we're expecting a lot of splash damage rather than picking targets to heal on the fly, instead you tell everyone ahead of time to keep their butts close together so you can AOE heal them.


Title: Re: EQ 'Next'
Post by: Draegan on January 12, 2010, 06:28:18 AM
I thought mages and shaman were some of the more mind numbing classes in WOW.  I raided as a Shaman in TBC and it was incredibly easy, I just kept pressing the same buttons over and over.

On the other hand, I've raided as a DK (tank and dps), Warrior Tank, Disc and Holy Priest and they're all more situational classes.  I raided as a Paladin (Tank) and it's easier since you press about 3 or 4 buttons and everything works.


Title: Re: EQ 'Next'
Post by: Kageru on January 12, 2010, 07:14:15 AM

Probably true.. I don't think the shaman is one of the most complex classes in WoW. Possibly one of the reasons it's the least popular. And I guess I'm a MT healer generally so my use of CH is more situational.

A lot of the EQ2 mechanics sound somewhat like EQ. Landing a slow made a monstrous difference to incoming DPS and AoE's were frequently handled by dodging the pulses, running out to heal or having a healer chain... I assume that's what you mean by jousting?

My guild used to have an EQ2 chapter but they sort of evaporated. Shame. But always nice to know there is another game supporting an active raid game.


Title: Re: EQ 'Next'
Post by: Numtini on January 12, 2010, 07:24:06 AM
EQ2 is very heavily oriented around raiding, but honestly I felt that when they did the bait and switch about Velius, landing all these Velius giants on the shore and leadiing up to an announcement the new expansion would be.... Odus?! Well, I felt like a lot of wind went out of the sales of the game.


Title: Re: EQ 'Next'
Post by: Dtrain on January 12, 2010, 01:46:01 PM
Just looked up the list of spell lines for my EQ2 class (defiler)

SNIP

The rez spells could be rationalised, but that aside, this is a sensible number of spells, obviously you need to add AAs etc on to this.

38 total abilities - not counting items and AAs, but you feel that only 4 are redundant?

It takes all kinds, I guess. I like complexity as much as the next guy, but this seems like quantity more than quality.

I notice a lot of your spells have group and single target varieties - I think it would be neat if the game were smart enough to have an option to only load 1 version of a spell, and use alt or ctrl hotkeys to fire off the group version. I'm sure some people would prefer to have all their hotkeys (group and single) loaded separately on ctrl or alt hotkey banks, so maybe I'm the wierd one here, but conceptually it just seems a lot cleaner to me. And there is the issue of abilities that shouldn't have a group version.


Title: Re: EQ 'Next'
Post by: Numtini on January 12, 2010, 01:49:06 PM
Quote
38 total abilities - not counting items and AAs, but you feel that only 4 are redundant?
I'm counting 50 (http://www.wowwiki.com/Shaman_abilities) not including spec or items and I don't see that any of them are redundant.


Title: Re: EQ 'Next'
Post by: eldaec on January 12, 2010, 01:58:12 PM
Just looked up the list of spell lines for my EQ2 class (defiler)

SNIP

The rez spells could be rationalised, but that aside, this is a sensible number of spells, obviously you need to add AAs etc on to this.

38 total abilities - not counting items and AAs, but you feel that only 4 are redundant?

No, I only think two are redundant. Still going to need rez and group-mega-rez.


Title: Re: EQ 'Next'
Post by: Ingmar on January 12, 2010, 02:02:21 PM
Quote
38 total abilities - not counting items and AAs, but you feel that only 4 are redundant?
I'm counting 50 (http://www.wowwiki.com/Shaman_abilities) not including spec or items and I don't see that any of them are redundant.


Just going off the list in this thread:

- All of those debuff-one-stat + DoT type things could be redesigned for less bloat quite easily, along with the general pile of debuffs. Functionally a haste debuff and a dps debuff are basically doing the same thing, lowering a mob's damage. Etc.
- This goes double for buffs - group health buff, and also a group health+strength buff?
- Do you really need all those slightly different types of wards? The ward with cast time/ward without cast time things seem particularly redundant to me

While the shaman does have a huge pile of abilities, any one character isn't going to use all of them, more like 1/2. Shamans are really 3 different classes due to the talent specs.


Title: Re: EQ 'Next'
Post by: eldaec on January 12, 2010, 02:26:58 PM
MY COLD DEAD HANDS


Title: Re: EQ 'Next'
Post by: DLRiley on January 12, 2010, 02:28:39 PM
Guild Wars looks at this conversation and laughs.


Title: Re: EQ 'Next'
Post by: eldaec on January 12, 2010, 02:54:21 PM
Despite the fact that Numtini's character is a vile tree hugging badger bothering shower avoiding hippy, she basically has this right.

The ability design is about resource management. You absolutely need a single castable ward, and an emergency instant ward, asking why is like asking why you want both a laser *and* a smart bomb in defender.

The buffs are on a different resource model, you can only cast a limited number, the point is to force a decision about which to use depending on group structure and battle situation.

Debuff choice tests understanding of what sort of damage your group is doing, and what the mobs are likely to rely on.


All of this is how EQ2 introduces decisions into battles. And besides, it means I HAVE MOAR BUTTANS.


Title: Re: EQ 'Next'
Post by: Ingmar on January 12, 2010, 03:18:40 PM
You absolutely need a single castable ward, and an emergency instant ward

What I'm getting at is why does a ward, for example, necessarily have to have a cast time at all? You already have heals with cast times, presumably, let the ward have the instant niche all the time. Or whatever.


Title: Re: EQ 'Next'
Post by: eldaec on January 12, 2010, 04:30:29 PM
Needs a cast time because it forces you to be at least a couple of seconds ahead of events, and can therefore have the size and costs balanced accordingly. But even if they were both instants, you'd want both because the short cool down normal version is your bread and butter, wheras the big, long cool down emergency ward is your oh shit button.



Also, I have no idea what is good about fewer buttons to push.


Title: Re: EQ 'Next'
Post by: Simond on January 12, 2010, 04:53:17 PM
I thought mages and shaman were some of the more mind numbing classes in WOW.  I raided as a Shaman in TBC and it was incredibly easy, I just kept pressing the same buttons over and over.
Elemental shaman:
1) Does the target have flame shock on it? Y - go to 2, N - go to 4.
2) Is Lava Burst on cooldown? Y - go to 5, N - go to 3
3) LAVA BURST! Now go to 1.
4) FLAME SHOCK! Now go to 1.
5) LIGHTNING BOLT! Now go to 1.

Seriously, that's it.


Title: Re: EQ 'Next'
Post by: Draegan on January 12, 2010, 08:12:33 PM
And in TBC it was Trinket/Elemental Mastery
Lightning Bolt about 4-5 times and then Chain lightning.

That's it.  Toss in your totems and hero/lust whenever.


Title: Re: EQ 'Next'
Post by: Rendakor on January 13, 2010, 12:20:44 AM
It really comes down to a matter of preference. In most WoW rotations you're going to be pushing 1-3 buttons a lot, and keeping 2-3 other things up, while in EQ2 you're going to be prioritizing the use of 15-20 things. This makes WoW's combat feel more like button mashing, and EQ2's slightly more tactical. Some people here would rather push 11111111 than 12314516 or whatever.




Title: Re: EQ 'Next'
Post by: Setanta on January 13, 2010, 02:04:42 AM
I thought mages and shaman were some of the more mind numbing classes in WOW.  I raided as a Shaman in TBC and it was incredibly easy, I just kept pressing the same buttons over and over.
Elemental shaman:
1) Does the target have flame shock on it? Y - go to 2, N - go to 4.
2) Is Lava Burst on cooldown? Y - go to 5, N - go to 3
3) LAVA BURST! Now go to 1.
4) FLAME SHOCK! Now go to 1.
5) LIGHTNING BOLT! Now go to 1.

Seriously, that's it.

I played resto (vanilla and levelling TBC because I'm a moron) -> elemental (as it was getting good in TBC then switched to enhance late TBC -> WoTLK. In MC restos had to purge (MC I know :( ) but other than that it was CH/LHW. Earth shock became useful as an interrupt then they moved that to wind shock (I think - I hit the point of WoW-overload when it was introduced). Enhance became a lot more fun, mostly because you could hit on the move and you got wolves, had to mana-regen (cant remember the damage that led to mana-back spell), watch to see how close you were to getting to full charges for an insta-bolt/chain and fiddle with totems depending on the situation. I had more fun enhance than the other 2 specs and never trained dual-spec. you had to think on your toes a bit more.

I think that's why I enjoyed Guild Wars a lot more. The spells you put on your bar and the attributes you took required thought. Sure there are only 8 options (7 if you are carrying the mandatory res sig) but if you ballsed it up, then there was no coming back. In a way, that appealed more to me than other MMOs with 11ty different buttons to mash.


Title: Re: EQ 'Next'
Post by: Murgos on January 13, 2010, 05:53:50 AM
I'm seriously wondering if ANYONE posting in this thread has played EQ2.  In combat you are not pressing 15-20 buttons, in any class.


Title: Re: EQ 'Next'
Post by: Nebu on January 13, 2010, 06:01:32 AM
I think it varies a lot by class.  I know that the game felt a lot more active to me playing my brigand than it did on my defiler. 


Title: Re: EQ 'Next'
Post by: Draegan on January 13, 2010, 07:05:18 AM
Some people here would rather push 11111111 than 12314516 or whatever.

Bullshit

In WOW you press 123456 in any normal fight.

In EQ2 you press 1234567890abcdefghijklmnopqrstuvwxyz1234567890abcdefghijklmnopqrstuvxyz

Neither is tactical.



Title: Re: EQ 'Next'
Post by: Murgos on January 13, 2010, 07:51:39 AM
In EQ2 you press 1234567890abcdefghijklmnopqrstuvwxyz1234567890abcdefghijklmnopqrstuvxyz

No.  You don't.


Title: Re: EQ 'Next'
Post by: statisticalfool on January 13, 2010, 07:57:19 AM
Some people here would rather push 11111111 than 12314516 or whatever.

Bullshit

In WOW you press 123456 in any normal fight.

In EQ2 you press 1234567890abcdefghijklmnopqrstuvwxyz1234567890abcdefghijklmnopqrstuvxyz

Neither is tactical.



(Point noted about EQ2 not being as button intensive as people make it out to be)

This, and this, and this.  You can certainly be made to process more information, to press more buttons, to have to maintain more buffs, and to have to not stand in more fires. But as far as tactical decisions, the whole point of being a competent raider is to minimize the amount of tactical thinking you have to do and replace it with stimulus/response, and efficient largely one way communication.

Interestingly, the best gameplay is this zone where things have gone to shit, but it's not a wipe. I'm not sure how to replicate that in PvE on a reliable basis.


Title: Re: EQ 'Next'
Post by: Numtini on January 13, 2010, 08:48:29 AM
Quote
But as far as tactical decisions, the whole point of being a competent raider is to minimize the amount of tactical thinking you have to do and replace it with stimulus/response, and efficient largely one way communication.

No, that's what WoW raiding is about. EQ2 raiding is somewhat different. It may not be quite the same as a full combat sim of some kind, but in my experience it's far less rote memorization and far more knowing and playing your class.

A roll of quarters could play a shaman in WoW.


Title: Re: EQ 'Next'
Post by: Rendakor on January 13, 2010, 09:24:28 AM
Some people here would rather push 11111111 than 12314516 or whatever.

Bullshit

In WOW you press 123456 in any normal fight.

In EQ2 you press 1234567890abcdefghijklmnopqrstuvwxyz1234567890abcdefghijklmnopqrstuvxyz

Neither is tactical.


Ok, I guess you didn't read the rest of my post. However, I'll provide an example. In WoW as a rogue, you spend most of your time spamming your primary attack, which you use to set up other attacks. Your rotation will look something like 1123114115115115115. A brigand in EQ2 on the other hand, has a LOT more attacks, which will result in your rotation looking something like 1234567, shift+1234567, ctrl+1234. There is a lot less repetitive use of a single ability in EQ2 than in WoW.


Title: Re: EQ 'Next'
Post by: eldaec on January 13, 2010, 09:56:19 AM
In EQ2 tanks, rogues, and priests do not simply rotate abilities at all unless you are fighting mobs well below the capabilities of the group.

Mages might be a little different, suspect they were closer to a rotation than other classes.


Title: Re: EQ 'Next'
Post by: Grimwell on January 13, 2010, 10:01:51 AM
Every class I've played (played seriously, not just created for work) in EQ2 has some form of pattern to it. This is because EQ2 is a game and all games can be distilled down to a very simple list of interactions that advance play.

On a comparative level, the average mid to high level EQ2 player is going to have a large stack of buttons on toolbars around their screen. Some are tied to key class abilities used in every combat, some are for crafting, some are situational, and some are just for convenience and fun. Depending on how someone plays, they could get lost in the buttons and ignore the action and watch only the UI in a nasty combat. That noted, the game isn't so darn complex that you *have* to ignore the action in favor of the UI. If you are doing more than a trial and put in some time with the game, you can manage your core abilities without having to look.


Title: Re: EQ 'Next'
Post by: Dtrain on January 13, 2010, 10:05:28 AM
I'm seriously wondering if ANYONE posting in this thread has played EQ2.  In combat you are not pressing 15-20 buttons, in any class.

eldaec has 9 heals on his ability list (counting wards as heals, natch.) With the remainder of his debuffs, damage, group buffs, utilities and as yet unmentioned AA abilities, I'm pretty sure he's cycling an additional 6 - 11 keys per combat.

This is all verbal masturbation at this point anyways - while it's been far too long since I've played to give you a similar list for my guardian, I can tell you that one of the reasons I stopped playing was that I did not appreciate the "chewing gum for the fingers" that was my hotkey rotation. And I certainly didn't feel that I had too many strategic options. I think it's safe to say that while some are o.k. with the number of button presses in EQ2, others are not. And it has nothing to do with how awesome one group is vs. the other.

Also, I think we're getting sucked into a WOW vs. EQ2 thing here. If WOW and EQ2 represent polar opposites on the question of hotkey presses / ability selection, I think they could both be a little closer to the center.


Title: Re: EQ 'Next'
Post by: Sheepherder on January 13, 2010, 10:46:06 AM
Also, I think we're getting sucked into a WOW vs. EQ2 thing here. If WOW and EQ2 represent polar opposites on the question of hotkey presses / ability selection, I think they could both be a little closer to the center.

WoW is everything from the centre towards the minimalist.  Take an Arms warrior for example:

Main Attacks:

Mortal Strike
Slam
Rend
Overpower
Execute
Bladestorm

Rage Burn:

Cleave
Heroic Strike

Short Cooldowns:

Sweeping Strikes
Bloodrage
Berserker Rage
Heroic Throw
Shattering Throw


Title: Re: EQ 'Next'
Post by: Ingmar on January 13, 2010, 11:14:05 AM
Also, I think we're getting sucked into a WOW vs. EQ2 thing here. If WOW and EQ2 represent polar opposites on the question of hotkey presses / ability selection, I think they could both be a little closer to the center.

We've created a false dichotomy there, though; WoW is not actually the extreme other end of the simplicity spectrum.


Title: Re: EQ 'Next'
Post by: Draegan on January 13, 2010, 11:42:48 AM
EQ would be simplicity.


Title: Re: EQ 'Next'
Post by: eldaec on January 13, 2010, 01:32:37 PM
I'm seriously wondering if ANYONE posting in this thread has played EQ2.  In combat you are not pressing 15-20 buttons, in any class.

eldaec has 9 heals on his ability list (counting wards as heals, natch.) With the remainder of his debuffs, damage, group buffs, utilities and as yet unmentioned AA abilities, I'm pretty sure he's cycling an additional 6 - 11 keys per combat.

Except you don't cycle the heals. You use them in 9 different circumstances (arguably you cycle one of them - the ordinary ward - in the specific 'not much going on' circumstance).


Title: Re: EQ 'Next'
Post by: Murgos on January 13, 2010, 01:33:54 PM
eldaec has 9 heals on his ability list (counting wards as heals, natch.) With the remainder of his debuffs, damage, group buffs, utilities and as yet unmentioned AA abilities, I'm pretty sure he's cycling an additional 6 - 11 keys per combat.

No, he's using different levels of the same spell so it looks like OMG LOTS! of different abilities.  I'm guessing that this is so he can try to be a little extra efficient with his mana but I'm pretty sure you can do the same thing in WoW if you wanted to and it's not actually required to play the game.


Title: Re: EQ 'Next'
Post by: eldaec on January 13, 2010, 01:36:53 PM
eldaec has 9 heals on his ability list (counting wards as heals, natch.) With the remainder of his debuffs, damage, group buffs, utilities and as yet unmentioned AA abilities, I'm pretty sure he's cycling an additional 6 - 11 keys per combat.

No, he's using different levels of the same spell so it looks like OMG LOTS! of different abilities.  I'm guessing that this is so he can try to be a little extra efficient with his mana but I'm pretty sure you can do the same thing in WoW if you wanted to and it's not actually required to play the game.

No, we covered that on the last page, we're talking about the number of damage mitigation spell lines that a defiler has, not the dozens of individual spells you get if you count the tiers seperately.


Title: Re: EQ 'Next'
Post by: Malakili on January 13, 2010, 02:22:26 PM
 I'm guessing that this is so he can try to be a little extra efficient with his mana but I'm pretty sure you can do the same thing in WoW if you wanted to and it's not actually required to play the game.

They killed this back around the end of Burning Crusade, spells cost a straight % of mana now regardless of the rank of the spell.  They did this to purposefully destroy downranking, I can't really remember the rationale, I guess people were spamming incredibly low mana spells but their huge amounts of +spellpower were just becoming too powerful (though frankly, people were doing this as far back as Molten Core, so I dunno).


Title: Re: EQ 'Next'
Post by: Kageh on January 13, 2010, 02:34:34 PM
They killed this back around the end of Burning Crusade, spells cost a straight % of mana now regardless of the rank of the spell.  They did this to purposefully destroy downranking, I can't really remember the rationale, I guess people were spamming incredibly low mana spells but their huge amounts of +spellpower were just becoming too powerful (though frankly, people were doing this as far back as Molten Core, so I dunno).

You have the right reason. But historically, they already had nerfed it a lot by the beginning of TBC by modifying the amount of +spellpower to only work 100% on the last two ranks of the spells known to you. The flat % mana cost was just the final death blow to downranking.




Title: Re: EQ 'Next'
Post by: Ingmar on January 13, 2010, 02:36:41 PM
The basic idea behind it is downranking was killing the mana management aspect of the game for healers. Although it turns out they still have a ways to go on that front, making that change did help make it a little better.


Title: Re: EQ 'Next'
Post by: Malakili on January 13, 2010, 02:43:34 PM
They killed this back around the end of Burning Crusade, spells cost a straight % of mana now regardless of the rank of the spell.  They did this to purposefully destroy downranking, I can't really remember the rationale, I guess people were spamming incredibly low mana spells but their huge amounts of +spellpower were just becoming too powerful (though frankly, people were doing this as far back as Molten Core, so I dunno).

You have the right reason. But historically, they already had nerfed it a lot by the beginning of TBC by modifying the amount of +spellpower to only work 100% on the last two ranks of the spells known to you. The flat % mana cost was just the final death blow to downranking.





Ah thats right, now I remember.  I recall spamming rank 4 healing touch back in vanilla because it had a shorter cast time, and you could spam it with no regard for mana, and was still hefty enough with enough +healing.  I had forgotten that they did the initial nerf, and then the later nerf.

Either way, I remember being annoyed by it at the time because I liked being able to mix up ranks depending on the situation rather than doing the chain-cast / cancel if tank is full max rank healing touch that came later. (then of course healy tree form changed everything).


Title: Re: EQ 'Next'
Post by: Nonentity on January 13, 2010, 03:49:37 PM
Quote
But as far as tactical decisions, the whole point of being a competent raider is to minimize the amount of tactical thinking you have to do and replace it with stimulus/response, and efficient largely one way communication.

No, that's what WoW raiding is about. EQ2 raiding is somewhat different. It may not be quite the same as a full combat sim of some kind, but in my experience it's far less rote memorization and far more knowing and playing your class.

A roll of quarters could play a shaman in WoW.

This pretty much sealed the deal for me as far as raiding in EQ2. Anything this asinine makes my brain hurt.


http://eq2.wikia.com/wiki/The_Djinn_Master's_Prism


Title: Re: EQ 'Next'
Post by: Xurtan on January 13, 2010, 03:55:24 PM
I must be odd, I like raids like that.


Title: Re: EQ 'Next'
Post by: Ingmar on January 13, 2010, 04:01:23 PM
That sounds like a fight against the interface more than a fight against the monster.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 13, 2010, 04:53:15 PM
My EQ2 illusionist had a lot of different abilities that actually did a lot of different things.

I found it a lot of fun to play. On the other hand, one reason I won't go back to EQ2 is because I know I'll never remember what half the abilities actually do (could just make a new character I guess).


Title: Re: EQ 'Next'
Post by: Rendakor on January 13, 2010, 05:09:07 PM
That fight sounds really really annoying. It's the sort of thing that'd work out ok in a P&P game but not in an MMO.


Title: Re: EQ 'Next'
Post by: Nebu on January 13, 2010, 05:27:45 PM
That fight sounds really really annoying. It's the sort of thing that'd work out ok in a P&P game but not in an MMO.

It's Tomb of Horrors level of annoying.  I don't think an encounter like that ever works unless it's so Monty Haul that players are willing to endure it.

There you go... two nerdy P&P references as a bonus. 


Title: Re: EQ 'Next'
Post by: veredus on January 13, 2010, 06:54:39 PM
My EQ2 illusionist had a lot of different abilities that actually did a lot of different things.

I found it a lot of fun to play. On the other hand, one reason I won't go back to EQ2 is because I know I'll never remember what half the abilities actually do (could just make a new character I guess).

I have tried going back to EQ2 twice and the above is the exact reason why I have never lasted long. It's a pain to relearn to play my brigand and warlock since there are so many options and I can't bring myself to start all over.  


Title: Re: EQ 'Next'
Post by: tkinnun0 on January 14, 2010, 02:21:29 AM
Ahhahahahaa!

I could see me doing that once in a single-player game, then using cheat codes thereafter.


Title: Re: EQ 'Next'
Post by: Murgos on January 14, 2010, 05:46:16 AM
Of Eldaec's listed spells these are actually spells that would be in a rotation in group combat against a single target:
Quote
Single target ward
Group ward
These would be cast once per target situational use buttons:
Quote
Debuff + DD
WIS Debuff + Dot
Haste Debuff + Dot
dot +manaleech
haste debuff
attribiute debuff
dps debuff
str/agi/wis debuff
These would be O-SHIT! single use, very situational buttons:
Quote
Small heal (costs health)
Big Heal (costs Health)
group heal (costs health)
Instant single target ward (emergency big ward with long cooldown)
Instant group ward
pbaoe Turret ward
fucked up thing that grants a bigger ward on more injured targets
aoe fear
fear
battle rez
cure
group cure
group demez
Next you have the occasional, once per group/very long (multi hour) timer buttons:
Quote
Health+power buff
group resistence buff
group health buff
group health and STR buff
HP regen selfbuff
group heal proc buff
slow debuff proc
death prevention buff
dot proc buff
rez
rez+power regen
aoe rez
And then finally the probably don't ever get used in a good group buttons:
Quote
aoe dot + res debuff
aoe manaleech
aoe dot that gains power vs low health

The stuff about EQ2 being a festival of panicked button mashing is really just pure invention.  A damage skill based class like a monk or a wizard will have a higher number of spells in 'rotation' but that's still only 5 or 6ish.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 14, 2010, 07:24:04 AM
The stuff about EQ2 being a festival of panicked button mashing is really just pure invention.  A damage skill based class like a monk or a wizard will have a higher number of spells in 'rotation' but that's still only 5 or 6ish.
It's not panicked button mashing, there are just too many.  Both my Bruiser and Shadowknight had about 20 buttons I used in every combat.  That is not an exaggeration.  It is quite literal and were I subscribed I would be happy to show a screenshot.

I never panicked since combat there is slow enough.  I did, however, only stare at my bar clicking buttons instead of actually watching what was going on.  The only 'problem' is that I tended to not notice things I could interrupt since I was so focused on the bar.  Surviving wasn't an issue, only my enjoyment of combat.


Title: Re: EQ 'Next'
Post by: trias_e on January 14, 2010, 10:14:49 AM
Quote
The stuff about EQ2 being a festival of panicked button mashing is really just pure invention

I played 3 classes to level 30.  By that time, all of them had 7-14 abilities that I used mindlessly and without variation in every combat on a predetermined, maximal efficiency rotation that are obtainable using basic math (based on effect and cooldown cycling).  These classes were defiler, bruiser, and paladin.  Defiler was the least mindless of these, as you have to more tactifully apply wards and such, but yet just as boring as their abilities were so damn underwhelming and combat lasted forever.  Note that this applies to soloing...in groups with my defiler things were different as I would just basically cast wards only.  Although things were not really different for the other two classes.

I'm sure that end game is much different, but I can only account for my experiences, which were lower level and almost exclusively solo.


Title: Re: EQ 'Next'
Post by: eldaec on January 15, 2010, 06:08:38 AM
  I did, however, only stare at my bar clicking buttons instead of actually watching what was going on. 

I think this more related to positioning (the only meaningful thing you can see in the main view) being irrelevant to combat in all these games.

The only reason to watch what is going on in simpler games like wow is that you don't have anything else to do.


Title: Re: EQ 'Next'
Post by: Rendakor on January 15, 2010, 09:05:15 AM
Some people equate "watching what's going on" with fun.


Title: Re: EQ 'Next'
Post by: Nebu on January 15, 2010, 10:08:37 AM
Some people equate "watching what's going on" with fun.

CoH proved why most people play MMO's.  It's for the phat lewtz.   Ultimately it doesn't matter how fun your combat is (see also AoC), if you don't have an elaborate loot treadmill your title will suffer.  


Title: Re: EQ 'Next'
Post by: Lantyssa on January 15, 2010, 10:56:26 AM
We call them "raiders". 
Raiders like watching bars.  I like watching the action.  Seeing characters hit things or spells being flung about.  That's what I mean by "what's going on".  I don't want to see the mechanics of the battle.


Title: Re: EQ 'Next'
Post by: Rendakor on January 15, 2010, 11:02:58 AM
We call them "raiders". 
  :uhrr: I'm a pretty serious WoW raider and I spend more time watching action bars, Omen, and DBM than cool spell effects. The only thing I really "watch" is fire, to prevent standing in it (although lately DBM has a warning for that too).


Title: Re: EQ 'Next'
Post by: Nebu on January 15, 2010, 11:09:16 AM
I misstated myself with the "raders" comment.  

I too wish for games where I could watch the action rather than watching action bars, particularly if I'm forced to play the healer in the holy triad.  

I apologize.    


Title: Re: EQ 'Next'
Post by: Ingmar on January 15, 2010, 11:11:18 AM
Some people equate "watching what's going on" with fun.

We call them "raiders". 

CoH proved why most people play MMO's.  It's for the phat lewtz.   Ultimately it doesn't matter how fun your combat is (see also AoC), if you don't have an elaborate loot treadmill your title will suffer. 

I don't think it was just the lack of loot, CoH was truly awful at disguising the grind and could really have benefited from more higher complexity PVE encounters that didn't take all day - task forces were cool but they took much too long. It was the lack of variety in combat that eventually killed it for me, since most of the time in game was spent fighting what essentially felt like reskinned copies of the same guys - for whatever reason, WoW mobs don't give me that feeling, maybe because they're just more polished. CoH could really have used some voice acting.

Even with those problems, it is probably my 2nd or 3rd most-played MMO behind WoW and maybe DAOC. Well, GW is up there too. But I really did like CoH for quite a while.


Title: Re: EQ 'Next'
Post by: eldaec on January 15, 2010, 11:25:54 AM

I don't think it was just the lack of loot, CoH was truly awful at disguising the grind and could really have benefited from more higher complexity PVE encounters that didn't take all day

It did have them at lvl 45-50, and in some of the newer zones (striga espeicially) problem was 30-40 being pretty barren.


Title: Re: EQ 'Next'
Post by: Ingmar on January 15, 2010, 11:53:20 AM

I don't think it was just the lack of loot, CoH was truly awful at disguising the grind and could really have benefited from more higher complexity PVE encounters that didn't take all day

It did have them at lvl 45-50, and in some of the newer zones (striga espeicially) problem was 30-40 being pretty barren.

I did get sidekicked through some of the archvillain fights at the higher levels, but it was kind of a too little too late sort of scenario. And yeah Striga was pretty cool. They needed some more stuff like that eariler in the game's life, awesome and accessible right out of the gates, kind of ilke Deadmines. I really think to this day it was my first trip to Deadmines that really hooked me on WoW. (You landlubbers are tougher than I thought!)


Title: Re: EQ 'Next'
Post by: Nebu on January 15, 2010, 11:54:52 AM
Even with those problems, it is probably my 2nd or 3rd most-played MMO behind WoW and maybe DAOC. Well, GW is up there too. But I really did like CoH for quite a while.

We seem to have similar tastes in games.  

I just find myself wondering what the hook is with WoW.  DAoC kept me coming back because of the social aspects.  CoH hooked me with the character creator, travel powers, and the fast-paced combat.  I find myself returning to WoW often but a) I don't care for the art direction, b) I'm not enamored with any of the classes, and c) I don't have any friends playing the game at a high level.  Perhaps it's just the fact that I can log on for as little as 10 minutes and still get something somewhat meaningful accomplished.  That and it's always active with people...  


Title: Re: EQ 'Next'
Post by: Numtini on August 09, 2010, 07:01:51 AM
Well, it's finally officially announced (http://www.massively.com/tag/everquest-next/). Looks very early and pretty WoW-Like in graphics. Not a lot of details other than PVP at launch and fewer classes.


Title: Re: EQ 'Next'
Post by: Shatter on August 09, 2010, 07:37:41 AM
Videos at work wont play for me so not sure they cover this but how does this game fit into the EQ genre?  Before EQ1?  After EQ2?  Something completely new?


Title: Re: EQ 'Next'
Post by: Numtini on August 09, 2010, 08:11:24 AM
According to what I've read, it's a reboot of the franchise.


Title: Re: EQ 'Next'
Post by: Engels on August 09, 2010, 08:24:26 AM
God, I hope they don't Wow it up artistically. That would not be a reboot, that would be the final coffin nail.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 09, 2010, 08:49:07 AM
God, I hope they don't Wow it up artistically. That would not be a reboot, that would be the final coffin nail.

Is there any doubt about what is going to happen?


Title: Re: EQ 'Next'
Post by: Engels on August 09, 2010, 08:59:50 AM
Please note that I specifically said 'art', not gameplay. Clearly, Wow's gameplay is a success story that I can't blame any MMO company from trying to approximate.

The art direction on EQ1 and EQ2 managed to not go into cartoonsville. There were elements of the 'cute', be it the froglocks or the gnomes, but you didn't get 'groovy' zombies, kewpie doll gnomes or disney paladins.

Don't get me wrong, its probably a 'winning' formula, due to the infantilization of the populace at large when it comes to artwork. That doesn't mean I have to like it.

edit:spelling iz hoard.


Title: Re: EQ 'Next'
Post by: Sky on August 09, 2010, 09:18:58 AM
Don't get me wrong, its probably a 'winning' formula, due to the infantilization of the populace at large when it comes to artwork. That doesn't mean I have to like it.
I agree, on more than just the art level, since I didn't care much for WoW but liked EQ2. But whatchagonnado? If you don't like WoW, forget playing mmo for the next ten+ years, pretty much. Unless someone embraces the niche, understands you won't get million+ subs and makes an mmo like they used to (which were profitable enough to kickstart the whole thing anyway). Not "like they used to" meaning draconian rulesets, but financially responsible. If someone likes WoW, they'll play WoW, if you can't win them over with a LotR license, pretty much nothing else has a chance.

Also, and more importantly from my viewpoint, Scott Hartsman is no longer with SOE. A new phoenix might arise from the ashes, but EQ2 without Scott isn't something I've played in over a year. The direction has gone in a very non-Sky way. I have more interest in that game I just heard about from his new studio, how the hell did I miss that thread? Blah, stupid mmo forum.


Title: Re: EQ 'Next'
Post by: ghost on August 09, 2010, 09:30:25 AM
They seem to have all the pre-requisites- 

1.  Darkshire
2.  Goldshire
3.  Worgen


Should be awesome.


Title: Re: EQ 'Next'
Post by: Soln on August 09, 2010, 09:37:13 AM
not a lot from those videos - I couldn't listen to it all.  Just saw the stills.  Was there any gameplay info?


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 09, 2010, 12:10:14 PM
It doesn't look too cartoony to me, albeit based on just two screenshots, and one of them blurry. But it's an arty look, like the type of illustration you might find in a D&D manual, rather than the realistic look they went for with EQ2.

Personally I liked EQ2 as a game a lot more than WoW but I thought the graphics were horrible even at maximum settings. The characters looked like plastic. The new style appeals more.


Title: Re: EQ 'Next'
Post by: Xanthippe on August 09, 2010, 12:30:41 PM
Even with those problems, it is probably my 2nd or 3rd most-played MMO behind WoW and maybe DAOC. Well, GW is up there too. But I really did like CoH for quite a while.

We seem to have similar tastes in games.  

I just find myself wondering what the hook is with WoW.  DAoC kept me coming back because of the social aspects.  CoH hooked me with the character creator, travel powers, and the fast-paced combat.  I find myself returning to WoW often but a) I don't care for the art direction, b) I'm not enamored with any of the classes, and c) I don't have any friends playing the game at a high level.  Perhaps it's just the fact that I can log on for as little as 10 minutes and still get something somewhat meaningful accomplished.  That and it's always active with people...  

DAOC for the social aspects?  Not the RvR?  I agree about CoH and WoW.  Those are my three favorites.

EQ seemed far too punishing for fun for me - at that time (pre-DAOC) I was playing text muds anyway.

I wish someone would make a DAOC (preToA) Next.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 09, 2010, 12:32:10 PM
I don't think any of that was anything other than concept art, I would not base to much off that at this point.


Title: Re: EQ 'Next'
Post by: Nebu on August 09, 2010, 12:38:33 PM
DAOC for the social aspects?  Not the RvR? 

Both really.  All of my gaming friends were the people I'd log on and RvR with.  When they all left DAoC, I realized that I had been playing for 5+ years just to chat with a group of people. 

I'd love for a new DAoC server/game to come out, but it just wouldn't be the same without the group of people I RvR'ed with for 5 years. 


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 09, 2010, 01:20:21 PM
I don't think any of that was anything other than concept art, I would not base to much off that at this point.

At least one of them is a screenshot . . . actually it's "in game art" whatever that is. Either way you're probably right.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 09, 2010, 04:01:43 PM
Massively's intro to the videos mentioned "There's also some information on what players can expect with regard to support for subscribers of EverQuest and EverQuest II once EverQuest Next comes out."  Did anybody catch what info that might be? 

Also, I sure wish someone would find the sweet spot between cartoony and realistic brown.  EQ had fantastic textures for the day, but they were limited by low poly counts.  EQ2 upped the poly count dramatically, but botched something with the textures or reflectivity such that everything looks like plastic.  You'd think raising the graphics settings would make it better, but no, the higher the setting the more like plastic shiny plastic everything gets!  Oh well, maybe EQ3 will be high-def cartoony, that sounds like something Smedley would go for.


Title: Re: EQ 'Next'
Post by: Kageru on August 09, 2010, 04:23:16 PM

The EQ franchise is a marginal quality. Only a bunch of old veterans really remember EQ1 positively and EQ2 has actually poisoned the well for more than it added to the pool. They should just come up with a new fresh IP showing off the lessons they have learnt. But I guess only Blizzard has that sort of arrogance / confidence.

Then again SoE games seem to be designed primarily by marketing committees rather than game designers so I expect the result to be mediocre. That's if it ever comes out of course given how long they've been sitting on "The agency".



Title: Re: EQ 'Next'
Post by: Soln on August 09, 2010, 07:39:19 PM
EQ3 has to be designed from scratch -- none of this 3 debuffs per level bullshit where you literally end up with dozens of skills on multiple hotbars.  I love lots of races and lots of classes, but the core gameplay (combat, travel, crafting) was really poor. 


Title: Re: EQ 'Next'
Post by: Simond on August 10, 2010, 05:25:35 AM
Please note that I specifically said 'art', not gameplay. Clearly, Wow's gameplay is a success story that I can't blame any MMO company from trying to approximate.

The art direction on EQ1 and EQ2 managed to not go into cartoonsville. There were elements of the 'cute', be it the froglocks or the gnomes, but you didn't get 'groovy' zombies, kewpie doll gnomes or disney paladins.

Don't get me wrong, its probably a 'winning' formula, due to the infantilization of the populace at large when it comes to artwork. That doesn't mean I have to like it.

edit:spelling iz hoard.
I'm sorry, but what? What?
Did you play the same EQ as me, with the lumbering fatty ogres and trolls, the vaguely creepy male/cute female gnomes, the in-jokes and shout-outs (http://www.bardsguild.com/everquest/easterquest.htm) around every corner, and so on? EQ wasn't some 'pure' fantasy MMO and WoW lowered the tone - WoW was just EQ Done Right. Including the gnomes.

Wait, I bet you used the terrible, soulless "Stop having fun guys!" Luclin models.


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on August 10, 2010, 08:19:46 AM

Wait, I bet you used the terrible, soulless "Stop having fun guys!" Luclin models.

Worst idea ever.


Title: Re: EQ 'Next'
Post by: AcidCat on August 10, 2010, 08:39:09 AM

Then again SoE games seem to be designed primarily by marketing committees rather than game designers so I expect the result to be mediocre.


From what I understand from a friend, this is pretty much exactly the way it works. The dudes in the trenches are then tasked with making it come together as a functional game, and it can be a nightmare. I would guess though that a lot of games are made like this.


Title: Re: EQ 'Next'
Post by: Numtini on August 10, 2010, 09:29:54 AM
Quote
EQ3 has to be designed from scratch -- none of this 3 debuffs per level bullshit where you literally end up with dozens of skills on multiple hotbars.  I love lots of races and lots of classes, but the core gameplay (combat, travel, crafting) was really poor. 

We all have different feelings, but to me this was the best part of EQ2, lots of things to do. I'm in favor of anything that gets away from WoW style "press these three buttons in exactly this order repeat as necessary. I loved the fact that I actually needed to think about what I was casting and prioritize things.

Also I liked the fast easy travel in EQ2. To me WoW felt like a huge chore with travel used to slow down levelling--world of travelcraft. And for whatever reason, despite being the fastest travel I can think of, it never lost the feeling of a world with different places like the insta-teleport dungeons in current WoW.


Title: Re: EQ 'Next'
Post by: Koyasha on August 10, 2010, 09:35:46 AM
I'm sorry, but what? What?
Did you play the same EQ as me, with the lumbering fatty ogres and trolls, the vaguely creepy male/cute female gnomes, the in-jokes and shout-outs (http://www.bardsguild.com/everquest/easterquest.htm) around every corner, and so on? EQ wasn't some 'pure' fantasy MMO and WoW lowered the tone - WoW was just EQ Done Right. Including the gnomes.

Wait, I bet you used the terrible, soulless "Stop having fun guys!" Luclin models.
EQ's in-jokes were much, much more subtle than the ones in WoW.  Many of them are simply playing with words, not direct references to out-of-game things.  (Merchant Tekrama, for instance).  Others are references to things specifically related to EQ, such as the names of GM's, famous players, programmers, or forum moderators for major game-related forums.  There are still a decent number of amusing references to out of game things, but the vast majority of those don't immediately jump out and make themselves blatantly obvious.  A few of them do, but it's entirely possible to walk around any given city in Norrath without instantly recognizing blatantly obvious references, unlike most cities in WoW.

And man, I hated the Luclin models cause they never got around to bothering with the Velious textures on them.  The velious textures were so awesome, and then they got rid of them and as far as I know, have never brought them back.


Title: Re: EQ 'Next'
Post by: WindupAtheist on August 10, 2010, 09:52:17 AM
Don't get me wrong, its probably a 'winning' formula, due to the infantilization of the populace at large when it comes to artwork. That doesn't mean I have to like it.

Oh fuck you. You're the first person I've ever encountered who preferred EQ2's soulless dead-eyed mannequins to WoW's cartoon graphics.


Title: Re: EQ 'Next'
Post by: Nebu on August 10, 2010, 09:58:38 AM
Oh fuck you. You're the first person I've ever encountered who preferred EQ2's soulless dead-eyed mannequins to WoW's cartoon graphics.

Are you ok with someone not liking either?  I'm sick of EQ2's plastic models and even more sick of the cartoony WoW look.  Of the two I also prefer EQ2, but not by much. 


Title: Re: EQ 'Next'
Post by: Rasix on August 10, 2010, 10:06:50 AM
I'll take the functional cartoony graphics over creepy plastic love-doll, system killing graphics any day of the week.  EQ2 really failed graphically for folks with not stellar machines.  People shouldn't underestimate how accessible WoW's graphics are and how much it contributes to its success. 


Title: Re: EQ 'Next'
Post by: Cadaverine on August 10, 2010, 10:31:34 AM
WoW's graphics are much more vibrant compared to EQ2's.  While they've gotten better, the colors in early EQ2 were very muddled, and bland.  Particularly the armors.

While I don't care for the totally over the top look to a lot of WoW gear, especially the shoulders, I much prefer their look to EQ2's.  Also, hair styles.  I don't know what drugs were being taken by whoever did the hair in EQ2, but they should probably face criminal prosecution.


Title: Re: EQ 'Next'
Post by: ghost on August 10, 2010, 10:44:11 AM
WoW's graphics are, quite frankly, fun.  That is a great thing about WoW-  it doesn't take itself too seriously.  Are the graphics dated now?  Sure, but I'm sure they'll get a little spruce up with Cataclysm. 


Title: Re: EQ 'Next'
Post by: Shatter on August 10, 2010, 10:45:54 AM
  Also, hair styles.  I don't know what drugs were being taken by whoever did the hair in EQ2, but they should probably face criminal prosecution.

The only saving grace were races that didnt have hair.  Nothing like choosing to play a rat cause the hairstyles on the human type races looks like something out of 2 girls 1 cup


Title: Re: EQ 'Next'
Post by: Simond on August 10, 2010, 11:38:03 AM
Every time I want to go "The EQ2 models aren't that bad" I subsequently remember that I'm using the post-release Animu~ ^_^ models for most races. :-)
And yeah, the art direction for the core (original release) EQ2 game was outright fucking terrible. For example, WoW's newbie gear looked like worn and tatty hand-me-downs. EQ2's looked like crap 'rescued' from the bottom of a mouldy junk pile and then left to rust for a year. And then painted brown.


Title: Re: EQ 'Next'
Post by: Xanthippe on August 10, 2010, 12:37:42 PM
WoW's graphics are, quite frankly, fun.  That is a great thing about WoW-  it doesn't take itself too seriously.  Are the graphics dated now?  Sure, but I'm sure they'll get a little spruce up with Cataclysm. 

Not only do WoW's graphics not bother me, I love them.  I think Nagrand is beautiful, in an old Disney way (Sleeping Beauty, not Lion King).

Cartoony doesn't bother me, as long as the environment feels rich.

I'm not crazy about how big my characters' feet are or ridiculous shoulder pads.  Ridiculous weapons, on the other hand, are fun.

EQ2's graphics remind me a little of Lord of the Ring Online.  They're both pretty but they look like paintings.  Flat.  WoW seems to have more depth somehow, which is weird because they are more cartoony.  Aion,  I thought, avoided this somehow.


Title: Re: EQ 'Next'
Post by: Ingmar on August 10, 2010, 12:41:01 PM
I'm a fan of both WoW and LotRO's graphics - LotRO's character models and animations are not really great but the environments are fantastic. WoW's fit the game perfectly and don't get into the uncanny valley horrible zone which I appreciate a lot.

EQ2 not so much, I always felt like it looked really plastic, especially the character models. WoW was more cartoony but EQ2 was still somehow more 'fake'.


Title: Re: EQ 'Next'
Post by: Soln on August 10, 2010, 12:43:15 PM
wasn't part of the problem with EQ2 also the fact they paired up photorealistic animals with poorly rendered fantasy mobs that just ended up looking odd?   True about all the texture and shader issues, but I thought it was also this giant lack of design guidance that also killed the experience.  And yes about LotRO -- beautiful landscapes but dull character details.  Same issue.  WoW if anything is at least 100% consistent.


Title: Re: EQ 'Next'
Post by: ghost on August 10, 2010, 12:51:00 PM
Aion bugs me because there is too much goddamn teal for my tastes.  It looks great, but it's also pretty monotone, meaning it all looks similar. 

WoW has it down because of the variety in the look of the different locations and the great variety of the different character choices, e.g you can be a Tauren or an elf or whatever suits your fancy.

I played a little EQ2, but I really tried it after it was in its prime, graphically.  The character creation variability is putrid and the overall feel is that they just pulled out some stock graphics for their races and went with it.  Froglocks?  Really? 


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 10, 2010, 01:29:31 PM
EQ2's particle system is amazing. Per vertex attachments!

EDIT: Well it was, looks like they changed the system recently :/ (http://eq2wire.com/2010/07/29/gu57-new-spell-effects-elicit-mixed-responses/)


Title: Re: EQ 'Next'
Post by: ghost on August 10, 2010, 01:50:19 PM
EQ2's particle system is amazing. Per vertex attachments!

EDIT: Well it was, looks like they changed the system recently :/ (http://eq2wire.com/2010/07/29/gu57-new-spell-effects-elicit-mixed-responses/)

"Animated roots and chains coming out of the ground have been replaced with a glowing yellow effect on the target’s feet. Ice comet has been replaced by a few wisps of blue light."

Damn that sounds awesome. 


Title: Re: EQ 'Next'
Post by: Numtini on August 10, 2010, 01:57:11 PM
I really don't like the over the top "warcrafty" looks of WoW. But hey, it's a warcraft game! Be kind of stupid if it didn't have those graphics. It's the particular look though, not that it's cartoony. I like Free Realms looks just find and they're cartoony.

In general, I found early EQ2's graphics dull. And then there were the huge issues with their miscalculation about the future of technology--gambling on 10ghz CPUs and little to no advancement in GPUs. Later expansions the graphics in EQ2 really came together for me, but I also custom built a machine around the oddities of their CPU demands so I could see them.

LOTRO's graphics are beautiful, but the avatars are, to me, very lifeless. Also rather flat, in a literal sense, it just doesn't feel three dimensional.

In terms of WoW's lightneartedness, I could use fewer pop culture jokes. A lot fewer. Fewer poop jokes as well.


Title: Re: EQ 'Next'
Post by: Ingmar on August 10, 2010, 01:57:43 PM
Well, you know, this is their first time changing something the people they have left like too late to make an overall difference for the game. I'm sure they've learned their lesson now.


Title: Re: EQ 'Next'
Post by: Lantyssa on August 10, 2010, 03:25:18 PM
There were things I loved and hated about both WoW's and EQ2's graphics, at least the Asian revamp characters.  My Arasai is still one of my favorite looking characters across games.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 10, 2010, 08:41:13 PM
"Animated roots and chains coming out of the ground have been replaced with a glowing yellow effect on the target’s feet. Ice comet has been replaced by a few wisps of blue light."

Damn that sounds awesome. 

 :facepalm:

It's got to be Smedley.  Surely nobody else on God's green earth is THAT stupid? 


Title: Re: EQ 'Next'
Post by: Grimwell on August 10, 2010, 09:11:40 PM
Well, if they are going to open up a free to play EQ2 server, it makes sense to simplify the graphics and try to make the game run better for more people... it may not amaze people with the pure awesome of the effects... but when I was there most people turned off the effects for performance anyway...


Title: Re: EQ 'Next'
Post by: Numtini on August 11, 2010, 04:33:38 AM
Wouldn't it make more sense to just set the defaults to be super low instead of taking them away from everyone? Or do players react better to being given no options than more.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 11, 2010, 04:44:26 AM
Right. Just "Sorry, turning off the spells" is dumb. ESPECIALLY if you're a hardcore EQ2 player who might have dropped big bucks on a machine just for this game.


Title: Re: EQ 'Next'
Post by: Kageru on August 11, 2010, 05:25:58 AM

You assume they care. It's pretty obvious they consider EQ2 to be at best moribund and at worst in an irreversible decline. They'll focus their efforts on EQ_sort_of_free and see if that grows the population to something they consider interesting and then make a decision on whether or not to continue investing effort into it. After all, both are probably just stop-gaps while they focus future development on EQ3.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 11, 2010, 05:35:50 AM
Oh, I don't assume that at all. I'm just saying it's stupid.

The horrible payment model and sequestering the free from pay servers was nonsensical until the announcement. It's pretty clear post-EQ3 news drop that they see EQ2's only future on the free servers with a residual rump on the pay. It's cold as ice but given the EQ-EQ2 cannibalization it makes a certain crude sense.


Title: Re: EQ 'Next'
Post by: Shatter on August 11, 2010, 05:36:57 AM
Well, if they are going to open up a free to play EQ2 server, it makes sense to simplify the graphics and try to make the game run better for more people... it may not amaze people with the pure awesome of the effects... but when I was there most people were forced to turn off the effects to get mediocre performance anyway...

Fixed


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 11, 2010, 05:42:53 AM
Quite sure a good chunk of it had to do with the particle system being on the CPU instead of GPU as well. However some of the old particle FX and system abilities were amazing, still would be.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 11, 2010, 05:55:18 PM
Well, you know, this is their first time changing something the people they have left like too late to make an overall difference for the game. I'm sure they've learned their lesson now.

The people who learned anything are gone.  The remainder got promoted to positions where they can make the same kinds of stupid decisions and dictate them down to multiple dev teams instead of just one.


Title: Re: EQ 'Next'
Post by: Sky on August 12, 2010, 06:45:21 AM
I'm obviously a fan of EQ2, but I agree with the Count on that one. I'm sure there are still some talented people around, but they're not the people that made it the game I enjoyed. For every cool thing I hear about, I hear a dozen head-scratchers. Haven't played in well over a year and no urge to go back.

As far as graphics, obviously WoW wins in style, but EQ2's tech was pretty awesome. I really liked the amount of detail in the models, there just wasn't anything in that league for years. Once you're used to playing with those kind of facial details and stuff like finger articulation, it's shocking to see something like WoW, such a big step backwards, tech-wise. Obviously the LCD is going to like the low-poly, low texture stuff, it runs on cheap computers very well. I'm just not interested in playing what the LCD is playing. You don't need an authenticator for EQ2.

Anyway, anyone with half a neuron just made a profile for raiding, grouping, soloing. I raided maybe a dozen times but had a raid profile, ffs. Who cares about performance when you can click a button to adjust it on the fly? I'm on the side of putting in more graphical options than anyone can ever run, so everyone can tailor their experience to their own machine. GTA4 was pretty good for this, ignoring people who think they can always crank graphics to max for every game.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 12, 2010, 06:55:47 AM
I subbed to EQ2 for a month. It runs better. It looks so fucking awful. It just looks like the art team didn't give a shit. Somehow, being able to turn things more or less all the way up has made it look WORSE than before to me.


Title: Re: EQ 'Next'
Post by: Lakov_Sanite on August 12, 2010, 07:51:31 AM
I subbed to EQ2 for a month. It runs better. It looks so fucking awful. It just looks like the art team didn't give a shit. Somehow, being able to turn things more or less all the way up has made it look WORSE than before to me.

I had a computer that could run EQ2 just fine when I played it and having a better pc doesn't help because shit Art just looks worse with all the effects turned on.


Title: Re: EQ 'Next'
Post by: Sky on August 12, 2010, 08:39:07 AM
Fuck yeah, EQ2 sucked so bad let's go post in the EQ3 thread about how it sucks.

I love f13.


Title: Re: EQ 'Next'
Post by: Kageru on August 12, 2010, 09:46:57 AM

It's going to be like the SWTOR thread. Since all they've really announced is some concept art and a bunch of good intentions what else are we going to talk about?

That said I remember thinking EQ2 was a graphical downgrade from EQ1 (after the character model update). It had a lot more polygons but just looked so muddy for armor textures and so plastic for skin.



Title: Re: EQ 'Next'
Post by: Modern Angel on August 12, 2010, 10:03:56 AM
Fuck yeah, EQ2 sucked so bad let's go post in the EQ3 thread about how it sucks.

I love f13.

You're misreading me here, guy. I actually like EQ2. It's just ugly. And we were talking art styles in MMOs, generally, and EQ2 v WoW v EQ3 specifically.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on March 27, 2013, 11:45:13 AM
Dave Georgeson, SOE's director of development for the EverQuest franchise, on how EQ Next is going to be something completely new.

"When we started working on Everquest Next, before I was involved in it, they were essentially honing the MMO model, the MMO model that we all know and love ... and we realised after a year or so of development that that really wasn't going to hit it  out of the park

"... so we threw it all away. That was about a year and a half ago . . .

"... we kind of tore down everything about the MMOs, and we picked and picked and picked at it until we found pillars that we thought were something that people would kind of lose their mind about. That they would look at and go, 'they're doing what?'"

See the whole thing in this YouTube video: http://www.youtube.com/watch?v=Dt-MEgLXKXs (it seems to make a lot more sense when you hear him say it too)

The game will be revealed at EQ Live - their fan fair event - on August 1.


Title: Re: EQ 'Next'
Post by: Typhon on March 27, 2013, 02:10:11 PM
I hope they make a good game, because I like playing good games, but when they got to the part where he said, "we share all our knowledge across all our MMOs" I just closed out the video.


Title: Re: EQ 'Next'
Post by: 01101010 on March 27, 2013, 03:49:33 PM
I hope they make a good game, because I like playing good games, but when they got to the part where he said, "we share all our knowledge across all our MMOs" I just closed out the video.

Pillars man.... it's all about Pillars.

I need that meme with the guy from the History Channel's ancient aliens.


Title: Re: EQ 'Next'
Post by: Draegan on March 27, 2013, 06:14:24 PM
I laughed when he said everyone comes back to EQ2 when they try other things.


Title: Re: EQ 'Next'
Post by: Pennilenko on March 27, 2013, 06:31:16 PM
This game will likely be a pay to win grindy cock puncher.


Title: Re: EQ 'Next'
Post by: Paelos on March 27, 2013, 07:13:08 PM
This game will likely be a pay to win grindy cock puncher.

That's 3 pillars right there.


Title: Re: EQ 'Next'
Post by: UnSub on March 27, 2013, 07:17:19 PM
This game will likely be a pay to win grindy cock puncher.

That's 3 pillars right there.

Now, if only they had a fourth pillar...


Title: Re: EQ 'Next'
Post by: Hawkbit on March 27, 2013, 08:08:42 PM
As jaded as I am, I'm going to let myself get a little bit excited for this.  Cautiously optimistic.


Title: Re: EQ 'Next'
Post by: luckton on March 28, 2013, 02:48:33 AM
I have my doubts as to how exactly they're going to innovate more than what's already at the table for MMOs these days.  I mean, we 'are' talking about EQ/SoE here...any 'innovation' would simply be taking features and stuffs that are already in or are being planned to be rolled out in other MMOs and applying them to Norrath.  I'm sure after nearly 10 years of live-time, there's enough of those that they could bundle together into a new product and slap the EQ logo on the box.

But maybe I'm just jaded  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Numtini on March 28, 2013, 03:28:51 AM
Last I heard it was a sandbox, which in SOE terms I assumed was going to mean it was a world with no game whatsoever.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on March 28, 2013, 08:11:56 AM
AFAIK, this will be based on the same engine as Planetside2, just with out the 500+ people in your view stuff.

So any manner of combat is possible.


Title: Re: EQ 'Next'
Post by: Engels on March 28, 2013, 09:20:39 AM
I want to get excited by this, just a little bit, and then I remember the years I spent in Norrath and still, to this day, throw up a bit in my mouth.


Title: Re: EQ 'Next'
Post by: Paelos on March 28, 2013, 09:44:05 AM
If it doesn't have tab-targetting, I will play it. I want to encourage every developer possible to move away from that model.


Title: Re: EQ 'Next'
Post by: Draegan on March 28, 2013, 11:59:54 AM
If it doesn't have tab-targetting, I will play it. I want to encourage every developer possible to move away from that model.

Yes please. More soft-targeting combat systems please. I'm happy to hear that Wildstar has something similar to this.


Title: Re: EQ 'Next'
Post by: Trippy on March 28, 2013, 12:22:05 PM
If it doesn't have tab-targetting, I will play it. I want to encourage every developer possible to move away from that model.
Did somebody imply twitch? :awesome_for_real:



Title: Re: EQ 'Next'
Post by: Shatter on March 28, 2013, 03:07:53 PM
I better be able to train people at zone lines...just sayin


Title: Re: EQ 'Next'
Post by: Typhon on March 29, 2013, 07:02:22 AM
If it doesn't have tab-targetting, I will play it. I want to encourage every developer possible to move away from that model.
Did somebody imply twitch? :awesome_for_real:



It's posts like this that make me wish there was a way to indicate that it made me giggle (actually giggle!) for an inordinate amount of time (without actually posting a useless message about how I'm a giggling child)


Title: Re: EQ 'Next'
Post by: WayAbvPar on March 29, 2013, 10:31:26 AM
I better be able to train people at zone lines...just sayin

I honestly miss trains. That was some hilarious shit.


Title: Re: EQ 'Next'
Post by: Nebu on March 29, 2013, 10:44:57 AM
A sooper sekrit preview screenshot!

(http://www.graffe.com/graffe1.0/screenpics/PawTrain.jpg)


Title: Re: EQ 'Next'
Post by: Merusk on March 29, 2013, 12:04:02 PM
I better be able to train people at zone lines...just sayin

I honestly miss trains. That was some hilarious shit.

I miss them only for the ability to powerlevel the fuck out of noobs with a few druid damage shields.


Title: Re: EQ 'Next'
Post by: Trippy on March 29, 2013, 12:21:40 PM
I better be able to train people at zone lines...just sayin
I honestly miss trains. That was some hilarious shit.
Trains were great practice for the CC classes.


Title: Re: EQ 'Next'
Post by: Rasix on March 29, 2013, 01:02:32 PM
I better be able to train people at zone lines...just sayin
I honestly miss trains. That was some hilarious shit.
Trains were great practice for the CC classes.


As a monk, they were great opportunities to go get something to eat or use the bathroom.  Then you get back to a screen full of "can u drag my corpse to zone line plz?"


Title: Re: EQ 'Next'
Post by: Falconeer on March 29, 2013, 01:13:02 PM
How can you not miss everything from this? (http://www.youtube.com/watch?v=AKDkvy9sKuY) Are you heartless or what?


Title: Re: EQ 'Next'
Post by: Phred on March 31, 2013, 12:38:00 PM
I better be able to train people at zone lines...just sayin
I honestly miss trains. That was some hilarious shit.
Trains were great practice for the CC classes.


I still remember back in beta when me and 2 other bards had ppl train every gnoll in blackburrow to the courtyard and we had them all mezzed with the bards aoe mez song. Man it took SOE less than a day to nerf the fuck out of that song. It went from one of the most powerful to the most useless song ever. (the reason you needed 3 bards was interupts, if a couple of gnolls resisted the song they'd hit you and sure as shit stun you for enough time that you'd miss a pulse. A bard who missed a pulse of the mez song was a dead bard)



Title: Re: EQ 'Next'
Post by: WayAbvPar on April 02, 2013, 09:20:29 AM
I LOVED playing my enchanter. Ah, the days when there was a bit of skill to playing these games instead of just facerolling the keyboard.


Title: Re: EQ 'Next'
Post by: Paelos on April 02, 2013, 03:08:12 PM
I want a collector's edition with a wizard hat and rose colored spectacles.


Title: Re: EQ 'Next'
Post by: Rasix on April 02, 2013, 03:13:00 PM
I LOVED playing my enchanter. Ah, the days when there was a bit of skill to playing these games instead of just facerolling the keyboard.

EQ really wasn't mechanically or conceptually more difficult to play than WoW or similar titles.  It just took a longer time investment and the whole thing was new.  We all sucked at MMO and there were less spoilers on the internet.


Title: Re: EQ 'Next'
Post by: Trippy on April 02, 2013, 03:15:03 PM
Playing a Bard was. Enchanter could be tricky too if you were getting beat on and having your spells interrupted.


Title: Re: EQ 'Next'
Post by: Rasix on April 02, 2013, 03:22:22 PM
Bard I'll give you.  That shit didn't look fun.  

Most enchanters I played with were barely literate and still managed to get along.  Weren't their roles in a lot of encounters pretty simplified?  If you can't charm something, what are you going to do the entire time?

edit:  
I'll add, my knowledge of EQ doesn't go too far past Velious, but at the time I was playing, many classes just weren't that difficult to play at all.  I mainly just pulled/dps'd/dragged corpses for a shitty 2nd tier raid guild.


Title: Re: EQ 'Next'
Post by: Merusk on April 02, 2013, 03:40:33 PM
Mezzing crowds wasn't skill so much as knowing "don't cast if shit's hitting you"

Kiting and song twisting was about the extent of "skill" in EQ.  The rest was just time investment.


Title: Re: EQ 'Next'
Post by: Trippy on April 02, 2013, 04:13:38 PM
Quote
Most enchanters I played with were barely literate and still managed to get along.  Weren't their roles in a lot of encounters pretty simplified?  If you can't charm something, what are you going to do the entire time?
The better the group the less for an Enchanter to do unless the group was pulling multiple mobs at once (more efficient than single pulling). Most groups (or the groups near yours) weren't that competent, though, which gave a CC class plenty of things to do (in EQ-relative terms), and why CC was usually considered part of the EQ "Holy Trinity".


Title: Re: EQ 'Next'
Post by: Nebu on April 02, 2013, 05:03:48 PM
What I liked about EQ was the feeling of risk in the dungeons.  If you screwed up on spawn timers there was a very real possibility that you had a long corpse recovery (aka time sink) ahead.  The tension that this created early on really added to the atmosphere, particularly when you were one of the first groups in a new area.  Take the risk deep in a dungeon, get rewarded with good loot. 


Title: Re: EQ 'Next'
Post by: Cadaverine on April 02, 2013, 05:18:28 PM
Take the risk deep in a dungeon, get rewarded with good loota cloth cap. 

Maybe if you sat around farming for hours on end you'd eventually get something decent.  Or, as was often the case, sit around farming for hours, only to have some bastard(s) steal the spawn when it finally popped.


Title: Re: EQ 'Next'
Post by: Falconeer on April 02, 2013, 05:30:33 PM
What I liked about EQ was the feeling of risk in the dungeons.  If you screwed up on spawn timers there was a very real possibility that you had a long corpse recovery (aka time sink) ahead.  The tension that this created early on really added to the atmosphere, particularly when you were one of the first groups in a new area.  Take the risk deep in a dungeon, get rewarded with good loot. 

Agree so wholeheartedly. And laugh all you want, folks (not necessarily you Nebu), but that's exactly why I am loving Wizardry Online.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on April 03, 2013, 02:52:31 AM
Quote
Most enchanters I played with were barely literate and still managed to get along.  Weren't their roles in a lot of encounters pretty simplified?  If you can't charm something, what are you going to do the entire time?
The better the group the less for an Enchanter to do unless the group was pulling multiple mobs at once (more efficient than single pulling). Most groups (or the groups near yours) weren't that competent, though, which gave a CC class plenty of things to do (in EQ-relative terms), and why CC was usually considered part of the EQ "Holy Trinity".


Playing an enchanter was pretty hard. If you were camping a room in a dungeon it was usual to have multiple mobs aggrod at once and your role was to make sure the group only had to fight one at a time. Charm was rarely used tbh as it was too unpredictable, except as an emergency CC spell when the real ones were on timers. You had a limited number of CC spells so you had to remember which ones you'd cast on which mobs and actually keep a timer going for each spell in your head so you knew which one needed refreshing next. You needed really good reflexes to catch a new mob when it spawned or came round on patrol. It wasn't the warrior's job to stop the pops killing the cleric, it was yours. I actually don't think I could do it now I am older and slower.

That's how it was in vanilla EQ anyway - I played to max level in the basic game and didn't really play any of the expansions.


Title: Re: EQ 'Next'
Post by: Merusk on April 03, 2013, 05:16:25 AM
Hey who left these pink glasses just lying here. Don't you know those things are dangerous?


Title: Re: EQ 'Next'
Post by: palmer_eldritch on April 03, 2013, 05:40:10 AM
Edit: Never mind that

I present this short film as evidence that SOE has finally worked out how to make the EQ2 engine create beautiful graphics http://www.youtube.com/watch?v=zas9mzFaHxQ


Title: Re: EQ 'Next'
Post by: Draegan on April 03, 2013, 06:22:25 AM
Looks like they upgraded from plastic to 2006.


Title: Re: EQ 'Next'
Post by: Merusk on April 03, 2013, 09:59:49 AM
Looks like they upgraded from plastic to 2006.

I think that's a little much to assume.  The engine produced nice environments, even at launch.  We didn't see skin textures and NPCs beyond the mount, though.


Title: Re: EQ 'Next'
Post by: HaemishM on April 03, 2013, 10:05:14 AM
What parts of EQ2 was that? And was the mount a rideable mount like a horse only flying? When did they add those?


Title: Re: EQ 'Next'
Post by: palmer_eldritch on April 03, 2013, 10:35:39 AM
What parts of EQ2 was that? And was the mount a rideable mount like a horse only flying? When did they add those?

The mount is controlled manually. They added flying mounts with Destiny of Velious, the 2011 expansion.

The zones you saw there were mainly from the most recent expansions, the newest being Chains of Eternity (the first zones with lots of blue and orange - it's meant to be a alternate plane of reality or the afterlife), then Destiny of Velious (area with spiky trees, area with big dwarf statues, the tower), then Sentinel's Fate, which came out in 2010 (floaty islands). Then a couple of shots of older zones, and back to Sentinel's Fate to land by the waterfall. The first couple of seconds are me flying around our guild hall.


Title: Re: EQ 'Next'
Post by: Draegan on April 03, 2013, 12:13:31 PM
Looks like they upgraded from plastic to 2006.

I think that's a little much to assume.  The engine produced nice environments, even at launch.  We didn't see skin textures and NPCs beyond the mount, though.

Its a matter of opinion obviously, but I thought the environments were awful any time I played the game.


Title: Re: EQ 'Next'
Post by: Merusk on April 03, 2013, 01:04:07 PM
Well now you're talking texture design/ modeler skill vs. engine capabilities. They were terrible on both fronts but the engine was doing great things with specularity and material rendering for non-player objects.  Forests were convincing and wood looked like wood, cloth moved in a convincing manner (for '04).  Pity it was a waste on what it was given to render.

Also: Recent screenshots I found on Google Image seem to indicate that PCs are still as sallow and plastic-looking as ever.


Title: Re: EQ 'Next'
Post by: Sky on April 03, 2013, 10:31:53 PM
The normal mapping (or whatever shader magic), the lighting, the shadows, all phenomenal in EQ2 right from the start. I still think it's the best in that department.


Title: Re: EQ 'Next'
Post by: Ginaz on April 03, 2013, 10:51:59 PM
Looks like they upgraded from plastic to 2006.

I think that's a little much to assume.  The engine produced nice environments, even at launch.  We didn't see skin textures and NPCs beyond the mount, though.

Its a matter of opinion obviously, but I thought the environments were awful any time I played the game.

Same here.  I thought it all looked like shit, even with the modern PC I had in 2009.  I had all the graphic options turned on and up and I still thought WoW looked better.  In fact, from my vague recollections, it didn't look much better than Vanguard.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on April 04, 2013, 05:34:50 AM
The early zones looked horrible, and still do. They may have had an amazing game engine but it took them years to work out how to make good use of it.


Title: Re: EQ 'Next'
Post by: Falconeer on April 04, 2013, 05:58:04 AM
I disagree. Never liked the characters, but Freeport and Qeynos were beautiful since day 1 (November 2004) and so were the dungeons.


Title: Re: EQ 'Next'
Post by: Numtini on April 04, 2013, 06:10:00 AM
It's the MMO I've played longest and deepest, but though I've never been bothered by it, it was definitely not the art that drew me in. I think they went for a "realistic" look at launch that nobody really liked. It looked mostly drab and even a bit Stalinesque and went off the cliff into the uncanny valley at other times. It was when they started to get more vibrant colors and fantastic locations that everything really came alive.

There's also the stuff about the engine and CPU/GPU that we'll never know the real story of. Supposedly the engine was capable of more than we ever saw because it was designed for 5-10ghz single core CPUs that never arrived, but there's no way to really test the truth of that.


Title: Re: EQ 'Next'
Post by: Falconeer on April 04, 2013, 06:14:03 AM
That was the most annoying thing to me: I kept updating my computer and years after launch it still ran like shit.


Title: Re: EQ 'Next'
Post by: Salamok on April 04, 2013, 06:31:39 AM
Charm was rarely used tbh as it was too unpredictable, except as an emergency CC spell when the real ones were on timers.

Then along came Planes of Power and charm was probably the most overpowered spell in the game for awhile.  I had a long grindy relationship with EQ that was mostly a downward spiral but at least before I finally kicked the habit SOE let me charm big ass giants that hit really really hard.  Also this is the only MMO that I ever 2 or 3 boxed with and that certainly made combat a little more interesting.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on April 04, 2013, 07:07:28 AM
Qeynos did look nice.

Here's some footage of the original outdoor zones, as a comparison to the newer ones: http://www.youtube.com/watch?v=QxqEvWtlEQs


Title: Re: EQ 'Next'
Post by: palmer_eldritch on June 17, 2013, 05:04:53 PM
MMORPG.com has awarded this "best of show" among MMOs at E3, beating Wildstar, Archeage, Elder Scrolls Online, that Warhammer thing and whatever else was on show that looked like an MMO.

They claim they can't say why it was the best MMO at the show but just take their word for it:

Quote
we were treated to an early look at what SOE has planned for the game’s unveiling in August and we were quite simply blown away by every little detail we saw. This is going to sound like a cop-out, but we can't say why we are choosing EQN as our Best of Show because we've been sworn to secrecy until the big debut in August. What we can say is that we saw grand plans for the world's largest sandbox and it was more than enough to stand head and shoulders above any game we saw at E3. When Sony pulls back the curtain later this summer, you will not be disappointed. EverQuest Next is this year's E3 Best of Show, and in just a couple months you'll all understand why. We promise.

http://www.mmorpg.com/showFeature.cfm?loadFeature=7501&val=1&uh=BB8C9DF97F4F2911C53C8E016B0D7BA7

I know nobody here is going to jump on the hype train but I have to admit I'm becoming intrigued to learn just what SOE have come up with.


Title: Re: EQ 'Next'
Post by: Hoax on June 17, 2013, 05:16:50 PM
It wouldn't take much for it to be more interesting than a cute remake of vanilla WoW, an oddly feature packed yet at the same time generic Asian thing, a horrifically bad game that is hoping its IP is enough to get it by and something so bad that I didn't even know there was such a thing (another warhammer mmo? I thought they canned the 40k thing).


Title: Re: EQ 'Next'
Post by: Threash on June 17, 2013, 05:35:38 PM
The worlds largest sandbox? well, color me intrigued.


Title: Re: EQ 'Next'
Post by: Kageru on June 17, 2013, 06:10:20 PM

Making a public announcement about a game for which you can give no details is superbly pointless journalism.

"Early look... Grand plans... debut in August".

Until the NDA drops I'm going to assume it's the standard SOE of big ambitions and flawed implementation.



Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 17, 2013, 06:10:48 PM
So it begins.



Title: Re: EQ 'Next'
Post by: Fordel on June 17, 2013, 06:15:19 PM
Announcement of the announcement?


Title: Re: EQ 'Next'
Post by: UnSub on June 17, 2013, 07:12:30 PM
Announcement of the announcement?

Even better - award won for the announcement of the announcement.


Title: Re: EQ 'Next'
Post by: Paelos on June 17, 2013, 08:13:24 PM
A "journalist" shouldn't give an award for something you can't talk about. This isn't the CIA and little stars on a wall.

Die in a secret fire William Murray and the assholes at that rag.


Title: Re: EQ 'Next'
Post by: Falconeer on June 17, 2013, 11:17:25 PM
This is beyond ridiculous and says even more than we already knew about these awards. I am all ears for EQ Next, want to love it, but this is bullshit. I would be really surprised if whoever awarded that crap weren't getting paid for it.


Title: Re: EQ 'Next'
Post by: eldaec on June 18, 2013, 12:57:30 AM
When you look at the rest of what was on show, declaring best mmorpg to be some random vapourware that we don't technically know is terrible, seems fair enough.


Title: Re: EQ 'Next'
Post by: Tannhauser on June 18, 2013, 02:39:53 AM
Saying 'sandbox MMO' makes me perk up like a meerkat, but SOE...yeah...


Title: Re: EQ 'Next'
Post by: Paelos on June 18, 2013, 06:29:03 AM
If they're already shoveling money out to the PR hype machine to get fictional awards? You know it's shit.


Title: Re: EQ 'Next'
Post by: Draegan on June 18, 2013, 06:41:20 AM
EQ:Next apparently has gone through 2(?) revamps already. So that might be... bad.
However they are using an existing engine that PS2 uses, so at least they have some proven technology to work on. That helps. So that might be... good.

I hope the game is good, the genre needs something different. I'm not holding my breath though.

Also MMORPG article is douchey. Hey guys this game is best in show? Did they actually show it? No. Dumbshit.


Title: Re: EQ 'Next'
Post by: Pennilenko on June 18, 2013, 07:21:14 AM
A fantasy type fps mmo, that has the landmass of each ps2 continent combined could be quite large.


Title: Re: EQ 'Next'
Post by: shiznitz on June 18, 2013, 07:59:20 AM
If you take PS2 and make it archers and swordsman and forts and castles, it could be fun.


Title: Re: EQ 'Next'
Post by: Bzalthek on June 18, 2013, 08:19:09 AM
I wonder how much I'd have to pay for them to revoke the award for Sony and re-award it to my nuts.


Title: Re: EQ 'Next'
Post by: Draegan on June 18, 2013, 08:35:53 AM
I wonder how much I'd have to pay for them to revoke the award for Sony and re-award it to my nuts.

Two cheeseburgers, a bag of Doritos and a Coors Light.


Title: Re: EQ 'Next'
Post by: Nonentity on June 18, 2013, 09:00:19 AM
I wonder how much I'd have to pay for them to revoke the award for Sony and re-award it to my nuts.

Two cheeseburgers, a bag of Doritos and a Coors Light.

Oh come on, they're not SAVAGES. At least throw them some Fat Tires.


Title: Re: EQ 'Next'
Post by: Bzalthek on June 18, 2013, 09:10:40 AM
I'll add a Mt. Dew cause Doritos will feel lonely.

Coming 2013!  DESE NUTZ
11.3 / 10.0 MMORPG.COM
"Best ride of my life!"-Suzie Ford
"Why does it burn now when I pee?"-Ben Kreuger


Title: Re: EQ 'Next'
Post by: Threash on June 18, 2013, 09:32:48 AM
Charm was rarely used tbh as it was too unpredictable, except as an emergency CC spell when the real ones were on timers.

Then along came Planes of Power and charm was probably the most overpowered spell in the game for awhile.  I had a long grindy relationship with EQ that was mostly a downward spiral but at least before I finally kicked the habit SOE let me charm big ass giants that hit really really hard.  Also this is the only MMO that I ever 2 or 3 boxed with and that certainly made combat a little more interesting.

The first expansion had those dragon/giant/dwarf cities that doubled as raid zones, one of the ice giant NPCs was dubbed "the frozen jesus" because you could charm him and he would destroy everything in his path and tank the uber raid bosses for you.


Title: Re: EQ 'Next'
Post by: Segoris on June 18, 2013, 09:35:29 AM
I'll add a Mt. Dew cause Doritos will feel lonely.

Coming 2013!  DESE NUTZ
11.3 / 10.0 MMORPG.COM
"Best ride of my life!"-Suzie Ford
"Why does it burn now when I pee?"-Ben Kreuger


So that's how these things actually sell


Title: Re: EQ 'Next'
Post by: Venkman on June 18, 2013, 01:56:10 PM
The worlds largest sandbox? well, color me intrigued.

Heh, up against Eve for that title, I very much doubt it. Maybe the SOE of 2003, but certainly not the 2013 one.

But also: this is a non-story about a non-thing until the potential announcement sometime in August. Maybe.


Title: Re: EQ 'Next'
Post by: Shatter on June 18, 2013, 06:31:54 PM
If they f*ck this up I am going to...write a letter


Title: Re: EQ 'Next'
Post by: Sky on June 19, 2013, 07:19:32 AM
I'm interested until I see a reason not to be.

Ya'll are some bitter jaded twats.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 19, 2013, 07:24:47 AM
Quote
But imagine the entire world as part of the interaction. Imagine seasons changing. Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where. Or image forests growing back after they're burned to the ground by invading forces. What we want is a dynamic world that gives all those other possibilities and doesn't just say OK, go to raid X with group composition of X, Y, Z, and kill the dragon for the 52nd time to get the tier 800 gear. It's this rinse-and-repeat gameplay that's got to change, and so we're changing it.

Jsmedly - 2012 (http://massively.joystiq.com/2012/10/20/soe-live-2012-john-smedley-on-eq-next-and-soes-future/)


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 07:25:55 AM
I'm interested until I see a reason not to be.

Ya'll are some bitter jaded twats.

Where's the fine line between bitter jaded twat and Charlie Brown going to kick the football?


Title: Re: EQ 'Next'
Post by: Lantyssa on June 19, 2013, 08:01:08 AM
Ya'll are some bitter jaded twats.
It's "y'all".  Also we are, but with reason.


Title: Re: EQ 'Next'
Post by: Malakili on June 19, 2013, 08:12:20 AM
Quote
But imagine the entire world as part of the interaction. Imagine seasons changing. Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where. Or image forests growing back after they're burned to the ground by invading forces. What we want is a dynamic world that gives all those other possibilities and doesn't just say OK, go to raid X with group composition of X, Y, Z, and kill the dragon for the 52nd time to get the tier 800 gear. It's this rinse-and-repeat gameplay that's got to change, and so we're changing it.

Jsmedly - 2012 (http://massively.joystiq.com/2012/10/20/soe-live-2012-john-smedley-on-eq-next-and-soes-future/)

Sounds nice in theory.  Whether it is fun to play in an MMO setting is another story.


Title: Re: EQ 'Next'
Post by: Fabricated on June 19, 2013, 08:15:50 AM
I'm going out of a limb here but I'm going to guess that this will be really bad but half the forum will buy the box anyway.


Title: Re: EQ 'Next'
Post by: Draegan on June 19, 2013, 09:02:15 AM
It's going to be free to play.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 19, 2013, 09:10:55 AM
Yep, F2P is guaranteed at this point.


Title: Re: EQ 'Next'
Post by: Ginaz on June 19, 2013, 09:16:32 AM
I'm interested until I see a reason not to be.

Ya'll are some bitter jaded twats.

We're interested but giving a game a "best in show award" without actually telling anyone why is fucking retarded.  Also, soe isn't exactly the most trustworthy or competent dev studio so anything they say, esp. if it comes from the mouth of John Smedley, has to be taken with a huge grain of salt.


Title: Re: EQ 'Next'
Post by: Pennilenko on June 19, 2013, 09:17:34 AM
If any of SOE's other games are an indication, its going to be 7 dollar swords, and 15 dollar dress up kits.


Title: Re: EQ 'Next'
Post by: Falconeer on June 19, 2013, 09:26:54 AM
For fairness, Planetside 2 stuff can be expensive but you can't really complain about the business model considering it's perfectly, totally, absolutely enjoyable without spending a dime. My son has been putting hours in it for a month and he didn't even think for a second about paying or ever complained about it. He plays to play, not to unlock stuff, and he gets what he downloaded the free game for.


Title: Re: EQ 'Next'
Post by: Trippy on June 19, 2013, 09:58:37 AM
PS2 is PvP, though. If it was "pay to win" there would only be a small number of people playing.


Title: Re: EQ 'Next'
Post by: shiznitz on June 19, 2013, 10:29:30 AM
PS2 works really well because it is hard to say that any one gun is better than another universally.  That kind of balance is going to be really hard in a fantasy MMO where we all know that progression will be a significant part of the system.  Still, I am confident (for no concrete reason) that this will not be the mess that EQ2 F2P system is.  Races and classes should not be paywalled.  Mounts, housing, and clothing will certainly be.

We will see.  Even if they do this well, the time sink of any MMORPG means I am unlikely to participate even though I was a big fan of EQ and EQ2 (pre-F2P).


Title: Re: EQ 'Next'
Post by: Draegan on June 19, 2013, 11:43:27 AM
I would be surprised if the raid/loot progression system is the main focus of this game. Just a sense I get from reading all the cryptic tweets from SOE. The game will be closer to UO/EVE than it will be EQ1.


Title: Re: EQ 'Next'
Post by: Simond on June 19, 2013, 11:45:31 AM
Quote
But imagine the entire world as part of the interaction. Imagine seasons changing. Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where. Or image forests growing back after they're burned to the ground by invading forces. What we want is a dynamic world that gives all those other possibilities and doesn't just say OK, go to raid X with group composition of X, Y, Z, and kill the dragon for the 52nd time to get the tier 800 gear. It's this rinse-and-repeat gameplay that's got to change, and so we're changing it.

Jsmedly - 2012 (http://massively.joystiq.com/2012/10/20/soe-live-2012-john-smedley-on-eq-next-and-soes-future/)
If it turns out anything like that, it's going to be vastly amusing to watch. From a safe distance.
"What, Goon Squad helped the marauding dragon torch Qeynos?"


Title: Re: EQ 'Next'
Post by: Bzalthek on June 19, 2013, 12:03:45 PM
So would I.  Fuck Qeynos.


Title: Re: EQ 'Next'
Post by: Yegolev on June 19, 2013, 12:07:27 PM
MMO designers were saying that shit since before the acronym was invented.  It never came out as described, and it was never fun.  How about adding a line:
Dev: "Imagine if you're a soldier in Bree and you need to get a pie recipe somewhere off in the Shire, but you don't know where."
Player: "OH FUCK TRAVEL TIMES" , "WHY DO HOERSE TICKETS COST SO MUHC" , "WHY U NO FAST TRAVL" , "THIS IS 2015 WHER MY QUEST TRAKCER?"

FURTHERMORE this is John Fucking Smedley.

Sandbox MMO my ass.  Someone get Raph on the phone.


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 12:16:08 PM
I remember Horizons promising just this idea before it completely crashed and burned, and they had to scale back to BS like World Events.


Title: Re: EQ 'Next'
Post by: shiznitz on June 19, 2013, 12:42:19 PM
If one of these games could deliver real time, permanent landscape changes as part of World Events, that would be a step in the right direction.


Title: Re: EQ 'Next'
Post by: Falconeer on June 19, 2013, 12:42:51 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).


Title: Re: EQ 'Next'
Post by: Yegolev on June 19, 2013, 12:47:30 PM
Actually that reminds me that before quest trackers we had big signs telling us where to find resources.

I looked for a picture but gave up.


Title: Re: EQ 'Next'
Post by: Mithas on June 19, 2013, 12:48:59 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).

Man that game has not aged well, I remember thinking it looked pretty cool when it first came out.


Title: Re: EQ 'Next'
Post by: Simond on June 19, 2013, 01:29:18 PM
If one of these games could deliver real time, permanent landscape changes as part of World Events, that would be a step in the right direction.
A smouldering wasteland is not usually considered "the right direction".


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 01:32:03 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).

Proof that even shitty MMOs never really die. Unless you are APB.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 19, 2013, 01:37:21 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).

Proof that even shitty MMOs never really die. Unless you are APB.

Who is also not dead, and also in the top 20 on steam.


Title: Re: EQ 'Next'
Post by: Sky on June 19, 2013, 01:44:27 PM
If one of these games could deliver real time, permanent landscape changes as part of World Events, that would be a step in the right direction.
A smouldering wasteland is not usually considered "the right direction".
Phallus-shaped crater in 3...2...


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 01:47:05 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).

Proof that even shitty MMOs never really die. Unless you are APB.

Who is also not dead, and also in the top 20 on steam.

 :ye_gods:


Title: Re: EQ 'Next'
Post by: Bzalthek on June 19, 2013, 01:52:13 PM
Everyone looks at world modification by players like it will be one smoldering cesspit with penis statues.  But I like to think about it in a wikipedia mindset.  If people can alter the worlds, people can also fix and police the world.  Given the proper tools, nothing is really impossible.  But then you realize companies are making these things, and they only care about money now.  They have no long term vision.  If they can make a piece of shit that you'll buy and spend money on, hoping they'll deliver on their promises, a piece of shit you get.


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 02:04:57 PM
You could have guilds of anti-penis statue police. We shall call them, The Cockburners.


Title: Re: EQ 'Next'
Post by: Bzalthek on June 19, 2013, 02:12:19 PM
Not Cockblockers?

But really, people are really protective of the shit they made or they like.  If given the ability it will be pretty hard for people to do permanent damage to the game world.


Title: Re: EQ 'Next'
Post by: Paelos on June 19, 2013, 02:16:48 PM
Cockblockers would imply they could stop it from happening. A Fool's Dream, that.

I do think that unleashing people on the world would be more interesting than creating a static theme park for the 100th time.


Title: Re: EQ 'Next'
Post by: Surlyboi on June 19, 2013, 02:33:08 PM
Crashed and burned? Horizons is still alive (http://www.istaria.com/), and it's such a good deal if you are in the miliatary (http://community.istaria.com/pg.php/military).

Proof that even shitty MMOs never really die. Unless you are APB.

Who is also not dead, and also in the top 20 on steam.

 :ye_gods:

It's actually still kinda fun in well-spaced half-hour increments from time to time.


Title: Re: EQ 'Next'
Post by: Threash on June 19, 2013, 02:52:35 PM
It did get a ton more fun when they increased team sizes.


Title: Re: EQ 'Next'
Post by: DayDream on June 19, 2013, 02:55:04 PM
Cockblockers would imply they could stop it from happening. A Fool's Dream, that.

I do think that unleashing people on the world would be more interesting than creating a static theme park for the 100th time.

No no, it should be "The Burning Sensation."


Title: Re: EQ 'Next'
Post by: Venkman on June 19, 2013, 04:21:18 PM
I remember Horizons promising just this idea before it completely crashed and burned, and they had to scale back to BS like World Events.

Shit, this was promised for EQ2. Remember how if you were going to relocate your shop from Qeynos to Freeport you'd load up a caravan and hire some guards and walk across and have events and it would be like SWG POI system with natural resource spawns as if it was all part of a whole ecosystem?

And that was back in the days when you could guarantee an income from a AAA priced box sale AND post launch subs for 4-6 months by relying on a good percentage of earlier adopters forgetting they were still paying a monthly fee.

Nowadays with the dicey predictability of games you need to give away just to get people to show up, and then maybe MAYBE get 5-10% to pay anything at all, while being up against the race to the bottom pricing on other platforms for all genres except FPS and that only because the big publishers can still keep hundreds employed in a crazy huge pipeline?

I think not.

It's a fun idea and maybe it's even true. I'll happily be surprised. But this isn't 2002 anymore.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on June 19, 2013, 04:44:11 PM
You're wrong, wrong, all you cynics. Open your minds and dare to hope for MMO nirvana because all your dreams are set to be realised at last.

Quote
While we are sworn to secrecy on exactly what we were shown, what we can say is that EverQuest Next was hands-down the best game we had the pleasure of seeing during E3 2013. Franchise fans and MMO gamers across the globe will be able to learn exactly why that’s the case on August 2nd during SOE Live when EQNext is given its grand unveiling.

Trust us when we say that you’ll want to mark that date on your calendar, and be prepared to bask in the warm glow of EverQuest Next in all its glory. In the meantime, kudos to the folks over at SOE for winning our Best of Show award; we’re as excited as you are to witness the impact EverQuest Next is surely going to have on gamers this August!

http://www.tentonhammer.com/node/251130/page/8

Ten Ton Hammer has spoken.


Title: Re: EQ 'Next'
Post by: Miasma on June 19, 2013, 04:48:28 PM
I liked ps2 so I'll try to keep an open mind.  It had better be so far away from launch day EQ2 as to be unrecognizable though.


Title: Re: EQ 'Next'
Post by: Bzalthek on June 19, 2013, 05:13:01 PM
Ten Ton Hammer gives out awards now?  Why don't we do that?  Apparently there are no requirements or prerequisites needed to do so.


Title: Re: EQ 'Next'
Post by: Tannhauser on June 19, 2013, 06:05:30 PM
Yeah, well I remember when EQ2 was going to be the game changer.  Turns out games can change for the worst.


Title: Re: EQ 'Next'
Post by: Scold on June 19, 2013, 06:46:23 PM
What I want to know is, why the hell doesn't F13 have a serious-sounding post up on the frontpage pretending to award Everquest Next the "Best Game of E3" award based on an exclusive demo schild received that he can't talk about? Make it sound every bit as vague and plausible as TTH and MMORPG.com's awards, though at the same time allude briefly to "the awkward moment in the demo when John Smedley became agitated and repeatedly uttered racial slurs". As long as you don't make it absolutely obvious satire, the sky's the limit with the fun you can have here. It'll go across the internet like wildfire, and only a tiny fraction of anyone who sees it will actually read this forum thread.


Title: Re: EQ 'Next'
Post by: UnSub on June 19, 2013, 07:12:18 PM
Just when you think games writing can't reach new depths, we've got game sites giving awards to a game they can't talk about.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 19, 2013, 07:29:50 PM
I imagine there must be something to this if two sites are willing to go out on a limb like this.


Title: Re: EQ 'Next'
Post by: Merusk on June 19, 2013, 07:35:34 PM
Say the word "sandbox" and everyone loses their mind.

It is cute how you all still get your hopes up, though.


Title: Re: EQ 'Next'
Post by: Merusk on June 19, 2013, 07:42:18 PM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Like what, piles of money?  What are these sites "putting on the line" by taking cash, shoveling shit and giving a snowjob? Their reputation as serious games journalists?


Title: Re: EQ 'Next'
Post by: Venkman on June 19, 2013, 08:26:32 PM
What I want to know is, why the hell doesn't F13 have a serious-sounding post up on the frontpage pretending to award Everquest Next the "Best Game of E3" award based on an exclusive demo schild received that he can't talk about?

I don't know if you were around the last time schild got special access to an exclusive SOE demo he couldn't talk about for a few days... :oh_i_see:

I imagine there must be something to this if two sites are willing to go out on a limb like this.
What limb? This is content marketing. Buying this kind of placement is hella cheaper than buying targeted ads on Facebook and you get the what I'm sure the marketing types have deluded themselves into believing to be strong pedigree with a following that slavishly laps up whatever such places say.

Granted, there's a small percentage chance these places actually did see something that blew their socks off. But the style of writing has all the hallmarks of 2-3 rounds of revisions with the marketing, legal and PR types.


Title: Re: EQ 'Next'
Post by: 01101010 on June 20, 2013, 03:08:54 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes I believe the word you are looking for is money.


Title: Re: EQ 'Next'
Post by: Numtini on June 20, 2013, 05:51:50 AM
Quote
Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where.

Oh that sounds fun. Grind regs and search for a random unmarked spot to refresh your mana.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 20, 2013, 05:54:47 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes I believe the word you are looking for is money.

They would get more money by not being wrong when the reveal happens.


Title: Re: EQ 'Next'
Post by: 01101010 on June 20, 2013, 06:16:55 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes I believe the word you are looking for is money.

They would get more money by not being wrong when the reveal happens.

Nah. That is where the spin doctors come in. Sony knows full well the influence of fansites and I'd assume they are using them to their advertising advantage, even if their product is horrible shit. Get the fanboi collective together and make them into an internet mob to shout down any opposition by claiming they are just trolling, terribad people, and/or have their own agenda. You can already see this in the Xbone crowd.


Title: Re: EQ 'Next'
Post by: Yegolev on June 20, 2013, 06:39:25 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes I believe the word you are looking for is money.

They would get more money by not being wrong when the reveal happens.

That only applies if you accept that these sites are run by intelligent businessmen with an ability to formulate a long term plan.  Also I think you don't read these sites?  Or have a hard dick for sandbox MMOs?  Because this is obviously bullshit.


Title: Re: EQ 'Next'
Post by: Paelos on June 20, 2013, 07:03:57 AM
Integrity in game reporting would only work if you had cross-over advertising that had nothing to do with games.


Title: Re: EQ 'Next'
Post by: March on June 20, 2013, 07:46:30 AM
I'm going out of a limb here but I'm going to guess that this will be really bad but half the forum will buy the box anyway.

I bet half of that half has already pre-ordered the announcement.


Title: Re: EQ 'Next'
Post by: Hawkbit on June 20, 2013, 08:21:34 AM
I preordered the preorder of the announcement of the announcement. 


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 20, 2013, 08:34:32 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes I believe the word you are looking for is money.

They would get more money by not being wrong when the reveal happens.

That only applies if you accept that these sites are run by intelligent businessmen with an ability to formulate a long term plan.  Also I think you don't read these sites?  Or have a hard dick for sandbox MMOs?  Because this is obviously bullshit.

No, I just find it extremely rare that two sites, whose focus on MMO's would award a game no one but them have seen. I Can't recall this happening before, and I have read the sites before, they are typically rather solid in what they do, I don't have to agree every time. I can't subscribe to the tin foal hat theory going on here that this is just a bought and paid for advertisement and nothing more.

It does not add up if it fails to be something here. I'm quite impressed with the forge-light engine, and the thrust SOE has been doing for a few years now. I do think they are going to do something risky, outside the mold as they say. What that is, I'm not sure. But it was enough to make two large publications say it was the best in show at E3, with zero supporting proof.

I'm not willing to write that off as nothing. It peaks my intrust. The genre does need an enema. Its an extremely bad move if it turns out to be nothing for those two sites, let alone SOE. You have one of the most respected IPs, a house who nearly defined the genre, and incredibly strong and capable platform and what appears to be a huge shift in philosophy at SOE in terms of community interaction, development pace and model and a CEO talking some really really outside the norm concepts. I don't even thing "Spin Doctors" could help if this is all a sham.


Title: Re: EQ 'Next'
Post by: Falconeer on June 20, 2013, 08:59:51 AM
I agree with Bloodworth. Which does not mean we are right. We are probably wrong. And I should know better. I don't even deny they have been paid (or favoured, somehow) to give EQNext the fake award thing, after all SOE will be able to slap that badge on websites and boxes so it literally has a money value and I am pretty sure such sites wouldn't give out such a prize for free under the present circumstances (game not existing yet). I just believe that at least a good amount of the those guys' enthusiasm is possibly real. Too bad, of course, that's not enough to make a good game.

EDIT to add: Planetside 2 engine is great. I like the idea of a fantasy MMO with that.
EDIT to add 2: Changing seasons? I've been dreaming that since 1997, when I first saw UO and I was EXPECTING seasons to change in a virtual world and was disappointed when I realized they didn't. Also see Bump 'n Jump.


Title: Re: EQ 'Next'
Post by: Merusk on June 20, 2013, 09:10:59 AM
No, I just find it extremely rare that two sites, whose focus on MMO's would award a game no one but them have seen. I Can't recall this happening before, and I have read the sites before, they are typically rather solid in what they do, I don't have to agree every time. I can't subscribe to the tin foal hat theory going on here that this is just a bought and paid for advertisement and nothing more.

We have a site meme that fits this description.  Think about that.  You're right, it might not be about money. They might just be totally, terribly wrong.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 20, 2013, 09:21:39 AM
The viewers could also have been tricked. But, it just does not add up for me. I'm sorry. Taking Everquest to a sandbox is already a huge gamble if you consider the fan base that brought them here. Hell, recall the last sandbox that SOE were in charge of? I just can't, in all good faith believe that SOE, or Smedly would do this, after that, and have nothing. It will be way to easy to see though in august if this is just paid for hype. It would be suicide of legendary proportions for both the sites, and SOE. As much as many my not like the fallibility of SOE or Smedly, the implication that this is a short sighted cash in tossing the corpse of Everquest on a pyre is just. Its out there. SOE and Smed my be prone to mistakes, but they are not stupid.

Also, do not take my opposition to what some F13ers are implying, as some sort of blind optimism. I am firmly in the wait and see camp. Because this is going to go one of two ways.


Title: Re: EQ 'Next'
Post by: tazelbain on June 20, 2013, 09:26:43 AM
I hope they call it the Dawn of Everquest.


Title: Re: EQ 'Next'
Post by: HaemishM on June 20, 2013, 09:32:05 AM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

Yes, it's called page views and ad revenue.


Title: Re: EQ 'Next'
Post by: HaemishM on June 20, 2013, 09:40:54 AM
It would be suicide of legendary proportions for both the sites, and SOE.

Seriously? You honestly believe that? How big of a reach do you think these two sites have? I mean sure, in the microcosm of online sites specifically about MMOG's, they might be big, but that microcosm is not even little turd in a big toilet bowl. Your average WOW player probably never heard of it or visited. TenTonHammer is even farther down the list. Also, you really think anybody gives a shit about web sites being WRONG? Dear God, the entire right wing mediasphere is full of people who have been so wrong, it's almost killed the economy and people still visit Michelle Malkin's web site and Sarah Palin still gets on TV. Do you think anyone gives much of a fuck about how wrong one of these sites will be?

This isn't the days of Lum the Mad, when one small web site could change the course of a company. If the abortion that was EQ2's release didn't kill off SOE's MMOG business when more of the MMOG audience paid attention to these kinds of sites, this bit of idiotic advertorial won't hurt them now.


Title: Re: EQ 'Next'
Post by: Hutch on June 20, 2013, 10:35:33 AM
Two minutes hate  Semi-misogynistic anti-right-wing rant  Curiously, I have unintentionally created a metaphor, in which my blind faith mirrors that of BW.

This is the mmog forum. The place to spew daily affirmations and confirmation of ideological solidarity is over there (http://forums.f13.net/index.php?board=23.0).


Title: Re: EQ 'Next'
Post by: Lantyssa on June 20, 2013, 11:30:52 AM
I don't know if you were around the last time schild got special access to an exclusive SOE demo he couldn't talk about for a few days... :oh_i_see:
I nearly snorted GUM out my nose. ;D


Title: Re: EQ 'Next'
Post by: amiable on June 20, 2013, 11:37:25 AM
Two minutes hate  Semi-misogynistic anti-right-wing rant  Curiously, I have unintentionally created a metaphor, in which my blind faith mirrors that of BW.

This is the mmog forum. The place to spew daily affirmations and confirmation of ideological solidarity is over there (http://forums.f13.net/index.php?board=23.0).


Out of curiosity, where was the misogyny?  Anti-right wing I can see.


Title: Re: EQ 'Next'
Post by: HaemishM on June 20, 2013, 11:42:09 AM
Was it because I happened to only mention idiotic right wing females as opposed to the other lying liars?


Title: Re: EQ 'Next'
Post by: Yegolev on June 20, 2013, 01:54:52 PM
It's a political comment in any case, which I'm ignoring in favor of wondering if I can play a froglok.  Because I'll reach for a cup of kool-aid if I can play a froglok.  I might even drink it.  However we all know sandbox games suck shit.


Title: Re: EQ 'Next'
Post by: Paelos on June 20, 2013, 01:56:10 PM
We need Raph to look at it, then give it a fictional award.


Title: Re: EQ 'Next'
Post by: Scold on June 20, 2013, 03:00:38 PM
I'm unaware of schild's SOE history, but if he has some then that's all the more reason to troll the MMO community with a fictitious "award" for EQ Next on the frontpage. Start the rumor that it has permadeath or something.


Title: Re: EQ 'Next'
Post by: Typhon on June 20, 2013, 03:13:19 PM
IT'S A TARP! (did someone say TARP?) (giggle! ... hope I don't get banned!  been drinkin!)


Title: Re: EQ 'Next'
Post by: Venkman on June 20, 2013, 05:23:15 PM
No, I just find it extremely rare that two sites, whose focus on MMO's would award a game no one but them have seen. I Can't recall this happening before, and I have read the sites before, they are typically rather solid in what they do, I don't have to agree every time. I can't subscribe to the tin foal hat theory going on here that this is just a bought and paid for advertisement and nothing more.

It does not add up if it fails to be something here. I'm quite impressed with the forge-light engine, and the thrust SOE has been doing for a few years now. I do think they are going to do something risky, outside the mold as they say. What that is, I'm not sure. But it was enough to make two large publications say it was the best in show at E3, with zero supporting proof.
It feels like content marketing for me, from a company that really needs to do something risky because they haven't really been the the huge on-everyone's-lips company they were before 2004, and delivered through two sites instrinsically tied to a category of games no longer unique enough to inspire awe just by being called "MMO".

But it's actually because of those conditions where I think I see where you're coming from. Maybe this is a hail mary pass. If it is, it's at a good time for it. There isn't a lot going on with this type of game. We've spent almost a decade watching companies try to catch up with Blizzard, with the results mostly being that nobody can. There's been some great relatively momentary interesting ones like Tera, GW2 and a few others, and of course how Eve has become almost a genre unto itself, but none really have the category-spanning pull that WoW did. And the ones coming are either unproven though cool in concept (Wildstar) or iterative and suspect (TSO).

It'd also actually be nice to see SOE apply a decade and a half of learning to deliver something truly new and interesting. PS2 was a great example of applied learning. If they could take that and make EQ relevant again and with enough callbacks to the game that kinda saw many of us through our 20s and 30s? Well shit, they'd get my money again.

Yea we're all gonna be skeptical. And yea, there'll probably be a bunch of us disappointed in a month and a half. And maybe we'll own up to that too  :grin:


Title: Re: EQ 'Next'
Post by: UnSub on June 20, 2013, 06:36:08 PM
I imagine there must be something to this if two sites are willing to go out on a limb like this.

How many gushing previews have you read for titles that turn out to be average?

The best MMO is the one that you know the least about, because you can project your desires onto it. EQ! Sandbox! New game engine! Crafting! PvP! Smedley looked me in the eyes and told me he how much he's listened to what MMO players want!

Because we don't even know what the previewers have seen, we can't judge it. Did they play through a demo area? Watch a 30 minute video cut of the best bits of EQ Next? Were told of all the things that are going to be* in EQ Next?

If they'd released a "hey, we just saw EQ Next and were very impressed, but can't talk about it", that's fine. But to give it awards for reasons they can't disclose is ridiculous.

Sure, if EQ Next goes pair shaped they'll be laughed at, but that's later on.

*list to be cut down closer to launch or will not work as described


Title: Re: EQ 'Next'
Post by: Spiff on June 21, 2013, 12:08:12 AM
Even if they are right and this thing turns out to be Robojesus, so they can go: "Told you so!", will anyone actually be impressed or will they in fact at best still look like douchebag hipsters for giving an award to something no one that doesn't know the secret handshake (nay: handjob) has seen diddlysquat off?


Title: Re: EQ 'Next'
Post by: luckton on June 21, 2013, 05:38:02 AM
Even if they are right and this thing turns out to be Robojesus, so they can go: "Told you so!", will anyone actually be impressed or will they in fact at best still look like douchebag hipsters for giving an award to something no one that doesn't know the secret handshake (nay: handjob) has seen diddlysquat off?

If I actually gave a shit about what MMORPG.com posted, maybe.  The truth is, I haven't visited the site in months, and I'm not about to start.


Title: Re: EQ 'Next'
Post by: eldaec on June 21, 2013, 05:44:40 AM
Turns out that games "journalist" awards are serious business.

Who knew?


Title: Re: EQ 'Next'
Post by: Numtini on June 21, 2013, 05:50:36 AM
Honestly, when I hear "EQ" and "sandbox" I figured they're going to release a half finished game with no quests and a bunch of mobs scattered and you'd have your "sandbox" choice of where to go kill them and make your own story about why. ie, EQ1 and launch EQ2.

As to the mmporpg best in show thing. 2011: Defiance, 2012 Planetside 2. I'm sure that EQnext can live up to that.


Title: Re: EQ 'Next'
Post by: Falconeer on June 21, 2013, 06:01:39 AM
Defiance is an incomplete silly thing, but Planetside 2 is quite awesome. Hard to state otherwise, even if it's not your favourite genre.


Title: Re: EQ 'Next'
Post by: Nebu on June 21, 2013, 07:39:26 AM
Defiance is an incomplete silly thing, but Planetside 2 is quite awesome. Hard to state otherwise, even if it's not your favourite genre.

Planetside 2 held my attention for about 3 hours.  If it won an MMOG award, then the bar is set pretty low.  Hell, I played Tera longer with a bag over my head.


Title: Re: EQ 'Next'
Post by: Goreschach on June 21, 2013, 07:39:53 AM
Defiance is an incomplete silly thing, but Planetside 2 is quite awesome. Hard to state otherwise, even if it's not your favourite genre.

Planetside 2 held my attention for about 3 hours.  If it won an MMOG award, then the bar is set pretty low.

No shit.


Title: Re: EQ 'Next'
Post by: HaemishM on June 21, 2013, 11:35:04 AM
It's MMOG's. The bar is actually a broken fence post on the metaphorical shit farm of the Internet.


Title: Re: EQ 'Next'
Post by: Venkman on June 22, 2013, 08:53:00 PM
Freakin' MMO "press". It used to be a thing, the house that build Stratics and shit. But man, if ever a category of game was held back by the expectations set by press still thinking it's the early 2000s, MMOs are it.

It's been years since the unique aspects of MMOs have become core to other genres. What's left that is wholly unique to this type of game? Shit, what is this type of game? It's certainly not a graphical lobby where you can randomly pick up strangers for a momentary adventure that rewards XP, levels and items. Fucking freebie garage developer apps have that now.

So is it just there's a core group of geeks who have been wanting The Perfect MMO since UO stopped stroking them the right way that keeps alive this idea of "MMORPG" being in some unique category worth specific attention?

Or is it just the dregs of the post post modern developers pumping in the last gasp of interest into what's not been unique for years?


Title: Re: EQ 'Next'
Post by: Kageru on June 22, 2013, 09:11:49 PM

I wonder that myself... part of the thrill of EQ was "I can play online! with people in other countries!". But there's no novelty left in that, and the "inconvenience" of being dependent on others for progression isn't really very acceptable once that is gone.

I can see MMO being used for a game that has some notion of "world building"... like Eve or Salem, but I suspect that's going to be niche since the mechanics are often tedious in practice. Raid / World Event games like WoW or Defiance still sort of work because you need to be able to show off your gear, have some dailies for those times you are solo. But you could as easily plug those into single-player / lobby systems.

An evolving world where the subscription money funds an evolving world has never worked. The developers can't keep up. That approach is likely to be done using DLC these days anyway.



Title: Re: EQ 'Next'
Post by: Paelos on June 22, 2013, 09:21:13 PM
If the developers actually made a world that evolved, it would take over the MMOG market.


Title: Re: EQ 'Next'
Post by: Kageru on June 22, 2013, 10:21:26 PM

They can't develop enough material to justify a sub, and they can't fund it without.

Every MMO I've seen that promised "regular evolving story updates" has failed to come close. Fallen Earth, SWTOR, Defiance and others. If someone could come up with an automated system that managed some depth and was actually fun I tend to agree. I don't think we're close though.


Title: Re: EQ 'Next'
Post by: Stormwaltz on June 22, 2013, 11:01:07 PM
Every MMO I've seen that promised "regular evolving story updates" has failed to come close.

Asheron's Call, back in it's heyday with monthly patches (he said, hopefully)?


Title: Re: EQ 'Next'
Post by: Sky on June 22, 2013, 11:30:02 PM
No, I just find it extremely rare that two sites, whose focus on MMO's would award a game no one but them have seen.
The best ideas in online gaming rarely survive contact with the public. How many great alphas and betas have you been in that end up falling apart when you throw that many more people at them.

Rift had some great ideas that ended up being little static spots where monsters spawn. Hell, I couldn't even convince them to let quest areas flip with pvp. That game had the talent but lacked the vision and the game ended up cool but really bland and I imagine most of the reason is that you throw a few thousand whiny alphagamer douches into the mix and any innovation dies a naive death.


Title: Re: EQ 'Next'
Post by: Velorath on June 23, 2013, 02:16:05 AM
So is it just there's a core group of geeks who have been wanting The Perfect MMO since UO stopped stroking them the right way that keeps alive this idea of "MMORPG" being in some unique category worth specific attention?

Yes and apparently a ton of those geeks still post here since a thread like this about a game barely anyone has seen (and none of them are here) can get up to 19 pages and Elder Scrolls Online is almost at 40. There's only threads for 11 games in the entirety of the PC/Console Gaming forum that have more posts than Elder Scrolls Online, so whatever it is about MMO's many of you still can't stop talking about them. If another Star Wars MMO were announced I'm sure it would get over 200 pages easily.


Title: Re: EQ 'Next'
Post by: Kageru on June 23, 2013, 03:54:58 AM

If someone started a thread, "It would be nice to have an MMO that did not suck", you'd probably get even more. The threads are more for discussing hopes of the genre *despite* what is known of the games in development.


Title: Re: EQ 'Next'
Post by: Malakili on June 23, 2013, 06:03:33 AM

So is it just there's a core group of geeks who have been wanting The Perfect MMO since UO stopped stroking them the right way that keeps alive this idea of "MMORPG" being in some unique category worth specific attention?


Yes, pretty much.  Especially since practically all regular multiplayer games that come out these days have everything MMOs have except the shared world - and most MMOs that come out these days don't even have the shared world, so the lines are clearly blurred more than ever.  I think its more chasing a feeling than anything at this point.  The last MMO that made me just feel in awe was when WoW came out and a large part of that was because I got to see all this stuff "in person" that I had played in the Warcraft series. EVE is probably the only game that continues to make me feel that way - but even that I no longer play. I guess Minecraft made me feel a similar way when I first started playing it as well actually.


Title: Re: EQ 'Next'
Post by: UnSub on June 23, 2013, 07:14:05 AM
If the developers actually made a world that evolved, it would take over the MMOG market.

WoW's got something like 30 players for every player EvE has though.

Static worlds are nice and safe and reliable, for players as well as devs. (Plus WoW has evolved since launch, but probably not in the way you mean.)


Title: Re: EQ 'Next'
Post by: Maledict on June 23, 2013, 07:23:24 AM

They can't develop enough material to justify a sub, and they can't fund it without.

Every MMO I've seen that promised "regular evolving story updates" has failed to come close. Fallen Earth, SWTOR, Defiance and others. If someone could come up with an automated system that managed some depth and was actually fun I tend to agree. I don't think we're close though.


Guild Wars 2 is actually speeding up its content release. They seem to have content patches twice a month now, it's fairly impressive.

Apparently they have two completely separate teams working in parallell so each has 2 months for its next content sequence - but very few games can afford that sort of luxury I would suggest.


Title: Re: EQ 'Next'
Post by: Nebu on June 23, 2013, 08:15:58 AM
Guild Wars 2 is actually speeding up its content release. They seem to have content patches twice a month now, it's fairly impressive.

If GW2's combat was the least bit engaging, I never would have left.  So much innovation in that game.  They made it fun for random people to help with quests... which is mind-blowing in this genre.

I don't need an evolving world to stay interested.  I want depth of gameplay and the option of playing solo without being treated like a red-headed step child.


Title: Re: EQ 'Next'
Post by: Spiff on June 23, 2013, 09:38:14 AM
GW2 really cured me of a lot of my MMO cynicism. It was the most fun, non-annoying leveling experience I've ever had I think.
They did so many things right and pushed the genre miles in the right direction imo.
I haven't logged on in months though; As has been said: it lacked depth and the 'open world' PvP was a field of broken dreams, as it always is (but I'm not bitter!  :heartbreak:).
Going back to try Rift a few weeks ago really highlighted how good GW2 was for me. So many ideas there that I should love, but I was just annoyed and disappointed again after a few hours of play.


Title: Re: EQ 'Next'
Post by: Kageru on June 23, 2013, 03:01:21 PM

GW2 pretty much solved the problem of "casual" levelling, and launched with so much content it spoke of ill-disciplined development. But they still haven't solved the really hard problem of how do you make a game which never ends without it becoming tedious or unrewarding. Though they are learning, their initial world events were very poorly thought out but the latest one was a little more clever.

And they have a pretty substantial content and balance patch coming, which is pretty impressive for a subscription free game.


Title: Re: EQ 'Next'
Post by: Venkman on June 23, 2013, 05:29:58 PM
Yes and apparently a ton of those geeks still post here since a thread like this about a game barely anyone has seen (and none of them are here) can get up to 19 pages and Elder Scrolls Online is almost at 40. There's only threads for 11 games in the entirety of the PC/Console Gaming forum that have more posts than Elder Scrolls Online, so whatever it is about MMO's many of you still can't stop talking about them. If another Star Wars MMO were announced I'm sure it would get over 200 pages easily.

Well, yes, but I was more asking in general, being one of those geeks who joined here to continually rant about MMOs :-)

It seems like the industry has kinda moved on from MMOs as an attention grabber. There's plenty out there and plenty coming. But none getting anywhere close to the attention non-MMO games get, and those getting attention in some ways because of MMO-like features they're adding.

I used to think VR would evolve from MMOs. All the pieces were there. But I think we're seeing the incremental step happening through other genres now. That's probably because those others are appealing because of the game play itself, whereas MMOs still tend to market themselves as "massive multiplayer" and a lot of apologizing about how the game actually plays. Or, easier to bolt a metagame onto an FPS than to make a fun game mechanic after you've worked out the metagame.

GW2 was a fantastic blend of both. But there's no reason to invest deeply in it, neither time nor money. I suspect I'll feel the same about Neverwinter. Fun and all the right casino-style bells and whistles to keep you pumped as you get rewarded through the system using a combat engine that doesn't suck. But the amount of time to play from start to boredom isn't all that different from any FPS or RPG that comes along for most people.

Which kinda dilutes MMO needing it's own category.


Title: Re: EQ 'Next'
Post by: Abelian75 on June 23, 2013, 07:18:17 PM
WoW's got something like 30 players for every player EvE has though.

That's not really that fair a comparison, though.  EVE is incredibly unapproachable, and while some of that is probably due to the sandbox nature of the game, a lot of it is not.  You can put a readable font in a sandbox game, for example; it's totally doable, I swear.  The two games are like the opposite end of the spectrum in terms of basic software usability in ways unrelated to gameplay.


Title: Re: EQ 'Next'
Post by: UnSub on June 23, 2013, 08:01:57 PM
WoW's got something like 30 players for every player EvE has though.

That's not really that fair a comparison, though. 

I agree, but my response was more for the real evolving worlds = take over MMO market comment. You need a lot of other features to try to "take over" MMOs today, and I wonder if it would even be worth the effort.


Title: Re: EQ 'Next'
Post by: Modern Angel on June 24, 2013, 06:07:17 AM

GW2 pretty much solved the problem of "casual" levelling, and launched with so much content it spoke of ill-disciplined development. But they still haven't solved the really hard problem of how do you make a game which never ends without it becoming tedious or unrewarding. Though they are learning, their initial world events were very poorly thought out but the latest one was a little more clever.

And they have a pretty substantial content and balance patch coming, which is pretty impressive for a subscription free game.

Very quietly, GW2 is doing amazing stuff, not least in the turnaround from drawing board to live.

I disagree with people who say the game isn't very deep. It's just not geared toward a traditional MMO replayability scheme (or grind, if you're being cynical). I mean, GW2 has a LOT of grind if you play it a lot. If you play it as something you pop in and out of, it's remarkably fresh, still.


Title: Re: EQ 'Next'
Post by: Abelian75 on June 24, 2013, 01:42:07 PM
I agree, but my response was more for the real evolving worlds = take over MMO market comment. You need a lot of other features to try to "take over" MMOs today, and I wonder if it would even be worth the effort.

Fair enough, yo.


Title: Re: EQ 'Next'
Post by: HaemishM on June 24, 2013, 02:04:39 PM
It seems like the industry has kinda moved on from MMOs as an attention grabber. There's plenty out there and plenty coming. But none getting anywhere close to the attention non-MMO games get, and those getting attention in some ways because of MMO-like features they're adding.

I used to think VR would evolve from MMOs. All the pieces were there. But I think we're seeing the incremental step happening through other genres now. That's probably because those others are appealing because of the game play itself, whereas MMOs still tend to market themselves as "massive multiplayer" and a lot of apologizing about how the game actually plays. Or, easier to bolt a metagame onto an FPS than to make a fun game mechanic after you've worked out the metagame.

The industry moved on from MMOG's because

1) Nobody wants to pay a subscription anymore. Without that sweet sweet steady and predictable income, publishers don't want to spend $100 million making something that requires 5 years to make back the budget. While F2P works, the income is not a steady stream like a subscription. Also, American publishers hate the word free.
2) MMOG's require the kind of time commitment to a video game that the vast majority of people do not want to dedicate. We are farily atypical here in that we are mostly obsessive compulsive geeks and the idea of a virtual world appeals to us. Mr. and Mrs. Farmville? They want their entertainment in bite-size chunks and MMOG grinds do not work that way. There's a reason mobile games are becoming a big market - bite-size chunks. Granted, most mobile developers make shit products and shit profits.
3) MMOG developers have proven they do not fucking know how to develop easy to understand game mechanics and easy to use UI's. WoW is still the goddamn high point of the medium and past level 10, it's a goddamn hellscape of rows of shiny buttons. While Planetside 2 may be a decent MMO-FPS, compared to Call of Duty? It's a fucking trainwreck for people who aren't inclined to dig further than the surface to figure out how a game works. And it's store is eye-stabbingly ugly.


Title: Re: EQ 'Next'
Post by: Venkman on June 24, 2013, 05:20:50 PM
Agreed on the subs, but big budget AAA non-MMO games are not that far south of the $100mm. They smartly retain the box purchase and tack on F2P for foozle shit though.

Time-commitment wise, Skyrim and Witcher kinda disagree with you, though granted, those are outliers. I would be very curious to see the hours dudebros accumulate in CoD or Halo though. But that's a perception thing we've discussed here too. MMOs are about planning to invest 100+ hours in a game. In other games, players only retroactively realize they've ended up doing that.

Totally agree on your third point though. This is one of the things I was wondering most about. There's a contingent of developers still designing "MMO" as if that's a game mechanic by itself. Meanwhile, the rest of the industry that has compelling game mechanics treat the various MMO systems they rip off as just that: systems to tack onto games. Which works because it gives them an added point of difference for their huge budget risky non-subs game :-)

GW2 is right in the middle. Obviously experienced MMO people who I feel like took a step back, said "let's make this shit fun" and then through an additive process tacked on all the casino-style levers.


Title: Re: EQ 'Next'
Post by: UnSub on June 24, 2013, 06:50:16 PM
The other factor effecting MMOs is that there are too many of them available. You can't launch a MMO and expect players to spend years (paying a sub fee) in them anymore, because the next shiny is due out 5 months from now and has just launched its beta program.


Title: Re: EQ 'Next'
Post by: lamaros on June 24, 2013, 07:11:43 PM
They only way to make an MMO that never ends is to design it from the ground up to be built on PC interaction. This will not happen anytime soon because, a) most people are not special and no one wants to play something that constantly reminds them of the fact, and b) such systems are beyond the ability of any current game developers (which is half c - everything has to have such expensive systems these days that costs are impossible).

The next big thing in MMOGs is when someone figures out how to integrate any one of the successful online PvP games (take your pick) with a persistent avatar centric PC 'world'. Combining the two at the moment seems to be a case of "take game a and and squish it into game b", rather than a holistic top down design, and so they're doomed to failure for a while yet.


Title: Re: EQ 'Next'
Post by: Kageru on June 24, 2013, 08:05:14 PM

There is also the possibility of doing it mechanically. Something Rift, GW2 and Defiance are working towards. Enemy NPC's which seize territory, build up strongholds, attack players and need all sorts of activities to combat. But that's hard and humans are good at seeing through the mechanics.

There's room for a big, subscription based, triple-A MMO. The amount of money WoW is making confirms that. But there's probably only room for one at the top of that tree.


Title: Re: EQ 'Next'
Post by: HaemishM on June 25, 2013, 10:08:32 AM
Time-commitment wise, Skyrim and Witcher kinda disagree with you, though granted, those are outliers. I would be very curious to see the hours dudebros accumulate in CoD or Halo though. But that's a perception thing we've discussed here too. MMOs are about planning to invest 100+ hours in a game. In other games, players only retroactively realize they've ended up doing that.

Skyrim is a bit of an outlier but it IS in a genre where 100+ hours isn't unheard of - RPG's. People who play RPG's are used to long games, especially vets of JRPG's. And with most MMOG's being some form of RPG, it's a market that is already self-selected and smaller than say dudebro shooters. And the dudebros are even smaller than say Farmville/Angry Birds in terms of overall users.

But dudebro shooters and casual games are built to be digested in smallish chunks of time. MMOG's and especially open world MMOG's are not. Hell, we all have complained about MMOG's taking a good 5-10 minutes of setup time just to get to the main activity of the night, whether that be questing, raiding or camping. You generally don't spend as little as 30 minutes in an MMOG because you get fuckall done. in that time, dudebro can play 3-5 maps of CoD and Angry Birds' players have cleared like 1/10th of the game's stages.


Title: Re: EQ 'Next'
Post by: Malakili on June 25, 2013, 10:16:59 AM
Lots of people log WELL over 100+ hours on CoD. As Haemish suggests, the question is about how long it takes to have fun/be productive/do whatever is you want to do in a single session. Something like EVE isn't playable to me not because I can't play video games enough hours per week, but because I can no longer know for sure that I'm not going to have to bolt 30 minutes into a 5 hour op.


Title: Re: EQ 'Next'
Post by: Margalis on June 25, 2013, 03:25:23 PM
I don't see why an MMO or any game needs to never end. Especially in an MMO is not subscription-based.


Title: Re: EQ 'Next'
Post by: Venkman on June 25, 2013, 03:52:27 PM
Lots of people log WELL over 100+ hours on CoD. As Haemish suggests, the question is about how long it takes to have fun/be productive/do whatever is you want to do in a single session. Something like EVE isn't playable to me not because I can't play video games enough hours per week, but because I can no longer know for sure that I'm not going to have to bolt 30 minutes into a 5 hour op.

Yea, the old time-to-fun formula. One of the things that has gotten much better in MMOs since we started ranting about it during Planes raids :-) But while WoW helped get us over the hump, and now it's built into the popular ones, the idea of a persistent/forever world hasn't caught on. Because of your Eve point.

Lamaros basically describes a Auto Assault/Huxley/GW1 model of persistent public spaces where you can insta-action into a combat/quest scenario. But these don't "feel" MMO any more than Diablo 2's chat room did. GW2 does a great job of blending various concepts that I feel like Wildstar is iterating on well.

But it does come back to time-to-fun.

I don't think it's restricted to dudebro/casual though. I can play X-com in 5 minute chunks. I can skillup my Tailoring in Neverwinter from the browser. I mention both because I feel like that's one vector towards the future of MMOs.

It's less second screen (like the tablet-based map for Assassin's Creed 3) and more just any screen, with events tailored to where and when you are. If you can get the player to care that much about your world they want to be in it all the time even if it's a lightweight momentary experience, that's a win. Cumulative hundreds of hours, and still immersive multi-hour raid/RvR style sessions on the PC or Console, but the any-screen approach could reintegrate concepts the one-off spinoff apps and social games borrowed from MMOs.


Title: Re: EQ 'Next'
Post by: lamaros on June 25, 2013, 04:48:33 PM
Lamaros basically describes a Auto Assault/Huxley/GW1 model of persistent public spaces where you can insta-action into a combat/quest scenario. But these don't "feel" MMO any more than Diablo 2's chat room did. GW2 does a great job of blending various concepts that I feel like Wildstar is iterating on well.

But it does come back to time-to-fun.

I don't know if that's what I meant at all. I meant that you have to combine the persistent public spaces with player interaction that is 'game-like' and 'fun' in most elements - not just the 'main' one.

For me WoW felt less and less like a world as they removed the barriers to PvP and PvE fighting - if you can sign up for combat from anywhere and teleport into it then the whole world becomes to feel like a glorified chatroom and less like an MMOG.

Long transport rides in WoW sucked because they were boring and uninteractive. There was no fun involved in them. But they made WoW seem like a persistent world, because you saw it and traveled through it in a world like manner, though. For me the problem of solving 'fun' in a good persistent world is to make the downtime and world elements into games of their own - and to organize these multitude of games in a way that players can choose to mostly interact with the ones that they enjoy.

I'll take an example from a MUD. In Medievia (yeah, yeah) they had trading. It involved going to various parts of the world and looking at the trading posts, marking down how much each of them were paying at that time for various goods. These would change over time based on supply, natural disasters, etc, whatever. You would then have to go to another trading post that sold those items then load up and run by foot over the land to get there as quickly as possible. While doing so you would often get attacked, by bandits of various sorts, by dragons, and by other players (if you were into player combat areas), so you would usually want to get a group together to fight of these challenges.

The whole process, in my mind, involved a lot of different 'games' that attracted various people in different ways. There was the game of finding a route that payed well - flying around, comparing prices, looking at distances, etc. There was the game of leading the group and navigating the world as quickly as possible (if you went off the roads you lost your packhorse and had to double back to get it). There was the game of fighting off the things that might try to attack you (PCs or NPCs). There was the game of getting rich.

Now of course these exact situation isn't comparable to modern MMOs for a number of reasons, but such MMOs do need a similar multitude of games - which are interconnected in a compelling way - in order to provide the illusion of a world. Most of them don't really do this, but instead focus on a single game experience and consider everything else to just be tools that aid it. If this thinking and designing can change, and those tools can also become games in their own rights.

Does that make any sense?


Title: Re: EQ 'Next'
Post by: Venkman on June 25, 2013, 05:52:04 PM
So at the risk of misinterpreting you a second time, what you described is basically Eve :-) Except replace PvE-style dragons and environment challenges during transit with other players in low sec space you want to travel through.

I love that kind of experience. It's extremely immersive, you feel like you brought a lot to the equation (how you travel, how you equip, skills you choose, etc), it's right at the very heart of the Ultima-style RPG I grew up with, and it being other people instead of AI actually makes it feel like a modern RPG.

It's basically what I consider to be the best possible definition of an actual full on MMORPG.

Trouble is, it's a life-sucking experience. It's a very difficult game for me to play casually, because how to get better at it is right there in front of you (meet the right people, train the right way, trade the right way, but all of those are contextual to the role you want to play), while being largely impossible for the 15 minutes at a time gamer I've had to become. It's the perfect world upon which to build an any-screen concept. Dust 514 kinda started them down that path.

But this does mean that I can't play the core of what I consider the quintessential MMO and therefore hafta settle for second best. And second best has been losing its uniqueness as other genres have picked up certain concepts.


Title: Re: EQ 'Next'
Post by: lamaros on June 25, 2013, 06:19:33 PM
So at the risk of misinterpreting you a second time, what you described is basically Eve :-) Except replace PvE-style dragons and environment challenges during transit with other players in low sec space you want to travel through.

I love that kind of experience. It's extremely immersive, you feel like you brought a lot to the equation (how you travel, how you equip, skills you choose, etc), it's right at the very heart of the Ultima-style RPG I grew up with, and it being other people instead of AI actually makes it feel like a modern RPG.

It's basically what I consider to be the best possible definition of an actual full on MMORPG.

Trouble is, it's a life-sucking experience. It's a very difficult game for me to play casually, because how to get better at it is right there in front of you (meet the right people, train the right way, trade the right way, but all of those are contextual to the role you want to play), while being largely impossible for the 15 minutes at a time gamer I've had to become. It's the perfect world upon which to build an any-screen concept. Dust 514 kinda started them down that path.

But this does mean that I can't play the core of what I consider the quintessential MMO and therefore hafta settle for second best. And second best has been losing its uniqueness as other genres have picked up certain concepts.

Yes like Eve. Except the systems in Eve are not friendly to casual experience. They require a lot of investment, and they have (or have had) poor user interfaces. I think you could make a game like Eve that has the depth and interest of its existing systems, while also making it more accessable to newcomers, and also offering more casual game experiences that people could enjoy without feeling like they have to get as invested as others.

Honestly, Eve is a good game in spite of many things that could reasonably easily be done better (IMO, of course).


Title: Re: EQ 'Next'
Post by: Nonentity on June 25, 2013, 10:32:02 PM
I'm just now catching up on the tweets that Smedley is making about this:

(http://img.photobucket.com/albums/v346/Lorathir/linear_zps0d042b48.jpg)

(http://img.photobucket.com/albums/v346/Lorathir/nothemeJPG_zps5dfae785.jpg)

Oh dear.


Title: Re: EQ 'Next'
Post by: Kitsune on June 25, 2013, 11:59:07 PM
Lookit me here in my sunglasses leaning back in my chair.  Way I see it, it's win-win for me.  Either Smed rolls a natural 00 and actually delivers the first great fantasy sandbox since UO, or he fails hilariously and I get to laugh at it.  Absolutely no skin off my back regardless of the outcome, so I'm not gonna get worked up about it.  I've got enough other games to occupy my free time that I'm not going to be tearing my clothes and pouring ash on my head if their new EQ bombs.


Title: Re: EQ 'Next'
Post by: Paelos on June 26, 2013, 06:30:24 AM
Get your laughing pants ready. That's pretty much my plan.


Title: Re: EQ 'Next'
Post by: Lantyssa on June 26, 2013, 06:37:59 AM
Laughing pants deployed.  On the off-chance it's the sandbox I've wanted, I'll laugh with joy.


Title: Re: EQ 'Next'
Post by: Numtini on June 26, 2013, 06:50:09 AM
There's also the possibility it's a terrible sandbox, a bunch of stuff and nothing to do, and they rush in a triage quests on rail fix. They've done it once before.


Title: Re: EQ 'Next'
Post by: Nyght on June 26, 2013, 07:04:53 AM
There's also the possibility it's a terrible sandbox, a bunch of stuff and nothing to do, and they rush in a triage quests on rail fix. They've done it once before.

Yep, now that this has raised my interest, this is exactly what I expect. At least I won't be disappointed.


Title: Re: EQ 'Next'
Post by: shiznitz on June 26, 2013, 11:01:24 AM
Laughing pants deployed.  On the off-chance it's the sandbox I've wanted, I'll laugh with joy.

Laughing pants? More like balls over a bear trap. I mean man balls, not the kind your throw and bounce.


Title: Re: EQ 'Next'
Post by: Paelos on June 26, 2013, 11:19:14 AM
Laughing pants PROTECT MY BALLS!


Title: Re: EQ 'Next'
Post by: Sky on June 26, 2013, 11:35:57 AM
Laughing pants deployed.  On the off-chance it's the sandbox I've wanted, I'll laugh with joy.
Ditto.

And even if it's a terribad sandbox filled with kitty turds and cigarette butts, it might be fun to pee in for a while.

That's also how I'm approaching that TUG game I backed on KS. I had to really work to not back Shadow of the Avatard for the same reason, just go in and grief the ever loving shit out of the retards from the KS comments who dropped five grand on a title.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on June 26, 2013, 12:16:07 PM
Yes, I have no idea what to expect. But the big announcement is going to be entertaining, whether because they genuinely unveil something exciting or because it's so far removed from the hype that the whole thing becomes a train wreck.

I'll admit though that I do unironically hold out some small sliver of hope that the game might give me a few months of fun. EQ2 did.


Title: Re: EQ 'Next'
Post by: shiznitz on June 26, 2013, 01:06:55 PM
I was a fan of EQ and EQ2, but I have a better chance of having anal sex with a real life wood elf than SOE launching a groundbreaking MMO title after all these years.


Title: Re: EQ 'Next'
Post by: Hawkbit on June 26, 2013, 01:44:39 PM
Quick, someone call that peter pan guy.


Title: Re: EQ 'Next'
Post by: Sky on June 26, 2013, 02:52:26 PM
(http://i3.kym-cdn.com/photos/images/newsfeed/000/026/188/peterpan.jpg)


Title: Re: EQ 'Next'
Post by: Venkman on June 26, 2013, 06:07:17 PM
Yes like Eve. Except the systems in Eve are not friendly to casual experience. They require a lot of investment, and they have (or have had) poor user interfaces. I think you could make a game like Eve that has the depth and interest of its existing systems, while also making it more accessable to newcomers, and also offering more casual game experiences that people could enjoy without feeling like they have to get as invested as others.

Honestly, Eve is a good game in spite of many things that could reasonably easily be done better (IMO, of course).

One of the ways I thought Eve could be made more casual friendly was through how T2C-era UO and early SWG played. All the makings of regional commerce and local economies, but little of the other players getting too much in the way through exploitable PvP systems that please only a relative few. Of course both games had ample issues, and required a lot more work than just supporting every player running on relatively the same rails through linear PvE content. But I always felt it was a shame each didn't get as big as those linear PvE experiences which ultimately became what defined "MMORPG" for a generation.


Title: Re: EQ 'Next'
Post by: Kitsune on June 27, 2013, 11:41:22 AM
It's not hard to sandbox an economy, or at least the basic trappings of one, just rip off Eve's model:

Step 1: Don't have a global auction house, instead have local trade hubs in cities.
Step 2: Have resources be location-specific rather than global.
Step 3: PvP.

This way you have materials that can only be had from specific places (inferno stones only come from Neriak's mines, lala wood trees only grow in the Feydark, etc.), forcing people to travel and/or trade for them since there isn't a magical global teleporting auction house where you can sit on your ass and have everything delivered to you.  And if the only way for things to get from point A to point B are for people to carry them, we gain an all new economic model of banditry when people jump other people for their stuff.  An element of risk involved in the moving of goods will make the cost somewhat more dynamic and force people to group together for protection (or group together to ambush the other groups).  The early EQ2 design proposal of NPC caravans is an example of bad sandboxing; in a good sandbox the players themselves should be caravanning because it makes the most sense to do so.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on June 27, 2013, 12:21:25 PM
It's not hard to sandbox an economy, or at least the basic trappings of one, just rip off Eve's model:

Step 1: Don't have a global auction house, instead have local trade hubs in cities.
Step 2: Have resources be location-specific rather than global.
Step 3: PvP.


Perhaps, but any such formula has just written off any possibility of attracting (insert your own arbirary percentage value) % of the potential market. You have automatically reduced the maximum reach of the game to niche, and possibly even smaller. Probably neccessary when discussing anyone's ideal dream game given everyone probably falls into one niche or another.  But good luck on finding significant backing for such a design. And don't be surprised if Sony of all people elects not to jump into the cesspool of open pvp with their reboot of their flagship ip.


Title: Re: EQ 'Next'
Post by: Malakili on June 27, 2013, 01:15:13 PM
It's not hard to sandbox an economy, or at least the basic trappings of one, just rip off Eve's model:

Step 1: Don't have a global auction house, instead have local trade hubs in cities.
Step 2: Have resources be location-specific rather than global.
Step 3: PvP.


Perhaps, but any such formula has just written off any possibility of attracting (insert your own arbirary percentage value) % of the potential market. You have automatically reduced the maximum reach of the game to niche, and possibly even smaller. Probably neccessary when discussing anyone's ideal dream game given everyone probably falls into one niche or another.  But good luck on finding significant backing for such a design. And don't be surprised if Sony of all people elects not to jump into the cesspool of open pvp with their reboot of their flagship ip.


Maybe.  Allow the fantasy game equivalent of "High Sec" space, make it easy to have a little homestead, and I could easily see lots of casual players logging in to tend their garden, take their wares to the local market to put them up for sale, etc.  That sort of thing could scratch the same itch as popular casual games that people seem to like and play a lot. 


Title: Re: EQ 'Next'
Post by: Sky on June 27, 2013, 01:28:08 PM
Step 1: Don't have a global auction house, instead have local trade hubs in cities.
Step 2: Have resources be location-specific rather than global.
Step 3: PvP.
So, 3. As someone who played UO, when your harvesting is subject to pvp, it's just better to pvp harvesters than to bother trying to do it yourself.

Or play another game.

Eve is very niche. And it already exists.


Title: Re: EQ 'Next'
Post by: Rendakor on June 27, 2013, 02:28:30 PM
I know I'm not alone in wanting a fantasy-Eve.


Title: Re: EQ 'Next'
Post by: Paelos on June 27, 2013, 02:31:52 PM
I think in general fantasy settings sell better than space, but I don't have anything numerically to back that up.


Title: Re: EQ 'Next'
Post by: Kageru on June 27, 2013, 02:57:11 PM

Space works better as a stage. It can have a huge area which you don't have to fill with terrain and the idea of manufactured and identical player outposts makes sense.

That said the fantasy equivalent would be the korean MMO's with castles, sieges and ball-breaking to make sure it doesn't get a wide audience.

I'd still like to see a PvE equivalent (with an opt-in PvP layer). It looks like wildstar is somewhat doing this with the idea of placing structures that unlock special quests, vendors and facilities and need to be "defended". I'm pretty sure there was a zombie game which was also working on the basis of building defenses, other than Rockets dreams that Day-Z might actually have that level of depth.


Title: Re: EQ 'Next'
Post by: Malakili on June 27, 2013, 03:30:58 PM
I think we're getting a bit adrift here.  We all know what EVE is, but this started out as a way to do a sandbox that was attractive to the types of people who like things like Farmville and other casual/popular games.  It strikes me that things like farming in a sandbox could be designed to accommodate short play sessions with reasonable feedback/reward for logging in regularly for short periods of time.

The question is are people willing to launch a game client to do that instead of just popping open a new tab and cruising over to facebook for 5 minutes (or just going to the window in which they already have facebook open - because they probably do - and clicking a few things).  

There is no reason such a thing couldn't exist within a framework that also has vast swaths of  "wilderness" where the PvP/building crowd wants to hang out and do their thing.  Nor does it necessarily exclude things like local markets.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on June 27, 2013, 04:11:57 PM
Eve is very niche. And it already exists.

Eve has 500,000 subscribers ten years after launch, and the subs are still paid for. You can pay it yourself or get someone else to pay your sub fee in return for in-game currency, but each sub has to be paid for. Is it really that nichey, compared to other MMOs? To take one example, I believe City of Heroes never went above 200,000 subs.

Pretty much every MMO is a niche game in the West compared to WoW and Runescape, but if you exclude those two then Eve has arguably been one of the most successful, especially when you take longevity into account (eg SWTOR has more subscribers but I wonder if it will have half a million players in 2021, ten years after launch).

(But I do agree we don't just want "fantasy world Eve", although I'm not sure anyone's really asking for that)


Title: Re: EQ 'Next'
Post by: Stormwaltz on June 27, 2013, 04:31:25 PM
Step 3: PvP.

Or item wear. Sandbox != PvP. Neglect this to your peril.

Eve has 500,000 subscribers ten years after launch... Is it really that nichey, compared to other MMOs?

EVE is niche. IMO it's as big as it is because there is simply nothing else in its league of feature set, polish, and inertia. To get a comparable situation in themepark-land, you'd have to imagine a world where there's WoW, but no Guild Wars, LotRO, Rift, Runescape, EverQuest, SWTOR, or Final Fantasy.

How many MMG players currently want a hardcore PvP sandbox? 500,000, apparently.


Title: Re: EQ 'Next'
Post by: Malakili on June 27, 2013, 04:34:05 PM
Does that ignore the fact that most players in EVE never(or rarely) leave Hi-Sec space?


Title: Re: EQ 'Next'
Post by: shiznitz on June 27, 2013, 04:46:20 PM
Step 1: Don't have a global auction house, instead have local trade hubs in cities.
Step 2: Have resources be location-specific rather than global.
Step 3: PvP.
So, 3. As someone who played UO, when your harvesting is subject to pvp, it's just better to pvp harvesters than to bother trying to do it yourself.

Or play another game.

Eve is very niche. And it already exists.

You need to have safe and unsafe harvesting zones.  The unsafe zones would have richer resources (although probably not better quality or the PvPers monopolize the best gear).  The design challenge is that you have two games going on at the same time: PvP and tough monsters in the unsafe zones and safer PvE in the safe zones.  I always wondered about having a world where the players completely controlled 10% of the landmass while those who didn't want that could ignore by staying in the 90%.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on June 27, 2013, 04:47:46 PM
Yeah, Eve is not all about the cut-throat PvP. I think it's worth remembering though that the sandboxy, player-made world elements do involve Empire space (the non PvP zones) too.

People in Empire are setting up businesses, building space stations (moon towers or POSs), and shaping the economy. Corporations are formed, choose an area of space to set up headquarters in, and form or break alliances. While it's vaguely possible to play Eve in a themepark way just by doing missions (Eve's name for quests) over and over, many Empire players would quickly quit the game if that was the only thing to do. Missions are boring. Even in Empire space, the fun in the game comes from the economics and politics and worldy stuff. The fact that a certain amount of PvP and griefing is still possible in Empire space helps with that.

Also, 0.0 space (the PvP zones) and Empire space interact. Many 0.0 corporations operate in Empire too, to an extent. The economies interact because raw materials extracted in 0.0 or in wormholes (which are also PvP) are often exported to Empire space to be turned into spaceships and modules, and then transported back to 0.0, which is actually pretty cool when you think about it.


Title: Re: EQ 'Next'
Post by: Kageru on June 27, 2013, 04:57:32 PM

Eve would quite possibly fail if it launched now. It built up momentum and community in a time when online games were more of a novelty and people were more willing to sacrifice huge amounts of time. It gained reputation from the actions of the community once it was established. These days, where there are a huge number of online games, it might well find it harder to attract that seed audience not to mention getting a sub out of them.

... speaking of which haven't heard much of perpeptuum lately.


Title: Re: EQ 'Next'
Post by: Merusk on June 27, 2013, 05:18:33 PM
I always question that 500k number for Eve, because so many of the players have multiple accounts.  I recall 3 being the average for 0.0 players when I played.  One to scout for your miner/ PVP, one to haul/ Mine and one for PvE.


Title: Re: EQ 'Next'
Post by: lamaros on June 27, 2013, 05:42:56 PM

Eve would quite possibly fail if it launched now. It built up momentum and community in a time when online games were more of a novelty and people were more willing to sacrifice huge amounts of time. It gained reputation from the actions of the community once it was established. These days, where there are a huge number of online games, it might well find it harder to attract that seed audience not to mention getting a sub out of them.

... speaking of which haven't heard much of perpeptuum lately.


Strongly doubt it. There is always a market for the type of game Eve is IMO, and it happens to be the best one going around at the moment.

You only have to look at things like Darkfall to see that a lot of people want a worldy PC-centric MMO. The fact that Eve is the only really playable one at the moment is a product of what is getting funded, not necessarily what there might be an audience for.


Title: Re: EQ 'Next'
Post by: Pennilenko on June 27, 2013, 05:46:54 PM
I had four accounts in EVE and I know that I wasn't alone. You wouldn't surprise me if you were to tell me that EVE really only has around 125000 real players, maybe even less.


Title: Re: EQ 'Next'
Post by: Venkman on June 27, 2013, 07:05:11 PM
Still a hell of a lot more than most western MMOs have now. And I doubt it would fail even if new today. It'd be unique just on being space-based. And all of its PR and marketing hooks are also unique. Of course, it would need to launch as it is today, not as it was under Simon & Schuster back a decade ago.

The reason I reference T2C-UO and pre-CE SWG is because of the sharded PvE experiences. And the more I think about it, the more I realize it could really be a fantasy skinned SWG without the combat jank of it first two years.

  • In retrospect I do think easy teleporting ala runebooks would need to go, or cost more depending on locale (ala SWG shuttles).
  • I am also unconvinced you need PvP in a sandbox to still have the high/low risk and local economies. A tuned version of SWG's POI system would work well. As well as more strict controls on housing sprawl.
  • I also don't know you strictly need a uniserver setup. I suspect that's ideal to really get a complex society, and it's easier now than it was ten years ago.

But then, I'm biased. I always saw SWG as UO 2.0  :grin:

We don't have any large scale precedent after the early 2000s though, as far as I know. And that's the problem. The money that goes into these games is a lot easier to justify when you can pitch retreads of already established concepts that themselves made buckets of cash. UO hasn't been a bulletpoint on any powerpoint since around the time SWG launched.

And as much as 500k accounts for Eve is an impressive number, money people are savvy enough to ask whose in second place on that kind of game, and become skeptical when the answer basically exposes that Eve is its own genre.


Title: Re: EQ 'Next'
Post by: Lantyssa on June 27, 2013, 07:15:16 PM
I think in general fantasy settings sell better than space, but I don't have anything numerically to back that up.
Because that's most of the market.  More fantasy games have failed than space (or sci-fi) games, too.

The question should be which has a better ratio of success?  Even that's skewed due to a lack of sample size and a few well-performing games like EVE and pre-NGE SWG (200k after two years is not a failure)


Title: Re: EQ 'Next'
Post by: Numtini on June 28, 2013, 04:43:36 AM
I suspect fantasy, particularly fantasy with elves and dwarfs and orcs and all that, will remain dominant. I watched D&D crush far far better and more innovative games. I've seen EQ and WoW do the same. Whether you trace it back to Gygax and early gaming experiences or Tolkien and people discovering fantasy lit, I think that paradigm is engraved on our DNA somehow.

I'm very skeptical about "sandbox" games because it seems to mostly be a euphemism for "nothing to do" or "LOL DYE CAREBARE!" I think a big reason Eve works at all is because it's so damned big. Quickly googling 5100 "zones." Really, large parts of nulsec are so far away from anyone else they're essentially safe PVE zones unless you're in the middle of a war. The real place for "open pvp" in lowsec is pretty much UO Crossroads ganking.


Title: Re: EQ 'Next'
Post by: Kageru on June 28, 2013, 06:30:09 AM

Fantasy has advantages other than being well-understood. The scale is relatively small which means assets go further, magic is a great plot device and the genre has the idea of "roles" and parties. Future tech tends to be much more independent, as in defiance where a group action is basically lots of people soloing the same mob.


Title: Re: EQ 'Next'
Post by: lamaros on June 28, 2013, 06:33:57 AM
Fantasy is also mostly medieval. Other speculative stuff is usually much less familiar to the audiences and not as intuitive.


Title: Re: EQ 'Next'
Post by: Numtini on June 28, 2013, 06:59:51 AM
You also don't instantly die from one hit. Or at least that seems more plausible than needing to unload 5 or 10 shotgun blasts into someone's chest in AO or Secret World. (Yes, they have explanations for why you can do this, but wow are they paper thin.)


Title: Re: EQ 'Next'
Post by: Threash on June 28, 2013, 07:48:02 AM
I'd like to see someone not die instantly from a sword to the face.


Title: Re: EQ 'Next'
Post by: Engels on June 28, 2013, 09:58:52 AM
Maybe this has been brought up, but I don't feel like slogging through past pages to find out. For me, the silver lining in any new EQ game is the preservation of the original lore. Regardless of either EQ or EQ2's merits, I think that the world and lore around the games was first class and it would be a massive pity to lose them to the sands of time.

So even if EQ Next is the next Vanguard, at least it'll put the ole defibrillators on the sagging corpse that is Norrath, which I deeply cherish as a fantastic work of the imagination.

And while I'm wallowing in nostalgia...



Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 28, 2013, 11:05:38 AM
From before the reboot, but in engine:

Your Eq1 wastelands do not inspire me.

This is from EqNext Production:

(https://pbs.twimg.com/media/BMGTBESCQAExg_A.jpg:large)


Title: Re: EQ 'Next'
Post by: Venkman on June 28, 2013, 11:08:58 AM
The specific western style of fantasy is sort of programmed into our memetic memory. But there's no single dominant definition of sci-fi outside of the big IP. So fantasy has a lot more flexibility because at heart it's dragons, magic, swords and a whole bunch of killin', which you can easily bolt onto a castle and some rolling hills and wrap whatever narrative around it.

Sci-fi though is more fragmented and therefore open-ended, and complicated by the biggest examples not being all that much sci, and includes a bunch of pedestrian retread fi.

I'd personally love to see a game based on Peter F Hamilton's Commonwealth or Iain Banks' Culture. So much you can do within both, with the former being more action-y and the latter including some more high concept. I'll never see of course. But it did just give me a good idea for a Foundry mission in NW.

I'd like to see someone not die instantly from a sword to the face.
I'd like to see a game program that in actually. Never got very much into Mount & Blade, but that sounds right up its alley.

And while I'm wallowing in nostalgia...


Man that takes me back. And the Felwithe approach music, after dying off of Kelethin.

I agree. I'd pay real money on this merit alone. I'm just skeptical. And worried it'll be locked into some stupid f2p thing. Still have yet to make an MTX purchase in anything that was free. Just don't see the point.

Odd considering I was more than happy to buy a million gold in UO back before it was all legit and shit :-)


Title: Re: EQ 'Next'
Post by: Mrbloodworth on June 28, 2013, 11:13:12 AM
There is a large amount of rumblings about player made content, including a partnership with Storybricks (http://www.youtube.com/watch?feature=player_embedded&v=k-JHQP4q5M8#at=241). Storybricks was started as a MMO project, but has changed to a toolset. Reminds me of dragon speak in Furcadia. Basically drag and drop story creation system/Logic based programing.


Title: Re: EQ 'Next'
Post by: Bzalthek on June 28, 2013, 11:37:06 AM
I'd like to see someone not die instantly from a sword to the face.

Close enough? Spoilered for minor gore


Title: Re: EQ 'Next'
Post by: Stormwaltz on June 28, 2013, 11:59:25 AM
Maybe this has been brought up, but I don't feel like slogging through past pages to find out. For me, the silver lining in any new EQ game is the preservation of the original lore. Regardless of either EQ or EQ2's merits, I think that the world and lore around the games was first class and it would be a massive pity to lose them to the sands of time.

Heh. I'm the opposite of you. EQ's lore is actually a detriment to my playing.

EQ2 is full of systems I admire in theory, but when it comes to actually playing the game, all I can think of is the (to me) juvenile and simplistic lore... and it turns my stomach. There's such a thing as too much creativity in fantasy lore (I should love Rift's, but it just confuses and alienates me), but EQ has always seemed to operate at the level of a high school Forgotten Realms campaign.


Title: Re: EQ 'Next'
Post by: Engels on June 28, 2013, 08:24:32 PM
Really? To me it was amazing. The pantheon of gods. Cazic vs Tunare, Marr vs Innoruuk. All the little demigods, how they fleshed out the worlds, from Erollisi to Bertoxxulous.

I liked how they wove the scenery into the history of the races. How in Innothule swamp you went into Guk and saw on the walls the creation story of not only the frogloks but how they interconnected with the Iksar and the Sarnak. How there's a whole convoluted history of how the Iksar came about in Kunark, etc. It wasn't simplistic to me at all; it had a depth that no video game I know of had even attempted at the time. The only rival would have been the Oblivion line, but that story is dull as dishwater to me.


Title: Re: EQ 'Next'
Post by: Kageru on June 29, 2013, 12:01:51 AM
I'd like to see someone not die instantly from a sword to the face.

The assumption was that HP represents dodging, parrying, blocking and glancing blows off armor until you run out of luck. Which is also why fencing matches can have quite a lot of moves before there is a victor. Of course that's hard to program so they don't.

This doesn't translate quite as neatly into assault rifles at point blank for which most of the above defenses are invalid.


Title: Re: EQ 'Next'
Post by: Merusk on June 29, 2013, 09:22:09 AM
Really? To me it was amazing. The pantheon of gods. Cazic vs Tunare, Marr vs Innoruuk. All the little demigods, how they fleshed out the worlds, from Erollisi to Bertoxxulous.

I liked how they wove the scenery into the history of the races. How in Innothule swamp you went into Guk and saw on the walls the creation story of not only the frogloks but how they interconnected with the Iksar and the Sarnak. How there's a whole convoluted history of how the Iksar came about in Kunark, etc. It wasn't simplistic to me at all; it had a depth that no video game I know of had even attempted at the time. The only rival would have been the Oblivion line, but that story is dull as dishwater to me.

The problem with EQ lore was you REALLY had to hunt it down.  They didn't have a Metzen shoving his lore-junk in your face at every turn.  I had this same discussion with some friends where I was in Stormwaltz shoes, but they had done the legwork running things down.  After my run from Freeport to N. Karana (when this was taking place) I was impressed with the depth of the world and saddened that it was all so hidden.

As for EQ-Next I have no hopes for this game and expect only suck. I know some of you hear sandbox and still pull out your little hope chests after all these years, but you're letting that blind you.
1) Subscription games are about done.  We're left with WoW and Eve as the only real contenders, I don't expect this to last as one.
2) What good model of F2P has SOE pushed?  None.  They've pretty much all been terrible.
3) All we have is Smedley's word and a few websites.  No idea of the depth.
4) EQ1 was "a sandbox."  We wasted tons of time in it but was it fun?
5) Sandbox games require a lot of time investment.  You don't have the time you did when you were young, let UO die already.  You'll find yourself overly frustrated if anything approaching that model comes around today.
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

There's my cynical post to counter some of the hopes.


Title: Re: EQ 'Next'
Post by: Malakili on June 29, 2013, 10:31:57 AM
Really? To me it was amazing. The pantheon of gods. Cazic vs Tunare, Marr vs Innoruuk. All the little demigods, how they fleshed out the worlds, from Erollisi to Bertoxxulous.

I liked how they wove the scenery into the history of the races. How in Innothule swamp you went into Guk and saw on the walls the creation story of not only the frogloks but how they interconnected with the Iksar and the Sarnak. How there's a whole convoluted history of how the Iksar came about in Kunark, etc. It wasn't simplistic to me at all; it had a depth that no video game I know of had even attempted at the time. The only rival would have been the Oblivion line, but that story is dull as dishwater to me.

The problem with EQ lore was you REALLY had to hunt it down.  They didn't have a Metzen shoving his lore-junk in your face at every turn.  I had this same discussion with some friends where I was in Stormwaltz shoes, but they had done the legwork running things down.  After my run from Freeport to N. Karana (when this was taking place) I was impressed with the depth of the world and saddened that it was all so hidden.

As for EQ-Next I have no hopes for this game and expect only suck. I know some of you hear sandbox and still pull out your little hope chests after all these years, but you're letting that blind you.
1) Subscription games are about done.  We're left with WoW and Eve as the only real contenders, I don't expect this to last as one.
2) What good model of F2P has SOE pushed?  None.  They've pretty much all been terrible.
3) All we have is Smedley's word and a few websites.  No idea of the depth.
4) EQ1 was "a sandbox."  We wasted tons of time in it but was it fun?
5) Sandbox games require a lot of time investment.  You don't have the time you did when you were young, let UO die already.  You'll find yourself overly frustrated if anything approaching that model comes around today.
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

There's my cynical post to counter some of the hopes.

This pretty much sums up why the game is probably going to be bad.  But it doesn't change the fact that a lot of us still like the idea of a virtual fantasy world to explore and play in.  I think the biggest problem at this point is simply that the MMO genre isn't going to be genre that provides that anymore.  Hell, playing Cube World multiplayer looks like it is going to offer a better Sandbox experience than any MMO on the horizon will.


Title: Re: EQ 'Next'
Post by: Threash on June 29, 2013, 01:09:34 PM
Really? To me it was amazing. The pantheon of gods. Cazic vs Tunare, Marr vs Innoruuk. All the little demigods, how they fleshed out the worlds, from Erollisi to Bertoxxulous.

I liked how they wove the scenery into the history of the races. How in Innothule swamp you went into Guk and saw on the walls the creation story of not only the frogloks but how they interconnected with the Iksar and the Sarnak. How there's a whole convoluted history of how the Iksar came about in Kunark, etc. It wasn't simplistic to me at all; it had a depth that no video game I know of had even attempted at the time. The only rival would have been the Oblivion line, but that story is dull as dishwater to me.

I loved the EQ dragon lore.  We used to joke about Lady Vox and Lord Nagafen being in closed lairs ("lol how did they get in"), then later you find out they were imprisoned to keep them from fucking.  Everything had a reason, there was a story behind everything, and usually they were very interesting.


Title: Re: EQ 'Next'
Post by: p0rkbelly on June 30, 2013, 11:03:32 AM
Really? To me it was amazing. The pantheon of gods. Cazic vs Tunare, Marr vs Innoruuk. All the little demigods, how they fleshed out the worlds, from Erollisi to Bertoxxulous.

I liked how they wove the scenery into the history of the races. How in Innothule swamp you went into Guk and saw on the walls the creation story of not only the frogloks but how they interconnected with the Iksar and the Sarnak. How there's a whole convoluted history of how the Iksar came about in Kunark, etc. It wasn't simplistic to me at all; it had a depth that no video game I know of had even attempted at the time. The only rival would have been the Oblivion line, but that story is dull as dishwater to me.

I loved the EQ dragon lore.  We used to joke about Lady Vox and Lord Nagafen being in closed lairs ("lol how did they get in"), then later you find out they were imprisoned to keep them from fucking.  Everything had a reason, there was a story behind everything, and usually they were very interesting.

It's not like that was pre-planned, more along the lines of that it was made up as time went on to fit the game world.


Title: Re: EQ 'Next'
Post by: Engels on June 30, 2013, 02:45:52 PM
Not quite true, if I recall correctly. My understanding is that the core of the EQ original developers brought the story in from a table top game they'd designed, and much of the foundation and geography was already in place. Later developments such as Kunark and Velius was probably designed 'along the way', but more engaged people than I should comment on it.


Title: Re: EQ 'Next'
Post by: HaemishM on July 01, 2013, 02:29:13 PM
That's my understanding as well. The original continents were all from a D&D campaign McQuaid ran.


Title: Re: EQ 'Next'
Post by: Kageru on July 01, 2013, 02:49:37 PM

I thought that came through fairly strongly in game. The Lore was pretty corny and amateur but it did give them a lot of motivation to craft a strong identity to many of the zones. They weren't quite so good with actually having content to fill it out or progression. So you had things like the main city sewers which seemed to be there because in D&D there more or less had to be sewers full of rats and slimes. That faded a lot as they started pumping out expansions and raid progression.

I get the same feeling from GW2, a lot of it has been built because the designers really wanted to build it. I can't think of any other reason for the huge and mostly pointless cities. Though at least there the levelling mechanics have the possibility of not obsoleting content.


Title: Re: EQ 'Next'
Post by: Venkman on July 01, 2013, 08:32:54 PM
As for EQ-Next I have no hopes for this game and expect only suck. I know some of you hear sandbox and still pull out your little hope chests after all these years, but you're letting that blind you.
1) Subscription games are about done.  We're left with WoW and Eve as the only real contenders, I don't expect this to last as one.
2) What good model of F2P has SOE pushed?  None.  They've pretty much all been terrible.
3) All we have is Smedley's word and a few websites.  No idea of the depth.
4) EQ1 was "a sandbox."  We wasted tons of time in it but was it fun?
5) Sandbox games require a lot of time investment.  You don't have the time you did when you were young, let UO die already.  You'll find yourself overly frustrated if anything approaching that model comes around today.
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

There's my cynical post to counter some of the hopes.
#1-3 are true. F2P is the perfect model for sandboxes, but SOE hasn't shown much expertise on that. FR wasn't completely terrible, it just lacked any cohesion. They haven't been all that active though, which I took to mean they were ending as a concern, but could really mean they've been focused on the big EQ Next reveal. Not hope as much as "hey, they're still around?" curiousity.

#4 I'm not so sure about. The gulf between WoW and EQ1 isn't nearly as wide as it is between EQ1 and then-UO or SWG, wherein you could invest as much in roles that had nothing to do with combat as those that do nothing but a linear romp through a sequence of directed actions of which most of it was combat.

#5 By precedent, sure. We've been more burned by underdelivered sandboxes than over contrived dungeon romps. But what are sandboxes but just a wide (and sometimes deep) array of sometimes solo/sometimes multiplayer minigame activities with a web that holds it together? Kinda like a collection of apps or social media "games".

#6 I'm of a mind that sandboxes are perfect for this generation. A lightly strung together collection of experiences that can flex in depth with an ongoing analysis of what the players actually do, using modern reasonable business practices that provide a strong feedback loop between analytics, business decisions and development and content publishing best practices. I don't know if SOE specifically could pull it off of course. But the premise is there. Think of it less as a piece of software developed by a cult of personality and more as running a web-destination style business.

I also recommend we don't use our own pasts as a guide. We put up with quite a lot of shit for a good decade or so. But we were a small percentage of the overall gamer base even then, much as D&D players were a small percentage of non-digital games. It requires a special kind of dedication that is uncommon in every generation of tech :-)


Title: Re: EQ 'Next'
Post by: Stormwaltz on July 01, 2013, 09:50:04 PM
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

I expect this varies by interests and temperament. My oldest is eight, and we have to pry him away from sessions of Minecraft and a Super Mario Brothers editor he likes.


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 08:07:13 AM

I thought that came through fairly strongly in game. The Lore was pretty corny and amateur but it did give them a lot of motivation to craft a strong identity to many of the zones. They weren't quite so good with actually having content to fill it out or progression. So you had things like the main city sewers which seemed to be there because in D&D there more or less had to be sewers full of rats and slimes. That faded a lot as they started pumping out expansions and raid progression.

I get the same feeling from GW2, a lot of it has been built because the designers really wanted to build it. I can't think of any other reason for the huge and mostly pointless cities. Though at least there the levelling mechanics have the possibility of not obsoleting content.
On the other hand, I find that filling out zones with things like sewers and secret rooms to be awesome and the thing that needs to be integrated more, whereas raid progression is pointless and stupid.

The not-amusement-park is the best thing I've seen about an mmo in a while. We have that, need more different stuff.

I agree on the time investment thing with sandboxes. But I'd rather have one and be time-limited than see another shitty raid progression by the number + one unique feature YET AGAIN.


Title: Re: EQ 'Next'
Post by: HaemishM on July 02, 2013, 08:48:06 AM
Based on the trend we've seen since the release of WoW, yet another raid progression MMO is doomed to be F2P no matter what the dev does. Think about it - the only MMO that started out as a subscription service since the release of WoW that hasn't turned F2P is Warhammer (are there any others?). And I'm betting the only reason it isn't F2P is the GW license not allowing it either through the expense of the license or GW's expressly forbidding it. Everything else has gone F2P within the last two years.

If EQ Next is a linear progression raid-focused MMO, it's going to flop hard whether it's F2P or not. Sandbox MIGHT have a chance to not flop if it at least can direct the masses into the interesting areas/activities. Of course, I don't think "the masses" give a shit about MMO-style gaming much anymore.


Title: Re: EQ 'Next'
Post by: Malakili on July 02, 2013, 08:55:20 AM
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

I expect this varies by interests and temperament. My oldest is eight, and we have to pry him away from sessions of Minecraft and a Super Mario Brothers editor he likes.

True, but 20 years ago there was a pretty big overlap between people who were into computers on a tech level and people who were into these sorts of games.  I think the result is that a lot of people were willing to put more effort into learning systems and working through fiddly mechanics.  If you are just looking to play a game, then the time it takes to learn many of the more arcane systems which have been traditionally associated with sandbox games is going to be a much more substantial barrier than it was to the people who were also learning to program in their spare time.


Title: Re: EQ 'Next'
Post by: Paelos on July 02, 2013, 08:57:24 AM
Does the game allow players to actually change the landscape of the world?

If the answer is no, and the endgame is dungeons/raids? It's going to run into all the problems any WoW contender runs into, including WoW itself.


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 09:06:45 AM
Does the game allow players to actually change the landscape of the world?
I don't get the obsession with this.

I agree with the dungeon/raid thing obviously. Forced grouping sucks. Developers trying to dictate player behavior sucks. Hiding all the phat lewtz behind the people who can do the best square dance sucks.


Title: Re: EQ 'Next'
Post by: Merusk on July 02, 2013, 09:14:07 AM
6) Modern kids who might have the time don't have the interest.  I've watched my daughter, her friends and my nephews.  They flit around from game to game as the mood strikes and demand nearly instant gratification.  "Maybe" a 15-24 hour grind is acceptable, 40 is pushing it but ok if the game is awesome.

I expect this varies by interests and temperament. My oldest is eight, and we have to pry him away from sessions of Minecraft and a Super Mario Brothers editor he likes.

Mine 9 year old is the same way, but he's not interested in MMOs at all.  My 15 year old is, and she and her friends are the ones I had in mind since I see/ hear them regularly.  (Skype is always running when they play together.)

Further detail: The 17 and 13 year old nephews are xbox bros who'll pick up a steam game but only CS, TF2 and the like.  The 15 year old nephew's dad is a game dev and he acts like my daughter.  One game or another, flitting about.  The most hours he has on Steam are TF2 then Skyrim.   94.4 hours in the last week, split between Bioshock, TF2, DOTA2, Torchlight and Xcom.


If EQ Next is a linear progression raid-focused MMO, it's going to flop hard whether it's F2P or not. Sandbox MIGHT have a chance to not flop if it at least can direct the masses into the interesting areas/activities. Of course, I don't think "the masses" give a shit about MMO-style gaming much anymore.

Absolutely agree here.  I wasn't advocating a progression MMO, just explaining why I expect a sandbox will flop, despite some of us in the "not the target demographic" still being keen on them.

Does the game allow players to actually change the landscape of the world?

If the answer is no, and the endgame is dungeons/raids? It's going to run into all the problems any WoW contender runs into, including WoW itself.

Yes and yes.  You say "sandbox" these days and you've got to compete with (at the least) Minecraft.  Nobody's doing anything nearly that level of creative and interactive, despite the label.  Hell *I'D* be on-board if I thought it had a chance in hell of happening and I've been one of the most anti-sandbox people for the last 15 years.

The 'endgame' will still be exploration/ gear accumulation and *someone* will have the bright idea of throwing-in a raid/ boss to try and get the achiever demographic. And that will fuck everything.


Title: Re: EQ 'Next'
Post by: Nebu on July 02, 2013, 09:16:17 AM
Trying to be all things to all people is where games lose me.  Pick something and do it well.  That's the key to success.  I fear that this project will fail in trying to attract too many crowds when appealing to a few focal groups might better serve it.


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 09:33:46 AM
Yes and yes.  You say "sandbox" these days and you've got to compete with (at the least) Minecraft.  Nobody's doing anything nearly that level of creative and interactive, despite the label.  Hell *I'D* be on-board if I thought it had a chance in hell of happening and I've been one of the most anti-sandbox people for the last 15 years.
TUG

And though I think the mmo server version will be a trainwreck, the fact that it also allows for private servers and solo play ala minecraft is compelling. Alpha sometime this month.


Title: Re: EQ 'Next'
Post by: Paelos on July 02, 2013, 09:56:23 AM
Does the game allow players to actually change the landscape of the world?
I don't get the obsession with this.

You play Minecraft and doesn't understand the obsession with this?


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 11:19:12 AM
I don't get the obsession of it in mmo BECAUSE I play minecraft.

Like I said, the main reason I'm interested in TUG is they are also developing minecraft-like options for play. Even on the f13 server, X and I start a nice little village and cheaty mcflyingaround shows up to make a giant monster-infested pit (and I like cheaty mcflyingaround other than the penchant for that shit in minecraft). Or the time he walled off the entire area around spawn with massive mostly-impenetrable walls filled with unlit chambers? You seriously don't see how griefingly horribad that would be with TEH INTARDNETS involved?


Title: Re: EQ 'Next'
Post by: Goreschach on July 02, 2013, 11:19:20 AM
Does the game allow players to actually change the landscape of the world?
I don't get the obsession with this.

You play Minecraft and doesn't understand the obsession with this?

Landscape manipulation in an mmo would be as pointless as mmo legos. The entire point is to just do your own thing. At best, all the multiplay that would be desired would be a way to show off what you did. Anything beyond that would be nothing more than tremendous bloat.


Title: Re: EQ 'Next'
Post by: Mithas on July 02, 2013, 12:04:25 PM
Landscape manipulation in an mmo would mean manipulation of all landscape into one shape: penis.


Title: Re: EQ 'Next'
Post by: Paelos on July 02, 2013, 12:13:20 PM
Those are all old and tired arguments against something that exists in the natural order of our lives. We have an effect on our surroundings. There's no reason why we shouldn't be able to do that in a game. I'm not saying we should be able to move heaven and earth with a shovel, but you can still make things happen to change the world through community interaction. It's what's always been promised and never delivered.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 02, 2013, 12:28:53 PM
SWG had cities and open world housing which had a pretty dramatic impact on the landscape, for good and bad.  (UO, too, though I never played to see the extent.)


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 12:35:25 PM
UO and SWG became ghettos of player housing. Good idea, but not when your game world turns into a 3rd world shanty town. Especially SWG with it's atrocious pop-in graphics loading.

There's no reason why we shouldn't be able to do that in a game.
There are reasons, you're just brushing them aside as old and tired arguments. They're old because we've learned those lessons.

Like I've said, sign up for TUG. Sandbox pvp minecraft on public servers. Everyone seemed to dismiss it when I mentioned it in the KS thread, and yet here we go.


Title: Re: EQ 'Next'
Post by: HaemishM on July 02, 2013, 12:56:03 PM
Landscape manipulation in an mmo would mean manipulation of all landscape into one shape: penis.

Second Life has proven without a shadow of a doubt that multiplayer terrain manipulation has only one true purpose - making squidgy things to piss people off.

Multiplayer sandboxes without tight controls on how those things can affect other players will only end in tears and server shutdowns. EQ Next, despite any protestations of sandboxiness will not be that game. I do not think SOE has the creative talent to think up a true sandbox game that doesn't suck.


Title: Re: EQ 'Next'
Post by: eldaec on July 02, 2013, 01:03:21 PM
Regarding 'no competition for a sandbox' I feel the urge to point out that there is an f13 guild that has been playing a sand box mmo for close to a decade, and that mmo has been increasing subs the whole damn time.

But yeah, everyone arranges their star bases in the shape of a penis.


Title: Re: EQ 'Next'
Post by: Paelos on July 02, 2013, 01:12:25 PM
And if they do, so what? I'm not just suggesting blight on the landscape. You can have defined plots that still create the housing. You can have zoning. We have those things around here in society as well.

The bigger issue for me is addressing the 10 rats question. Dude just asked me for 10 rats. I gave him 10 rats, he'll ask the next guy for 10 and the next guy and the next guy. He'll never get enough rats. Nothing will ever change when I play a different character because he'll want those rats.


Title: Re: EQ 'Next'
Post by: Merusk on July 02, 2013, 01:31:37 PM
Like I've said, sign up for TUG. Sandbox pvp minecraft on public servers. Everyone seemed to dismiss it when I mentioned it in the KS thread, and yet here we go.

That right there.. that's what killed interest.  (I don't read the Ks thread so I didn't see it.)  No interest in a PvP game. Sorry. PVP AND Sandbox? Newp!.

Open PVP games have one cardinal rule.  He who's on longest wins.

UO and SWG became ghettos of player housing. Good idea, but not when your game world turns into a 3rd world shanty town. Especially SWG with it's atrocious pop-in graphics loading.

SWG and UO's player housing problems came from such limited worlds and need to access services.  Very few people want to walk 10 mins just to be able to sell shit or move to a different zone. So they cluster around the resources they want access to and the game devs never planned for that.    Hell, SWG assumed that if they put a buffer around cities that players would move out and explore.  Instead we got a nice buffer where hostiles spawn before we got to our player ghettos.

It's almost as if "where do cities appear and why do they do so" have rules that could be studied in some sort of discipline. (http://en.wikipedia.org/wiki/Urban_planning)  But that couldn't possibly be the case, right? Because game devs would be fools to not consult with these people if they were going to want players to build cities on a large scale. No, certainly the best route is learning lessons on your own and re-learning them every 10 years when a sandbox is churned out.   :oh_i_see:

Note: This is something I give CCP great credit for.  They actually hired an economist when they realized, "Oh hell, our space ship game is actually a giant economic engine. We should find someone who knows how the hell those work, we just code games and shit."


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 01:32:03 PM
Ah, but why is there even a dude asking for ten rats?

UO tried to take that to a conclusion, the whole 'players hunt deer to extinction' thing. The ecosystem thing doesn't work when you throw thousands of players in a persistent world.

But really, the whole concept of mmo questing from WoW is really, really lame and busted. Until you can let go of that, not try to fix it, but to go back to not having kill 10 rats entirely, you're just re-inventing WoW again. I mean, what, so you bring him ten rats, then what? He stops asking? He asks for ten badgers? He makes rat soup? No, I say the idea of playing fantasy ratcatcher is what is broken.


Title: Re: EQ 'Next'
Post by: Sky on July 02, 2013, 01:34:31 PM
Merusk, yeah I totally agree on the pvp thing. That's why testing will be a blast and release a train wreck. But really, minecraft is open pvp. We just don't play on public servers.


Title: Re: EQ 'Next'
Post by: Paelos on July 02, 2013, 01:41:22 PM
Part of what makes housing work in a non-sprawl idea is to make them act as hubs for development inside a frontier. People clustered around cities because developers always put things you can only do at those cities.

If instead, you allow the player to create their own hubs in the world with all the access to the things they want (portals, AH, tradeskills, vendors, etc), you essentially let them make their own outposts. This works in a game where the worlds are big (for the explorer type).

The world needs to be huge in the next big MMO. The idea of small, crafted themeparks all lead back to wow. Minecraft has shown us that you can create a gigantic universe semi-randomly with diversity. It's possible.


Title: Re: EQ 'Next'
Post by: eldaec on July 02, 2013, 02:16:52 PM
Yeah, I have no issue with it really.

There is a balance between no penises in EQ clones, and too many penises in second life, the target is fairly broad and not difficult to hit.

EVE, AtitD, UO, PotBS, SWG all managed just fine.


Title: Re: EQ 'Next'
Post by: Malakili on July 02, 2013, 02:19:24 PM

The bigger issue for me is addressing the 10 rats question. Dude just asked me for 10 rats. I gave him 10 rats, he'll ask the next guy for 10 and the next guy and the next guy. He'll never get enough rats. Nothing will ever change when I play a different character because he'll want those rats.

This is the problem with "quests."  On a first character they feel pretty awesome.  On every subsequent character they are just the same grind as ever - except possible worse because you can't even choose to kill something other than the 10 rats because the quest xp is too juicy to skip most of the time.  In my magical perfect world every monster in the game would drop something of value to someone and players could post "quests/jobs" that people could fill and the game could throw a xp bonus at you for finishing a job.


Title: Re: EQ 'Next'
Post by: eldaec on July 02, 2013, 02:19:58 PM
Ah, but why is there even a dude asking for ten rats?

UO tried to take that to a conclusion, the whole 'players hunt deer to extinction' thing. The ecosystem thing doesn't work when you throw thousands of players in a persistent world.

But really, the whole concept of mmo questing from WoW is really, really lame and busted. Until you can let go of that, not try to fix it, but to go back to not having kill 10 rats entirely, you're just re-inventing WoW again. I mean, what, so you bring him ten rats, then what? He stops asking? He asks for ten badgers? He makes rat soup? No, I say the idea of playing fantasy ratcatcher is what is broken.

Again, works in eve.

They put an awful lot if effort into creating an economy driven by supply and demand across different parts of the world.

Worked in atitd too.

Not saying iut is automatically worth the effort for a mass market product, but it can be done.


Title: Re: EQ 'Next'
Post by: Threash on July 02, 2013, 03:25:38 PM

The bigger issue for me is addressing the 10 rats question. Dude just asked me for 10 rats. I gave him 10 rats, he'll ask the next guy for 10 and the next guy and the next guy. He'll never get enough rats. Nothing will ever change when I play a different character because he'll want those rats.

This is the problem with "quests."  On a first character they feel pretty awesome.  On every subsequent character they are just the same grind as ever

Replace character with game.  Quests were great in WoW, because the alternative was static mob grinding.


Title: Re: EQ 'Next'
Post by: Venkman on July 02, 2013, 03:49:58 PM
Not saying iut is automatically worth the effort for a mass market product, but it can be done.

And that's the rub. Sandbox games require players bring a lot of themselves to the game, whereas RPG/WoW-types are spoon fed content gates. In MMOs, the numbers show players prefer the latter. But thousands of disconnected social and mobile apps show that the general populace of non-MMO gamers prefer quick hit solo minigame style experiences wrapped in a metagame with longer-term rewards and some light interaction with other players. What they don't want is a sandbox that requires an ample supply of apologies for broken or incomplete systems. And they won't stick around for a WoW-type that doesn't do WoW as well.

RPGs-as-sandboxes has been tried and proven to have a narrow focus. Whether this is because executional issues prevented mass adoption (i.e., SWG launch combat), graphics prevented good enough marketing after 3D arrived (UO, atitd), or the game just requires too much of an off-putting time investment while you slowly crawl through space in that time before you meet anyone who can help (Eve), it's going to take a lot of clever presentations by people with unarguable development and publishing chops convincing enlightened money folks to try this again.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 02, 2013, 04:01:31 PM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).


Title: Re: EQ 'Next'
Post by: Venkman on July 02, 2013, 04:07:39 PM
Oh, and the housing thing. Unfortunately that too runs against the thousands of players problem. SWG effectively allows unlimited housing, in part to provide socialist-style equal opportunity to answer the issue UO had with shards too full to allow anymore housing. But real Urban Planning includes allowing competition to rotate through available land as business and resources change.

Minecraft can work because the world can be infinite, or infiite enough that it really feels the same. But the desire to be near other people is shared between altruists and sociopaths.

So the spectrum kinda runs:

  • On one side the game requires players accept being pissed off that someone else is faster, has more money, or got there first (UO)
  • On the other side, the game requires players to accept the virtual rules are so much like the real world they include everything from resource limits to zoning regulations to town/city councils, inspectors, engineers, infrastructure, and then policy and fire safety to solve the inevitable crimes that follow antisocial behavior (SL to some degree)
  • And in the middle is games where everyone gets a house, it's its own instance, it's interesting for decorators but not an absolute requirement to the game mechanic and therefore gets some fun support from the devs but is never really rolled into the heart of the game (EQ2, maybe Wildstar though they have the kinds of minigames I mentioned above)

A virtual sandbox which doesn't include all of the rules of the real world will always be in an arms race of contrivances. And those that do have all the rules will just piss everyone off.

Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).
Runescape is like Eve though. Might as well be in a separate genre.


Title: Re: EQ 'Next'
Post by: Margalis on July 02, 2013, 05:58:02 PM
I got sick of MMO quests after 2 weeks of WoW.

Quests effectively make every non-quest activity irrelevant. Not a good tradeoff when quests are usually terrible and no different from just going out and killing stuff yourself.

MMOs definitely need some re-conceptualization. There is room for quest-driven WoW-style games but there isn't room for 20 of them.

Quote
Quests were great in WoW, because the alternative was static mob grinding.

WoW quests are static mob grinding where the game picks the mobs for you.

I do see the value in quests for story stuff, for introducing mechanics, leading players to new areas, etc, but in the end having a guy tell you to go kill 10 rats is not particularly different from going out and killing 10 rats yourself. It shifts XP gain per minute away from fighting and more towards the busy work of running around collecting and handing in quests - is that a good thing?

Give me a game where I want to fight because fighting is fun and because I need to fight to explore the area. Or something. I mean, games like Skyrim do this better than MMOs.


Title: Re: EQ 'Next'
Post by: KallDrexx on July 02, 2013, 06:50:28 PM
Give me a game where I want to fight because fighting is fun and because I need to fight to explore the area. Or something. I mean, games like Skyrim do this better than MMOs.

Sounds like you want GW2


Title: Re: EQ 'Next'
Post by: Threash on July 02, 2013, 07:10:20 PM


WoW quests are static mob grinding where the game picks the mobs for you.


I'm guessing you never spent 14 straight hours sitting in a corner of cazic thule farming the same 8 lizards over and over or you wouldn't be making that comparison.


Title: Re: EQ 'Next'
Post by: trias_e on July 02, 2013, 09:41:26 PM
While I'm not going to defend the epic catassery that EQ entailed, I never saw why being forced to move from place to place to kill 10 of monster X was better than just chilling out in a spot and killing respawns.  If anything, it's just more of a pain in the ass.  I suppose it disguises the process a bit more and gives you some story for it (which is why TSW was good:  It capitalized on one of the only things that makes quests in MMOs potentially interesting.)


Title: Re: EQ 'Next'
Post by: Margalis on July 02, 2013, 09:58:33 PM
I'm guessing you never spent 14 straight hours sitting in a corner of cazic thule farming the same 8 lizards over and over or you wouldn't be making that comparison.

I've killed Mandragora in Khazam for maybe 6 hours, is that close enough?

In the end I don't see much of a difference. In many ways I prefer farming the same 8 lizards if it means being part of a party as opposed to running around doing glorified fed ex shit solo for 8 hours instead.

Quote from: KallDrexx
Sounds like you want GW2

Is the exploration in GW2 worthwhile? Most MMOs have the problem where the land mass is super small compared to the number of players. It's hard to feel like you are exploring anything when there are 20 people around you at all times.

I definitely think there is a niche (maybe a large niche) for a game with a very large land mass where when you explore you aren't just going to a new zone in a fairly linear progression but rather finding genuinely new territory. Obviously each individual bit could not be as hand-crafted, but the tradeoff may be worth it.

Exploring in MMOs these days is like "exploring" Mount Everest.


Title: Re: EQ 'Next'
Post by: tmp on July 02, 2013, 10:34:31 PM
The world needs to be huge in the next big MMO.
No, it doesn't. If anything, the push towards instance matching, faster and faster mounts/ships/whatevers to shorten travel if not downright 'click on map to teleport anywhere' systems tells something about the 'world' being viewed mostly as obstacle on the way to doing things, and little else.

Except for the Explorer type, of course. But fuck these guys. :why_so_serious:


Title: Re: EQ 'Next'
Post by: Paelos on July 03, 2013, 06:19:03 AM
The world needs to be huge in the next big MMO.
No, it doesn't. If anything, the push towards instance matching, faster and faster mounts/ships/whatevers to shorten travel if not downright 'click on map to teleport anywhere' systems tells something about the 'world' being viewed mostly as obstacle on the way to doing things, and little else.

Except for the Explorer type, of course. But fuck these guys. :why_so_serious:

We already have that. That's the point of this whole discussion. Making lobbies for matching is fine in a achiever dungeon crawl. It's not in a sandbox.


Title: Re: EQ 'Next'
Post by: Draegan on July 03, 2013, 06:34:13 AM
For EQN to be successful, the world is going to have to be very large. Large enough to give a sense of having empty pockets or wilderness. If they want to go sandbox and away from themepark rides and quests, it's going to need so much room that you will feel like you're far away from someone. Not only that, they will have to get rid of all quest style game design.



EQN is using storybricks, now that might be another silly layer that does the same thing, who knows.

The market started off with long travel times and a sense of permanence (corpse runs, xp loss, long travel times, long leveling curves that put "history" behind your character) and then with WOW it has drastically been diving in the complete opposite directions. Super casual, short level curves, instant travel, no loss on death, no penalties and the only thing you lose is time (and not that much). The market is flooded with these kind of games.

I think the market is going to swing in the opposite direction, starting with EQN. I'm not saying that it's gonna be uber hardcore where you have to group at level 1 either. If EQn is done right(tm) then it'll have a very easy to ramp into the content, very casual beginnings but the higher end content needs to be difficult, challenging and time consuming.

The trick is to make the actual gameplay fun and enjoyable so that the long travel times and difficult, challenging and time consuming content is actually fun to play where you are playing just for the joy of playing. My example is League of Legends, where it takes a while to hit level 30 but the gameplay is actually fun where you don't mind the wait to 30.

The problem with the hardcore mindset of yesteryear is that the grind to whatever goal you were going after consisted of camping a single mob for hours or killing the same 10 mobs for hours on end with very boring autoattack based combat.

We'll see.


Title: Re: EQ 'Next'
Post by: Draegan on July 03, 2013, 06:36:34 AM
The world needs to be huge in the next big MMO.
No, it doesn't. If anything, the push towards instance matching, faster and faster mounts/ships/whatevers to shorten travel if not downright 'click on map to teleport anywhere' systems tells something about the 'world' being viewed mostly as obstacle on the way to doing things, and little else.

Except for the Explorer type, of course. But fuck these guys. :why_so_serious:

We already have that. That's the point of this whole discussion. Making lobbies for matching is fine in a achiever dungeon crawl. It's not in a sandbox.

I agree 100% but I think you have to toss in the word instanced to achiever dungeon crawls. You can't really do the matchmaking thing in open world dungeon games which is what EQN is going to be.


Title: Re: EQ 'Next'
Post by: Falconeer on July 03, 2013, 06:39:47 AM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).

This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?


Title: Re: EQ 'Next'
Post by: Draegan on July 03, 2013, 06:41:00 AM
The world needs to be huge in the next big MMO.
No, it doesn't. If anything, the push towards instance matching, faster and faster mounts/ships/whatevers to shorten travel if not downright 'click on map to teleport anywhere' systems tells something about the 'world' being viewed mostly as obstacle on the way to doing things, and little else.

Except for the Explorer type, of course. But fuck these guys. :why_so_serious:

Bleh too many posts in a row, sorry.

But like Paelos and I said, these games are out there already. You have this in WOW, Wildstar, Rift and TOR. All these games are exactly the same, which is why Wildstar is going to be popular but it's going to have a short retention rates. With the whole sandbox angle, EQN is going for a "world" feeling and not a collection of nicely crafted zones that lead you around by the nose by a string of quests. Because of this design theory, you have to have a large world that doesn't make you feel claustrophobic. For all of it's shittyness Vanguard had a pretty well crafted world. There was a lot of empty, but it did present you with a decent world perspective.


Title: Re: EQ 'Next'
Post by: Malakili on July 03, 2013, 06:59:27 AM
I think whoever mentioned Runescape is on the right track.  

1) Browser based is huge.  EQN won't be browser based, but if they can figure out some kind of lightweight client that allows people to get into the game with minimal download and just loads up whatever they need to do their little mini-game stuff (farming, armor smithing, whatever!) that will be a major help in getting a wider audience into the game.

2) The aforementioned mini games are important.  We've already mentioned that people don't want to spend an hour walking across a desert to get to the fun.  Let people do their thing in 10-15 minute spurts while never leaving the first city if they want and contribute somehow to the larger stuff going on "out there" in the sandbox.  

3) Starting out should be easy and fun.  Let people ramp up to going out into the sandbox if they really want to, don't throw them to the wolves right away.  Good tutorials would help a lot with this.  The casual players will get an idea of what they can do quickly and easily, and the more experienced players will head right out into the wilderness to do whatever it is they want.



Title: Re: EQ 'Next'
Post by: MediumHigh on July 03, 2013, 07:13:06 AM
Players don't care about large expansive worlds anymore. Its not a draw, its not a feature, its a "why is there nothing to do?". If the next EQ game wishes to be a success it better remind people how much of a game (log on, do fun stuff, log off) it is, otherwise it'll just remind people that "GW2 is still free and awesome".


Title: Re: EQ 'Next'
Post by: shiznitz on July 03, 2013, 07:17:57 AM
EQ Next will be "free."  That is not in doubt.  Awesome is certainly in doubt.


Title: Re: EQ 'Next'
Post by: Malakili on July 03, 2013, 07:19:30 AM
Players don't care about large expansive worlds anymore. Its not a draw, its not a feature, its a "why is there nothing to do?". If the next EQ game wishes to be a success it better remind people how much of a game (log on, do fun stuff, log off) it is, otherwise it'll just remind people that "GW2 is still free and awesome".

Not in and of itself they don't.  But they do care about interacting with large amounts of people, even indirectly, with whatever they are doing.  Which is why I think they two can easily be integrated. Log in, do fun stuff, make it such that this places them a participant in the larger sandbox with minimal effort, log out.  Meanwhile, the people that want to log in, spend 10 hours sieging a castle, log out get some of the required whatever they need to do so from the people who are doing their 15 minute stuff.


Title: Re: EQ 'Next'
Post by: Draegan on July 03, 2013, 07:28:24 AM
Players don't care about large expansive worlds anymore.

What makes you say this with confidence? What game has expansive worlds and failed because of it? People love Minecraft servers, and that shit seems to me to be expansive as hell.


Title: Re: EQ 'Next'
Post by: Sky on July 03, 2013, 07:34:35 AM
This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?

Libraries, for one. We had a hardcore group that used to play daily, it tailed off for a while and now I've seen a new batch of kids playing. It seems to be the early-mid teens demographic. The late teens to early twenties tend to have a laptop and use the wifi for locally installed f2p.

Players don't care about large expansive worlds anymore.
You should probably refrain from statements representing what players want, player. But to address your EQN vs GW2 point, I think you've got it completely wrong. Why on earth make another GW2, that already exists and people have characters there. Much better to create something that isn't GW2 and try to capture those players.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 03, 2013, 07:44:59 AM
#1-3 are true. F2P is the perfect model for sandboxes, but SOE hasn't shown much expertise on that.

www.planetside2.com


Title: Re: EQ 'Next'
Post by: Hoax on July 03, 2013, 07:47:34 AM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).

This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?

Its basically all kids under the age of 16. You know the demographic people up thread were claiming are too coddled and adhd'd the fuck out to enjoy a sandbox.


Title: Re: EQ 'Next'
Post by: Nebu on July 03, 2013, 08:07:26 AM
My daughter played Runescape for a while with friends from school.  I watched over her shoulder a few times and the game was a cesspool. I was glad when she quit.

On a side note about the ADD generation; I play a myriad of games with a group of guys in their 20's.  They are all outstanding gamers, but have the attention span of a gnat.  They watch movies while gaming, text, and are always doing something else at the same time.  Were that not enough, they can't seem to stay with any game longer than a month before flitting off to something else.  Watching their behavior has been very helpful in adapting my teaching style to today's youth.  

Delayed gratification is a vanishing phenomenon.  If you tell a kid today that they can't look at their phone the moment it makes a text sound, you'd think that their head would explode.


Title: Re: EQ 'Next'
Post by: Paelos on July 03, 2013, 08:10:05 AM
Players don't care about large expansive worlds anymore.

You have no basis to make that statement. Achievers may not give a shit, but again THEY ALREADY HAVE THAT GAME.


Title: Re: EQ 'Next'
Post by: Nebu on July 03, 2013, 08:14:52 AM
Achievers may not give a shit, but again THEY ALREADY HAVE THAT GAME.

I think the key with achievers is that they have a voracious appetite for content.  Decent MMOs will always have a small market because of achievers.  They are always searching for more content to devour.  WoW is not enough. Particularly when it comes to solo/small group content.


Title: Re: EQ 'Next'
Post by: Sky on July 03, 2013, 09:03:08 AM
Delayed gratification is a vanishing phenomenon.  If you tell a kid today that they can't look at their phone the moment it makes a text sound, you'd think that their head would explode.
I've always enjoyed people-watching, but it's become more fun with the advent of smart phones. It's quite literally a horrible addiction and watching people in crowds compulsively check their phones every minute or so is kind of sad. But the extent to which people seem to be disconnecting from events as they 'share' the event is even worse, imo. I've seen entire sections of seating almost ignore a concert while they text or take pictures of each other or the band (watching the show on their phone instead of, you know, it's right fucking there in front of you). Yes, I get the irony that I was ignoring the concert while noticing this behavior but I have adhd so there.

Why, back in my day dernit, you only paid attention to the guy next to you when a damn doobie was being passed. And even then he had the courtesy to nudge you.


Title: Re: EQ 'Next'
Post by: Falconeer on July 03, 2013, 09:15:02 AM
I think it's safe to say that there's a huge untapped potential for something REALLY like Minecraft in a shared big universe with a working economy and some safe areas and some wild risk vs. reward vs. random zones. We can discuss forever if what has been done so far tells us anything about it, if UO or EVE or WoW or Runescape say anything meaningful about what THE GAMERS (all of them?) really want. I think, as I just said, that there is obviously room for something that groundbreaking, that shaking and shocking as Minecraft recently, and EVE back in the days, have been. But the combination of expertise, talent and luck hasn't happened yet and there's no way to say when it'll happen again.

Probably not this time around, and almost certainly not SOE and Smed, but I have a hard time thinking five years from now we won't have bigger, more ambitious Minecrafts. Newer, less broken UO/SWG. Or less spread-sheety, less spacey EVEs.


Title: Re: EQ 'Next'
Post by: Stormwaltz on July 03, 2013, 09:20:42 AM
For EQN to be successful, the world is going to have to be very large.

Or individual servers very small. I'd still like to see the "neighborhood" server concept seriously tried. A "soft cap" of ~500 active accounts, beyond which you have to be "invited in" by a guild.

But the "where everybody knows your name" server is my personal pie in the sky.


Title: Re: EQ 'Next'
Post by: shiznitz on July 03, 2013, 09:21:59 AM
Read Ready Player One.  How about joining all MMOs under one unbrella?  Take your panda to Middle Earth and your hobbit to Auraxis.


Title: Re: EQ 'Next'
Post by: Malakili on July 03, 2013, 09:25:03 AM
For EQN to be successful, the world is going to have to be very large.

Or individual servers very small. I'd still like to see the "neighborhood" server concept seriously tried. A "soft cap" of ~500 active accounts, beyond which you have to be "invited in" by a guild.

But the "where everybody knows your name" server is my personal pie in the sky.

I would love this.  Back when I played NWN persistent world servers it was basically just like this.  I've been waiting for something similar for a decade.


Title: Re: EQ 'Next'
Post by: Sky on July 03, 2013, 09:33:06 AM
I think it's safe to say that there's a huge untapped potential for something REALLY like Minecraft in a shared big universe with a working economy and some safe areas and some wild risk vs. reward vs. random zones. We can discuss forever if what has been done so far tells us anything about it, if UO or EVE or WoW or Runescape say anything meaningful about what THE GAMERS (all of them?) really want. I think, as I just said, that there is obviously room for something that groundbreaking, that shaking and shocking as Minecraft recently, and EVE back in the days, have been. But the combination of expertise, talent and luck hasn't happened yet and there's no way to say when it'll happen again.

Probably not this time around, and almost certainly not SOE and Smed, but I have a hard time thinking five years from now we won't have bigger, more ambitious Minecrafts. Newer, less broken UO/SWG. Or less spread-sheety, less spacey EVEs.

I'm not going to beat this drum too hard (like FFH2 heh), but it is relevant to the topic.

http://nerdkingdom.com/

Because someone is trying. It may (and probably will) be a trainwreck, but I'm a money where the mouth is kind of guy. I want something like this, so I've backed it and I'll try to give some decent feedback and hope for the best. Although we don't know the extent of how big the official servers are intended to be.


Title: Re: EQ 'Next'
Post by: Nebu on July 03, 2013, 09:37:33 AM
How do you find a middle ground with a sandbox world?  Give players too much freedom and you get a bunch of walking penises.  Too little and you lose the sandbox feel.  It's a slippery slope.


Title: Re: EQ 'Next'
Post by: Falconeer on July 03, 2013, 09:47:46 AM
What annoys me the most is that most people will probably keep thinking huge world sandbox MMOs are not viable... until Blizzard does it.


Title: Re: EQ 'Next'
Post by: Nebu on July 03, 2013, 09:51:22 AM
What annoys me the most is that most people will probably keep thinking huge world sandbox MMOs are not viable... until Blizzard does it.

I have too little faith in humanity to think that a large scale sandbox MMO can be viable.  Too many people derive pleasure from the misery of others. 

The only hope for sandbox games is to keep them in small, regulated environments.  It's never going to achieve mass market appeal due to the simple fact that gamers can't have nice things.  If you don't believe me, just play more pvp games.  You'll see the kind of vermin that love to ruin games.


Title: Re: EQ 'Next'
Post by: Sky on July 03, 2013, 09:57:25 AM
Yeah, I don't really care what 'most people' think. It sucks that it impacts developers with larger budgets, but other than that, the masses will always be tasteless.

Another reason I go on about TUG is the multiple model, it's set like minecraft with single player and private servers; with the official servers being the 'mmo' portion. So you could get some well-moderated smaller servers going. But the team is veeeery academia/naive and thinks pvp is essential to a good multiplayer experience, so I fully expect the bad days of UO to ride again. Which is kind of fun when you know that going in. So far the largest organized group seems to be UO vets who want to push griefing in the tests.


Title: Re: EQ 'Next'
Post by: Falconeer on July 03, 2013, 09:59:22 AM
What annoys me the most is that most people developers will probably keep thinking huge world sandbox MMOs are not viable... until Blizzard does it.

Fixed it for myself.


Title: Re: EQ 'Next'
Post by: koro on July 03, 2013, 10:23:50 AM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).

This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?

Its basically all kids under the age of 16. You know the demographic people up thread were claiming are too coddled and adhd'd the fuck out to enjoy a sandbox.

This. Runescape is very strange since it's this weird title that kids in their early teens play, get their friends to play, get tired of after a few years... and then another batch of 12-16 year olds come in, play, and the cycle repeats. But it's not marketed toward that demographic at all, as far as I can tell. It's just this thing  that happens.

You never meet them because you're likely of an age where you likely won't have interacted with many folks who have.


Title: Re: EQ 'Next'
Post by: dd0029 on July 03, 2013, 10:57:15 AM
This. Runescape is very strange since it's this weird title that kids in their early teens play, get their friends to play, get tired of after a few years... and then another batch of 12-16 year olds come in, play, and the cycle repeats. But it's not marketed toward that demographic at all, as far as I can tell. It's just this thing  that happens.

You never meet them because you're likely of an age where you likely won't have interacted with many folks who have.

We have lots of teens into the library playing this. I've also noticed a small number of what I believe are parents playing as well. It's certainly gotten much better looking as time has gone on.


Title: Re: EQ 'Next'
Post by: MrHat on July 03, 2013, 11:08:11 AM
Read Ready Player One.  How about joining all MMOs under one unbrella?  Take your panda to Middle Earth and your hobbit to Auraxis.

I think what's been hinting at is more along the lines of the linked personal planets with defined rules.

Basically Minecraft: Galaxy.


Title: Re: EQ 'Next'
Post by: Paelos on July 03, 2013, 11:17:04 AM
A game that fits the needs of the explorer/killer mentality with 500,000 regular subs would be wildly profitable even at a $10 sub mark. You would just have to produce the initial costs on a $30M budget.

Even at a box cost of $30 a margin of 40%, your game is in the black in 8 months.


Title: Re: EQ 'Next'
Post by: Ingmar on July 03, 2013, 12:08:38 PM
500k is wildly optimistic for a killer game. WILDLY.

EDIT: If Pathfinder Online ever actually reaches the market you can watch this in action.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 03, 2013, 12:16:54 PM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).

This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?


As others have said, it's young people. I think one thing that might have put gnarled old people like me off Runescape is that it was free, back when real MMOs all had subs. That marked it out as a low-quality kiddies game, whether it really was or not. And the fact that it didn't actually have a client and just ran in a browser. It came across more as an alternative to Farmville than an alternative to WoW.


Title: Re: EQ 'Next'
Post by: Venkman on July 03, 2013, 12:47:30 PM
Runescape is quite old. It got popular while Zuckerberg was still peddling hot-or-not in college. And it's older than almost every other browser-based online game. Gameplay-wise it's closer to UO than WoW. On paper it's very successful when compared to most other AAA MMOs. But that's why I compare it to Eve in the sense that it's basically its own market. Other browser-based MMOs have gotten popular too, but the market for those is more fickle, so the experiences are completely different. This is why I keep going back to sandboxes as an aggregate of minigame experiences. Because there's precedent for that when we think beyond SWG mission terminals and music script-grinding.

#1-3 are true. F2P is the perfect model for sandboxes, but SOE hasn't shown much expertise on that.

www.planetside2.com

PS2 came out well, and it's a F2P title. But it's not the envy of the genre and not something bound to spawn iteration, any more than PS1 was. I find that unfortunate, because there's elements of MMOFPS that have only ever been seen in the two PS games. But maybe it's just too niche an idea in the age of session-based FPS.

So I don't feel that proves or disproves SOE's expertise in managing a F2P game.


Title: Re: EQ 'Next'
Post by: Sky on July 03, 2013, 12:55:16 PM
I think the point is they've implemented the cash shop well in PS2.


Title: Re: EQ 'Next'
Post by: Merusk on July 03, 2013, 02:07:00 PM
Probably not this time around, and almost certainly not SOE and Smed, but I have a hard time thinking five years from now we won't have bigger, more ambitious Minecrafts. Newer, less broken UO/SWG. Or less spread-sheety, less spacey EVEs.

I'm really too lazy to use the search function, but I'll see if Evernote will let me tag this one for laughs.  This discussion has been had before. It's always "next time!" or "Well they ALMOST had it!  They just needed more time/ focus/ budget/ carrots/ unobtanium"

I really feel bad for you sandbox believers sometimes.


Title: Re: EQ 'Next'
Post by: Falconeer on July 03, 2013, 02:35:48 PM
It's not that I am hoping. I would just be surprised if it didn't happen.

About the "almost had it", I disagree. The most notable sandbox MMOs I can think of are UO, SWG and EVE, which means they stopped developing that stuff about ten years ago. What some of us have been waiting for has been for big companies to stop chasing and reproducing WoW, and start trying something different and ambitious, a sandbox with the technology and know-how of today. The afore mentioned games "almost had it" for many reasons (and for their time), but it's not like many tried and failed recently. They just didn't try.

Since "sandbox" is becoming a fad (most notably because of Minecraft, but not just) and a hot word every idiot and their friends like to use, you can be assured we'll see lots of attempts at it in the next few years. And by increasing the flat amount of tries, the chances for a decently exectured and succesful one increase too.

I am cheering, sure. But I don't know what's coming. I am just talking about increased possibilities and chances. And yes, sure, let's mark this post. I don't get paid to be right or kicked in the shins if I am wrong. I'm with you, let's save it for laugh, I'll laugh either way.


Title: Re: EQ 'Next'
Post by: HaemishM on July 03, 2013, 02:47:20 PM
How do you find a middle ground with a sandbox world?  Give players too much freedom and you get a bunch of walking penises.  Too little and you lose the sandbox feel.  It's a slippery slope.

I think sandbox worlds brought to you by major video game publishers is likely an impossibility. They HAVE to control the walking penii or risk the bad PR - which means they HAVE to stifle creativity to some extent. And they have to make sure any creative tools they add don't break the game.

Real sandboxes are going to be the neighborhood variety, run by people who buy the server/server tools and run the world as a mini-GM. The tech isn't there yet for anything more complex than Minecraft style games, but those games are a good start on the ultimate vision.


Title: Re: EQ 'Next'
Post by: Ingmar on July 03, 2013, 03:06:23 PM
You don't have to go to Minecraft building-block level to have a sandbox. Let people build through pre-fab pieces and have a mechanism for creative types to get their designs added to the list of building blocks the way Valve does with community-designed skins and weapons in DOTA2/TF2.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 03, 2013, 05:42:26 PM

PS2 came out well, and it's a F2P title. But it's not the envy of the genre and not something bound to spawn iteration, any more than PS1 was. I find that unfortunate, because there's elements of MMOFPS that have only ever been seen in the two PS games. But maybe it's just too niche an idea in the age of session-based FPS.

So I don't feel that proves or disproves SOE's expertise in managing a F2P game.

It makes money. and is very popular. Your not exactly the spokesman for FPS, and that seems to taint your thoughts. The comment was SOE does not do F2P well. They do.


Title: Re: EQ 'Next'
Post by: MediumHigh on July 03, 2013, 06:51:28 PM
You don't have to go to Minecraft building-block level to have a sandbox. Let people build through pre-fab pieces and have a mechanism for creative types to get their designs added to the list of building blocks the way Valve does with community-designed skins and weapons in DOTA2/TF2.

Second life says hello.


Title: Re: EQ 'Next'
Post by: Venkman on July 03, 2013, 07:02:30 PM

It makes money. and is very popular. Your not exactly the spokesman for FPS, and that seems to taint your thoughts. The comment was SOE does not do F2P well. They do.

Let's go back to what I first said: "F2P is the perfect model for sandboxes, but SOE hasn't shown much expertise on that" (emphasis mine). PS2* makes money. All f2p games make money by default of existing. Does this mean they can make EQ Next awesome? Not by default. Which is why I said "doesn't prove nor disprove". PS2 making money is just a fact.

But you mention a bias, and i have a few minutes to correct you, so let's do it.

I don't have a bias against FPS games. I like 'em and am as likely to pick up BF4 as I will SW:BF as I did BF3, 2, and everything up until MW2.

Instead, my bias is against the idea that MMOFPS is going to become something big. Because the tech has been there for half a decade, and it hasn't happened yet and as much as I enjoyed PS2, it's not doing it either (which is why I said it doesn't inspire iteration).

There's something about the genre that keeps people instead leaning back to the session-based multiplayer variety of Halos, CODs and BFs. In the early 2000s when PS1 launched, I thought maybe it was the tech. Then in the mid-2000s I thought maybe it was marketing. But it's almost the mid-2010s, and we're still not seeing a massive migration to MMOFPS.

* Glad they're coming out with the Sony PS4, because everytime I think "PS2" I think Playstation. But you know what I'm talking about

It's not that I am hoping. I would just be surprised if it didn't happen.

About the "almost had it", I disagree. The most notable sandbox MMOs I can think of are UO, SWG and EVE, which means they stopped developing that stuff about ten years ago. What some of us have been waiting for has been for big companies to stop chasing and reproducing WoW, and start trying something different and ambitious, a sandbox with the technology and know-how of today. The afore mentioned games "almost had it" for many reasons (and for their time), but it's not like many tried and failed recently. They just didn't try.

Quote
Since "sandbox" is becoming a fad (most notably because of Minecraft, but not just) and a hot word every idiot and their friends like to use, you can be assured we'll see lots of attempts at it in the next few years.
I've not followed this closely, but a lot of the purportedly MC-like games I've seen have all borrowed the graphics and some of the building tools but then bolted on directed gameplay. Is there a growing movement of MC-like games with undirected gameplay ala Vanilla or basic Survival?

There's a bunch of sandbox-y MMOs, mostly in the indie category. Companies keep trying, but not companies with nigh on bottomless pits of marketing. On that point ("waiting for ... big companies to ... start trying something different and ambitious) I totally agree. I just don't think sandboxes aren't being tried, because they are.


Title: Re: EQ 'Next'
Post by: Kageru on July 03, 2013, 08:18:53 PM

The best part of a new MMO release is seeing all these hopes and dreams getting stomped by the reality of what will actually emerge.

The EQ franchise is an ancient historical relic, SOE is a small beer company that rarely gets it right... this is our hope for innovation?

Even PS2 should have done better because "Massive online battles" is, I think, going to be big in the future. But instead they made it a mindless shoot-out at the crown or randomly capping undefended bases in the hopes of getting the CoD crowd.


Title: Re: EQ 'Next'
Post by: Paelos on July 03, 2013, 08:39:54 PM
Oh it's going to be shit. They were paying off reviewers to give fictional reviews to vapor. I think that opinion is pretty well established. We've moved beyond that point and we're now discussing what it means for people to jump back into the sandbox idea, not just this game specifically.


Title: Re: EQ 'Next'
Post by: tmp on July 03, 2013, 10:27:50 PM
We already have that. That's the point of this whole discussion. Making lobbies for matching is fine in a achiever dungeon crawl. It's not in a sandbox.
Yes, but I think we have that as result of the opposite having been extensively tested by older games and ultimately found too annoying to put up with. Bringing it back again won't make it the next big thing, but just remind people why they disliked it in the first place.


Title: Re: EQ 'Next'
Post by: eldaec on July 04, 2013, 03:34:19 AM
Probably not this time around, and almost certainly not SOE and Smed, but I have a hard time thinking five years from now we won't have bigger, more ambitious Minecrafts. Newer, less broken UO/SWG. Or less spread-sheety, less spacey EVEs.

I'm really too lazy to use the search function, but I'll see if Evernote will let me tag this one for laughs.  This discussion has been had before. It's always "next time!" or "Well they ALMOST had it!  They just needed more time/ focus/ budget/ carrots/ unobtanium"

I really feel bad for you sandbox believers sometimes.

To be clear, as far as I'm concerned UO and EVE were a success, and SWG probably could have been if not saddled with Star Wars. EVE had 45k people logged on in euro prime last night.

If someone wants to make something like those games, but a bit better and shinier there is no reason they can't succeed.

However, I really can't imagine EQ, the ultimate not-sandbox, spawning that.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 04, 2013, 05:07:30 AM
SWG was a success, it just wasn't a WoW-level success.  Baby-bathwater-etc.

We like to think of it as a failed game because it didn't live up to some mythological potential, but it still had subscriber numbers greater than most everything out there.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 04, 2013, 05:24:25 AM
I'm not entirely convinced that Eve and Runescape don't fit the definition of MMOs but whatever else we want to call them, they are sandboxes and they have been successes.

You can talk about the specific circumstances that helped those games, but you could do the same with successful theme parks too. I think we all agree that if World of Warcraft launched today in the same way that it launched in 2004, the outcome would be different.

Meanwhile, there have been plenty of themepark games that failed.

I don't think the evidence backs up the thesis that sandbox games can't succeed.

Whether any MMO of any description can succeed in today's market might be debatable.


Title: Re: EQ 'Next'
Post by: Merusk on July 04, 2013, 06:26:35 AM
SWG was a success, it just wasn't a WoW-level success.  Baby-bathwater-etc.

We like to think of it as a failed game because it didn't live up to some mythological potential, but it still had subscriber numbers greater than most everything out there.

No, I think of it as a failed game because it was radically changed and then closed.

I'm not entirely convinced that Eve and Runescape don't fit the definition of MMOs but whatever else we want to call them, they are sandboxes and they have been successes.

You can talk about the specific circumstances that helped those games, but you could do the same with successful theme parks too. I think we all agree that if World of Warcraft launched today in the same way that it launched in 2004, the outcome would be different.

Meanwhile, there have been plenty of themepark games that failed.

I don't think the evidence backs up the thesis that sandbox games can't succeed.

Whether any MMO of any description can succeed in today's market might be debatable.

My contention is Falc is wrong that in 5 years we'll have another big sandbox, not that the ones that are already out there aren't successful. 

The forum has had this argument before, as far back as 2004 but I can't be arsed to search for it.  What sandbox has arisen in those 9 years that leads anyone to believe we're going to see another big success in the next 5?  Particularly since, as you allude to, MMOs in the traditional sense are dying.  Lobby-based microtrans games are the future of the next 5 years.  (Which is why I suspect Blizzard scrapped Titan, which was likely following the old model.)


Title: Re: EQ 'Next'
Post by: Lantyssa on July 04, 2013, 08:04:35 AM
No, I think of it as a failed game because it was radically changed and then closed.
I consider SWG and SWG-NGE different games.  Really the only thing they shared were graphics and 'secondary' systems such as crafting and housing, which weren't considered secondary in the original incarnation.

SWG died because of executive greed and mismanagement, not because it was a failure.


Title: Re: EQ 'Next'
Post by: KallDrexx on July 04, 2013, 11:16:24 AM
So EQ next is going to be the new "Wish"?  :oh_i_see:


Title: Re: EQ 'Next'
Post by: luckton on July 04, 2013, 11:28:00 AM
So EQ next is going to be the new "Wish"?  :oh_i_see:

I was going to say Wish, but then I was like "Nah, SOE's not THAT pants-on-head silly."  But then maybe they are.   :why_so_serious:


Title: Re: EQ 'Next'
Post by: Numtini on July 04, 2013, 01:35:04 PM
SOE is too stupid to cut their losses like Wish did.


Title: Re: EQ 'Next'
Post by: pants on July 04, 2013, 02:50:18 PM
(http://wiki.onlinegamers.org/images/f/f4/Fetapult.jpg)


Title: Re: EQ 'Next'
Post by: Surlyboi on July 04, 2013, 08:25:44 PM
SWG died because of executive greed and mismanagement, not because it was a failure.

On point. If it weren't for a desire by a crew if people that didn't know their collective asses from a Salaac pit, SWG could've survived with fairly decent numbers. Instead, they saw WoW, thought they could hop on that bandwagon by upping the shiny and screwed the pooch  

Also, we need houses made of fetuses and tits.


Title: Re: EQ 'Next'
Post by: Paelos on July 04, 2013, 08:45:47 PM
The fact that nobody has even tried to replicate SWG's crafting system is beyond stupid to me. It was amazing. Unless you make differentiation in your items crafted, it's pointless to even have the system in place.


Title: Re: EQ 'Next'
Post by: Stormwaltz on July 04, 2013, 10:48:53 PM
I thought I was the only one who still had that image...


Title: Re: EQ 'Next'
Post by: Margalis on July 05, 2013, 12:02:31 AM
The forum has had this argument before, as far back as 2004 but I can't be arsed to search for it.  What sandbox has arisen in those 9 years that leads anyone to believe we're going to see another big success in the next 5?  Particularly since, as you allude to, MMOs in the traditional sense are dying.  Lobby-based microtrans games are the future of the next 5 years.  (Which is why I suspect Blizzard scrapped Titan, which was likely following the old model.)

Most MMOs range from moderate successes to dire failures. Theme park games have had larger successes, but also a far larger number of entries, especially big budget entries, so it's only natural that a larger absolute number would succeed.

Sandbox MMOs are in many ways more fitting for micro-transaction models. Will there be a big sandbox success in the next 5 years? I have no idea, because that involves someone attempting to competently make one on a reasonable budget. However I don't see any reason to believe that a good MMO sandbox would still be doomed to failure.

SWG was a totally broken game on a number of levels and still did OK. Minecraft has a lot in common with a sandbox MMO and is huge.


Title: Re: EQ 'Next'
Post by: Fabricated on July 05, 2013, 05:56:21 AM
If anyone gets it right it'll be entirely by blind luck and not by their design documents or budget.


Title: Re: EQ 'Next'
Post by: Scold on July 05, 2013, 08:23:39 AM
For EQN to be successful, the world is going to have to be very large.

Or individual servers very small. I'd still like to see the "neighborhood" server concept seriously tried. A "soft cap" of ~500 active accounts, beyond which you have to be "invited in" by a guild.

But the "where everybody knows your name" server is my personal pie in the sky.

I would love this.  Back when I played NWN persistent world servers it was basically just like this.  I've been waiting for something similar for a decade.

The 2d MMO I've been playing around at building with various tools for quite some time theoretically works on exactly this principle.


Title: Re: EQ 'Next'
Post by: patience on July 05, 2013, 10:20:53 AM
Counterpoint: Runescape is sandboxy and has more active players than any MMO except possibly WoW (I think they're both on about 10 million).

This always surprises me. In twelve years ince its launch I have never met a single person playing Runescape, I've never met anyone playing Runescape, and I've never met anyone who said they at least played Runescape at some point. Did you? Where are these 10 million hiding?


I played Runescape during the 1st 2 years then took a break for a year. I actually subbed for 4 months but had to quit because Runescape required constant left clicking to do anything. It was very easy because I could literally do real work and just slip back in at 5-10 second intervals to do an action without having to worry about positioning. When you do something like that for days on end you cripple your hand. I'm glad it wasn't permanent.


Title: Re: EQ 'Next'
Post by: Scold on July 05, 2013, 03:21:18 PM
I played Runescape for maybe 6 months back in the day.


Title: Re: EQ 'Next'
Post by: Venkman on July 05, 2013, 03:46:32 PM
SWG died because of executive greed and mismanagement, not because it was a failure.

That is true. However, when I say "fail", I mean in the business sense of not having achieved what was expected. And the reason it didn't are because of a bunch of factors stemming from what the game was trying to be versus what ended up actually shipping versus the dissonance between what Star Wars fans expected versus what MMO players expected.

The most functional systems were the ones the smallest percentage of players cared about, whereas the front and center ones all marketing departments need to use to sell a game of that scale were broken on a scale from can-be-worked-around to you-let-this-ship?!

The game failed on day one (literally, unplayable). It failed in many different systems, shedding players before those were fixed. They pulled it together over the first two or so years, when the remaining players (including me) were having a great time, having seen the game improved or managed to work around the bugs. But then the big shocker came, and the rest is history.

I think we all agree that if World of Warcraft launched today in the same way that it launched in 2004, the outcome would be different.
I love these kinds of questions :-) In some timeline, WoW is launching in 2013. However, it wouldn't be up against all of the iterations from LOTRO through GW2, because those wouldn't have shipped those ways without the specific steps that followed WoW or failed because they didn't.

So how would the space have evolved through 2013? Continually inched up through more incremental records of subs? Earlier import of Asian-style MMOs and business models? SWG gotten proper resources to finish what was started rather than all the good stuff ripped out to make way for a totally different game, such that it's big enough for iteration?

There's room for a sandbox, especially a multi-device/multi-screen experience. We just need someone to take a BIG chance at a time when everyone seems to prefer taking small ones.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 07, 2013, 06:55:43 AM
That is true. However, when I say "fail", I mean in the business sense of not having achieved what was expected. And the reason it didn't are because of a bunch of factors stemming from what the game was trying to be versus what ended up actually shipping versus the dissonance between what Star Wars fans expected versus what MMO players expected.
When what is expected is wholly unrealistic, it's not the product which failed but the evaluation of its worth.  Companies need to spend more time considering how to put out a solid product rather than finding suckers to pay for a mediocre one.

That SWG did as well as it did despite its hiccups speaks to how good the idea was.


Title: Re: EQ 'Next'
Post by: koro on July 07, 2013, 09:14:55 AM
But did SWG do as well as it did because of the game itself, or the license?


Title: Re: EQ 'Next'
Post by: Paelos on July 07, 2013, 09:19:57 AM
But did SWG do as well as it did because of the game itself, or the license?

The license. The game itself outside of being a full-time crafter wasn't good.

Were I to take what we know of that system and compare it to the achiever combat system, I would have the mats drop from bosses, and those be fully tradable to crafters who make all the equipment. And those mats would have various levels of quality just like the rest of the mats. People would farm bosses for the highest level of quality and trade the lower versions, establishing markets within markets.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 07, 2013, 11:24:27 AM
But did SWG do as well as it did because of the game itself, or the license?

The license. The game itself outside of being a full-time crafter wasn't good.

Were I to take what we know of that system and compare it to the achiever combat system, I would have the mats drop from bosses, and those be fully tradable to crafters who make all the equipment. And those mats would have various levels of quality just like the rest of the mats. People would farm bosses for the highest level of quality and trade the lower versions, establishing markets within markets.

Negative.

If the game existed without the license, it'd still be alive. The need to push for WoW-like numbers was tied completely to the fact that LA thought the license should have been bringing in more players.


Title: Re: EQ 'Next'
Post by: Paelos on July 07, 2013, 11:33:45 AM
That's not related to the license. That's the people running it with an expectations gap.

What pulled in people to the game wasn't the ability to play a moisture farmer, even though that turned out to be really fun.


Title: Re: EQ 'Next'
Post by: Furiously on July 07, 2013, 02:51:56 PM
That's not related to the license. That's the people running it with an expectations gap.

What pulled in people to the game wasn't the ability to play a moisture farmer, even though that turned out to be really fun.

I just wanted to dance!


Title: Re: EQ 'Next'
Post by: MediumHigh on July 07, 2013, 03:24:53 PM
License pulled in the players that made the playerbase that stuck around where others fled, and kept playing till it was closed. If it was released minus a major IP it would have crashed and burn.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 08, 2013, 02:25:16 PM
Both.

The license got the initial views, but the world is what kept the people in the end.  I suspect it would have been more EVE-like in growth and growing problems had it been an unknown IP.

The NGE saw their numbers crater, so gameplay was a factor.  But without the IP, what kind of resources would it have had?  It's tough to say what the outcome would have been under differing circumstances.  The only thing we can know for sure is not to take a dump on the players you have in pursuit of players you want.


Title: Re: EQ 'Next'
Post by: Ingmar on July 08, 2013, 03:19:08 PM
I was under the impression that the NGE 'crater' was just a small crater inside the larger crater of everyone else who tried it and quit.


Title: Re: EQ 'Next'
Post by: Rasix on July 08, 2013, 03:28:06 PM
It was a Russian doll of craters.  There was the "Holy shit, where's my lightsaber" crater, the minor "buggy piece of shit" and "land of broken dev promises" craters,  the CU crater.. and I'm sure I'm missing some craters. The only positive thing the game ever did post launch was player towns.   Before then the post live development time line should be best viewed with Yakety Sax playing in the background.

edit:  Wait, was JTL good?  I seriously don't remember. I think only the diehards were left at that point.


Title: Re: EQ 'Next'
Post by: Ingmar on July 08, 2013, 04:12:30 PM
But did SWG do as well as it did because of the game itself, or the license?

The license. The game itself outside of being a full-time crafter wasn't good.

Were I to take what we know of that system and compare it to the achiever combat system, I would have the mats drop from bosses, and those be fully tradable to crafters who make all the equipment. And those mats would have various levels of quality just like the rest of the mats. People would farm bosses for the highest level of quality and trade the lower versions, establishing markets within markets.

I only just noticed the 2nd half of this post. Yes, clearly, the solution for the only game that's ever made crafters happy, is to make them beholden to raiders for their materials.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Sjofn on July 08, 2013, 04:14:33 PM
The thing with NGE, as I understand it, is that it was just ... stupid. SWG had its core of diehards who were never, ever going to quit unless something like NGE happened, sort of like how UO and DAoC still have their crazy-ass players, but SWG had a lot more of them (I think?). So it was this really weird "Everyone loses! Yay!" decision.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 08, 2013, 05:14:29 PM
Yes, that.

While the other craters were significant in volume compared to boxes at launch, every large game had that decline in some fashion.  (EQ peak 800k to ??? now.  Conan and WAR 1 million to nada.  WoW's millions of churn [they just still have millions...])  This was a huge number in one fell swoop two or three years into the life of the game.

JtL was excellent.  Should have been a part of the base game, but it was good.


Title: Re: EQ 'Next'
Post by: Furiously on July 08, 2013, 07:55:58 PM
I know only one thing...that's dont argue with Lant in a SWG thread.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 08, 2013, 08:14:22 PM
Or me. JTL was the best thing about the game. And I ground out a jedi before the CU.


Title: Re: EQ 'Next'
Post by: Simond on July 09, 2013, 11:45:34 AM
https://www.everquestnext.com/

The lamentations of the neckbeards about shoulderpads has already started and it is glorious.


Title: Re: EQ 'Next'
Post by: Sky on July 09, 2013, 11:55:55 AM
I just wanted to dance!
(https://dl.dropboxusercontent.com/u/3667682/mamma.jpg)


Title: Re: EQ 'Next'
Post by: Sjofn on July 09, 2013, 01:59:05 PM
https://www.everquestnext.com/

The lamentations of the neckbeards about shoulderpads has already started and it is glorious.

PUT ON SOME FUCKING PANTS, LADIES

ARGH

They don't ALL have to be wearing pants, but come on. Give ONE of those ladies a pair of pants. The world wouldn't end!


Title: Re: EQ 'Next'
Post by: Abelian75 on July 09, 2013, 02:17:35 PM
Don't give up.  There's still one last hope for female pants behind one of those blacked-out figures.

Spoiler:  She won't have pants.


Title: Re: EQ 'Next'
Post by: Merusk on July 09, 2013, 02:22:36 PM
While the piece says it's a 'reimagining' of Parkinson's work, The Barbarian is the only direct riffs off of Parkinson's original work with regard to women's pants.
http://www.keithparkinson.com/images/eq.jpg

I figure the DE not having pants is just to fit in, though it might be a riff off the "Blue Butt" syndrome DE's had in the original.  Leather pants were assless. 

Firiona won't have pants.  She's always been the chest-heaving, half-naked bondage princess of the franchise.

http://www.keithparkinson.com/images/rok.jpg


Title: Re: EQ 'Next'
Post by: Paelos on July 09, 2013, 02:39:14 PM
Pants are overrated. I only wear them because society makes me.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 09, 2013, 03:09:01 PM
While the piece says it's a 'reimagining' of Parkinson's work, The Barbarian is the only direct riffs off of Parkinson's original work with regard to women's pants.
http://www.keithparkinson.com/images/eq.jpg

I figure the DE not having pants is just to fit in, though it might be a riff off the "Blue Butt" syndrome DE's had in the original.  Leather pants were assless.  

Firiona won't have pants.  She's always been the chest-heaving, half-naked bondage princess of the franchise.

http://www.keithparkinson.com/images/rok.jpg


I like the way the Erudite in that first painting is looking at Firiona's boobies and saying "hmmm".


Title: Re: EQ 'Next'
Post by: Kageru on July 09, 2013, 05:35:25 PM

That art is so strongly tied in my mind to dragon-lance books and other 80's indiscretions.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 09, 2013, 07:36:54 PM
Firiona will be back?


Title: Re: EQ 'Next'
Post by: Merusk on July 09, 2013, 08:11:50 PM
Yes, as will Nagafen.  When you hover over the dragon and the elf they name them both as such.  Which leads me to believe it's a reboot of the old world rather than a continuation from EQ2's lore.  (Whoops, Nag unlocked since I last went to the page. He's there now.)


Title: Re: EQ 'Next'
Post by: Margalis on July 09, 2013, 08:54:58 PM
https://www.everquestnext.com/

The lamentations of the neckbeards about shoulderpads has already started and it is glorious.

How to completely kill interest in a game with a single image. Set course for WoW clone, Warp Factor 9.

I really really hate that the lesson devs took from WoW art was not "make sure your game runs on modest computers" but rather "use gaudy color schemes and giant shoulder pads."

It's not so much that it looks bad - taken by itself it looks fine. The problem is that it signals a complete lack of ambition to be anything other than WoW, at least in terms of art.


Title: Re: EQ 'Next'
Post by: PalmTrees on July 09, 2013, 10:01:50 PM
Don't give up.  There's still one last hope for female pants behind one of those blacked-out figures.

Spoiler:  She won't have pants.

Actually she does! I was quite surprised. And disappointed. I like a girl without pants.


Title: Re: EQ 'Next'
Post by: Falconeer on July 10, 2013, 12:54:49 AM
I can literally picture Christopher Walken in my head visiting the art department every other day telling them it's all great but it is missing something. "Guys, guys, this is awesome, really, but I think it lacks something. What about shoulder pads? I need more shoulder pads, give me more shoulder pads!"


Title: Re: EQ 'Next'
Post by: Zetor on July 10, 2013, 02:03:46 AM
It's pretty amazing how they consistently misspell Gábor Szikszai's name on that page. Szkiszai? Wut?

... and that is all I can contribute to this thread :awesome_for_real:


Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 10, 2013, 05:23:11 AM
I think Firiona is actually dead in EQ2 lore, although you can travel to the afterlife and speak to her there . . . or something. I've played the expansion where this all happens but couldn't swear I understood the story.


Title: Re: EQ 'Next'
Post by: Draegan on July 10, 2013, 07:12:57 AM
Apparently each EQ game is in a different universe or something.


Title: Re: EQ 'Next'
Post by: Falconeer on July 10, 2013, 07:20:03 AM
The real problem with the new painting is that it is really ugly, and the character style is terribly (un)inspired by all the puppet-cartoony shitty stuff we have seen in the last 10 years or so. I mean, check the details. Is that supposed to be Firiona on the left? If so, I am seriously disgusted. I really hate it and it feels nothing like EverQuest.


(https://dl.dropboxusercontent.com/u/3584773/firiona.jpg)


Title: Re: EQ 'Next'
Post by: Pennilenko on July 10, 2013, 07:26:53 AM
I may be reading it wrong ,but I was under the impression that the painting is just a pr marketing thingy and not actual concept art.

Quote
In honor of EverQuest Next's worldwide debut, fantasy artist Gabor Szkiszai has reinterpreted Keith Parkinson's original EverQuest masterpiece. On July 30th, the full piece will be available for download. You can speed up the process, and download exclusive EverQuest Next wallpapers, by joining our social networ


Title: Re: EQ 'Next'
Post by: Scold on July 10, 2013, 07:36:15 AM
I may be reading it wrong ,but I was under the impression that the painting is just a pr marketing thingy and not actual concept art.

Quote
In honor of EverQuest Next's worldwide debut, fantasy artist Gabor Szkiszai has reinterpreted Keith Parkinson's original EverQuest masterpiece. On July 30th, the full piece will be available for download. You can speed up the process, and download exclusive EverQuest Next wallpapers, by joining our social networ

Hush you, with your facts and your reading!


Title: Re: EQ 'Next'
Post by: Merusk on July 10, 2013, 07:37:28 AM
Yeah you appear to be correct in that.

Falconeer - Welcome to Fantasy Art of the last 12 years. This has been the trend since at least D&D 3rd Ed was released and I started bitching about it then.  

In fact, looking at her closer, Firiona looks exactly like one of the 3rd Ed elves from the Player's Handbook.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 08:04:30 AM
How dare they use color.


Title: Re: EQ 'Next'
Post by: Malakili on July 10, 2013, 08:15:16 AM
I don't really feel strongly about this either way, but my understanding is that people are complaining on the style, not the color.  That is to say, the exaggerated features and so forth that have become the norm in a lot of fantasy art.


Title: Re: EQ 'Next'
Post by: Merusk on July 10, 2013, 08:15:49 AM
Yep.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 08:26:03 AM
Your right, that's new.  :awesome_for_real:

(http://farm7.static.flickr.com/6051/6213198252_e754beb8d7_o.jpg)

(http://www.wired.com/geekdad/wp-content/uploads/2010/05/conan.jpg)

(http://anodtothegods.com/wp-content/uploads/2012/02/frank-frazetta-wallpaper-frank-frazetta-wallpapers-12.jpg)

(http://www.keithparkinson.com/art/kprusalk.jpg)


People see color, and cleaner features, and just revert to "Looks like Wow" As if that some deep critical analysis, and not their own ignorance.



Title: Re: EQ 'Next'
Post by: Paelos on July 10, 2013, 08:31:52 AM
I like the more cartoonish style. It holds up better over the long term in my mind.


Title: Re: EQ 'Next'
Post by: Merusk on July 10, 2013, 08:39:44 AM
Yes, because I said "looks like WoW" was my complaint.  :awesome_for_real:

Fuck, that wasn't even Falc's complaint. It's Margalis' usual one-note input into any art discussion.

For the record, the features in all those photos are no where near as distorted as FA of the last 10 years has been. Except maybe in the 1st picture and I find that one aesthetically displeasing in general.  But then I've never been a Hildebrant fan.


Title: Re: EQ 'Next'
Post by: PalmTrees on July 10, 2013, 08:41:00 AM
Looking at the higher res pic in the thread, Firiona has some real man-hands.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 10, 2013, 08:50:15 AM
The real problem with the new painting is that it is really ugly, and the character style is terribly (un)inspired by all the puppet-cartoony shitty stuff we have seen in the last 10 years or so. I mean, check the details. Is that supposed to be Firiona on the left? If so, I am seriously disgusted. I really hate it and it feels nothing like EverQuest.
What's to hate about Firiona using a bow on the wrong side of her arm to shoot swords?

<snicker>


Title: Re: EQ 'Next'
Post by: Threash on July 10, 2013, 09:27:56 AM
Looks like the EQ1 art to me:

(http://specials-images.forbes.com/imageserve/0f6V7zM0nV17A/0x600.jpg?fit=scale&background=000000)


Title: Re: EQ 'Next'
Post by: Falconeer on July 10, 2013, 09:39:01 AM
/green or glasses, Threash, you pick.




And Bloodworth, if you ask me Gábor Szikszai has been influenced more by this

(http://images2.wikia.nocookie.net/__cb20130409215555/winx/images/thumb/b/bb/Winx_as_Disney_Princesses.jpg/1024px-Winx_as_Disney_Princesses.jpg)



than by Hildebrandt. Especially noticeable in the first and second women from the left in the EQ Next painting.


Title: Re: EQ 'Next'
Post by: shiznitz on July 10, 2013, 09:45:47 AM
I strongly prefer the EQ1 image.


Title: Re: EQ 'Next'
Post by: Nonentity on July 10, 2013, 09:56:13 AM
No Erudites in the new image. Sad.


Title: Re: EQ 'Next'
Post by: Falconeer on July 10, 2013, 09:58:56 AM
That's fucked up. They removed the black guy.


Title: Re: EQ 'Next'
Post by: Threash on July 10, 2013, 10:06:31 AM
No halflings either, and the ogre is now an orc i guess?


Title: Re: EQ 'Next'
Post by: Miasma on July 10, 2013, 10:26:09 AM
Why are we reading so much into a drawing?  It's not like the game is going to look like that.


Title: Re: EQ 'Next'
Post by: Malakili on July 10, 2013, 10:31:34 AM
Why are we reading so much into a drawing?  It's not like the game is going to look like that.

Because there is no other information available so wild speculation abounds. 


Title: Re: EQ 'Next'
Post by: Ruvaldt on July 10, 2013, 10:34:43 AM
Because there's nothing else to talk about.  f13 abhors a vacuum.

You're right, of course.  EQ1 looked nothing like the art shown above either.  Erudites didn't have tall heads in-game until Luclin, for rinstance.  A lot of people are just lamenting the current state of fantasy art.


Title: Re: EQ 'Next'
Post by: Numtini on July 10, 2013, 10:53:35 AM
I assume that's what the game's going to look like because everyone's going to that Asian influenced look from manga/anime. That has nothing to do with the image, just that in general, that's where things are going.


Title: Re: EQ 'Next'
Post by: Ingmar on July 10, 2013, 12:10:34 PM
Yeah you appear to be correct in that.

Falconeer - Welcome to Fantasy Art of the last 12 years. This has been the trend since at least D&D 3rd Ed was released and I started bitching about it then.  

In fact, looking at her closer, Firiona looks exactly like one of the 3rd Ed elves from the Player's Handbook.

This looks nothing like 3E art to me, it looks far more like late 80s/early 90s TSR stuff - its basically the intersection of Parkinson, Caldwell and Elmore with some WoW color choices and shoulder pads thrown in. First of all, I don't see any unnecessary buckles.  :why_so_serious: Second, WotC made a major effort to de-sexify the character art in D&D, this is not remotely like anything that they would have put out. Paizo, sure.


Title: Re: EQ 'Next'
Post by: Stormwaltz on July 10, 2013, 12:16:46 PM
I don't like the painting's art style, aside from the fact that after 14(?) years, the elf finally got a pair of pants.

When we get some actual screenshots, I'll decide whether or not to rail against the game's art style.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 12:38:23 PM
Posted this a while back.

(https://pbs.twimg.com/media/BMGTBESCQAExg_A.jpg:large)

Nothing "Wow like' about it.


Title: Re: EQ 'Next'
Post by: Ingmar on July 10, 2013, 12:46:10 PM
On the contrary, I would say the enormous exaggerated armor - especially the shoulder covering and the belt - there is pretty much the core element that makes something make me think of WoW.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 12:49:45 PM
There is no help for you then.  



Title: Re: EQ 'Next'
Post by: palmer_eldritch on July 10, 2013, 12:52:08 PM
Firiona Vie appears to be some sort of ranger in that picture when in real EQ lore she is an illusionist as every true fan knows, and furthermore

Be honest, aren't you all looking forward to finding out what this game will actually be? I know I'm going to watching the Livestream on August 2.


Title: Re: EQ 'Next'
Post by: Paelos on July 10, 2013, 12:53:46 PM
I await the day where they release key features that will kill everyone's dreams.


Title: Re: EQ 'Next'
Post by: Ingmar on July 10, 2013, 12:53:57 PM
There is no help for you then.  

/shrug

I don't consider looking like WoW a pejorative.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 12:56:33 PM
But you seem to consider all large shoulder pads The defining feature of a games style.


Title: Re: EQ 'Next'
Post by: Malakili on July 10, 2013, 12:56:40 PM
I await the day where they release key features that will kill everyone's dreams.

When have feature lists KILLED dreams?   To the contrary, the feature list will be vague and leave plenty of room for people to speculate in any feature they personally want.

  • A large world to explore!
  • Explore dangerous dungeons with your friends!
  • Craft powerful new items and armor!

will become:
  • This game is confirmed to be the long awaited successor to UO!
  • Required grouping to survive the best farming spots is IN!
  • This game will have an ENTIRELY player run economy!


Title: Re: EQ 'Next'
Post by: Malakili on July 10, 2013, 12:58:17 PM
But you seem to consider all large shoulder pads The defining feature of a games style.

I have interpreted all this more as "Gee, they claim to be doing all this innovative stuff, but then they go and show us this really generic, samey looking piece of fantasy art which kind of makes me think of every other game I've played in the last decade, I hope this isn't a sign of things to come"


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 10, 2013, 01:02:15 PM
I don't think the Wallpaper has anything to do with the look of the game. I think they asked a Guest artist to do it for the Facebook contest thing. As far as Shoulder pads, the above Zbush looks like a natural progression from Eq2 to me.


Title: Re: EQ 'Next'
Post by: Typhon on July 10, 2013, 01:34:05 PM
Congratulations.  This thread has now eclipsed every thread in the Movie section as, "most tedious".


Title: Re: EQ 'Next'
Post by: Bzalthek on July 10, 2013, 05:00:05 PM
I think the main problem is we can't shut up when we have no actual information.  We just hurf blurf about what we want, what we suspect, and then tinfoil hat every grain of information even tangentially related to the subject at hand.


Title: Re: EQ 'Next'
Post by: Draegan on July 10, 2013, 05:14:55 PM
You should read the teeth knashing over on Rerolled.


Title: Re: EQ 'Next'
Post by: Merusk on July 10, 2013, 05:21:00 PM
Congratulations.  This thread has now eclipsed every thread in the Movie section as, "most tedious".

Congratulations your tolerance for "the internet" has reached (0).


Title: Re: EQ 'Next'
Post by: Sky on July 10, 2013, 05:37:56 PM
I await the day where they release key features that will kill everyone's dreams.

When have feature lists KILLED dreams?   To the contrary, the feature list will be vague and leave plenty of room for people to speculate in any feature they personally want.

  • A large world to explore!
  • Explore dangerous dungeons with your friends!
  • Craft powerful new items and armor!

will become:
  • This game is confirmed to be the long awaited successor to UO!
  • Required grouping to survive the best farming spots is IN!
  • This game will have an ENTIRELY player run economy!

You forgot to add the part where everyone melts down when the inflated imaginary extensions that have sprung forth from their imaginations to fill the void fail to become the reality and the devs just deliver a fun online game and not the most amazing thing ever to happen at such a level it can eclipse both the imaginary inflation AND the nostalgic awesomeness of rosy days past when games were epic and amazing.

tl;dr people are cunts


Title: Re: EQ 'Next'
Post by: Furiously on July 10, 2013, 06:07:27 PM
I'm fully expecting vanguard 2.0.


Title: Re: EQ 'Next'
Post by: Margalis on July 10, 2013, 06:54:59 PM
People see color, and cleaner features, and just revert to "Looks like Wow" As if that some deep critical analysis, and not their own ignorance.

Uh....it does look like WoW, in terms of color, proportion, major design elements,  medium, etc. I find it fascinating that you posted some images showing how this is not new (I guess?), and those images were in a totally different style and done in different mediums.

In arguing that this totally doesn't look like WoW you've called multiple people ignorant and been snotty - without having made any actual argument whatsoever. The fact is WoW art follows certain guidelines and this art does as well.  If you'd like to have a detailed debate on how it does and does not look like WoW art using actual art terminology I'd be happy to school you, though I suspect that discussion would be way over your head.

It's far beyond "it uses color." A fucking Mondrian uses color.

Quote from: someone else
Why are we reading so much into a drawing?  It's not like the game is going to look like that.

I assume the game is probably going to look like that. EQ1 did look like that original art to some degree, especially given the constraints of the time. You don't pay someone to come up with key art and make it your first public image if your game is in a wildly different style. Furthermore that style is now very popular, a lot of games do look like it, it's not like it's a stretch to think this game will use what is now the dominant art style.

I'd be happy to be wrong. I'm not going to say that the game will be terrible, but again to me it signals a lack of ambition. Similar to how the SWTOR guys when discussing combat and other major game systems kept name-checking WoW and lo and behold, the game played pretty much like WoW. At this point making a fantasy MMO not look like WoW is a conscious deviation from the norm, and had they decided to do that I would expect it to show.

For comparison google "elder scrolls online art". The very first images of ESO set the tone for something wildly different from WoW in terms of art and tone.


Title: Re: EQ 'Next'
Post by: MediumHigh on July 10, 2013, 07:21:10 PM
Are we still talking about video games? Because we still haven't figured out how to make games look like the their trailers.


Title: Re: EQ 'Next'
Post by: Goreschach on July 10, 2013, 09:49:36 PM
 If you'd like to have a detailed debate on how it does and does not look like WoW art using actual art terminology I'd be happy to school you, though I suspect that discussion would be way over your head.


I'd like to hear that.


Title: Re: EQ 'Next'
Post by: Margalis on July 10, 2013, 11:24:55 PM
I'd like to hear that.

Here's an image of a FFXIV Monk:

(http://images1.wikia.nocookie.net/__cb20130618225654/ffxiv-art-of-war/images/3/33/Monk.jpg)

It has colors and it has shoulder pads, which according to Bloodworth should make me think it looks like WoW art. But it doesn't.

It has color but that color is desaturated to some degree, whereas in the EQ picture the colors are much more saturated. It also appears to be done in a traditional pencil and ink style, and a lot of the shading comes not from color but from fine line work. By comparison in the EQ image the shading comes from color, there is no visible inking of any kind, and the medium appears to be paint. (Or digital paint.) The shading in the EQ picture makes most materials look like plastic, rubber or patent leather, with a shiny smooth style similar to 90s comic book covers, whereas the shading in the FF picture is more akin to pre-90s comic book covers, starker differences between distinct tones.

The FF image is full of fine details in the line work, the shapes and the patterns, whereas the WoW/EQ Next style is large blocks of fairly uniform color, simple identifiable shapes, etc. Look at her kneepads compared to the kneepads of the purple chick in the EQ picture, or her shoulder pads compared to anyone's in the EQ picture.

Looking at specific design elements, the shoulder/knee pads in the EQ pic have very thick contrasting color borders on them, which is very common in WoW art, and not present at all in the FF art. Not just on pads either, it's a common across-the-board thing to have rather thick bands of contrasting color on the borders of surfaces. You can even see it in that screenshot of the 3D EQ Next model. Almost every surface on that model has a raised border that will presumably have a different material on it.

I don't think there's any way you can look at the image above and think it looks like WoW in either how it is rendered or the design. Despite the fact that it has colors and pads. "Has shoulder pads" is not in itself indicative of anything - women's jackets in the 90s had shoulder pads. Big chunky solid color shoulder pads with light detailing and thick contrasting borders, rendered in a more modern CG style rather than a traditional fine art medium? The combination of those things is a distinctive element.


Title: Re: EQ 'Next'
Post by: eldaec on July 11, 2013, 12:53:00 AM
I await the day where they release key features that will kill everyone's dreams.

Whose dreams?

This thread has a lot of posts telling everyone else that they are going to be disappointed and zero posts describing any expectations that might in fact be thwarted.

Also that concept art on the last page looks terrible. It also looks like wow, which is extra dumb when you are the franchise that wow was cloned from, but the main thing is that it looks terrible.


Title: Re: EQ 'Next'
Post by: Simond on July 11, 2013, 01:20:51 AM
You should read the teeth knashing over on Rerolled.
It's pretty funny how Tad et. al. have gone from arguing "We don't want it to be 1999 again, we just want a game with features X,Y, & Z" to "WAAAAAAHHH it's not exactly the same as it was in 1999" with zero self-consciousness, and just from the sodding box-art, to boot.

August 2nd is going to be amazing.


Title: Re: EQ 'Next'
Post by: tmp on July 11, 2013, 02:16:02 AM

Here's an image of a FFXIV Monk:

It has colors and it has shoulder pads, which according to Bloodworth should make me think it looks like WoW art. But it doesn't.

It has color but that color is desaturated to some degree, whereas in the EQ picture the colors are much more saturated. It also appears to be done in a traditional pencil and ink style, and a lot of the shading comes not from color but from fine line work. By comparison in the EQ image the shading comes from color, there is no visible inking of any kind, and the medium appears to be paint. (Or digital paint.) The shading in the EQ picture makes most materials look like plastic, rubber or patent leather, with a shiny smooth style similar to 90s comic book covers, whereas the shading in the FF picture is more akin to pre-90s comic book covers, starker differences between distinct tones.

The FF image is full of fine details in the line work, the shapes and the patterns, whereas the WoW/EQ Next style is large blocks of fairly uniform color, simple identifiable shapes, etc. Look at her kneepads compared to the kneepads of the purple chick in the EQ picture, or her shoulder pads compared to anyone's in the EQ picture.

Looking at specific design elements, the shoulder/knee pads in the EQ pic have very thick contrasting color borders on them, which is very common in WoW art, and not present at all in the FF art. Not just on pads either, it's a common across-the-board thing to have rather thick bands of contrasting color on the borders of surfaces. You can even see it in that screenshot of the 3D EQ Next model. Almost every surface on that model has a raised border that will presumably have a different material on it.

I don't think there's any way you can look at the image above and think it looks like WoW in either how it is rendered or the design. Despite the fact that it has colors and pads. "Has shoulder pads" is not in itself indicative of anything - women's jackets in the 90s had shoulder pads. Big chunky solid color shoulder pads with light detailing and thick contrasting borders, rendered in a more modern CG style rather than a traditional fine art medium? The combination of those things is a distinctive element.
I'll just go out on a limb here and point out that when you are talking about "WoW art does this" and "WoW art does that" ... there's actually piles of WoW artwork that not only don't really share these "WoW art" characteristics, but easily come closer to what you provide as examples of "why this art isn't like WoW art".


Colours, but subdued. Pretty high level of detail. Shoulderpads, but little to none of the contrasting borders. And so on. With it on mind, this discussion feels rather silly, as it paints with very broad brush both what the "WoW style" is supposed to be, and what this new EQ game art style is going to be. Especially when it comes to the latter, i don't feel it's very productive to extrapolate single third-party drawing and a screenshot into anything more general.


Title: Re: EQ 'Next'
Post by: eldaec on July 11, 2013, 05:47:15 AM
That art looks to me like Warcraft, but not wow.

If anyone seriously thinks that EQN terrible picture was not meant to signal 'you'll be comfortable if you liked wow don't worry we aren't doing anything new', then something is broken, its either you or SOE's marketing shills.


Title: Re: EQ 'Next'
Post by: Simond on July 11, 2013, 06:04:50 AM
That art looks to me like Warcraft, but not wow.
http://www.youtube.com/watch?v=wvYXoyxLv64
 :oh_i_see:


Title: Re: EQ 'Next'
Post by: Draegan on July 11, 2013, 06:53:42 AM
You should read the teeth knashing over on Rerolled.
It's pretty funny how Tad et. al. have gone from arguing "We don't want it to be 1999 again, we just want a game with features X,Y, & Z" to "WAAAAAAHHH it's not exactly the same as it was in 1999" with zero self-consciousness, and just from the sodding box-art, to boot.

August 2nd is going to be amazing.

That thread is going to be so amazing during the live stream. I might have to take off of work just to keep an eye on the thread live.


Title: Re: EQ 'Next'
Post by: Draegan on July 11, 2013, 07:01:23 AM
I await the day where they release key features that will kill everyone's dreams.

Whose dreams?

This thread has a lot of posts telling everyone else that they are going to be disappointed and zero posts describing any expectations that might in fact be thwarted.

Also that concept art on the last page looks terrible. It also looks like wow, which is extra dumb when you are the franchise that wow was cloned from, but the main thing is that it looks terrible.

The dreams of people that don't come here. F13 is a pretty casual MMO crowd for the most part, or at the very least not masochistic. The people who will be shedding tears are the neckbeards that have been hoping for an EQ revamp for 15 years. They want harsh death penalties (the big risk vs reward crowd) because the think being screwed out of all your gear is motivation worthy. They want long long long level curves because you need to WORK for your levels. It's all about the journey who also get pissed if people level faster than you.

They also don't want any websites to spoil the game, because back then there was no such thing as Alakahzam (or whatever it was). They want a raid game where you have to compete for spawns. They want corpse retrieval. They want group mechanics so tied together that you can't solo past level 5. They don't want a group finding tool, no instant teleports. That builds community. FUCKING COMMUNITY GOD DAMNIT IT DOESN"T EXIST ANYMORE AAAAAAAAHHHHHHHHAAAAAAAAAAAAAA!

They want combat to be slow, and based off autoattack because they don't want to spam buttons anymore. People don't talk in dungeons these days because people are hitting hotbars. They want more chat. Use Skype/vent? NO! Chat is better because everything and I hate talking to people.

I don't want to talk to people because I want to play the MMORPG while talking on the phone, watching TV and listening to music at the same time.

I also want down time. Not 10 seconds to get my health back, but 10 minutes between pulls because I want to make new friends. Who alt-tabs these days? My computer can't even do that, I only have one 14" monitor anyway.

One class should be able to solo, but they have to suck a lot overall. YOU CAN'T HAVE DAMAGE METERS! Because fuck WOW ADHD kiddies! I want to be a unique snowflake, and my build is just fine. What? my dps is 1/10 of yours? FUCK YOU I'M WATCHING A PERFECT STRANGERS MARATHON.

WOW sucks btw. It's like McDonalds. I know this because I bought Cata and it sucked. I know this because I bought D3 and it sucked. I know this because I bought MOP and it was fucking shit! DIDN"T YOU KNOW BLIZZARD KILLED THE GENRE? WHY DO YOU EVEN PLAY???


---

I can't wait for Aug 2nd.


Title: Re: EQ 'Next'
Post by: Miasma on July 11, 2013, 07:12:16 AM
They got all that shit when Vanguard launched.  They got their precious catass game made by their hero and it was a miserable failure.  People that delusional and retarded can't see reality though, they probably blamed Vanguard's failure on it not being catassy enough.


Title: Re: EQ 'Next'
Post by: Merusk on July 11, 2013, 07:17:36 AM
No, it's the same excuse lots of other MMO fanatics have used.

Vanguard failed because it didn't have enough resources to finish development, or was developed by people who couldn't find their ass with both hands. Not because there wasn't a big enough audience for the underlying design principles.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 11, 2013, 07:17:40 AM
What? my dps is 1/10 of yours? FUCK YOU I'M WATCHING A PERFECT STRANGERS MARATHON.


Great.  Now I have milk and fruity pebbles in my sinuses.


Title: Re: EQ 'Next'
Post by: Paelos on July 11, 2013, 09:18:59 AM
I await the day where they release key features that will kill everyone's dreams.
Whose dreams?

People who actively think there will be something other than WoW that they can play with their friends for 5 years.


Title: Re: EQ 'Next'
Post by: Threash on July 11, 2013, 09:57:48 AM
They've been teasing everyone with the sand box stuff like the picture of a theme park with an X through it so any similarity to WoW is not going to be well received.


Title: Re: EQ 'Next'
Post by: shiznitz on July 11, 2013, 09:58:49 AM

The dreams of people that don't come here. F13 is a pretty casual MMO crowd for the most part, or at the very least not masochistic. The people who will be shedding tears are the neckbeards that have been hoping for an EQ revamp for 15 years. They want harsh death penalties (the big risk vs reward crowd) because the think being screwed out of all your gear is motivation worthy. They want long long long level curves because you need to WORK for your levels. It's all about the journey who also get pissed if people level faster than you.

They want combat to be slow, and based off autoattack because they don't want to spam buttons anymore. People don't talk in dungeons these days because people are hitting hotbars. They want more chat. Use Skype/vent? NO! Chat is better because everything and I hate talking to people.


I really don't think these gamers exist in any large number any more.  Can you point me to a forum where there are more than 20?  These people are all over 35 years old and have lives these days.  The WoW generation is not looking for this.  And if they say they are it is only because they don't really know what they are asking for.  


Title: Re: EQ 'Next'
Post by: Mithas on July 11, 2013, 10:01:21 AM
They come out in large numbers on mmo-champion. I know the forums there are god awful, but they are very vocal there.


Title: Re: EQ 'Next'
Post by: trias_e on July 11, 2013, 10:05:33 AM
All I really want is a less cockpunchy EQ.  Get rid of 8 hour camps and massive XP loss and I'm down.  I like travel times, no WoW quests, group oriented play, vastly different classes, and no automatic group finder.  I'm one of them.  Shit.


Title: Re: EQ 'Next'
Post by: Merusk on July 11, 2013, 10:12:23 AM
They come out in large numbers on mmo-champion. I know the forums there are god awful, but they are very vocal there.

Yep, and go take a look at Draegan's own forum on Rerolled since that's who he's parodying.  No idea on population in terms of numbers there, though.

Shiz you are correct that several of these are young kids who have heard stories and *think* it sounds great.  Modern culture is that it's cool is to rebel against the popular paradigm, after all.  

You're *incorrect* that all the over-35 crowd have lives/ responsibilities.  There will always be that segment of the population who have more time than anything else.*  Coincidentally they're also the ones visiting forums and loudly proselytizing for multi-hour grinds to return.

*The AOL chatroom hags who were always on bitching about their husbands not doing anything while they were online 12-16 hours at a time. (personal experience there) The guy on a MMO pre-release board with 10k posts in the first 5 months.  The group who hits 'cap' in any MMO within 24-72 hours of release and didn't have to take a vacation day to do it.  The people waiting in line 2-3 days for a movie/ the latest gee-gaw.


Title: Re: EQ 'Next'
Post by: Merusk on July 11, 2013, 10:14:08 AM
All I really want is a less cockpunchy EQ.  Get rid of 8 hour camps and massive XP loss and I'm down.  I like travel times, no WoW quests, group oriented play, vastly different classes, and no automatic group finder.  I'm one of them.  Shit.

Only if you expect that you can get AAA game with a multi-million sub with those features. If you expect a niche game with lower production values out of that feature list you're still sane.


Title: Re: EQ 'Next'
Post by: Paelos on July 11, 2013, 10:45:41 AM
You're *incorrect* that all the over-35 crowd have lives/ responsibilities.  There will always be that segment of the population who have more time than anything else.*  Coincidentally they're also the ones visiting forums and loudly proselytizing for multi-hour grinds to return.

It's not really an age thing though, it's a lack of talent/effort thing as well. The people calling for the return of hardcore stuff are usually on the WoW forums the feaux-hardcore. They cleared regular content, never even attempted heroic content, and then declared themselves proplayers and want more challenge to the regular stuff. It's too "easy" now. Well, there's your challenge. It's called heroic. But they don't want that. They want to go regular and lord it over people. They want time to be the determining factor because that is the only asset they have in the arsenal. They are not quick, they are not self-aware, they do not study fights, they do not learn from mistakes, and in many cases they've never led a thing in their lives.


Title: Re: EQ 'Next'
Post by: Nebu on July 11, 2013, 10:47:40 AM
MMO's are filled with people that have more time than skill.  People with plenty of time prefer grinds as the time = power paradigm works best for them.  I think this is why I prefer pvp games.  Even though time = power still exists, skill can decrease the time to power significantly.


Title: Re: EQ 'Next'
Post by: shiznitz on July 11, 2013, 10:55:47 AM
It is highly likely that I am extrapolating how my life has changed too broadly to others as well.  If I had never married and had kids, I might still be one of them.  The only reason I quit the original EQ was loss of free time.  I still loved the game in 2003.


Title: Re: EQ 'Next'
Post by: Paelos on July 11, 2013, 11:02:47 AM
I'm in my 30s and can't be assed to do shit in MMOs anymore like raiding and learning fights. I did it for 10 years and simply can't give a fuck anymore. I don't have a wife or kids yet, but I simply have better ways to spend my time.


Title: Re: EQ 'Next'
Post by: Draegan on July 11, 2013, 11:56:36 AM

The dreams of people that don't come here. F13 is a pretty casual MMO crowd for the most part, or at the very least not masochistic. The people who will be shedding tears are the neckbeards that have been hoping for an EQ revamp for 15 years. They want harsh death penalties (the big risk vs reward crowd) because the think being screwed out of all your gear is motivation worthy. They want long long long level curves because you need to WORK for your levels. It's all about the journey who also get pissed if people level faster than you.

They want combat to be slow, and based off autoattack because they don't want to spam buttons anymore. People don't talk in dungeons these days because people are hitting hotbars. They want more chat. Use Skype/vent? NO! Chat is better because everything and I hate talking to people.


I really don't think these gamers exist in any large number any more.  Can you point me to a forum where there are more than 20?  These people are all over 35 years old and have lives these days.  The WoW generation is not looking for this.  And if they say they are it is only because they don't really know what they are asking for.  

Go to any large forum where people are talking about EQ.


Title: Re: EQ 'Next'
Post by: Margalis on July 11, 2013, 12:53:15 PM
Why are we pretending that any standardish MMO isn't a huge time sink?

It's not like WoW is a game you just play for a couple hours a week. Sure, you CAN do that, just like you could do that in EQ, but WoW is a game that plenty of people have spent literal years playing. It can be life consuming.

Maybe in WoW you can level faster but once you level you still have a bunch of grinding to do so who cares? The fact that you can hit max level in WoW fairly quickly is an almost purely semantic point, because "max level" doesn't actually mean "max power level" or "experienced all the game has to offer" or "has most of the best items." If you want to get the full experience you have to put in an insane number of hours.


Title: Re: EQ 'Next'
Post by: Merusk on July 11, 2013, 01:26:53 PM
There's timesinks and there's timesinks.

You can fuck 16 hours a day in to golfing or you can hit a par-3 and it's a few hours.

The difference is it's you - the player's - choice in what you're doing. I don't want to be a master, I want to shag a few balls badly and have some beers.

You're presenting the argument as-if it took less than 3 hours to get anything other than futile soloing going in EQ and that all things in WoW, GW2, LOTR or any other MMO still going take the same scope of time.  That's invalid.


Title: Re: EQ 'Next'
Post by: HaemishM on July 11, 2013, 02:31:07 PM
I'm in my 30s and can't be assed to do shit in MMOs anymore like raiding and learning fights. I did it for 10 years and simply can't give a fuck anymore. I don't have a wife or kids yet, but I simply have better ways to spend my time.

It may also be that the same shit I was doing in EQ mechanically speaking is the same shit you'll do in EQ Next, only it might take a bit more attention span or have more buttons to press.

MMOG's went from a medium to a standard set of gameplay mechanics that have grown horribly stale because the only thing developers can figure out to make it more interesting is to speed it up and add MOAR BUTTONS.


Title: Re: EQ 'Next'
Post by: Paelos on July 11, 2013, 04:44:21 PM
Fuck more buttons. Srsly.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 11, 2013, 05:00:08 PM
Did someone say Fuck Buttons (http://www.youtube.com/watch?v=5hQXSsbQCMs&list=TL1NDrMw4aCPs)?


Title: Re: EQ 'Next'
Post by: Kageru on July 11, 2013, 05:01:09 PM

I'd be more worried about the next MMO's all being restricted to 3-5 buttons so they are controller friendly. Moar buttons!


Title: Re: EQ 'Next'
Post by: Threash on July 11, 2013, 05:01:29 PM
Fuck more buttons. Srsly.

Pretty much this.  Too many buttons drove me straight out of SWTOR.


Title: Re: EQ 'Next'
Post by: Paelos on July 11, 2013, 08:56:37 PM

I'd be more worried about the next MMO's all being restricted to 3-5 buttons so they are controller friendly. Moar buttons!

Oh noes, consolitis wharblegarble!

I'm fine with 3-5 buttons so I can operate a mouse and wasd properly. DOTA2 is a good example of this.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 11, 2013, 10:18:16 PM
I'll be honest, even with games where 6-0 have abilities and alt- and ctrl- keys have abilities... These abilities never get used.  Or essentially never. In GW2 I use signets almost exclusively because they have passive bonuses and I don't have to hit shit over there (except 6, fucking heals)

I don't care about consolitis.  I care about arthritis!


Title: Re: EQ 'Next'
Post by: Kitsune on July 12, 2013, 02:56:26 AM
As long as you aren't required to use more than ten buttons in the course of an average fight, I'm happy.  I don't count buffs and other out of combat stuff against that number, since I just stick them off to the side and mostly ignore them, but if I have to be hunting through twenty icons just to make a character act, someone has fucked up.


Title: Re: EQ 'Next'
Post by: Kageru on July 12, 2013, 04:01:55 AM

Console idea of buttons: 5 buttons all of which are various varities of "hit thing". Oh, I guess there's also jump, hug wall and block.

An interesting class will have multiple tactical roles. Are you healing, moving, buffing, debuffing or DPS (ideally with some sort of resource mechanic or seqeuence). And the easiest way to do that is to have a set of buttons that become your focus for that role. Original EQ and WoW both work this way. Or you could try and use the mechanic GW2 has and have a modal skill sets.

Firefall is the current example smacking me with modern minimalism. 3 skills on 30 second timers most of which are various flavors of damage... yawn.


Title: Re: EQ 'Next'
Post by: tmp on July 12, 2013, 04:40:27 AM

Console MMO idea of buttons: 5 10+ buttons all of which are various varities of "hit thing".
fixed..?


Title: Re: EQ 'Next'
Post by: Margalis on July 12, 2013, 04:59:10 AM
If you look at a screenshot of WoW as it is today there are like 60 buttons, 10 meters, and 40 other various icons onscreen...yet if you can manage to view the game through the UI it looks dull. All those buttons aren't translating into anything worthwhile.

Quote
An interesting class will have multiple tactical roles. Are you healing, moving, buffing, debuffing or DPS (ideally with some sort of resource mechanic or seqeuence). And the easiest way to do that is to have a set of buttons that become your focus for that role. Original EQ and WoW both work this way.

In theory sure. In reality these games have little in the way of tactics, strategy or interesting mechanics.


Title: Re: EQ 'Next'
Post by: eldaec on July 12, 2013, 06:24:40 AM
All I really want is a less cockpunchy EQ.  Get rid of 8 hour camps and massive XP loss and I'm down.  I like travel times, no WoW quests, group oriented play, vastly different classes, and no automatic group finder.  I'm one of them.  Shit.

I'd suggest CoX.... oh wait.



Title: Re: EQ 'Next'
Post by: eldaec on July 12, 2013, 06:26:55 AM
Actually, now I think for a second, EQ2 meets that criteria.

I'd try this game if it turns out to be an iteration on eq2. I wouldn't expect to stay with it, but would give it a go.


Title: Re: EQ 'Next'
Post by: eldaec on July 12, 2013, 06:32:30 AM
Fuck more buttons. Srsly.

Pretty much this.  Too many buttons drove me straight out of SWTOR.

Not enough buttons drove me out of swtor (among other things)

In reality of course, its number of decisions.

My eq2 defiler had forty+ buttons which representated actual decision making and prioritisation. It was grand.

CoX had about 15 per character but had just as much decision making because of how positional the game was.

SWTOR and WoW have maybe 30 buttons but felt like much less decision making on the fly.



Title: Re: EQ 'Next'
Post by: Ruvaldt on July 12, 2013, 06:45:03 AM
Speaking of buttons, I really liked EQ's spell preparation system.  Not the looking at a spellbook to meditate thing that they did for the first year.  That was stupid.  I mean the actual limitation on the number of spells that you could have prepared and cast at one time.  It made me think ahead, kept my abilities at a managable level, and gave me some agency over what I could and couldn't do at any given moment.  It's something that I really liked about EQ but sadly hasn't translated to other games, and I wish it would have.  It's too much to hope EQNext would have a similar system, I'm sure, but I really liked that solution to...I don't know what to call it...button-bloat?

EQ and EQ2 were both good about that though.  Every ability had a considerable outcome.  EQ2 started out with a confusing ability system, which was thankfully fixed later on, but the abilities all did something that had an immediate and noticable impact without being samey.


Title: Re: EQ 'Next'
Post by: Merusk on July 12, 2013, 06:53:50 AM
Spellbook med was the first 3 years.. maybe 4. They took it out in 2002.

I also enjoyed the spell selection but players bitched enough it got removed in other games until GW made it a synergy thing.  Still hasn't caught-on to be a primary MMO feature, though.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 12, 2013, 06:56:32 AM
While I did love that part of EQ, it was only implemented for casters.  Non-casters had fuck all they could do.  They started getting other minor abilities, and then they got ability bloat which they could use all the time (except many were on same cooldown timer) and overall the system was ad-hoc and pretty shitty in an attempt to make them more enjoyable to play... ?  So the next generation of games gave us a combination.  Eveyone uses spell-like abilities, but since they're not really spells, you have access to all of them.

I'm pretty sure, though not positive (I'm hardly crunch numbers on this shit, it just feels truthy) that the uniqeness of classes were sacrificed in the name of balance (and what exactly is being balanced is also subjective.)  Now it's mostly different themes or flavors.


Title: Re: EQ 'Next'
Post by: Ruvaldt on July 12, 2013, 06:58:32 AM
I remember playing in 2000 and not having to meditate with a spellbook after level 20.  Before 20 I still had to meditate with a spellbook.  That was definitely stupid.


Title: Re: EQ 'Next'
Post by: Merusk on July 12, 2013, 07:08:48 AM
I remember playing in 2000 and not having to meditate with a spellbook after level 20.  Before 20 I still had to meditate with a spellbook.  That was definitely stupid.

Yeah, they lowered the level before they removed the requirement.  The first few years you had to meditate with the spell book until level 37.

The idea was to take old school RPGs and bring them to 3d, after-all. In those your character had to study their spellbook, so voila!  It was a literal translation that took too long to question.

While I did love that part of EQ, it was only implemented for casters.  Non-casters had fuck all they could do.  They started getting other minor abilities, and then they got ability bloat which they could use all the time (except many were on same cooldown timer) and overall the system was ad-hoc and pretty shitty in an attempt to make them more enjoyable to play... ?

Hey now, the warrior had 3 buttons! Kick, bash, taunt! 

We are definitely too far on the other side of the spectrim, IMO.  I know Eldac and others love them some buttons, but I'd rather have GW/ TSW's system than WoW/ EQ2's.


Title: Re: EQ 'Next'
Post by: Paelos on July 12, 2013, 07:48:38 AM
Ok so just as an example, the Sniper in SWTOR has 20 abilities noted across all the levels on torhead.

5 of those things are just damage shots with various effects. 4 are shots with debuffs. 3 are dots. 6 are buffs or cooldown reductions. 2 are situational escape.

Here's the thing. All I need is one quick damage, one slow large damage, one debuff, one dot, one buff, one escape. 6 things. That's it. The rest is just ridiculous fluff.


Title: Re: EQ 'Next'
Post by: Miasma on July 12, 2013, 08:34:17 AM
There are way too many buttons in games like WoW and SWtoR.  I have eighteen programmable buttons on the left side of g15 keyboard, and it's still not enough, that's absurd.  I hate having that many buttons and still having to actually move my cursor and click on particular icons.  My dream system would be a combination of gw2 and diablo 3.  I want spells that I can decorate with side effects like in diablo and I only want to have to push six buttons but those buttons and abilities can change based on combos/stances/weapons like in guild wars.


Title: Re: EQ 'Next'
Post by: tmp on July 12, 2013, 10:12:36 AM
Here's the thing. All I need is one quick damage, one slow large damage
Tera does something interesting regarding this -- some classes have ability to 'charge' their attacks by holding down the skill button. The longer you hold, the bigger damage output (it scales up through something like 4-5 grades)  Pretty sure some older MMOs i'm unaware of did it too, but in any case helps nicely to trim down the amount of buttons all available grades for these skills would otherwise require, if it was done the 'traditional' way.


Title: Re: EQ 'Next'
Post by: Lantyssa on July 12, 2013, 10:15:26 AM
Warframe's combat is just about perfect for me.  Four abilities.  Weapons have vastly different characteristics.  Jumping, unlimited rolling, wall climbing...

Not a huge fan of the powers themselves, but they still show you can do a variety of things with them.


Title: Re: EQ 'Next'
Post by: eldaec on July 12, 2013, 10:24:03 AM
Ok so just as an example, the Sniper in SWTOR has 20 abilities noted across all the levels on torhead.

5 of those things are just damage shots with various effects. 4 are shots with debuffs. 3 are dots. 6 are buffs or cooldown reductions. 2 are situational escape.

Here's the thing. All I need is one quick damage, one slow large damage, one debuff, one dot, one buff, one escape. 6 things. That's it. The rest is just ridiculous fluff.

Really depends how you design the rest of the game and how you design those side effects. If the debuffs are appropriately meaningful and situational, they add to the depth of combat (see EQ2 or CoX). If they are really just a solvable rotation puzzle that you have to look up on a forum, then yeah, worthless (see WoW or SWTOR).


Title: Re: EQ 'Next'
Post by: Ingmar on July 12, 2013, 11:25:55 AM
Ok so just as an example, the Sniper in SWTOR has 20 abilities noted across all the levels on torhead.

5 of those things are just damage shots with various effects. 4 are shots with debuffs. 3 are dots. 6 are buffs or cooldown reductions. 2 are situational escape.

Here's the thing. All I need is one quick damage, one slow large damage, one debuff, one dot, one buff, one escape. 6 things. That's it. The rest is just ridiculous fluff.

It has more than that, I think you left out the shared IA abilities. On the other hand I'm betting that view included spec abilities from the trees you can't have at the same time.


Title: Re: EQ 'Next'
Post by: Paelos on July 12, 2013, 12:02:13 PM
Probably on the view thing, but I intentionally left out the IA stuff not to even further clutter the issue. Point being WHY BUTTONS WHY?!?!


Title: Re: EQ 'Next'
Post by: Sjofn on July 12, 2013, 01:47:27 PM
I'll be honest, even with games where 6-0 have abilities and alt- and ctrl- keys have abilities... These abilities never get used.  Or essentially never. In GW2 I use signets almost exclusively because they have passive bonuses and I don't have to hit shit over there (except 6, fucking heals)

I don't care about consolitis.  I care about arthritis!

I'll use 6 without too much fuss, but yeah, 7 and onward? Those get used way, way less often than 1-5 for me. I even use signets in GW2 for the same reason!


Title: Re: EQ 'Next'
Post by: Ingmar on July 12, 2013, 01:58:00 PM
Probably on the view thing, but I intentionally left out the IA stuff not to even further clutter the issue. Point being WHY BUTTONS WHY?!?!

I like having a broad toolbox to pull from. SWTOR is just on the edge of being too much on a couple classes, and EQ2 went too far for me, but I prefer it to something like TSW or GW2. It's kind of a tactics vs. strategy choice in how people play the characters in your game, there's not one right answer here.


Title: Re: EQ 'Next'
Post by: Paelos on July 12, 2013, 02:24:11 PM
That sort of goes without saying. It's entertainment, not a logic puzzle.

I prefer mechanics to have impact, but I don't think it's a good thing if a "skill" in a game is managing cooldowns across 10 different abilities. Then again, I can play mount and blade for hours and that has essentially two buttons.


Title: Re: EQ 'Next'
Post by: Simond on July 12, 2013, 03:16:02 PM
Counterpoint: EQ only had a couple of abilities for the melee classes and that was dull as fuck.


Title: Re: EQ 'Next'
Post by: Paelos on July 12, 2013, 04:27:06 PM
EQ for the most part was dull tho, in retrospect.


Title: Re: EQ 'Next'
Post by: Simond on July 12, 2013, 04:46:59 PM
Funnily enough, the classes with more abilities were more fun to play.


Title: Re: EQ 'Next'
Post by: Goreschach on July 12, 2013, 04:47:05 PM
Honestly, I'd prefer EQ's 'hit a for combat' over most mmo's 'hit 1234 repeatedly for combat'. Very few MMO's have any combat depth whatsoever, so any input involved is nothing more than tedium. Videogame controls are used for input. Player input is fundamentally decision making. If the player isn't actually making decisions, then they shouldn't be pressing buttons. The day someone makes an MMO that actually plays like a fucking videogame is the day they're fina


Oh fuck it, we all know that's never going to happen.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 13, 2013, 07:01:32 AM
In EQ, though, when you had abilities mapped out on the number keys, most of the time you didn't need to use the "high end" of the keys while moving and strafing.  There was not a lot of need to move around while fighting shit.  But I have a very hard time coordinating my WASD movement and utilizing those keys since my other hand is usually controlling the mouse with mouselook and whatnot.  This is not a "must return to the days of yore" comment, just an observation. 

It's obviously not a problem for everyone, but I wonder if there is an easier way.  Suppose you had 1-5 programmed with abilities, but they can be modified each five different ways.  Hitting 1 will do ability A. hitting tilde-2-1 will modify ability A with ability *.  After that hitting 1 will do ability A*.  A little while later hit tilde-5-1 to modify A with %.  Then 1 casts A%.

Your 5 slotted abilities are basic and usually different.  Each ability can be modified 5 different ways (say 1 is punch A, A* is firepunch with dot, A% is icepunch with slow, etc).  They can be modified on the fly, but generally speaking you'd set them up early in the fight and wouldn't normally need to change them. 

Meh, I'm rambling.  I like entertaining fights, but keybloat is kinda irritating. 


Title: Re: EQ 'Next'
Post by: Malakili on July 13, 2013, 07:17:44 AM
In EQ, though, when you had abilities mapped out on the number keys, most of the time you didn't need to use the "high end" of the keys while moving and strafing.  There was not a lot of need to move around while fighting shit.  But I have a very hard time coordinating my WASD movement and utilizing those keys since my other hand is usually controlling the mouse with mouselook and whatnot.  This is not a "must return to the days of yore" comment, just an observation.  

It's obviously not a problem for everyone, but I wonder if there is an easier way.  Suppose you had 1-5 programmed with abilities, but they can be modified each five different ways.  Hitting 1 will do ability A. hitting tilde-2-1 will modify ability A with ability *.  After that hitting 1 will do ability A*.  A little while later hit tilde-5-1 to modify A with %.  Then 1 casts A%.

Your 5 slotted abilities are basic and usually different.  Each ability can be modified 5 different ways (say 1 is punch A, A* is firepunch with dot, A% is icepunch with slow, etc).  They can be modified on the fly, but generally speaking you'd set them up early in the fight and wouldn't normally need to change them.  

Meh, I'm rambling.  I like entertaining fights, but keybloat is kinda irritating.  

What about something like fighting games where you have different "moves" that are accomplished with different sets of keystrokes.  Of course, things opens up the possibility of failing to execute your abilities (which would actually be interesting potentially, but probably frustrating to a lot of people)


Title: Re: EQ 'Next'
Post by: Surlyboi on July 13, 2013, 07:25:28 AM
That would actually be awesome for almost everyone but the hardcore raiders. It would probably frustrate them to no end. Which would also be a plus in my book.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 13, 2013, 07:31:33 AM
Those would actually be pretty cool.  And mmo where fights were like the 3D fighting games with multiple opponents.  I would buy a controller for computer for that.


Title: Re: EQ 'Next'
Post by: Paelos on July 13, 2013, 08:04:07 AM
That would actually be awesome for almost everyone but the hardcore raiders. It would probably frustrate them to no end. Which would also be a plus in my book.

We could polish epics with their tears. I agree.


Title: Re: EQ 'Next'
Post by: Simond on July 13, 2013, 08:10:02 AM
In EQ, though, when you had abilities mapped out on the number keys, most of the time you didn't need to use the "high end" of the keys while moving and strafing.  There was not a lot of need to move around while fighting shit.  But I have a very hard time coordinating my WASD movement and utilizing those keys since my other hand is usually controlling the mouse with mouselook and whatnot.  This is not a "must return to the days of yore" comment, just an observation.  

It's obviously not a problem for everyone, but I wonder if there is an easier way.  Suppose you had 1-5 programmed with abilities, but they can be modified each five different ways.  Hitting 1 will do ability A. hitting tilde-2-1 will modify ability A with ability *.  After that hitting 1 will do ability A*.  A little while later hit tilde-5-1 to modify A with %.  Then 1 casts A%.

Your 5 slotted abilities are basic and usually different.  Each ability can be modified 5 different ways (say 1 is punch A, A* is firepunch with dot, A% is icepunch with slow, etc).  They can be modified on the fly, but generally speaking you'd set them up early in the fight and wouldn't normally need to change them.  

Meh, I'm rambling.  I like entertaining fights, but keybloat is kinda irritating.  

What about something like fighting games where you have different "moves" that are accomplished with different sets of keystrokes.  Of course, things opens up the possibility of failing to execute your abilities (which would actually be interesting potentially, but probably frustrating to a lot of people)
Tera does that. Go have fun!


Title: Re: EQ 'Next'
Post by: Threash on July 13, 2013, 08:13:52 AM
That would actually be awesome for almost everyone but the hardcore raiders. It would probably frustrate them to no end. Which would also be a plus in my book.

Complete opposite, this would suck for anyone but the most hardcore.  People are a lot worse at this games than you think and anything even approaching skill based gameplay is not going to be embraced by anyone but the very top players. 95% of the playerbase would quit in frustration if they had to do anything as complicated as a showryuken to pull off a move.


Title: Re: EQ 'Next'
Post by: Hoax on July 13, 2013, 08:35:47 AM
Yeah the thing you would want to crib from fighting games is not execution by button memorization but instead the idea that the game itself changes what a button does based on the situation.

So for a MMO abilities could work differently based on:
-distance from the target
-position (behind versus in front say)
-life the opponent
-life of your character
-status effects on opponent
-number of opponents in range

and so on. Giving you the need for less button but both more character knowledge and more strategic positioning and whatnot.

As for Tera being mentioned here, it is quite difficult for the moms and dads playing WoW who never touched any fps games to play but its still proven to be plenty popular since its f2p conversion. As have things like DCUO that use a right click / left click "combo" system.


Title: Re: EQ 'Next'
Post by: Numtini on July 13, 2013, 08:36:12 AM
Counterpoint: EQ only had a couple of abilities for the melee classes and that was dull as fuck.

Auto-attack, taunt, kick.


Title: Re: EQ 'Next'
Post by: Phred on July 13, 2013, 08:46:07 AM
Obviously none of you ever played  a warden in LoTRO. This character used 3 basic moves which could be combined to do a ton of different finishing moves, like a shout,kick,shout giving you a move that taunted and added temporary defence.  I really liked this system as it played into my RSI quite nicely as I have limited movement left in my fingers other than index and forefinger however they screwed it up royally by making the "elite" skills be combinations that played like kick/punch or  punch/shout, thus tripling the number of keys you had to reach to be able to use the new moves. Still, until 50 or so the character was fun to play, though a lot of people didn't like it because you had to keep all the combos in memory.


Title: Re: EQ 'Next'
Post by: Pennilenko on July 13, 2013, 09:42:45 AM
Age of Conan had a refrshing combat system.


Title: Re: EQ 'Next'
Post by: Falconeer on July 13, 2013, 10:16:28 AM
Yes, it was easy to hate Age of Conan at the time, but it laid the foundation for lots of the targetless action combat we have now in MMOs, including healing in a cone area in front of the caster. Exectution was poor in so many aspects of that game, but combat wasn't one of these. It was just ahead of its time, especially considering what all these games are trying to do these days, from Tera to Wildstar.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 13, 2013, 02:08:42 PM
That would actually be awesome for almost everyone but the hardcore raiders. It would probably frustrate them to no end. Which would also be a plus in my book.

Complete opposite, this would suck for anyone but the most hardcore.  People are a lot worse at this games than you think and anything even approaching skill based gameplay is not going to be embraced by anyone but the very top players. 95% of the playerbase would quit in frustration if they had to do anything as complicated as a showryuken to pull off a move.

Beg to differ. I said the hardcore raiders. Those that inevitably equate repetitive attempts at the same group of static encounters and acquisition of the right uber gear with actual skill. Fuck those guys. I want somebody wearing the shittiest gear possible to be able to solo that boss mob because he's got the skills to hit all the right combos. It would make most of the MMO raider set apoplectic.


Title: Re: EQ 'Next'
Post by: Pennilenko on July 13, 2013, 03:37:22 PM
I would love to see a removal of  old "time = success" paradigm.


Title: Re: EQ 'Next'
Post by: Paelos on July 13, 2013, 04:08:21 PM
I would love to see a removal of  old "time = success" paradigm.

I think if they remove the idea of sub=revenue, then you'll see less of that paradigm. If you make it about releasing content that people pay for in iterations, you put the emphasis on people paying for good stuff, not gating them with busywork.


Title: Re: EQ 'Next'
Post by: Ingmar on July 13, 2013, 05:41:57 PM
In EQ, though, when you had abilities mapped out on the number keys, most of the time you didn't need to use the "high end" of the keys while moving and strafing.  There was not a lot of need to move around while fighting shit.  But I have a very hard time coordinating my WASD movement and utilizing those keys since my other hand is usually controlling the mouse with mouselook and whatnot.  This is not a "must return to the days of yore" comment, just an observation.  

It's obviously not a problem for everyone, but I wonder if there is an easier way.  Suppose you had 1-5 programmed with abilities, but they can be modified each five different ways.  Hitting 1 will do ability A. hitting tilde-2-1 will modify ability A with ability *.  After that hitting 1 will do ability A*.  A little while later hit tilde-5-1 to modify A with %.  Then 1 casts A%.

Your 5 slotted abilities are basic and usually different.  Each ability can be modified 5 different ways (say 1 is punch A, A* is firepunch with dot, A% is icepunch with slow, etc).  They can be modified on the fly, but generally speaking you'd set them up early in the fight and wouldn't normally need to change them.  

Meh, I'm rambling.  I like entertaining fights, but keybloat is kinda irritating.  

What about something like fighting games where you have different "moves" that are accomplished with different sets of keystrokes.  Of course, things opens up the possibility of failing to execute your abilities (which would actually be interesting potentially, but probably frustrating to a lot of people)

LotRO wardens already are like that.


Title: Re: EQ 'Next'
Post by: Venkman on July 13, 2013, 07:23:58 PM
I would love to see a removal of  old "time = success" paradigm.

I think if they remove the idea of sub=revenue, then you'll see less of that paradigm. If you make it about releasing content that people pay for in iterations, you put the emphasis on people paying for good stuff, not gating them with busywork.

I want to care about MMOs long enough to see them stop chasing business models as the primary goal and get back to focusing on entertaining groups of people from dozens of hours. I swear all this f2p shit feels like chasing more quarters into arcade machines. And they will NEVER win that argument in an age when all the non-experienced screwballs in marketing have written off PCs and consoles for tablet and mobile apps.

Yes, it was easy to hate Age of Conan at the time, but it laid the foundation for lots of the targetless action combat we have now in MMOs, including healing in a cone area in front of the caster. Exectution was poor in so many aspects of that game, but combat wasn't one of these. It was just ahead of its time, especially considering what all these games are trying to do these days, from Tera to Wildstar.
It was ahead of its time and incomplete, but I totally agree with you. It's a shame because AoC falls into the same category as SWG and CoH for me: games that had a LOT of great stuff companies should knock the hell off but which were never successful enough to require such knockoff.


Title: Re: EQ 'Next'
Post by: Kageru on July 13, 2013, 07:55:28 PM
Tera gives players with a high ping an unavoidable DPS penalty, for an MMO that's a negative.

I like the wow model of resources. Such that some moves build and others consume a resource which changes the effects of the power. Also GW2 has the option with some powers to allow the effect to run to duration or hit the button again to cancel it for some alternate effect.

Really I don't think there's one answer. An action game will favor fewer buttons and fast responses. A more tactical game you want a bit more but can be clever in how you present them and make sure they're not just a false appearance of game-play depth. I do think the trend is going to be towards few abilities as online game chase the broadest possible market.

I dread more games like DCUO where I pretty much could tape down the attack button and let the game play itself.


Title: Re: EQ 'Next'
Post by: Paelos on July 13, 2013, 10:08:23 PM
I want to care about MMOs long enough to see them stop chasing business models as the primary goal and get back to focusing on entertaining groups of people from dozens of hours. I swear all this f2p shit feels like chasing more quarters into arcade machines. And they will NEVER win that argument in an age when all the non-experienced screwballs in marketing have written off PCs and consoles for tablet and mobile apps.

I don't think what you want them to "get back to" ever actually existed. You can either choose to be involved in the business as a developer, or you can have those decisions hoisted on you.


Title: Re: EQ 'Next'
Post by: tmp on July 14, 2013, 03:07:51 AM
Tera gives players with a high ping an unavoidable DPS penalty, for an MMO that's a negative.
It doesn't seem to be really the case in my experience. The attack pace is limited by length of individual animations, so you can press the attack keys slightly in advance to account for latency, while previous attack is being executed, and the server will perform the move without any delay as soon as the previous one finishes.

High latency can mess up the moves which override others and force execution "now", like dodges or blocks, but that's a different issue.


Title: Re: EQ 'Next'
Post by: Kageru on July 14, 2013, 04:40:28 AM

It seems to be an issue looking at videos like this one (http://www.youtube.com/watch?v=lWwVV0hd9_I). But then PvP in general is sorta terrible with lag in terms of positional accuracy.


Title: Re: EQ 'Next'
Post by: tmp on July 14, 2013, 07:15:54 AM
That's a borderline case, imo -- it's very short basic attack animation, and nearly half second ping is absolutely terrible to play with even in a 'normal' MMO. But yes, in this particular situation I can see how it'd affect things, as the player's latency is actually larger than the duration of the attack animation. Playing normally though -- by which I mean using actual class skills and with ping of 50-200 msec -- i'm not really experiencing this.


Title: Re: EQ 'Next'
Post by: Zetor on July 14, 2013, 07:25:03 AM
That's a borderline case, imo -- it's very short basic attack animation, and nearly half second ping is absolutely terrible to play with even in a 'normal' MMO. But yes, in this particular situation I can see how it'd affect things, as the player's latency is actually larger than the duration of the attack animation. Playing normally though -- by which I mean using actual class skills and with ping of 50-200 msec -- i'm not really experiencing this.
I think Kageru is referring to typical Australian pings (400-600 ms). This is also somewhat relevant to my interests, as I'm a European playing on US servers (international guild). And yeah, when you have a 500+ms ping, it tends to make pvp horribly frustrating. GW1 was probably the worst in this regard (until they made it possible to switch between US and EU servers at will) in my experience with all its 0.5sec and 0.25sec casts, but COH was also pretty bad. SWTOR and LOTRO also felt pretty bad to play with high latency. GW2 is neither here or there -- even though it's "twitchy", I do fairly well as long as I stick to ranged classes... but I've had some latency-related "fuck this noise" moments in the racing minigame they introduced with the latest patch.

Amusingly enough, I never really had a problem with high pings in WOW (as long as I stuck to caster types), even though I play on a US west coast server from eastern europe. Well ok, competitive arena pvp was kind of annoying, but that's not the main reason why people would play WOW.  :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Bzalthek on July 14, 2013, 08:35:00 AM
Soooooo, I've been reading a lot of forums where they've gone nuclear about the art piece...  If I were sony I'd be keeping really quiet about this.  I'd let them fester and boycott because these are people I wouldn't want in my playerbase.  They are fucking toxic.


Title: Re: EQ 'Next'
Post by: Tyrnan on July 14, 2013, 10:28:16 AM
Soooooo, I've been reading a lot of forums where they've gone nuclear about the art piece...  If I were sony I'd be keeping really quiet about this.  I'd let them fester and boycott because these are people I wouldn't want in my playerbase.  They are fucking toxic.

The vast majority of them won't boycott though.  They'll bitch and moan about how the devs are destroying their beloved franchise, yet they'll still be there on day 1 of the head start sporting their shiny collectors editions.  Still bitchin though, naturally.

Personally, I'm just mildly curious to see what they come out with.  I missed the whole EQ thing as I didn't get into MMOs until CoH and despite playing EQ2 off and on over the years don't have that much attachment to the franchise.  About the only good thing to come out of my time in EQ2 was it totally killed my desire to ever raid again after doing it for about a year as an Illusionist.  Topping the DPS charts because procs were broken was fun but it felt like you were playing a fucking symphony to achieve it.  Also fuck Venril Sathir!


Title: Re: EQ 'Next'
Post by: Hawkbit on July 14, 2013, 12:16:28 PM
Reminds me of: http://www.theonion.com/articles/facebook-we-will-make-our-product-worse-you-will-b,33074/?utm_source=Facebook&utm_medium=SocialMarketing&utm_campaign=Status:2:Default


Title: Re: EQ 'Next'
Post by: Miasma on July 14, 2013, 12:53:11 PM
I am honestly looking forward to whatever EQ Next winds up being.  I have never bothered to live stream SOE whateverthehell but I will this time.  Based on Smed's statements while playing Planetside I actually kinda like him now.  Planetside is great and the only reason I stopped playing is that I'm just too old to be that excited by an fps nowadays.  It angry's up the blood!


Title: Re: EQ 'Next'
Post by: Scold on July 15, 2013, 05:20:11 AM
The interesting thing to me is that MMOs are a rich and varied enough bunch these days that people constantly say things like "Man, if only MMOs would do _________", and almost always there are several MMOs that do, in fact, do _______ that the person's just never tried.


Title: Re: EQ 'Next'
Post by: Malakili on July 15, 2013, 06:17:51 AM
The interesting thing to me is that MMOs are a rich and varied enough bunch these days that people constantly say things like "Man, if only MMOs would do _________", and almost always there are several MMOs that do, in fact, do _______ that the person's just never tried.

Just because a game, especially an MMO, does one thing I want doesn't mean I'm going to bother playing a game.  MMOs at this point have the "problem" (for me) that I expect to basically be able to play them endlessly.  If an MMO looks fun, but only fun for a month or two, I probably don't want to bother putting that time into it.  The payoff for these games has always been a long term thing for me, if I just want short term fun I already have a dozen games installed.


Title: Re: EQ 'Next'
Post by: Margalis on July 15, 2013, 07:12:28 AM
The interesting thing to me is that MMOs are a rich and varied enough bunch these days that people constantly say things like "Man, if only MMOs would do _________", and almost always there are several MMOs that do, in fact, do _______ that the person's just never tried.

The implication there is that they want a game that not only does X but is also good overall.

I tried to play Tera. Is the combat cool? I don't know, because I stopped after about 10 minutes, because of how bad the initial area / starting quests were and how bad the general chat was.


Title: Re: EQ 'Next'
Post by: HaemishM on July 15, 2013, 12:28:05 PM
Soooooo, I've been reading a lot of forums where they've gone nuclear about the art piece...  If I were sony I'd be keeping really quiet about this.  I'd let them fester and boycott because these are people I wouldn't want in my playerbase.  They are fucking toxic.

Forum people for unreleased MMOG's are absolutely a pox upon the entire MMOG medium. They will NEVER be satisfied and can all go scratch as far as I am concerned.

Though I will say, that piece of art... it looks like utter dogshit.


Title: Re: EQ 'Next'
Post by: Numtini on July 15, 2013, 12:52:58 PM
Quote
Forum people for unreleased MMOG's are absolutely a pox upon the entire MMOG medium. They will NEVER be satisfied and can all go scratch as far as I am concerned.

Oh come on. They're so much fun to troll. Now that I got kicked off of AbsoluteWrite, they're all I have!


Title: Re: EQ 'Next'
Post by: Bzalthek on July 15, 2013, 02:41:33 PM
Yeah, the art is pretty bad.  Don't get me wrong.


Title: Re: EQ 'Next'
Post by: Scold on July 15, 2013, 03:49:04 PM
The interesting thing to me is that MMOs are a rich and varied enough bunch these days that people constantly say things like "Man, if only MMOs would do _________", and almost always there are several MMOs that do, in fact, do _______ that the person's just never tried.

The implication there is that they want a game that not only does X but is also good overall.

I tried to play Tera. Is the combat cool? I don't know, because I stopped after about 10 minutes, because of how bad the initial area / starting quests were and how bad the general chat was.

All that shit's in the eye of the beholder, though, and totally dependent on both individual pickiness and how bored one is with the genre as a whole. DDO totally scratches my itch for action combat, for example.


Title: Re: EQ 'Next'
Post by: Sjofn on July 15, 2013, 04:51:25 PM
Obviously none of you ever played  a warden in LoTRO. This character used 3 basic moves which could be combined to do a ton of different finishing moves, like a shout,kick,shout giving you a move that taunted and added temporary defence.  I really liked this system as it played into my RSI quite nicely as I have limited movement left in my fingers other than index and forefinger however they screwed it up royally by making the "elite" skills be combinations that played like kick/punch or  punch/shout, thus tripling the number of keys you had to reach to be able to use the new moves. Still, until 50 or so the character was fun to play, though a lot of people didn't like it because you had to keep all the combos in memory.

I enjoyed the warden but yeah, having to memorize all the different combinations was a bit of a pain. It also makes it nigh impossible to pick up after having not played for any length of time, which I suspect MMOs would see as a bad thing (as it means the people who wander off between big content dumps or patches or whatever are going to be less likely to check out the new shit).


Title: Re: EQ 'Next'
Post by: tmp on July 16, 2013, 07:32:41 AM
I tried to play Tera. Is the combat cool? I don't know, because I stopped after about 10 minutes, because of how bad the initial area / starting quests were and how bad the general chat was.
In ten minutes you get to do the first 2-3 opening quests which cover the most basic mechanics a fresh MMO player is about to experience: "speak to npc to get a quest", "go over there" and "kill X rats". If this somehow makes the game extremely bad and makes you put it down, I don't think there's a MMO that can win you over, save maybe for one that either says "screw new players and tutoring them, who needs them" or finds a way to directly upload these basics into new player's brains.


Title: Re: EQ 'Next'
Post by: Nebu on July 16, 2013, 07:36:50 AM
Tera killed my interest with it's cutesy look and uninspired class design.  I always felt dirty playing that game, so I just quit.  A little too  :pedobear: for me.


Title: Re: EQ 'Next'
Post by: Paelos on July 16, 2013, 07:48:04 AM
Tera killed my interest with it's cutesy look and uninspired class design.  I always felt dirty playing that game, so I just quit.  A little too  :pedobear: for me.

I agree, it's one of the few times I refused to play a game over it's aesthetic and "feel"


Title: Re: EQ 'Next'
Post by: Modern Angel on July 16, 2013, 09:12:49 AM
I enjoyed the warden but yeah, having to memorize all the different combinations was a bit of a pain. It also makes it nigh impossible to pick up after having not played for any length of time, which I suspect MMOs would see as a bad thing (as it means the people who wander off between big content dumps or patches or whatever are going to be less likely to check out the new shit).

The warden (and Dwarf Fortress) taught me that I have amazing muscle memory. I can come back any time and drop right back in. It's weird.


Title: Re: EQ 'Next'
Post by: Margalis on July 16, 2013, 12:07:29 PM
In ten minutes you get to do the first 2-3 opening quests which cover the most basic mechanics a fresh MMO player is about to experience: "speak to npc to get a quest", "go over there" and "kill X rats". If this somehow makes the game extremely bad and makes you put it down, I don't think there's a MMO that can win you over, save maybe for one that either says "screw new players and tutoring them, who needs them" or finds a way to directly upload these basics into new player's brains.

Even clicking on someone to interact with them was awful. My problem was not that there was an introductory part, my problem was that the introductory part was terrible and even people who like Tera don't often claim it has a lot to offer outside of the combat. It was incredibly uninspired and rote, not just on a big picture level (click on guy with mark over head to get quest) but in all the execution details.

Had I heard that the rest of the game is really great once you get outside of the intro I would have stuck with it, but everything I've heard is that the game is Generic MMO - The Game outside of combat.


Title: Re: EQ 'Next'
Post by: Ingmar on July 16, 2013, 12:16:18 PM
Tera killed my interest with it's cutesy look and uninspired class design.  I always felt dirty playing that game, so I just quit.  A little too  :pedobear: for me.

I agree, it's one of the few times I refused to play a game over it's aesthetic and "feel"

Same, I'll never know what it plays like. I don't need the NSA thinking I'm into that.


Title: Re: EQ 'Next'
Post by: tmp on July 16, 2013, 02:12:11 PM
Even clicking on someone to interact with them was awful. My problem was not that there was an introductory part, my problem was that the introductory part was terrible and even people who like Tera don't often claim it has a lot to offer outside of the combat. It was incredibly uninspired and rote, not just on a big picture level (click on guy with mark over head to get quest) but in all the execution details.
Pretty much what I said, then. How do you imagine the game is going to get the execution details of something as simple as clicking on stuff to interact with it ... that isn't simply clicking on stuff to interact with it, which is "incredibly uninspired and rote" and makes you quit within 10 minutes?

It honestly reads like a complaint on the level of "I quit playing the latest manshoot when right at the start it told me to press left mouse button to shoot stuff".

edit: and yeah, it is certainly pretty true Tera is a "generic MMO outside of the combat". The catch being, combat makes roughly 90% of the game so that one thing being different, welp.


Title: Re: EQ 'Next'
Post by: Kitsune on July 16, 2013, 02:20:04 PM
Tera's opening is truly awful, yes, but its gameplay is hands-down the best of any MMOG right now.  For the first time in my recollection, I felt that a MMOG actually hinged on my skill as a player rather than what buttons and gear were on the character.


Title: Re: EQ 'Next'
Post by: tazelbain on July 16, 2013, 02:24:54 PM
What sort of skill?


Title: Re: EQ 'Next'
Post by: Kitsune on July 16, 2013, 02:30:03 PM
What sort of skill?

Timing, watching monsters for tells that they're about to attack (that don't involve big red circles on the ground), stringing some pretty situational attacks depending on the way the fight's going.  This is as a slayer, so I'm busy somersaulting all over the place with a two-handed sword while kicking things in the face and generally acting like a ferret on meth.  Ranged fighters are less interesting in my opinion, since they can feasibly just run around in circles and shoot/fireball their target.


Title: Re: EQ 'Next'
Post by: Trippy on July 16, 2013, 03:33:48 PM
What sort of skill?
Basically you need to aim your attacks and conversely you can dodge attacks. There are exceptions (e.g. a few attacks will auto-track their target(s)) but overall the game is a real "twitch" MMORPG and timing, aiming and positioning are critical to doing well in the game.


Title: Re: EQ 'Next'
Post by: Ingmar on July 16, 2013, 03:35:55 PM
Oh good, the old skill argument again, where only things that involve reflexes qualify.


Title: Re: EQ 'Next'
Post by: Trippy on July 16, 2013, 03:41:14 PM
Knowledge is important too (e.g. learning the "tells" Kitsune mentioned above) but yes the game requires good reflexes to do well. If you don't like shooters and things like circle strafing (which you do a lot of in the game) make you tear your hair out you are not likely to enjoy Tera.


Title: Re: EQ 'Next'
Post by: Nebu on July 16, 2013, 04:00:07 PM
Want a great combination of skill and knowledge?  Play World of Tanks.  Best I've seen yet.


Title: Re: EQ 'Next'
Post by: Rasix on July 16, 2013, 04:03:52 PM
I really don't find driving around in tanks to be very appealing at all.  Like zero interest.  I think the only tank part of any game I've ever liked was in Saints Row 3.


Title: Re: EQ 'Next'
Post by: Numtini on July 16, 2013, 04:06:27 PM
It is a great design though. Also skill in that context is knowledge of the game and gameplay, not being a 13 year old hopped up on Ritalin.


Title: Re: EQ 'Next'
Post by: Sjofn on July 16, 2013, 04:08:32 PM
Puzzle Pirates = my skill-based game of choice

It's you and the puzzle, man. You and the puzzle.


Title: Re: EQ 'Next'
Post by: Paelos on July 16, 2013, 04:20:53 PM
Puzzle Pirates = my skill-based game of choice

It's you and the puzzle, man. You and the puzzle.

I also like it. Just dont make me carpent. Please god no.


Title: Re: EQ 'Next'
Post by: Venkman on July 16, 2013, 05:59:58 PM
Can someone hook me up with said art piece? Can't find it without stumbling upon SOE concept art. Just curious.

Otherwise, I'm with Haemish. I like discussing upcoming MMOs. I'll prejudge with the rest and enjoy doing so. However, I know full well I'm not the market, and that the market they inherit via forums is very not the market that anyone should target ever. Fickle perpetualy dissatisfied entitlement cases all over...


Title: Re: EQ 'Next'
Post by: Ingmar on July 16, 2013, 06:15:21 PM
Read the thread? It's in here somewhere.


Title: Re: EQ 'Next'
Post by: Sjofn on July 16, 2013, 06:46:32 PM
Puzzle Pirates = my skill-based game of choice

It's you and the puzzle, man. You and the puzzle.

I also like it. Just dont make me carpent. Please god no.

I usually get put on that because I am good at it and I don't loathe it, which makes me a ~special snowflake~. Ingmar will cut anyone who takes his bilging station.


Title: Re: EQ 'Next'
Post by: Paelos on July 16, 2013, 07:02:41 PM
I love to sail. We could actually run a functional boat.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Numtini on July 16, 2013, 07:33:37 PM
The YPP port to IOS was very disappointing.


Title: Re: EQ 'Next'
Post by: Venkman on July 16, 2013, 08:10:21 PM
Read the thread? It's in here somewhere.
I have been :-) People sounded like they were talking about some screenshot. All I've seen so far is the one Falc posted (http://forums.f13.net/index.php?topic=17646.msg1208493#msg1208493) a few pages back from everquestnext.com. Is that it?


Title: Re: EQ 'Next'
Post by: Merusk on July 16, 2013, 08:15:00 PM
yes


Title: Re: EQ 'Next'
Post by: tmp on July 16, 2013, 09:17:38 PM
Want a great combination of skill and knowledge?  Play World of Tanks.  Best I've seen yet.
I've spent tons of time playing World of Tanks. And Puzzle Pirates.

Currently Tera wins over these two for me because there's (slightly) more variety to the things i can do in it. Plus, it offers the best dress up game :why_so_serious:


Title: Re: EQ 'Next'
Post by: Margalis on July 16, 2013, 09:25:33 PM
Oh good, the old skill argument again, where only things that involve reflexes qualify.

This is a deliberate misreading. Complaining about "twitch" is just cane-waggling, there are few if any games where the skill component is composed solely of reflexes. (Maybe Guitar Hero for a track you've never played?) 3D fighting requires reflexes, recognition, spacing, planning, etc, and "reflexes" often rely more on ability to concentrate than reflex speed.


Title: Re: EQ 'Next'
Post by: Kageru on July 16, 2013, 10:32:23 PM
Want a great combination of skill and knowledge?  Play World of Tanks.  Best I've seen yet.

I agree. There's a great deal of detail, tactical options and approaches and when you get beaten you generally know what you could do better. A lot of the other "skill" games come down to superior reflexes, build and ping.


Title: Re: EQ 'Next'
Post by: Falconeer on July 17, 2013, 03:22:51 AM
Want a great combination of skill and knowledge?  Play World of Tanks.  Best I've seen yet.

Want a World of Tanks with little more skill?  Play MechWarrior Online. An FPS in Slow-Motion with plenty of tactical choices, definitely aimed at 30something and older.


Title: Re: EQ 'Next'
Post by: Kageru on July 17, 2013, 03:36:11 AM
Not really, The ability to use cover and maneuver in WoT is far superior to Mechwarrior, which is mostly about better builds, pinpoint alpha and if that fails circle strafing.


Title: Re: EQ 'Next'
Post by: Falconeer on July 17, 2013, 03:43:01 AM
I love World of Tanks. Really love it. And still, we disagree. It's cool.


Title: Re: EQ 'Next'
Post by: Threash on July 17, 2013, 07:42:34 AM
I don't want to be a dumb tank, i want to be a person.


Title: Re: EQ 'Next'
Post by: Nebu on July 17, 2013, 07:44:19 AM
I don't want to be a dumb tank, i want to be a person.

Are Elves people?


Title: Re: EQ 'Next'
Post by: Paelos on July 17, 2013, 07:49:46 AM
No.


Title: Re: EQ 'Next'
Post by: Nebu on July 17, 2013, 07:55:01 AM
No.

My thoughts exactly.


Title: Re: EQ 'Next'
Post by: Threash on July 17, 2013, 01:51:24 PM
I wanna be a person or an elf!


Title: Re: EQ 'Next'
Post by: Kageru on July 17, 2013, 03:42:07 PM

I agree entirely. There's something very different about "this is me" as a motivator compared to being the invisible pilot of a vehicle.


Title: Re: EQ 'Next'
Post by: Rasix on July 17, 2013, 04:46:15 PM
I don't want to be a dumb tank, i want to be a person.

Are Elves people?

Coming from an elf hater: close enough.  Humanoids generally work.  Plus, there are varieties.  They come in human, magical black person, dwarf, elf, gnome, reptile hybrid, mammal hybrid, dude with spikes on their head, etc etc.  Enough to satisfy your every whim/kink.

Do you at least have a head or portrait or something in WoT?


Title: Re: EQ 'Next'
Post by: Kageru on July 17, 2013, 05:10:22 PM
You have a crew which slowly develop skills and can be retrained / retained across future vehicles for that nationality. They have a name and face but they're not "you" or visible in game. Though they can be injured or killed (for the remainder of the match) which means the tank will be weakened by their absence. For example lose a gunner and you can't fire until the rest of the crew cover for him and even then it's degraded. Which actually gives WoT a reasonably complex damage model.


Title: Re: EQ 'Next'
Post by: Tmon on July 18, 2013, 03:13:06 PM
Best part of WoT for me is that the controls boil down to wasd and left and right mouse button.  I bound max sniper to the right mouse and while I occasionally switch ammo or use consumables it's not something I have to do every battle unlike MMOs where I am constantly looking down at the key board to use my next ability or clicking around the hot bar with the mouse.


Title: Re: EQ 'Next'
Post by: eldaec on July 19, 2013, 01:01:08 AM
Just in the spirit of enquiry, does your 'must have humanoid avatar' damage only apply to MMOGs?

Or do you refuse to play stuff like Civilisation, SimCity, motor racing games, free space or tie fighter?

How do team games fit in (tactics, madden, blood bowl)?

What about chess or monopoly?

Does MechWarrior count as humanoid?

What about pacman?


Title: Re: EQ 'Next'
Post by: Kageru on July 19, 2013, 02:14:48 AM

I think the context was more in terms of RPG's, specifically MMORPG's, for which character progression is a major part. Something like WoT or Mechwarrior, where the pilot is abstract and you play a vehicle, isn't as motivating as when you have a "virtual self" to boss around. Same reason a lot of people disliked vehicles in WoW raids I suspect.


Title: Re: EQ 'Next'
Post by: Simond on July 19, 2013, 03:22:23 AM
https://twitter.com/Brasse/status/357962958988525570
Quote
@braxkedren @DaveGeorgeson I can hardly wait to see the reactions. Bring your wishes AND an open mind, cause #EQNext is VERY new territory.
The tears of the Verant-EQ-1999 grognards are going to be wonderful to behold.


Title: Re: EQ 'Next'
Post by: Merusk on July 19, 2013, 05:15:04 AM
I'll admit they've piqued my interest enough that I want to see the direction they're trying, even if I expect it to be a total clusterfuck.


Title: Re: EQ 'Next'
Post by: Miasma on July 19, 2013, 05:27:50 AM
https://twitter.com/Brasse/status/357962958988525570
Quote
@braxkedren @DaveGeorgeson I can hardly wait to see the reactions. Bring your wishes AND an open mind, cause #EQNext is VERY new territory.
The tears of the Verant-EQ-1999 grognards are going to be wonderful to behold.
I don't want to actually go to whatever dark corners of the internet house such people so I hope someone pulls in the most ridiculous rants and posts them here.  Sort of like what we do with redstate.


Title: Re: EQ 'Next'
Post by: Falconeer on July 19, 2013, 05:49:33 AM
Something like WoT or Mechwarrior, where the pilot is abstract and you play a vehicle isn't as motivating as when you have a "virtual self" to boss around

You don't play a vehicle in MechWarrior more than you play a rifle in Call of Duty. You can even see the arms and legs of "yourself" when you look around in MWO. In first person shooters and racing games you tend to be the human behind the steering wheel and the whole purpose of your character being partially invisible is to make YOU feel the protagonist. Immersion.

Also, I understand and agree with your point on RPGs and character progression, but I don't get the "isn't as motivating as" part.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 19, 2013, 05:59:54 AM
(http://24.media.tumblr.com/tumblr_m3z5rbeTJ41rtgfeuo1_500.jpg)


Title: Re: EQ 'Next'
Post by: Falconeer on July 19, 2013, 06:04:31 AM
Well played, Vin Diesel.  :heart:


Title: Re: EQ 'Next'
Post by: Ingmar on July 19, 2013, 11:45:48 AM
Something like WoT or Mechwarrior, where the pilot is abstract and you play a vehicle isn't as motivating as when you have a "virtual self" to boss around

You don't play a vehicle in MechWarrior more than you play a rifle in Call of Duty. You can even see the arms and legs of "yourself" when you look around in MWO. In first person shooters and racing games you tend to be the human behind the steering wheel and the whole purpose of your character being partially invisible is to make YOU feel the protagonist. Immersion.

Also, I understand and agree with your point on RPGs and character progression, but I don't get the "isn't as motivating as" part.

You may not get it, but it is a big deal to a lot of people. Surveying said people is why Eve decided they needed walking in space stations and Auto Assault had the awful walking around in town bits. I admit I have a preference for it myself, but I'd rather not have it than have it half-assed like those.


Title: Re: EQ 'Next'
Post by: Margalis on July 19, 2013, 01:55:05 PM
They are really setting themselves up to not deliver. The only things that have been said about the game are that it's new, different and awesome. If it ends up being a WoW-clone they are going to take a well-deserved beating.


Title: Re: EQ 'Next'
Post by: Falconeer on July 19, 2013, 01:56:25 PM
Something like WoT or Mechwarrior, where the pilot is abstract and you play a vehicle isn't as motivating as when you have a "virtual self" to boss around

You don't play a vehicle in MechWarrior more than you play a rifle in Call of Duty. You can even see the arms and legs of "yourself" when you look around in MWO. In first person shooters and racing games you tend to be the human behind the steering wheel and the whole purpose of your character being partially invisible is to make YOU feel the protagonist. Immersion.

Also, I understand and agree with your point on RPGs and character progression, but I don't get the "isn't as motivating as" part.

You may not get it, but it is a big deal to a lot of people. Surveying said people is why Eve decided they needed walking in space stations and Auto Assault had the awful walking around in town bits. I admit I have a preference for it myself, but I'd rather not have it than have it half-assed like those.

Again, I find it very motivating in third-person games (like all those you and Kageru mentioned, except MWO), not motivating at all in first-person games. Your mileage may vary.


Title: Re: EQ 'Next'
Post by: Kageru on July 19, 2013, 05:47:35 PM

Yes, not everyone is the same.

That said mechwarrior online has pilot skills and a picture of the pilot for the same reason, to try and suggest there's a "you" in there. I always imagined mine cursing at how his mech moves so slow, can't climb hills and get's stuck on every obstruction.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 25, 2013, 11:43:31 AM
EQ Franchise Keynote: Friday, 11am -1pm AUG 2nd.


Title: Re: EQ 'Next'
Post by: Simond on July 27, 2013, 03:07:34 AM
EQ Franchise Keynote: Friday, 11am -1pm AUG 2nd.
(http://i.minus.com/iT3HDPS6jRsGR.gif)


Title: Re: EQ 'Next'
Post by: Teleku on July 27, 2013, 04:13:52 PM
Man oh man I cannot wait! 

Think F13 will hit a critical mass of posting and photoshoping like it did for the lead up to the diablo 3 announcement?   :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Nonentity on July 29, 2013, 10:04:58 AM
Man oh man, you guys. The tears and anguish forthcoming will be so delicious. I can't wait to see the reactions of people who write things like this unironically:

Quote
I remember the day they made guards unattackable in Greater Faydark. I thought to myself, this is the beginning of the end.


Title: Re: EQ 'Next'
Post by: Merusk on July 29, 2013, 10:14:40 AM
Yes, the wailing and gnashing will be glorious on that front.


Title: Re: EQ 'Next'
Post by: Falconeer on July 29, 2013, 12:11:47 PM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/534196_175890735923272_1195456268_n.jpg)


Title: Re: EQ 'Next'
Post by: Ingmar on July 29, 2013, 12:16:37 PM
Man oh man I cannot wait! 

Think F13 will hit a critical mass of posting and photoshoping like it did for the lead up to the diablo 3 announcement?   :awesome_for_real:

Not even close.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on July 29, 2013, 12:17:53 PM
(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/534196_175890735923272_1195456268_n.jpg)

I didn't realize that was hand painted. Also, his faces kinda look like, his face.


Title: Re: EQ 'Next'
Post by: Nebu on July 29, 2013, 12:24:20 PM
I wish I had that kind of talent.  That's a cool picture.


Title: Re: EQ 'Next'
Post by: Bzalthek on July 29, 2013, 01:39:56 PM
Yes, the wailing and gnashing will be glorious on that front.

And if you haven't got teeth then teeth will be provided oh yes indeed.


Title: Re: EQ 'Next'
Post by: Merusk on July 29, 2013, 06:05:11 PM
I can't tell if it's the hairstyle, perspective or if he just has a creepy-small head.  Like he got the top half of the head from the actress in The Wolverine.


Title: Re: EQ 'Next'
Post by: Surlyboi on July 29, 2013, 06:45:16 PM
It's Robert Irvine's anemic brother.


Title: Re: EQ 'Next'
Post by: Venkman on July 29, 2013, 07:24:44 PM
EQ Franchise Keynote: Friday, 11am -1pm AUG 2nd.
Pacific Time? I assume, but wanted to confirm anyway.


Title: Re: EQ 'Next'
Post by: Draegan on July 29, 2013, 08:03:44 PM
I assume local vegas time. Is that pst now?


Title: Re: EQ 'Next'
Post by: Ingmar on July 29, 2013, 08:37:33 PM
Nevada is always on Pacific Time.


Title: Re: EQ 'Next'
Post by: Shatter on July 30, 2013, 04:18:59 AM
Is it wrong that this is the first time I've been excited about an MMO(or least MMO info) in years?  WHAT ARE THESE FEELS?  WHAT IS WRONG WITH ME!?  The glass is half full...the glass is half full...


Title: Re: EQ 'Next'
Post by: Falconeer on July 30, 2013, 04:47:56 AM
One thing is for sure: I'll be there right on time sitting at my computer with a huge bowl of popcorn waiting for the reveal. Regardless if it'll be a disaster or a huge success or something weird but intriguing, I'm gonna have a nice night of entertainment (It's gonna be 8pm in Southcentral Europe).


Title: Re: EQ 'Next'
Post by: shiznitz on July 30, 2013, 08:10:09 AM
Much more efficient to let others watch and get the shorthand afterwards in either case.  It removes the inevitable patina of showmanship that such presentations cannot avoid.


Title: Re: EQ 'Next'
Post by: Nebu on July 30, 2013, 08:17:10 AM
Watching these things is like a political campaign.  Lots of promises with little hope of delivery.


Title: Re: EQ 'Next'
Post by: KallDrexx on July 30, 2013, 11:58:37 AM
Is it wrong that this is the first time I've been excited about an MMO(or least MMO info) in years?  WHAT ARE THESE FEELS?  WHAT IS WRONG WITH ME!?  The glass is half full...the glass is half full...

Yes it's wrong, since you know absolutely nothing about it yet.....


Title: Re: EQ 'Next'
Post by: Shatter on July 30, 2013, 02:15:23 PM
Is it wrong that this is the first time I've been excited about an MMO(or least MMO info) in years?  WHAT ARE THESE FEELS?  WHAT IS WRONG WITH ME!?  The glass is half full...the glass is half full...

Yes it's wrong, since you know absolutely nothing about it yet.....

Knowing absolutely nothing about it is probably the most exciting it will ever be


Title: Re: EQ 'Next'
Post by: Kageru on July 30, 2013, 02:57:03 PM

You do know one thing, it's by SOE who have only ever succeeded by lucky accident.


Title: Re: EQ 'Next'
Post by: HaemishM on July 31, 2013, 11:28:02 AM
The glass is half full...the glass is half full...

That's not water.


Title: Re: EQ 'Next'
Post by: Merusk on July 31, 2013, 12:54:42 PM
I was hoping someone would bring Haemish's quote in.


Title: Re: EQ 'Next'
Post by: Shatter on August 01, 2013, 02:20:55 PM
Maybe some early info tonight?

https://twitter.com/omeeddariani/statuses/362954231138893824

http://www.twitch.tv/everquestnext

I'd tune in to @j_smedley's keynote tonight at 7 PDT - not promising anything... but I'd bet on a little EQN news. http://www.twitch.tv/everquestnext


Title: Re: EQ 'Next'
Post by: Nonentity on August 01, 2013, 02:26:12 PM
Quote
"If you happened to have picked this year as the year to hit SOE Live, be prepared for an epic four days the likes of which you can hardly imagine. At the top of many people’s list of reasons to make the pilgrimage to Vegas this year is the infamous official unveiling of EverQuest Next, scheduled at 11AM Pacific on day two of SOE Live, August 2nd. I had the great fortune to be part of a closed door showing of the game at E3 this year along with my convention partner in crime (and our Editor-in-Chief), Reuben, aka Sardu. I don’t care how hung over, sick, tired, blue and tattooed you are that morning; you have to be there for that announcement. If you’re not, you’re going to wonder why everyone else at the convention is walking around in a daze with a slack-jawed look on their face for the next few days. Yes, the shock really will be that great. While we can’t say anything about what we saw, I will clearly state here that I predict EverQuest Next will be as much of a game changer as the original EverQuest was. Feel free to quote me on that any time. "

This hype is reaching a fever pitch.

http://www.youtube.com/watch?v=XLT9dqpN2w0


Title: Re: EQ 'Next'
Post by: Simond on August 01, 2013, 05:12:14 PM
(http://i.minus.com/ibiYPUnIEjs9P3.gif)


Title: Re: EQ 'Next'
Post by: Surlyboi on August 01, 2013, 05:59:47 PM
I just logged in to the twitch TV feed and yelled, "CAMP CHECK"

Hilarity ensued.

I amuse easily. It's probably the vodka.

I should play some more DayZ...


Title: Re: EQ 'Next'
Post by: Nonentity on August 01, 2013, 06:10:34 PM
"Brad McQuaid is a legend and a scholar - a true asset to gaming."

(http://i.imgur.com/I8Oum.gif)


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 01, 2013, 07:03:39 PM
Extended downtime, it seems. ¬_¬

SOW PLZ


Title: Re: EQ 'Next'
Post by: Shatter on August 01, 2013, 08:51:03 PM
http://www.youtube.com/watch?v=4zzgrFFnavY&feature=player_embedded

Everquest Next Theme


Title: Re: EQ 'Next'
Post by: Abelian75 on August 01, 2013, 10:15:07 PM
LEGENDARY COMPOSER

I hope that's actually what they list him as in the credits.

Joking aside, I do like his stuff, though the quality of that recording is terrible.  And man, they reaallllly are releasing stuff at a trickle.


Title: Re: EQ 'Next'
Post by: Nebu on August 01, 2013, 10:24:43 PM
SOW PLZ

CAMP CHECK!


Title: Re: EQ 'Next'
Post by: Simond on August 02, 2013, 03:31:52 AM
http://www.youtube.com/watch?v=4zzgrFFnavY&feature=player_embedded

Everquest Next Theme
ETA until EQ grognards sperg out about how that's not the original theme and therefore sucks?
(Although it does sound like every single other piece of music Jeremy Soule's ever made i.e. Morrowind music)


Title: Re: EQ 'Next'
Post by: Numtini on August 02, 2013, 04:02:52 AM
The "legendary composer" and stuff reminds me of all the hype about EQ2, which had a great score and voice acting by Christopher Lee and Heather Graham and trailers in the movies omg it was going to be the biggest thing EVAH.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 05:08:41 AM
I'll play that nerd some music.  Nerds love symphonic music.


Title: Re: EQ 'Next'
Post by: Draegan on August 02, 2013, 07:40:02 AM
The music sounded pretty generic to me. There was nothing compelling about it. I hope they didn't pay too much for it.


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 07:54:09 AM
That music sounds like the music they would play during the loading screen while they are loading the real music.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 08:12:57 AM
That seemed to lack, the main theme of the series.


Title: Re: EQ 'Next'
Post by: Simond on August 02, 2013, 08:34:59 AM
The music sounded pretty generic to me. There was nothing compelling about it. I hope they didn't pay too much for it.
Hey Draegan, fix your server!  :grin:


Title: Re: EQ 'Next'
Post by: Draegan on August 02, 2013, 08:49:42 AM
Yeah I know, whole network is down. I don't know why. Shot my partner an email.


Title: Re: EQ 'Next'
Post by: Nonentity on August 02, 2013, 09:07:42 AM
Yeah I know, whole network is down. I don't know why. Shot my partner an email.

I'm gonna need my realtime rerolled impressions thread. Here's to hoping!


Title: Re: EQ 'Next'
Post by: Pennilenko on August 02, 2013, 09:09:40 AM
I know this probably isn't the thread, but I find it funny that a bunch of old guard FoH people hate on Draegan even though he saved their community from their community. Hehe


Title: Re: EQ 'Next'
Post by: Draegan on August 02, 2013, 09:26:15 AM
Yeah I know, whole network is down. I don't know why. Shot my partner an email.

I'm gonna need my realtime rerolled impressions thread. Here's to hoping!

It looks like our host's servers went down so this isn't Rerolled specific.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 02, 2013, 09:27:26 AM
It looks like our host's servers went down so this isn't Rerolled specific.

Why does Rerolled go down every night around 1:30 ish am EST?


Title: Re: EQ 'Next'
Post by: Draegan on August 02, 2013, 09:34:22 AM
Server maintenance. Been trying to get it changed to like 5am est.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 02, 2013, 09:35:49 AM
Server maintenance. Been trying to get it changed to like 5am est.

You know the current outage is going to drive some of the EQ crazies insane with conspiracy theories.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 10:03:04 AM
Oxygen drives some of the EQ crazies insane with conspiracy theories.  This will just be more of the same.  (And yes, I'll be glued to that shit too)


Title: Re: EQ 'Next'
Post by: Draegan on August 02, 2013, 10:41:49 AM
Server maintenance. Been trying to get it changed to like 5am est.

You know the current outage is going to drive some of the EQ crazies insane with conspiracy theories.

Bonus.


Title: Re: EQ 'Next'
Post by: Soln on August 02, 2013, 10:46:05 AM
Those happy skeletons still creep me out: http://www.youtube.com/watch?v=gk7xBAS3urA


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 10:51:56 AM
(http://25.media.tumblr.com/dca411cd5dc3cc3017da44d9050ca3ee/tumblr_mlvzayUKky1rq7z94o1_250.gif)


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 11:23:36 AM
Rerolled thread is amusing.  Nobody knows which bandwagon they're supposed to be on so it's like a thousand little half snarky, half confused posts.


Title: Re: EQ 'Next'
Post by: Goldenmean on August 02, 2013, 11:29:42 AM
Rerolled thread is amusing.  Nobody knows which bandwagon they're supposed to be on so it's like a thousand little half snarky, half confused posts.

The amount of blind fanboy jingoism about this game has just been incredibly baffling and amusing to watch. For a game with practically no publically available information yet, everyone is quite sure it's either going to be the second coming or the biggest train wreck in gaming history. However the announcement turns out, vast swathes of the population are going to be disappointed. I have to admit, I'm really looking forward to reveling in schadenfreude for the rest of the day watching it.


Title: Re: EQ 'Next'
Post by: Miasma on August 02, 2013, 11:54:18 AM
Over a hundred thousand watching the stream.  Starts in a few minutes.

http://www.twitch.tv/everquestnext


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 11:58:28 AM
One way or another, they got our attention. Even if you pretend to ignore the whole thing, you are just pretending.


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 11:59:04 AM
Over a hundred thousand watching the stream.  Starts in a few minutes.

http://www.twitch.tv/everquestnext

That's total channel views.


Title: Re: EQ 'Next'
Post by: Miasma on August 02, 2013, 12:01:44 PM
Yeah I just noticed that and was hoping to make a stealth edit before anyone noticed...


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 12:03:13 PM
The Internet SEES YOU!


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 12:05:35 PM
Twitch stream sucks for me, but I think that's CHarter throttling twitch.


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 12:07:01 PM
"MY EQ Story"? I wish they had Schlling there telling his story.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:11:43 PM
Yaaaawn dgaf

Is the EQ going to be like match.com?


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:13:29 PM
A visual assault of fat bald nerds, ick!

And the men are even uglier....

Edit:  Smedley looks like he's on work release from prison or something


Title: Re: EQ 'Next'
Post by: Miasma on August 02, 2013, 12:13:52 PM
EQ based marriages and couples are really depressing.

Edit: Holy crap that's what Smedly looks like nowadays?  I forget how long it's been.


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 12:14:33 PM
I can't wait for the parody video of people who stopped playing and changed their lives.


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 12:15:25 PM
How the hell are they gonna drag this for three hours? Just give us a trailer and go to sleep, Smed.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:17:23 PM
What the shit


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 12:17:30 PM
iPad exclusive


Title: Re: EQ 'Next'
Post by: Numtini on August 02, 2013, 12:17:59 PM
Have a glass of champagne. In fact, drink several bottles. It will help you get through this.


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:18:04 PM
Cave paintings or some shit?


Title: Re: EQ 'Next'
Post by: Mithas on August 02, 2013, 12:18:39 PM
Why did I have to be at work during this? I'm laughing and I don't even know what is going on.


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:19:25 PM
I think Numtini's right, but the whisky bottle in my desk drawer is sadly empty....


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 12:19:44 PM
SOE is outright trolling us hard.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:20:09 PM
The sand people are easily startled


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 12:20:16 PM
I am so bored I am actually laughing at the comments in the chatbox.

I guess when they said it was going to be a sandbox they were being literal. I really wonder how are they going to digitally distribute that.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:20:50 PM
Should have pounded the champagne, neo


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 12:21:09 PM
UI looks like shit.


Title: Re: EQ 'Next'
Post by: tazelbain on August 02, 2013, 12:21:35 PM
I am so bored I am actually laughing at the comments in the chatbox.

I guess when they said it was going to be a sandbox they were being literal. I really wonder how are they going to digitally distribute that.
3D printed sand?


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:21:38 PM
Is he drawing people running away from the presentation now?


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 12:21:47 PM
I've decided my runner up for favorite game this year is "Announcement Presentations".


Title: Re: EQ 'Next'
Post by: Threash on August 02, 2013, 12:22:01 PM
Already better lore than WoW.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:23:05 PM
At least they could've gotten a decent sand artist, ye gods. Slow and it looks like a child drawing...


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:23:55 PM
Did he just draw an elf penis?


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:24:10 PM
Nagafen, I shall vanquish you with this dildo!


Title: Re: EQ 'Next'
Post by: Numtini on August 02, 2013, 12:24:29 PM
At least they could've gotten a decent sand artist, ye gods. Slow and it looks like a child drawing...

He needs to level up.

Or at least this feels like a grind.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:24:49 PM
Looks like I picked the wrong day to quit sniffing glue.


Title: Re: EQ 'Next'
Post by: koro on August 02, 2013, 12:25:33 PM
By the way, sites like Gamespot are already revealing info on EQN and showing gameplay footage.



Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:26:50 PM
They need Bob Ross doing Happy Tree Everquest.

Too bad he's as dead as the game.


Title: Re: EQ 'Next'
Post by: schild on August 02, 2013, 12:27:22 PM
Meh.


Title: Re: EQ 'Next'
Post by: Polysorbate80 on August 02, 2013, 12:28:53 PM
Is that an elf or a Protoss?

never mind, tell me how it turns out, i'm off to sleep

You have gotten better at napping (252)


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 12:28:58 PM
Voxel terrain, is kind of a big deal.


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 12:29:08 PM
EverQuest Next. Even the presentation feels like a grind.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:29:40 PM
Tatu Baby, those hands are jacked up


Title: Re: EQ 'Next'
Post by: patience on August 02, 2013, 12:30:17 PM
Can't imagine how many people are fidgeting in the audience.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 12:31:04 PM
Looks like I picked the wrong day to quit sniffing glue.

/LloydBridges


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 12:31:21 PM
Pretty sure that was an exercise in expectation management.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:32:32 PM
Because we never say the problem is the players.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 12:34:36 PM
Stories all over, but this isn't a themepark!

Wut?


Title: Re: EQ 'Next'
Post by: patience on August 02, 2013, 12:35:50 PM
I love that tepid applause to the screen shot of rocks.


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 12:36:35 PM
Totally looks like Planetside 2. (It's a good thing)


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:36:59 PM
Why is there a woodpecker in the desert?


Title: Re: EQ 'Next'
Post by: Kitsune on August 02, 2013, 12:37:12 PM
Okay, it's pretty so far at least.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:37:34 PM
I look forward to how stripped down the graphics will be by release.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:38:09 PM
Ok, we've seen PS2.


Title: Re: EQ 'Next'
Post by: Numtini on August 02, 2013, 12:39:06 PM
PS2 doesn't stutter like that on my PC.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:40:21 PM
Speaking of tepid applause.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 12:41:36 PM
SOEMOTE! Now with Kinect for faces!

Does it put cheeto dust on you?


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 12:42:39 PM
I do like that smooth cartoony look.


Title: Re: EQ 'Next'
Post by: Simond on August 02, 2013, 12:42:46 PM
Ahahaha the WoW-hating EQ neckbeards must be in full-on meltdown by now.


e: Although Rerolled is down so I can't tell.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 12:43:36 PM
Less so than the furries who get to play cartoons.  (Kerran is bad)


Title: Re: EQ 'Next'
Post by: Threash on August 02, 2013, 12:45:32 PM
Yeah ok, this looks incredible.


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 12:45:40 PM
Fun movement I guess.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 12:48:03 PM
Multi-classing; Now innovation.

I was thinking they'd at least go for TSW's system rather than FFXII..

Self edit; Ok that IS TSW but with grind for classes.


Title: Re: EQ 'Next'
Post by: koro on August 02, 2013, 12:48:33 PM
So EQN's multi-classing is basically Guild Wars 2 with a dash of Final Fantasy XI?


Title: Re: EQ 'Next'
Post by: Goldenmean on August 02, 2013, 12:49:18 PM
Honestly it sounds like sort of a mix between GW2 weapon based ability bars and the initial promise of Rift's soul system (back when we thought we'd unlock new souls throughout the game and not just get them all in the first city)


Title: Re: EQ 'Next'
Post by: Numtini on August 02, 2013, 12:50:56 PM
Let's not forget that "finding" classes mostly has irritated people in the past.


Title: Re: EQ 'Next'
Post by: Goldenmean on August 02, 2013, 12:53:00 PM
Let's not forget that "finding" classes mostly has irritated people in the past.

I've always liked stuff like this honestly, but I realize I'm probably in the minority there.


Title: Re: EQ 'Next'
Post by: Threash on August 02, 2013, 12:55:31 PM
I liked it in shadowbane. 


Title: Re: EQ 'Next'
Post by: patience on August 02, 2013, 12:56:15 PM
Sounds more like a refined UO npc environment than a GW2 unified quest chains.


Title: Re: EQ 'Next'
Post by: Simond on August 02, 2013, 12:56:33 PM
This is going to be hilariously griefable.


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 12:56:45 PM
Raph must be laughing his ass off right now.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 12:58:17 PM
I'll have to watch a recording after the fact, I'm losing 70% of the feed from Twitch.


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 12:59:19 PM
They said "pick and tunnel" and I thought of you,  Bzalthek.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 01:01:56 PM
Wait, I can do that in EQN?  Really?


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 01:02:34 PM
Wait, I can do that in EQN?  Really?

That's what he said.  They showed an example where a pair gets stuck in a hole, and blast their way down into a chamber.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 01:04:41 PM
The Lost Dungeons of Bzalthek!


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:05:05 PM
This build a village stuff? Fuck raids. This is tits.


Title: Re: EQ 'Next'
Post by: Threash on August 02, 2013, 01:05:47 PM
He also said it eventually repairs itself.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 01:05:53 PM
You build the village.  I shall build it's sewer system and dungeon!


Title: Re: EQ 'Next'
Post by: Simond on August 02, 2013, 01:06:22 PM
Over-under on how much of this actually makes it to live? 25%? 20%?  :oh_i_see:


Title: Re: EQ 'Next'
Post by: Fordel on August 02, 2013, 01:06:34 PM
What is a Voxel?


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 01:07:03 PM
By the time all these new, groundbreaking features are removed from the final product, there isn't going to be any game left.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:07:18 PM
Over-under on how much of this actually makes it to live? 25%? 20%?  :oh_i_see:

I firmly believe this is all possible with the forgelight engine.


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 01:08:12 PM
Over-under on how much of this actually makes it to live? 25%? 20%?  :oh_i_see:

A lot of talk at this point in the presentations.


Title: Re: EQ 'Next'
Post by: Kitsune on August 02, 2013, 01:08:37 PM
Please tell me that golem wanders the commonlands.  You thought the griffon was bad?


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 01:09:02 PM
Steamworks for EQ?


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:10:46 PM
Ugh


Title: Re: EQ 'Next'
Post by: Malakili on August 02, 2013, 01:11:00 PM
Landmark is more interesting than the actual game.


Title: Re: EQ 'Next'
Post by: MrHat on August 02, 2013, 01:11:08 PM
Minecraft: Next


Title: Re: EQ 'Next'
Post by: Kitsune on August 02, 2013, 01:11:33 PM
EQ minecraft MMO, interesting.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:12:09 PM
Suspicious of traveling through other players creations and collection methods....but otherwise *sproing*


Title: Re: EQ 'Next'
Post by: trias_e on August 02, 2013, 01:12:41 PM
voxels man.  definitely the best part of all this, actually is looking impressive.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:14:36 PM
Hate to say I told you so. But I told you so.


Title: Re: EQ 'Next'
Post by: Malakili on August 02, 2013, 01:15:48 PM
Hate to say I told you so. But I told you so.

Don't lie, you love being right.

Edit: I have no idea if this is actually going to pan out, but I hope it does.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:19:42 PM
Oh god don't let players vote


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 02, 2013, 01:20:37 PM
Motherfucker.

I'm actually obligated to drop the quote, "Gentlemen, you had my curiosity, but now you have my attention."


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:22:06 PM
Too much smoke


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 01:23:09 PM
Scriped "gameplay" chatter is scripted.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:23:23 PM
Note the action based combat. Who would have thunk it.  :oh_i_see:

Bet its fully voiced too.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:24:55 PM
Well, at least it's interesting.


Title: Re: EQ 'Next'
Post by: Merusk on August 02, 2013, 01:26:25 PM
I'm still wary, because SOE.  I'll at least keep an eye out for more information, though, and admit there's promise there. 

I'm too jaded to believe that promise is more than marketing slickness at this point in time, however.


Title: Re: EQ 'Next'
Post by: Paelos on August 02, 2013, 01:27:52 PM
It begins...


Title: Re: EQ 'Next'
Post by: trias_e on August 02, 2013, 01:28:25 PM
The gameplay looks bleh.  Terrain disintegrating and flying around looks good.  Feels like an attempted GW2 killer with minecraft thrown in for good measure, but since I fucking hate GW2, I'll likely hate this as well.  


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:29:50 PM
I like GW2 and love minecraft, so I'm sure I'll be interested up until the parts where it sucks because guilds and mmo.


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 01:32:27 PM
Attempting to crowdsource development has got to be one of the worst ideas the games industry has cooked up in years. And given the nature of the games industry, that is a hell of a statement.


Title: Re: EQ 'Next'
Post by: Fabricated on August 02, 2013, 01:39:21 PM
Considering we all tend to agree what is good/bad even if we play games we all consider bad, can we start a betting pool or something on this thing being terrible?


Title: Re: EQ 'Next'
Post by: PalmTrees on August 02, 2013, 01:39:40 PM
It looked pretty interesting. Curious how they're going handle the inevitable urban sprawl and penis castles. It wasn't clear to me if the tools are just for buildings or if you can make custom item looks.


Title: Re: EQ 'Next'
Post by: Shatter on August 02, 2013, 01:43:07 PM
Definitely still need more info, it has some promising areas but a lot of that can still suck.  Disappointed in the WOW graphics


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:45:07 PM
It looked pretty interesting. Curious how they're going handle the inevitable urban sprawl and penis castles. It wasn't clear to me if the tools are just for buildings or if you can make custom item looks.

Quite sure that the first "game". Landmark. Is purely for data generation. They will take the best assets created in that, and port them over to EQnext and toss it on the procedural pile as options/content to be injected into the generation. Quite brilliant if you think about it, as they have 10 year old games to be compared too. This is one way to generate content and locations well before launch.

You can not directly sculpt and such in EQnext, only submit VIA Studio.

This is exactly the direction I said MMO's would go. Voiced over, Action combat, sandbox and player generation and the death of retarded AI. I think EQnext will be a watershed though, if they botch this, well, sandboxes go back in the box of no funded land.

I believe this is the true second generation of MMO's, all else before were merely iterations of the same.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 01:50:43 PM
But they went into how you would get land claims and 'earn' more in Landmark, then have to travel through other player's claims to seek out raw materials to bring back to yours so you can build.

That sounds like the parts of UO/SWG where sprawl negatively impacts gameplay.

Landmark would be much better as a single player/private server venture, I think.

I also completely agree with Gore that letting the lifeless blowhards that will inundate them with votes and ideas be the community sourced design is a recipe for the shittiest game possible.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 01:59:32 PM
But they went into how you would get land claims and 'earn' more in Landmark, then have to travel through other player's claims to seek out raw materials to bring back to yours so you can build.

That's the "game" part. I'm 100% positive this is just a tool for them to extract data for generation in EQNext. 100's of unpaid monkeys, who love minecraft spitting out tons of structures and areas for content.

Even the addition of a quest wont require level designers in this method. Its just another data point to be attached to a random NPC. Location of the objective is handled by generation. Similar to what we were doing in WURM in terms of what spawns where, nothing ( Except landmarks ) is pre-placed, EQNext takes that to structures as well.


Title: Re: EQ 'Next'
Post by: Soln on August 02, 2013, 02:05:59 PM
Quote
The tools include different-sized voxel cursors, rotation on three axes, copy and paste, undo, smoothing, brushes.
(from kotaku (http://kotaku.com/two-astounding-new-everquest-games-are-coming-full-de-1002721647))

What's their engine for this?  Are they streaming? 


Title: Re: EQ 'Next'
Post by: Nonentity on August 02, 2013, 02:14:35 PM
I like the art style. We'll see how magic fairy world building works.


Title: Re: EQ 'Next'
Post by: Trippy on August 02, 2013, 02:33:35 PM
What is a Voxel?
A three dimensional pixel -- i.e. a cube in a 3D game.

http://en.wikipedia.org/wiki/Voxel


Title: Re: EQ 'Next'
Post by: Goreschach on August 02, 2013, 02:37:54 PM
Quote
The tools include different-sized voxel cursors, rotation on three axes, copy and paste, undo, smoothing, brushes.
(from kotaku (http://kotaku.com/two-astounding-new-everquest-games-are-coming-full-de-1002721647))

What's their engine for this?  Are they streaming?  

The actual dynamic geometry processing system is most likely in-house. The engine, proper, could be anything, really, as this isn't a 'voxel engine'. You could argue semantics over whether or not the data structures they're using even constitute volumetric pixels, but the main thing to take home is that they're just using a cube array to dynamically generate an extemporaneous static polygon mesh geometry. I don't work for them, so this would all be conjecture, but if you want I can do a writeup of how it probably works. I'd wager it would probably be 90+% accurate.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 02, 2013, 02:40:06 PM
That's the "game" part. I'm 100% positive this is just a tool for them to extract data for generation in EQNext. 100's of unpaid monkeys, who love minecraft spitting out tons of structures and areas for content.

Even the addition of a quest wont require level designers in this method. Its just another data point to be attached to a random NPC. Location of the objective is handled by generation. Similar to what we were doing in WURM in terms of what spawns where, nothing ( Except landmarks ) is pre-placed, EQNext takes that to structures as well.

Yeah, your imagining of it is too perfect for it not be basically correct.  That definitely makes sense.

This definitely looks technically cool, that's for sure.

The cynical part of me doesn't really see how any of the technically neat stuff really connects to a game in any meaningful way, though.


Title: Re: EQ 'Next'
Post by: Rendakor on August 02, 2013, 02:41:40 PM
I like all of the features promised but hate the art style. We'll see how things actually pan out, but I'm cautiously optimistic.


Title: Re: EQ 'Next'
Post by: Threash on August 02, 2013, 02:43:37 PM
Any link to the video yet?


Title: Re: EQ 'Next'
Post by: Ruvaldt on August 02, 2013, 02:48:26 PM
I really like the limitation of 8 abilities at a time. 

In fact, I like a lot of this.  Except for the character art.  I'll forgive that though if everything else works out.  That's a big if, of course, but I already know I'll give it a shot, and that's something I haven't said about an MMO in several years.


Title: Re: EQ 'Next'
Post by: Kitsune on August 02, 2013, 02:56:32 PM
Looks nice so far but what we've seen is about 1% of the content, so reserving judgment until I see:

- The UI
- Combat mechanics
- The classes
- Player housing
- Crafting
- Quest mechanics
- NPCs
- The world in general

Given that it's pretty much inevitably going to be F2P my playing it is essentially guaranteed in any event, the question is whether I stick around and spend station cash on it or uninstall it the next day.  The details are what made EQ great, stuff like the different vision types of different races, rangers and druids being liked by animals, the various illusion spells for enchanters, and several of the more subtle quests.  EQ2 followed up with some fantastic stuff like being able to learn monster languages (which changed their voice acting from gibberish to English) and their housing system and abundant house trophies from quests, screwed up some things like infravision and ultravision becoming mostly useless, and totally dropped the ball in gameplay and environment when they made everything brown.

If they put out a shiny Disney graphics world with a thorough subterranean section (I totally had a nerd boner for Neriak in EQ1 when I thought the dark elves had a huge underground all to themselves, before I actually got to play and found how small it was.) and that still has pleasing details throughout it, I will give them all of the money.  I'm not holding out a lot of hope for that result, however.


Title: Re: EQ 'Next'
Post by: Lantyssa on August 02, 2013, 03:05:30 PM
I'm waiting to see if Iksar look good, or they go the route of TSO's Argonians.


Title: Re: EQ 'Next'
Post by: Margalis on August 02, 2013, 03:11:27 PM
It's kind of amazing how long it took for a major publisher to copy Minecraft.

I'm curious how the building actually works. I think the fact that in Minecraft you do stuff through your character rather than a toolset or editor is very important, it makes the building feel more like part of the game and less like a separate editing mode. It also makes the controls simpler and the metaphor more immediate. I think that's part of the reason why Minecraft succeeded in way most build-your-own-content games did not. It just feels different to have your guy building stuff than you messing with an editor.


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 03:16:37 PM
Dammit I knew my day would get away from me.

Can some/anyone confirm this is the full pitch:

http://www.twitch.tv/everquestnext/c/2681152


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 03:18:44 PM
Dammit I knew my day would get away from me.

Can some/anyone confirm this is the full pitch:

http://www.twitch.tv/everquestnext/c/2681152

Yes. Skip to: 26:27


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 03:20:23 PM
Quote
The tools include different-sized voxel cursors, rotation on three axes, copy and paste, undo, smoothing, brushes.
(from kotaku (http://kotaku.com/two-astounding-new-everquest-games-are-coming-full-de-1002721647))

What's their engine for this?  Are they streaming?  

The actual dynamic geometry processing system is most likely in-house. The engine, proper, could be anything, really, as this isn't a 'voxel engine'. You could argue semantics over whether or not the data structures they're using even constitute volumetric pixels, but the main thing to take home is that they're just using a cube array to dynamically generate an extemporaneous static polygon mesh geometry. I don't work for them, so this would all be conjecture, but if you want I can do a writeup of how it probably works. I'd wager it would probably be 90+% accurate.

Foreglight is module based, so it everything you see in Planetside 2, including rendering/pipeline/lighting/physics, with the Terrain system swapped out with a voxel one.


Title: Re: EQ 'Next'
Post by: Triforcer on August 02, 2013, 04:06:06 PM
If killing pumas lowers your beggar faction, I'm in. 


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 04:19:51 PM
I like just about everything they promised and showed.  I really liked how the human woman looked (especially the emotes, though I kept expecting her to hand Booker some money she just found).  I did not like the kerran, but I'm sure I'll get over it.  One thing about combat I hated was every move kept obscuring vision.  Half the combat was just looking at dust.


Title: Re: EQ 'Next'
Post by: KallDrexx on August 02, 2013, 04:20:31 PM
Hrm, this was quite a bit more interesting than I thought.  I really liked what I saw in the twitch tv recording.  I wonder if their revenue model is merely reselling player creations (and some of their own).

That being said, a lot of their ideas seem awesome in a small scale game but I am not sure how it's going to manage in a large scale MMO.  I'm really interested to see how the "voxel" stuff pans out, because that seems like an extremely huge amount of data to stream to a lot of players in an area (especially around a popular rallying call point).  You better have a good connection when that golem off in the distance starts destroying buildings while you are fighting something that is destroying the ground under you.

The rallying call points seem extremely similar to Wish's quest system, where the devs would input broad things and different outcomes that can come with it.

It will be interesting to see what happens (and good to see a big budget MMO try something new) but there seem to be a lot of technology and game design issues that could easily turn this game to shit and unless they magically have solved them all it will leave a lot to be desired.


Title: Re: EQ 'Next'
Post by: Soln on August 02, 2013, 04:22:57 PM
The comment about procedural generation at 54:35 is confusing to me.  What is the whole "pick up a shovel and tunnel your way" between zones to get at dynamic quests mean?  [55:00]  That can't be real.   Or the world resets periodically?  I haven't gotten to the end of the preso.

I like some of this, but... you know, it's SOE.

EDIT:  hey, how much of this is instanced?

EDIT: this rallying call reminds me of LotRO's skirmish system, which is why I wonder about instancing.


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 02, 2013, 04:28:06 PM
I really liked how the human woman looked

She reminded me of Disney's Belle. The basic look was legitimate next-door pretty, not exploitative supermodel sexy. And she was mostly dressed.


Title: Re: EQ 'Next'
Post by: Margalis on August 02, 2013, 04:38:43 PM
Kudos to them for taking a big-budget stab at something relatively new, regardless of how it turns out.


Title: Re: EQ 'Next'
Post by: Typhon on August 02, 2013, 04:46:44 PM
Agree.  I'd like to say, "some big balls there", but so many MMOs have crashed and burned anyone not trying something radically different is just throwing away cash.

Would love, love LOVE if the different races had rallying cries that conflicted and that was what generated RvR.


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 04:55:36 PM

Yes. Skip to: 26:27

Thanks! Site is down for me, though I doubt it's down in general and instead just COX being a bitch. Tracert timeouts at one of the local steps. Was working before though. Read the kotaku article and between that and what I can piece together from this thread it does seem like what a lot of you are saying: Minecraft/Landmark to build the world that'll go live in Next with algorithm-based rules that impact how mobs populate, how artifacts generate and therefore how players will play. Then broken down by branches between servers maybe?

Shit, even without each server being its own world, this is an extremely ambitious re-aggregation of old and new MMO concepts that other genres have ripped off and I can applaud the company that kicked MMOs into high gear for dragging it all back together. And an absolute QA nightmare. The Trenches writes itself for like two years  :awesome_for_real:

  • Optimisically: Minecraft self-generating and deformable world meets SWG procedurally generated POIs meets Spore player-generated library/sharing.
  • Pessimistically: Dawn (insert high concept shit here) meets Atriarch (fully self-evolving and deformable shared environment) meets on-paper Horizons (dynamic mob population behavior) meets delivered-Spore.

I don't know if anyone said it yet, but given that the other big MMO highlights at E3 was Wildstar (since ESO is still a yawnfest), I can honestly see why TTH gave this one best of show. As fun as Wildstar is, most of it is expected.

No idea if it will work. Landmark itself isn't seemingly impossible. Plenty of precedent, both as an experience and as an established market. And shit, I'll blow weeks /played in that alone. If EQ next merely inherits all those creations and even passably weaves in 10% of the imagined algorithms, it could be awesome.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 02, 2013, 05:06:01 PM
I watched and read fully prepared, even looking forward to, pointing and laughing as SOE once again pulled a turd out of their butts. Instead, I'm sort of blown away.

Which absolutely, 100% is NOT to say that this doesn't have the likelihood of blowing up. But, wow, that's ambitious. And, maybe more importantly, it seems reasonably well thought out. I just... I'm not sure how to react. This is Sony doing this. They're not supposed to be the people doing this, I guess.

Even if it fails, that's a shot across the bow of every MMO studio. At least on a creative level, I'd be scrambling for a relook at my impending content if I were at a studio with something in development.


Title: Re: EQ 'Next'
Post by: taolurker on August 02, 2013, 05:09:39 PM
Twitch TV is probably slammed, and I watched it there before but now their site is timing out.

Basically all the footage you need is in this youtube clip:

http://www.youtube.com/watch?v=wE4jwGhoDQw


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 05:20:17 PM
This is Sony doing this. They're not supposed to be the people doing this, I guess.

Even if it fails, that's a shot across the bow of every MMO studio.

Lol that's a great way to put that. So maybe developmentally SOE isn't looked at by the competition as something to be worried about. I have no idea. But, these are a spread of small to indie to midcore to already-proven concepts and with an obviously big development budget. It's not just big budget retreading old shit. It's not just an indie studio trying something new. It's not even just a big budget plus big marketing trying something quasi interesting on paper but failing first contact with the players.

Doesn't mean it won't fail first contact with actual development of course. But I applaud them for going big.

And to be completely honest, it's kinda nice to be impressed by SOE again too  :grin:


Title: Re: EQ 'Next'
Post by: Margalis on August 02, 2013, 05:32:56 PM
It's interesting how the tide turns. SOE has been largely irrelevant for a long time, with this one fell swoop they've at least sparked a lot of interest. Meanwhile Blizzard is just sort of fading away.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 05:43:50 PM
I thought the models were pretty decent. Maybe not my favorite, but I do like the stylized look of them. The woman looked much like the way I paint minis :) The lion I thought looked really awesome, but the super chunky armor was a bit unfortunate.

I wonder how much was instancing and how quickly destructable areas regenerate in non-instanced areas.


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 02, 2013, 05:46:07 PM
I'm trying to temper my enthusiasm with memories of how the last "shot across the bow," Guild Wars 2, turned out. (I played for a month, and now it's about as high on my radar as Vanguard.)


Title: Re: EQ 'Next'
Post by: Modern Angel on August 02, 2013, 05:51:44 PM
I didn't mean shot across the bow as in "games Stormwaltz likes". I meant creatively, first, and commercially, second. Given the influence GW2 has had on EQ Next and how well it's doing commercially, I think it counts.


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 02, 2013, 05:57:08 PM
I didn't mean shot across the bow as in "games Stormwaltz likes".

I think you may be forgetting all the GW2 videos where the designers shook their fists at the camera and declared that their game would be different, by god, they'd drag MMGs kicking and screaming into a new era. :P


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 05:59:01 PM
I don't know how much of this they slapped together this year, but while i see parallels to GW2, I'd be curious if that was a source of inspiration or rather a parallel proof of a concept they were already chasing. The genre isn't light on action-y RPG-style MMOs with world events wrapped with public quests :-)

I'm trying to temper my enthusiasm with memories of how the last "shot across the bow," Guild Wars 2, turned out. (I played for a month, and now it's about as high on my radar as Vanguard.)
Yea totally. I loved GW2 but feel no need to return. It was a great MMO with a video game timeframe for me.

But that's more about me the 40-something father of two corporate stooge than anything endemic to the MMO medium. If I was how old I was when I first stepped into UO, all bets are off on whether I'd still even be alive  :awesome_for_real:

Reality being what it is, I'm curious if I'd spend more time in Landmore or Next proper...


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 06:04:30 PM
Personally, once I got over the MMO newness (EQ and WoW) and that was several years, a typical MMO itched the video game need but really didn't go much beyond that.  Minecraft had me hooked for years with the ability to show off.  Even with a ghost town server, there's always the chance someone can pop in and say "You're fucking broken"  (Negative reinforcement is STILL reinforcement god dammit!).

GW2 is fun, but even after 2 80's and lots of achievements, I don't feel like I have fuck all to do with the world.  I really enjoy most of the game play (fuck orr) but there's not a lot of drive to explore after you cleared all the zones.

This has some promise, and I'm already feeling a bit of hype (some heroin should fix that) because I can dig motherfucker.  I can dig.


Title: Re: EQ 'Next'
Post by: Shatter on August 02, 2013, 06:17:54 PM
I don't think that EQNext when it launches is the big deal here, although it has the potential to offer a better and more social gaming experience then current MMO's under a different mold.  What this title offers is the future game, the fact that its destructible / constructable means future content has almost limitless potential PvE and PvP wise.  It will be interesting to see where all this goes down the road from launch


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 06:35:25 PM
Personally, I think Landmark is the bigger news first. It's coming in a I-can-care-about-it timeframe and has enough open ended questions about its relevance to Next to keep it potentially hype-worthy for awhile. Within MMOs, I think I still have spent more time in EQ than any other. But within all games, Minecraft tops that for sure. I'd pay full AAA title for a better Minecraft, though so far all I know about Landmark is "high resolution Minecraft without the mechanisms".

Jury is out. Like not even at that point in a lawsuit way out. But I'm interested and excited for what I've convinced myself this might be after an hour or so presentation.


Title: Re: EQ 'Next'
Post by: Falconeer on August 02, 2013, 06:56:21 PM
I think it's safe to say that there's a huge untapped potential for something REALLY like Minecraft in a shared big universe... (...) I think, as I just said, that there is obviously room for something that groundbreaking, that shaking and shocking as Minecraft recently, and EVE back in the days, have been. (...)

Probably not this time around, and almost certainly not SOE and Smed, but I have a hard time thinking five years from now we won't have bigger, more ambitious Minecrafts. Newer, less broken UO/SWG. Or less spread-sheety, less spacey EVEs.

I'm really too lazy to use the search function, but I'll see if Evernote will let me tag this one for laughs.  This discussion has been had before. It's always "next time!" or "Well they ALMOST had it!  They just needed more time/ focus/ budget/ carrots/ unobtanium"

I really feel bad for you sandbox believers sometimes.

Pulling this one up just in case you didn't tag it on your Evernote, Merusk. Looks like we might have to wait way less than five years to see if you can have your laughs.


Title: Re: EQ 'Next'
Post by: Rendakor on August 02, 2013, 06:58:38 PM
Just a heads up, I got a phising email about the beta for this already. Looks legit but all the links lead to some e-sonyonline website.

Scratch that, I guess it is legit. Got my user name wrong and man do those links look shady.


Title: Re: EQ 'Next'
Post by: Nija on August 02, 2013, 07:03:15 PM
The voxel and building/destroying shit could be really interesting.

Imagine matches like GW2 world vs world, where it resets after a certain time.

Okay, now you can build and add on to your fortifications and completely demolish the other guys stuff.

Who knows what they are actually going to do, but the building/destroying is going to be a big part of some of the game I'd imagine.

I think Smed mentioned something about procedural minecraft-like areas where you can dig down to different levels of lore and it's all randomly generated stuff that just resets every so often.

So you can do all the normal content then just grab some people, go into the cat litter box, and start diggin' around for turds.

Sounds better than most other things that are coming up anyways. Good luck to 'em.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 07:04:42 PM
What is the whole "pick up a shovel and tunnel your way" between zones to get at dynamic quests mean?

Allow me to attempt to translate, I think he is using internal terms here. You can dig tunnels and such in the terrain ALA Minecraft. What he means by dynamic quest opportunities is simply that there are areas that the world generates that can likely have quests attached to them ( or they did when bob found them, but not you, this time ). IE: you are tunneling along, minding your own business, but break a wall into an area containing a sleeping mini-boss, or you discover a Dwarf town underground. They are not static spawns, as they were Dynamically placed during generation, the NPC's can possibly have a quest, or the fact you found Ragnar king of the candy people IS a quest ( mini-boss fight or something ). They are opportunities, because you can just walk a way, and areas you may uncover have the possibility of A quest as well. IE: Highly likely there are no quest hubs in this byond tutorial, its all dynamic quest opportunities. If this sounds highly unpredictable, that's the point.

That's what I got out of the description anyway.

EDIT:  hey, how much of this is instanced?

I'm going to take a guess and say, none. Based on what PS2 has shown. There are no instances in PS2, and Contents larger than most MMO landmasses ( before loading screen, or any "Tunneling" systems ) that can support more than many shards in a typical MMO. To boot, this is not appear to be a synchronous system like Plantside, giving even more elbow room.

EDIT: this rallying call reminds me of LotRO's skirmish system, which is why I wonder about instancing.

More akin to Public quests that take three months and are server wide events, but in this case, not an event, but rather a natural function of the changing world. rallying call can progress differently on every server, Creating divergent experiences. Entire towns could be missing from different servers, ETC..

As for "Resetting", I take what he said as a "Reverse erosion", he said Constructable tied with destructible. So, while you may instantly knock down that wall, the games systems can rebuild them over time, gradually*, likely at a pace you would not notice. Except in cases where they hide it in the guise of "earthquakes".

*As opposed to the normal technique with static meshes of a mesh swap to show damage or decay. This system would be more akin to Morph targets, data is still there, and you can transition seamlessly from one target to another, at any speed.


Title: Re: EQ 'Next'
Post by: Sky on August 02, 2013, 07:16:06 PM
(Negative reinforcement is STILL reinforcement god dammit!).






dammit


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 07:35:08 PM
More akin to Public quests that take three months and are server wide events, but in this case, not an event, but rather a natural function of the changing world. rallying call can progress differently on every server, Creating divergent experiences. Entire towns could be missing from different servers, ETC..
Or Firefall on a REALLY long timer :-)

This is where I see the QA nightmare. They either nail the algorithm with aggressive QA beforehand, I feel like they'll need more QA and dev people post launch than they did to build the thing, contingent on the number of shards and whether the deformations are instantiated or public space.

My guess is that a lot of it will be instanced with a WoW-style phasing approach. Besides QA, that pre-resolves thousands of hours of customer service time. And really, it's not like the business really requires the first person to hit an area fundamentally alters that area forever more until the next person shows up for thousands of people.

The Landmark trappings are great to kick things off, but I don't feel like that's a requirement in shared space MMO. I'd go further and say that isn't really what players would want either. Too many nightmare scenarios. Heck, full PK was devolved out of the genre in part because one person could screw up the time spent by hundreds. World deformation, even within narrow conditions, amps that up quite a degree.


Title: Re: EQ 'Next'
Post by: Modern Angel on August 02, 2013, 07:49:01 PM
they'd drag MMGs kicking and screaming into a new era. :P

Yeah, but they sort of did, I think. Look at what EQN is doing here. Eight abilities. Four based on weapon. Jumping puzzles. Big explorable world. Eyes on the screen rather than the UI philosophy. Scaling PQs. Big temporary events. I think it's all there: GW2 as the template for an even bigger company to iterate on. Obviously there are lots of other influences, but I don't think you can dismiss the obvious GW2 influence in this already.

I'm also of the mindset that GW2 proves the final nail in the coffin of the sub model. By all accounts, they're making fucktons of money by just being buy a box competent. That's the new model.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 08:06:06 PM
Watching the Youtube versions of the videos. PhysX is all up in this, hardware type.


Title: Re: EQ 'Next'
Post by: Venkman on August 02, 2013, 08:22:33 PM
they'd drag MMGs kicking and screaming into a new era. :P

Yeah, but they sort of did, I think. Look at what EQN is doing here. Eight abilities. Four based on weapon. Jumping puzzles. Big explorable world. Eyes on the screen rather than the UI philosophy. Scaling PQs. Big temporary events. I think it's all there: GW2 as the template for an even bigger company to iterate on. Obviously there are lots of other influences, but I don't think you can dismiss the obvious GW2 influence in this already.

I'm also of the mindset that GW2 proves the final nail in the coffin of the sub model. By all accounts, they're making fucktons of money by just being buy a box competent. That's the new model.
I'm with you on all that except the subs. That model died with social network "games". It just took the AAA-level publishers awhile to catch up.

My own personal "I'm old" moment came when I started to miss the idea of a AAA purchase plus subs. I personally would rather have a publisher have THAT kind of level of confidence in their game and business than this current model of "eh, let's spend a little, focus all our shit on how soon we can monetize and if it all falls apart in the first month, build something new". Too iterative, hard to feel confident in the longevity of a game. Thought as I mentioned above, hard to even BE long in a game at this age and lifestyle, so wtf do i know? :-)


Title: Re: EQ 'Next'
Post by: Kitsune on August 02, 2013, 08:57:32 PM
Some of my enthusiasm is feeling dampened by that whole eight slots thing.  Meaty, interesting classes need more than eight skills, as GW2 taught me.  They don't need the thirty+ skills that fill your screen with skillbars, but it gets repetitive fast if you only have actiony weapon skills 1-4 and non-weapon misc skills 1-4.  If they go the Tera route and have basic weapon attack chain skills on the right and left mouse buttons and 1-8 are for more situational skills, that could be doable, but I'm still worried.


Title: Re: EQ 'Next'
Post by: Abalieno on August 02, 2013, 09:33:31 PM
Just popping in to say to give a look at the people for once instead of the vaporware feature set.

EQ Next Lead Designer is the same guy who designed Vanguard combat system and classes. While EQ Next Creative Director was the President of Sigil and exec producer, again on Vanguard. These are the guys who have this new thing firmly in their hands.

Oh, and there's Moogard too, coming straight from that other amazing success that was Kingdoms of Amalur.

Only hiring Brad McQuaid himself would have made this "newer" than how it is already.


Title: Re: EQ 'Next'
Post by: Margalis on August 02, 2013, 09:40:19 PM
EQ Next Lead Designer is the same guy who designed Vanguard combat system and classes. While EQ Next Creative Director was the President of Sigil and exec producer, again on Vanguard. These are the guys who have this new thing firmly in their hands.

I get what you're trying to do here but I'm not sure it works. Were the combat and classes in Vanguard bad? I don't know - like 5 people do.

Quote
Oh, and there's Moogard too, coming straight from that other amazing success that was Kingdoms of Amalur.

If you mean Reckoning then Reckoning was decent. If you mean the MMO (I assume that's what you mean) I don't think you can pin anything from that on him. The MMO failed for management reasons, who knows what the game was like.

I do think it's fair to say that it's SOE so something will probably go wrong.


Title: Re: EQ 'Next'
Post by: Abalieno on August 02, 2013, 09:46:26 PM
If you mean Reckoning then Reckoning was decent. If you mean the MMO (I assume that's what you mean) I don't think you can pin anything from that on him. The MMO failed for management reasons, who knows what the game was like.

Both. He was above even Lead Designer at 38 Studios. He worked on everything, from lore to actual game design. He hired people, did everything.

Smart enough to not notice anything wrong till the very end. He's at least responsible of having little more than a tech demo ("we are THIS close to being done! here's a flyby demo to demonstrate it. We even have a chat working"). While it failed because of management it was still another pie in the sky that wouldn't have been closed to be ready even a year later. It's was just meant to burn money at insane speed. If you're leading that kind of thing you ought to be aware you're going full speed against a wall. Can't blame the wall for being too close.

(and Reckoning was a project they bought. and it's what actually started the trainwreck since they expected to make so much more money from it than they did)


Title: Re: EQ 'Next'
Post by: Rendakor on August 02, 2013, 10:04:10 PM
Some of my enthusiasm is feeling dampened by that whole eight slots thing.  Meaty, interesting classes need more than eight skills, as GW2 taught me.  They don't need the thirty+ skills that fill your screen with skillbars, but it gets repetitive fast if you only have actiony weapon skills 1-4 and non-weapon misc skills 1-4.  If they go the Tera route and have basic weapon attack chain skills on the right and left mouse buttons and 1-8 are for more situational skills, that could be doable, but I'm still worried.
This. GW2 bored me because you unlock your few attacks so early then its 75 levels with the same 4 attacks.


Title: Re: EQ 'Next'
Post by: koro on August 02, 2013, 10:19:06 PM
Quote
So how do you discover new classes in the world? Read a tome?

McPherson: In any number of ways. It could be that you need to go and help a hermit, who happens to be a high level wizard. He has issues, you need to help him, and he may have a storyline we have created for him, but the emergent AI in the surrounding area influences the majority of that, so it’s never the same content you have to go through.

Butler: There could be a class that’s unlocked by unlocking a combination of classes.

McPherson: Right, the assassin trainer won’t give you the class until you’re a really high level rogue and you’ve done a whole bunch of things. And the paladin for example, [Dave Georgeson, Director of Development] mentioned a life of consequence—if you haven’t been making the good choices and being an upright and justice influenced person, you can’t be a paladin. They won’t let you, because the game knows what you’re doing. So you have to live—in some of these classes, we restrict it to how you’ve been acting in the game.

http://spark.tentonhammer.com/everquest-next-interview-no-grinding-no-leveling-and-maybe-frogloks


Title: Re: EQ 'Next'
Post by: Bzalthek on August 02, 2013, 10:41:35 PM
From what people reporting from interviews there are no levels, just class upgrades.  You don't get to be all classes, just mix and match abilities from found classes.  Apparently you can switch them out when you are not in combat, but it is quite possible to make bad decisions which will get your ass handed to you.  A dev has mentioned that the mob AI is a bitch, and what we saw in the tech demo was 0 mob AI.

Again, this is all secondhand from drunk people (and Tad10 who was tapped for eqnjunkies by Draegen)  Also, he's drunk.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 02, 2013, 10:42:41 PM
OK, this is probably going to be the only time I ever actually speak favorably about DCUO, but all this talk about GW2 being the influence here is kind of forcing me to defend our work on DCUO a bit.  The 8 abilities thing is from DCUO.  The "parkour" stuff is from DCUO.  The action combat is from DCUO.  This game very strongly resembles a direct evolution of DCUO, mixed with Minecraft and more public-questy stuff from other games, in an attempt to address the part of DCUO that was terrible, which was the actual MMO aspect of it.  Well, that and the fact that the client was generally pretty shitty.  God, the fucking credits screen was blank, for god's sake.  But!  Aside from all that shit, there was some actual technically cool, fairly cutting edge stuff in that game, and a lot of that seems to be carrying over here.  It's just not fair to say this is coming from GW2.  Our player movement in DCUO was waaay more fun than GW2.  It may have broken the actual GAME part of the game, sure (and may well do so again, here), but it WAS technically cool.


Title: Re: EQ 'Next'
Post by: Surlyboi on August 02, 2013, 10:44:30 PM
Quote
So how do you discover new classes in the world? Read a tome?

McPherson: In any number of ways. It could be that you need to go and help a hermit, who happens to be a high level wizard. He has issues, you need to help him, and he may have a storyline we have created for him, but the emergent AI in the surrounding area influences the majority of that, so it’s never the same content you have to go through.

Butler: There could be a class that’s unlocked by unlocking a combination of classes.

McPherson: Right, the assassin trainer won’t give you the class until you’re a really high level rogue and you’ve done a whole bunch of things. And the paladin for example, [Dave Georgeson, Director of Development] mentioned a life of consequence—if you haven’t been making the good choices and being an upright and justice influenced person, you can’t be a paladin. They won’t let you, because the game knows what you’re doing. So you have to live—in some of these classes, we restrict it to how you’ve been acting in the game.

http://spark.tentonhammer.com/everquest-next-interview-no-grinding-no-leveling-and-maybe-frogloks

Shades of SWG's jedi grind.


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 02, 2013, 10:49:09 PM
Yeah, but they sort of did, I think.

I get why you say that, but when I look at GW2, I see iteration rather than the revolution they were constantly yelling about. It's just more-polished features from many other games - combat from DDO and Fallen Earth, dodging from STO and Champions, public quests and events from Warhammer and Rift. They went where everyone else was already going, but were louder about it.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 02, 2013, 10:59:34 PM
(http://oi39.tinypic.com/708h2r.jpg)


Title: Re: EQ 'Next'
Post by: Furiously on August 02, 2013, 11:14:29 PM
All I saw was a lion that looked like Logan Thackeray..

(https://dl.dropboxusercontent.com/u/1870260/logan.jpg)


Title: Re: EQ 'Next'
Post by: koro on August 02, 2013, 11:28:14 PM
Quote
So how do you discover new classes in the world? Read a tome?

McPherson: In any number of ways. It could be that you need to go and help a hermit, who happens to be a high level wizard. He has issues, you need to help him, and he may have a storyline we have created for him, but the emergent AI in the surrounding area influences the majority of that, so it’s never the same content you have to go through.

Butler: There could be a class that’s unlocked by unlocking a combination of classes.

McPherson: Right, the assassin trainer won’t give you the class until you’re a really high level rogue and you’ve done a whole bunch of things. And the paladin for example, [Dave Georgeson, Director of Development] mentioned a life of consequence—if you haven’t been making the good choices and being an upright and justice influenced person, you can’t be a paladin. They won’t let you, because the game knows what you’re doing. So you have to live—in some of these classes, we restrict it to how you’ve been acting in the game.

http://spark.tentonhammer.com/everquest-next-interview-no-grinding-no-leveling-and-maybe-frogloks

Shades of SWG's jedi grind.

I personally don't foresee such a system lasting even a year in the wild, if it even goes live in the first place.

I imagine MMO players have pretty low tolerance for this particular brand of permanent consequence, especially if it's foisted on them potentially dozens of hours into their characters' careers.


Title: Re: EQ 'Next'
Post by: schild on August 02, 2013, 11:40:50 PM
Fact: Anyone who is excited about this is wrong.

Fact: If anyone goes fanboy on this, I may start banning people purely on principle. Think before you talk.


Title: Re: EQ 'Next'
Post by: Margalis on August 02, 2013, 11:41:55 PM
I personally don't foresee such a system lasting even a year in the wild, if it even goes live in the first place.

I imagine MMO players have pretty low tolerance for this particular brand of permanent consequence, especially if it's foisted on them potentially dozens of hours into their characters' careers.

It will either be changed within a month or you'll be able to quickly grind for honor to unlock Paladin. There's zero chance of this lasting long term the way the describe it.


Title: Re: EQ 'Next'
Post by: Soln on August 02, 2013, 11:54:44 PM
I'm still confused how in an MMO anyone is going to "tunnel" anywhere's.  I'm not talking about the editor game, but the actual MMO.  What's going to stop people tunneling out whole mountains or etching last night's lotto numbers on the landscape?  I don't get how there will be anything fully procedural in this when there's 500+ people probably per shard.  I didn't finish the whole preso, so maybe this was covered? 


Title: Re: EQ 'Next'
Post by: Kageru on August 03, 2013, 01:49:03 AM

In early alpha anything is possible.


Title: Re: EQ 'Next'
Post by: Kitsune on August 03, 2013, 02:38:56 AM
Everything that's been shown is hinting at great potential... but then so does pretty much every PR release for every game ever that has a competent advertising team.  So far they've been vague enough to make people think of grand possibilities, but the likelihood of those possibilities coming to fruition is slim at best.  Like EQ's planes, back when it was in beta they were giving interviews and mentioning the elemental planes and how awesome characters could get to them and find these amazing places.  They basically made it sound like Planescape.  What got delivered was not Planescape.  The planes were just dungeons.

So now they're all 'Oh we have this world with lots of layers and you can dig and explore and everything.'  But it's still vague and entirely unfinished.  And one has to wonder, once the hype slows down, if all of these layers are being hand-designed or if they're just churning out miles and miles of random procedural content.  If this 'emergent AI' is handling monster placement as well as a human GM or just randomly poops out orcs in random places on maps.  They of course say that it's smart, but is it really?  Remember, the AI in Sim City was really swell too, if one was listening to EA's stories.  There's certainly a place for AI and procedural content in games, but the end result can feel random and soulless compared to hand-placed content if it's not done well.


Title: Re: EQ 'Next'
Post by: Simond on August 03, 2013, 03:24:40 AM
A line from here (http://www.rerolled.org/showthread.php?10-EQ-Next&p=306841&viewfull=1#post306841):
Quote
Crafting was compared to SWG, but better


Title: Re: EQ 'Next'
Post by: Shatter on August 03, 2013, 03:55:43 AM
A line from here (http://www.rerolled.org/showthread.php?10-EQ-Next&p=306841&viewfull=1#post306841):
Quote
Crafting was compared to SWG, but better

That would be hard for me, I loved crafting in SWG, half or more of my game time was as a crafter and farmer and that was a stand alone game in itself. 


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 03, 2013, 04:08:05 AM
Beta applications are open:

https://www.everquestnext.com/beta-registration


Title: Re: EQ 'Next'
Post by: Numtini on August 03, 2013, 04:59:44 AM
Plunging me into the hell that is the SOE account system which seems to require me to reset my password each and every time I ever log into a game and never use the same password twice.

And yes that is where I was born ffs.

Locked out for 24 hours.


Title: Re: EQ 'Next'
Post by: Falconeer on August 03, 2013, 05:03:25 AM
This is probably two years away or more though, so speculating on certain features (not the building/Landmark part, which is coming out in a few months) is pure wishful thinking. I'd bet we will be nearing Open Beta by August 2015.


Title: Re: EQ 'Next'
Post by: Koyasha on August 03, 2013, 05:14:01 AM
Some of my enthusiasm is feeling dampened by that whole eight slots thing.  Meaty, interesting classes need more than eight skills, as GW2 taught me.  They don't need the thirty+ skills that fill your screen with skillbars, but it gets repetitive fast if you only have actiony weapon skills 1-4 and non-weapon misc skills 1-4.  If they go the Tera route and have basic weapon attack chain skills on the right and left mouse buttons and 1-8 are for more situational skills, that could be doable, but I'm still worried.
I agree with this at least according to what little I've read about it thus far.  The thing to me is that it's not the number of skills that's the problem, it's tying them to other things; specifically, tying skills to the weapon.  That was what felt limiting in GW2, and from what little I've read that's what they're going to do here.  It's not a huge deal, but it is suboptimal, to me.

Contrast with EQ1.  8 spell gems.  That was perfect.  That was, to me, the ideal balance between having your entire damn spellbook and all spells and such available constantly, and having too few skills available.  I could mix and match any of my eight spells.  And just as importantly, I could swap them out, even mid-combat...if I could get a moment to do so.  The combination of these factors made for the perfect limitations, to me.  If I needed another spell available right now, I could try to get off to the side of the battle, sit down (which increased agro significantly, often enough to pull the monster onto you) and swap spells mid-fight.  Then I just had to wait for the spell refresh (so certain spells I couldn't swap in like that, such as the...uhh...I can't recall the name, the invulnerability shields, and a few others with a several-minute refresh timer) and cast the spell.

I really don't like having all abilities available at any given time, like in WoW.  I like to have to make a choice of which abilities to have readied at any given moment, but also be able to mix and match as I please, and alter that choice mid-battle, with a cost of time and possibly getting smacked upside the head for attempting it.  It's a pity this isn't something they're carrying forward from EQ1.


Title: Re: EQ 'Next'
Post by: patience on August 03, 2013, 05:47:42 AM
Kudos to them for taking a big-budget stab at something relatively new, regardless of how it turns out.

They deserve kudos.

I'm wondering if the ecosystem is going to be complex enough that your actions define what npc factions you have better relationships with. It would be amazing if players who choose to help in the destruction of the colony town are sort of recognized by the goblin king and his horde. They don't need to offer quests. They just need to offer temporary assistance to player tasks for an obvious price. Being orcs and goblins they still will attack you when it is convenient to not stick to their social obligations.



Title: Re: EQ 'Next'
Post by: Falconeer on August 03, 2013, 06:13:47 AM
Since I just said we shouldn't speculate... here's my speculation based on what they are pitching.

Yes, weapons will have skills tied bound to them, but classes will have different skills (actions) based on that same weapon. For example, you have unlocked the Warrior class and have a halberd. You got, say, 4 halberd-warrior skills (assuming classes have some skills tied to weapons, and about 4 more unbound-generic-utilities for that total of 8). Later on you unlock more classes, for example, Mage, Enchanter, Lancer, Marauder, Priest, Battlemaster. Let's say that the Mage, Enchanter and Priest cannot use a halberd so you don't get any skill for that. But the Lancer, Marauder and Battlemaster all got about 4 (different) skills for when you have a halberd equipped. So in the above example you would have about 16 halberd skills to pick your 4 active ones from, and that is the point of their glorified multi-classing and horizontal progression. You can level up a class (they say it is called tier-advancement), but it is important to unlock classes in order to gain access to more options and to true customization. It would be like GW2, but with the real chance to pick skills from any class you unlocked. Actually more like The Secret World, except you gotta unlock classes while TSW was completely class-less and every weapon had its own tree of skillls that needed to be unlocked, and you could only pick from two trees at a time.

TL;DR: It should be much more like The Secret World than Guild Wars 2. With 40 classes, you should be able to pick among a sheer amount of skills for your sword or staff or whatever isn't a very unique weapon (that only a few classes can use). It's meant for much much more customization than GW2 ever was.


Title: Re: EQ 'Next'
Post by: Typhon on August 03, 2013, 06:43:56 AM
It entertains me enormously to listen to you ride this roll coaster again.  I'm not mocking or belittling you, I genuinely enjoy your boundless capacity to be spellbound by the potential.  I'm a little sad that I've largely lost that capacity.  This is the very best time for you, you should enjoy it. 


Title: Re: EQ 'Next'
Post by: patience on August 03, 2013, 07:03:08 AM
Some of my enthusiasm is feeling dampened by that whole eight slots thing.  Meaty, interesting classes need more than eight skills, as GW2 taught me.  They don't need the thirty+ skills that fill your screen with skillbars, but it gets repetitive fast if you only have actiony weapon skills 1-4 and non-weapon misc skills 1-4.  If they go the Tera route and have basic weapon attack chain skills on the right and left mouse buttons and 1-8 are for more situational skills, that could be doable, but I'm still worried.
This. GW2 bored me because you unlock your few attacks so early then its 75 levels with the same 4 attacks.

I've only played two classes so far and I would say I had to switch weapons a lot on both of them to deal with certain raid encounters. What sucked about the system was that you were locked into the weapons you choose the moment combat begins. To my understanding this gets corrected when you reach a sufficiently high level but I haven't gotten their yet and Dota 2 is taking up more of my time.


Title: Re: EQ 'Next'
Post by: Merusk on August 03, 2013, 07:07:54 AM
I personally don't foresee such a system lasting even a year in the wild, if it even goes live in the first place.

I imagine MMO players have pretty low tolerance for this particular brand of permanent consequence, especially if it's foisted on them potentially dozens of hours into their characters' careers.

It will either be changed within a month or you'll be able to quickly grind for honor to unlock Paladin. There's zero chance of this lasting long term the way the describe it.

Yeah, I'm willing to bet the "game keeping track" is just version 3.0 of EQ's faction system.  "Go Grind 10,000 evil mobs to make-up for being a bad guy!"


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 03, 2013, 07:21:38 AM
I was thinking about the urban sprawl issue. You know, it could very well be that landmark IS the housing system. I don't really see a reason as to why after EQNext launchers, they two would not be connected. You could likely pop in and out of the two without ever logging out.


Title: Re: EQ 'Next'
Post by: Rendakor on August 03, 2013, 07:46:17 AM
I've only played two classes so far and I would say I had to switch weapons a lot on both of them to deal with certain raid encounters. What sucked about the system was that you were locked into the weapons you choose the moment combat begins. To my understanding this gets corrected when you reach a sufficiently high level but I haven't gotten their yet and Dota 2 is taking up more of my time.
To clarify my personal preference, I really don't like the trend lately toward having a few skills available out of a larger pool (GW2, TSW, D3, etc.). I like the WoW/EQ2 model of many hotbars full of interesting abilities.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 03, 2013, 08:05:13 AM
I welcome that change.


Title: Re: EQ 'Next'
Post by: Threash on August 03, 2013, 08:14:56 AM
I do too.  My mouse has 12 buttons, if i need any more than that i probably won't play your game.  Eight is about the perfect number, DCUO had five i think and that was way to few but at least you could do weapon combos with the mouse.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 03, 2013, 08:22:18 AM
http://www.pcgamer.com/2013/08/03/everquest-next-interview/

Quote
McPherson: So, we’re not ready to discuss the details of crafting, but we’re going to be playing in a very rich, deep world—as [David Georgeson] mentioned, you can take a weapon and make it out of multiple parts. And, the reason you want to make it out of multiple parts is because each character class, and each multiclass build, will have different requirements and different ways that you can augment and fine tune it. Weapons have a huge role in that. Armor has a huge role in that.

Butler: Weapons are actually recognizable, for instance. With acuity and experience in the game, I can look at your weapon and I can tell what its properties are, just by looking at it.

McPherson: I can go, ‘Oh, I see what you’ve done. You’ve made it out of this material.”
“We don’t expect the need to build 10,000 rifle barrels to become a grandmaster.”

Butler: I think the thing that’s additionally, extremely relevant as far as crafting is concerned is that exploring through the world is, in itself, a kind of element of crafting. We’re digging, we’re building. If we want to cross a chasm, build a bridge.

McPherson: I can tell you one of the things you won’t be doing as a crafter, and that’s making the same thing over and over and over again to advance your skill. That’s not how it will work.

Butler: We don’t expect the need to build 10,000 rifle barrels to become a grandmaster.

McPherson: It’s not a skill-based system, it’s very much like the system of advancing your classes. We have multiple tiers. You begin digging, you explore and you find, and those things give you progression and advancement that can be spent on your crafter.

So, to advance your blacksmith, you don’t have to only create many items over and over again. That’s not the way it works.

Butler: Another great example, we could be here in this room right now and want to destroy things. We might be able to destroy the walls with the weapons and materials we have, but not the floor. But there’s probably something that can destroy the floor, and we have to craft it—get better materials, put them together, and then start chewing through the floor to see what’s underneath us.

McPherson: And because of the way our world works, resources—if you’re an MMO player, copper is the newbie metal, it’s the metal you find right outside the starting city and eventually you don’t need it anymore. Because of the way our game works, copper is always useful, because copper has specific qualities. Iron is always useful, mithril is always useful. All of these things are always useful to you, depending on what you want to make.

If you want to make a weapon that does electrical damage, or a weapon that is really good against undead, you need to find the right material to make it out of, and that could be any of the materials you find in the world.


Title: Re: EQ 'Next'
Post by: Venkman on August 03, 2013, 08:32:32 AM
Some of my enthusiasm is feeling dampened by that whole eight slots thing.  Meaty, interesting classes need more than eight skills, as GW2 taught me.  They don't need the thirty+ skills that fill your screen with skillbars, but it gets repetitive fast if you only have actiony weapon skills 1-4 and non-weapon misc skills 1-4.  If they go the Tera route and have basic weapon attack chain skills on the right and left mouse buttons and 1-8 are for more situational skills, that could be doable, but I'm still worried.
This. GW2 bored me because you unlock your few attacks so early then its 75 levels with the same 4 attacks.

I thought GW2 worked well because it wasn't really like that for me. As an Elementalist that often swapped between daggers and staff, plus the underwater and other occasional-use weapon types you'd encounter, having access to eight skills at a time wasn't the same as only having eight abilities. Engineer felt similar though I didn't cap that one.

If EQ Next is anything like that, I don't see an issue.

Abelien75's comments about DCUO raise a good point about heritage. But if we're going that far, it really goes back through GW1 to CoH in terms of limited contextual ability sets. WoW really was the outlier example of the other way an MMO UI could go, and that was far too bananas to serve as a good example for anyone.

And to clarify the beta application, I think it's just for the Landmark portion, not full on Next (which isn't anywhere near ready for applications I don't think).


Title: Re: EQ 'Next'
Post by: Rendakor on August 03, 2013, 08:42:24 AM
How did CoH have limited, contextual abilities?


Title: Re: EQ 'Next'
Post by: Venkman on August 03, 2013, 09:50:51 AM
I might be remembering it wrong. I do recall the limited accessible skillset. And I thought you could pick up weapons that swapped out abilities ala certain consumable weapons in GW2.

But this was a long time ago, and I'm old.

Also, on the beta application, the site says Landmark, but the confirmation email did say Landmark and Next.

So, two corrections in one post!


Title: Re: EQ 'Next'
Post by: MrHat on August 03, 2013, 09:51:35 AM
Fact: Anyone who is excited about this is wrong.

Fact: If anyone goes fanboy on this, I may start banning people purely on principle. Think before you talk.

But...but....promises !


Title: Re: EQ 'Next'
Post by: Hoax on August 03, 2013, 11:20:57 AM
You guys are fucking crazy. This is vaporware. This is SOE vaporware. There are some things we shouldn't have to relearn.

I mean I guess its not Vaporware, something will come of it. Its promiseware. None of the bits you think sound cool will be in the game or work in the way you imagine. No hype train for this until a beta exists please.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 03, 2013, 11:30:35 AM
Abelien75's comments about DCUO raise a good point about heritage. But if we're going that far, it really goes back through GW1 to CoH in terms of limited contextual ability sets. WoW really was the outlier example of the other way an MMO UI could go, and that was far too bananas to serve as a good example for anyone.

Yeah, GW1 in particular was definitely a big infuence there.  TBH, it was mostly the "parkour" stuff being inspired by GW2 that made me raise my eyebrows a bit.  If anything, that influence was the other way around.

None of the bits you think sound cool will be in the game or work in the way you imagine. No hype train for this until a beta exists please.

This is basically my concern, yeah.  DCUO had all these cool new technical features, but in the end they were just kinda thrown into a standard level/dungeon/raid environment and didn't really have much of a bearing on anything (especially the havok physics engine, which was technically badass but didn't do a hell of a lot for the game).  At least here they don't seem to be going with the standard MMO formula, but I don't really "get" the formula that is in its place.  I guess we'll see.


Title: Re: EQ 'Next'
Post by: Falconeer on August 03, 2013, 11:34:59 AM
promiseware

 :heart:


Title: Re: EQ 'Next'
Post by: jakonovski on August 03, 2013, 11:40:30 AM
On paper this thing is the greatest MMO ever. However, two full resets after 18 months of development each, and it's supposed to come out in 2014? Yeah...






Title: Re: EQ 'Next'
Post by: Tyrnan on August 03, 2013, 11:41:33 AM
ProSieben are involved in the EU side of things?  That's pretty much killed any interest in this game for me.


Title: Re: EQ 'Next'
Post by: Merusk on August 03, 2013, 12:25:30 PM
On paper this thing is the greatest MMO ever. However, two full resets after 18 months of development each, and it's supposed to come out in 2014? Yeah...

"On Paper" the same things were said about:

Star Wars Galaxies
Knight of the Old Republic
Tabula Rasa
Age of Conan
GW2
Warhammer
Mechwarrior Online
Mechwarrior Tactics
and, yes, even Vanguard.

But people never learn and now we have a new hype to hope for.  It's always "This time it will be different!"  Like plans for invading Russia.



Title: Re: EQ 'Next'
Post by: Teleku on August 03, 2013, 12:33:05 PM
Hey, Russia has been successfully invaded several times man.  And so this game could be awesome as well!   :why_so_serious:


Title: Re: EQ 'Next'
Post by: tmp on August 03, 2013, 01:36:51 PM
I really liked how the human woman looked

She reminded me of Disney's Belle. The basic look was legitimate next-door pretty, not exploitative supermodel sexy. And she was mostly dressed.
Looks-wise i'm getting Disney feel out of the whole thing. Which isn't bad, though i think it's what the other recent games have been trying.

I mostly like the scale, it seems larger and more natural than the vertically exaggerated WoW-like theme parks.


Title: Re: EQ 'Next'
Post by: Threash on August 03, 2013, 01:42:26 PM
The human looked perfect.  The cat person was too wide, more like a bull than a cat.  It should be sleek and agile, not bulky.


Title: Re: EQ 'Next'
Post by: Miasma on August 03, 2013, 01:50:11 PM
How is it vaporware?  It's not like this is an unknown start up, we know SOE is fully capable of putting out games.  This is just an MMO with minecraft added in.  If one guy can write games like minecraft and cubeworld why on earth wouldn't SOE be able to do the same?  They're not promising anything that they and others haven't already done before, it's AAA minecraft with an MMO mod.

I assume the last reset was because minecraft came out and the eq devs went apeshit thinking about how awesome it would be to integrate something like that into their game.

I never really got into minecraft so I don't know if I'll like EQ Next but it's definitely going to happen.  They were confident enough about the minecraft side of things to say it's coming out this winter.  So it might be out by spring.


Title: Re: EQ 'Next'
Post by: Kitsune on August 03, 2013, 01:55:01 PM
No, promiseware's definitely the more accurate description.  It's not vapor, they'll definitely put something out.  It just probably won't be anywhere close to the implications they've made in their hype.


Title: Re: EQ 'Next'
Post by: Threash on August 03, 2013, 01:55:18 PM
The minecraft MMO part is not the "no way they pull this off" part, it isn't that big a deal and someone was going to do it sooner or later and make bank with it.  Specially since the changes are not permanent.  It's the emergent AI stuff, the whole speech about the orcs reacting to players, we've been hearing that since like Rift or before and it always ends up being some lame gimmick that turns out nothing like what he said.  The rallying call thing is nothing but a continuing story like i dunno, Asheron's call? also nothing new. Neither is the parkour style movement, something everyone loves in hero games and Age of Wushu.  


Title: Re: EQ 'Next'
Post by: Hoax on August 03, 2013, 02:16:38 PM
On paper this thing is the greatest MMO ever. However, two full resets after 18 months of development each, and it's supposed to come out in 2014? Yeah...

"On Paper" the same things were said about:

Star Wars Galaxies
Knight of the Old Republic
Tabula Rasa
Age of Conan
GW2
Warhammer
Mechwarrior Online
Mechwarrior Tactics
and, yes, even Vanguard.

But people never learn and now we have a new hype to hope for.  It's always "This time it will be different!"  Like plans for invading Russia.

That list makes me feel pretty good. I only fell for the hype on AOC (though in the end I could tell it wasn't delivering so I never played it) and MW:Tactics, I got very hype for MWO but never gave them money because I could tell they were horrible devs who were just as likely to ruin everything as make things better. My big miss was not playing SWG at launch that game I would have had lots of fun with but oh well.

The rest of that list? Fuck those games. Saw the suck coming from miles away. Mark Jacobs still owes me an official apology for making WAR such a piece of shit. We had a bet.


Title: Re: EQ 'Next'
Post by: Senses on August 03, 2013, 03:55:37 PM
I miss having lots of skills too, only because the nature of choosing forces you to optimize for *most* situations, which means fun yet non-optimal skills or spells just never get used.  Pretty sure they are putting keyboards like the g19 out of business too considering you only need 5 buttons to play any game lately.  Do people really want this... or are they forcing it on us so they can consolize every game.  Now that I think of it, are people who typically play console games even looking for MMORPGS at all?  Why is this suddenly a selling point?


Title: Re: EQ 'Next'
Post by: Kitsune on August 03, 2013, 04:08:40 PM
I think it's just a backlash against the wall of buttons that we got in the WoW generation of MMORPGs.  I'm also one of the ones who thought that EQ did it right (for spellcasters at least) by having a deep pool of skills but only a limited number on hand.  That way you could have your situationally useful things like buffs, item summonings, etc. in your spellbook for when you need them, but the number of things you're juggling in the middle of a fight are limited.


Title: Re: EQ 'Next'
Post by: Malakili on August 03, 2013, 04:11:00 PM
Why is this suddenly a selling point?

League of Legends.


Title: Re: EQ 'Next'
Post by: Threash on August 03, 2013, 04:22:50 PM
Why is this suddenly a selling point?

League of Legends.

I've never played League of Legends and i much prefer the games with a small number of abilities.  Actually, large number of abilities out of which i pick a few to use at a time.  TSW had the perfect system with actives/passives, but GW2 half weapon half class based will do.


Title: Re: EQ 'Next'
Post by: jakonovski on August 03, 2013, 04:23:09 PM
Tooling up against encounters is a mechanic that really should be in more MMOs. Limited skill decks chosen from a larger pool are a great way of doing that. Make some skills drops and you'll have a whole new gear treadmill too! Bonus points for whoever ties extensive cosmetic changes to the decks.





Title: Re: EQ 'Next'
Post by: Venkman on August 03, 2013, 04:39:47 PM
Promiseware is an awesome term. Hoax, go copyright that :-)

My own expectations currently are Landmark is the creative modes in Spore, not even launch era vanilla Minecraft (voxels !cubes). That's fine with me, even if SOE pullls a Titan on Next. I put more time into making creatures, buildings and vehicle than actually playing the game anyway.


Title: Re: EQ 'Next'
Post by: Kageru on August 03, 2013, 04:56:03 PM

8 abilities in this case probably does mean console ambitions. The GW2 model is a bit too minimal for me, though having swap weapons widen it out a little, but it makes me miss the GW1 idea of being able to collect powers and design builds. They haven't really iterated on the skills since launch and the soft classes means a lot of the abilities just feel generic.

The artwork doesn't really appeal that much to me, the action is extremely "noisy" in terms of the amount of visual chaos and the whole deformable landscape hasn't proven that it will actually be fun. I can easily see areas just being rubble and bedrock once you put a real population in it.

But it is SOE so it could have been worse... maybe they can iterate something useful out of it.


Title: Re: EQ 'Next'
Post by: Falconeer on August 03, 2013, 04:57:53 PM
Not that it matters but count me among those who hate the character art style. It reminds me of Wildstar's style, which I don't like, but worse.


Title: Re: EQ 'Next'
Post by: koro on August 03, 2013, 04:59:00 PM
http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-class-system/

Quote
  • No dedicated tank or healer roles in group play.  Everyone is responsible for their own safety.  Combat model will not support that type of play.
  • Raids do not require specific classes or roles

This is a huge, huge red flag for me. They can crow about their awesome AI all they want, but if you're not going with any good, defined class roles, you've basically guaranteed your encounter design is going to consist of "basic attack", "AoE attack", "get out of the fire", and "adds".

Edit: Apparently the person who originally linked this to me kind of cherry-picked some stuff. The follow-ups make it seem not as bad as that:

Quote
  • You can still play specific roles within combat, and some classes can be built to tend toward support, defensive, etc.
  • Players perform roles in combat and customize their abilities to trend their class towards things like tank or support, but you will not build a class that ONLY has tank abilities and have that as a required tank class for every group.
  • Utility classes will be rewarded for their efforts.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 03, 2013, 05:21:26 PM
I really like their promises.  But I understand they are just that; promises.  Besides, its going to be ftp. so it's not like they're raping my daughter by having the Lion King Kerran as, apparently, -one- of the Kerran options.  But by god I love all the sandy, salty tears flowing.  So much entitlements being crushed.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 03, 2013, 05:26:39 PM
But by god I love all the sandy, salty tears flowing. 

Feels good man.


Title: Re: EQ 'Next'
Post by: Simond on August 03, 2013, 05:35:35 PM
The Rerolled thread is the best one since Vanguard launched.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 03, 2013, 05:43:22 PM
Yeah but it's become the same 4 people shitposting now.


Title: Re: EQ 'Next'
Post by: Malakili on August 03, 2013, 06:05:24 PM
Why is this suddenly a selling point?

League of Legends.

I've never played League of Legends and i much prefer the games with a small number of abilities.  Actually, large number of abilities out of which i pick a few to use at a time.  TSW had the perfect system with actives/passives, but GW2 half weapon half class based will do.

I'm just saying I don't think it is a coincidence that LoL has made 8 bazillion dollars and that RPGs are regularly having ~4 abilities active.   Heck, a lot of games are starting to bind things to QWER too.


Title: Re: EQ 'Next'
Post by: Venkman on August 03, 2013, 06:30:02 PM
Eh, GW1 established that and LoL/DOTA2 have more in common with FPS games than MMOs. It isn't a surprised that PC gamers have inherited conventions foisted on developers by far more limited controllers that are linked to the far more lucrative console business.

In five years everything's gonna require a multitouch touch panel to play it "right".


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 03, 2013, 06:55:58 PM
I don't believe that many-skill or few-skill is inherently better. They are better for different designs.

If the game has actiony combat like Neverwinter and GW2, fewer is better - fewer variables to keep track of, less chance of hitting the wrong thing.

With slower, more "strategically" paced combat like in LotRO and EVE, fewer skills make a more boring game. I cannot play any class but my Swiss Army Lore-Master in LotRO; the rest are too dull and limited in contrast.


Title: Re: EQ 'Next'
Post by: Kageru on August 03, 2013, 07:00:02 PM

The console generation doesn't do "strategically paced". That's part of the reason the videos were all about teleports and huge AoE attacks. The ideal balance seems to be a movement ability, a block / dodge and 4-5 flavors of "kill all the things".


Title: Re: EQ 'Next'
Post by: Bzalthek on August 03, 2013, 07:14:48 PM
I just like the limited skill set.  It's not so much the lack of 50 hotbars (which is a plus mind you) but I much prefer having to think ahead as to what you will need and/or find useful. 


Title: Re: EQ 'Next'
Post by: Threash on August 03, 2013, 07:27:49 PM
Yeah it is just a different kind of strategy, builds in GW2 include the skills you pick not just where you put your points.


Title: Re: EQ 'Next'
Post by: Merusk on August 03, 2013, 07:48:25 PM
But by god I love all the sandy, salty tears flowing. 

Feels good man.

Saying this without links is just rude.  Now I have to go do my own searching.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 03, 2013, 07:53:42 PM
You have to work for it you filthy twink!

But seriously, rerolled.org has a mega eqnext thread with raging e-tears.  Though keep in mind the moderation is nonexistant.  The last 10 pages have been 4 people circle-jerk shitposting. 


Title: Re: EQ 'Next'
Post by: Venkman on August 03, 2013, 08:26:11 PM
Diehard EQ fans not feeling the love?

I can understand, but don't care. SOE needs to do right by themselves, and this approach (on paper) is a lot better than how they interpreted how to jump from EQ1 to EQ2.


Title: Re: EQ 'Next'
Post by: Merusk on August 03, 2013, 08:30:30 PM
Was browsing the Rerolled thread. Holy shit.

Darniaq, it's not even "Die Hard EQ fans" it's "catass EQ1 fans who have been angry for the last 9 years that EQ1's model doesn't reign supreme."  People whose homes and lives I really don't want to see any more of than the glimpse in that wretched thread.

Jesus wept, I can't imagine being THAT invested in a *game* 13 years later.


Title: Re: EQ 'Next'
Post by: Kageru on August 03, 2013, 09:22:56 PM

The origin for the forum (if it's carried the FoH crowd) was EQ catasses so it is a pretty specialised sample.


Title: Re: EQ 'Next'
Post by: Quinton on August 03, 2013, 10:00:05 PM
Looks like SOE licensed VoxelFarm for EQN: http://procworld.blogspot.com/2013/08/everquest-next.html

His procedural building stuff is pretty slick (actually most of his blogging about his engine tech is full of cool tidbits, tech demos, and videos, but this stuff is among the coolest, to my mind...):
http://procworld.blogspot.com/2012/02/real-men-dont-draw-buildings.html
http://procworld.blogspot.com/2012/03/building-rooms.html
http://procworld.blogspot.com/2012/06/dude-where-is-my-castle.html

Looks like the TUG guys (a kickstarter project) licensed his stuff as well.


Title: Re: EQ 'Next'
Post by: Phred on August 04, 2013, 12:59:54 AM
[
I imagine MMO players have pretty low tolerance for this particular brand of permanent consequence, especially if it's foisted on them potentially dozens of hours into their characters' careers.

How can it be foisted off on them when it's announced like 6 mo to a year before the game ships? Oh right. Cause of the Stupid.

Tell me the idea of some dickweed playing a paladin getting his jimmies rustled doesn't make you giggle a bit.




Title: Re: EQ 'Next'
Post by: Phred on August 04, 2013, 01:01:43 AM
Double Post. Oops.


Title: Re: EQ 'Next'
Post by: Ingmar on August 04, 2013, 01:14:30 AM
http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-class-system/

Quote
  • No dedicated tank or healer roles in group play.  Everyone is responsible for their own safety.  Combat model will not support that type of play.
  • Raids do not require specific classes or roles

This is a huge, huge red flag for me. They can crow about their awesome AI all they want, but if you're not going with any good, defined class roles, you've basically guaranteed your encounter design is going to consist of "basic attack", "AoE attack", "get out of the fire", and "adds".

Edit: Apparently the person who originally linked this to me kind of cherry-picked some stuff. The follow-ups make it seem not as bad as that:

Quote
  • You can still play specific roles within combat, and some classes can be built to tend toward support, defensive, etc.
  • Players perform roles in combat and customize their abilities to trend their class towards things like tank or support, but you will not build a class that ONLY has tank abilities and have that as a required tank class for every group.
  • Utility classes will be rewarded for their efforts.

Yeah makes me think it will end up with GW2's shitty encounter design.

My only other prediction is that the non-permanent nature of the Minecraft-y stuff essentially guts what actually is cool about Minecraft and ends up disappointing everyone completely.


Title: Re: EQ 'Next'
Post by: Simond on August 04, 2013, 02:55:02 AM
Yeah makes me think it will end up with GW2's shitty encounter design.
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.


Title: Re: EQ 'Next'
Post by: UnSub on August 04, 2013, 06:50:04 AM
Although a lot of EQ Next sounds interesting, I wonder how much things will need to be hamstrung once players get in there to really start breaking things.

Because 'demorphable terrain' plus 'physics' equals 'can we drop a mountain on the city below it?'.


Title: Re: EQ 'Next'
Post by: 01101010 on August 04, 2013, 07:40:33 AM
Although a lot of EQ Next sounds interesting, I wonder how much things will need to be hamstrung once players get in there to really start breaking things.

Because 'demorphable terrain' plus 'physics' equals 'can we drop a mountain on the city below it?'.

I was thinking zones would be something like:

(http://i.imgur.com/IjUYlq4.jpg)


But I like your idea better.  :drill:


Title: Re: EQ 'Next'
Post by: Merusk on August 04, 2013, 08:15:03 AM
Yeah makes me think it will end up with GW2's shitty encounter design.
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.

 :hulk_rock:

My only other prediction is that the non-permanent nature of the Minecraft-y stuff essentially guts what actually is cool about Minecraft and ends up disappointing everyone completely.

This was my first thought on the system as well.  Things are permanent and your entire world is  just fucked down the line, or things are temporary and you wonder "why bother?"  There's middle-grounds, like using Landmark to stake claims and those are permanent and scattered, but they'll never make the world large enough to cover [server pop] * {#of alts} and maintain enough land to avoid the urban sprawl feeling.  Certainly not without massive travel times that I'm fairly sure nobody wants to put up with these days.



Title: Re: EQ 'Next'
Post by: Draegan on August 04, 2013, 08:20:20 AM
This game feels more and more like a Zelda game where you equip a bunch of stuff that allows you to do a bunch of things. I love the idea of tier advancement. Seems like they stole my idea I posted on FOH/Rerolled a bunch of time. Good for them. I'll expect a royalty check in the mail.

As far as the trinity thing: as long as they don't make it like GW2 where all you have are self heals and weak AOE ones, and make targetable and significant group heals, the game will be just fine. I think with a good Mob AI and terrain manipulation, you might not need a traditional tank/healer relationship. Perhaps the mob will attack the most important person and there might be abilities to trip mobs or something.

Anyway the whole reveal was a tech demo and we have no idea if these pipedreams are real. Game look pretty though. And the seperate Landmark game will be awesome. They will slave labor the shit out of all the minecraft neckbeards that jump on this.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 04, 2013, 08:23:12 AM
Yeah makes me think it will end up with GW2's shitty encounter design.
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.

 :hulk_rock:

My only other prediction is that the non-permanent nature of the Minecraft-y stuff essentially guts what actually is cool about Minecraft and ends up disappointing everyone completely.

This was my first thought on the system as well.  Things are permanent and your entire world is  just fucked down the line, or things are temporary and you wonder "why bother?"  There's middle-grounds, like using Landmark to stake claims and those are permanent and scattered, but they'll never make the world large enough to cover [server pop] * {#of alts} and maintain enough land to avoid the urban sprawl feeling.  Certainly not without massive travel times that I'm fairly sure nobody wants to put up with these days.

They've said that changes you make to the world in the main game are temporary. You can smash a bridge or dig a hole, but the world "heals". I'd guess nothing is going to last more than 30 minutes or so at most.

They also apparently have permanent changes to the world in the form of server-wide events (eg civil wars, dragon armies attacking) but those seem to be controlled by the devs as far as I understood it, while the players simply have to work out how to trigger them.

The changes you make in EQ Next Landmark will be permanent but there's no guarantee anything you make there will be imported into EQ Next itself.

Edit: In this interview, Dave Georgeson states that you can in fact own land and build on it in EQ Next itself. This seems to be their version of player housing - you can build your own house (or presumably use a design someone else has created).

http://www.gamebreaker.tv/mmorpg/everquest-next-interview-dave-georgeson/

I guess this is on top of the devs borrowing some of the best Landmark creations and simply bring them in to the gameworld for general use.


Title: Re: EQ 'Next'
Post by: Goreschach on August 04, 2013, 09:26:52 AM
Although a lot of EQ Next sounds interesting, I wonder how much things will need to be hamstrung once players get in there to really start breaking things.

Because 'demorphable terrain' plus 'physics' equals 'can we drop a mountain on the city below it?'.

There is almost no 'real' physics going on in this type of system. Look closely at the video. The scene where the bridge gets blown up? It doesn't collapse, the entire stretch just gets deleted. Same thing with the house that gets knocked apart. The walls don't fall over, they just cease to exist. This is why there is so much dust and smoke effect covering the screen when something happens. They throw a bunch of smog and some cosmetic chunks flying through the air to cover up what's going on. There is a huge fundamental problem with what they are doing, and while I'm not saying it's a gamebreaker, there are fundamental design level issues that they are going to have to contend with.

Minecraft works because it feels consistent. Everybody understands blocks, they've played with legos. When they look at minecraft, it is intuitively obvious. Minecraft has been so successful because the fundamental metaphor of the game is that you are playing with legos. You can put the legos down, and you can remove them. This makes sense to players, because they understand pulling a lego off some more legos. That lego is gone. It has ceased to exist. Imagine if you loaded up minecraft and you picked at a lego: now it explodes. A shower of dirt and debris covers the lego ground, and when you walk over it you bounce around as you path over the jagged shards of a broken lego. Now if you pick away under a cliff you are contending with lego landslides. Your lego mines are suffering lego cave-ins. And all of your cool lego buildings are no longer structurally sound, so they're falling over. It does not make sense.

EQN is going to be approaching this from the other end of the problem. The fundamental metaphor of EQN is that you are a real person running around in a real world. And when you start blowing up real ground, you will expect to see bridges collapse and walls fall and mountains collapsing on cities below them. So when you do that and instead legos get removed, it will not make sense. This is comparable to the uncanny valley. The more real you try to make the world, the more the shortcuts start to stand out. Full world realistic destruction is just nowhere near possible on current hardware. So they have to make the world cartoony and cover up the destruction so people don't look at it and go 'that doesn't make sense'.

A somewhat related problem is the shift in artistic requirements that this is going to bring. The idea behind Landmark seems to be that they want to use the players as artists. This works really well in minecraft, because anyone can stack blocks. The 'artists' in minecraft don't actually need any significant talent, and so everyone can do it. In a system like EQN is using, where you are selecting block sizes/texturing/smoothing levels, and using copy/paste tools, there is going to be a huge increase in required skill. Granted, it's nowhere near real 3d modelling, but creation in minecraft and EQN are going to be miles apart. I suspect Sony is hoping for a minecraft, when they're actually going to end up with a neverwinter: where 90% of the players tinker around with building for a few hours then give up, and 90% of those people who do stick to building only manage to produce a mountain of crap.


Title: Re: EQ 'Next'
Post by: Soln on August 04, 2013, 09:44:09 AM
Looks like SOE licensed VoxelFarm for EQN: http://procworld.blogspot.com/2013/08/everquest-next.html

His procedural building stuff is pretty slick (actually most of his blogging about his engine tech is full of cool tidbits, tech demos, and videos, but this stuff is among the coolest, to my mind...):
http://procworld.blogspot.com/2012/02/real-men-dont-draw-buildings.html
http://procworld.blogspot.com/2012/03/building-rooms.html
http://procworld.blogspot.com/2012/06/dude-where-is-my-castle.html

Looks like the TUG guys (a kickstarter project) licensed his stuff as well.

WOW. Now I'm interested.  I've been following Miguel for years.  That's awesome.  TUG is actually not using it anymore if you check two posts ago on his blog.  

Edit: I'm still confused and thus skeptical about the open world, but I can see the editor game working well and people then MP for new skins etc. Even auctioning to each other.


Title: Re: EQ 'Next'
Post by: Ingmar on August 04, 2013, 11:48:12 AM
Yeah makes me think it will end up with GW2's shitty encounter design.
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.

That never included me.


Title: Re: EQ 'Next'
Post by: Typhon on August 04, 2013, 12:41:44 PM
I was cheering loudly, elbowing Ingmar and stepping on his toes


Title: Re: EQ 'Next'
Post by: MediumHigh on August 04, 2013, 03:28:45 PM
Still cheering  :drill:


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 04, 2013, 03:43:54 PM
I linked to this interview above too but here are some highlights for those who don't want to listen:

You can bring Landmark creations into the game - or simply build directly in the EQ Next client - on land you have bought or been granted ("earnt through your actions"). This is on top of the designers pulling in Landmark assets for their own use.

Crafting "will be a very big part of our game" but few details.

No quest givers with feathers/exclamation marks over their heads. For quests, you need to keep your eye out for interesting things going on (a girl crying in the street, a barn burning etc).

"There is no end game". Because there are no levels, there is no end game. You become "able to do more" as you go out and collect new classes and stuff. You can develop your gear and character abilities to an extent.

"I can confirm that we'll have PvP" but no details. But big hints that there will be a major PvP element making lots of use of destructible environments.

One hotbar, using the numbers 1 through 8. "You have four character abilities that you can mix and match with all your different classes, and then each weapon you use has four different abilities also".

http://www.gamebreaker.tv/mmorpg/everquest-next-interview-dave-georgeson/


Title: Re: EQ 'Next'
Post by: Senses on August 04, 2013, 04:01:42 PM
I haven't been this excited about a game "Vision" since Vanguard!  Sounds like a sure thing.


Title: Re: EQ 'Next'
Post by: Mithas on August 04, 2013, 04:32:49 PM
The rerolled thread is awesome. I think this guy is losing his mind:

"I think I am the only one who sees this game realistically. I said it's amazing, I think it will be a massive success. I just think it is also a piece of shit. I know this kind of thing can be very hard for simpletons like you to understand but give it time, maybe you will come to terms with it eventually."


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 04, 2013, 04:34:32 PM
Watching the class panel now:

http://www.youtube.com/watch?v=IOKhfxwLokg

http://www.youtube.com/watch?v=QVqv78MfJus

The class design might seem familiar to those of us who've played The Secret World . . .

Basically each class has four fixed abilities, which are tied in some way to your weapon. You can change your class between fights.

Then you also have four "character abilities" which can come from any class which you have acquired.

So your starting character has eight abilities - four weapon abilities and four character abilities. But as you gain more classes, and therefore more character abilities, you can change how your class works by changing any or all of your character abilities.

You can swop out your four "weapon abilities" too, by changing class. But you can't mix and match those in the same way - each class always has the same four class abilities.

(although they also say you can ignore this aspect and stick with the original class if you like. The "starter classes" are just as viable as modified classes, so they say).

Individual abilities can also be improved by equipping items. EG, if you have a teleport ability, you might enhance it in some way by finding a ring which enhances teleportation.

And then there's apparently more customisation which is being kept secret.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 04, 2013, 04:35:29 PM
I'm legitimately interested and excited about this title.  I really enjoyed building stuff in Rift/EQ2 and Minecraft.  I suspect I'll like building stuff for this game, too.  

There are definitely some glaring problems, but they might produce a decently fun experience.  So, we'll see.  It's likely to be a free game, so I can't really be hurt if it isn't something I like.

Likes:  

No obvious quest givers
multiclass
potential to see player built stuff in-game.
dynamic world?
character models, much better than eq2, even if they look somewhat cartoony.  

Dislikes/concerns:

destructible terrain seems a bit too destructible.  A hammer blow should not knock out a section of ground.
weird uncanny valley physics with the environment, as mentioned earlier.


Title: Re: EQ 'Next'
Post by: Falconeer on August 04, 2013, 04:52:37 PM
No quest givers with feathers/exclamation marks over their heads. For quests, you need to keep your eye out for interesting things going on (a girl crying in the street, a barn burning etc).

"There is no end game". Because there are no levels, there is no end game. You become "able to do more" as you go out and collect new classes and stuff. You can develop your gear and character abilities to an extent.

This happened before. EQ2, November 2004. How long before they change their mind again and put exclamation marks back in?


Title: Re: EQ 'Next'
Post by: Draegan on August 04, 2013, 05:17:54 PM
please don't ever quote qwerty from rerolled on these boards. Don't spread the pollution.


Title: Re: EQ 'Next'
Post by: Margalis on August 04, 2013, 06:01:21 PM
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.

Getting rid of the Trinity is fine as long as you have an idea of what to replace it with.


Title: Re: EQ 'Next'
Post by: Miasma on August 04, 2013, 06:16:57 PM
I read a different article that said they were keeping the trinity so I don't know which to believe yet.  I am pro trinity.  Probably because I usually play a healer.


Title: Re: EQ 'Next'
Post by: 01101010 on August 04, 2013, 06:18:13 PM
No obvious quest givers makes me think of FFXI and spending countless hours talking to every stupid fuck NPC in the towns just to find nothing. Then again, FFXI was hardly about side quests. Even so, no big yellow bat signal is a nice change, only if it is obvious that that NPC has some shit for you to do.


Title: Re: EQ 'Next'
Post by: Mithas on August 04, 2013, 06:50:09 PM
please don't ever quote qwerty from rerolled on these boards. Don't spread the pollution.

At least I didn't say who he was. That guy is entertaining. I will say that if anyone wants to see rage tears, go read qwerty's posts.


Title: Re: EQ 'Next'
Post by: Kageru on August 04, 2013, 06:52:39 PM
It sounded a lot like they were trying to make the content automatically generated (the orc camp example) or story driven (the build a fort example). So you don't need quest givers as such. It's also pretty much like GW2's model of hearts (static but one-off events), events and zone events. They'll probably even borrow something like the "living world" idea.

They might be trying to make it more dynamic such that events form from more fundamental mechanisms playing out, but getting that stuff to work and give enough interesting variety (especially under the pressure of player manipulation) is far from easy. And I expect their dreams to be reduced to meet reality as development continues.


Title: Re: EQ 'Next'
Post by: Malakili on August 04, 2013, 07:06:56 PM
It sounded a lot like they were trying to make the content automatically generated (the orc camp example) or story driven (the build a fort example). So you don't need quest givers as such. It's also pretty much like GW2's model of hearts (static but one-off events), events and zone events. They'll probably even borrow something like the "living world" idea.

They might be trying to make it more dynamic such that events form from more fundamental mechanisms playing out, but getting that stuff to work and give enough interesting variety (especially under the pressure of player manipulation) is far from easy. And I expect their dreams to be reduced to meet reality as development continues.


It all comes down to whether or not they are going to be willing to implement anything that prevents players from doing what they want, when they want.  Every developer in recent memory has fallen on one side of that decision.  In some sense you have to go the other way if you want the "living world' idea to work.   If someone wants to log in and quest, but the zone is overrun with orcs, that's a more interesting world - but it isn't a more interesting game to most people I suspect.  More power to them if they stay the course with the idea.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 04, 2013, 07:22:11 PM
Remember when everyone was cheering GW2 on during its beta for getting rid of The Holy Trinity?
Good times.

Getting rid of the Trinity is fine as long as you have an idea of what to replace it with.

Totally.  And unfortunately, my guess/fear is that this necessity is not recognized there.


Title: Re: EQ 'Next'
Post by: UnSub on August 04, 2013, 07:37:12 PM
I read a different article that said they were keeping the trinity so I don't know which to believe yet.  I am pro trinity.  Probably because I usually play a healer.

SOE wants you to believe whichever statement ends up with you giving them money.

I'm remembering all the DCUO hype that SOE kicked up and how far short that title fell of achieving its goals e.g. Superman's super power is Ice. DCUO only became successful after it became a F2P PS3 title.

So I'm interested to see where EQNext ends up. Maybe it will be F2P, but every shovel costs real-life money.


Title: Re: EQ 'Next'
Post by: Furiously on August 04, 2013, 09:03:04 PM
GW2 failed for me in that they said you would leave an imprint on the world for your actions... I can go back to the centaur camp that I helped retake and if no one has done the string in 12 hours, it will be back in enemy hands. The zone conflict is either in State A, B, C, D or E. That's not, "Procedurally generated events leaving a long lasting impact on the world." That's the quest is in state "X".


Title: Re: EQ 'Next'
Post by: Abelian75 on August 04, 2013, 09:14:30 PM
SOE wants you to believe whichever statement ends up with you giving them money.

I'm remembering all the DCUO hype that SOE kicked up and how far short that title fell of achieving its goals e.g. Superman's super power is Ice. DCUO only became successful after it became a F2P PS3 title.

So I'm interested to see where EQNext ends up. Maybe it will be F2P, but every shovel costs real-life money.

I'd be very (pleasantly) surprised if it ended up having any sort of strong trinity, or anything substantial replacing it.  I hope I'm wrong, of course, but I'd be surprised if you weren't spot-on.

When I was there, I once tried to show someone one of those Tankspot videos of the Malygos fight, for some reason I don't exactly recall that had something to do with ideas for platforming elements in group encounters.  I started the video, and immediately was met with laughter and cries of "NERD!!!", because the idea of someone making a video about an encounter was just too goddamn hilarious for this person to imagine.  Consider that those tankspot videos were about as un-nerdy as you can get when it comes to videos about MMOs.  We're talking about a video of a normal guy talking in fairly normal-guy tones about how to fight a raid boss in an MMO, and the very idea of that was hilarious to them.  I'm not going to say the exact position this person was eventually promoted into, but it was depressingly significant.

There were a lot of really, really smart people on that team, and we did some really cool stuff in DCUO, technically.  But the culture there, and quite possibly at most studios (I don't know, as I left the game industry) is very anti-"serious gamer", and I don't mean "serious gamer" to include only the hilariously hardcore that are easy to make fun of.  I fear that, much like I felt to be the case on that game, there will not be much a plan for the game other than the moment-to-moment combat (which will probably be great).  I don't think the culture as a whole understood anything aside from that.  Hopefully that's been corrected!  We'll see.


Title: Re: EQ 'Next'
Post by: Sky on August 04, 2013, 09:23:22 PM
I'm about as far from 'serious gamer' as you can get and I can see that Superman having ice powers is completely insane.


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 12:39:13 AM
I am pro-trinity in this case; if someone wants to be focused on healing or tanking I say let 'em.  GW2 failed in that healing just plain sucked.  It's flatly impossible to outheal any degree of incoming damage with any class or skill in GW2, and there's little for a tank to do either, since getting a big monster's complete attention on you is likely to get you dead regardless of class or armor.  So pretty much everybody's DPS at the end of the day, and while that ended groups sitting around for an hour spamming 'LF1M healer PST!', it also turned combat from a tactical affair with people in set roles having to use teamwork into a clusterfuck of people spamming random attacks until the monster died.

So here's the thing.  Next lets you mix-match class stuff at will.  So basically anybody can get healing powers, or equip a shield and be tanky.  You don't have to worry about everyone in the party showing up to the dungeon entrance as a Hunter, not when any or all of you can swap in a healing skill and *bamf* now you're a healer.  So I don't see an aversion to the trinity being necessary for Next.  The downside of the trinity lies in being trapped in a situation where you need but cannot find a healer or tank, but the things they've said about their class system implies that everyone can be a healer and a tank after running around learning skills.  Let the players enjoy the benefits of specializing in a role instead of watering everything down.


Title: Re: EQ 'Next'
Post by: veredus on August 05, 2013, 02:47:30 AM
Quote
maybe it will be F2P, but every shovel costs real-life money.

Just want to point out that the EQN website says it's f2p.


Title: Re: EQ 'Next'
Post by: Furiously on August 05, 2013, 02:49:15 AM
I am pro-trinity in this case; if someone wants to be focused on healing or tanking I say let 'em.  GW2 failed in that healing just plain sucked.  It's flatly impossible to outheal any degree of incoming damage with any class or skill in GW2, and there's little for a tank to do either, since getting a big monster's complete attention on you is likely to get you dead regardless of class or armor.  So pretty much everybody's DPS at the end of the day, and while that ended groups sitting around for an hour spamming 'LF1M healer PST!', it also turned combat from a tactical affair with people in set roles having to use teamwork into a clusterfuck of people spamming random attacks until the monster died.

So here's the thing.  Next lets you mix-match class stuff at will.  So basically anybody can get healing powers, or equip a shield and be tanky.  You don't have to worry about everyone in the party showing up to the dungeon entrance as a Hunter, not when any or all of you can swap in a healing skill and *bamf* now you're a healer.  So I don't see an aversion to the trinity being necessary for Next.  The downside of the trinity lies in being trapped in a situation where you need but cannot find a healer or tank, but the things they've said about their class system implies that everyone can be a healer and a tank after running around learning skills.  Let the players enjoy the benefits of specializing in a role instead of watering everything down.

The tears will be strong if raid encounters don't drop a token for everyone present and instead drop actual loot.  (Based on the whole... items can modify your abilities statement)


Title: Re: EQ 'Next'
Post by: Phred on August 05, 2013, 03:04:23 AM

So here's the thing.  Next lets you mix-match class stuff at will.  So basically anybody can get healing powers, or equip a shield and be tanky.  You don't have to worry about everyone in the party showing up to the dungeon entrance as a Hunter, not when any or all of you can swap in a healing skill and *bamf* now you're a healer. 

If Rift is anything to judge by, this wont happen though. What will happen is everyone will show up in their dps role and bitch loudly about the lack of healers.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 05, 2013, 04:02:59 AM
Rift isn't a great example though because it never really offered the flexibility people thought it would. If you played a mage then yes, there was a healing soul in the mage tree and it did have a use, but it didn't mean you could heal like a priest could. It was a dps/healing hybrid role. If you wanted to play a proper healer, you needed to roll a priest.


Title: Re: EQ 'Next'
Post by: Rendakor on August 05, 2013, 04:35:50 AM
So here's the thing.  Next lets you mix-match class stuff at will.  So basically anybody can get healing powers, or equip a shield and be tanky.  You don't have to worry about everyone in the party showing up to the dungeon entrance as a Hunter, not when any or all of you can swap in a healing skill and *bamf* now you're a healer.  So I don't see an aversion to the trinity being necessary for Next.  The downside of the trinity lies in being trapped in a situation where you need but cannot find a healer or tank, but the things they've said about their class system implies that everyone can be a healer and a tank after running around learning skills.  Let the players enjoy the benefits of specializing in a role instead of watering everything down.
I'm not sure this is true, particularly for tanks. 4 of your skills are permanently tied to your class/weapon, for which "sword and board" is probably a choice.


Title: Re: EQ 'Next'
Post by: Maledict on August 05, 2013, 04:38:44 AM
That's not true at all regarding Rift. Heck, for long periods of time the Mage healing soul was probably the best healer in Rift. Chloromancers were able to fully heal content from day 1. It was just that most people who roll mages want to blow stuff up, and most people who want to heal roll priests...

Re GW2, lets be clear on what they were trying (and failed) to accomplish. GW2 set out to get rid of the trinity - but to replace it with other roles. Instead of tanks being beaten on, they wanted 'control classes' who would use a variety of abilities to control bosses. Warriors might melee them as normal, mesmers would create illusions to distract them, earth elementalists would kite and disable them etc. instead of healers they had support roles. They even had a giant chart showing which class could fulfill which role.

Unfortunately they failed in implementation. The tools to control mobs aren't strong enough so fights just end up with people kiting bosses or relying on stacked buffs to absorb damage whilst you burn it down, and support roles don't bring enough to the group to justify speccing as one (especially when the single best support ability, Time Warp, is brought by every Mesmer no matter what).

GW2 is a great game and I play it daily, but their ambition to replace the trinity with something more rational and flexible unfortunately failed. We do have to remember though this wasnt what they planned and they did have concepts beyond 'everyone dps!' That the game ended  up as.


Title: Re: EQ 'Next'
Post by: Numtini on August 05, 2013, 04:44:48 AM
The Secret World certainly gave you flexibility to multiclass and kept the basic trinity. I didn't care for the spam healing, which was the result of not having mana, but you really could switch class fully. I think Rift's problem was not so much that Chloro mages couldn't heal, but that there were no rogue or warrior healers. Personally, I've yet to see anything that's as interesting to play as the trinity based games.

The no quest givers is nonsense. We've been there and done that. If they don't have quest givers people will just leave or they'll camp. They aren't going to randomly run around looking for damsels in distress.

I don't see the game surviving without an end game. This SOE. They are not nimble and they will not be able to produce content on a regular basis in the manner that GW2 or even TSW is doing. They're going to be more like Defiance, nothing to do and promises that an expansion will arrive "sometime."

The outlier in all of this is with a F2P model, it's about making the best game possible for a large number of people, it's about attracting the small percentage that are going to drop ludicrous amounts of money in the cash shop.


Title: Re: EQ 'Next'
Post by: eldaec on August 05, 2013, 04:50:11 AM
My problem with gw2 was I could never really figure out what was going on in a group and it didn't really vary according to group composition or tactics.

I always got the impression there were hidden depths I was missing, but compared to something like CoX or even GW1 it just felt bland. Never outright terrible, but everything was so carefully balanced it never seemed to matter what you did as you'd get similar utility from almost any decision you made.


Title: Re: EQ 'Next'
Post by: Maledict on August 05, 2013, 04:55:23 AM
You are completely right re GW2. The lack of a decent combat log and game notifications really, really hampers fights. There are *amazing* co-ordinated group things you can do - but it's not worth doing as no-one knows unless you are in a very tight co-ordinated group.

For example, as a Mesmer I can give everyone in the group a huge stack of buffs and the time warp them all. But unless that's co-ordinated its mostly wasted and no-one would have a clue what was going on anyway - if they even noticed they suddenly had a lot of extra buffs.

GW2 has huge depths to its combat, but its way too hidden and obtuse and just not needed most of the time.


Title: Re: EQ 'Next'
Post by: Maledict on August 05, 2013, 04:56:53 AM
Overall I am curious how Neverwinter is doing. It's free to play, has a recognised brand and has content generation as well.SOE seem to be relying on that to provide the endgame in a similar way to EVE but unless their game is radically different to what've have seen so far they really don't have the ability to provide a playground like EVE does.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 05:27:23 AM
GW2 is a great game and I play it daily, but their ambition to replace the trinity with something more rational and flexible unfortunately failed. We do have to remember though this wasnt what they planned and they did have concepts beyond 'everyone dps!' That the game ended  up as.

I think that, unfortunately, that's what all 'everyone's a hybrid' systems are doomed to fall to. 

If everyone tanks then you wind up with players who only have to blindly mash buttons for DPS.  After all, everyone's a tank and whoever the mob is beating on doesn't matter for the group, only the individual concerned with not dying, until their DPS is lost.

If everyone self-heals, then again you wind-up only needing to mash the DPS button. You're responsible for your own health so the guy next to you taking a dirt nap doesn't affect the group encounter in the slightest other than the loss of DPS.

So, unsurprisingly, everyone is a DPS character.

If you want to change that you need to rethink EVERYTHING from the ground-up.  Mob mechanics, encounter mechanics, character build from HP to stats, collision, resources.  You can't say "BAH, we've been playing D&D for 15 years, time for something new!" then jump right back on the "everything has hit points, stats and armor values" wagon.  You're just re-wrapping the same mechanics and throwing out the ones that evolved to their current point for a reason.

You can't tank without a method of keeping the mob on you, which has evolved to "aggro."  You could do nifty front-line stuff requiring positioning instead, but everything I think of for that requires collision detection.  That then becomes a problem with griefing AND hitboxes when you make Bosses big enough for large melee groups to get their hits in. 

Similar problem with heals. Give a class a heal that's even marginally bigger than the rest or good enough to keep people from dying and guess what is the only spell they'll be casting.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 05, 2013, 05:31:31 AM
So here's the thing.  Next lets you mix-match class stuff at will.  So basically anybody can get healing powers, or equip a shield and be tanky.  You don't have to worry about everyone in the party showing up to the dungeon entrance as a Hunter, not when any or all of you can swap in a healing skill and *bamf* now you're a healer.  So I don't see an aversion to the trinity being necessary for Next.  The downside of the trinity lies in being trapped in a situation where you need but cannot find a healer or tank, but the things they've said about their class system implies that everyone can be a healer and a tank after running around learning skills.  Let the players enjoy the benefits of specializing in a role instead of watering everything down.
I'm not sure this is true, particularly for tanks. 4 of your skills are permanently tied to your class/weapon, for which "sword and board" is probably a choice.

But you can also change class.

But only if you have collected the class, however that happens - and then progressed it. They say the game doesn't have levels but it has "tiers" which you progress through somehow. So if you have a tier 3 warriorand you are doing tier 3 content, having a tier 1 mage on that character clearly won't help much.

So some characters will be capable of swopping from warrior to mage.

Again, it sounds to me like it will be like Secret World where you could be in a group and in need of a healer, and one of the DPS characters says "actually I also have a healing spec and gear". But there's no guarantee.

Edit: I may have misunderstood the point you were making.


Title: Re: EQ 'Next'
Post by: Koyasha on August 05, 2013, 05:54:52 AM
Gear is the real issue here, in my mind.  As long as there's a difference between 'DPS gear' and 'tank gear' and 'healing gear' we're going to see people having to specialize purely out of what gear they have, and the idea of someone switching roles into whatever is needed at the moment isn't going to materialize.

If they manage to make gear that provides equal benefits to all roles (while still differentiating one piece of gear from another) then we'll actually be able to see people switch between roles, but as long as people have to collect entire extra gear sets, not going to happen very much.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 05, 2013, 05:57:30 AM
If they're going to try to eliminate (mostly) the trinity (which I think is a noble attempt) they'll have to radically change how mob AI works.  This is one of their holy grails, so there is at least the fact they recognize this.  Whether they can implement it or not is the question but speculating on it without seeing their attempts is fruitless, but then, wtf else are we going to talk about.

There are two things which keep percolating in my head:  There was a snippet about the druids kiting you; the storybricks give mobs goals and motivations, release them into the wild, and let the chips fall where they might. 

Nothing I've heard precludes the trinity existing.  What they seem to be striving for is not strictly needing the trinity.   How they're doing this is still unknown.  They could give the mobs a realistic metric in the fact that is a heal spell is cast on the tank, then that fucker has to die pronto.  Having the mobs fight a super armor/hp tank while constantly being refreshed by some dipshit in the back lines has always been retarded.  I'd like to see combat difficulty ramp up hard.  Once players get past their one legged snakes and the suicidal Fippy, just running into meat grinder mob tactics and let the chips fall where they might.


Title: Re: EQ 'Next'
Post by: Maledict on August 05, 2013, 06:05:41 AM
Just to clarify the idea with GW2 was never that 'everyone could tank'. Some classes could spec support, some spec control. Thieves for example couldn't spec for control at all, and neither could engineers. The idea was never that everyone could tank, it was that tanking was replaced by control and you had a huge amount more flexibility as to which classes could fulfill that role.

Unfortunately that doesn't work - partly because the control options are too weak or don't work. I can spec for control as a Mesmer all I want but bosses are never going to spend more than a second eating my clones, if they even bother to notice them at all. The second reason it doesn't work is that their are no real ways to keep aggro - so I can spec for defense as a Mesmer and be fairly sure Ill be the last person standing, but that's no use if the mob has eaten everyone else first...

It was never as grand an ambition as it first sounded when they announced it - and to be honest it was a much more realistic and sensible option. Unfortunately they simply failed on practically every level to make it work, and a huge amount of that is the tools and in game feedback.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 06:11:15 AM
Control is always going to be a bad method because people get freaked out about how it impacts PVP. 

So long as you have to cater to PVP without a 2nd set of ability rules you're going to have weak, almost pointless, control because players quit when one class can keep them locked-down and helpless.


Title: Re: EQ 'Next'
Post by: Kageru on August 05, 2013, 06:17:15 AM

(Merusk beat me to the PvP angle I see).

The GW2 team are superb at world building... not so great at class mechanics, and they've done little to iterate on it since launch.

Part of that might also be the old PvP problem. The sort of potent control options needed to make their model work in PvE are gruesomely overpowered in PvP and they don't want to run two different rule sets. So everything gets dumbed down. Even after playing a lot of it, and knowing their are "field" and "finisher" interactions for many powers I tend to just ignore them because none feel like they make that much of a difference.

Of course I don't mind the trinity. Make it a bit softer so being a healer or support isn't a life sentence, so many classes can contribute something or do okay in a prime role (even if it is modal), but don't throw it out entirely. Feeling like you have a role and value to the group is pretty important for group play.

I still expect it to be the champions model though. 4 people soloing in the same area and the guy getting hit kiting or blocking.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 06:35:57 AM
No obvious quest givers makes me think of FFXI and spending countless hours talking to every stupid fuck NPC in the towns just to find nothing. Then again, FFXI was hardly about side quests. Even so, no big yellow bat signal is a nice change, only if it is obvious that that NPC has some shit for you to do.

I'm thinking anyone who has a quest will be overt. Likely, just walking up to said crying girl will trigger it. More akin to Skyrim/Fallout than Typical MMO's in how quests are started.


As for the "Holy trinity" thing, I think there may be misunderstanding. You can still play a healer if you want, what they are doing though, is shifting the onus from "Group makeup" being the barring factor, to "Individual makeup". IE: instead of needing 3 locked-in class players/alts, with the lack of one barring you from the content. The decision now falls to each individual as to what skill they bring. Want a healer, but don't have one? No need to spam LFG chat, just see if one of your friends will change over a few things.



Quote

  
Quote
 "I play a Tank/Healer, how are you going to incentivize support roles if they aren't required?"

    "I play a Tank/Healer in Neverwinter/Guild Wars 2 and I am never picked in favor of DPS. Why will I be picked in EQN?"

    "Ambiguous class roles destroy team work, how are you going to combat that?"

To which SOE creative director Jeff Butler replied:

    Jeff Butler

    
Quote
“I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

    Effectively we want every single person playing the game to have fun, I refuse to have my guild fall apart because one member doesn’t want to play anymore and he is our primary healer. This is a responsibility that we created as game developer and we are abandoning it, we are not going to put players through that, we have seen the damage it has caused over the past 15 years and we are moving past it with this design.”



Somewhat related, i love this answer:

Quote
Q:Regarding combat mechanics, I understand that there's not going to be a holy trinity. So no dedicated healer class, so everyone has some small ability to heal themselves. Of what I see in the demo/screenshot of the gameplay it looks like there's going to be a large dodge mechanic as far as defending yourself. Well, a lot of my friends and players, I'm going to say this politely, are older and did not grow up playing action games, so am I just going to have to tell them that maybe this game is not for them?

A:That's a good question. So we obviously need to strike a very good balance between the active movement-based and the moment-to-moment dodging of things. We're still working a lot of those details out but I think that the happy medium that we strike will appeal to all the players in the audience.

We're not going to build a game that supports one-button macroing, for sure. So you will definitely have to be more active than that. Even in EverQuest 2, if you're not one-button macroing, you're still usually pretty active. Even if you're standing in one spot you're still busy doing other things, you're watching a million things, you're making sure your buffs are still going. You're doing all these kinds of different things. That's activity. Those are decision you are making on rapid base. You should expect to have some level of interactivity like that in any game. And whether we do those exact same mechanisms or not you're still going to be an active player, that's what a game is.

Even in the most static massively multiplayer game you are generally engaged in the activity of watching your hotbuttons refresh and then stabbing them at the most efficient oppertunity. That is one thing I can promise you that you're not going to be doing in this game. So if that's the sort of gameplay you're looking for you're looking in the wrong place.

Jeff, you play games different than I do, I don't stab my keyboard.

He's an angry gamer.

We will be getting everyone up and looking at what's going on on the screen and enjoying the process of playing the game.


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 06:59:32 AM
Yes, I am worried too about Quest Givers not being obvious, but I think Skyrim is a good example. There's million of things to do there, and they are all quite easy to find, without exclamation marks. It can be done right, with enough time and resources.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 07:03:36 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 07:26:21 AM
People are dumb, the trinity, whether you do it by hard classes or by roles, is the easiest way to do content. Tank it, nuke it, heal it. Anyone can do it so everyone likes it. Everyone knows its dreadfully boring but the alternative? Actual knowledge of a complex system and developing strategy beyond this button gives + 1 to that button? Fuck that. Which is the inherent problem with improving gameplay in a style of games where gameplay was never the premium.

GW1 faced that problem. Literally no one knew how to actually play the game. Which made a dramatic barrier of entry between the pve and pvp crowds. Don't know you shouldn't spread your attribute points 6 ways? Good luck not getting curb stomped in random arena's. Players stuck to the trinity for pve encounters very stubbornly despite the, i'm not joking, thousands of combinations available, most of which without the use of a dedicated healer because that's how deep the GW1 skillset was.

GW2 failed for me in that they said you would leave an imprint on the world for your actions... I can go back to the centaur camp that I helped retake and if no one has done the string in 12 hours, it will be back in enemy hands. The zone conflict is either in State A, B, C, D or E. That's not, "Procedurally generated events leaving a long lasting impact on the world." That's the quest is in state "X".

The problem with the GW2 world system was that it was quarter done. I applaud it because its a genuine step in the right direction and its leagues better than the quest giver model. But it was a long way from making a world, which by now you would think we'd realize but I don't think the brains that be are looking in that direction. The problem with GW2 is that your still a HERO, not a controllable entity, meaning that your interactions with the world is inherently limited. To compare, the world is a series of capture points, you are always RED team and the BLUE team is merely some robots that trickle in from their base camp. For a game to be a world it has to allow players to be RED or BLUE team and give incentives to switch sides or stay on your side. Not only that but the climate of the world needs to change by forces not entirely owned by the player. Which would require again, the world not see the player has a hero, but a entity that serves his or her own purpose. So in GW2, imagine the game if the players could help bring on the dragon/zombie apocalypse, or work with the centaurs, etc etc.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 07:31:10 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 07:36:10 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 05, 2013, 07:37:52 AM
For a game to be a world it has to allow players to be RED or BLUE team

This is profound.


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 07:38:28 AM

I'll believe it when I see it.

Yeah, that's been a common promise in games from day one and has yet to be realized.  The problem is that no smart monster would do anything other than run up and eat the cleric first, and no game has sufficient collision detection to allow a tank to physically block a monster from walking through them to get at the squishies.  Getting past an angry dude built like a linebacker and carrying a tower shield should by most rights be very difficult, but I'm not aware of any game where a tank had to physically interpose themselves to keep monsters from passing them instead of relying on taunt mechanics.


Title: Re: EQ 'Next'
Post by: eldaec on August 05, 2013, 07:43:16 AM
Worrying about quest givers at this stage makes little sense.

They will try  a thing, if it doesn't work they can erect giant neon exclamation points in about 30 seconds flat.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 07:43:41 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.

I think that's incorrect. That statement is right there with "No one wants to play a MMOFPS". Clearly, that's incorrect, there are at least 5 that are coming out soon, and a number already released to varying Degrees of MMO-ness. I would also point to games like Dragons nest, Vindictus and many other hybrids out or soon to be out that feature Better AI and maneuverability than your Typical MMORPG. What used to be a technical limitation is no longer one.  But it IS true, that many MMO combat designs and standards are standards because of Expectation. Been saying that for years. Thankfully, this looks to be changing, and not just in EQnext.


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 07:44:52 AM

I'll believe it when I see it.

Yeah, that's been a common promise in games from day one and has yet to be realized.  The problem is that no smart monster would do anything other than run up and eat the cleric first, and no game has sufficient collision detection to allow a tank to physically block a monster from walking through them to get at the squishies.  Getting past an angry dude built like a linebacker and carrying a tower shield should by most rights be very difficult, but I'm not aware of any game where a tank had to physically interpose themselves to keep monsters from passing them instead of relying on taunt mechanics.

The monsters have bows. The monsters shoot bows. Healer is still dead~~


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 07:45:11 AM

I'll believe it when I see it.

Yeah, that's been a common promise in games from day one and has yet to be realized.  The problem is that no smart monster would do anything other than run up and eat the cleric first, and no game has sufficient collision detection to allow a tank to physically block a monster from walking through them to get at the squishies.  Getting past an angry dude built like a linebacker and carrying a tower shield should by most rights be very difficult, but I'm not aware of any game where a tank had to physically interpose themselves to keep monsters from passing them instead of relying on taunt mechanics.

Mount and blade. But it does not work solo. But mechanically, its there and that's an example.

The monsters have bows. The monsters shoot bows. Healer is still dead~~

Sounds like a Challenge for the player to me, Not sure how this is a bad thing. Adjust the Strategy. This is a common issue in many games that's overcome, especially in more competitive games.


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 07:51:37 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.

I think that's incorrect. That statement is right there with "No one wants to play a MMOFPS". Clearly, that's incorrect, there are at least 5 that are coming out soon, and a number already released to varying Degrees of MMO-ness. I would also point to games like Dragons nest, Vindictus and many other hybrids out or soon to be out that feature Better AI and maneuverability than your Typical MMORPG. What used to be a technical limitation is no longer one.  But it IS true, that many MMO combat designs and standards are standards because of Expectation. Been saying that for years. Thankfully, this looks to be changing.

Players have been bad at gaming for a long time. I played GW1 and I distinctively remembered how 90% of the playerbase knew fuck all how to play the game. I mean fuck all. So fuck all that they (for GW2) removed dual professions and giving players the ability to pick their own skills because that's how retarded players were that even picking 8 buttons on the keyboard was too difficult and was a barrier of entry. Nothing about the current trend of gaming has changed that.  


Title: Re: EQ 'Next'
Post by: Pennilenko on August 05, 2013, 08:04:11 AM
From a personal perspective, I really want to see an end to the holy trinity, and more personal responsibility for tactical "twitch" reactions and skill selection in my MMO's.

However, I have said for a long time, that most players are terrible. Many people think they are much better at gaming than they actually are. 15 years of building friends in MMOs and other online games has shown me the magnitude of self delusion that convinces me that only a small portion of people actually have talent for playing video games.  Even this forum's membership, which I still respect a great deal, is composed largely of self deluded bad gamers. What all this means is that making MMO's more difficult and technical is a bad thing because people don't want to see the truth. They don't want it shoved in their face that they are bad. They want to invest the "time" necessary to overcome their talent limitations to still feel like they are achieving. EQN will need to have a high level of forgiveness in reaction time and skill usage, otherwise they will drive a good portion of their early adopters away at a fairly rapid pace.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 08:05:44 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.

I think that's incorrect. That statement is right there with "No one wants to play a MMOFPS". Clearly, that's incorrect, there are at least 5 that are coming out soon, and a number already released to varying Degrees of MMO-ness. I would also point to games like Dragons nest, Vindictus and many other hybrids out or soon to be out that feature Better AI and maneuverability than your Typical MMORPG. What used to be a technical limitation is no longer one.  But it IS true, that many MMO combat designs and standards are standards because of Expectation. Been saying that for years. Thankfully, this looks to be changing.

Players have been bad at gaming for a long time. I played GW1 and I distinctively remembered how 90% of the playerbase knew fuck all how to play the game. I mean fuck all. So fuck all that they (for GW2) removed dual professions and giving players the ability to pick their own skills because that's how retarded players were that even picking 8 buttons on the keyboard was too difficult and was a barrier of entry. Nothing about the current trend of gaming has changed that.  

Obviously I think you are incorrect. People have been playing games with more dynamic combat for a long long time. You just have to look beyond 90% of MMO's. I believe this is what SOE is doing. I'm not saying SOE will get it right. I am saying that its no longer a technical limitation, and its not beyond acceptability. It, by all rights, may be more assessable to people not steeped in the traditional MMO combat. People not conditioned to that style of combat likely outnumber MMO players by a great margin.

I would say, your aversion and distrust of it, is likely a comfort zone issue. Your expectation and knowledge of how the systems work allows you to transition seamlessly between games like EQ2, Vanguard, Wow, and hundreds of other games with the same combat systems. That seamless transition is part of why combat tends to be variation of the same, its something developers wanted. But that can't be applied to everyone. I'm the exact opposite, I played more MMO's than I care to list, and put in a shameful amount of time. I am over quest hubs and TAB combat, have been for while.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 08:15:50 AM
    
Quote
“I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

    Effectively we want every single person playing the game to have fun, I refuse to have my guild fall apart because one member doesn’t want to play anymore and he is our primary healer. This is a responsibility that we created as game developer and we are abandoning it, we are not going to put players through that, we have seen the damage it has caused over the past 15 years and we are moving past it with this design.”

Without specifics and a demo this is all marketing herf-blurf.  We have a lot of feel-good-speak and zero demonstration. At this point it's, "We have Stats That Matter!" v2.0.  What you, the listener, are reading in to it may not be what you get.

From a personal perspective, I really want to see an end to the holy trinity, and more personal responsibility for tactical "twitch" reactions and skill selection in my MMO's.

However, I have said for a long time, that most players are terrible. Many people think they are much better at gaming than they actually are. 15 years of building friends in MMOs and other online games has shown me the magnitude of self delusion that convinces me that only a small portion of people actually have talent for playing video games.  Even this forum's membership, which I still respect a great deal, is composed largely of self deluded bad gamers. What all this means is that making MMO's more difficult and technical is a bad thing because people don't want to see the truth. They don't want it shoved in their face that they are bad. They want to invest the "time" necessary to overcome their talent limitations to still feel like they are achieving. EQN will need to have a high level of forgiveness in reaction time and skill usage, otherwise they will drive a good portion of their early adopters away at a fairly rapid pace.

There's self-deluded and then there's, "Why am I developing this skill?  Why am I pouring HOURS in to researching the metagame.  This doesn't help me in my career, earn me money or get me laid.  Fuck your "skill based" gaming in its ass. I play to enjoy my leisure time, I'm out."  Rather than a lot of "self-deluded gamers" here I think we fall in to that category.

Those of us who don't freely admit we suck at something.  I'm a terrible FPS player on an international scale. I also don't give two shits about that if the games fun while I'm dying all over the place.

Also, move on to twitch all you want but realize you're leaving money on the table. There's plenty of us with poor motor coordination or aging reflexes who have tons of money but no patience for getting pwnd or kicked out of groups because we're not an 18 year old on redbull.  Never you mind the amputees, parapalegics etc that I've met over the years who also enjoy games.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 08:19:03 AM
Question: Is MOBA combat too far from TAb Target to be broadly acceptable? ( I am speaking of the 3ed Person variety that has gained popularity )


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 08:22:21 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.

I think that's incorrect. That statement is right there with "No one wants to play a MMOFPS". Clearly, that's incorrect, there are at least 5 that are coming out soon, and a number already released to varying Degrees of MMO-ness. I would also point to games like Dragons nest, Vindictus and many other hybrids out or soon to be out that feature Better AI and maneuverability than your Typical MMORPG. What used to be a technical limitation is no longer one.  But it IS true, that many MMO combat designs and standards are standards because of Expectation. Been saying that for years. Thankfully, this looks to be changing.

Players have been bad at gaming for a long time. I played GW1 and I distinctively remembered how 90% of the playerbase knew fuck all how to play the game. I mean fuck all. So fuck all that they (for GW2) removed dual professions and giving players the ability to pick their own skills because that's how retarded players were that even picking 8 buttons on the keyboard was too difficult and was a barrier of entry. Nothing about the current trend of gaming has changed that.  

Obviously I think you are incorrect. People have been playing games with more dynamic combat for a long long time. You just have to look beyond 90% of MMO's. I believe this is what SOE is doing. I'm not saying SOE will get it right. I am saying that its no longer a technical limitation, and its not beyond acceptability. It, by all rights, may be more assessable to people not steeped in the traditional MMO combat. People not conditioned to that style of combat likely outnumber MMO players by a great margin.

I would say, your aversion and distrust of it, is likely a comfort zone issue. Your expectation and knowledge of how the systems work allows you to transition seamlessly between games like EQ2, Vanguard, Wow, and hundreds of other games with the same combat systems. That seamless transition is part of why combat tends to be variation of the same, its something developers wanted. But that can't be applied to everyone. I'm the exact opposite, I played more MMO's than I care to list, and put in a shameful amount of time. I am over quest hubs and TAB combat, have been for while.

My aversion and distrust of it is most likely due to the fact that I haven't been playing mmo's for the last 10 years. And every time I do come back to an mmo, its mostly tardville without exception. People have been playing games with dynamic combat since the super nintendo, that doesn't reflect on what people want out of mmo's.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 05, 2013, 08:22:50 AM
There's self-deluded and then there's, "Why am I developing this skill?  Why am I pouring HOURS in to researching the metagame.  This doesn't help me in my career, earn me money or get me laid.  Fuck your "skill based" gaming in its ass. I play to enjoy my leisure time, I'm out."  Rather than a lot of "self-deluded gamers" here I think we fall in to that category.

Those of us who don't freely admit we suck at something.  I'm a terrible FPS player on an international scale. I also don't give two shits about that if the games fun while I'm dying all over the place.

Also, move on to twitch all you want but realize you're leaving money on the table. There's plenty of us with poor motor coordination or aging reflexes who have tons of money but no patience for getting pwnd or kicked out of groups because we're not an 18 year old on redbull.  Never you mind the amputees, parapalegics etc that I've met over the years who also enjoy games.

Hey man, I can't tell if you are mad at me or not. I agree with your perspective, and my post was only pointing out why EQN will be in trouble if they make it all skill, twitch based. I said I wanted more twitch in my MMO's because I enjoy that. I was not insinuating that I am a master gamer or anything like that. I fit right along with many of the people with aging reflexes, it really sucks too, because ten years ago I had amazing twitch reflexes. Like you, I will also happily die over and over again if I am having fun.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 08:23:30 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….

I'll believe it when I see it.

We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.

I will stand up and say, players really, really, really, don't want to see that in MMO's.

I think that's incorrect. That statement is right there with "No one wants to play a MMOFPS". Clearly, that's incorrect, there are at least 5 that are coming out soon, and a number already released to varying Degrees of MMO-ness. I would also point to games like Dragons nest, Vindictus and many other hybrids out or soon to be out that feature Better AI and maneuverability than your Typical MMORPG. What used to be a technical limitation is no longer one.  But it IS true, that many MMO combat designs and standards are standards because of Expectation. Been saying that for years. Thankfully, this looks to be changing.

Players have been bad at gaming for a long time. I played GW1 and I distinctively remembered how 90% of the playerbase knew fuck all how to play the game. I mean fuck all. So fuck all that they (for GW2) removed dual professions and giving players the ability to pick their own skills because that's how retarded players were that even picking 8 buttons on the keyboard was too difficult and was a barrier of entry. Nothing about the current trend of gaming has changed that.  

Obviously I think you are incorrect. People have been playing games with more dynamic combat for a long long time. You just have to look beyond 90% of MMO's. I believe this is what SOE is doing. I'm not saying SOE will get it right. I am saying that its no longer a technical limitation, and its not beyond acceptability. It, by all rights, may be more assessable to people not steeped in the traditional MMO combat. People not conditioned to that style of combat likely outnumber MMO players by a great margin.

I would say, your aversion and distrust of it, is likely a comfort zone issue. Your expectation and knowledge of how the systems work allows you to transition seamlessly between games like EQ2, Vanguard, Wow, and hundreds of other games with the same combat systems. That seamless transition is part of why combat tends to be variation of the same, its something developers wanted. But that can't be applied to everyone. I'm the exact opposite, I played more MMO's than I care to list, and put in a shameful amount of time. I am over quest hubs and TAB combat, have been for while.

My aversion and distrust of it is most likely due to the fact that I haven't been playing mmo's for the last 10 years. And every time I do come back to an mmo, its mostly tardville without exception. People have been playing games with dynamic combat since the super nintendo, that doesn't reflect on what people want out of mmo's.

I believe the current trend in MMO combat seems to counter that last statement.


Title: Re: EQ 'Next'
Post by: Pennilenko on August 05, 2013, 08:25:36 AM
Oh, my god, the quote nesting is painful...


Title: Re: EQ 'Next'
Post by: Abelian75 on August 05, 2013, 08:26:41 AM
I'm curious at what point people will stop talking about action combat in MMOs as though it is this new, untested thing.  These games already exist.  You could pretty easily argue that it's actually the norm at this point.  Some are executed far better than others, admittedly.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 08:29:38 AM
^  :grin:

I think the issue is, if you play a MMO for any great amount of time, you are literally living under a rock. Coming up for air may indeed be shocking. Its the nature of a game that tries to achieve no end.


Title: Re: EQ 'Next'
Post by: MediumHigh on August 05, 2013, 08:31:10 AM
Not like they all don't suck anyway  :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 08:51:42 AM
I'm curious at what point people will stop talking about action combat in MMOs as though it is this new, untested thing.  These games already exist.  You could pretty easily argue that it's actually the norm at this point.  Some are executed far better than others, admittedly.

If they're selling "Action RPG combat" they need to just state it and let the fallout happen now.  They're being cagy and instead are letting people continue to think it's the old MMO model with new thought applied to it.

Will you lose players following and hyping you? Yes.  Will it be a good portion of the WoW, TSW, GW and EQ player base? Possibly.

You'll be directing your conversation at the people you want to attract, though, rather than letting everyone interpret your vague promises with their own visions and thoughts on how things will work.  Doing that is just setting yourself up to fail spectacularly.

Hey man, I can't tell if you are mad at me or not. I agree with your perspective, and my post was only pointing out why EQN will be in trouble if they make it all skill, twitch based. I said I wanted more twitch in my MMO's because I enjoy that. I was not insinuating that I am a master gamer or anything like that. I fit right along with many of the people with aging reflexes, it really sucks too, because ten years ago I had amazing twitch reflexes. Like you, I will also happily die over and over again if I am having fun.

Aint nothing worth getting mad about in games if you have no financial stake.  I'm being aggressive but only because I'm so irritated at the vague nothings put out there by SOE.  Lots of empty words.  We agree on the twitch part and why they would be in trouble.

I'll even go so far as to say I want less twitch because I simply don't give a fuck. None. If I want twitch I play an FPS.  Action RPGs bore the shit out of me.  I played LoL for all of 2 months. I got through Diablo 3 and realized I didn't want to do it again.  They're not my cup of tea.

That's not to say they should cater to me.  If that's the direction they want to go, come out and SAY IT. There's plenty who want that, just let the rest of us off the hype train and move on.


Title: Re: EQ 'Next'
Post by: Draegan on August 05, 2013, 08:59:35 AM
I think EQN is trying to be an MMO-LOL. You have 40 classes to collect, you have a small amount of abilities to use. Go out and have fun and play. There will be easy shit to do (bot games) you will have average stuff to do (bronze elo stuff) and then you will have difficult things to do.

What I enjoy most about the LOL comparison is that you can watch a LOL game and enjoy watching it. You can appreciate and point out skilled play. When something happens you can see it and clap. There is nothing fun about watching an MMO player play. I think if you can give character distinct moves that people can see and point out then a game becomes infinitely more fun to play and spectate.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 09:01:10 AM
Spectating a game has always boggled me. Why not play?

No, I don't particularly enjoy watching sports, either.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 09:02:52 AM
"MMO-LOL" is exactly what I get from it too, not that far from Wildstar as well. I think its really reconcilable that its very close to Third person MOBA combat.


Title: Re: EQ 'Next'
Post by: Numtini on August 05, 2013, 09:04:16 AM
Define skill? Is it knowing what ability to use at what point? Or is it having the reflexes of a ritalin spiked 13 year old? Generally, when I hear about "player skill" it's the latter.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 09:05:24 AM
It can be both, one is normally useless with out the other. Games that support 50/50 are best.


Personally, I enjoy games where you can see a creatures "Tell" as opposed to having read that X is what you need, but other than the wiki, you can not visually tell on the screen. I find that much more compelling, and much more interesting, because I can then go and say "yeah man, watch out for Orcs, don't let them get behind you, especially if they have an axe!" to others. The act of knowing that is knowledge of the system, the ability to recognize its about to happen is a skill.


Hell, Cube world does the "weapon is ability" thing to a degree, and it very utility based, not just different numbers with the same animation.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 09:10:38 AM
Define skill? Is it knowing what ability to use at what point? Or is it having the reflexes of a ritalin spiked 13 year old? Generally, when I hear about "player skill" it's the latter.

Both?  What is skill in baseball? Knowing what pitch to throw, or actually putting it right on the edge of the plate?  What is skill in football? Knowing when to throw the ball, or actually laying it over the defenders reach? 

I don't know why people always bring up this dichotomy.  Any Starcraft pro with 300 APM always has a much finer understanding of strategy than I ever will too.


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 09:10:42 AM
What I enjoy most about the LOL comparison is that you can watch a LOL game and enjoy watching it. You can appreciate and point out skilled play. When something happens you can see it and clap. There is nothing fun about watching an MMO player play. I think if you can give character distinct moves that people can see and point out then a game becomes infinitely more fun to play and spectate.

That is because it's PvP. PvP can be interesting to watch about pretty much everything (even more so technical games like MOBAs). PvE games, not so much, no matter how well done they are. As Merusk says, "why not play it?" But when it comes to PvP, there's plenty of reasons why people don't play and prefer to watch, like in sports.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 09:13:30 AM
What I enjoy most about the LOL comparison is that you can watch a LOL game and enjoy watching it. You can appreciate and point out skilled play. When something happens you can see it and clap. There is nothing fun about watching an MMO player play. I think if you can give character distinct moves that people can see and point out then a game becomes infinitely more fun to play and spectate.

That is because it's PvP. PvP can be interesting to watch about pretty much everything (even more so technical games like MOBAs). PvE games, not so much, no matter how well done they are. As Merusk says, "why not play it?" But when it comes to PvP, there's plenty of reasons why people don't play and prefer to watch, like in sports.

To the average lol player, Intermediate bots are rough, if not rougher than other humans. Bots do not make miss judgements.


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 09:17:03 AM
Ok, but is a PvE LoL match interesting to watch? It could be, it's not really my field, I'll let you be the judge. I have a hard time believing so though.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 05, 2013, 09:27:39 AM
If they're selling "Action RPG combat" they need to just state it and let the fallout happen now.  They're being cagy and instead are letting people continue to think it's the old MMO model with new thought applied to it.

Isn't it pretty obvious from the videos?  I mean, you're right, the buzzwords and bullshit are infuriating.  But I'd basically bet my ass that it's action RPG combat.  That is the new hot thing.  Didn't you know?  GOD OF WAR!  SKILL-BASED COMBAT.   HAVOK PHYSICS FULLY DESTRUCTIBLE ENVIORNMENTS WOOOOOOOOOOO.

Ahem.  Sorry, got a little carried away.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 09:32:15 AM
What I enjoy most about the LOL comparison is that you can watch a LOL game and enjoy watching it. You can appreciate and point out skilled play. When something happens you can see it and clap. There is nothing fun about watching an MMO player play. I think if you can give character distinct moves that people can see and point out then a game becomes infinitely more fun to play and spectate.

That is because it's PvP. PvP can be interesting to watch about pretty much everything (even more so technical games like MOBAs). PvE games, not so much, no matter how well done they are. As Merusk says, "why not play it?" But when it comes to PvP, there's plenty of reasons why people don't play and prefer to watch, like in sports.

To the average lol player, Intermediate bots are rough, if not rougher than other humans. Bots do not make miss judgements.

That isn't really the point though.  Competition is interesting to watch for most people, particularly high level competition.  I don't know a thing about sprinting or rowing or gymnastics, but I watch the olympics because the storylines are interesting and I like watching people who are really good at things compete at them.  Same with with SC2 or LoL or DOTA 2. 

I should add that sometimes PvE is interesting to watch.  Siglemic playing Mario 64 is awesome (in the most literal sense of that word). http://www.youtube.com/watch?feature=player_profilepage&v=KbkYT9a4lAY


Title: Re: EQ 'Next'
Post by: Trippy on August 05, 2013, 09:33:11 AM
Quote
I think one thing that you’ll see from us and we’ll demonstrate this as we get deeper into combat, is that we have a very detailed and intricate plan for moving around and fighting. The NPCs are capable of executing strategy and tactics and you’ll require your own intricate tactics to overcome them. We are saying that no one specific role or pair of roles is required in unlocking the strategy to defeating an encounter. It’s not to say that we are walking away from roles and it’s certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility….
I'll believe it when I see it.
We have seen it before. Just not in MMO's. Dark souls and games like it, Skyrim and games like it ( To a lesser degree ), even games like ratchet and clank.
TERA already has that. It's not as unforgiving as Demon's Souls -- you can button mash on most trash mobs if you want to -- but the tougher mobs require a good deal of reflexes and manual dexterity to survive.



Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 09:39:25 AM
Yeah, I should have said "Just not a lot in MMO's".


Title: Re: EQ 'Next'
Post by: tmp on August 05, 2013, 09:43:04 AM
Spectating a game has always boggled me. Why not play?

No, I don't particularly enjoy watching sports, either.
If you don't get much of enjoyment out of watching other people pull off amazing feats you could never do personally, you will indeed not get it.

Why not play? Because like you said yourself, we don't all excel at every type of the game. If my FPS experience boils down to dying over and over, i'd rather watch the game of someone who doesn't. For MMOs in particular I may watch someone play class different than my own, to see what it's like without having to spend X hours developing that new class first. Or to see them go through encounter that I have no chance of beating.


Title: Re: EQ 'Next'
Post by: shiznitz on August 05, 2013, 09:45:18 AM

The outlier in all of this is with a F2P model, it's about making the best game possible for a large number of people, it's about attracting the small percentage that are going to drop ludicrous amounts of money in the cash shop.

And this is the crux of it.  You need a game that appeals to a very broad base from which 5% will spend $200+ a year and another 10% that will spend $50.  The larger the base, the larger the 5% and the 10%, the larger the money hats.

PS2 has 5 million registered.  If 10% actually play, then the numbers from my "out of the blue" math above is 25,000 X $200 and 50,000 X $50 = solid 7 digit revenue


Title: Re: EQ 'Next'
Post by: Trippy on August 05, 2013, 09:46:56 AM
From a personal perspective, I really want to see an end to the holy trinity, and more personal responsibility for tactical "twitch" reactions and skill selection in my MMO's.
TERA is like that. It's a twitch game and there are only a handful of skills that auto-track targets. It still has the trinity and in fact the tank role is even more important in most of the high end encounters than in most other MMORPGs but the skill of individual players is critical. The healing classes in the game can not save a party in the end game if the other group members suck. Conversely if the non-healers are highly skilled the healer doesn't have to do much if any healing.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 09:49:21 AM

The outlier in all of this is with a F2P model, it's about making the best game possible for a large number of people, it's about attracting the small percentage that are going to drop ludicrous amounts of money in the cash shop.

And this is the crux of it.  You need a game that appeals to a very broad base from which 5% will spend $200+ a year and another 10% that will spend $50.  The larger the base, the larger the 5% and the 10%, the larger the money hats.

PS2 has 5 million registered.  If 10% actually play, then the numbers from my "out of the blue" math above is 25,000 X $200 and 50,000 X $50 = solid 7 digit revenue

Last I read, Planetside 2 has 750,000 Regular log ins and has a intake of 300% over their existing titles.

The monetization of EQnext is likely to be less invasive, as they seem to be relaying on Player studio, and Landmark asset exchanges. I'm sure cosmetics will be sold, as well as account stuff.


Title: Re: EQ 'Next'
Post by: tmp on August 05, 2013, 09:55:30 AM
Conversely if the non-healers are highly skilled the healer doesn't have to do much if any healing.
Yup, in the top level encounters they basically include mechanics like various forms of unavoidable damage, just so the healers aren't there only to make smiley faces with their heal orbs on the floor. (and some still do, anyway)


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 10:15:07 AM
If they're selling "Action RPG combat" they need to just state it and let the fallout happen now.  They're being cagy and instead are letting people continue to think it's the old MMO model with new thought applied to it.

Isn't it pretty obvious from the videos?  I mean, you're right, the buzzwords and bullshit are infuriating.  But I'd basically bet my ass that it's action RPG combat.  That is the new hot thing.  Didn't you know?  GOD OF WAR!  SKILL-BASED COMBAT.   HAVOK PHYSICS FULLY DESTRUCTIBLE ENVIORNMENTS WOOOOOOOOOOO.

Ahem.  Sorry, got a little carried away.
It's only obvious from the videos if that's the mindset you're coming at it from.  It's equally obvious that it could be the old tab-target hotbar combat, just like The Secret World, if that's what you want.   Nothing at all shown in the videos is impossible from either approach.  So one group is going to be very disappointed.  

Not every customer who views the videos are hanging around F13, Rerolled or the like. We're a subset of a subset and that's often forgotten.

Spectating a game has always boggled me. Why not play?

No, I don't particularly enjoy watching sports, either.
If you don't get much of enjoyment out of watching other people pull off amazing feats you could never do personally, you will indeed not get it.

Why not play? Because like you said yourself, we don't all excel at every type of the game. If my FPS experience boils down to dying over and over, i'd rather watch the game of someone who doesn't. For MMOs in particular I may watch someone play class different than my own, to see what it's like without having to spend X hours developing that new class first. Or to see them go through encounter that I have no chance of beating.

Yeah, see, still don't care. It's a game.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 05, 2013, 10:28:07 AM
It's only obvious from the videos if that's the mindset you're coming at it from.  It's equally obvious that it could be the old tab-target hotbar combat, just like The Secret World, if that's what you want.   Nothing at all shown in the videos is impossible from either approach.  So one group is going to be very disappointed.  

Yeah, that's fair.  I'm pretty sure I know which way it's going to fall, but admittedly past experience is probably coloring the way I see the videos and hear the noncommittal mutterings.


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 11:34:22 AM
Not sure how many of you watched the classes panels that someone posted half a day ago in this thread, but at this point in the conversation they mention specifically Magic the Gathering and League of Legends (http://www.youtube.com/watch?feature=player_detailpage&v=IOKhfxwLokg&t=1449) (23:52 in the video). They say very clearly that's the direction they are going, saying they want to keep the game fresh the same way those games do by releasing new heroes and the likes (they want to do that with new classes and items, which don't boost stats as in all the other games, but gives you different powers, as in Magic the Gathering).

They also say a little earlier that the game will be "skill based".

I am sure some of you got these principles already, I am just trying to clear some dust and makes sure everyone gets it.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 11:36:10 AM
Not sure how many of you watched the classes panels that someone posted half a day ago in this thread, but at this point in the conversation they mention specifically Magic the Gathering and League of Legends (http://www.youtube.com/watch?feature=player_detailpage&v=IOKhfxwLokg&t=1449) (23:52 in the video). They say very clearly that's the direction they are going, saying they want to keep the game fresh the same way those games do by releasing new heroes and the likes (they want to do that with new classes and items, which don't boost stats as in all the other games, but gives you different powers, as in Magic the Gathering).

They also say a little earlier that the game will be "skill based".

I am sure some of you got these principles already, I am just trying to clear some dust and makes sure everyone gets it.

When devs say they're trying to be "like game X", all they end up doing is making a shitty version of Game X.  Look at the laundry list of failed WoW clones. 


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 11:42:37 AM
I am absolutely not pointing it out as a cool thing (not yet). Just as an element that seemed a bit lost in the conversation. Obviously some were pointing at it, but sounded more speculative than fact. We don't know how well they'll pull that off, but we know that's the design direction.


League of Legends + Minecraft + Magic the Gathering + Tera



Title: Re: EQ 'Next'
Post by: Ingmar on August 05, 2013, 11:49:24 AM
Question: Is MOBA combat too far from TAb Target to be broadly acceptable? ( I am speaking of the 3ed Person variety that has gained popularity )

I think it is too simplistic for a character that you play constantly. MOBAs have a shitload of depth but the depth comes from playing lots of different heroes and their interactions and matchups with each other. If you had to be Skeleton King or Sven every day, it would get real old, real fast.


Title: Re: EQ 'Next'
Post by: Falconeer on August 05, 2013, 11:53:52 AM
At least according to what they say classes will be like MOBA heroes, yes, but you will be able to mix together all the skill from all the heroes you own, for countless combinations. And new classes will be added constantly.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 05, 2013, 12:26:09 PM
Seems like it should be pretty easy to create interesting/challenging encounters using that model.


Title: Re: EQ 'Next'
Post by: Draegan on August 05, 2013, 12:28:44 PM
"MMO-LOL" is exactly what I get from it too, not that far from Wildstar as well. I think its really reconcilable that its very close to Third person MOBA combat.

Well, Wildstar is WOW with GW2 combat where you can see shit on the ground.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 12:31:56 PM
MOBA games work great as PvP because you're constantly trying to find synergism in your team while simultaneously finding enemy counters.  Somehow this just doesn't hold up the same when playing PvE.  It's a tough balancing act.

LoL PvP is fun as hell.  The PvE gets old fast.


Title: Re: EQ 'Next'
Post by: Draegan on August 05, 2013, 12:41:53 PM
MOBA games work great as PvP because you're constantly trying to find synergism in your team while simultaneously finding enemy counters.  Somehow this just doesn't hold up the same when playing PvE.  It's a tough balancing act.

LoL PvP is fun as hell.  The PvE gets old fast.


LOL PVE is boring because it's a pale version of the real thing. However if you incorporate more into just killing bots(mobs) and towers you can make it very entertaining.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 12:46:14 PM
LOL PVE is boring because it's a pale version of the real thing. However if you incorporate more into just killing bots(mobs) and towers you can make it very entertaining.

You can also fight AI toons in the lanes.  AI will always be less interesting than playing against people.  That's my point.

Blizzard got past this by making the encounters a bit more varied.  They still get boring fast.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 12:50:05 PM
They also did an encounter where mobs acted like players.  It went over like a lead balloon.

There's always arguments along the lines of, "if the game had been training players for that from the start..."   They have some validity, but you also have to accept that the population would have been much smaller.  People don't like it when the game wins.


Title: Re: EQ 'Next'
Post by: tmp on August 05, 2013, 12:51:17 PM
Yeah, see, still don't care. It's a game.
No one but you cares you personally don't care. Nothing in "it's a game" excludes it being enjoyable just to watch, and for literally millions out there, it is.

You asked "why not play?", that's the answer.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 12:59:26 PM
People don't like it when the game wins.

Which brings us back to the old argument that PvE MMOs are less games and more chat interfaces attached to slot machines.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 01:08:40 PM
In the way it was used, the question was general and intended to be rhetorical.   So responding to it by saying, "if you don't get..." is trying to convince a specific person - me - not providing a greater answer.  So by responding to it, yes, you did care that I didn't care and continue to do so.

People don't like it when the game wins.

Which brings us back to the old argument that PvE MMOs are less games and more chat interfaces attached to slot machines.

Pretty much.  It's a question of how many times you pull that lever or how much pay-to-win you allow.  PvE has always been more a social experience thing than a competition thing to me.  Yeah there's achievers who desperately want to make it competition but it always seems rather hollow.

Which probably goes back to the whole, "It doesn't get me paid, laid or advance my real life, so why do I care beyond the entertainment?" mindset.

Sure I'll get angry in WoT, vent about shitty WoW groups or assholes in groups but it's not driving me and it doesn't last more than a few minutes.  It's about folks ruining that entertainment by being deliberately shitty, failing to ask questions or just not learning the game.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 01:11:37 PM
Which probably goes back to the whole, "It doesn't get me paid, laid or advance my real life, so why do I care beyond the entertainment?" mindset.

Sure I'll get angry in WoT, vent about shitty WoW groups or assholes in groups but it's not driving me and it doesn't last more than a few minutes.  It's about folks ruining that entertainment by being deliberately shitty, failing to ask questions or just not learning the game.

I love it when we agree.   :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Nonentity on August 05, 2013, 01:13:45 PM
I'm honestly happy with the class system borrowing from DotA.

Whoops, your character got nerfed? Play another character.

Now that is considerably easier with this system. Does it give less iconic feeling to any individual character that can be anything? Sure, but I think for the sake of gameplay it's important.


Title: Re: EQ 'Next'
Post by: Nebu on August 05, 2013, 01:15:10 PM
I struggle with it.  One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.  Seems that things are getting homogenized. 


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 01:18:16 PM
I struggle with it.  One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.  Seems that things are getting homogenized. 

I actually like this quite a bit to be honest.  It is a bit like what World War 2 Online did which I thought was always underrated.  As a reminder, as you ranked up in the army, you could access different set loadouts.  You started with the basic rifleman, unlocked a submachine gunner, unlocked a sapper, unlocked a sniper, and so on.  All of them have specific uses to the point where even as you unlocked new things you often used the others.  You still get the feeling of progression there (from your rank in the army), and can spawn in as whatever is needed in the current battle.



Title: Re: EQ 'Next'
Post by: proudft on August 05, 2013, 01:23:10 PM
They also did an encounter where mobs acted like players.  It went over like a lead balloon.

The fake PvP fight in Magister's Terrace w/Princess Delrissa?  That is easily in my top 3 favorite instance fights.  But yeah, most everyone else hated it.    :heartbreak:



Title: Re: EQ 'Next'
Post by: Draegan on August 05, 2013, 01:26:01 PM
I struggle with it.  One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.  Seems that things are getting homogenized. 

I used to agree with this, but since getting into LOL recently I can see the draw to having 40+ classes in a game to pick and choose from. Especially if they're easy to learn by having 4 abilities instead of jumping into a level 90 WOW character day 1.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 01:26:57 PM
I struggle with it.  One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.  Seems that things are getting homogenized.  

Same concern, but nothing says you *have* to branch-out in to other classes.  "I am a wood-elf druid" can work from day one and you never need to expand your base.

From what they've been saying that individual character's story that is *supposed* to be different from the next and that's what makes them unique to you.  Not just, "this is my dark elf, this is my human, this is my LegoChimaLion," but "this is My dark elf who helped defend Queynos against the orc invasion of 2016"

How successful the individual character tracking and 'emergent AI' storybricks are will have a huge part in that connection.  If your 'story' is only "well this one did phase alpha instead of gamma!" then it's as engaging as "I leveled my paladin through Stonetalon instead of Barrens."


Title: Re: EQ 'Next'
Post by: Ingmar on August 05, 2013, 01:27:04 PM
They also did an encounter where mobs acted like players.  It went over like a lead balloon.

The fake PvP fight in Magister's Terrace w/Princess Delrissa?  That is easily in my top 3 favorite instance fights.  But yeah, most everyone else hated it.    :heartbreak:



That was one, the other one was the Faction Champions thing in the arena fighting raid. Which I also enjoyed, but most everyone hated. It's a fight that required people to play differently than they were used to, I like that kind of variety. Shade of Aran comes to mind as another one like that in its own way, that caused a lot of complaining.


Title: Re: EQ 'Next'
Post by: tmp on August 05, 2013, 01:37:24 PM
Which probably goes back to the whole, "It doesn't get me paid, laid or advance my real life, so why do I care beyond the entertainment?" mindset.
Counterpoint to that would be, "If my idea of acceptable entertainment is only the absolutely laziest, least active form of it that doesn't involve any sort of effort or skills, why do I bother with computer games at all and not just get drunk instead?" After all it's even simpler, and the results are far more guaranteed.

It may seem crazy, but some people voluntarily pick up hobbies that require something from them. To them that is the entertainment.

edit:

Quote
In the way it was used, the question was general and intended to be rhetorical.   So responding to it by saying, "if you don't get..." is trying to convince a specific person - me - not providing a greater answer.  So by responding to it, yes, you did care that I didn't care and continue to do so.
In the way you asked the question (following the admission you don't understand the behavior) it seemed like request for someone to try to explain it to you. My "no one cares" was in the sense, your not caring about the people's motives doesn't influence their choice to just watch things and enjoy the show. A different kettle of fish. I did care about what seemed like an actual request to explain the motives, obv.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 01:38:04 PM
They also did an encounter where mobs acted like players.  It went over like a lead balloon.

The fake PvP fight in Magister's Terrace w/Princess Delrissa?  That is easily in my top 3 favorite instance fights.  But yeah, most everyone else hated it.    :heartbreak:



It was a fine fight, but the problem is that it required a different kind of teamwork than normal fights.  When you were with a guild group on vent, it was kind of a fight where you just had to try to control the chaos from getting out of hand while bringing down the enemies and could be a lot of fun.

With randoms it was "I hope these guys aren't idiots" because eventually most people at least figured out the basic tank stuff, dps stuff, heal stuff mechanics.  But put them in a position where they have to make decisions only the fly based on various stuff happening and I sure as hell don't want to play with randoms.  

I guess if your combat model is based on that from the beginning maybe more players will develop the necessary skill set.


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 02:44:18 PM
I struggle with it.  One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.  Seems that things are getting homogenized.  

Same concern, but nothing says you *have* to branch-out in to other classes.  "I am a wood-elf druid" can work from day one and you never need to expand your base.

Yeah, as long as you don't mind being bored to tears with your eight abilities that never change or grow in power after the first week of playing.  Eliminating vertical progression in a game is not a good thing.  Part of the entire point of MMORPGs is the progression to become a swank badass over time, to grow and be able to power through things that would once have flattened you.  Eliminating levels can be a good thing, if it's replaced with being able to unlock classes and abilities that better suit your play, but there still needs to be a vertical element to them.

Take WoW's warlocks.  You start with an imp.  He mostly sucks.  You progress, get more powerful and useful pets, and more powerful spells.  The warlock player has a couple of potential goals.  One is 'I want a huge badass pet that devours souls while kicking ass'.  Another is 'I want to be all crazy necromancer and have spells that animate the skeletons inside other people and make their own skeletons devour them while I cackle'.  In neither case does the warlock start at that level when first getting the class.  They have to build up to that point, at which time they get to feel all uber.

If, however, when you sign up to be a warlock you just get handed your doom death reaper and your demon plague spell, you have nothing more to gain.  You're pretty much done.  You can go out and blow up some stuff, but what does it get you?  Not a better doom death reaper.  Not a cooler evil spell.

You can say, 'Oh well in our very horizontal game players can pick and choose many classes so they'll have lots to do.'  No, they won't, if all they want is to be evil with a big evil pet.  They get their one class and then they're done and then they quit when they realize there's nowhere else to go from there.  If, on the other hand, there were other classes to gain to get a bigger eviler pet, they would have something to do and a reason to play the game.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 02:53:31 PM

If, however, when you sign up to be a warlock you just get handed your doom death reaper and your demon plague spell, you have nothing more to gain.  You're pretty much done.  You can go out and blow up some stuff, but what does it get you?  Not a better doom death reaper.  Not a cooler evil spell.


Or the game actually has to be fun to play for its own sake rather than just chasing carrots.  People play games with 0 progression for years on end, there is no reason an MMO can't as well if the actual gameplay is worth playing.  There can also be alternative progression (like housing) which have to do with world building rather than character building.


Title: Re: EQ 'Next'
Post by: Ingmar on August 05, 2013, 02:59:27 PM
What games with no progression do people play for years on end? Outside of very basic Bejeweled sort of stuff and FPSes (and only some of those to boot), almost every single game any of us play here has progression of a sort. MOBAs have character levels and progression, they just compress it into a single match and you reset and start over. The progression is still essential to the entire experience. Likewise with an RTS - you have to climb a tech tree to get to the fancy units, buy upgrades for them, etc. Every game of Civ is an exercise in progression.

Is there a game where you play a persistent character that is completely devoid of progression? I can't think of one. Even in Minecraft you essentially level your way through different tools and gear and such.


Title: Re: EQ 'Next'
Post by: Threash on August 05, 2013, 03:00:17 PM
#EQNext world heals within 5 minutes after destruction. Sorry, guys who wanted it to last for years. #SOELive"


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 03:02:20 PM
I thought it's been mentioned there's a few stages of vertical growth anyway.

I agree, Kitsune, and think that's why the "D&D" model has remained so influential for the last 40 years.  However, someone always feels they need to reinvent the wheel. I'm willing to let them try on their dime, you learn new lessons when new things are tried.  (And more when they fail than when they succeed.)

#EQNext world heals within 5 minutes after destruction. Sorry, guys who wanted it to last for years. #SOELive"

Someone upthread linked that the "event" stuff and "player housing" stuff would be permanent, so this just means your average guy grubbing for resources/ dwarven ruins won't leave huge holes in the world making it look like swiss-cheese.  It's really the only way to do a MASSIVE Minecraft.  Those servers get drilled enough with just a few dozen people.


Title: Re: EQ 'Next'
Post by: Ingmar on August 05, 2013, 03:03:51 PM
[same age as D&D]

39 YEARS, THANK YOU

[/same age as D&D]


Title: Re: EQ 'Next'
Post by: Trippy on August 05, 2013, 03:05:32 PM
What games with no progression do people play for years on end? Outside of very basic Bejeweled sort of stuff and FPSes (and only some of those to boot), almost every single game any of us play here has progression of a sort. MOBAs have character levels and progression, they just compress it into a single match and you reset and start over. The progression is still essential to the entire experience. Likewise with an RTS - you have to climb a tech tree to get to the fancy units, buy upgrades for them, etc. Every game of Civ is an exercise in progression.

Is there a game where you play a persistent character that is completely devoid of progression? I can't think of one. Even in Minecraft you essentially level your way through different tools and gear and such.
Defender :grin: (My favorite game of that era)

More seriously, fighting games. I would've said Counter-Strike but you already mentioned FPSes. I.e. people can play PvP games with no character progression for years and years. For non-PvP games it's more rare but things like DDR, Rock Band, etc. come to mind.


Title: Re: EQ 'Next'
Post by: Hawkbit on August 05, 2013, 03:10:21 PM
Shade of Aran comes to mind as another one like that in its own way, that caused a lot of complaining.

Kharazan was my MMO pinnacle of fun, personally.  We were stuck for 2-3 weeks on Aran, trying to gear up to beat him.  When we finally beat Aran, then Prince, that was a joy.

Then we beat him and nobody ever wanted to go back.  We joked around during the time that we wished beating Prince would have unlocked all the gear from the zone so we could have progressed to new zones without running Kharazan again.  We loved challenging fights; we loathed running same content over and over after we mastered it.


Title: Re: EQ 'Next'
Post by: Merusk on August 05, 2013, 03:21:02 PM
DDR and Rock Band have progression, they're called "difficulty settings" and "Beat your high score."

It's funny you mention fighting games, though, because they've been used by others as "the kind of progression *I* want in a game." i.e. Progression of manual skill & dexterity vs. more buttons/ hp.


Title: Re: EQ 'Next'
Post by: Malakili on August 05, 2013, 03:26:02 PM
What games with no progression do people play for years on end? Outside of very basic Bejeweled sort of stuff and FPSes (and only some of those to boot), almost every single game any of us play here has progression of a sort. MOBAs have character levels and progression, they just compress it into a single match and you reset and start over. The progression is still essential to the entire experience. Likewise with an RTS - you have to climb a tech tree to get to the fancy units, buy upgrades for them, etc. Every game of Civ is an exercise in progression.

Is there a game where you play a persistent character that is completely devoid of progression? I can't think of one. Even in Minecraft you essentially level your way through different tools and gear and such.

Starcraft, Warcraft, Command and Conquer, Counter Strike, Quake 3, DOTA (DOTA 2), Street Fighter (etc).  I'm talking about persistent progression which adds power to your character the longer you play.  Basically no competitive game has that, with LoL probably being the exception, except the 30 levels of progression are effectively meaningless to the experience in the long term. 

They do have progression in terms of how well you can play based on your skill at the game - which I am highly in support of - but it is pretty clear we aren't talking about that.

Yes, I realize progression is part of RPGs.  I'm ok with that.  But there is no reason genre couldn't try a few games with much flatter or less important character progression in favor of personal skill level and world progression.


Title: Re: EQ 'Next'
Post by: Hoax on August 05, 2013, 04:34:42 PM
DDR and Rock Band have progression, they're called "difficulty settings" and "Beat your high score."

It's funny you mention fighting games, though, because they've been used by others as "the kind of progression *I* want in a game." i.e. Progression of manual skill & dexterity vs. more buttons/ hp.

Fighting game "skill" comes much more from very deep game knowledge down to the active frames and hitbox data of each move of each character and anticipation and mindgames to bait or force your opponent into bad situations. Being able to execute the moves means no more than memorizing which ability is bound to which key in Dota/LoL.

All of the people who keep talking about 11 yr olds on Redbull and Ritalin seem really foolish. We aren't talking about 64 slot servers of ffa Quake or some dudebro console shooter.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 05, 2013, 04:45:46 PM
I used to agree with this, but since getting into LOL recently I can see the draw to having 40+ classes in a game to pick and choose from. Especially if they're easy to learn by having 4 abilities instead of jumping into a level 90 WOW character day 1.

That's my understanding of the explanation. You can pick and choose class abilities to use and basically roll your own, then there are the weapon based abilities. They even showed a mage warrior in one of the panels.

AFAIK, Adding more class to your toon IS the progression, and its horizontal at that. More classes you find, the more you have to pick from.

One of the things I loved most about RPG's was the sense of connection I had with my character.  I also liked that I had a unique role in a group and a skill that I was 'the best' at.

None of that has changed, IMO.


Title: Re: EQ 'Next'
Post by: Margalis on August 05, 2013, 07:41:51 PM
Although I am a huge fan of skill-based progression it's very hard to pull off in a PvE game, especially an MMO where enemies are usually dumb as rocks and all have essentially the same simple AI. The single-player portion of fighting games, FPS games and LoL are all typically awful.


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 07:42:53 PM
I agree with disliking level grinding as vertical progression.  Killing 4,000 kobolds and turning in 500 rat tails to some dude on a corner is not thrilling gameplay.  And I'll point out that Everquest despite the name didn't have very much 'give me 10 rat asses' for quests, which I count to this day as a positive for that game's design.  Still had hours and days and weeks of XP grinding at monster camps, but at least the quests tended to be interesting.

But point being, I'd like to see vertical progression accomplished through meaningful achievement instead of whack-a-mole.  You have a wizard.  You want to set people monsters on fire.  A lot.  So naturally you want super awesome fire spells.  But you start off with the bic spell and can barely light a candle on a calm day.  But there's a crazed hermit living in a cave in Lavastorm and if you go to him and perform these difficult tasks he'll teach you a fireball spell.  Oh, you want more fire?  Well you need to visit the priesthood of Solusek Ro and...

So there's still vertical progression, you get upgrades to skills that make them clearly better than they had been before.  It's just not achieved at all through foozle-whacking and is done instead through unique content.  Which is how a lot of stuff was gained in the original EQ; rare class items were quest rewards from long chains of questing, not raid drops that you ground out through months of gathering tokens to turn in to some artifact vending machine that would then poop out your epic armor.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 05, 2013, 08:39:56 PM
Don't hand wave "difficult tasks" because we all know dear old crazed hermit will look at you crankily and say "I want you to kill 4,000 kobolds and bring me 500 rat tails"


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 09:40:46 PM
Don't hand wave "difficult tasks" because we all know dear old crazed hermit will look at you crankily and say "I want you to kill 4,000 kobolds and bring me 500 rat tails"

He didn't in EQ.  The quests tended to be more along the line of finding and sniping a particular unique monster.  Of course, some players still murdered everything in the area, some thinking it would hustle the rare spawn, others afraid of adds while fighting the target, but it wasn't usually a requirement to kill a whole big pile of things for the quest completion.


Title: Re: EQ 'Next'
Post by: Engels on August 05, 2013, 10:53:48 PM
Anyone else find the vault safe sized shoulder pad armor on the Disney-esque lionmanthing entirely disheartening? It took any vague stirrings of curiosity I had and smothered them in a cloud of Wow funk. No amount of 'destructible' environments is going to make up for the physics-less combat animation, either. I guess this is just now the established style of AAA MMOs and we've somehow reached a point of no return.


Title: Re: EQ 'Next'
Post by: Kitsune on August 05, 2013, 11:04:27 PM
Anyone else find the vault safe sized shoulder pad armor on the Disney-esque lionmanthing entirely disheartening? It took any vague stirrings of curiosity I had and smothered them in a cloud of Wow funk. No amount of 'destructible' environments is going to make up for the physics-less combat animation, either. I guess this is just now the established style of AAA MMOs and we've somehow reached a point of no return.

Yeah, the Kerran went full-retard.  Definitely less interesting than the badass tiger people.  His waist was about as big around as his thigh and his shoulderpads could have housed a dozen orphan children.  It wasn't bad enough to make me despise the entire game, but definitely bad enough that I'd be avoiding ever playing a Kerran character.  The ogre was fairly awful as well; I loved the big fat oafish ogres and trolls.


Title: Re: EQ 'Next'
Post by: Furiously on August 05, 2013, 11:24:26 PM
Ok... So we get the EQ next Landmark program next Feburary? Then a year and a half later we get the game? Provided we have made enough assets for them? I confuzzled on the whole thing.


Title: Re: EQ 'Next'
Post by: Chockonuts on August 05, 2013, 11:28:16 PM

I just want to know if you wear a pirate eyepatch, does SOEmote track one eye and both follow it or just leave one eye kind of dead? I want to play a kooky Ogre that looks like Debo from "Friday".

Really though, I do wonder what happens to crosseyed folks looking through that...  :headscratch:


Title: Re: EQ 'Next'
Post by: UnSub on August 05, 2013, 11:46:33 PM
There were a lot of really, really smart people on that team, and we did some really cool stuff in DCUO, technically.  But the culture there, and quite possibly at most studios (I don't know, as I left the game industry) is very anti-"serious gamer", and I don't mean "serious gamer" to include only the hilariously hardcore that are easy to make fun of.

Going a long way back because I wanted to comment.

DCUO did some technical things very well, but really failed to capture what was promised (and was way too short and SOE made hilarious marketing mistakes along the way). And by god did they have no idea about PvP.

But if this was the internal culture, it explains quite a bit about the game that actually game out.




Title: Re: EQ 'Next'
Post by: Stormwaltz on August 06, 2013, 12:21:53 AM
Anyone else find the vault safe sized shoulder pad armor on the Disney-esque lionmanthing entirely disheartening?

To me, the proportions of the Kerran didn't suggest a dude wearing armor so much as a dude with his head sticking out of a powered armor mecha.

Something went wrong there.



Title: Re: EQ 'Next'
Post by: Phred on August 06, 2013, 01:30:45 AM
For even more hilarity check out this petition. LoL

http://www.ipetitions.com/petition/fix-eq-next-combat/signatures


Title: Re: EQ 'Next'
Post by: Margalis on August 06, 2013, 02:44:41 AM
Anyone else find the vault safe sized shoulder pad armor on the Disney-esque lionmanthing entirely disheartening? It took any vague stirrings of curiosity I had and smothered them in a cloud of Wow funk.

I told you guys it was going to look like WoW!


Title: Re: EQ 'Next'
Post by: Maledict on August 06, 2013, 04:38:02 AM
Even Starcraft has added permanent vertical progression to its multi-player.

People fundamentally like filling bars. People like getting new stuff. People like feeling they have something others don't have. People like feeling more powerful.

It's one thing that GW2 gets criticised a lot for as well - you get the majority of abilities very early on,and you down level in zones so they are never a cakewalk.



Title: Re: EQ 'Next'
Post by: Merusk on August 06, 2013, 04:40:56 AM
Anyone else find the vault safe sized shoulder pad armor on the Disney-esque lionmanthing entirely disheartening?

To me, the proportions of the Kerran didn't suggest a dude wearing armor so much as a dude with his head sticking out of a powered armor mecha.

Something went wrong there.

Yeah, they took the modern fantasy shoulderpad thing and turned it up past 11.  Shoulderpads haven't truly bothered me the way they do others, but those really did.   It didn't help his snout looked more like an anteater than a lion.


Title: Re: EQ 'Next'
Post by: Numtini on August 06, 2013, 05:18:12 AM
I was thinking that they'd take the old style EQ graphics and brighten and cartoon them, not go complete with the idiot shoulderpads look from WoW. The kerran was a disaster in almost every way.


Title: Re: EQ 'Next'
Post by: Threash on August 06, 2013, 05:35:09 AM
It wasn't just the shoulder pads, that kerran looked as wide as he was tall and his arms looked like Popeyes. A cat person should be sleek and agile, not a linebacker.  Save that for the taurens or whatever your ultra buff race is supposed to be. Ogres I guess.


Title: Re: EQ 'Next'
Post by: Megrim on August 06, 2013, 06:15:31 AM
You do know that tigers weigh, on average what, 250kg?


Title: Re: EQ 'Next'
Post by: tmp on August 06, 2013, 07:05:55 AM
It wasn't just the shoulder pads, that kerran looked as wide as he was tall and his arms looked like Popeyes. A cat person should be sleek and agile, not a linebacker.  Save that for the taurens or whatever your ultra buff race is supposed to be. Ogres I guess.
Eh, it didn't really bother me. Felt like homage to the classic.

(http://i39.tinypic.com/28p7x2.jpg)

 :why_so_serious:


Title: Re: EQ 'Next'
Post by: patience on August 06, 2013, 07:18:32 AM
Even Starcraft has added permanent vertical progression to its multi-player.

People fundamentally like filling bars. People like getting new stuff. People like feeling they have something others don't have. People like feeling more powerful.

It's one thing that GW2 gets criticised a lot for as well - you get the majority of abilities very early on,and you down level in zones so they are never a cakewalk.



This is one of those things Guild Wars did right. I agree with you that people love feeling that they have something others don't have but the deleveling system wasn't exacerbating this feeling in Guild Wars 2 and it is something worth copying in other games.

The Elder Scrolls system where mobs kept leveling up and getting better gear can DIAF though.

The difference between it and GW2 is that it was designed so mobs would stay out of reach of the power you built up. In GW2 being brought down only meant they still stayed the same strength as they always did but now you have more specialized tools to work with that can make encounters refreshing to do over.


Title: Re: EQ 'Next'
Post by: Malakili on August 06, 2013, 07:23:16 AM
Even Starcraft has added permanent vertical progression to its multi-player.

People fundamentally like filling bars. People like getting new stuff. People like feeling they have something others don't have. People like feeling more powerful.

It's one thing that GW2 gets criticised a lot for as well - you get the majority of abilities very early on,and you down level in zones so they are never a cakewalk.



First of all starcraft didnt add the kind of progression we are talking about here.  They added unlockable skins and dance animations. Secondly, no one that actually likes starcraft cares about it. It's essentially a trick to keep people playing that dont already like the game.  

Maybe I am just sick of rpgs which are endless treadmills, but I would really love an rpg to try relying a little less on that as its core appeal.


Title: Re: EQ 'Next'
Post by: Nebu on August 06, 2013, 07:23:20 AM
GW2 did some fundamental things VERY right.

- They adjusted players to the content so that the entire world would always present at least some challenge.  You could go back and repeat content or see new, low level content while retaining the fun.  You could also level with a friend without it being a power level session

- They made it so that players could cooperate on content.  All content.  The way they did this was brilliant.  

- They simplified combat without it being trivialized.  A single character can be played a multitude of ways.  





Title: Re: EQ 'Next'
Post by: Numtini on August 06, 2013, 07:25:36 AM
I liked the auto-downleveling a great deal. I don't think anyone's done it quite as well or got the balance quite as good--probably a result of having all the abilities available at an early level.


Title: Re: EQ 'Next'
Post by: tazelbain on August 06, 2013, 08:06:53 AM
The big problem with GW2 lack vertically progression is they neglected horizontally progression and only now finally getting around to it.


Title: Re: EQ 'Next'
Post by: shiznitz on August 06, 2013, 08:22:42 AM
What games with no progression do people play for years on end? Outside of very basic Bejeweled sort of stuff and FPSes (and only some of those to boot), almost every single game any of us play here has progression of a sort. MOBAs have character levels and progression, they just compress it into a single match and you reset and start over. The progression is still essential to the entire experience. Likewise with an RTS - you have to climb a tech tree to get to the fancy units, buy upgrades for them, etc. Every game of Civ is an exercise in progression.

Is there a game where you play a persistent character that is completely devoid of progression? I can't think of one. Even in Minecraft you essentially level your way through different tools and gear and such.

I know it isn't exactly what you mean and those days are long gone, but it was very easy to cap out in UO and still have fun for years after.  As for a modern example, I have nothing.


Title: Re: EQ 'Next'
Post by: Draegan on August 06, 2013, 08:58:13 AM
The big problem with GW2 lack vertically progression is they neglected horizontally progression and only now finally getting around to it.

The biggest problem that I hear about GW2 isn't lack of "end game" progression, it's that there was no progression anywhere. Most people quit by 20 because they had all their abilities by then and nothing to look forward to for 60 more levels. Their talent point system was awful and still is.

They should of allowed players to level up/augment their weapon abilities somehow.


Title: Re: EQ 'Next'
Post by: Threash on August 06, 2013, 09:03:00 AM
You do know that tigers weigh, on average what, 250kg?

It's not about weight, it's about proportions.  That thing was built like an elephant, not a tiger.


Title: Re: EQ 'Next'
Post by: Falconeer on August 06, 2013, 09:42:11 AM
I think they specifically said they are going for lion more than tiger, and that's a big difference. And ***while I don't like the style of that character and I agree it's extreme***, it's a little less ridiculous when you look at pictures of some real lions, instead of just the ones you have in your head.

But I am really not defending the style. What I've seen so far is very disappointing to me. I am sure I'll be able to come up with some beautiful characters at creation, I just don't like the general at style. Also, that Kerran is totally ruined by the stupid armour. I would love to see some with much less gear.


Title: Re: EQ 'Next'
Post by: Spiff on August 06, 2013, 09:50:49 AM
The big problem with GW2 lack vertically progression is they neglected horizontally progression and only now finally getting around to it.

Their talent point system was awful and still is.

Very much this.
Small skill-bars is something I like, fast progression and a fairly flat powercurve: also good, but there has to be some depth somewhere.
I have to be able to experiment and build my own character; the talent tree should have been where that came in, but it didn't.
There was no branching there, half of the talents were pointless and to be avoided, which left most classes with about 2 different ways to distribute their points.

This is something TSW, although far from perfect, did a lot better.


Title: Re: EQ 'Next'
Post by: Surlyboi on August 06, 2013, 09:53:23 AM
More than anything, I want to know when this takes place. Before EQ? Thousands of years after 2? When?


Title: Re: EQ 'Next'
Post by: Merusk on August 06, 2013, 10:01:45 AM
The same universe as J.J. Abram's Star Trek.

The new thing in branding is to just reboot a franchise and ignore its past.


Title: Re: EQ 'Next'
Post by: Typhon on August 06, 2013, 10:07:17 AM
I really really really want this game to be successful because I want someone to say, 'hey, voxel games can be successful ... Magic Carpet reboot?'.  HELL YES I WANT A MAGIC CARPET REBOOT!


Title: Re: EQ 'Next'
Post by: Bzalthek on August 06, 2013, 10:18:33 AM
More than anything, I want to know when this takes place. Before EQ? Thousands of years after 2? When?

They're rebooting the timeline.  Qeynos has jut been founded.  All other cities don't (apparently).  There are 8 Seraphs which are worshipped and there is a notable lack of gods like Innoruuk and the Zeks.  Dark Elves exists and the provided lore indicates they were like a special forces branch of elves, and got trapped in the plane of Hate (presumably).

EQ and EQ2 doesn't exist in this iteration and it looks like they're rebooting it before the curse hit the Ogres et al (When Rallos Zek executed the Rathe Council) and if Innoruuk really did twist the Dark Elves in this version, then he hasn't revealed himself to the masses.


Title: Re: EQ 'Next'
Post by: HaemishM on August 06, 2013, 11:54:24 AM
So finally get caught up on this thread, having watched about half the video and some of the landmark part of the video.

I have to say, I'm actually mildly interested now, which is a lot better than the LOLSOELOL feeling I had before. This could be good. I don't think it will be because LOLSOE - let's face it, they could fuck up a slam dunk property like Star Wars or DC Comics, and this is a shitton more risky and difficult than those properties. This is actual innovation - if it works. Somehow I think the most interesting parts of this will end up on the cutting room floor squealing in their own viscera like aborted children because SOE is generally that fucking bad at innovation.

I dug the art style on the human wizard chick. Mustafa, the Kerran Lion King... not so much.


Title: Re: EQ 'Next'
Post by: Merusk on August 06, 2013, 12:12:01 PM
That's the thing that I'm pondering.  Is everyone OK with the cartoony human, or is it that the Kerran is SO BAD the masses are ignoring the human that they'd be raging about instead.

I dig the look, but I also dig WoW & Torchlight's cartoony look and know they have lots of haters here.


Title: Re: EQ 'Next'
Post by: Kitsune on August 06, 2013, 12:20:34 PM
The only thing that bugged me about the human was the fact that she had a boob window in her dress.  Way to be classy!  I didn't mind her Disney face, that neither helped nor hurt my opinion.


Title: Re: EQ 'Next'
Post by: Threash on August 06, 2013, 12:28:17 PM
That's the thing that I'm pondering.  Is everyone OK with the cartoony human, or is it that the Kerran is SO BAD the masses are ignoring the human that they'd be raging about instead.

I dig the look, but I also dig WoW & Torchlight's cartoony look and know they have lots of haters here.

I thought the human was perfect.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 06, 2013, 12:31:24 PM
The only thing that bugged me about the human was the fact that she had a boob window in her dress.  Way to be classy!  I didn't mind her Disney face, that neither helped nor hurt my opinion.

Yeah. One of the points they stress in one of the panels (can't remember which one, sorry) is that you will be able to choose how your character dresses, and the dev speaking specifically says something about not forcing female avatars to dress in a revealing way. So they seem at least to be aware that some players prefer their female characters to be classy.


Title: Re: EQ 'Next'
Post by: Numtini on August 06, 2013, 12:33:29 PM
The human looks like my character from There.com and that includes all the making faces stuff.

Edit to say that yes I'm perfectly happy with the cartoony look there. She looks like a normal person.


Title: Re: EQ 'Next'
Post by: Kitsune on August 06, 2013, 01:04:07 PM
Scantily-clad female avatars have only really bugged me when it's ludicrous.  If some wizard woman wants to show cleavage with her robes, hey, whatever, not like a blouse would've stopped a crossbow bolt in any event.  It's things like female paladins in plate armor sports bras with bare midriffs that really gravitate my palm straight to my face.  Because the stomach definitely isn't an important part that a professional soldier would want to protect with armor or anything.   :uhrr:


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 06, 2013, 01:08:37 PM
The only thing that bugged me about the human was the fact that she had a boob window in her dress.  Way to be classy!  I didn't mind her Disney face, that neither helped nor hurt my opinion.

Yeah. One of the points they stress in one of the panels (can't remember which one, sorry) is that you will be able to choose how your character dresses, and the dev speaking specifically says something about not forcing female avatars to dress in a revealing way. So they seem at least to be aware that some players prefer their female characters to be classy.

AFAIK, all items have a "set type", you can switch to any of the visuals for that set type with out changing the stats. Likely those different looks are made by crafters. Also, apparently different materials have different properties.


Title: Re: EQ 'Next'
Post by: Ingmar on August 06, 2013, 05:14:52 PM
Cat dude doesn't bother me any more than, say, the charr in GW2, which is what it immediately made me think of. I'm not likely to play one, if I find myself playing this, but it wouldn't bother me to see it around.

I have nothing invested in prior versions of EQ cat people, though.


Title: Re: EQ 'Next'
Post by: Kageru on August 06, 2013, 05:53:38 PM

The char at least look a bit brutal and believably proportioned. The EQ Next character models looked like plastic disney action figures, they even moved with that exaggerated cartoon physics.


Title: Re: EQ 'Next'
Post by: Falconeer on August 06, 2013, 06:04:26 PM
A video I consider "strange" about the people working on EQ Next and their workplace. (https://www.youtube.com/watch?v=JH1UVXfUCXw)


Title: Re: EQ 'Next'
Post by: 01101010 on August 06, 2013, 06:18:30 PM
A video I consider "strange" about the people working on EQ Next and their workplace. (https://www.youtube.com/watch?v=JH1UVXfUCXw)

Guess they leave out the part that those people have not left that building in all those years.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Quinton on August 06, 2013, 06:39:02 PM
The character models seemed fine to me (I'm not likely to play cat-people races, but hey, whatever).  They seemed cartoony in a different way than WoW.  I don't hate the WoW art style, but it doesn't do much for me.  I like that the world looked a bit less cartoony.

I applaud the decoupling of stats and gear, so that you don't have to make a choice between gear that looks decent and gear that has the stats you want or need.  This seems to be a trend in newer games, and one I'm very much in favor of.



Title: Re: EQ 'Next'
Post by: Stormwaltz on August 06, 2013, 06:53:15 PM
This is puzzling me. I dislike the art style of WoW and the style of Wildstar, both because they're too cartoony.

But this I don't mind so far, though I've outright said the human reminds me of Belle (and also Elizabeth from Bioshock). What's different here? I don't understand my own reaction.


Title: Re: EQ 'Next'
Post by: Margalis on August 06, 2013, 07:55:16 PM
I applaud the decoupling of stats and gear, so that you don't have to make a choice between gear that looks decent and gear that has the stats you want or need.  This seems to be a trend in newer games, and one I'm very much in favor of.

I get why people like this but I think it's incredibly dumb to have what you are visibly wearing completely unrelated to what you are mechanically wearing. So a guy in heavy plate male is actually wearing a silk robe and has low defense and a naked guy is actually wearing a giant iron barrel and is invincible?

Stuff like color customization and such I'm all for, but it just seems strange to me to have armor based on plate mail that doesn't serve as plate mail.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 06, 2013, 08:06:14 PM
They're just giving you visual options.  They showed in the video different visualizations for the same piece of armor, but it was obvious that she was wearing plate.  Heavy plate silk robe is... where do you think this shit up?


Title: Re: EQ 'Next'
Post by: Quinton on August 06, 2013, 08:18:13 PM
I wouldn't mind having some limitations on the mixing and matching (maybe constrain it to cloth/leather/mail/etc), but I do really appreciated being able to wear pants if I don't want my (virtual) ass hanging out, or whatever...


Title: Re: EQ 'Next'
Post by: Surlyboi on August 06, 2013, 08:41:22 PM
A video I consider "strange" about the people working on EQ Next and their workplace. (https://www.youtube.com/watch?v=JH1UVXfUCXw)

Guess they leave out the part that those people have not left that building in all those years.  :why_so_serious:

Smells like cat ass, piss bottles and poopsocks.


Title: Re: EQ 'Next'
Post by: Chockonuts on August 06, 2013, 09:12:11 PM
This is puzzling me. I dislike the art style of WoW and the style of Wildstar, both because they're too cartoony.

But this I don't mind so far, though I've outright said the human reminds me of Belle (and also Elizabeth from Bioshock). What's different here? I don't understand my own reaction.
If you were checking out the SOEmote visuals, that endears a bit more personality to that Belle character than just a plain old stuck on cartoon face. When you can see the actual facial contortions rather than "Scowl Face #3" as a permanent choice in character creation, it's worlds better.

It made it seem more alive rather than a comic book toon. At least that's why I liked it better.


Title: Re: EQ 'Next'
Post by: tmp on August 06, 2013, 09:45:42 PM
This is puzzling me. I dislike the art style of WoW and the style of Wildstar, both because they're too cartoony.

But this I don't mind so far, though I've outright said the human reminds me of Belle (and also Elizabeth from Bioshock). What's different here? I don't understand my own reaction.
Maybe it's the more natural/realistic appearance of the surrounding world and the lighting that soften the 'cartoon' impression to the point where it becomes acceptable? Both are very exaggerated in WoW and Wildstar.


Title: Re: EQ 'Next'
Post by: Margalis on August 06, 2013, 11:51:35 PM
They're just giving you visual options.  They showed in the video different visualizations for the same piece of armor, but it was obvious that she was wearing plate.  Heavy plate silk robe is... where do you think this shit up?

I was speaking about the general trend of having appearance equipment and stat equipment be different (AKA "appearance tab"), not how it works in EQ Next in particular. Customization is fine within reason.


Title: Re: EQ 'Next'
Post by: Koyasha on August 07, 2013, 12:15:11 AM
I applaud the decoupling of stats and gear, so that you don't have to make a choice between gear that looks decent and gear that has the stats you want or need.  This seems to be a trend in newer games, and one I'm very much in favor of.

I get why people like this but I think it's incredibly dumb to have what you are visibly wearing completely unrelated to what you are mechanically wearing. So a guy in heavy plate male is actually wearing a silk robe and has low defense and a naked guy is actually wearing a giant iron barrel and is invincible?

Stuff like color customization and such I'm all for, but it just seems strange to me to have armor based on plate mail that doesn't serve as plate mail.
City of Heroes is my favorite game as far as appearance goes.  Another one I particularly liked was Phantasy Star Universe.  These two games have in common the fact that what your character looks like has absolutely no bearing on her effectiveness in combat or anything else.

And why not?  Especially in a magical setting.  As far back as I've been playing RPG's, pen and paper games have had stuff that lets you change your appearance regardless of what you're actually wearing.  Want to wear plate but look like you're wearing a finely tailored suit or ballroom gown, you can get glamered platemail or wear a circlet of disguise or any one of several options to make what you look like completely different than the physical properties of what you're wearing.  In most pen and paper RPG's I've played, we handwave the details of a character's appearance to 'however the player chooses to describe it' regardless of the mechanical statistics of the armor.  At most, people have made a couple jokes if in a particular instance someone feel their character's style is best served by having traditional 'barely there' barbarian loincloth or fantasy bikini plate, but after chuckling and snickering about it a bit, we get on with the game and everyone accepts that the character is dressed the way the player described it.

There's no reason to be restricted to wearing certain appearances just because that would be practical, especially when the setting itself can quite feasibly explain why appearance and reality don't always match up.


Title: Re: EQ 'Next'
Post by: Sjofn on August 07, 2013, 01:13:55 AM
The cat dude didn't bother me in a vacuum but I am anticipating being highly annoyed when the females are revealed to be half as wide and hourglassy and shit.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 07, 2013, 06:20:41 AM
I applaud the decoupling of stats and gear, so that you don't have to make a choice between gear that looks decent and gear that has the stats you want or need.  This seems to be a trend in newer games, and one I'm very much in favor of.

I get why people like this but I think it's incredibly dumb to have what you are visibly wearing completely unrelated to what you are mechanically wearing. So a guy in heavy plate male is actually wearing a silk robe and has low defense and a naked guy is actually wearing a giant iron barrel and is invincible?

Stuff like color customization and such I'm all for, but it just seems strange to me to have armor based on plate mail that doesn't serve as plate mail.

No, that's where the sets come in. You can not swap plate with a silk robe. They said this directly. You can swap plate within the plate set, that has more or less plate/chain-mail, or different amounts of coverage, racial styles  ETC..


Title: Re: EQ 'Next'
Post by: Merusk on August 07, 2013, 06:33:35 AM
It sounds like the exact system I'd been asking for *for a decade* now.  Find the armor model, let any piece use it.  Awesome.


Title: Re: EQ 'Next'
Post by: Sky on August 07, 2013, 06:33:52 AM
(http://i.imgur.com/MHuW96t.gif)


Title: Re: EQ 'Next'
Post by: Miasma on August 07, 2013, 06:51:50 AM
Retreating badger should really be the mascot for all new mmos.


Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 10:48:27 AM
More than anything, I want to know when this takes place. Before EQ? Thousands of years after 2? When?

Alternate timeline that starts at the founding of qeynos or shortly thereafter.


Title: Re: EQ 'Next'
Post by: Simond on August 07, 2013, 10:49:46 AM
(http://i.imgur.com/xbYMEV6.jpg)


Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 10:55:04 AM
Cat dude doesn't bother me any more than, say, the charr in GW2, which is what it immediately made me think of. I'm not likely to play one, if I find myself playing this, but it wouldn't bother me to see it around.

I have nothing invested in prior versions of EQ cat people, though.

The keran was a bit more cartoony than the human but I honestly like that look for keran a LOT more than I liked the eq1/eq2 version. Probably better they go a bit more stylized as that tends to hold up better over the long term appearance wise than going for super realistic.

I have to say having sitting in the panels I came away a LOT more impressed than I expected. I was expecting eq2.5 this time with more guildwars but this actually does look like they are making the attempt to jump at least engine wise to the next gen platform. If they can get their voxel stuff running well on most peoples computers it allows for some incredible stuff that simply has not been possible up to this point. PVP areas where you can actually blow up the landscape should be hella impressive.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 07, 2013, 10:56:16 AM
(http://i.imgur.com/xbYMEV6.jpg)

Too many graphics. (http://www.youtube.com/watch?v=dWiXCPSN350)



Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 11:00:49 AM
Ok... So we get the EQ next Landmark program next Feburary? Then a year and a half later we get the game? Provided we have made enough assets for them? I confuzzled on the whole thing.

Eq landmark in theory goes live this "winter" I think initally it is not even so much just to have people creating assets for eqnext but just as a huge stress/bug/beta test of their procedural world generation engine and the content creation tools. If you think about it eq landmark is pretty much eq next without NPCs or combat engine. Given how huge of a change to the game engine this is having a really nice robust test for it is a good idea with the additional bonus of getting to see what people can create with the tools which can make adding stuff for eqnext even faster/easier.

I think how long until eqnext itself comes out kinda depends how well the eq landmark works out. The landmark thing is a huge test bed for them for spawning basically new continents of content at whim with their procedural engine tools. This should go a long way to find out the real world usability/limits of their engine.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 07, 2013, 11:22:33 AM
Plus Landmark is supposed to be the EQN crafting system.  Having that fleshed out completely along with getting people used to it will be one less headache to worry about come launch.


Title: Re: EQ 'Next'
Post by: Falconeer on August 07, 2013, 12:22:46 PM
Smed said "this year" for Landmark, not "this Winter". Although I am sure he's lying, as other Devs actually said "Winter".


Title: Re: EQ 'Next'
Post by: tmp on August 07, 2013, 01:00:06 PM
Their beta signup page says it's "scheduled to launch this winter" so there's that.


Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 01:08:55 PM
Plus Landmark is supposed to be the EQN crafting system.  Having that fleshed out completely along with getting people used to it will be one less headache to worry about come launch.

Yup knock the bugs out of it get people used to using the tools so they can really start cranking out high quality stuff and allows for a good amount of "stuff" TM to be available day 1 and given how awesome some folks are at this kind of thing it is very likely some people will create stuff as good or better than the SOE artists and will wind up with their stuff incorporated with eqnext day 1 which is a hell of an interesting thing if you think about it. This is stuff some people have been clamoring for for years.


Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 01:10:22 PM
Smed said "this year" for Landmark, not "this Winter". Although I am sure he's lying, as other Devs actually said "Winter".

I went to all the eqnext/landmark panels at the soe live thing they were kinda wobbling between this year and/winter as eq landmark release. I was getting the feel they want it to be this year but if not it should be early next year jan/feb type time frame.


Title: Re: EQ 'Next'
Post by: Falconeer on August 07, 2013, 02:10:06 PM
The keran was a bit more cartoony than the human but I honestly like that look for keran a LOT more than I liked the eq1/eq2 version. Probably better they go a bit more stylized as that tends to hold up better over the long term appearance wise than going for super realistic.

Personally, I really liked Kerrans in EQ2.

(https://dl.dropboxusercontent.com/u/3584773/EQ2_000530.jpg)


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 02:13:45 PM
God does EQ2 look like utter ass.


Title: Re: EQ 'Next'
Post by: Merusk on August 07, 2013, 02:17:13 PM
Yeah. The entire engine just made ALL the wrong assumptions at just the right time.


Title: Re: EQ 'Next'
Post by: Paelos on August 07, 2013, 02:19:10 PM
That's the problem with "realistic" graphic texture decisions. They don't age as well like cartoony ones.


Title: Re: EQ 'Next'
Post by: Soln on August 07, 2013, 02:19:33 PM
Are Ratonga in?


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 02:24:11 PM
That's the problem with "realistic" graphic texture decisions. They don't age as well like cartoony ones.

It's not even just that, everything. The models, the lighting/shadows, the cohesiveness between all the different elements. That screenshot looks like some highschool kids 3D modeling art project.

That cat person is a human person with a cat head too.


Title: Re: EQ 'Next'
Post by: kildorn on August 07, 2013, 02:29:34 PM
That's the problem with "realistic" graphic texture decisions. They don't age as well like cartoony ones.

It's not even just that, everything. The models, the lighting/shadows, the cohesiveness between all the different elements. That screenshot looks like some highschool kids 3D modeling art project.

That cat person is a human person with a cat head too.

What bugs me is the random really high quality texture work randomly in the middle of it. It sort of screams that they could do so much better.. but just didn't.


Title: Re: EQ 'Next'
Post by: Ingmar on August 07, 2013, 02:32:27 PM
The scary part is you can't even see the shiny plastic skin in that particular shot so it could look even worse.


Title: Re: EQ 'Next'
Post by: Merusk on August 07, 2013, 02:47:47 PM
That cat person is a human person with a cat head too.

This is a fundamental problem with ALL of EQ2's models.  They are human bodies inflated or elongated at joints, with different heads attached.  It was a decision they made day 1 to reduce armor modeling.  Everything just scales to the uni-body.  It was a selling point in 2002 when video cards had limited memory.

 If I remember the pitch it was; "We can have so many more armors than EQ1 because we don't have to model more than one variant for each race.  Meaning instead of one armor taking 3 slots in the memory you'll get 3 different armor visuals!"  IIRC the "ultra high end" cards of 2002 had a whopping 512MB of memory and couldn't use PC memory.

Much like their engine being designed around single-core processors getting ever faster past the 2.5ghz point this was an "oops" as memory got really cheap really quick.


Title: Re: EQ 'Next'
Post by: kaid on August 07, 2013, 02:55:42 PM
That cat person is a human person with a cat head too.

This is a fundamental problem with ALL of EQ2's models.  They are human bodies inflated or elongated at joints, with different heads attached.  It was a decision they made day 1 to reduce armor modeling.  Everything just scales to the uni-body.  It was a selling point in 2002 when video cards had limited memory.

 If I remember the pitch it was; "We can have so many more armors than EQ1 because we don't have to model more than one variant for each race.  Meaning instead of one armor taking 3 slots in the memory you'll get 3 different armor visuals!"  IIRC the "ultra high end" cards of 2002 had a whopping 512MB of memory and couldn't use PC memory.

Much like their engine being designed around single-core processors getting ever faster past the 2.5ghz point this was an "oops" as memory got really cheap really quick.

Some things in eq2 looked pretty darnn good but I was never super happy with most of the character models I much prefer them going a bit more stylized because after seeing them aim for "realistic" in eq2 it probably will work better for them in the long run. It is easier to pick apart something that is obviously trying for realism and failing than it is for something that is clearly going for an artistic style. I honestly really liked the human model they were showing great facial animations and looked very nice if a bit stylized. The keran I actually liked quite a bit even though it was more "cartoony" Much better than plastic cat head on a human body


Title: Re: EQ 'Next'
Post by: tmp on August 07, 2013, 03:00:13 PM
That cat person is a human person with a cat head too.
Just because people want to play tigers, doesn't mean they don't want some tits and child-bearing hips to stare at :oh_i_see:


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 03:08:10 PM
It's even horrible by those benchmarks!

Would not yiff.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 07, 2013, 03:16:19 PM
Are Ratonga in?

They haven't said but there's a poll on the official site asking whether they should be in, which I'm guessing means they will be.


Title: Re: EQ 'Next'
Post by: Falconeer on August 07, 2013, 03:30:03 PM
I think that screenshot looks really good for 2004, but I guess we disagreed back then and nothing changed nine years later. Light, especially, was crazy for a MMO back then. But hey...


Title: Re: EQ 'Next'
Post by: 01101010 on August 07, 2013, 03:32:31 PM
Are Ratonga in?

They haven't said but there's a poll on the official site asking whether they should be in, which I'm guessing means they will be.

Frogloks?  :ye_gods:


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 03:46:21 PM
I think that screenshot looks really good for 2004, but I guess we disagreed back then and nothing changed nine years later. Light, especially, was crazy for a MMO back then. But hey...

Your opinion is wrong.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Ingmar on August 07, 2013, 03:56:17 PM
I think that screenshot looks really good for 2004, but I guess we disagreed back then and nothing changed nine years later. Light, especially, was crazy for a MMO back then. But hey...

I wasn't posting here yet in 2004, so you'll have to take my word that I took a complete dump all over how that game looked back then too.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 07, 2013, 04:16:29 PM
This is a fundamental problem with ALL of EQ2's models.  They are human bodies inflated or elongated at joints, with different heads attached.  It was a decision they made day 1 to reduce armor modeling.  Everything just scales to the uni-body.  It was a selling point in 2002 when video cards had limited memory.

Eh, well, that's probably part of it. I expect another part is that if you don't have to adapt one armor model for six different bodies, you can budget the art time saved to make more varieties of armor.

EDIT: Also, I think that LotRO's "realistic" landscape graphics still look better than most modern MMGs. YMMV.


Title: Re: EQ 'Next'
Post by: Margalis on August 07, 2013, 04:31:01 PM
EQ2 had a very weird engine. It was supposed to be very scalable up but not down, it didn't run particularly well and the lighting was weird - also the textures and models were all over the place. A lot of the non-humans were just human bodies with different heads, but then the rat guy was a pretty well-done rat-guy with a genuine rat body. It was capable of looking good but it was incredibly inconsistent.

That screenshot above uses high-res textures and normal maps and stuff but the geometry is all right angles, it uses like one texture in the entire scene and that texture depicts rectangles, and the lighting is also extremely soft and flat. There's also no attention paid to things like how the wall and ceiling come together, so it ends up being less than the sum of it's parts. I suspect the production pipeline, lighting and material setup in EQ2 was unwieldy to use in practice.


Title: Re: EQ 'Next'
Post by: Ingmar on August 07, 2013, 04:33:08 PM
This is a fundamental problem with ALL of EQ2's models.  They are human bodies inflated or elongated at joints, with different heads attached.  It was a decision they made day 1 to reduce armor modeling.  Everything just scales to the uni-body.  It was a selling point in 2002 when video cards had limited memory.

Eh, well, that's probably part of it. I expect another part is that if you don't have to adapt one armor model for six different bodies, you can budget the art time saved to make more varieties of armor.

EDIT: Also, I think that LotRO's "realistic" landscape graphics still look better than most modern MMGs. YMMV.

LOTRO still looks great - as long as you aren't moving. The pop-in issues with it were really starting to bug me last time I played.


Title: Re: EQ 'Next'
Post by: Simond on August 07, 2013, 05:10:50 PM
EQ2 had a very weird engine. It was supposed to be very scalable up but not down, it didn't run particularly well and the lighting was weird - also the textures and models were all over the place. A lot of the non-humans were just human bodies with different heads, but then the rat guy was a pretty well-done rat-guy with a genuine rat body. It was capable of looking good but it was incredibly inconsistent.

That screenshot above uses high-res textures and normal maps and stuff but the geometry is all right angles, it uses like one texture in the entire scene and that texture depicts rectangles, and the lighting is also extremely soft and flat. There's also no attention paid to things like how the wall and ceiling come together, so it ends up being less than the sum of it's parts. I suspect the production pipeline, lighting and material setup in EQ2 was unwieldy to use in practice.
EQ2's engine sucks because SOE utterly fucked up their prediction of how PC architecture would develop over the next few years. It was designed under the assumption of ever-faster single-core processors (which would then drag the speed of RAM, graphics cards, etc. along with them).

Hell, it took them a fair few years to hack adequate multicore support in to EQ2.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 07, 2013, 05:18:45 PM
This is a fundamental problem with ALL of EQ2's models.  They are human bodies inflated or elongated at joints, with different heads attached.  It was a decision they made day 1 to reduce armor modeling.  Everything just scales to the uni-body.  It was a selling point in 2002 when video cards had limited memory.

Eh, well, that's probably part of it. I expect another part is that if you don't have to adapt one armor model for six different bodies, you can budget the art time saved to make more varieties of armor.

EDIT: Also, I think that LotRO's "realistic" landscape graphics still look better than most modern MMGs. YMMV.

Skeletal nodes/animation savings too. But to be honest, uni-models for characters is kinda common. 


Title: Re: EQ 'Next'
Post by: Kageru on August 07, 2013, 07:27:12 PM

EQ2 looked dreadful at the time, I remember being shocked by it. They clearly thought they had a hot engine but it didn't come together well in game. Though SoE have never been that great at world building.

I could easily believe, as Margalis suggests, that this was as much about the tools and production process as the underlying engine.


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 07:39:44 PM
I believe whose ever job it was to go "This all looks like shit, make it not look like shit" is blind and/or utterly apathetic.


Title: Re: EQ 'Next'
Post by: Rendakor on August 07, 2013, 08:12:03 PM
Some people like myself just don't like cartoony/stylized graphics. One of the reasons I played EQ2 at its launch and not WoW (initially) was the art style. EQ2 hasn't aged well but I don't share the hate that's all over this thread.


Title: Re: EQ 'Next'
Post by: Margalis on August 07, 2013, 08:27:58 PM
IMO the animation was the worst part of EQ2 graphically, at the time I thought the graphics themselves were pretty decent. But I did play as the rat dude, who was like the best character model in the game.


Title: Re: EQ 'Next'
Post by: Fordel on August 07, 2013, 08:42:32 PM
Even brand new, EQ2 looked like shit. It was not a improvement in like virtually any regard, even in the realistic category of graphics.


Title: Re: EQ 'Next'
Post by: Abelian75 on August 07, 2013, 09:41:29 PM
Yeah, EQ2's appearance really is in its own category of bad for me.  I can't think of anything I've seen comparable to it in terms of, uh, aesthetic appeal / engine sophistication ratio.  It's interesting that not everyone seems to see it, but I've heard enough people have the same extreme opinion that I definitely think it's a real thing.  A real, shitty thing.


Title: Re: EQ 'Next'
Post by: Stormwaltz on August 08, 2013, 12:46:42 AM
I didn't mind EQ2's landscape when it was released. I thought it looked pretty good. I remember being impressed by the ocean waves in the beta tutorial.

The avatars, however, always had an unpleasant plasticky look to them.


Title: Re: EQ 'Next'
Post by: Maledict on August 08, 2013, 01:40:10 AM
All I can remember are the sausage deers in the starting areas. Gods those things looked unpleasant and unholy.


Title: Re: EQ 'Next'
Post by: Strazos on August 08, 2013, 07:14:08 AM
I just hope rogues are not utterly useless as they were in EQ1.


Title: Re: EQ 'Next'
Post by: Sky on August 08, 2013, 08:11:18 AM
Retreating badger should really be the mascot for all new mmos.
It was for the conversation, not the game.

(http://www.reactiongifs.com/wp-content/uploads/2013/06/giggle.gif)


Title: Re: EQ 'Next'
Post by: Threash on August 08, 2013, 08:12:02 AM
I just hope rogues are not utterly useless as they were in EQ1.

Hmm, I don't remember that at all.


Title: Re: EQ 'Next'
Post by: tazelbain on August 08, 2013, 09:25:50 AM
Its just nice to have something interesting on the horizon. I hope it all works out but even if it doesn't, it's something worth talking about.


Title: Re: EQ 'Next'
Post by: Numtini on August 08, 2013, 09:32:37 AM
On rogues, I don't remember DPS being a thing so much. It was all about mitigation, the holy trinity of tank, healer, and CC. You didn't worry how long it took you to whittle something down, just that you didn't get killed and lose a day's progress.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 08, 2013, 09:46:17 AM
On rogues, I don't remember DPS being a thing so much. It was all about mitigation, the holy trinity of tank, healer, and CC. You didn't worry how long it took you to whittle something down, just that you didn't get killed and lose a day's progress.

That's how I remember it. Because you were probably camping a room, you just needed to beat mobs quickly enough to beat the respawn, possibly in the corridors outside as well as the room itself. As long as you could do that, it.didn't really matter how long the fights took. What you worried about was not dying, not how fast you dealt damage.


Title: Re: EQ 'Next'
Post by: HaemishM on August 08, 2013, 09:52:54 AM
Rogues were balls for the first year after EQ1's release because, like alchemy, many of their skills and bonuses were utterly broken and bugged but "The Vision" as espoused by Brad McQuaid didn't allow for shit in the game to be buggy. So rogues were "working as intended" which apparently meant they couldn't fight for shit and were absolute fucking liabilities in combat - but they could drag corpses! Then some fucking genius figured out that "oh yeah, rogue's backstab is missing a goddamn decimal point" or something, fixed the error and suddenly rogues were just ungodly backstabbing damage dealing killing machines with invisibility. Kind of like how "hell levels" were completely necessary due to the experience curve and yet somewhere after I quit the game, they were smoothed out completely.


Title: Re: EQ 'Next'
Post by: Numtini on August 08, 2013, 09:55:23 AM
I forgot dragging corpses. *shudder*


Title: Re: EQ 'Next'
Post by: Trippy on August 08, 2013, 09:56:08 AM
They could also open the locked doors in Sebilis :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Sky on August 08, 2013, 11:55:09 AM
I forgot dragging corpses. *shudder*
Shoulda played a necro. Used to be such an awesome team with my wizard friend and his druid 'girlfriend'.

Until the master undead because a mana heal bitch. It was so easy to never go back to that game.

(http://www.reactiongifs.com/wp-content/uploads/2013/07/nope1.gif)


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 08, 2013, 12:03:01 PM
The scary part is you can't even see the shiny plastic skin in that particular shot so it could look even worse.

Or the awesome playdough hair!  :why_so_serious:

I've never understood how they could make a fur-covered Ratonga look as good as they did yet fail so spectacularly on human hair, or even on fur-covered Kerrans. I thought it was all about the textures, but maybe the model and animations played a big part as well?


Title: Re: EQ 'Next'
Post by: Merusk on August 08, 2013, 12:08:25 PM
Yes.

Wish I could find the rendered image they released ca. 2001 of the high elf in the brown ivy armor.  It looked better than anything EQ2 actually ever produced, including hair, though the skin was still a bit plastic.


Title: Re: EQ 'Next'
Post by: Phred on August 08, 2013, 02:17:10 PM
On rogues, I don't remember DPS being a thing so much. It was all about mitigation, the holy trinity of tank, healer, and CC.

Every high end guild and any guild with pretensions of aspiring to raiding wanted good rogues. Their dps was second to none except wizards for a brief time. The rogues no one wanted were the ones who's dps matched the tanking warriors.



Title: Re: EQ 'Next'
Post by: Falconeer on August 08, 2013, 02:36:52 PM
Aside from personal preference, there was lots of goodness to be had visually in EQ2 when it came out but as someone else pointed out the general performances were simply terrible so most of it was hidden behind the "Max Settings" wall. Then again, it's easy to say it looks like shit now (and I know you were all saying it back then too) and point out the technical sloppiness but I think many of you don't really remember what graphics of MMORPGs were like in 2004.

I personally loved these screenshots back then (which obviously were not taken at Max video settings), and while I am obviously just feeding everyone's mock cannon here, I am gonna stand by my opinion. I am still curious about your screenshots of much better looking MMORPGs from that era.

(https://dl.dropboxusercontent.com/u/3584773/EQ2_000171.jpg) 


(https://dl.dropboxusercontent.com/u/3584773/EQ2_000126.jpg)


(https://dl.dropboxusercontent.com/u/3584773/EQ2_000473.jpg)


Title: Re: EQ 'Next'
Post by: Ingmar on August 08, 2013, 02:43:13 PM
Unfortunately all my old screenshots disappeared in a computer transition a while ago.

Your first screenshots isn't the worst thing ever but holy shit that 3rd one. Are you sure that isn't EQ *1*?


Title: Re: EQ 'Next'
Post by: Falconeer on August 08, 2013, 02:49:10 PM
Unfortunately all my old screenshots disappeared in a computer transition a while ago.

Yes, but screenshots from WHAT GAME exactly?


Title: Re: EQ 'Next'
Post by: Fordel on August 08, 2013, 02:54:07 PM
I see a Ray Trace vase in the first fucking screenshot. Am I being trolled?  :why_so_serious:


What came out in the same Era as EQ2? CoH? WoW? GuildWars 1?


Pick any of those, they'll look better and use computers from their present, instead of the theoretical future. CoH is probably the weakest one of that bunch.


Title: Re: EQ 'Next'
Post by: Ingmar on August 08, 2013, 03:26:31 PM
Unfortunately all my old screenshots disappeared in a computer transition a while ago.

Yes, but screenshots from WHAT GAME exactly?

Games I remember liking better appearance-wise from the era would be GW1, CoH, WoW, and the re-done parts of DAOC from Catacombs.


Title: Re: EQ 'Next'
Post by: taolurker on August 08, 2013, 03:49:34 PM
On rogues, I don't remember DPS being a thing so much. It was all about mitigation, the holy trinity of tank, healer, and CC.

Every high end guild and any guild with pretensions of aspiring to raiding wanted good rogues. Their dps was second to none except wizards for a brief time. The rogues no one wanted were the ones who's dps matched the tanking warriors.

Ahem.. Seriously it wasn't the Rogues that were the problem (except maybe pre-Kunark when bugged) the problem was with asshat players who didn't know how to evade to control aggro. People started hating rogues in groups sometime post Luclin regardless of DPS because 1. They were easy to squish even when twinked and 2. No twink Rogue ever knew how to evade.

I played a Rogue in EQ1 on and off, and it was a frustrating mess because of all the people who didn't know how to play. I was constantly told "no rogues" because of either aggro death worries, that I'd steal coin from mobs, or that they needed a backup healer more than DPS. Those who gave in and grouped with me know that none of those things happened, and realized that a Rogue required some skill just like being a Bard (and good ones of those were also rare).

I was frequently surprised that clueless players would ask me "Why do you disappear from combat for a split second every once and a while? Are you laggin?"... NO I AM EVADING. LIKE. I. AM. SUPPOSED. TO... SO I DON'T HAVE EVERY MOB FACING ME! This was especially frustrating when these were the same morons who were gloating about their twinked rogues.


Title: Re: EQ 'Next'
Post by: Sjofn on August 08, 2013, 03:51:52 PM
GW1 was lovely, I remember being really impressed with how pretty it was and yet could still run really well. It also had dude models that were actually hot for some of the classes, which was amazing!


Title: Re: EQ 'Next'
Post by: Falconeer on August 08, 2013, 03:58:25 PM
GW1 was really lovely, and it's the only one that I agree with you was way way better looking than EQ2. The other ones you mentioned... it's a subjective opinion. Feel free to post screenshots from your gaming sessions though. Anyway, GW2 was based on smaller instances, so for all I know could do things with graphics that open world games had a much harder time doing at the time.

About the "ray trace vase", that's a fountain with flowing water covering it (water came out from the top). It actually looked pretty impressive from much closer.


Title: Re: EQ 'Next'
Post by: Fordel on August 08, 2013, 04:26:57 PM
I sincerely doubt it (on that vase).  :why_so_serious:

Like does the game even have shadows? How do you pretend to have realistic graphics without shadows?



Title: Re: EQ 'Next'
Post by: Falconeer on August 08, 2013, 04:51:42 PM
As I said, it had shadows and they were actually amazing... if you had the juice to run them. I did not, hence my "flat" screenshots.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on August 08, 2013, 05:00:41 PM
Reposting this for anyone who hasn't seen it and wonders what EQ2 looks like on a modern computer: http://www.youtube.com/watch?v=zas9mzFaHxQ


Title: Re: EQ 'Next'
Post by: Engels on August 08, 2013, 06:15:38 PM
I'm with Falconeer; aside from the bad hair choices I didn't think EQ2's art was that bad. A bit overwrought, a bit too ornamented if that's a thing, but at least it didn't treat you like you were a child. It lacked a bit of imagination, but its not really comparable to WoW or CoH. Those types of games were divorcing themselves entirely from any sense of 'realistic' fantasy and were opting for a cartoon or comic style world. NOT THAT THERE'S ANYTHING WRONG WITH THAT.

Don't get me wrong, the combat mechanics, quest system and the lore of EQ2 were a new low in formulaic gameplay. The computers available at the time of launch couldn't handle the engine for shit, but the art itself wasn't that horrible.

Different strokes, I guess.

My issues is that EQ1 was not quite entirely like a comic book, it kept one foot in 'realism' where as EQNext seems to be going the full Disney.


Title: Re: EQ 'Next'
Post by: Rendakor on August 08, 2013, 07:13:47 PM
Regarding EQ2's system reqs, it actually ran on lower end systems than WoW did because of how low you could turn the graphics. I had an old laptop that would run EQ2 at like 10 fps, but wouldn't play WoW at all.


Title: Re: EQ 'Next'
Post by: Ginaz on August 08, 2013, 07:38:59 PM
EQ2's character models were ok but the rest of it looked horrible IMO.  I played it about 2 years ago and just couldn't get past how awful the terrain looked.  And yes, I played it maxed (or near maxed) settings.  Still looked like ass.


Title: Re: EQ 'Next'
Post by: Sky on August 08, 2013, 07:44:29 PM
I loved EQ2's engine for the most part. Some of the style left a lot to be desired (dose eyebrows!), but the lighting and shadows, the normal mapping? Pretty amazing for the time.

WoW had a strong style (if you were into that style) but the engine looked like shit.

I'm glad we're having this discussion again after almost ten years.

(http://www.reactiongifs.com/wp-content/uploads/2013/07/Eddie-Murphy-Reaction.gif)


Title: Re: EQ 'Next'
Post by: Falconeer on August 09, 2013, 07:28:22 AM
You are not supposed to care about this video (http://www.youtube.com/watch?v=IFlGFN0dVfU), but last night I felt like going back to Starcrest Commune in Qeynos to find the "ray trace vase" and take a closer look at it, but turns out Starcrest Commune is unavailable due to some lore-related unrest so you just can't access it. I took the time to walk around Qeynos -actuallyy a very small portion of it- for ten minutes and while certainly boring to watch, you can still skip back and forth and see why some of us (well, me) fell in love with what felt like a real Fantasy city in 2004 as opposed to those depicted by some others more popular games.

While the game is now running on max settings (hence: shadows) it is still a 2004 thing. Believe it or not, if you didn't hate the style back then it did a great job at conveying the feeling it was trying to convey. Lots of buildings were accessible and they had so many beautiful details, like the deck of cards you can see about 30 seconds in. Also, this is taken at night and that's another thing that was quite amazing since cities were very different based on the time of the day. I wanted to give you all a piece of Freeport too, but seems like it's an adventuring zone now so I can't enter without being instakilled by guards  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 09, 2013, 07:53:55 AM
I'm with Falc. EQ2 at the time was simply stunning next to its contemporaries. Freeport, while brown, was incredible. I think EQ2 was one of the first games to use any form of bump mapping especially in the MMO area, and one of the first to have stencil shadows and multi-texturing. Art style aside, it had some unseen before vistas and areas. The years however have not been kind, and most things added after launch has some...interesting design choices that muddy everything that was was there originally. Particle Vert attachment? Crazy for the time.

When Eq2 went F2P though, I went back and looked, all the newer areas are just. Well, they did not try very hard to match the mood and style very well. Likely due to complaints about the lack of saturation in scenes.


Title: Re: EQ 'Next'
Post by: Sky on August 09, 2013, 07:57:11 AM
Freeport was so great. Both the tone and the art really matched up well for the lore.

I also noticed after f2p there had been a lot of downgrades visually.


Title: Re: EQ 'Next'
Post by: Threash on August 09, 2013, 07:59:33 AM
EQ2s contemporaries were GW WoW and CoH, and I would put it a distant third behind WoW and GW.  And i never played CoH so i can't even rule on that one.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 09, 2013, 08:00:17 AM
Freeport was so great. Both the tone and the art really matched up well for the lore.

I also noticed after f2p there had been a lot of downgrades visually.

Most certainly. Also, correct me if I am wrong here. But I had the collectors edition in the tin, I believe that came with Higher resolution textures. I could be mistaken, this was before games like this were delivered VIA the internet ( outside of patching ).

EQ2s contemporaries were GW WoW and CoH, and I would put it a distant third behind WoW and GW.  And i never played CoH so i can't even rule on that one.

GW was heavily instanced, not open. And I think its only recently Wow got Stencil shadows.  I understand as far as looks, opinion will fall in the realm of subjective. But Technique, those games were not even in league. Especially with things like how light effected the chasing on armor.

EQ2 did have a feel of playing in a barbie world, from the characters and world, but I thought that always worked for it. But areas like Nektulos forest and Freeport gave such a different feeling of immersion and solidity. Quite stunning. Obviously if you lean toward those other two titles in terms of the style, that's valid too.

I think what really taints EQ2 memory is the horsepower and huge amount of settings. I can imagine not many people played it at its full glory, they can today, but that's today.


Title: Re: EQ 'Next'
Post by: Numtini on August 09, 2013, 08:04:10 AM
I think WoW and GW1 both had great graphics. However, GW1 was not an MMO and was largely on rails. Don't forget that. It was however many people in a group (six? eight?) and a very constrained area in which they were allowed to move. I think if you were to go back and look that you'd find that COH's graphics weren't exactly as great as you remember. They were very accessible though and had a great diversity.

I never got the hate on for EQ2's graphics and once they'd moved some things to the GPU and let you use both processors, it wasn't bad at all. I get what people are saying, but I think it's become somewhat of a "thing" to bash their graphics and they really aren't all that bad.


Title: Re: EQ 'Next'
Post by: Sky on August 09, 2013, 08:46:27 AM
The performance for single-cpu was awful. But the cpu shadows were so much better than the gpu shadows. Maybe not as realistic, but they were really quite awesome. Especially where you could have shadows cast by off-screen objects (part of why it was a performance hog, and they probably removed that despite the immersion hit).


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 09, 2013, 08:50:09 AM
The lighting, I recall being in a few dank and dark places and having dynamic lighting and shadow casting... Its was stunning. No contemporary had this. Also, how may people ran with the cloth physics active?


Title: Re: EQ 'Next'
Post by: Abelian75 on August 09, 2013, 08:57:44 AM
For my part, I'm honestly not trying to bash EQ2 just for kicks.  I know people who worked on that game that make some gorgeous stuff, and I think SOE's other games generally look great.  The reason I remark on it so readily is precisely because it looks so bad to me (like, it's the only game I can think of that I've repeatedly been unable to enjoy because of the way it looked), yet individual models and engine features on their own look good to great.  It just all clashes or something so, so badly.  It's not like I'm ripping on the art, or denying that individual screenshots look great.  It's more like I'm remarking on how all that stuff is good in isolation, yet somehow the final product in action manages to look terrible.  Which somehow is worse than if the individual parts just looked bad to begin with.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 09, 2013, 10:38:36 AM
I really likes the terrain and cityscapes in EQ2.  I loved certain mechanics and added fluff like the collectibles (I am fucking adhd for sparkly ground thingies!).  But the character models and animation was pretty bad, and since I'm usually looking at my stiff, waxy toon, it became aggravating.  Add in most people I knew stopped logging in, and it being a fairly group intensive game, and most people you run into being mouth breathing cock knobblers... yeah.  I come back and play the free to play every once in a while but level 30-35 appears to be my threshhold.


Title: Re: EQ 'Next'
Post by: Sky on August 09, 2013, 12:55:38 PM
That's why I rolled a stiff, waxy Erudite :) It actually looked pretty nice in the engine, alabaster white with white runes...no hair...

The people...ahh. The horror of trying to harvest level appropriate materials, fighting through mobs while max level characters on flying carpets hoover everything up past the grey mobs...

My wizard did make it into the 70s, iirc. Root n nuke ftw.


Title: Re: EQ 'Next'
Post by: Surlyboi on August 10, 2013, 03:42:25 AM
I got my ranger to 78, but the people still playing all have max level characters and finding a group below 90 is well nigh impossible.


Title: Re: EQ 'Next'
Post by: Numtini on August 10, 2013, 05:24:27 AM
I got my ranger to 78, but the people still playing all have max level characters and finding a group below 90 is well nigh impossible.

Unless they've changed something, there's not much to do at 90 either because to play the content meant for 90s, you have to subscribe to stay geared adequately.


Title: Re: EQ 'Next'
Post by: Strazos on August 10, 2013, 06:29:56 AM
On rogues, I don't remember DPS being a thing so much. It was all about mitigation, the holy trinity of tank, healer, and CC.
Rogue stuff

All correct. I played a Rogue exclusively. My issue is just that the class was largely superfluous - other classes could do damage, do corpse runs...that's about it for a rogue, because you couldn't solo for shit, or farm. You didn't really have any other particularly useful utility skills. Poison was pointless.

However, I could occasionally do neat tricks, like survive complete raid wipes using perfect stealth and other such things where I just don't die...but it doesn't help me gear up that much. Really didn't help that the LDoN dungeons I needed were not the popular ones.


Title: Re: EQ 'Next'
Post by: Margalis on August 10, 2013, 03:02:16 PM
Rogues in MMOs are kind of weird, in the end they're just DPS dudes and MMOs don't have much in the way of stealth, traps, chests to unlock or other things you might imagine a rogue doing. DDO is the only MMO I can think of where a thief/rogue made real sense.


Title: Re: EQ 'Next'
Post by: Zetor on August 10, 2013, 09:50:50 PM
How about the BWL suppression room?  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Falconeer on August 11, 2013, 02:18:12 PM
Rogues are useful in Wizardry Online. Only class that can safely (more or less) open the loot chests without killing the whole party.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 11, 2013, 02:28:27 PM
I would imagine in a system where movement is a real thing now, that they may be more interesting abilities you can get from rouge classes. Invisible wall cling anyone?  :grin:


Title: Re: EQ 'Next'
Post by: Pennilenko on August 11, 2013, 02:52:01 PM
Rogues are useful in Wizardry Online. Only class that can safely (more or less) open the loot chests without killing the whole party.

How is that game? Does SOE nickle and dime you to have fun?


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on August 12, 2013, 11:28:11 AM
EQ2 has always lacked the extreme polish of WoW. This is just as true of the graphics as anything else. Blizzard went to great effort to take all the different art assets and standardize them with a unified style, with the same degree of details, etc. The overall style was 'cartoony' which was a big barrier to me, but it was an extremely and consistently well done cartoon. It all felt like a cohesive world. 

EQ2, not so much. Model quality, textures, animations, styles, etc. were all over the map. If the plastic-looking people were in a plastic-looking world with appropriate animations and constent quality and style across the board, it might have worked better. But Sony chose to forego the several extra months of polish it would have taken to take all those pieces and harmonize them, and the result definitely suffers for the lack. And unlike WoW which, like the looks or not, at least you could get used to and ignore over time, EQ2 keeps slapping you in the face with another new inconsistency everywhere you turn, which wears on you even more over time rather than less.


Title: Re: EQ 'Next'
Post by: Falconeer on August 12, 2013, 12:04:20 PM
Rogues are useful in Wizardry Online. Only class that can safely (more or less) open the loot chests without killing the whole party.

How is that game? Does SOE nickle and dime you to have fun?


The game is just a walk through memory lane for old timers who grew up on horribly looking games, play with their friends, and can still enjoy a slightly more active and up to date combat system (every button press is a swing, that is all, but feels satisfying). I would say it is a terrible game, for fairness, but if you like me have a certain love for vintage and have a dedicated group of friends who meet in person every two weeks specifically it, as in old lan parties, then the game offers something we can't find in anything else. *Party driven dunegon crawling with action combat (and a haunting chance of permadeath)*. As I said, I'd love to play a similar but better game with my friends but no one has been able to point me to anything with these characteristics.

Not sure about the money aspect. We are admittedly very low, level 9 and cleared the first 4 dungeons over about five gaming sessions, so the fact that we never felt any need to spend money on it doesn't say much.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 19, 2013, 05:46:38 AM
Quote
On starting areas: Where will people start in game? For EverQuest Next Landmark, Franchise Director Dave Georgeson explained, there will be different starting areas to help spread the population out. But for EQ Next, new players will be dropped in the area of the current Rallying Call. This is so new players can become a part of the action immediately, as well well as be among other players. Imagine if the game's first Rallying Call were to build Qeynos, but after a year we had moved along to Halas and Qeynos was populated by very angry dragons. Talk about the ultimate newbie trap! Dropping a new player there would not be very beneficial to retention.

On getting involved in the game: On top of starting where the action is, different systems allow and encourage you to participate, even from the get-go. Producer Terry Michaels stated, "One of the things that we really want is for players to contribute immediately." Georgeson noted that this includes participating in Rallying Calls regardless of where you are physically, or even knowing that you are actually contributing! Folks who chose to wander on the other side of the world instead of hang out at a particular event site (say, building Halas) can still be helping it along by a chain of events initiated by the choices they make. Rallying Call progression can also be triggered by a number of events, not just one. With different events triggering on each server, the history and story of how things came to be will definitely vary from world to world.

On the stylized graphics:
Dave Georgeson said,

    "I like the stylized [approach] because basically what it does is it set us up to have a 15- or 20-year-old game because we can just keep upping the graphics levels with better physics, better lighting, better all that stuff, but keep that look. It will last a long time that way. Plus, we can exploit the IP in different ways too. If somebody decided [he] wanted to do a comic book or animated series, or something like that, that look would really work with the other stuff."

In the lore panel, devs talked about using the lore in other medium, so could Georgeson have been hinting at specific plans in the works?

On EQ Next Landmark vs. EQ Next:
While having two separate hit games would be great with Georgeson, he said, "We're serious about Landmark being the gateway to EverQuest Next. We really want it to be the vehicle by which everybody gets to help us build that next big virtual world."

On seafaring transportation:
While sitting with Creative Director Jeff Butler, Sr. Art Director Rosie Rappaport, and Sr. Global Brand Manager Omeed Dariani, I posed a question they had not prepared for in all the upcoming panels: I asked about intercontinental travel, especially ships. Dariana commented, "Could we confirm ship battles?" "No." was the extremely swift reply from Butler, who did confirm that there are boats. Were they just pulling my leg with the battle comment in the spirit of the jovial mood, or did something slip out that shouldn't have? In time, we will know.

On crafting and economy: "We're really serious about making this an economy that matters for players," Georgeson emphasized to me. "We want to set up a system in which crafters are really important, that all the players will eventually come to crafters and talk to them." More details soon, please!


On the ramifications of personal choice: Here's another interesting tidbit about how personal choice affects the player. We already know that past actions can affect what's available to you, but the game will also guide you to those activities that you've demonstrated that you prefer to participate in. Georgeson revealed:

    "We have this book called a Rohsong, and it has all kinds of tips and hints in it. We know what you've done in the past. We know that you've done a bunch of crafting or done a bunch of exploring or done a bunch of combat. And what we're going to do through the Rohsong is give you tips and hints on how to get to more of the stuff that you have already shown us that you like to play. We'll be guiding you into areas of the world where you might find that stuff."

So an in-game book that players access during their travels? There's so much that can be done with this!

On combat: Will combat be tab-targeting or what? There was no definitive answer, but Georgeson did say that if you swing a weapon, it will hit whatever is in the arc of the swing -- landscape included. He also said, "We're not going to build a game that supports one-button macroing."

On tiers: While trying to get a handle on the new concepts of EverQuest Next, some folks latched onto the term tiers as a substitute for levels. Georgeson, however, explained that the two are not just interchangeable terms for the same idea. Tier doesn't equate to power level -- it means capability. Higher tiers mean that players have a handle on how the game is played, from how to do combat to how to manipulate their skills to make various builds. It also means that they have a more robust selection of skills, giving them more flexibility to deal with situations. Unlocking tiers is a matter of demonstrating you know what's going on in the game. And moving up tiers is not going to be a laborious process: Georgeson stated, "Unlocking them is a matter of days and weeks, not years."

On the intelligence of AI: Storybricks Co-AI Lead Dave Mark noted that the AI can be turned up or down, making some mobs more intelligent and others less so. Along those same lines, during the Q&A sessions, devs emphasized that the really big boss fights are not necessarily going to be against stronger mobs, but they will be smarter mobs. The boss will be harder to fight because it will more rapidly react to the actions of players, who must then adjust their tactics mid-fight.

http://massively.joystiq.com/2013/08/17/the-tattered-notebook-quips-quotes-and-eq-next-tidbits-from-s/



SOemote test (http://www.youtube.com/watch?v=uL2bGAmfEIw&feature=youtu.be)


Title: Re: EQ 'Next'
Post by: Nebu on August 19, 2013, 06:13:09 AM
Is it bad when the emote/web cam testing looks more fun than the entire game?


Title: Re: EQ 'Next'
Post by: Sky on August 19, 2013, 08:45:45 AM
That tech is pretty cool. Completely useless to me, but I'm sure the social mmo folks will be loving it.


Title: Re: EQ 'Next'
Post by: Merusk on August 19, 2013, 10:08:35 AM
That tech is pretty cool. Completely useless to me, but I'm sure the social mmoErotic RP folks will be loving it.

Show me your "O" face.

 :awesome_for_real: :ye_gods:


Title: Re: EQ 'Next'
Post by: Abelian75 on August 19, 2013, 10:19:21 AM
Oh dear god.


Title: Re: EQ 'Next'
Post by: Sky on August 19, 2013, 11:03:21 AM
 :cthulu:


Title: Re: EQ 'Next'
Post by: shiznitz on August 19, 2013, 11:39:17 AM
/em remove blouse


Title: Re: EQ 'Next'
Post by: kaid on August 19, 2013, 11:54:43 AM
That tech is pretty cool. Completely useless to me, but I'm sure the social mmo folks will be loving it.

It is also nice for those who like to make machinema stuff in games and given those guys are pretty good advertisement for your games giving some cookies to let those guys make nifty stuff is not a bad plan.


Title: Re: EQ 'Next'
Post by: Sky on August 19, 2013, 12:48:19 PM
giving some cookies to let those guys make nifty stuff is not a bad plan.
Are we still talking about  :hello_thar:


Title: Re: EQ 'Next'
Post by: Bzalthek on August 19, 2013, 01:27:45 PM
Yes Sky.  Yes they are.


Title: Re: EQ 'Next'
Post by: kaid on August 20, 2013, 06:18:51 AM
Rogues in MMOs are kind of weird, in the end they're just DPS dudes and MMOs don't have much in the way of stealth, traps, chests to unlock or other things you might imagine a rogue doing. DDO is the only MMO I can think of where a thief/rogue made real sense.

Yes this was one of the biggest successes of DDO the thieves actually used their non combat skills often in dungeons in ways that made total sense. Pretty much every other MMO you should just lable them assassins and be done with it as that is pretty much their role they have nothing to do with thieving and everything to do with murdering.


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2013, 07:08:11 AM
UO had a great thief build, I played one on Siege Perilous (and Atlantic before that)...no combat skills at all. I could spend all day in the dungeon looting and robbing things (and people). The biggest problem I had with UO's thief class was the wizard spell Unlock (and to a lesser extent reveal). Magic was just way too OP in that game, even when they extended it out to 2 or 3 skills to be effective. Two single spells that negated entire GM skill lines.

Still, playing a thief in that game was some of the most fun and exciting gameplay in any mmo.

Not talking the shitty snatchers at the bank or any of the other various ways people gamed the system. It's really too bad that is what most people remember about UO's thieves. The game really gave the tools to play a mastermind thief, I had stalked and looted several guilds by putting in the time to learn their habits, mark out weak members and either sneak into their halls or swipe the keyring. Got AoD's keyring from one of their blue Ladies while she was muling stuff from their reds on Bucs Den. Hilarious watching them try to catch an unarmed and stranded thief..and I still got away.

Also very picky, didn't clean people out. Just a few choice items I could take with me. Then drop a bag with the original keys and a book telling them how I robbed them and that I didn't make copies of the keys.

Obviously this system is not something the general public could be trusted with :) So few would actually roleplay the class like that, in several years of playing UO I never ran across another rp thief.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 20, 2013, 07:25:36 AM
I think the issue with being a true "Thief" has to do with the persistence and shared nature of a MMO. Fall right in line with the issues that arise when everyone is "the chosen one".


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2013, 07:40:51 AM
How so? I sat pretty well in the ecosystem of a dungeon on Siege Perilous. I was extremely vulnerable to both pc and npc, with my only defense being able to hide and hope the npcs would 'protect' me. But with really smart playing, I could also be quite effective. I thought it was a pretty balanced setup, with way more exposure to risk than my 7xGM tank mage on Atlantic (which was also way more boring to play).


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 20, 2013, 08:25:47 AM
Oh, I wasn't talking about your scenario, but more of the current sensibilities. There is always this invisible wall created so that experiences and effects can not impact others. Impacting others, even in the case of you picked the lock and bob did not, is kinda key to any "thief" like play. Also, the static nature of most worlds and the resetting also detract from "thief" play.


Title: Re: EQ 'Next'
Post by: Sky on August 20, 2013, 09:06:53 AM
Oh, yeah, agreed. And as awesome as those experiences were, modern me would not have time for them. Copious amounts of weed, free time and night shifts make for good mmo players.


Title: Re: EQ 'Next'
Post by: WayAbvPar on August 20, 2013, 09:13:52 AM
One of my favorite MMO memories (documented in the runaway bestseller MMOGs for Dummies, by the esteemed Scott Jennings) was as a thief in Shadowbane. Followed a bunch of enemies while stealthed, then snuck in, stole a siege hammer from one of them, and led them on a merry chase into the teeth of an ambush. Laughed so hard I was weeping  :grin:


Title: Re: EQ 'Next'
Post by: Threash on August 20, 2013, 09:24:24 AM
Shadowbane did thieving right, a dedicated anti stealth class and thieving mechanics that both require skill was genius.  I miss the games thieves/assassins/scouts would play at the edges of battles.  Leading a scout on a merry chase until he was isolated and turning my thief into a killing machine with wererat was incredibly fun.


Title: Re: EQ 'Next'
Post by: HaemishM on August 20, 2013, 09:36:09 AM
Shadowbane did SO many things right. Too bad client and server architecture wasn't one of them.


Title: Re: EQ 'Next'
Post by: Segoris on August 20, 2013, 09:53:36 AM
Copious amounts of weed ritalin/adderal, free time and night shifts make for good mmo players.

FTFY, since if talking about what makes for good MMO players today, then there are new drugs that are much easier and cheaper to get  :grin:

For me, I still liked what EQ did with rogues. They were phenominal in combat while in the hands of those that knew what to do with them and remained useful outside of combat with lockpicking and corpse recovery. While CRs would not make it in today's MMOs, lockpicking doors still could. Pickpocketing was always a weird one though, Sky gives a good example but outside of that (except for aholes like me who would PP in crap groups in EQ) it was tough to make it a valuable and useful skill in a game where you can't PP other players. GW2 kind of did a good job on adapting this into a "steal" command that steals abilities though, and that was interesting and gave rogues/thieves some variance.

I'm still sad I missed the SB.exe days


Title: Re: EQ 'Next'
Post by: kaid on August 20, 2013, 09:54:39 AM
Shadowbane did SO many things right. Too bad client and server architecture wasn't one of them.

I would agree I actually really enjoyed shadowbane until I had the whole SB.exe problem. The really ironic thing on my server was shadowbane a all out pvp game was one of the most polite online enviornments I have ever seen. Since you could not only just kill other players but potentially totally prevent them from ever being able to train/advance their character when people came up to your city to shop they asked nicely and were super polite because they knew the alternative could get ugly REALLY fast.

When people would come to our city a lot of them would yell knock knock and ask permission for entry even though the doors were open most of the time. I found a lot of the systems pretty interesting and the player run cities and how they worked to make niches for themselves was interesting. We had a couple neighboring towns and so we just got together with them and figured what vendors people wanted to see so each town had a certain set of them so nobody had to try to build and maintain all the different class type vendors.


Title: Re: EQ 'Next'
Post by: HaemishM on August 20, 2013, 10:01:26 AM
Oh dear. There's a Shadowbane Emulator (http://shadowbaneemulator.com/).

EDIT: I should say Emulator Project. There's nothing to play yet.


Title: Re: EQ 'Next'
Post by: Nebu on August 20, 2013, 10:23:57 AM
Oh dear. There's a Shadowbane Emulator (http://shadowbaneemulator.com/).

EDIT: I should say Emulator Project. There's nothing to play yet.

Does it accurately emulate sb.exe too?


Title: Re: EQ 'Next'
Post by: HaemishM on August 20, 2013, 11:20:19 AM
Considering you can't play anything on it right now, it's almost an exact replica of the original Shadowbane experience, only without the crushing disappointment and heartburn.


Title: Re: EQ 'Next'
Post by: Nebu on August 20, 2013, 11:32:53 AM
Considering you can't play anything on it right now, it's almost an exact replica of the original Shadowbane experience, only without the crushing disappointment and heartburn.

 :heart:


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 22, 2013, 10:47:57 AM
EverQuest Next Landmark Timelapse Video 1 (http://www.youtube.com/watch?v=wLs3Paz8MWA&feature=youtu.be)

EverQuest Next Landmark Timelapse Video #2  (http://www.youtube.com/watch?v=oNlsN00lpN4&feature=share&list=UU7tcHJ4Xq0Glc8vVhOrXt4g)

EverQuest Next Landmark Timelapse Video #3  (http://www.youtube.com/watch?v=md-zBt20Grg&feature=share&list=UU7tcHJ4Xq0Glc8vVhOrXt4g)


Title: Re: EQ 'Next'
Post by: Yegolev on August 22, 2013, 01:00:38 PM
Is this supposed to be Minecraft or Horizons?

Why do I keep seeing a Char in there?


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 22, 2013, 01:44:10 PM
Quote
There were new details on Landmark, however (check out this great post from MJ to see what we knew before). You can choose between male and female heroes and will begin as an Adventurer class at one of the world's great landmarks. From there, you can adventure freely into the world, find a spot you like, and claim it as your own. Once your spot is claimed, you can build on it however you see fit or move on to claim other areas and link them all together.

Landmark will feature many common MMO functions. You'll be able to start guilds and make friends, along with creating temporary build projects with others. You can also gather resources, craft items (including better gathering tools), and man an in-game booth to sell stuff to other Landmark adventurers. You can even sell your real estate on the global marketplace or make a career out of crafting environmental items for other players to use.

One area of Landmark will be reserved for art in the Norrathian style. Players can use the game's tagging system to "like" content, and the most-liked content (that fits the art style) will show up in EverQuest Next proper on day one of its launch. If you play Landmark, you'll also have access to the Adventurer class when you boot up EQ Next, allowing you to start multi-classing from your first moments in-game (or you can just transfer your Adventurer directly into Next).

Link To article. (http://massively.joystiq.com/2013/08/21/gamescom-2013-in-depth-looks-at-everquest-next-and-eq-next-lan/)


Title: Re: EQ 'Next'
Post by: Venkman on August 22, 2013, 05:59:10 PM
Is this supposed to be Minecraft or Horizons?

Feels like an MMO-ized version of the former. Smart of them to set up a Norrathian-style section. Get as many bored MC/MC-knockoff/ex-SL players as they can gathering resources to start trading (and presumably monetizing) resource trades, but ghetto-ize the e-peen structures away from the contestant structures SOE wants.

I'm sure players will be able to "like" anything they want, and inevitably the top voted buildings will be ones SOE doesn't want. But by compartmentalizing between general architecture and Norrathian architecture, they can ignore all the non-Norrathian likes probably.


Title: Re: EQ 'Next'
Post by: Falconeer on August 28, 2013, 04:14:36 PM
Massive layoffs at SOE. (http://www.pcgamer.com/2013/08/28/soe-announces-layoffs-to-streamline-employee-base/)

Strategic decision...


Quote
Sony Online Entertainment has announced that it is laying off an unknown number of employees at its Austin and San Diego studios. The veteran MMO publisher best known for the EverQuest, Star Wars Galaxies, and PlanetSide franchises is currently ramping up on EverQuest Next, and describes the reduction in staff as meant to “strategically align resources” toward current projects.

The official announcement states: “As part of a strategic decision to reduce costs and streamline its workforce, SOE announced today that it will eliminate positions in both its San Diego and Austin studios. This strategic alignment of resources better positions SOE to remain a global leader in online games, as well as to align development resources towards our current portfolio of MMOs and the highly-anticipated future installments of the EverQuest franchise, EverQuest Next Landmark and EverQuest Next.”

We’ve asked SOE for comment on which specific teams and MMOs are affected, and will update this article if we learn more.

Update: We earlier reported on an out-of-date statement regarding the closure of three of Sony’s former studios. We apologize for the confusion, as the current round of layoffs only affect Austin and San Diego. It’s hard to lay people off from something that no longer exists.

Update 2: We have been told by a trusted source that as many as 200 people may have been laid off, though this figure includes temporary workers. Allegedly, about 100 of these layoffs were from SOE’s quality assurance and customer support areas.


Title: Re: EQ 'Next'
Post by: Nebu on August 28, 2013, 04:23:41 PM
Just when you thought that SOE's customer service couldn't get worse...

Sorry to anyone that lost their job because of this.


Title: Re: EQ 'Next'
Post by: WayAbvPar on August 28, 2013, 04:33:47 PM
Must be the end of the quarter or something? We had layoffs all over our org today too. Hurray for capitalism.


Title: Re: EQ 'Next'
Post by: Simond on August 31, 2013, 04:55:18 AM
PAX stuff: http://imgur.com/a/WwrYG


Title: Re: EQ 'Next'
Post by: Mrbloodworth on August 31, 2013, 11:42:06 AM
I see a dwarf lady with a beard.


Title: Re: EQ 'Next'
Post by: Margalis on August 31, 2013, 01:54:51 PM
I hope these pictures are meant to illustrate what EQ Next will look the opposite of.


Title: Re: EQ 'Next'
Post by: Simond on August 31, 2013, 04:03:35 PM
I hope these pictures are meant to illustrate what EQ Next will look the opposite of.
And why is that?


Title: Re: EQ 'Next'
Post by: Bzalthek on August 31, 2013, 06:48:58 PM
It doesn't.  You can feel free to cut yourself now.


Title: Re: EQ 'Next'
Post by: Merusk on August 31, 2013, 07:04:41 PM
I hope these pictures are meant to illustrate what EQ Next will look the opposite of.
And why is that?

Just review his history of bitching about wow and you'll understand.


Title: Re: EQ 'Next'
Post by: Margalis on August 31, 2013, 07:33:36 PM
It doesn't.  You can feel free to cut yourself now.

Is there really a need to get personal over this?

Please fuck right off with that.


Title: Re: EQ 'Next'
Post by: Bzalthek on August 31, 2013, 07:43:20 PM
You consider that personal?  That's a snarky response to hyperbolic nerd angst. 

Let me rephrase then; your post reminds me of the late 90s pseudo-aggressive emo nihilism bullshit.


Title: Re: EQ 'Next'
Post by: Margalis on August 31, 2013, 08:03:28 PM
There was nothing hyperbolic about what I said, what was hyperbolic was your reply.

Quote
your post reminds me of the late 90s pseudo-aggressive emo nihilism bullshit.

I'm sorry, who is being hyperbolic again? Yes, it's "emo nihilism" to comment on the poor quality of EQ Next concept art.

Edit: As far as my objections to the art, I don't think it looks particularly like WoW. Maybe like WoW fed through Facebook. But more importantly it doesn't really match what they've shown of the game so far, and the 3D models don't seem to match the concept art in tone or style. There doesn't appear to be much art direction going on, whereas WoW has a coherent look. Not one I like, but it's coherent. This is kind of all over the place.

Art direction was a huge weakness of EQ2, so I think it makes sense to be wary of similar problems here. Looking at the blue faced dude (elf?) and the Dwarves nothing says they should exist in the same game.


Title: Re: EQ 'Next'
Post by: HaemishM on August 31, 2013, 09:01:46 PM
Meh, the dwarves look decent, the Elf looks like he walked off the set of Avatar 2: The Avataring.


Title: Re: EQ 'Next'
Post by: Sjofn on September 01, 2013, 12:11:21 AM
I see a dwarf lady with a beard.

One is also sporting sideburns, which pleases me, that was about the only thing about EQ2 visually I really liked when I first tried it, EQ2 Sjofn was rocking some bitchin' sideburns. So good on 'em for keeping that, even though I'm sure it doesn't get used much. Or maybe it does! I don't really know.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Furiously on September 01, 2013, 01:05:06 AM
Meh, the dwarves look decent, the Elf looks like he walked off the set of Avatar 2: The Avataring.

I totally though you could be a Navi in EQ next for a minute.


Title: Re: EQ 'Next'
Post by: Tannhauser on September 01, 2013, 03:43:49 AM
The halflings concept looked good.  Also like the homage to the old classic Keith Parkinson art.


Title: Re: EQ 'Next'
Post by: Threash on September 01, 2013, 05:56:18 AM
The dwarves perfectly match what they've shown so far, the what I assume is a dark elf is just a headshot so ill ignore it.


Title: Re: EQ 'Next'
Post by: tmp on September 01, 2013, 07:02:14 AM
I totally though you could be a Navi in EQ next for a minute.
Same, my first thought was somewhere out there a 20th Century Fox lawyer must've woken up with a massive boner and he doesn't yet know why.


Title: Re: EQ 'Next'
Post by: Surlyboi on September 01, 2013, 12:35:55 PM
If that's an inky why does he have horns?


Title: Re: EQ 'Next'
Post by: Merusk on September 01, 2013, 10:33:14 PM
They gave them horns now.  It was mentioned in the reveal stream that they gave blueberries horns.  The reasoning escapes me because it was kind of pointless other than, "oh look we have blue guys with horns too!"

 


Title: Re: EQ 'Next'
Post by: Mrbloodworth on September 02, 2013, 10:49:34 AM
http://www.pcgamer.com/2013/09/01/new-everquest-next-landmark-details-mounts-crafting-and-more/

Quote
What was already exciting about Landmark is a building system that looks like painting in 3D, with scalable brushes and smoothing tools to create spherical surfaces. Today, Director of Development David Georgeson shared more about Landmark’s scope, picking up where the debut announcement left off. Here’s what we learned (some of which applies to EverQuest Next proper, too—like the beards):

  
  • Players will spawn near landmarks, protected areas which can be teleported to. They’ll act as social hubs and player marketplaces—Georgeson hinted several times at a deep simulated economy during our meeting.
  • Players will then explore to gather resources, and stake a land claim (almost) anywhere on the procedurally-generated continents.
  • Most building resources will need to be purchased from other players or gathered, though there are “super commons,” such as dirt, of which we’ll always have an unlimited supply.
  •  Can players stake claims in subterranean areas? “Probably,” says Georgeson.
  •  Land claims can be shared with friends for co-op builds.
  • Mounts are in, and they’ll move like the player characters—sliding down steep hills, for instance. We won’t see horses doing parkour though. Boo.



EverQuest Next gameplay - PAX 2013 Movement Demo (http://www.youtube.com/watch?v=bJNPCGVR7Zs&feature=youtu.be)

Quote
Above: A new video showing off more advanced movement tricks.

    
  • Players will be able to move between servers at any time.
  • Friends lists, text chat, voice chat, and SOEmote are all in.
  • A timelapse tool will allow players to record high-speed versions of their builds and publish them directly to YouTube.
  • There will be a guild system, as well as a “co-op buildout” system for temporarily grouping up to work together on large projects without a full guild structure.
  • Landmark characters will be transferable to EverQuest Next when it releases, and playing Landmark will unlock the Adventurer class.

EverQuest Next Landmark gameplay - Lavastorm timelapse (http://www.youtube.com/watch?v=qlzt1e8aJ9w&feature=youtu.be)

Quote
Above: A timelapse video of a player quickly building out an environment.

We also found out some new things about the Player Studio integration. At the announcement, we learned that Landmark builders will be able to package and sell copies of their voxel creations on SOE’s Player Studio, but Georgeson says that players will also be able sell their actual plot of land—its location and all its content—and suggests one could play Landmark like a real estate market. For real money. That’s a slightly scary proposition, but in a good way.


Title: Re: EQ 'Next'
Post by: Sky on September 02, 2013, 11:36:46 AM
I'm (fooliishly) optimistic, or at least hopeful it doesn't suck too much.

THAT SAID

Wow does landmark sound like a trainwreck ala UO housing market. This said as someone who made a living for several months just selling property in UO. Horrible idea unless the landmass is unlimited, and even then I can't imagine it being too awesome to be stuck trudging out to BFE to build.

BFE, through tons of other player's territory aka penises.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on September 02, 2013, 02:10:51 PM
I imagine landmark is rather casual. So travel will likely be instant to your plot and your friends.


Title: Re: EQ 'Next'
Post by: kaid on September 03, 2013, 01:54:07 PM
I imagine landmark is rather casual. So travel will likely be instant to your plot and your friends.

Yup landmark is not a very traditional MMO it is pretty much a social version of minecraft which for those who just want pure social building type things is probably pretty awesome. I think some version of the palace of penis is probably likely in landmark although that is one reason all the landmark worlds have a norrath continent that has the similiar building restrictions you will see in eqnext if you want to avoid the real silly stuff.

But on the non norrath landmark continents they pretty much said anything you can imagine and the CS department allows. They talked about ways of reporting content as inappropriate so I imagine it will be somewhat self policing.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on October 18, 2013, 10:48:27 AM
New Screens have been popping up about Landmark

(http://media.pcgamer.com/files/2013/10/EQ-Next-Landmark-Keep-2.jpg)

(http://media.pcgamer.com/files/2013/10/EQ-Next-Lanmark-Keep.jpg)

(https://pbs.twimg.com/media/BWygmiHCYAAdUxy.jpg:large)


Title: Re: EQ 'Next'
Post by: Threash on October 18, 2013, 11:05:06 AM
That interior shot looks a lot like EQ2.


Title: Re: EQ 'Next'
Post by: Stormwaltz on October 18, 2013, 12:12:59 PM
The story is that Dave Georgeson cobbled the whole thing together in about four hours. Massively yoinked (http://massively.joystiq.com/photos/everquest-next-landmark/#!slide=1271677) the full set of pictures from his Twitter.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on October 18, 2013, 12:53:07 PM
That interior shot looks a lot like EQ2.

Eq2 made extensive use of tiled textures too.


Title: Re: EQ 'Next'
Post by: Simond on October 18, 2013, 05:14:11 PM
The whinging elsewhere about it being too "WoW-like" is still vastly entertaining to me.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on October 19, 2013, 09:12:01 AM
I personally love the look.


Title: Re: EQ 'Next'
Post by: Hawkbit on October 19, 2013, 09:41:05 AM
Me too, though I'm not sure about the superhero-like character design.  It's markedly better than EQ2 characters, though.


Title: Re: EQ 'Next'
Post by: Venkman on October 19, 2013, 04:51:02 PM
The whinging elsewhere about it being too "WoW-like" is still vastly entertaining to me.

I dunno. I get more of a SWTOR vibe myself.

Though I suspect the wining about "WoW-like" is really just a proxy statement for "not trying to be photo realistic", and likely loudest from the contingent of people who've been playing WoW since 2005 :-)


Title: Re: EQ 'Next'
Post by: Margalis on October 20, 2013, 07:57:37 PM
The color palette and some of the props look similar to WoW, but the environment doesn't really at all.

I've only seen two characters - the big cat-dude looks like a WoW character, but the human woman doesn't.

It's a pretty mixed bag stylistically.


Title: Re: EQ 'Next'
Post by: Numtini on October 21, 2013, 03:43:29 AM
They are saying that they want to go against the grain and make the game group centric, which is honestly the first thing I've heard that sounded interesting to play rather than whiz bang tech demo.


Title: Re: EQ 'Next'
Post by: Merusk on October 21, 2013, 04:37:56 AM
The color palette and some of the props look similar to WoW, but the environment doesn't really at all.

I've only seen two characters - the big cat-dude looks like a WoW character, but the human woman doesn't.

It's a pretty mixed bag stylistically.

Pretty much my assessment, too.  The Kerran and the Human look like they were done by different teams who never met-up.  Human is cartoony but still realistic enough.  The Kerran, however, looks like he's out of some entirely different game or Saturday morning cartoon from the late 80s. Far too smooth and oddly proportioned all-over.  The fangs, eyes and snout in particular look like some junior modeler was given the task and nobody ever revisited it.


Title: Re: EQ 'Next'
Post by: Stormwaltz on October 22, 2013, 01:06:44 PM
I hope you enjoy learning how to use building tools with a live audience, because unlike every other MMG with content building tools, EQ Next has decided that everything you do is visible to everyone, anytime.

http://massively.joystiq.com/2013/10/22/everquest-next-landmark-to-focus-on-public-building-with-possibl/


Title: Re: EQ 'Next'
Post by: Paelos on October 22, 2013, 01:42:41 PM
Quote
The playerbase also expressed concern about how to keep their player studio projects a secret so that other players can't rip off their ideas.

That's pretty paranoid. Is there an advantage to carbon copying people's ideas?


Title: Re: EQ 'Next'
Post by: Sky on October 22, 2013, 01:54:23 PM
They are saying that they want to go against the grain and make the game group centric, which is honestly the first thing I've heard that sounded interesting to play rather than whiz bang tech demo.
Ah, I'm out, then.

Paelos; as they're monetizing the player studio, yes. There are a ton of tricks you can do with something like minecraft, but backwards engineering something is still pretty time-intensive. Being able to sit and watch someone build it, take notes, then go build your own version and undercut them in the market.

Also, if it took 4 hours to build that basic keep, something is wrong. Something like that would take minutes to slap together in minecraft.


Title: Re: EQ 'Next'
Post by: Fordel on October 22, 2013, 02:21:09 PM
Maybe in creative mode!


Title: Re: EQ 'Next'
Post by: Paelos on October 22, 2013, 02:27:32 PM
So do the buildings do anything or is this just for aesthetics? Will there be a market to pay someone to build your house for you?


Title: Re: EQ 'Next'
Post by: Merusk on October 22, 2013, 02:37:40 PM
So do the buildings do anything or is this just for aesthetics? Will there be a market to pay someone to build your house for you?

No and Yes.  Sky covered the monetization of the player studio.. but anyone who thought this would be a 2nd or primary source of income should focus those skills on something more worthwhile, probably.  Trying to get paid for content creation in the digital age is a fools errand.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on October 22, 2013, 03:43:15 PM
So do the buildings do anything or is this just for aesthetics? Will there be a market to pay someone to build your house for you?

They haven't revealed details of housing but from what they've hinted, the answer seems to be yes. The two methods of getting designs from Landmark to the real game seem to be a) if the devs choose to use in the gameworld it or b) if someone uses your house design for their house.

Although I dunno if you can commission someone to build your house specifically or if the best designs just get exported from Landmark into some sort of EQ Next marketplace.


Title: Re: EQ 'Next'
Post by: Paelos on October 22, 2013, 04:46:49 PM
Will it just be houses, or can I build say, a soccer field inside a fortress?


Title: Re: EQ 'Next'
Post by: Sky on October 22, 2013, 08:30:05 PM
Maybe a giant monkey with lava hands.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on October 23, 2013, 06:28:58 AM
Will it just be houses, or can I build say, a soccer field inside a fortress?

Don't know.

I'd guess that as long as it's vaguely like a home (or a guild hall - they've mentioned those too) then you can do it, because otherwise it's a waste of what seems like a cool feature of the game, but they haven't really said.


Title: Re: EQ 'Next'
Post by: Paelos on October 23, 2013, 06:30:33 AM
So no giant monkey with lava hands then.

Well.  :heartbreak:


Title: Re: EQ 'Next'
Post by: tazelbain on October 23, 2013, 06:37:00 AM
Pretty sure that's on the table, but it depending on were your plot of land is, you could have restrictions. If they are talking about sci-fi areas in the world, I don't see how your thing is out of bounds.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on October 23, 2013, 07:27:38 AM
Yes but I think Paelos and I are talking about assets which are going to be bought into EQ Next, which is where they will actually have a use beyond just looking interesting.


Title: Re: EQ 'Next'
Post by: Polysorbate80 on October 23, 2013, 08:08:06 AM
I'm thinking a place could be found for said ginormous flaming monkey, you just need the proper ambience.  After all, EQ has analogues for Godzilla and King Kong tucked away on islands out in the middle of the ocean as it is.


Title: Re: EQ 'Next'
Post by: Venkman on October 23, 2013, 05:21:35 PM
Paelos; as they're monetizing the player studio, yes. There are a ton of tricks you can do with something like minecraft, but backwards engineering something is still pretty time-intensive. Being able to sit and watch someone build it, take notes, then go build your own version and undercut them in the market.

Second Life.


Title: Re: EQ 'Next'
Post by: Stormwaltz on October 23, 2013, 06:04:15 PM
My personal bugaboo about this is that it will feel like writing a novel while someone hangs over your shoulder and reads each word aloud as you type it.

I'd say, "like building a quest while your team lead watches your screen and bluntly critiques," but I'd guess that fewer people have experienced that...


Title: Re: EQ 'Next'
Post by: Mrbloodworth on October 23, 2013, 06:12:11 PM
I Seriously doubt they will be watching, like they will hear about some cool thing someone made and go look and or contact.


Title: Re: EQ 'Next'
Post by: Sky on October 23, 2013, 07:20:22 PM
I'd say, "like building a quest while your team lead watches your screen and bluntly critiques," but I'd guess that fewer people have experienced that...
That sounds like a firm understanding of how creatives function best.


Title: Re: EQ 'Next'
Post by: Bzalthek on October 24, 2013, 07:34:02 AM
So no giant monkey with lava hands then.

Well.  :heartbreak:

I don't see why not.  Temple's need odd statues rife with metaphorical hoojoo.

The Monkey symbolizes the endless nature of the universe... or some shit.


Title: Re: EQ 'Next'
Post by: Venkman on October 24, 2013, 03:47:55 PM
Also, if it took 4 hours to build that basic keep, something is wrong. Something like that would take minutes to slap together in minecraft.
If it was 4 hours, it could have been they were designing as they went. Executing it should have been minutes. But I've spent hours building something in MC because half the time was destroying things I didn't like :)

Also depends on the toolset. SL's wasn't intuitive by any stretch for example. MC is easy per se, but as you know, it's all like legos. It's a lot easier with MCedit, but that's cheating. :oh_i_see:

All of which goes back to your point about how they're monetizing. Based purely on a few videos, I assume this'll be like Spore: relatively easy to use tools that are kinda constrained by nature so it's not like full Maya, but with enough flexibility to do cool stuff, with a public storefront where users can vote on things they like, buy things they love, and SOE can run contests to pick the recurring cream of the crop (and hopefully turn around and hire up or put on retainer the really good talent).


Title: Re: EQ 'Next'
Post by: palmer_eldritch on November 11, 2013, 11:05:07 AM
You can now pay to get a spot in the EQ Next Landmark beta or alpha if you are so minded: http://massively.joystiq.com/2013/11/11/everquest-next-landmark-founders-packs-alpha-announced/

NB it does appear to be for Landmark only.


Title: Re: EQ 'Next'
Post by: Bzalthek on November 11, 2013, 11:08:31 AM
So we can shell out cash to get in the alpha/beta of what is essentially the trial run of the alpha/beta of EQNext...

They're not even trying to dress it up anymore.


Title: Re: EQ 'Next'
Post by: Falconeer on November 11, 2013, 11:32:15 AM
It's kind of pointless considering it is going to be a free to play game and you don't even get the usual "cash" that has some kind of importance in these games. In Planetside 2 you got cash, in MechWarrior you got cash, in Smite you got all heroes unlocked, and so on. Here, all you really buy other than cosmetics is some items that should give you a boost but will probably be negligible, and alpha-beta access. Take the 60$ pack. On top of the alpha access what you really get it pretty much the crap you'd get in any collector edition, and we all know those items are always useless.

EDIT: (https://dl.dropboxusercontent.com/u/3584773/EQ%20Next%20early.jpg)

Oh god, echoes of UO...  :ye_gods:


Title: Re: EQ 'Next'
Post by: Paelos on November 11, 2013, 12:16:52 PM
Wait, so there will be a prioritized gold rush?


Title: Re: EQ 'Next'
Post by: Falconeer on November 11, 2013, 12:28:03 PM
Yes, according to that. And you have to pay 100USD (120$ from Italy, due to taxes apparently) to be part of it.


Title: Re: EQ 'Next'
Post by: Merusk on November 11, 2013, 12:39:31 PM
Yeah, Euros get to pay the VAT on top of the price.

Hilarity, thy name remains SOE.  $40 upgrade to get in 2 days early and stake your claim.


Title: Re: EQ 'Next'
Post by: Engels on November 11, 2013, 01:01:26 PM
In a beta. Which will be wiped.


Title: Re: EQ 'Next'
Post by: Ingmar on November 11, 2013, 01:16:15 PM
Not clear to me that they're wiping after open beta as well.


Title: Re: EQ 'Next'
Post by: Falconeer on November 11, 2013, 01:50:49 PM
Let's be serious and avoid confusion: that clearly means they won't be wiping the open beta stuff. This is unusual for old school MMORPGs (like EQ, hah) , but absolutely the norm for more recent F2P ones so obviously SOE is riding the wave of what is known these days: your open beta stuff will not be wiped.

EDIT: I could be wrong, eh.


Title: Re: EQ 'Next'
Post by: Ginaz on November 11, 2013, 02:00:47 PM
So, soe is doing its own Kickstarter. :oh_i_see:


Title: Re: EQ 'Next'
Post by: Paelos on November 11, 2013, 02:26:35 PM
Well, we knew they've fuck up the launch. It was just a question of how.


Title: Re: EQ 'Next'
Post by: Kitsune on November 11, 2013, 02:37:08 PM
So yeah, not planning on putting real money down for EQ Minecraft.  If that was an offer that extended to Next as well, I'd be more inclined to bite.


Title: Re: EQ 'Next'
Post by: LC on November 11, 2013, 02:40:31 PM
What will be amusing is when people find out how they will monetize this game. I can imagine a system where you get 1000 build points per day, and for a low low price you can buy additional points:

$9.99 - 2000 additional Build Points
$19.99 - 4500 additional Build Points
$29.99 - 7000 additional Build Points


100 build points buys you one stone block or something ridiculous.


Title: Re: EQ 'Next'
Post by: Numtini on November 11, 2013, 03:24:17 PM
I don't mind paying for early access, but that's kind of pricey.


Title: Re: EQ 'Next'
Post by: Shatter on November 11, 2013, 03:24:27 PM
So pay up to $100 to get into landmark beta to have a chance at making stuff for SOE's actual game that they will take 60% of the profits from and this doesn't even grant you anything towards EQN....did I miss anything?


Title: Re: EQ 'Next'
Post by: Merusk on November 11, 2013, 04:03:30 PM
Not clear to me that they're wiping after open beta as well.
In a beta. Which will be wiped.

Yeah they specify that wipes will happen between Alpha-> Closed Beta  and CB -> OB... implying that OB -> release won't wipe.  It's not specified, though, but there's little reason for the head start if so.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on November 11, 2013, 05:31:36 PM
I'll just wait for landmark to launch. AFAIK, that's sometime in December, for free. Unless that also changed.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on November 11, 2013, 05:37:26 PM
I'll just wait for landmark to launch. AFAIK, that's sometime in December, for free. Unless that also changed.

This is Landmark. It's true they once said it would launch or be playable in some form in December, but it now seems that Alpha is likely to begin in February.

If we were talking about EQ Next itself than I'd be far more willing to pay a bit for early access.

I think Shatter has it right - Landmark is really about getting players to help create assets for the "real" game and personally I don't have any problem with that. It seems like a good idea. But charging players for the privilege of getting in early seems a bit cheeky.


Title: Re: EQ 'Next'
Post by: Merusk on November 11, 2013, 07:26:19 PM
Given the history of gaming and game funding over the last several years, NOT charging shows less business acumen than charging.

The only people to be mad at here are In the gaming public.  I'll never slight a businessman for taking advantage of a market condition the consumer asked for.


Title: Re: EQ 'Next'
Post by: Margalis on November 12, 2013, 01:40:20 AM
I hate how companies now try so hard to monetize well before a game is released.

Paying for early access and beta....they should be paying you.


Title: Re: EQ 'Next'
Post by: Furiously on November 12, 2013, 02:27:35 AM
Free to play never made less sense to me.


Title: Re: EQ 'Next'
Post by: Numtini on November 12, 2013, 03:49:08 AM
It's also SOE, who pioneered the Free to Play with a Poison Pill forcing you to subscribe, so who knows what they'll come up with.


Title: Re: EQ 'Next'
Post by: Paelos on November 12, 2013, 06:33:03 AM
It's also SOE, who pioneered the Free to Play with a Poison Pill forcing you to subscribe, so who knows what they'll come up with.

Which particular poison pill do you mean?


Title: Re: EQ 'Next'
Post by: Falconeer on November 12, 2013, 06:51:13 AM
Right, how's Free Realms doing these days?


Title: Re: EQ 'Next'
Post by: Numtini on November 12, 2013, 07:37:23 AM
Quote
Which particular poison pill do you mean?

From memory, when it was released there was a plat limit and it was set below the cost of even moderate end game items and you had limits on gear and spell quality and none of those could be removed other than by subscribing. That had to go on for a more than reasonable amount of time because it was like a year later that I resubbed for a few months and if I could have, I definitely would have gone the cash shop route even if it cost more up front.


Title: Re: EQ 'Next'
Post by: Merusk on November 12, 2013, 08:04:52 AM
That's what I recall, too.  Kids were all jazzed for it until they ran in to many problems of pay walls and no way around it but a subscription, which I refused to do.  I'd have bought the individual games for the one time outlay, but I couldn't manage another monthly payment at the time.


Title: Re: EQ 'Next'
Post by: Mrbloodworth on November 12, 2013, 09:00:19 AM
I'll just wait for landmark to launch. AFAIK, that's sometime in December, for free. Unless that also changed.

This is Landmark. It's true they once said it would launch or be playable in some form in December, but it now seems that Alpha is likely to begin in February.

I know its landmark, and I don't care about "Alpha". I'll let others pay for the privilege.   :grin:

The only sad part is the push back on the date. Oh well, by then, ill maybe have some time for it.


Title: Re: EQ 'Next'
Post by: shiznitz on November 13, 2013, 08:43:03 AM
I paid $40 for early access to PS2 and it was well worth it for the 180 days of +50% exp.  It is not a crazy business model, but I have no interest in Landmark at all.


Title: Re: EQ 'Next'
Post by: Zetor on November 13, 2013, 09:13:49 AM
Early access moneygrabs are the norm nowadays. Early access moneygrabs targeting people who create content for your game is something else entirely.  :awesome_for_real:

(Neverwinter sort of had this with the insane 'premium' packages giving instant Foundry access... but that was just a relatively small part of the package. Also, getting to level 15 was so trivial that in the end it didn't matter.)


Title: Re: EQ 'Next'
Post by: Falconeer on November 13, 2013, 09:22:05 AM
I paid $40 for early access to PS2 and it was well worth it for the 180 days of +50% exp.  It is not a crazy business model, but I have no interest in Landmark at all.

Again, Planetside 2 Early Access gave you much more stuff than Landmark does.


Title: Re: EQ 'Next'
Post by: Threash on November 13, 2013, 09:34:21 AM
Buying it early usually means you pay less and play earlier, i fail to see how that is not win-win.


Title: Re: EQ 'Next'
Post by: shiznitz on November 13, 2013, 10:50:08 AM
As hard as it can be for some of us to believe, almost every MMO - regardless of quality - has some fans chomping at the bit to try it.  In fact, there are always some chomping so hard they are willing to pay to be first.  Good for them and good for the companies that can make bank from it.


Title: Re: EQ 'Next'
Post by: Threash on November 13, 2013, 11:10:23 AM
Not sure what is so hard to understand about "playing now" being better than "playing next year".


Title: Re: EQ 'Next'
Post by: Margalis on November 13, 2013, 12:06:26 PM
Buying it early usually means you pay less and play earlier, i fail to see how that is not win-win.

Increasingly buying it early means you pay more.


Title: Re: EQ 'Next'
Post by: Sky on November 13, 2013, 01:08:53 PM
Not sure what is so hard to understand about "playing now" being better than "playing next year".
Paying more money for an incomplete version of a free game.

Right on.


Title: Re: EQ 'Next'
Post by: Bzalthek on November 13, 2013, 03:57:59 PM
The "playing" part.


Title: Re: EQ 'Next'
Post by: shiznitz on November 14, 2013, 08:14:52 AM
I wonder now many people confused by those who pay to play betas give money to Kickstarters?  I am sure you can all see the parallel.


Title: Re: EQ 'Next'
Post by: Sky on November 15, 2013, 08:02:55 PM
SHUT UP


 :why_so_serious:


Title: Re: EQ 'Next'
Post by: Venkman on November 15, 2013, 08:39:23 PM
Well in all seriousness they're right.

"RMT" is a sliding scale. Funding some virtual coin to buy some virtual foozle that has no value beyond the moment and no actual value beyond the context of the game, and heck, because it's a game probably has zero measurable value outside of whatever qualifier your own impatience/emotion puts on it, that's fine. Was established, eventually it got imported to the West, and as much as SOE hoped they'd be the ones to bank best on it, others got there quicker and more completely by defining a new genre and audience of people not predisposed to realizing MTX = RMT = buying UO gold on eBay to fund that house but not admitting it so you loose gamer cred.

But RMT to fund a game that doesn't exist? Or worse, fund a fucking virtual item in a game that doesn't exist?

Now that's shame-worthy.

And yes yes, in a year, either Chris Roberts' thing launches and we'll need to reset expectations on what the train to loser-ville looks like. Or it won't and we can use that as the example of "man, you got Roberted", or whatever pithy catchphrase catches on in the next twelve months.


Title: Re: EQ 'Next'
Post by: Lantyssa on November 15, 2013, 10:15:35 PM
Right, how's Free Realms doing these days?
Free Realm's problems were neglect, not its pay model.  That was still one of the best ones out there as you had the option for a buy-it-forever for $35 (Well, 30 at the time.  Given triple Station Cash days, $10).  I was never blocked from anything once I did.


Title: Re: EQ 'Next'
Post by: Falconeer on December 09, 2013, 03:15:19 PM
Landmark Livestream wednesday, 4pm PST. (https://www.eqnlandmark.com/news/landmark-livestream-december-2013-eqnl)

Quote
On Wednesday, December 11, join Colette “Dexella” Murphy (Community Manager), Terry Michaels (Senior Producer), and Emily “Domino” Taylor (Producer) as they show off more in-game building, as well as discuss other features of Landmark, including information about harvesting/mining and character naming!

It would be great if they showed a bit more of what is there to do other than building houses, but judging from that line it doesn't seem like it.


Title: Re: EQ 'Next'
Post by: Tannhauser on December 09, 2013, 04:57:44 PM
Not since the legendary MMO Dawn has a game promised so many revolutionary features.


Title: Re: EQ 'Next'
Post by: Senses on December 09, 2013, 07:42:35 PM
Not since the legendary MMO Dawn has a game promised so many revolutionary features.

Except for maybe Star Citizen.


Title: Re: EQ 'Next'
Post by: Hoax on December 09, 2013, 10:21:33 PM
I would actually really enjoy if we had a power rankings of biggest MMO promises. I feel like Horizons would be on there for sure.


Title: Re: EQ 'Next'
Post by: Teleku on December 10, 2013, 02:40:04 AM
Horizons should frankly top the damned list.  God I remember all of the 'ideas' and 'plans' they had....


Title: Re: EQ 'Next'
Post by: Falconeer on December 10, 2013, 03:21:02 AM
Horizons, Vanguard, and Dark and Light for sure.


Title: Re: EQ 'Next'
Post by: Ingmar on December 10, 2013, 10:42:28 AM
Vanguard promised old features, not new ones.  :-P


Title: Re: EQ 'Next'
Post by: Paelos on December 10, 2013, 12:49:49 PM
Horizons was by far the most egregious. They promised a zone-free, constantly evolving, PvE experience in coop.


Title: Re: EQ 'Next'
Post by: HaemishM on December 10, 2013, 01:55:57 PM
Most egregious? I'm still waiting for my fucking fetusapults.


Title: Re: EQ 'Next'
Post by: Teleku on December 10, 2013, 03:21:07 PM
Horizons promised that you could start the game playing as a dragon.  Yes, start as a little dragon and grow to a big huge one as you level, that can fly around the game and breath fire or what ever on players from above.  And maybe even be able to grab livestock with your claws and drop it on people (not even kidding).  Not quite a fetuspult, but still.   :awesome_for_real:

They also promised dynamic environments, as in you could cut down any tree in the game for resources, and god damned dig tunnels ANYWHERE like you can now in minecraft.  That natural trails would form in the grass depending on how many people walked over any given patch of grass.  They promised a whole underground realm for the sub earth races as large as the above ground game world.  That again, you could also dig out new tunnels in to pop out anywhere in the corresponding above ground world.

There was A LOT more.


Title: Re: EQ 'Next'
Post by: Hawkbit on December 10, 2013, 03:35:15 PM
Procedurally generated blight was interesting, though.  That mobs could spawn in the affected area that were not in that area's table was really intriguing.  That part worked and I can't think of a game that has done something similar so far.  Rifts were somewhat in that vein.

It had multiclassing, too!

It worked, it simply wasn't fun.  Horizons was my first major MMO regret.  I fell into the hype and was severely disappointed. 


Title: Re: EQ 'Next'
Post by: Falconeer on December 10, 2013, 03:42:38 PM
Horizons promised that you could start the game playing as a dragon.  Yes, start as a little dragon and grow to a big huge one as you level, that can fly around the game and breath fire or what ever on players from above.  

Well, that was true though. It wasn't cool, but it was true.


Title: Re: EQ 'Next'
Post by: Teleku on December 11, 2013, 12:33:16 AM
Heh, I never even bothered glancing at what the 'final' product looked like, after all those long years of development (I followed it for the first year or two of development before I realized fully what a dumpster fire it was).  I know it can't have been anything like what they were describing.   :awesome_for_real:

Did they ever include being able to play as an Demon or an Angle (both of which could also fly, and had their own hell/heaven demensions to start in and explore)?  


Edit:  Oh god, googling shows this thing still actually exists as something human beings can play, with content patches still being released for it.   :ye_gods:


Title: Re: EQ 'Next'
Post by: Falconeer on December 11, 2013, 02:42:31 AM
Edit:  Oh god, googling shows this thing still actually exists as something human beings can play, with content patches still being released for it.   :ye_gods:

Interestingly enough, it seems to be aimed at military abroad and things like that. They have lots of discount packages for member of the military, and the game clearly runs on any PC that has been built at least close to year 2000.


Title: Re: EQ 'Next'
Post by: koro on December 11, 2013, 02:44:48 AM
The only people I knew who played Horizons were old WoW guildies who played almost entirely for the catpeople and dragons.

Shockingly, they were also enormous furries.


Title: Re: EQ 'Next'
Post by: Teleku on December 11, 2013, 05:15:12 AM
So, the player base is members of the military and furries.  I bet their chat channels are amazing to behold!   :why_so_serious:

Also, omg omg omg, Atriarch still has a website!!!!

http://www.atriarch.com/

Its still in 'development'!!!!  This thread reminded me of it.  This thing was announced and has been in development for at least as long as Horizons (late 90's, so almost 15 years now).  It also promised a large list of revolutionary impossible gameplay stuff.

I like this activity, its fun!   :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Falconeer on December 11, 2013, 06:45:54 AM
This is not new (5 days old) but you might have missed it.

What is Landmark. (http://www.youtube.com/watch?v=TjvYIV4B5jg)


Title: Re: EQ 'Next'
Post by: Nebu on December 11, 2013, 07:46:18 AM
This is not new (5 days old) but you might have missed it.

What is Landmark. (http://www.youtube.com/watch?v=TjvYIV4B5jg)

While the idea is interesting, I just don't see how they avoid the level of grief that players will create for each other. 


Title: Re: EQ 'Next'
Post by: Sky on December 11, 2013, 07:54:58 AM
I just don't see how they avoid the level of grief that players will create for each other. 
Why is there so much of this happening this year? It's almost cute when companies like Nerd Kingdom do it, they're painfully new and naive. But a lot of old hags are seeming to forget the cesspool effect of the Internet. I can only imagine it's some kind of front-loaded compansation package that allows them to tout obviously bad ideas because there will be no back end repercussions for them.


Title: Re: EQ 'Next'
Post by: Paelos on December 11, 2013, 08:27:31 AM
It's worth it to try. The only thing that MMOs can offer now is to adapt the Minecraft building form into the game in the hopes that will bring innovation.


Title: Re: EQ 'Next'
Post by: Goreschach on December 11, 2013, 08:41:12 AM
Most egregious? I'm still waiting for my fucking fetusapults.

(http://i.imgur.com/fWpZnAN.gif)


Title: Re: EQ 'Next'
Post by: Draegan on December 11, 2013, 08:43:05 AM
The less diku/quest treadmill games the better.

I think games should trend towards a world that isn't 99% about combat which is why I'm interested in the direction of Trove, EQNL etc. Take a world that is moldable by people, create an economy and all the things that go with it. Then take your inspiration from MOBAs where you have player classes to collect like champs/heroes. Simple classes with 4 abilities that have different ways to interact with the world. Crafting classes, building classes, fighting classes etc. This way you can constantly make classes over time and you only have to build out 4 abilities and balance and iterate them.

The less you can move away from "needing to grind levels/points/tokens" for arbitrary points that only show up on a character sheet or gear that is +gooder, you should be grinding for bricks to build something. Whether that's a house, a ship, a plane or a sword.

That's the new(old) immersion.


Title: Re: EQ 'Next'
Post by: Threash on December 11, 2013, 08:48:24 AM
I'm not sure replacing one kind of grinding for another is much of an improvement.


Title: Re: EQ 'Next'
Post by: Signe on December 11, 2013, 08:56:34 AM
You can get one week's worth of closed beta if you buy a copy of PC Gamer magazine.  It says so right on the cover.  I did not buy a copy of PC Gamer magazine so that's all I know.


Title: Re: EQ 'Next'
Post by: Falconeer on December 11, 2013, 09:01:25 AM
I think that video is just amazing but you are all more than welcome to go full f13 on it.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on December 11, 2013, 09:17:35 AM
People who want a more traditional, controlled environment will be able to play EQ Next itself. I'll be one of those, although I'm sure I'll mess around with Landmark a bit.


Title: Re: EQ 'Next'
Post by: Sky on December 11, 2013, 09:40:19 AM
Take a world that is moldable by people,
While I agree about moving from combat to something more creative, it still comes back to Internet. Cesspool. MMO's Achilles' Heel.


Title: Re: EQ 'Next'
Post by: Threash on December 11, 2013, 10:06:55 AM
Take a world that is moldable by people,
While I agree about moving from combat to something more creative, it still comes back to Internet. Cesspool. MMO's Achilles' Heel.

One does not simply walk into Cockdor.


Title: Re: EQ 'Next'
Post by: HaemishM on December 11, 2013, 10:13:15 AM
You guys are making me want to design a temple whose entrance is flanked by mile high cocks and a vag arch.  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Malakili on December 11, 2013, 10:13:56 AM
Looks neat on paper, but then so do a lot of things.  Probably worth checking out for a weekend at some point, but I don't see myself wanting to log into Landmark every day.


Title: Re: EQ 'Next'
Post by: Paelos on December 11, 2013, 10:20:00 AM
I think that video is just amazing but you are all more than welcome to go full f13 on it.

It does look a lot more promising than anything I've seen in an MMO of late.


Title: Re: EQ 'Next'
Post by: Sky on December 11, 2013, 11:23:14 AM
You can get one week's worth of closed beta if you buy a copy of PC Gamer magazine.  It says so right on the cover.  I did not buy a copy of PC Gamer magazine so that's all I know.
Library copy ftw.


Title: Re: EQ 'Next'
Post by: Nebu on December 11, 2013, 11:26:33 AM
You guys are making me want to design a temple whose entrance is flanked by mile high cocks and a vag arch.  :why_so_serious:

(https://i1.ytimg.com/vi/ls0xhKKXG2g/hqdefault.jpg)


Title: Re: EQ 'Next'
Post by: Merusk on December 11, 2013, 04:31:49 PM
The less diku/quest treadmill games the better.

I think games should trend towards a world that isn't 99% about combat which is why I'm interested in the direction of Trove, EQNL etc. Take a world that is moldable by people, create an economy and all the things that go with it. Then take your inspiration from MOBAs where you have player classes to collect like champs/heroes. Simple classes with 4 abilities that have different ways to interact with the world. Crafting classes, building classes, fighting classes etc. This way you can constantly make classes over time and you only have to build out 4 abilities and balance and iterate them.

The less you can move away from "needing to grind levels/points/tokens" for arbitrary points that only show up on a character sheet or gear that is +gooder, you should be grinding for bricks to build something. Whether that's a house, a ship, a plane or a sword.

That's the new(old) immersion.

Here's why I think this never took off.  I play games to waste a bit of time and do shit I can't RL. I expect the same is true of most people.

I can grind for bricks and stone and shit IRL, with the bonus of actually having a product and not a bunch of bits afterward.  If I really wanted to go through the laborious process of building something, I would do it where it would have meaning.

On the other hand, I can't kill gnomes and people IRL.  Giving me a platform for bloodless, risk and consequence-free slaughter? Awesome.


Title: Re: EQ 'Next'
Post by: Ingmar on December 11, 2013, 04:43:27 PM
I don't think MOBA style classes would create much character attachment for people, and that's pretty important in what keeps people coming back to an MMO.


Title: Re: EQ 'Next'
Post by: Venkman on December 11, 2013, 05:25:58 PM
That video looked good, nice to see some details on how the tool works. Reminds me of a cross between SL and MC Edit. Right up my alley but I wonder how much time a lot of gamers will really put into it. And how much SOE will put in front of me getting those tools. I could totally see them doing some type of price-per-primitive or even penny-per-cubic-area-of-air some type of paygo thing.

I'd gladly pay a monthly fee. I'd gladly pay a monthly fee and box purchase. But don't charge me by the CC of air please...

So, the player base is members of the military and furries.  I bet their chat channels are amazing to behold!   :why_so_serious:

Also, omg omg omg, Atriarch still has a website!!!!

http://www.atriarch.com/

Totally hilarious. I was about the google for that based on this thread, because all Atriarch was the first game I could recall which promised fully procedurally generated bullshit and whatnot. I even remember thinking Horizons was trying to knock it off  :awesome_for_real:

How the shit does that website still exist though? It probably doesn't generate even a rounding error worth of bandwidth much less managed host costs. But man, it predates even common use of "cloud"! And yet someone had to go in and update the copywrite date to 2012. Who the hell keeps a dead site up for a dead game for fourteen freaking years. They trying to outdo Half Life 3 or Duke Nukem fanwank wait-around-ery?


Title: Re: EQ 'Next'
Post by: Draegan on December 11, 2013, 06:44:09 PM
I don't think MOBA style classes would create much character attachment for people, and that's pretty important in what keeps people coming back to an MMO.

You need to stop thinking about "MMOs" as all RPGs. We're way past that, and we'll always have DIKUs around for people to play with. If a game is fun, and people can collect/build things they will get attached to their collection whether it's pants on a character or a collection of champs.

Even in WOW, who gets attached to characters anymore when a lot of people have 8 alts, all level 90 and playing in LFR. People are attached to the game, their collection of characters and gear.


Title: Re: EQ 'Next'
Post by: MediumHigh on December 11, 2013, 11:29:05 PM
Honestly depends on the game. The average player may only bother going through the content as many times as there are classes they are interested in. Or just once. A lot of people just learn one class. In guild wars 1, because I PVP'ed, my attachment to characters was  practically zero. There was nothing to collect, the things worth unlocking were account wide, and you didn't get into the meat and bone of the game if you didn't experiment with other classes, learned new combinations and builds. But the average dow eyed pve'er? I'd say they were pretty damn attached to their characters to the point that re-rolling to play another class or class combo (major part of a pvp'er life style) was a major barrier of entry for pve'ers wishing to transition out of pve. As in some players simply refused to do it, and that's in a game where you had up to 6-8 free character slots and the pve'er in question probably used less than 3 or had one character stuck at level 13 or some shit. 

Personally I prefer games with no assumptions about class attachment, but I haven't seen an MMO built like guild wars 1, so I wager the vast majority of mmo players are rather "stuck" on the one class per game model, or at least have an attachment to the first class they really like. MOBA's work mostly because their channeling fighting games more than RPG's, the concept works waay less if you can raise your power level indefinitely. Even though I do believe someone is going to make an mmo where classes have like 4 skills and you mash Q all day.

I love that people figure a good chunk of people online are looking for minecraft with better graphics and more people mucking around in your shit. No...they kinda don't.

"Hey dude! Wouldn't it be awesome if we had like thousand people strip mine everything, build giant penis's everywhere, and break all the shit I make!"


Title: Re: EQ 'Next'
Post by: Falconeer on December 12, 2013, 12:30:24 AM
I think Landmark will do "fine", while testing the technology behid EverQuest Next and getting free assets for it, and understanding how community works and how much they need to limit it for the Next game. Remember that part of their plan with EQNext is to create one of the largest landmass for any MMORPG out there ever, literally explorer heaven, and we always agreed that the problem with something like that was the have enough content. With Landmark (and the people who will invest time in Landmark) they are aiming to have virtually infinite land, with virtually infinite content (provided by LandMark builders and picked by SOE) and a quest system that hasn't been fully explained yet but will mix lots of automated and randomly-generated quests to traditionally handcrafted ones.

Point is, they don't need Landmark to be a bomb, doesn't need a million players subbing for months (also, there's no sub), they just need for it to do OK, to work, and then it will be the springboard for the big project EQN. I think we should focus our doubts on EQN, cause that's the really ambitious project which challenges what we -and the market- know about MMORPGs. Landmark on the other hand seems to simply be a better Minecrafting with shared and private spaces. I really don't see what could possibly go wrong, especially considering everything they learn from it will be used for the thing they are really investing on, while issues and failures won't hinder what they are really working on.


EDIT: Streaming from yesterday's online event. At about the 8 minutes mark (http://www.youtube.com/watch?v=knreoP0PANQ) they start to show how you move your character around and mine. She starts tunneling around the 11:40 minutes mark  :heart:


Title: Re: EQ 'Next'
Post by: Ingmar on December 12, 2013, 03:39:46 PM
I don't think MOBA style classes would create much character attachment for people, and that's pretty important in what keeps people coming back to an MMO.

You need to stop thinking about "MMOs" as all RPGs. We're way past that, and we'll always have DIKUs around for people to play with. If a game is fun, and people can collect/build things they will get attached to their collection whether it's pants on a character or a collection of champs.

Even in WOW, who gets attached to characters anymore when a lot of people have 8 alts, all level 90 and playing in LFR. People are attached to the game, their collection of characters and gear.

I don't think of MMOs as all RPGs, but you know, we're in a thread about Everquest. I would say that for almost all of my friends I play these games with I could identify a single character that they're attached to that keeps them coming back. /shrug

EDIT: And sure, that encompasses the gear the character has too in some cases. Doesn't really change the discussion.


Title: Re: EQ 'Next'
Post by: Draegan on December 13, 2013, 08:18:14 AM
I was speaking in generalities.


Title: Re: EQ 'Next'
Post by: Venkman on December 13, 2013, 02:14:31 PM
Just watched parts of that video Falconeer.

THIS is a beta invite I won't turn down.

Though of course not paying for :-)


Title: Re: EQ 'Next'
Post by: Nebu on December 13, 2013, 02:25:21 PM
Just watched parts of that video Falconeer.

THIS is a beta invite I won't turn down.

Though of course not paying for :-)

I'm not very excited about Medieval Second Life.  Perhaps they will surprise me.


Title: Re: EQ 'Next'
Post by: tazelbain on December 17, 2013, 10:02:06 AM
Looks like minecraft 3.0 to me. I am desperately trying to resist purchasing alpha. Wish terriaria had mufti-voxel mining.


Title: Re: EQ 'Next'
Post by: Paelos on December 17, 2013, 10:41:26 AM
I want to get back into minecraft because of this game.


Title: Re: EQ 'Next'
Post by: Signe on December 17, 2013, 11:21:14 AM
I want to get back into minecraft because of this game.

What a hilarious unintentional feature! 

Have they even started testing this game yet?


Title: Re: EQ 'Next'
Post by: Falconeer on December 17, 2013, 11:49:16 AM
Those who paid at least 60 bucks will start testing it in February. So, the short answer is no.


Title: Re: EQ 'Next'
Post by: Samprimary on January 01, 2014, 06:36:43 AM
I hope I am being clever and original when i term this idea they're working with as "world of minecraft"


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 01, 2014, 08:10:09 AM
They're doing a great PR operation in my view, releasing regular updates on their design decisions and the thinking that went into them in the form of short YouTube videos. They've discussed everything from how long the day-night cycle will be (two hours) to whether certain classes will be restricted to certain races (they won't - any race can be any class).

The process seems to be that they put up a poll on their website and then often ignore the response but explain why they've made the decision they've made, which actually seems to work pretty well in terms of interacting with fans and keeping people interested while appearing to supply actual information rather than just hype.

Here's the playlist for the films, where they discuss everything to how friends lists should work (by character or by account?) to whether EQ Next should have ninjas: http://www.youtube.com/playlist?list=PL7cdOT0cP_M0rnGh1OkcI_5UVSElbjU1l


Title: Re: EQ 'Next'
Post by: schild on January 01, 2014, 06:43:52 PM
This almost looks like something I would want to reach out to Smedley about.

I'm not sure slapping the name EQ on it was necessary.


Title: Re: EQ 'Next'
Post by: Merusk on January 01, 2014, 07:22:29 PM
Recreating/ resurrecting a brand is easier than creating one.  How much attention would we have paid if it didn't have that sticker on it?  As much as folks have to the other Voxel-MMO wannabes out there, probably.


Title: Re: EQ 'Next'
Post by: Numtini on January 02, 2014, 06:50:14 AM
My understanding is the EQ name is on it because the same tools are going to be part of EQ Next.


Title: Re: EQ 'Next'
Post by: Malakili on January 02, 2014, 07:26:24 AM
Yeah, let us not forget that the actual MMORPG version of this game is going probably going to make doing anything with this only interesting feature a pain in the ass. 


Title: Re: EQ 'Next'
Post by: Merusk on January 02, 2014, 09:44:17 AM
I assumed he meant why the whole project was associated with EQ, not just the min-builder. Maybe I was wrong.


Title: Re: EQ 'Next'
Post by: Sky on January 02, 2014, 11:18:49 AM
I imagine their long-term goal is to monetize it around the people still playing EQ1 and 2. All the rest of us just exist to get it up and running.


Title: Re: EQ 'Next'
Post by: Venkman on January 02, 2014, 02:01:22 PM
I'm confused. I always assumed this was called EQ because they decided to make a game with a deformable world, then built a toolset to generate content for that world, then decided to release that toolset so they could crowdsource some of that content and potentially monetize it along the way.

So basically, the end goal of an MMORPG called EQsomething is what has driven the branding of the toolset.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 03, 2014, 05:13:42 AM
I'm confused. I always assumed this was called EQ because they decided to make a game with a deformable world, then built a toolset to generate content for that world, then decided to release that toolset so they could crowdsource some of that content and potentially monetize it along the way.

So basically, the end goal of an MMORPG called EQsomething is what has driven the branding of the toolset.

That's right. The end product is EQ Next, and EQ Next Landmark is really just part of the process of creating that, even though SOE are going a long way to turning it into a game in its own right.

I think the confusion is simply that people are talking at cross purposes. Some of us are talking about EQ Next - which includes EQ Next Landmark - but some people are only really interested in discussing Landmark, which is fair enough but causes confusion when someone writes about "it" without saying exactly what they mean.

My post above about the PR operation was about the the PR for EQ Next as a whole.


Title: Re: EQ 'Next'
Post by: KallDrexx on January 03, 2014, 05:41:58 AM
Didn't someone at SOE previously say it turned out to be a mistake to brand EQ2 with EQ?


Title: Re: EQ 'Next'
Post by: Merusk on January 03, 2014, 06:46:53 AM
Didn't someone at SOE previously say it turned out to be a mistake to brand EQ2 with EQ?

Seems familiar, but it was at the start and I believe it was being used as the excuse for why EQ2 "underperformed."  i.e. "We have all this ill-willl against EQ so people stayed away from EQ2! It has nothing to do with the gameplay, terrible performance or weird uncanney-valley graphics!"


Title: Re: EQ 'Next'
Post by: shiznitz on January 03, 2014, 09:02:42 AM
If EQ2 had been a new brand, I fail to see how that would have helped. The vast majority of initial players were EQ vets, at least from my anecdotal experience.  Allk the new MMO players went to WoW.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 03, 2014, 09:07:36 AM
I think the confusion is simply that people are talking at cross purposes. Some of us are talking about EQ Next - which includes EQ Next Landmark - but some people are only really interested in discussing Landmark, which is fair enough but causes confusion when someone writes about "it" without saying exactly what they mean.
I think it's more that they're trying to make a separate game and both are named 'EQ Next'.


Title: Re: EQ 'Next'
Post by: Venkman on January 03, 2014, 09:33:57 AM
If EQ2 had been a new brand, I fail to see how that would have helped. The vast majority of initial players were EQ vets, at least from my anecdotal experience.  Allk the new MMO players went to WoW.

Branding EQ2 "EQ" only became a mistake because WoW redefined the metrics of a "successful MMO" which EQ never achieved. And because it didn't achieve those success metrics, they changed their mind and left EQ1 running (iirc, their original plan was to shut it down).

EQ2 couldn't have ever achieved those expectations though.

  • First, it was a sequel, so they could only focus on making EQ1 better rather than focusing on what would make a good MMO in general.
  • Second, they decided to push the graphics envelope into a place where it would focus the game mostly on those willing to continually invest in new hardware. And that choice didn't translate to creative decisions everyone liked either. I assume they chose ugly brown overtones for authenticity and not because of any engine limitation. There was some uncanny valley for sure, but that mostly came out in screenshots. Ingame it just came across as ugly.
  • Third, they made the choice to open early late-Alpha/early-beta access to those fans paying that crazy $25+/mo fee for special access to, what was it, "Stormhammer" server or something like that?

Niche of a niche of a niche .

Meanwhile against all of this was a game that was designed to be the exact opposite in every single way. Over the top stylized graphics, super casual onboarding experience, lowest common denominator hardware spec, etc. Because they could focus on making a good MMO without any internally biased precedent.

Among other advantages.


Title: Re: EQ 'Next'
Post by: Rendakor on January 03, 2014, 10:42:11 AM
Branding EQ2 "EQ" only became a mistake because WoW redefined the metrics of a "successful MMO" which EQ never achieved. And because it didn't achieve those success metrics, they changed their mind and left EQ1 running (iirc, their original plan was to shut it down).

EQ2 couldn't have ever achieved those expectations though.

  • First, it was a sequel, so they could only focus on making EQ1 better rather than focusing on what would make a good MMO in general.
  • Second, they decided to push the graphics envelope into a place where it would focus the game mostly on those willing to continually invest in new hardware. And that choice didn't translate to creative decisions everyone liked either. I assume they chose ugly brown overtones for authenticity and not because of any engine limitation. There was some uncanny valley for sure, but that mostly came out in screenshots. Ingame it just came across as ugly.
  • Third, they made the choice to open early late-Alpha/early-beta access to those fans paying that crazy $25+/mo fee for special access to, what was it, "Stormhammer" server or something like that?

Niche of a niche of a niche .

Meanwhile against all of this was a game that was designed to be the exact opposite in every single way. Over the top stylized graphics, super casual onboarding experience, lowest common denominator hardware spec, etc. Because they could focus on making a good MMO without any internally biased precedent.

Among other advantages.
EQ2 on minimum specs actually ran on lower end machines than WoW, because you could turn the graphics down REALLY far. I had an ancient laptop that wouldn't install WoW because the graphics card was below their standards, but I raided in EQ2 on it by staring at the ground while on minimum spec which left my character looking like a stick figure.


Title: Re: EQ 'Next'
Post by: Mithas on January 03, 2014, 10:53:17 AM
Quote
I raided in EQ2 on it by staring at the ground while on minimum spec which left my character looking like a stick figure.

Now that sounds like fun.


Title: Re: EQ 'Next'
Post by: Venkman on January 03, 2014, 12:41:16 PM
EQ2 on minimum specs actually ran on lower end machines than WoW, because you could turn the graphics down REALLY far. I had an ancient laptop that wouldn't install WoW because the graphics card was below their standards, but I raided in EQ2 on it by staring at the ground while on minimum spec which left my character looking like a stick figure.

I didn't say it wouldn't run, just that they targeted higher end machines for business purposes. You could play it on your machine, but based on what you wrote, you weren't even Blizzard's lower end target, much less anything anyone tracked at SOE. And it looked like shit aesthetically and technically :-)

tl;dr: functional != fun


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 03, 2014, 01:26:16 PM
I think the confusion is simply that people are talking at cross purposes. Some of us are talking about EQ Next - which includes EQ Next Landmark - but some people are only really interested in discussing Landmark, which is fair enough but causes confusion when someone writes about "it" without saying exactly what they mean.
I think it's more that they're trying to make a separate game and both are named 'EQ Next'.

They are not separate games. EQ Next Landmark is a tool for designing objects and areas to be used in EQ Next, which SOE are quite open about. They're going to transfer the best creations into the main game, and it looks like they will be holding competitions to encourage players to build the stuff they want ("this week we're looking for the best wizard's tower!"). Players will also be able to use the toolset to design items to be sold to EQ Next players and enjoy a share of the profits, but they will have to submit those items to SOE first and SOE decides whether to put them on the player marketplace or not.

It's also true that SOE are adding some gamey elements to EQ Next Landmark beyond simply building, such as resource collection, and they're allowing players to build objects which have no hope of being transferred to the main game if they want to, but it's always been presented as a way of letting players contribute to building EQ Next.

I'm also sure there will be plenty of people who only ever play EQ Next Landmark because they like the idea of building stuff a lot more than they like the idea of playing an Everquest MMO. But it's very much part of the EQ Next project.


Title: Re: EQ 'Next'
Post by: Nebu on January 03, 2014, 05:55:04 PM
I must be losing my memory.  I thought EQ stood for Ever QUEST.  The again, writing good story, creating engaging dungeons, and developing an organic and heroic questing system is HARD.   :oh_i_see:


Title: Re: EQ 'Next'
Post by: Venkman on January 03, 2014, 06:19:07 PM
How much of Everquest was actually questing? Shit, that's why WoW was World of Warquest colloquially :-)


Title: Re: EQ 'Next'
Post by: tazelbain on January 03, 2014, 08:04:26 PM
I must be losing my memory.  I thought EQ stood for Ever QUEST.  The again, writing good story, creating engaging dungeons, and developing an organic and heroic questing system is HARD.   :oh_i_see:
What you're panties bunching about exactly? Cross branding minecraft clone with a tranditional mmo? Seems pretty win/win and surprisely forward thinking for a legacy video game company.


Title: Re: EQ 'Next'
Post by: Furiously on January 03, 2014, 08:19:28 PM
Landmark just seems to be, "Hey, make us stuff for practically free."


Title: Re: EQ 'Next'
Post by: Lantyssa on January 03, 2014, 08:27:11 PM
"Make stuff for us by paying us," lest you forgot the founders packs, which only apply to Landmark.


Title: Re: EQ 'Next'
Post by: Venkman on January 03, 2014, 08:32:06 PM
Feels like a possibility they discovered along the way (some meeting that included "hey wouldn't it be cool if...") that resulted in a business plan which includes what Lantyssa said, meaning more by extension than by design :-)


Title: Re: EQ 'Next'
Post by: Lantyssa on January 04, 2014, 11:58:04 AM
If they work like my bosses, the plan changes daily, so that's par for the course.


Title: Re: EQ 'Next'
Post by: Nebu on January 04, 2014, 12:50:02 PM
"Make stuff for us by paying us," lest you forgot the founders packs, which only apply to Landmark.

Exactly.  You get to pay us for doing the job we were supposed to do.  Brilliant on their part.  It's not free labor... it's people PAYING THEM to do work.

Fucking brilliant.


Title: Re: EQ 'Next'
Post by: Draegan on January 04, 2014, 05:24:41 PM
It's actually free. You would just be paying for early access. You don't have to pay them for shit. So you can figure something else to whine about I guess.

I could be wrong, but if you enjoy building stuff like Minecraft, and they use your thing in the game, that's kind of winwin. If you're offended by them using your shit for free, don't play then? EQN will be free to play to, in theory. Who knows if they hamfist it like EQ2 though.


Title: Re: EQ 'Next'
Post by: Nebu on January 04, 2014, 05:43:53 PM
It's actually free. You would just be paying for early access. You don't have to pay them for shit. So you can figure something else to whine about I guess.

Saying that they're brilliant is whining?  I was paying their team a compliment.  They're getting the player base to build content for them.  It's genius.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 04, 2014, 06:25:04 PM
It's also supposedly going to let them start off with a massive gameworld. Much of it will be procedurally generated but with loads of interesting things to find, because they'll have a supply of things easily importable from Landmark.


Title: Re: EQ 'Next'
Post by: Venkman on January 04, 2014, 06:45:04 PM
I think it's nice they're doing it from a PR perspective, but I don't know that they're planning to heavily rely on player generated content beyond that fan-friendly outreach.

They'll cherry pick the best stuff, and maybe hire on permanent or consulting employees to do some production work. But since the end goal seems to be a more pedestrian questing/adventuring game that just happens to have so advanced a toolset they can let users hit that first, I feel like they've got internal staff/budget to do all the real brand-based design heavy lifting.

It's generating great buzz for them for sure, and it comes at a good time when nothing seems to be drawing wholesale attention from Minecraft as far as I can tell. But I wouldn't bet on the find EQ Next game being largely populated by what comes from Landmark contributions. I'd expect that to be small percentages of the overall, very recognizable, maybe even highlighted.


Title: Re: EQ 'Next'
Post by: tazelbain on January 04, 2014, 11:18:59 PM
It's actually free. You would just be paying for early access. You don't have to pay them for shit. So you can figure something else to whine about I guess.

Saying that they're brilliant is whining?  I was paying their team a compliment.  They're getting the player base to build content for them.  It's genius.
Small peanuts compared to minecraft + graphics + economy + auction house.  That's going to make bank.  The "let players design levels" shit is just PR.


Title: Re: EQ 'Next'
Post by: Tannhauser on January 05, 2014, 04:30:53 AM
I may get flayed alive for saying this, but I'd like a new EQ MMO.  I loved the look and lore of the first one despite many other issues I had with the game.  Crushbone, Befallen, these are iconic gaming locations in my mind and nostalgia is strong with this.  EQ2 was a disappointment though it got better.  I don't have a lot of faith in SOE, but I hope they do well. 


Title: Re: EQ 'Next'
Post by: Raguel on January 05, 2014, 09:29:11 AM

I guess I haven't followed this closely but I don't understand some of the negativity ( I mean besides lolSOE  :why_so_serious: )

I recall a pay to play alpha/beta thing but aside from that I like the feature list.


Title: Re: EQ 'Next'
Post by: Signe on January 05, 2014, 10:05:12 AM
I won't flay you alive because I want to play it, too.  I'll be disappointed if they don't have collections.  I loved collecting in EQ2. 


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 05, 2014, 11:08:02 AM
I'm really looking forward to it, and that includes the more traditional MMO part. It's the first MMO I've been excited about since WAR, except maybe for ArcheAge which seems to be missing in action.


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on January 05, 2014, 12:20:57 PM
How much of Everquest was actually questing? Shit, that's why WoW was World of Warquest colloquially :-)

I never heard that one, but I certainly heard and used "NeverQuest" a lot, and the whole quest-to-level paradigm instead of sitting on my ass grinding mobs pulled by someone else to my "campsite" for hours at a time is one of the biggest reasons I went with WoW for years before giving EQ2 more than a passing glance.  Well, that and Blizzard had a reputation for making best-in-class games at that time, and once I got past the login issues I was absolutely shocked and delighted to discover that all those quests in WoW actually worked, quite unlike my experiences in EQ!


Title: Re: EQ 'Next'
Post by: zumu on January 05, 2014, 01:19:18 PM
Personally, I prefer the EQ approach of quests taking several days (if not weeks or *gasp*  months) to complete. The burning rapier quest in particular has  a special place in my heart.

WoW questing, on the other hand, never really appealed to me. Doing trivial tasks for trivial rewards isn't any better than camping mobs in my opinion.

It will be interesting to see how EQ Next approaches the mechanic. I'd love some sort of compromise between the two paradigms. Though, I may be in the minority on this one.


Title: Re: EQ 'Next'
Post by: Falconeer on January 05, 2014, 01:29:11 PM
EQ2 had millions of quests at launch. It was actually more story-quest driven than WoW. Problem was quests weren't all that visible since there were no exclamation marks over characters pointing you to quests, you had to talk to all of them or pay attention to visual/audio cues.


Title: Re: EQ 'Next'
Post by: Malakili on January 05, 2014, 01:33:00 PM
Doing trivial tasks for trivial rewards isn't any better than camping mobs in my opinion.


This is more or less how I feel now that both are far enough in the past. WoW-style quests sure were shiny and new at one point though. But now, at this point in my gaming life, I'm not particularly interested in either farming monsters OR grinding through trivial quests.


Title: Re: EQ 'Next'
Post by: Hawkbit on January 05, 2014, 02:37:13 PM
There's room for both.  The problem is the 'bear asses' quests, which do nothing but increase progress bars  (coin, stats/gear, xp). 

Take a single quest or a short series that focuses on furthering the lore of the game (see Duskwood in wow) and mix it with long story based quests, taking weeks and months.  There's room for a good dynamic there. 


Title: Re: EQ 'Next'
Post by: zumu on January 05, 2014, 03:15:32 PM
The problem is the 'bear asses' quests, which do nothing but increase progress bars  (coin, stats/gear, xp). 

I think you're getting to the core of it here.

 However, to derail a little bit, I think the greater problem is the progress bars themselves. So long as they exist, there will be grinding of some form (camping, questing, etc.) to fill them.


Title: Re: EQ 'Next'
Post by: Merusk on January 05, 2014, 06:20:58 PM
Vanilla WoW had plenty of story lines that were fun and kept me engaged.  Even through BC there were quite a number of stories I enjoyed running through and didn't feel like "bring me 10 bear asses" but I also read every single quest.  WOTLK had a bunch of stories I also enjoyed but I really started to see the latter, and in Cata it felt like there was one big story arc quest per zone and the rest were busywork.  This is all Alliance side, though and I hear Horde side had it worse.

After having played TSW and STO in the time since, I've got to say that STO does it best.  Leveling is incidental to the episodes and, unlike TSW and WOW it's not broken-up nearly as much into a billion minor quests doing stupid shit.  That drove me up a wall in TSW, even though each zone had a 'story.'  It felt a lot like Wow-cataclysm in that game.


Title: Re: EQ 'Next'
Post by: Draegan on January 06, 2014, 11:11:37 AM
It's actually free. You would just be paying for early access. You don't have to pay them for shit. So you can figure something else to whine about I guess.

Saying that they're brilliant is whining?  I was paying their team a compliment.  They're getting the player base to build content for them.  It's genius.

Sorry about that. I was assuming sarcasm and snarkiness.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 06, 2014, 11:36:32 AM
I agree with Nebu, it is brilliant.  (Their goal is to make money and people are throwing it at them.)

Considering they're monetizing the shit out of letting people enter beta of a game meant to build them items for their real game, my opinion on the matter stands.  Founders packs give boosts, and I'm quite sure they'll sell individual items and other packs through the lifetime of Landmark, so I'm not sure how I'm missing the mark in my cynicism on the issue.


Title: Re: EQ 'Next'
Post by: shiznitz on January 06, 2014, 11:37:18 AM
I must be losing my memory.  I thought EQ stood for Ever QUEST.  The again, writing good story, creating engaging dungeons, and developing an organic and heroic questing system is HARD.   :oh_i_see:

Well the "quest" to get my Dwarven Work Boots did basically take forEVER so it was aptly named.  I think it was close to a month of almost nightly 3-4 hour sessions.


Title: Re: EQ 'Next'
Post by: Simond on January 06, 2014, 04:43:17 PM
There's room for both.  The problem is the 'bear asses' quests, which do nothing but increase progress bars  (coin, stats/gear, xp).  

Take a single quest or a short series that focuses on furthering the lore of the game (see Duskwood in wow) and mix it with long story based quests, taking weeks and months.  There's room for a good dynamic there.
And then the first time people make alts, they go "Jesus Christ not this fucking linear grind again. Let me get off this story railroad FFS". There is no way to win this - short quests  hubs/no chains means people complain about "bear asses lulz", linked quests are fun the first playthough and "smash my skull in with the keyboard" on repeat occasions, public quests are fun at launch and deserted within a week, and mob camps gets "Why is there nothing to do except kill ten rats?".

And of course, mix it up and within a day someone's figured out the optimal levelling route, everyone else follows suit lock-step, and then they're still complaining about linearity while also complaining about "all this wasted content".

tl'dr - Sod being a MMO developer, you can't win.


Title: Re: EQ 'Next'
Post by: Threash on January 06, 2014, 04:59:32 PM
Leveling is just wasted content, make a game that takes about as long as a tutorial to level.  There, you win.


Title: Re: EQ 'Next'
Post by: Simond on January 06, 2014, 05:10:15 PM
Then you'll get people whinging about how it's a casual game for babbys and levelling should take effort.  :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Merusk on January 06, 2014, 08:17:19 PM
Leveling is just wasted content, make a game that takes about as long as a tutorial to level.  There, you win.

Another thing i really like about STO's model: the mission rewards scale to your 'true level' and you can replay them later for additional rewards.

We've been over this before, lots of people really like leveling.  Trying to do away with it just casts more adrift than it embraces.  Make it painless to join-up with other players regardless of level, let players skip it for PVP (if you bother including that, which is increasingly foolish)  and figure out how to let folks tackle all content at cap. Done deal. 

GW2 was pretty good at this, too.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 07, 2014, 11:13:13 AM
People like levels because they haven't known anything else.  GW2 has been one of the better compromises (or ways to hide a shallow curve), so it's not one that annoys me so much.

At least until the Ascended crap came about.  Even if the gain is minimal, achievers embraced it wholeheartedly and the GW2 team ran with it.  Grind, farm, grind.  Ugh.


Title: Re: EQ 'Next'
Post by: Ingmar on January 07, 2014, 11:34:06 AM
People like levels because they haven't known anything else. 

 :x


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 07, 2014, 12:07:00 PM
Give me skill advancement or give me death. Fuck levels. Fuck gated content and loot.


Title: Re: EQ 'Next'
Post by: Draegan on January 07, 2014, 12:31:55 PM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.


Title: Re: EQ 'Next'
Post by: Malakili on January 07, 2014, 12:37:13 PM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

Which is ironically closer to the reality of Dungeons and Dragons on which all of this is based than the way it's ended up.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 07, 2014, 12:43:37 PM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.
Aradune pretty much said this in a post over on rerolled in regards to what he wants from his new project.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 07, 2014, 01:00:05 PM
People like levels because they haven't known anything else. 
:x
Sorry for generalizing about the younger generation of gamers who think WoW started the MMO trend.  Replace the last part of my sentence with "haven't known anything else or because they have terrible taste."

Better? :-P


Title: Re: EQ 'Next'
Post by: shiznitz on January 07, 2014, 01:07:39 PM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...


Title: Re: EQ 'Next'
Post by: Goreschach on January 07, 2014, 01:42:19 PM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...

Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.


Title: Re: EQ 'Next'
Post by: Venkman on January 07, 2014, 03:50:23 PM
People like levels because they haven't known anything else.  GW2 has been one of the better compromises (or ways to hide a shallow curve), so it's not one that annoys me so much.

At least until the Ascended crap came about.  Even if the gain is minimal, achievers embraced it wholeheartedly and the GW2 team ran with it.  Grind, farm, grind.  Ugh.

I think there's too many things you're trying to sum up under "levels".

First, as you note, GW2 has ample levels and handles them well, mostly because there's no sawtoothing nor progression falloff. 1-2 is almost the same as 79-80, and it all goes by very quick. But the problem for GW2 was where all levels based games end up: what do you do with the advanced players who've run out of alts to level up but still want that sense of forward progress at the level cap? Players Raid because they find it fun and because it helps them achieve a modicum of forward progression. Ascended and other such grind progressions (including AAXP from EQ1) is for the same mental hook.

Second, the reason levels is where we're at isn't because other systems haven't been tried, but because they haven't hit critical mass to jump genres. Shit, everything has levels nowadays because it gives a very clean sense of that forward progress. Maybe the current crop of born-on-WoW players didn't experience 7xGMing in UO or skill-upping in SWG.

Third, even games with levels don't always rely entirely on that level for the power curve. Skyrim has levels. I can't even tell you what mine was, but I could sure ramble on where my skill points went. Diablo 2 had levels, but all power derived from the skill tree iirc (or maybe just most of it did with levels conferring health/mana pool size?)

And finally, whether a game features levels as the sole determinant of power/ability, levels that augment decisions made in parallel (X level confers Y points to apply as desired to Z skills), or nothing called a level but a whole series of boxes you still increase, it's not the level that drives the grind mentality. It's the grind mentality that drives the desire to break down the pace of achievements to the simplest measure as possible.

tl;dr: removing levels would only change what the person grinds. it does not remove the grind.


Title: Re: EQ 'Next'
Post by: Ingmar on January 07, 2014, 03:54:14 PM
People like levels because they haven't known anything else. 
:x
Sorry for generalizing about the younger generation of gamers who think WoW started the MMO trend.  Replace the last part of my sentence with "haven't known anything else or because they have terrible taste."

Better? :-P

It's a step up.  :-P


Title: Re: EQ 'Next'
Post by: shiznitz on January 08, 2014, 08:00:41 AM
I would like to see a game based on achievement progression instead of filling up experience bars. Finishing quests (actual quests not the simple ones we expect today), dungeon completion, dungeon special runs, exploration and stuff like that.

It would be so easy to do.  Give points for certain types of achievements: kills, dungeons, exploring, loot/discover gold, craft items etc.  All the bars are separate. As the bars are filled through play, advancement options and new titles are gained.  No exp ever.  If you are killing stuff, your combat skills get better.  If you are crafting stuff, your crafting skills get better.  If you are exploring stuff, you can learn to track, get mounts, increase your stamina.  As you find more and more gold, clothing and housing items become available.  This way the rewards for actions are tailored to the actions themselves.  Players can gain in all types or only one.  Your combat "exp" has no connection to your explore "exp", unless the devs want to add things for multi-faceted characters.  

Quests can be divided along the same lines and have mixtures.  The player can choose the quests that fit his goals and his "level" in monster killing would never gate his ability to craft.

It just seems so obvious...

Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.

I never mentioned per use skill increases.  I am talking about having activity based exp as opposed to a general exp bucket.


Title: Re: EQ 'Next'
Post by: Numtini on January 08, 2014, 09:04:44 AM
The only "skill based" system I actually enjoyed was Asheron's Call and that wasn't actually a skill system, it was a level system where you spent points on skills. When I think of skill systems, I think of macroing in UO and SWG.


Title: Re: EQ 'Next'
Post by: Merusk on January 08, 2014, 09:35:44 AM

Yeah, jamming a coffee stick into my keyboard to 'play' Morrowind was totally awesome.

I never mentioned per use skill increases.  I am talking about having activity based exp as opposed to a general exp bucket.
[/quote]

Erm.. wouldn't activity-based be per use?  How else are you going to track it?  "Spend x hours doing something"  Hello bot programs.

Look, all skill/ leveling systems are macroable. All of them involve making small numbers bigger on the back-end which are just micro-levling instead of macro leveling.   Unless it's like an FPS and then it's subject to latency hacking and aimbotting.


Title: Re: EQ 'Next'
Post by: shiznitz on January 08, 2014, 10:18:49 AM
By activity I meant generally, not specifically.  Combat experience would buy skills or powers in a combat tree.  Crafting experience would be used to buy skills and powers in crafting.  I am against swinging a sword = higher sword skill or using a shield = more parry.  That is too specific.

I never played AC, but it sounds like they did something along the lines of what I am talking about.  I just think it should be expanded further. 

And every 3D game world should have Super Leap from CoH.  Most fun travel power in gaming history.


Title: Re: EQ 'Next'
Post by: Numtini on January 08, 2014, 10:46:51 AM
Looked up AC's system to refresh my memory. You spend XP directly to raise skills with no restriction on how it was earned (ie, kill stuff with a sword and spend it on adding to your alchemy). Levels are really just descriptive and their only reward is to give you points to buy new additional skills.

I will say that last time I played, every single player was a leeching tank mage using one of the subset of weapons that were good and there was no real cooperative gameplay other than zerging.


Title: Re: EQ 'Next'
Post by: shiznitz on January 09, 2014, 08:48:33 AM
That is basically how PS2 works.  Level doesn't really indicate anything accept relative game experience.  My level 48 has about 13,000 certs, but a level 55 might have the same because I have cert boosts from being a subscriber that do not affect directly affect my levelling speed, i.e. 48 cert daily offline accrual vs 12 for non-subscribers.


Title: Re: EQ 'Next'
Post by: Falconeer on January 10, 2014, 12:06:40 PM
New video showing off some of the Landmark tools. (http://www.youtube.com/watch?v=VV1_uXe7ONM) I can't stop being impressed by this, and how simple and powerful it seems to be.


Title: Re: EQ 'Next'
Post by: Sky on January 10, 2014, 12:44:46 PM
Yeah, that's coming along nicely.


Title: Re: EQ 'Next'
Post by: Paelos on January 10, 2014, 12:49:28 PM
It does look nice.

Pet peeve on the video for developer-types, or gamer-types. We don't need to see your fat bearded face in the corner. We can hear you just fine. You are not famous. Nobody cares to gaze upon you as you speak.


Title: Re: EQ 'Next'
Post by: Fordel on January 10, 2014, 01:29:23 PM
You'd be surprised how many people do want to see the person talking.


Title: Re: EQ 'Next'
Post by: Paelos on January 10, 2014, 01:35:03 PM
You'd be surprised how many people do want to see the person talking.

I really really would. Because I find it so profoundly arrogant amongst developers or youtube people.


Title: Re: EQ 'Next'
Post by: luckton on January 10, 2014, 01:38:59 PM
I agree with the monkey.  Let the people assume/imagine what the dev looks like.  First impressions and appearances apply to more than just the launch of your product.  If you're gonna put yourself out there on display in an effort to "connect" with the people, be freaking presentable.


Title: Re: EQ 'Next'
Post by: Venkman on January 10, 2014, 02:11:45 PM
That does look really nice. It's like SL met their room decorator system from EQ2, but in an tool that reacts to environmental context in ways I haven't seen in most CAD programs (though it has been a few years..).

Are they dealing with solids or surfaces? Not as wide a gulf between that as there used to be, but I'm just curious about time-to-MakerBot.


Title: Re: EQ 'Next'
Post by: Falconeer on January 10, 2014, 02:49:51 PM
Well, I disagree. Meaning, I don't particularly care what the devs look like and I don't feel I need to find out but I can't see anything wrong with it if for whatever reason they want ke to show . And with "presentable" I have no idea what you mean. Seriously.


Title: Re: EQ 'Next'
Post by: Merusk on January 10, 2014, 03:03:52 PM
Disheveled sweaty guys in old T-shirts with beards that have gone 3+ weeks without trimming.

That's what I took, at least.  But then I have this whole crazy idea about appearing professional.


Title: Re: EQ 'Next'
Post by: Venkman on January 10, 2014, 03:13:39 PM
The folks running PR for this probably think that makes these videos more authentic.

The mysogonist stereotypes in this industry are much deeper than just the 90%+ guys and their stereotypes. It includes slovenly developers, college kids in sweatshops for QA, hoodies for your CEO and Marketing types recognized a mile away because they're the only ones who dress for the part. I thought that'd change when the analysts began running the show for social networking games. But that's done.

None of this is universally true of course. One of my motivations for getting in shape was because almost to a person, all the developers I knew were groomed healthy bastards who like mountain biked or did 10Ks on weekends and shit  :grin:.


Title: Re: EQ 'Next'
Post by: Hawkbit on January 10, 2014, 03:38:00 PM
Holy shit!?  A developer had a beard and another appeared overweight? 

I'm hoping the last ~12 posts were meant to be in green and I can gladly be the sucker for this page.  There was no part of that video that was unprofessional, including their appearance.  Those guys could have been any one of our devs at work, or any one of the devs I've met so far here in Seattle.

Anyways, the toolset looks great.  I wonder how many people this may legitimately attract to level design for other games?  This looks like a gateway drug.


Title: Re: EQ 'Next'
Post by: Modern Angel on January 10, 2014, 04:01:19 PM
Who the fuck even has a beard these days, Christ?

Savages.


Title: Re: EQ 'Next'
Post by: Ingmar on January 10, 2014, 04:02:42 PM
The folks running PR for this probably think that makes these videos more authentic.

The mysogonist stereotypes in this industry are much deeper than just the 90%+ guys and their stereotypes. It includes slovenly developers, college kids in sweatshops for QA, hoodies for your CEO and Marketing types recognized a mile away because they're the only ones who dress for the part. I thought that'd change when the analysts began running the show for social networking games. But that's done.

None of this is universally true of course. One of my motivations for getting in shape was because almost to a person, all the developers I knew were groomed healthy bastards who like mountain biked or did 10Ks on weekends and shit  :grin:.

15 yards for misuse of the word misogynist. 5 yards for misspelling it as well; that penalty was declined. Repeat 3rd down.


Title: Re: EQ 'Next'
Post by: Miasma on January 10, 2014, 05:25:08 PM
Holy shit!?  A developer had a beard and another appeared overweight? 
My only surprise was that they were two different people!  And that the overweight guy had a wedding ring!  Usually the idea would be beard+overweight.  Way to eschew traditional stereotypes game developers /archer.

I've never even thought about whether or not narrators of youtube videos talking about video games should be shown (and why would anyone ever consider such a question?) but those two guys looked authentic and genuinely excited about the game so I think it worked well.


Title: Re: EQ 'Next'
Post by: Merusk on January 10, 2014, 05:29:01 PM
I love poking the sensitive spots.

Slobs.


Title: Re: EQ 'Next'
Post by: Paelos on January 10, 2014, 05:34:39 PM
I don't want to see developers. I honestly don't give a shit about ever seeing a developer. I want to play the game. Show me the game, and get the fuck out of the way with your face. Your face is not the reason I am looking at your video of the game.

That was my point.

EDIT: Same thing applies to game reviews or Let's Plays. I'm watching them to make a determination of the game, show me more footage, less talking nerd head.


Title: Re: EQ 'Next'
Post by: Venkman on January 10, 2014, 06:12:56 PM

15 yards for misuse of the word misogynist. 5 yards for misspelling it as well; that penalty was declined. Repeat 3rd down.

Goddamned instant replay ruined the game.


Title: Re: EQ 'Next'
Post by: UnSub on January 11, 2014, 05:39:48 AM
I don't think MMO studios should show what their devs look like, mainly because it means that players can get attached to them and end up missing them when they're fired post-launch.


Title: Re: EQ 'Next'
Post by: Signe on January 11, 2014, 08:22:38 AM
As compelling as the first couple of comments were after the initial one from Paelos, I didn't read the rest of the thread.  I'm saving it for a special day.


Title: Re: EQ 'Next'
Post by: Falconeer on January 21, 2014, 02:07:04 PM
A video showing how claims work (http://www.youtube.com/watch?v=YeqQi87Qi0E). To be honest I am not sure I understand what is going on, but it looks flexible I guess?


Title: Re: EQ 'Next'
Post by: Numtini on January 21, 2014, 02:11:24 PM
The borders remind me uncomfortably of Second Life, where griefer construction got so bad there that Anshe Chung made a million bucks effectively running HOAs where if you built ugly shit, she chucked you out.


Title: Re: EQ 'Next'
Post by: Falconeer on January 21, 2014, 02:27:11 PM
Anshe! She was my guildleader in Shadowbane!


Title: Re: EQ 'Next'
Post by: Malakili on January 22, 2014, 12:29:21 AM
It looks like a neat, functional system.  That video does raise a lot of questions for me. Particularly about the plot "density" they are going to allow.  Those plots aren't huge to begin with, which is ok on its own. But if someone can build right up against yours it's going to feel really tiny and cramped.


Title: Re: EQ 'Next'
Post by: Scold on January 22, 2014, 11:13:42 AM
This seems pointless, since I see no way to build a true 'gameplay ecosystem'. I can make something artistic in my little plot, sure, but you're not getting enough space to populate it with quests, factions, secrets, exploration, really building something "MMO-y".


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 22, 2014, 11:44:12 AM
This seems pointless, since I see no way to build a true 'gameplay ecosystem'. I can make something artistic in my little plot, sure, but you're not getting enough space to populate it with quests, factions, secrets, exploration, really building something "MMO-y".

You can claim more than one plot. So I guess you can claim plots next to each other and build bigger things that way.


Title: Re: EQ 'Next'
Post by: Merusk on January 22, 2014, 04:18:15 PM
This seems pointless, since I see no way to build a true 'gameplay ecosystem'. I can make something artistic in my little plot, sure, but you're not getting enough space to populate it with quests, factions, secrets, exploration, really building something "MMO-y".

You're not supposed to. It's for creating Points of Interest that the EQN devs will poach and use to build all that around in some fashion.  If there's dungeons, they'll be dev-created unless they allow modules like STO/ Neverwinter.


Title: Re: EQ 'Next'
Post by: Falconeer on January 23, 2014, 05:39:03 PM
Quick overview of the crafting system. (http://www.youtube.com/watch?v=gHIBLJiOnU4) It's pretty much like any other crafting systems out there. I am just not sure about the altars, which are supposedly some randomly spawned uber crafting stations where you can craft things you can't craft in any other place. Dynamic, sure. Reasonable? We'll see.


Title: Re: EQ 'Next'
Post by: Stormwaltz on January 26, 2014, 02:55:21 PM
System reqs announced for the Landmark beta. A 20GB install and requires a 10 MBps internet connection.

http://www.pcgamer.com/uk/2014/01/26/everquest-next-landmark-alpha-requires-beefy-net-connection-moderately-beefy-pc/


Title: Re: EQ 'Next'
Post by: calapine on January 26, 2014, 03:42:50 PM
10Mbit/s upstream?  :uhrr:


Title: Re: EQ 'Next'
Post by: Falconeer on January 26, 2014, 05:10:45 PM
I meet the requirements so I am gonna keep this civil, but 10 MBps connection? That's hardcore, and they probably should have mentioned that BEFORE selling those 59/99$ packages.


Title: Re: EQ 'Next'
Post by: Merusk on January 26, 2014, 05:15:23 PM
Every generation needs a game that teaches you not to buy before you know the specs.


Title: Re: EQ 'Next'
Post by: Miasma on January 26, 2014, 05:55:09 PM
That bandwidth has to be wrong, I technically meet that requirement but am completely at the mercy of a dozen different choke points/hops between me and SOE.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 26, 2014, 05:55:28 PM
They are offering full refunds to people who feel their PCs won't be able to run it. https://www.eqnlandmark.com/news/eqn-landmark-alpha-system-requirements-january-23-2014-eql

Presumably you can try to play even on a slower connection if you like and see what happens. I find it hard to believe the game actually won't work if your internet is slower than 10 mbit/s but who knows. Possibly the deformable world means the game streams large amounts of map/object data to clients?


Title: Re: EQ 'Next'
Post by: Threash on January 26, 2014, 06:39:54 PM
I have zero interest in landmark, have they said anything else about the real game since the announcement?


Title: Re: EQ 'Next'
Post by: Venkman on January 26, 2014, 08:12:52 PM
10mbit/s? The fuck? Have they given a rationale? Like, are they planning for each of us to host a chunk of the overall world? Is that common knowledge and I'm just catching up?

I'm well above that. And like Merusk said, don't buy before you know specs and all. But this is interesting. I don't want to think it's like when they thought people loved EQ enough to rush out to buy new hardware for what turned out to be a butt ugly game anyway. I figured they'd have long since learned from that.


Title: Re: EQ 'Next'
Post by: Falconeer on January 27, 2014, 02:54:32 AM
Except you can't really buy a faster internet. In most cases, in most countries actually, 10MBps are just not an option. At all.

Way to make your game niche by default. Weird stuff.
That's too dramatic, but the point stands.


Title: Re: EQ 'Next'
Post by: Numtini on January 27, 2014, 03:59:57 AM
The connection speed makes sense because with everyone being able to build, they can't store the locations in an art folder. They're going to have to stream all those giant penises to you.


Title: Re: EQ 'Next'
Post by: Stormwaltz on January 27, 2014, 12:32:22 PM
My guess is that's it's a live, shared editing space, like what I worked with at ZOS, where everyone doing worldbuidling can see what everyone else is doing in real time. Except here, it's not over an internal network, it's over the internet.

If this is accurate - it may not be - it seems like a really dodgy/lazy design choice.


Title: Re: EQ 'Next'
Post by: Sky on January 27, 2014, 01:11:48 PM
Not sure how else you could do it. Even in minecraft, you'd see people in adjacent chunks building away at stuff.


Title: Re: EQ 'Next'
Post by: Hawkbit on January 27, 2014, 01:43:58 PM
In theory the design could have been made so if the owner is in the plot, then all modifications would happen after the owner leaves the plot, akin to instancing.  The 10mbs connection leads me to think we'll see people updating their plots on the fly.

I threw a tantrum when Oblivion came out because it released on DVD and I didn't have a player in my rig yet.  They "made" me go buy a DVD player.  :)

The 10mbs connection requirement feels like that, but on a whole new level.


Title: Re: EQ 'Next'
Post by: Paelos on January 27, 2014, 01:59:06 PM
Elder Scrolls games have been the driving force behind 2 of my computer upgrades.


Title: Re: EQ 'Next'
Post by: pants on January 27, 2014, 02:07:11 PM
I think Falconeer's point is appropriate.  My internet is currently 9MBps.  I can not get more - not even if I threw a million dollars per month at my local telco.  I'm too far away from the local DSLAM to get any faster than that on ADSL2+, and there are no other choices here (regional city in Australia).  If they stick to needing 10MBps, they are going to have severe problems with numbers.


Title: Re: EQ 'Next'
Post by: Megrim on January 27, 2014, 02:20:57 PM
I was ever so vaguely interested in this, in a small and remote fashion. Then I saw the system specs. I believe the response was "ppffffffffftttttahahhahaha".


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 27, 2014, 02:50:48 PM
I have a great game idea, but you will need holodecks in your home.

What? You poors don't have holodecks? And you call yourself gamers...


Title: Re: EQ 'Next'
Post by: Ingmar on January 27, 2014, 03:18:38 PM
They can't mean upstream, I don't think. 10 Mbps down is not completely absurd, but for upstream speed like that I would have to buy a business class connection.


Title: Re: EQ 'Next'
Post by: Draegan on January 27, 2014, 04:05:12 PM
I have well above this with a simple fios package. I don't see the specs as too high. Maybe the high end of gamer average.

The internet requirements are kind strange though since this country Internet infrastructure is ass outside metro area.


Title: Re: EQ 'Next'
Post by: Ingmar on January 27, 2014, 05:08:36 PM
I live in the heart of Silicon Valley. There is no FiOS here, so it isn't just non-metro areas that are a concern. Last I checked Uverse (AT&T) was 3 Mbps upstream and Xfinity (Comcast) was 5, for their top consumer packages available here. Download speeds are of course much faster, so if they only care about that, then it's not completely insane. I assume they must mean download.


Title: Re: EQ 'Next'
Post by: Merusk on January 27, 2014, 06:34:33 PM
I have well above this with a simple fios package. I don't see the specs as too high. Maybe the high end of gamer average.

The internet requirements are kind strange though since this country Internet infrastructure is ass outside metro area.

This is the same argument that was made about D3 always on. We see how much the industry cared there.

No no. This is the new standard. Move to a "real" internet area or you need not apply.  I expect we'll continue to see more of this type of thing, possibly moving in to "free computing cycle" minimums to save the companies cash.


Title: Re: EQ 'Next'
Post by: Nija on January 27, 2014, 09:30:03 PM
I live in the heart of Silicon Valley. There is no FiOS here, so it isn't just non-metro areas that are a concern. Last I checked Uverse (AT&T) was 3 Mbps upstream and Xfinity (Comcast) was 5, for their top consumer packages available here. Download speeds are of course much faster, so if they only care about that, then it's not completely insane. I assume they must mean download.

Comcast will give you 50/12 for ~$80/mo. (without phone or TV - cheaper if you bundle)

I have the same package, but business class (guaranteed bandwidth, no usage limit) for $110/mo.

I'm now 2 hours north of the bay area, but the same packages are available there.

Here's a 9:30pm speed test to a random shitbird ISP somewhat near me.

(http://www.speedtest.net/result/3264125781.png)


Title: Re: EQ 'Next'
Post by: Sky on January 28, 2014, 07:04:51 AM
I just have the crap Time-Warner cable package, but since I upgraded to a DOCSIS 3 modem it's been fairly decent. Not FIOS, but consistently twice as fast as the creaky old modem TW gives you.

http://www.amazon.com/gp/product/B007IMPMW4/

But if I move a mile down the road, I'm on dial-up.


Title: Re: EQ 'Next'
Post by: CaptainNapkin on January 28, 2014, 07:15:10 AM
I hope games don't start trending this way. I'm 1 mile from any real broadband service with Verizon, Comcast and ATT with all telling me there is no plan in the foreseeable future to extend service to my location. So I've been at the mercy of Clearwire, which has been decent enough for everything I do so far (streaming HD Netflix etc., gaming, Steam, Live) but I'm on living on the edge. While I might just squeak past the requirement for this, I'm sure my wife and myself playing at the same time would cripple us. Add to this the fact that future of my connection is entirely unknown since the purchase by Sprint. Luckily I don't care much about Landmark but Next does interest me and I hope it doesn't have similar requirements. I fear soon will be time to look into the pen and paper scene around here.


Title: Re: EQ 'Next'
Post by: PalmTrees on January 28, 2014, 09:41:48 AM
I think I can get 10 up where I live. It's listed as an option on my company's terrible website, with a "Now Available" tag. No clue how much more it will cost, as their terrible website isn't listing prices. I'd have to go up  3 tiers though and I'm already at 55/mo on the lowest. I've never been constrained so any upgrade would be a de-facto subscription (proabaly much more than another 15/mo) for Landmark/Next so this is game's probably a no-go for me.


Title: Re: EQ 'Next'
Post by: Numtini on January 28, 2014, 09:59:55 AM
Other things to contemplate. Is that 10mbps connection really being used up? If someone starts streaming a movie or dumps a big file into dropbox, will your game die? If someone else in the house plays are you really going to need that bandwidth? And what about customers that have very low data caps?


Title: Re: EQ 'Next'
Post by: Draegan on January 28, 2014, 10:23:59 AM
All of the sudden the lots of land on the far end of the realm are my valuable. No one around you to fuck with your bandwith!


Title: Re: EQ 'Next'
Post by: Sky on January 28, 2014, 11:49:46 AM
All of the sudden the lots of land on the far end of the realm are my valuable. No one around you to fuck with your bandwith!
Mirroring reality indeed (for cable networks, anyway).


Title: Re: EQ 'Next'
Post by: Signe on January 28, 2014, 12:28:04 PM
My sister has the 50/25 package from Fios.  She got it for 2 years at 60-some dollars.  For a tenner more you can get 75/35 but we couldn't find a reason for that much.  Even with all the illustration and art work she uploads, it's more than enough.  I did the speed test and it came up 58/31.  How nice!  Having said that, the last place I lived (also Fios), with the package that was one notch down the speeds were usually 15/9 or less.  So as I may be fine now, but say I was moving back to Shad Thames in London... no way ever would I get anything close to even a third of that!


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 28, 2014, 12:52:46 PM
Here's what I get in south London with BT Infinity, seeing as we're swapping numbers.

(http://www.speedtest.net/result/3265929426.png) (http://www.speedtest.net/my-result/3265929426)


Title: Re: EQ 'Next'
Post by: Ingmar on January 28, 2014, 02:54:43 PM
I live in the heart of Silicon Valley. There is no FiOS here, so it isn't just non-metro areas that are a concern. Last I checked Uverse (AT&T) was 3 Mbps upstream and Xfinity (Comcast) was 5, for their top consumer packages available here. Download speeds are of course much faster, so if they only care about that, then it's not completely insane. I assume they must mean download.

Comcast will give you 50/12 for ~$80/mo. (without phone or TV - cheaper if you bundle)

I have the same package, but business class (guaranteed bandwidth, no usage limit) for $110/mo.

I'm now 2 hours north of the bay area, but the same packages are available there.

Here's a 9:30pm speed test to a random shitbird ISP somewhat near me.

(http://www.speedtest.net/result/3264125781.png)

Yeah it looks like they upgraded the Burst! package to 10+ mid-last year. Still, I figure they must be talking downstream speed. Expecting people to have a $80+/month package would be a bit much.


Title: Re: EQ 'Next'
Post by: Signe on January 28, 2014, 04:41:35 PM
Here's what I get in south London with BT Infinity, seeing as we're swapping numbers.

(http://www.speedtest.net/result/3265929426.png) (http://www.speedtest.net/my-result/3265929426)

That's pretty awesome.  I did use a proxy to access American YouTube,  tv and films but even without that, my speed was abysmal.   I use a proxy now to access the BBC and other UK channels and stuff but it makes no impact at all from this direction as far as I can tell.  My biggest enemy with speed is my laptop.  For some reason it just slows up for no reason I can see.  I religiously disable processes I don't need, which helps a little, but it still slows up the longer I play a game.  Almost any game.  I just can't figure out why! 


Title: Re: EQ 'Next'
Post by: Venkman on January 28, 2014, 06:12:19 PM
The connection speed makes sense because with everyone being able to build, they can't store the locations in an art folder.

Second Life didn't need 10mb d/l (I'll just assume SOE means download only) and that was 10 years ago.

How fast one user's build progress is visible to another user is a design choice. 10mbps assumes SOE chose realtime or nothing. Seems a pretty high bar to set. Either they'll relax it to broaden the userbase or they made some tech choices before they realized how it would impact that userbase.

Elder Scrolls games have been the driving force behind 2 of my computer upgrades.
But you likely only needed to worry about finances in those cases, not limitations in your regional infrastructure.

Bandwidth is not something a lot of people have choice over. When broadband companies talk about "choice", outside of the major metro centers, a lot of the time that "choice" is made at the municipal level (Comcast gets the west half of the city, Cox gets the east). Yay, "choice". But on paper only.

The last time I had any choice over broadband was back when I lived in Manhattan, and that was when 2mbps was considered top end. Since then it's all be "bend over and take it" with the one cable company in the area, or choose to not have broadband. And the guys at Verizon laugh at me every six months when I ask if FIOS is ever company to my area.

Thankfully in order for them to retain a lock on the lines they installed, they need to offer just good enough service for the towns in the area to not complain about their near monopoly enough for the State to take notice.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 28, 2014, 06:29:53 PM
I think people are making a bit much out of the internet connection thing. To me it looks like they shot really high with the bandwidth requirements for two reasons:

1. They are going to have a lot of tracking stuff running during the alpha.
2. A high requirement leaves people no room to complain about lag during the phases where they are recording as much data from the clients as possible.


Title: Re: EQ 'Next'
Post by: Sky on January 28, 2014, 07:15:17 PM
Here's my basic Time Warner cable connection, such a cap on upload: 16Mbps down, .85Mbps up. And thats with a DOCSIS 3 modem, they hand out DOCSIS 2 modems.

Darniaq, I think you're still thinking too metro if you think there is more than one broadband option in small cities. We have Time Warner or Time Warner. And oddly one road with FIOS (they dropped it in the library when they were rolling through), but I don't think it's available residentially if you live on that road.


Title: Re: EQ 'Next'
Post by: Falconeer on January 28, 2014, 11:38:38 PM
This is my situation:

(https://dl.dropboxusercontent.com/u/3584773/Speed%20Testt.png)

9.64 MBps upload, a few inches short of the 10 MBps mark. They better don't fuck with me as this is pretty much the best consumer connection you can get in Italy without being a commercial company. Hope they will understand this (Meaning they would cut out this whole stupid country if this needed 10MBps upload).


Title: Re: EQ 'Next'
Post by: Rasix on January 28, 2014, 11:55:50 PM
(http://www.speedtest.net/result/3266881365.png)

Standard Comcast in southern AZ.  It has been upgraded over the years, but this is the regular base package.


Title: Re: EQ 'Next'
Post by: Fordel on January 29, 2014, 01:48:58 AM
(http://www.speedtest.net/result/3267029258.png)

 :why_so_serious:




I'm paying... 33ish dollars a month for that. I used to pay like 85 dollars when I was with Bell. I could triple my down like, right now, for 50 bucks one time fee, but my up would still be the same ass. I would need to drop another 150+ on a new modem for a up package in the 10 range. 300gig cap with a free zone from like 2am to 8am. 25/10 for 40ish a month with 50 activation and another 150 on the new modem.

Maybe when I decide to become a Twitch Superstar.


Title: Re: EQ 'Next'
Post by: Merusk on January 29, 2014, 03:47:39 AM
This is my situation:

(https://dl.dropboxusercontent.com/u/3584773/Speed%20Testt.png)

9.64 MBps upload, a few inches short of the 10 MBps mark. They better don't fuck with me as this is pretty much the best consumer connection you can get in Italy without being a commercial company. Hope they will understand this (Meaning they would cut out this whole stupid country if this needed 10MBps upload).

I'd worry more about the current trend of "North America only" before I'd worry about that.

My own test showed 1.5mbps down and .74 up last night. But I'm currently in an apartment and have only the time warner cable-free package for $35 so I expect it to be shitty like that.  At the house I had cincinnati bells fiber option and 20/15 that was really more like 18/ 13 on most days as I was near the end of the line.


Title: Re: EQ 'Next'
Post by: calapine on January 29, 2014, 03:55:45 AM
9.64 MBps upload, a few inches short of the 10 MBps mark. They better don't fuck with me as this is pretty much the best consumer connection you can get in Italy without being a commercial company. Hope they will understand this (Meaning they would cut out this whole stupid country if this needed 10MBps upload).

You are confusing Mb/s with MBit/s. Your upload speed is 77.12 MBit/s.

Here is mine:

(http://www.speedtest.net/result/3267265017.png)

Thats for € 23.70 monthly. For 10 € more I could upgrade to 30 Mbit down / 4 Mbit up, but thats the maximum available.

Question for the math inclined: "Faster than 51% of AT" means I am exactly in the average speed, right?


Title: Re: EQ 'Next'
Post by: Numtini on January 29, 2014, 04:10:39 AM
Quote
a lot of the time that "choice" is made at the municipal level (Comcast gets the west half of the city, Cox gets the east). Yay, "choice". But on paper only.

Just a note as a past member of the cable tv franchise commission. The choice is corporate, not municipal. Local governments get very little out of cable franchise agreements and would welcome multiple providers. The reality is that it's a natural monopoly and companies just aren't interested if there's already an incumbent provider. As a municipality, you are not allowed to negotiate on price or selection of services and you have almost no ability to refuse a franchise as long as they're capable of running one. The Mayor of Boston took to the press to try to shame FIOS into coming into the city and got nowhere--at the same time that FIOS was telling customers who called that it was the city government blocking them.


Title: Re: EQ 'Next'
Post by: disKret on January 29, 2014, 05:01:17 AM
Where did you get the "upstream" info?
They are only mentioning 10Mbits/s by default meaning download.


Title: Re: EQ 'Next'
Post by: Goreschach on January 29, 2014, 06:24:49 AM
9.64 MBps upload, a few inches short of the 10 MBps mark. They better don't fuck with me as this is pretty much the best consumer connection you can get in Italy without being a commercial company. Hope they will understand this (Meaning they would cut out this whole stupid country if this needed 10MBps upload).

You are confusing Mb/s with MBit/s. Your upload speed is 77.12 MBit/s.

Here is mine:

(http://www.speedtest.net/result/3267265017.png)

Thats for € 23.70 monthly. For 10 € more I could upgrade to 30 Mbit down / 4 Mbit up, but thats the maximum available.

Question for the math inclined: "Faster than 51% of AT" means I am exactly in the average speed, right?

No, Falc's upload is 9.64 Mbit. Mb is megabit, MB is megabyte. I don't know of any consumer isp anywhere that offers 77Mb/s upload. Maybe some places in Korea go up that fast, maybe?

As for your question? No, it isn't that simple. If your connection is faster than 51% of Austria, that means your connection is approximately median. Averages don't work that way.

Lets say that 90% of the people there had crappy connections, 1Mb or whatever. 10% have 10Mb. The average connection speed would be around 2Mb, even though 90% of people would not have a connection that fast. You can't really say much about average speeds in your region just from looking at that figure.

Anyway, the entire conversation is stupid. There is absolutely no way this game is going to use 10Mb/s upload. Someone just fucked up.


Title: Re: EQ 'Next'
Post by: calapine on January 29, 2014, 06:49:18 AM
No, Falc's upload is 9.64 Mbit. Mb is megabit, MB is megabyte. I don't know of any consumer isp anywhere that offers 77Mb/s upload. Maybe some places in Korea go up that fast, maybe?

Oh yes. Brainfart on my side, re-reading my own post I am not sure what I even meant anymore. Thanks.


Title: Re: EQ 'Next'
Post by: 01101010 on January 29, 2014, 07:15:00 AM
Not to mention net speeds also depend on traffic. Time of day is huge as I take a pretty large hit to speeds in the evenings till around 9-10pm.


Title: Re: EQ 'Next'
Post by: Signe on January 29, 2014, 07:30:26 AM
This morning (I usually play in the AM):

(http://www.speedtest.net/result/3267719067.png) (http://www.speedtest.net/my-result/3267719067)


Title: Re: EQ 'Next'
Post by: shiznitz on January 29, 2014, 07:38:14 AM
FiOS rocks, but we don't have it in our area yet.

My Optimum bandwidth rates are 15/5.


Title: Re: EQ 'Next'
Post by: InterSlayer on January 29, 2014, 08:36:26 AM
They're using a streaming client or something, so a lot of stuff gets cached and you don't have to reload it again.

It's entirely unoptimized, so... yeah. Gonna need a big pipe for the alpha.

The original EQ pushed the envelope back then too. Requiring a 3d card of some sort, a 28.8k modem instead of a 14.4k.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 29, 2014, 08:41:10 AM
My internet comes bundled with a nice broad HD package including HBO for $116 after the $20 in taxes and fees that get tacked on.

(http://www.speedtest.net/result/3267882780.png) (http://www.speedtest.net/my-result/3267882780)


Title: Re: EQ 'Next'
Post by: Sky on January 29, 2014, 09:00:51 AM
People need to stop bitching about Comcast.


Title: Re: EQ 'Next'
Post by: Hawkbit on January 29, 2014, 10:09:40 AM
People need to stop bitching about Comcast.

The issue with Comcast isn't the speed or tech, it's the service.  Beyond horrible.


Title: Re: EQ 'Next'
Post by: Paelos on January 29, 2014, 10:37:50 AM
Yep, than their bullshit bundles and jacked up pricing.


Title: Re: EQ 'Next'
Post by: Numtini on January 29, 2014, 10:56:18 AM
We have great service from Comcast. The only issue is cost, which is primarily coming from the cable networks not comcast, and that their pricing isn't transparent. If you can't get a price from someone when you're making an order, there's a problem.

Note: We don't have FIOS available here, but we're in a region with a lot of FIOS markets and IMHO everything vastly improved after they arrived.


Title: Re: EQ 'Next'
Post by: Hawkbit on January 29, 2014, 11:15:25 AM
I liked this url: http://www.washingtonpost.com/blogs/the-switch/wp/2013/11/01/seattle-mayor-i-have-comcast-and-i-would-like-better-service/

Comcast is the only company that when speaking to them I actually fully lost my shit.  After hours on the phone with them my brain became a composite of Private Pyle and something from Jacob's Ladder.  I really hope those recordings are not shared somewhere online.

They have a monopoly on this service in Seattle and they have no incentive to make it better.  The cable box UI is horrid, horrid coming from Uverse back in Ohio.


Title: Re: EQ 'Next'
Post by: Numtini on January 29, 2014, 11:27:15 AM
Ok, the Motorola boxes are terrible. We swapped over to a TIVO a few years ago.


Title: Re: EQ 'Next'
Post by: Ozzu on January 29, 2014, 12:01:54 PM
Updated requirements. Now only 3 Mbits required.  :why_so_serious:

https://www.eqnlandmark.com/news/eqn-landmark-alpha-system-requirements-january-23-2014-eql


Title: Re: EQ 'Next'
Post by: Sky on January 29, 2014, 12:08:06 PM
But T-W has all that stuff, with slower speeds. I pay $130/mo for DVR, HD, basic Internet, no movie channels or phone. Their customer service and price creep is so bad I cancelled for the summer a couple years back. It had crept to $180/mo and that includes the 'promotions' you have to call and beg for every six months or so in some demented sadistic ritual. It was going to bump to $220/mo and they stopped giving promotions, so I cancelled it (though I did get stuck with $55/mo Internet). Chick from the home office called me begging me to reconsider, but at that point fuck them.

And ye gods, the DVR UI. Keeps getting worse, not even sure how that is possible. I try to program through the web interface as much as I can.


Title: Re: EQ 'Next'
Post by: Paelos on January 29, 2014, 12:13:16 PM
Not surprising they'd back off the 10 thing.


Title: Re: EQ 'Next'
Post by: climbjtree on January 29, 2014, 03:02:42 PM
TimeWarner is kinda gargbage-ish.

(http://www.speedtest.net/result/3268725339.png)


Title: Re: EQ 'Next'
Post by: Xuri on January 29, 2014, 03:08:31 PM
What's with all the speedtests? Is there a prize? Can I join?

(http://www.speedtest.net/result/3268727516.png)


Title: Re: EQ 'Next'
Post by: Paelos on January 29, 2014, 03:08:43 PM
Mine's average for being in the middle of a financial center.

(http://www.speedtest.net/my-result/3268735722)


Title: Re: EQ 'Next'
Post by: Trippy on January 29, 2014, 03:30:36 PM
What's with all the speedtests? Is there a prize? Can I join?

(http://www.speedtest.net/result/3268727516.png)
Don't make my post my Google Fiber speedtest >.>


Title: Re: EQ 'Next'
Post by: March on January 29, 2014, 03:31:51 PM
I win.  I am on the information bicycle path.  Options? None.

(http://www.speedtest.net/result/3268759860.png)

In a pinch I use my cell phone hotspot for 5x faster speeds... but have to monitor the data cap.


Title: Re: EQ 'Next'
Post by: Venkman on January 29, 2014, 04:20:01 PM
Darniaq, I think you're still thinking too metro if you think there is more than one broadband option in small cities. We have Time Warner or Time Warner. And oddly one road with FIOS (they dropped it in the library when they were rolling through), but I don't think it's available residentially if you live on that road.

Nah, I said "major metro areas" because I've lived near a few smaller ones, sounds like similar to you. Most of my understanding of the metro areas come from people who live there, as I haven't lived in one myself since NYC almost two decades ago (damn I'm old). So definitely all anecdotal with a heavy dose of parroting seciond hand opinions :-) I merely assumed that someone cared to try and show choice by splitting a city between two operators. But Numtini's explanation pretty much dispels even that vague dream.

In general, there is no consumer choice.

Which is why assuming a minimum requirement that consumers can't control either implies SOE's demographic is purely major city dwellers, they didn't think it through, or they made some design choices they can't undo or some such.


Title: Re: EQ 'Next'
Post by: Tannhauser on January 29, 2014, 06:31:27 PM
(http://www.speedtest.net/result/3269007608.png)

Hmm that ping is higher than I expected. 


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 29, 2014, 07:30:47 PM
(http://www.speedtest.net/result/3269086009.png)

My upload is beefier than I remembered. Bet I am paying through the nose for that.


Title: Re: EQ 'Next'
Post by: Numtini on January 30, 2014, 03:54:06 AM
(http://www.speedtest.net/result/3269803176.png)

(http://www.speedtest.net/result/3269809207.png)

(http://www.speedtest.net/result/3269812403.png)

All within 5 minutes or so. Yesterday it was 50. Reliability is a wonderful thing.


Title: Re: EQ 'Next'
Post by: PalmTrees on January 30, 2014, 10:28:36 AM
(http://www.speedtest.net/result/3270685135.png)

Paying for 10/1 and getting that. Nice to know.


Title: Re: EQ 'Next'
Post by: Miasma on January 30, 2014, 04:03:03 PM
(http://www.speedtest.net/result/3271317995.png)

Postcount++?


Title: Re: EQ 'Next'
Post by: Venkman on January 30, 2014, 04:19:44 PM
Lol this thread is full of awesome.

Let's spend this page doing a week long average between peak, non-peak, weekday and weekend Mb/s  :grin:


Title: Re: EQ 'Next'
Post by: shiznitz on January 30, 2014, 04:44:45 PM
It is a thread of people pulling their virtual cocks out.


Title: Re: EQ 'Next'
Post by: Fordel on January 30, 2014, 05:24:12 PM
Mine is small and flaccid then  :sad:


Title: Re: EQ 'Next'
Post by: Cadaverine on January 30, 2014, 06:16:15 PM
Further proving that size matters.  :why_so_serious:

(http://www.speedtest.net/result/3271478080.png)


Title: Re: EQ 'Next'
Post by: Sky on January 30, 2014, 07:01:16 PM
Dat ping...


Title: Re: EQ 'Next'
Post by: Chimpy on January 31, 2014, 07:04:14 AM
Dat ping...

I think the units are wrong on the speed areas for him and it should be Kbps to be more in line with the ping. :why_so_serious:


Title: Re: EQ 'Next'
Post by: Signe on January 31, 2014, 07:07:01 AM
I have a pretty big penis in the morning.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 31, 2014, 07:37:50 AM
I have a pretty big penis in the morning.

I am strongly considering making this a signature.


Title: Re: EQ 'Next'
Post by: Falconeer on January 31, 2014, 10:46:09 AM
Quote
"It's official! EQN Landmark Alpha will begin TODAY! E-mails will be sent to Trailblazers and Explorers later on this evening with instructions for how to access Alpha (time is still TBD - watch your e-mails!). [Dexella]"

Expect :nda: kind of vague reports popping all over the internet very soon.


Title: Re: EQ 'Next'
Post by: Numtini on January 31, 2014, 11:15:07 AM
Quote
Expect NDA kind of vague reports popping all over the internet very soon.

There's an NDA on a paid beta?  :ye_gods:


Title: Re: EQ 'Next'
Post by: Paelos on January 31, 2014, 11:17:21 AM
There's an NDA on a paid beta?  :ye_gods:

Are you really shocked? Really?

Consider the company.


Title: Re: EQ 'Next'
Post by: 01101010 on January 31, 2014, 11:48:09 AM
No refunds I assume?  :uhrr:


Title: Re: EQ 'Next'
Post by: Threash on January 31, 2014, 12:52:27 PM
Why would anyone expect no NDA on an alpha? no matter the company, that is ridiculous.


Title: Re: EQ 'Next'
Post by: Signe on January 31, 2014, 01:27:23 PM
It was a kickstarter, no?  They would have debited your account right away, I think.  So, yeah, I'm sure there's no refunds unless you can't run it.  Someone said they'd refund you for that but I'm not entirely sure.


Title: Re: EQ 'Next'
Post by: Falconeer on January 31, 2014, 01:30:38 PM
Alpha FAQ. (http://www.eqhammer.com/article/eqn-landmark-alpha-test-faqs-everything-you-need-know-about-alpha)

Quote
SOE just announced the kickoff of the EverQuest Next Landmark alpha test, and already fans are taking to Twitter to ask questions. We’ve collected all the answers you need to know about alpha here in one convenient article, which will be updated as new information comes to light. You’re welcome!

- What is an alpha test?

Okay, so you’re not one of the people obsessively following Landmark. It’s cool - we all have to start somewhere. Alpha is an early testing stage in a game’s development that developers generally don’t grant public access to. Landmark is a different story.

- When does it start?

Alpha begins today for those who have purchased a Founder’s Pack or received a Founder’s Pack via a giveaway. Twitter announcements alluded to an alpha kickoff “later” today, which could mean this evening. You can watch SOE’s live stream event while you wait.

- How do I get in?

Look for an email later today. No specific time for the email will be given, and emails will likely be staggered to prevent server overloads, so just keep refreshing that inbox. If your friend happened to receive an email earlier than you, don’t fret - yours is probably still queued.

- Is there an NDA?

Yep. As much as you’ll want to, you can’t talk about your Landmark experience.

- Can I still buy a Founder’s Pack and get into alpha?

Yes. There’s currently no cut-off on Founder’s Pack sales. Be aware, though, that if you purchase a Founder’s Pack today you won’t likely have your invite email until tomorrow. However, you’ll still have access to alpha! Your account will be flagged and you’ll have to head to the official Landmark alpha forums (you may have to log out, clear your cache, and log back in again to see the alpha forum.)

- I got this key from PC Gamer...

That’s cool. Unfortunately, your PC Gamer key won’t get you into alpha. They’re for closed beta, which is expected to kick off on or before March 31st.

- What are the system requirements again?

Here they are. (http://www.eqhammer.com/news/system-specs-landmark-alpha)

- Ouch. Not sure my PC can take it. What if I can’t play?

SOE has promised to give you a refund. You’ll need to contact customer service.

- What’s your source for all this information?

We have a team member at the press event in San Diego at the moment. Also, it was all confirmed on Twitter.


Title: Re: EQ 'Next'
Post by: Pennilenko on January 31, 2014, 01:35:34 PM
No refunds I assume?  :uhrr:
(https://dl.dropboxusercontent.com/u/868747/Full%20Refund.JPG)


Title: Re: EQ 'Next'
Post by: Chimpy on January 31, 2014, 03:27:24 PM
Why does the "collapse" button under his comment make me chuckle so much?


Title: Re: EQ 'Next'
Post by: Falconeer on January 31, 2014, 03:56:17 PM
Live streaming of the alpha launch celebration starting in 5 minutes started. (http://www.twitch.tv/eqnlandmark)


Title: Re: EQ 'Next'
Post by: 01101010 on January 31, 2014, 04:10:41 PM
So alpha is the new beta?  :why_so_serious:


Title: Re: EQ 'Next'
Post by: Ingmar on January 31, 2014, 04:39:16 PM
So, if someone paid to get in and they get banned for violating the NDA, what happens? Besides epic Twitter shitstorm directed at SOE.


Title: Re: EQ 'Next'
Post by: Merusk on January 31, 2014, 04:57:24 PM
So alpha is the new beta?  :why_so_serious:

No, pre-design is the new beta because the gaming public is already paying to get in on that via Kickstarters.


Title: Re: EQ 'Next'
Post by: Paelos on January 31, 2014, 05:09:00 PM
So, if someone paid to get in and they get banned for violating the NDA, what happens? Besides epic Twitter shitstorm directed at SOE.

Nothing, because I'm sure the EULA and NDA have language in there about beta access being subject to rules. When you paid and signed up you agree to those rules.


Title: Re: EQ 'Next'
Post by: TripleDES on January 31, 2014, 05:29:10 PM
I'm watching that stupid Twitch feed. What is this? SecondLife in knights armor and fancy dresses?

Oh god, I can see it already, a hellish grind to earn three Lego blocks, alternatively pay out of your nose for it.


Title: Re: EQ 'Next'
Post by: Bzalthek on February 01, 2014, 12:46:58 AM
I am such a fucking whore.


Title: Re: EQ 'Next'
Post by: Bhazrak on February 01, 2014, 02:26:49 AM
Been watching a stream for about 45 minutes showing it off, and Smedley's been in it off and on, or at least someone posing as him. He said he didn't mind the guy streaming and that the NDA is going to be short lived.

I'm tempted to get it just to run around in the environments... the more I watch it the more I love the looks of it.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 09:14:29 AM
NDA and all, but I think it's safe to say that SOE has a winner this time. Can't even think of a way they can fuck it up at this point.


Title: Re: EQ 'Next'
Post by: Paelos on February 01, 2014, 09:52:06 AM
NDA and all, but I think it's safe to say that SOE has a winner this time. Can't even think of a way they can fuck it up at this point.

Dude, seriously? SOE can fuck up anything. I mean that's a bold claim.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 10:18:57 AM
You are right, and after I wrote it I started thinking of noble ways to ruin it. I'd say they have two major options: 1) not adding the right features. The core is amazing but it needs content. And 2) doing RMT wrong.


Title: Re: EQ 'Next'
Post by: Chimpy on February 01, 2014, 10:25:12 AM
You are right, and after I wrote it I started thinking of noble ways to ruin it. I'd say they have two major options: 1) not adding the right features. The core is amazing but it needs content. And 2) doing RMT wrong.

Both of which Sony is perfectly capable of screwing up on.


Title: Re: EQ 'Next'
Post by: MediumHigh on February 01, 2014, 10:28:40 AM
Its Falc he is bound to like it even if the game design is from a MUD made in 1995.


Title: Re: EQ 'Next'
Post by: Paelos on February 01, 2014, 10:42:15 AM
I like Falc's optimism on this. It does seem like an innovative idea to some degree, with some base in the old guard. I think that's how we're going to get innovation on these games, by adding features onto the model.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 10:54:23 AM
Just to clarify: I am talkingabout EQ Landmark, not EQ Next. In Landmark there won't be much to do other than gathering, crafting and building, so if you nail down those things in an amazing good looking engine, and in a massively multiplayer shared environment, you have done well. Not easy to screw it, seriously. Worst it cazn happen is some people just won't find a reson to play it. But that is true for Minecraft too, so...


Title: Re: EQ 'Next'
Post by: Numtini on February 01, 2014, 12:50:40 PM
I'm pathetic and 59.95 poorer.


Title: Re: EQ 'Next'
Post by: Miasma on February 01, 2014, 01:42:55 PM
Tell us how it goes.

Honestly if I had any interest in building stuff minecraft style I'd have bought it too.


Title: Re: EQ 'Next'
Post by: disKret on February 01, 2014, 01:44:23 PM
I'm pathetic and 59.95 poorer.

Curiosity is not a cheap bitch.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 05:15:37 PM
(Alpha) Launch was so good that NDA has been lifted.

(https://dl.dropboxusercontent.com/u/3584773/EQL%20NDA.png)


EDIT: It is interesting to note that the game IS full of bugs and glitches, as expected from an alpha build, and there's very little content and features. Some of the bugs are game breaking, like disappearing starter tools and vanishing claim banners (so people can't claim their piece of land anymore), not to mention packed servers, queues, lagged chat, random teleports and crashes, and no tutorial whatsoever telling people how to claim land in already overcrowded spaces. Still, I agree with Georgeson, this is a success.


Title: Re: EQ 'Next'
Post by: 01101010 on February 01, 2014, 05:20:10 PM
(Alpha) Launch was so good that NDA has been lifted.

(https://dl.dropboxusercontent.com/u/3584773/EQL%20NDA.png)



Jesus what a farce. SoE, never change you sweet sweet company.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 05:26:34 PM
(https://dl.dropboxusercontent.com/u/3584773/EQL%20NDA%202.png)


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 01, 2014, 05:38:32 PM
I have been playing this.

It seems to involve a hell of a lot of mining and wood chopping. Maybe that was to be expected.

I like the way you can be mining some iron and you discover some silver beneath the iron so you dig that out too and you end up in such a deep hole that you then have to dig a tunnel out. I'm pretty sure you could tunnel through a mountain if you really wanted to.

I'm going to work on some sort of tower but you can set your claim - the area you own and are allowed to build on - partly below ground if you like, so there's scope for people to make small dungeons or maybe a wine cellar for their wizard's tower.

Right now there aren't any real structures to see. I've come across the foundations of buildings and steps that don't actually lead anywhere, but nothing that really looks like a structure, even in skeleton. I guess the servers have been up for less than 24 hours so that's to be expected. People seem to be concentrating on gathering resources and making tools and crafting stations at the moment. I'm looking forward to seeing what people make when buildings start to take shape.

One thing I didn't expect is that you can also craft a few magic items for your character too at this point, such as rings to increase their running speed etc.


Title: Re: EQ 'Next'
Post by: Venkman on February 01, 2014, 05:46:51 PM
Well heck, maybe I will buy this ahead of time after all.

Edit: Oh so very typical. I swear, SOE is like the Nth degree of the "fool me once" phrase. Of fuckingcourse the first time I'd ever even considered impulse-buying a freakin' alpha is when their auth servers are hosed.

Yes yes, I see the twitter posts above. Or, now I do anyway...


Title: Re: EQ 'Next'
Post by: Threash on February 01, 2014, 06:07:25 PM
Well heck, maybe I will buy this ahead of time after all.

Edit: Oh so very typical. I swear, SOE is like the Nth degree of the "fool me once" phrase. Of fuckingcourse the first time I'd ever even considered impulse-buying a freakin' alpha is when their auth servers are hosed.

Yes yes, I see the twitter posts above. Or, now I do anyway...

I got in right in time for the server outage.


Title: Re: EQ 'Next'
Post by: Falconeer on February 01, 2014, 06:18:52 PM
Looks like they are gonna be back up in two hours. They are being hammered. Rumor went instantly out that the thing is good and too many accesses have been suddenly granted.

EDIT: Funny thing is the game will be free to play, and the Explorer Pack (60 dollars) doesn't really give you anything valuable other than early access to alpha.


Title: Re: EQ 'Next'
Post by: Threash on February 01, 2014, 06:30:45 PM
Yes, thank you for the reminder.


Title: Re: EQ 'Next'
Post by: Signe on February 01, 2014, 06:53:44 PM
I made a character.  I don't know what server I'm on because it kept flipping back to the first one even though I was trying for the second one.  Sometimes the "play" button after the login screen doesn't do anything but sometimes it does.  It's always a surprise.  Most of the terrain is just dark although when I first started it was choppy but eventually the terrain would show up.  It's stopped showing up.  :(  The little gear that shows things are loading (I guess) stays on constantly now and even though I'm moving forward, my character looks as if it's just jumping up and down.  So many claims were staked that I couldn't find one so I just kept running about and planting my flag anywhere until I got lucky.  Well, lucky in the sense that I found a place but since everything is so dark I have no idea what sort of ground it's on.  I think I might have a tree and a rock.  Not sure.  Even though I'm moving it doesn't show up in map mode although I can see other peoples arrows moving about.  I also seem to be permanently an ugly shade of blue even though I started out as a white girl with blond hair.  Whatever.

Other than that, hey, having a nice time playing Blackguards.   :grin:


Title: Re: EQ 'Next'
Post by: Nonentity on February 01, 2014, 09:16:52 PM
I've spent entirely way too much time playing this.

Initial impressions are that their engine is really fucking cool. I see now why they have the super ridiculous bandwidth requirements on the alpha, it's constantly having to load both the heightmap + any geomod anyone has done on the heightmap. It actually makes me quite excited for EQ Next when most of that will be relatively static for the most part.

No caverns or water yet, only desert and forest biomes.

It's sort of like the mining, house building and tiering up parts of Terraria/Starbound without any of the combat (yet).

Few things:

- It's not immediately apparent what 'tier' of zone you're in. You can run to the wizard spire and choose one of the Tier 1 zones if you're not finding any copper.

- Good luck finding an empty claim in any of the Tier 1 zones. You'll have better luck heading into Tier 2 or Tier 3 zones and just heading any direction away from the spire.

- REMEMBER WHERE YOUR CLAIM IS. There's no immediate way of telling what zone your claim is in. I'm in Courage, Scarp (Tier 3) - once you zone in, you'll be able to filter out your claim on the map.

- You can hit esc and click 'return to surface' if you dig yourself into a big crazy hole.

- Craft the grapping hook as soon as you can. You equip it on your paperdoll and press E to shoot out a grappling hook and zip around. The range is pretty short on the starter bronze one, but if you pick and direction and sort of drag yourself along the ground with it, it helps travel speed.


Title: Re: EQ 'Next'
Post by: Simond on February 02, 2014, 03:11:11 AM
NDA in place:
There's an NDA on a paid beta?  :ye_gods:

Are you really shocked? Really?

Consider the company.

NDA dropped:
(Alpha) Launch was so good that NDA has been lifted.

(https://dl.dropboxusercontent.com/u/3584773/EQL%20NDA.png)



Jesus what a farce. SoE, never change you sweet sweet company.

 :why_so_serious:


Title: Re: EQ 'Next'
Post by: Falconeer on February 02, 2014, 04:12:49 AM
Anyway, not trying to make this epic or paint them as heroes or anything, but servers haven't been working properly since the moment they dropped the NDA about 10 hours ago. As a result, a bunch of them is still holed up in the office there in California as I type this (4am there), specificall Georgeson and Michaels (the leads), plus Gray, Klug, and Pettigrew. They have been at work for 20 hours straight and publically declared they are not going home until they bring the servers back up. And it's only alpha. Must at least appreciate their dedication and transparency (since everything is going live on Twitter). Even if it is only just an act to win customers' love back after all these years of SOE hating, can't say it's not appreciated.


Title: Re: EQ 'Next'
Post by: Bzalthek on February 02, 2014, 07:42:32 AM
I like Georgeson.  I dunno why, but he's pretty much the sole reason I paid any attention to this and continue to do so.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 02, 2014, 07:57:30 AM
When you load up the Alpha client for the first time, the first thing you see is a video of Georgeson explaining what an Alpha is, lowering expectations and smiling a lot. It's a pretty good way of doing things.


Title: Re: EQ 'Next'
Post by: Numtini on February 02, 2014, 08:02:54 AM
They're really being rather upfront about what is going on and what went wrong. More detail than you usually get. Apparently the disappearing claims and such were island servers crashing and the world server creating a new island and exiling the old one with everyone's stuff to the void.


Title: Re: EQ 'Next'
Post by: Pennilenko on February 02, 2014, 10:20:09 AM
At least they are getting server stabilization out of the way early.


Title: Re: EQ 'Next'
Post by: Falconeer on February 02, 2014, 11:23:24 AM
(https://dl.dropboxusercontent.com/u/3584773/EQL%20Rares.png)

 :heart:

Nothing really new here but believe me when I say that tunneling has never been so much fun. My only gripe is that land starts healing itself in about twenty minutes so when you are somewhere deep down in the hole mining your way to the centre of Earth, the tunnel begins closing up behind you. Not a big deal since you can emerge with just a click, but it kills the epic scope of some serious spelunking. Here's hoping there will be different areas with different heal times.



EDIT: A rundown of what is coming. (The NDA at the bottom is not valid anymore as you know).


(https://dl.dropboxusercontent.com/u/3584773/EQL%20Coming%20Soon.png)


Title: Re: EQ 'Next'
Post by: Nyght on February 02, 2014, 11:50:31 AM
That list just makes me sad.

So.. combat progression along with crafting progression? Best materials in higher tiers areas?

Groundbreaking..  :oh_i_see:


Title: Re: EQ 'Next'
Post by: shiznitz on February 02, 2014, 12:42:33 PM
There was never any reason to expect anything different.


Title: Re: EQ 'Next'
Post by: Numtini on February 02, 2014, 12:51:21 PM
I think they want there to be some kind of game. The materials progression isn't really that different from Minecraft when you get down to it. At least in a few hours of alpha it doesn't seem particularly oppressive. It just gives you something to work on. If anything, it needs more game. I have no idea what they have in mind, but this just cries out for community progression/goals in the manner of ATITD.


Title: Re: EQ 'Next'
Post by: Falconeer on February 02, 2014, 01:12:28 PM
I think you are just reading it wrong. The thing you have in mind (and complaining about) is EverQuest Next. The hazards, combat and things they are talking about should be minor, like the creeps you find in Minecraft, Terraria, Starbound and the likes. They should be an aspect of the whole, not a wall to climb.

EDIT: What Numtini said.


Title: Re: EQ 'Next'
Post by: TripleDES on February 02, 2014, 02:53:15 PM
My only gripe is that land starts healing itself in about twenty minutes so when you are somewhere deep down in the hole mining your way to the centre of Earth, the tunnel begins closing up behind you.
That's fucking stupid. How are you going to run an old school mining operation with several floors of tunnels?!


Title: Re: EQ 'Next'
Post by: Bzalthek on February 02, 2014, 03:13:47 PM
It doesn't heal on your claim, only in public areas.

Of course, that's if you can find a claim.  I just ran across half of one server, everyplace is an invalid location as it overlaps other big squares.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 02, 2014, 03:23:47 PM
You don't have to run around - once you are in an island you can call up the map and you'll see where other claims are and where you can build. It's not very intuitive but the information is there.


Title: Re: EQ 'Next'
Post by: Falconeer on February 02, 2014, 03:24:42 PM
The overlapping doesn't matter, or at least it is misleading. All that it matters is that the CENTER of your claim (not the larger, white buffer area) is outside of someone else's area. I don't doubt you, I am sure things are much worse today than they were yesterday, but there's a lot of misconception about where you can or can not place a claim. Open the map, use the "no permissions" filter and look for any free square small enough to host the smaller square of your claim, not the larger border. Or, just zone to some other zones, since the server keeps creating new ones as the old ones fill up there has to be some free space somewhere.

And no, running around trying to plant is just crazy. You HAVE to use the map and just head for a place that looks valid. That's the only way. Running around and trying will get you nowhere, while the map (with all the zooming, panning and filtering), make it pretty easy.


Title: Re: EQ 'Next'
Post by: Bzalthek on February 02, 2014, 03:36:21 PM
It's kinda refreshing knowing you guys think I'm a blathering idiot.  I used the map, I skimmed around, I adjusted angles.  There are a few slivers that are "open" but they're on the very edge and still don't workj.  I know the centers are supposed to be the important bits, but any overlapping of the big boxes and my center piece is highlighted red and I get an invalid claim response.

Doing some research it looks like there is a bug where some people experience claims persisting from island to island, and thus everything is hyperclaimed.  I've tried relogging, which was a supposed fix, but this was not the case (the first time).  I'm in queue again, so we'll see how it goes.

Mind you I'm not complaining, just stating my experiences.  I'm in no rush here, just taking my time.


Title: Re: EQ 'Next'
Post by: Signe on February 02, 2014, 03:52:43 PM
I'm sorry to disappoint you but I don't think you're a blathering idiot.  Or even a blithering one!  I'm probably going to let this go for a bit until the queues and plots and strange dark terrain is sorted.  And the fact that every person, including myself is blue with silver hair.  Weird.  There really isn't a rush.  I did find a plot not far from the big shiny place.  I have no idea how it got missed because it's a short distance from that big shiny place and it even has like stuff on it!


Title: Re: EQ 'Next'
Post by: Threash on February 02, 2014, 04:52:08 PM
All im getting is a black screen and UI, is this normal?


Title: Re: EQ 'Next'
Post by: Pennilenko on February 02, 2014, 05:11:42 PM
Servers are down.


Title: Re: EQ 'Next'
Post by: tmp on February 02, 2014, 05:12:53 PM
Does anyone have any good screenshots of dick forests, yet? :why_so_serious:


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 02, 2014, 05:19:42 PM
It's kinda refreshing knowing you guys think I'm a blathering idiot.  I used the map, I skimmed around, I adjusted angles.  There are a few slivers that are "open" but they're on the very edge and still don't workj.  I know the centers are supposed to be the important bits, but any overlapping of the big boxes and my center piece is highlighted red and I get an invalid claim response.

Doing some research it looks like there is a bug where some people experience claims persisting from island to island, and thus everything is hyperclaimed.  I've tried relogging, which was a supposed fix, but this was not the case (the first time).  I'm in queue again, so we'll see how it goes.

Mind you I'm not complaining, just stating my experiences.  I'm in no rush here, just taking my time.

I just assume everyone shares my general level of incompetence.

Servers are back up by the way!


Title: Re: EQ 'Next'
Post by: TripleDES on February 02, 2014, 06:32:20 PM
It doesn't heal on your claim, only in public areas.
I'm not playing it (yet?), so I don't know how large a claim is, but I'd wager if you're roleplaying some mining operation, the tunnels would be crossing into public land pretty quickly. Since there's no elevators, you'd have to dig a spiral or stairway into the ground, which would probably take up a lot of your claim in the X-Y directions.


Title: Re: EQ 'Next'
Post by: Bzalthek on February 02, 2014, 06:35:45 PM
Well, you don't have a huge depth in your claim.  It's roughly twice the width/length and you can adjust the height as you (attempt) to claim an area.  So it won't be far until you reach public space again.

Some people are reporting land healing on their claims too, so it may be that either they changed their mind since they did the video or it's bugging out for some people.


Title: Re: EQ 'Next'
Post by: Numtini on February 03, 2014, 04:20:37 AM
Quote
Some people are reporting land healing on their claims too, so it may be that either they changed their mind since they did the video or it's bugging out for some people.

After the long downtime, there were some issues and they reset the land to the default.


Title: Re: EQ 'Next'
Post by: MrHat on February 03, 2014, 06:09:50 AM
I don't understand how providing "nearly" all F2P purchases that can also be obtained through gameplay is different or good guys?


Title: Re: EQ 'Next'
Post by: Falconeer on February 03, 2014, 06:49:26 AM
I think the reasoning is that, even if this game is not competitive, anything that is "pay2win" is bad -EVIL RMT-, while anything that is "pay2gofaster" is supposed to be -GOOD RMT-. I read that statement as: "in our game real money will only allow you to get somewhere faster, but there won't be anything you can't get anyway just by playing the game for free".


Title: Re: EQ 'Next'
Post by: Nyght on February 03, 2014, 06:59:32 AM
I think the reasoning is that, even if this game is not competitive, anything that is "pay2win" is bad -EVIL RMT-, while anything that is "pay2gofaster" is supposed to be -GOOD RMT-. I read that statement as: "in our game real money will only allow you to get somewhere faster, but there won't be anything you can't get anyway just by playing the game for free" if you put in thousands of hours.

fixed


Title: Re: EQ 'Next'
Post by: Falconeer on February 03, 2014, 07:06:23 AM
Yeah, absolutely. That said, I personally think it's an OK method. And I am not even referring to EQ Landmark since we don't know if that is what they will go with, but this is the trend recently and I like it.

I mean, these games are not made for free. They cost money to make and maintain. And still you get to play them for free if you want, and have access to everything. Sure, you have a slow-ass mule that covers a hundred miles in two days instead than a car ride that would take two hours? Big deal! It is FREE. Would you rather walk?


Title: Re: EQ 'Next'
Post by: Nyght on February 03, 2014, 07:13:06 AM
I am not really complaining although I am not so enamored by this approach, as long as it is transparently so and not buried beneath a dung hill of marketing BS.


Title: Re: EQ 'Next'
Post by: Numtini on February 03, 2014, 07:18:09 AM
I have no idea how Rift is doing in the $$, but the balance between buying gear and earning it is pretty reasonable. I'm a few hundred HP short for joining my guild on the 10 man raids and need one more piece of "expert" gear. I can either do the solo chronicle for the next week, I can do two or three expert dungeons, or I can cough up -- it's like $5. I think they do a great job with the balancing. It doesn't feel like its wretched misery to earn gear and that also means that it doesn't feel like a cheat to buy it because you're not avoiding that much "grind" and it's not a whole lot of money in the first place. I've just been doing the daily chronicle and jumping into dungeons, but if I'm online and they're like "Hey Kathy, we need one more for..." I'm probably going to fork over $5 to hop into it.

SOE isn't Trion though and while I think they're earning back a lot of community goodwill so far with Landmark, but they have a long history of fucking up F2P models. They're the kind of company where you worry someone is going to issue an edict to take 2 hours to chop a tree unless you buy the $50 axe.


Title: Re: EQ 'Next'
Post by: MrHat on February 03, 2014, 07:24:07 AM
I think the reasoning is that, even if this game is not competitive, anything that is "pay2win" is bad -EVIL RMT-, while anything that is "pay2gofaster" is supposed to be -GOOD RMT-. I read that statement as: "in our game real money will only allow you to get somewhere faster, but there won't be anything you can't get anyway just by playing the game for free" if you put in thousands of hours.

fixed

Exhibit A: Dungeon Keeper (iOS)

https://www.youtube.com/watch?v=GpdoBwezFVA


Title: Re: EQ 'Next'
Post by: Threash on February 03, 2014, 08:56:18 AM
It looks like the entire map is covered in claims, can you just drop another one on top of them?


Title: Re: EQ 'Next'
Post by: Wasted on February 03, 2014, 09:59:49 AM
I can't even get the game to load properly, can't get past character create/server log-in.  I'll wait a few more days or so but will probably get a refund, don't know why I thought I needed to be an early adopter in this shit.


Title: Re: EQ 'Next'
Post by: Numtini on February 03, 2014, 10:06:32 AM
Quote
It looks like the entire map is covered in claims, can you just drop another one on top of them?

No, you have your little claim and then there's a bit of space between your claim and where the closest one can be.

There's two things going on. First, it is full. Second, while there are probably two or three possible places on each island, if you port to a different island, your map will show all the claims on that island and on all islands you've been on. So you need to log out and back in.

Supposedly a new server just went online and two more are on the way. If you believe twitter.


Title: Re: EQ 'Next'
Post by: Falconeer on February 03, 2014, 10:14:50 AM
I just logged in and found myself on Pingo (it's the name of an island on the Courage server). There's definitely some space to place a claim along the edges. If you can't find anything better go there.
Also, no queues right now and the game is working fine so I am sorry for your issues Wasted, I'd say that's typical unoptimized alpha bullshit.


Title: Re: EQ 'Next'
Post by: Wasted on February 03, 2014, 10:24:02 AM
I'm trying to be patient and diligent and search for answers on the forums etc but in a normal Alpha I wouldn't have paid $100 for the privilege of this headache.  I've submitted a ticket so I'll probably judge how much more effort I put in by how they respond.  I seems to be a problem with my video card as much as I can see, its having all sorts of problems with the game and I can't even change the resolution or move from windowed to full screen without the client crashing.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 03, 2014, 10:37:25 AM
- Craft the grapping hook as soon as you can. You equip it on your paperdoll and press E to shoot out a grappling hook and zip around. The range is pretty short on the starter bronze one, but if you pick and direction and sort of drag yourself along the ground with it, it helps travel speed.

This is really good advice.


Title: Re: EQ 'Next'
Post by: Falconeer on February 03, 2014, 01:43:05 PM
This is my piece of land. Hard not to feel proud about it. If anything, this game wins (and will win) because it makes you feel incredibly attached to your plot and whatever you'll be able to build on it. It's UO+SWG plus the digging that didn't exist there. Every aspect of it, in my opinion, so far is a lot of fun. And the sense of achievement that comes with customizing your little corner of the world is, well, huge.

I also tried to show the size of the islands and how your stuff shows up in the general map for everyone to see, even if they are not close to where you are.


(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/001.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/002.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/003.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/004.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/005.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/006.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/007.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/008.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/009.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/010.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/011.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/011b.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/012.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/015.jpg)

(https://dl.dropboxusercontent.com/u/3584773/Landmark%20screens/017.jpg)


Title: Re: EQ 'Next'
Post by: Simond on February 03, 2014, 02:52:27 PM
Well crap now I want to play Minecraft some more.


Title: Re: EQ 'Next'
Post by: Signe on February 03, 2014, 03:00:42 PM
Did you move plots?  I thought you were more north than that.  Right now my plot is nearly straight north and a wee bit east on Courage- Drift, because my first plot disappeared and when I went back to it someone had already taken it)  and has a bit of a mountain side and some trees and rocks.  It's pretty close to lots of trees though but I seem to be mostly a dirt farmer.  I had to take a screenshot so that I'd be able to locate it again... lets see if that works.  Finding a plot was much easier this time because the Drift island was much less crowded.  I still don't see how groups or friends will be able to have their plots next to each other or even on the same island.  It just doesn't seem to be made for that.  At least not yet.  We'll have to be quick or after the wipe or we'll all end up with dirt farms!  The performance of the game is still pretty crap but way less crappier than yesterday.  Everyone isn't just blue skin and silver hair anymore but it's very very laggy even when it says it's not.  Sometimes I dig dirt and it shows up a couple seconds later.  My kit is over the recommended requirements and when I get a proper desktop it'll be even better.  I hope.  I'm sure it'll keep improving now though, too.  


Title: Re: EQ 'Next'
Post by: Falconeer on February 03, 2014, 03:11:32 PM
I am at the extreme northeast of Crest, but I turned the map around to take the screenshot. I wanna visit your plot. Too bad there's no social tools at all yet.


Title: Re: EQ 'Next'
Post by: Venkman on February 03, 2014, 06:08:47 PM
Well crap now I want to play Minecraft some more.

heh, yea, when my impulse purchase of this was foiled, I went to my MC server and finished my youngests' version of Ana's castle from Frozen, complete with toggle-able ice rink :-)

But dammit if Falc's screenshots don't want me to hit my head against the wall try and buy this alpha again. And dammit further that being unable to buy a freakin' alpha isn't also making me channel all types of "it was much worse in the old days" feelings. Heck, this looks playable at least. Unlike SWG on launch day, or AO on launch month, amirite?  :lol:


Title: Re: EQ 'Next'
Post by: Numtini on February 03, 2014, 06:16:10 PM
For those of you wanting to camp land, new server coming online tonight. Probably in about an hour when the downtime is over.


Title: Re: EQ 'Next'
Post by: Margalis on February 03, 2014, 07:53:07 PM
My understanding of Minecraft is that a lot of people end up playing in creative mode. I wonder what that means for something that needs to stay gamey?


Title: Re: EQ 'Next'
Post by: Felmega on February 03, 2014, 08:26:27 PM
According to Davey G's twitter account:

"Omg. Found issue. Long explanation. Will post on forums soon." - 8:14 pm


Title: Re: EQ 'Next'
Post by: Rendakor on February 03, 2014, 09:34:00 PM
My understanding of Minecraft is that a lot of people end up playing in creative mode. I wonder what that means for something that needs to stay gamey?
I've played several hundreds of hours of Minecraft and never once touched creative mode.


Title: Re: EQ 'Next'
Post by: Bzalthek on February 04, 2014, 12:14:45 AM
There are many different subgroups.  You have the creative types, the recreative types (let's build a scale model of...), the survivalists, the hardcore survivalists, the communal builders, the "look at my stuff" multiplayer only type, the mod hunters, etc etc.  It should also be noted that streamers for minecraft (and there are many successful ones) almost never do creative.

As for landmark; I have an iron pick!  I haven't been so excited for a noobie item since langseax in EQ to fight off those damn wandering ghouls.


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 03:28:08 AM
Landmark is going to be 64 bit only. (https://forums.station.sony.com/eqnlandmark/index.php?threads/we-are-a-64-bit-os-game-officially.9497/)


Quote
Hey folks,

It's just not realistic for us to pursue 32-bit OS any longer.

Landmark (and EQN) will be 64-bit OS games *only*.

If your machine is a 32-bit OS and you purchased a Founder's Pack, then you only have two options:
a) Upgrade
b) Request a refund from Customer Service

We're sorry, but it's just not technically feasible for us to pursue 32-bit OS any longer. We apologize for the disappointment should you choose to not upgrade.


Title: Re: EQ 'Next'
Post by: Malakili on February 04, 2014, 03:34:17 AM

I also tried to show the size of the islands and how your stuff shows up in the general map for everyone to see, even if they are not close to where you are.



Looking at the map pictures in there it seems like the "world" or "island" or "area" or whatever they are called you are in is a giant cube.  Can you dig all the way to the bottom of it, hollow out tunnel systems, etc?


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 03:42:04 AM
They said they look like cubes now but since they realy want those to be islands they will eventually get some less ridiculous shape. That said, you can dig vrazy deep in it, they are talking about putting some rare resources beyond the 100m deep mark. The disappointing part though, as noted before, is that the land starts healing itself after about 30 miuntes, so when you are digging tunnels and all, the path behind you begins to fill up eventually. I can't see how they could work around it, considering the same space and resources are shared by thousands of people if the land didn't heal there would be nothing left to mine in a couple of days, but it is still quite sad. Especially because tunneling is a real pleasure, the way the caves look and twist while you are at it is so damn satisfying.

Good thing they announced underground biomes and other things to dig for and find deep under the surface.

In the meantime, a post on the State of the Alpha (https://forums.station.sony.com/eqnlandmark/index.php?threads/state-of-the-alpha-2-3-14.9420/) announcing drastic changes to the claim interface to make it super easy to spot available land.


Title: Re: EQ 'Next'
Post by: Malakili on February 04, 2014, 03:48:54 AM
The disappointing part though, as noted before, is that the land starts healing itself after about 30 miuntes, so when you are digging tunnels and all, the path behind you begins to fill up eventually.

What about on your own plot?


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 04:02:40 AM
On your own plot things stay the way you make them so yes the answer is yes you can build underground and make as many tunnels or anything you want, underground chambers, dungeons, you name it. The freedom you have on your own plot is amazing. The only problem is that your plot is a parallelepiped roughly 60 meters high (200 feet). When you claim a piece of land you place the "cube" not just somewhere on the ground, but you also decide its vertical and bottom border, so you can put it mostly underground, mostly overground and so on.

So, if for example you decide to place your claim with 90% of its shape underground, you still wouldn't be able to go build permanent structures deeper than 180 feet. (The 200 feet height is my estimation, no idea if that is accurate).


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 04, 2014, 04:05:57 AM
I also tried to show the size of the islands and how your stuff shows up in the general map for everyone to see, even if they are not close to where you are.

Looking at the map pictures in there it seems like the "world" or "island" or "area" or whatever they are called you are in is a giant cube.  Can you dig all the way to the bottom of it, hollow out tunnel systems, etc?

The long term aim also is that the higher-tier minerals will be down far below the earth. You'll also have tools which allow you to dig down far more quickly than pickaxes do (but unlike pickaxes, they won't actually collect minerals for you - they just make a hole quickly).

At the moment you have tier 1 islands with tier 1 minerals near the surface, tier 2 islands with tier 2 minerals near the surface etc. Sometimes the minerals are below ground but not by more than maybe 25 feet I guess (I'm guessing that by assuming my character is about 6 feet tall).

But eventually you'll get one type of island with tier 1 minerals on the surface, tier 2 minerals below that, tier 3 minerals deep below and so on.

So basically yes, I think the aim is to make you dig down a long way. Don't know if it will be all the way to the bottom, but a long long way. Although any holes you make will "heal" after 30 mins if they are not on your plot (and they won't be on your plot if you dig down far enough even if you start on it, because your plot is limited in depth).


Title: Re: EQ 'Next'
Post by: Malakili on February 04, 2014, 04:08:39 AM
Ok, thanks.  I'm a big fan of dwarfy structures, so the idea of having a few little windows/rooms peaking out of a mountain and then an underground fortress is appealing to me.

I'm mostly still in the "I should fire up Minecraft" camp, but the screenshots you posted were at least intriguing.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on February 04, 2014, 04:13:19 AM
While I'm enjoying landmark a lot, what excites me more is the prospect of much of this system being incorporated into a full-blown MMO, which seems to be the intention with EQ Next. You'll have a crafting system where, instead of hacking away at clumps of rock handily placed all over the map to gain materials, you have to dig deep underground to find the emeralds you need to make your magic thingabobs - but with a chance of stumbling across some sort of dynamically spawned dungeon or lair on the way.


Title: Re: EQ 'Next'
Post by: Wizgar on February 04, 2014, 05:09:56 AM
I haven't been following this. What's to stop people from strip-mining the world hollow eventually?


Title: Re: EQ 'Next'
Post by: Merusk on February 04, 2014, 05:15:14 AM
I haven't been following this. What's to stop people from strip-mining the world hollow eventually?

Things heal behind you after ~20 minutes.


Title: Re: EQ 'Next'
Post by: kaid on February 04, 2014, 07:48:03 AM
They said they look like cubes now but since they realy want those to be islands they will eventually get some less ridiculous shape. That said, you can dig vrazy deep in it, they are talking about putting some rare resources beyond the 100m deep mark. The disappointing part though, as noted before, is that the land starts healing itself after about 30 miuntes, so when you are digging tunnels and all, the path behind you begins to fill up eventually. I can't see how they could work around it, considering the same space and resources are shared by thousands of people if the land didn't heal there would be nothing left to mine in a couple of days, but it is still quite sad. Especially because tunneling is a real pleasure, the way the caves look and twist while you are at it is so damn satisfying.

Good thing they announced underground biomes and other things to dig for and find deep under the surface.

In the meantime, a post on the State of the Alpha (https://forums.station.sony.com/eqnlandmark/index.php?threads/state-of-the-alpha-2-3-14.9420/) announcing drastic changes to the claim interface to make it super easy to spot available land.


Well there are two ways. First I am not sure if the pulveriser is already in game or not but apparently there is a tool for rapid tunneling/excavating with the downside it does not harvest materials as it goes. So with these penetrating deep underground should be much quicker and easier. Also I am not sure if this will maintain into live but there is a reset to ground level option so really getting deep underground at least currently is trivially easy to get back to the surface from. Me and a friend spent 30 minutes digging a hole straight down we passed about 250 meters deep before we stopped.


Title: Re: EQ 'Next'
Post by: Numtini on February 04, 2014, 08:46:05 AM
This might be obvious, but the grappling hook also grapples and makes it far easier to do mountainside mining, which seems to yield more tin and presumably more blue metals in higher tiers.

They seem to be deleting the penises, but I"ve seen a variety of other trash builds. By the weekend, I'm guessing the place will be total trailer park.


Title: Re: EQ 'Next'
Post by: Lantyssa on February 04, 2014, 10:15:34 AM
Can you dig way down and set your claim there instead of the surface?


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 10:24:27 AM
I am not sure you can put your claim 100% underground, it would be cool to try. I think you can, but chances are you still have to have a 10% overground. No idea though, and I don't have another claim flag to test it.


Title: Re: EQ 'Next'
Post by: Signe on February 04, 2014, 10:41:20 AM
I think I have enough dirt, stone and sand to build a new server!  What I can't seem to find is metal.  :(

Because of Lantyssa, now I want to build a place really deep underground with skylights.  As long as they leave in the "reset to surface" command.  Not a cave, though.  I don't want to turn into a mushroom like Malakili!  More like a non-sex dungeon. 


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 10:51:32 AM
Signe, you can't miss copper, is everywhere and very orange! Tin, is beneath copper. You dig down under the orange patch, and there is tin. These are the only metals you can mine with the starting pick, but it's enough (with a ton of other tier 1 materials) to build a bronze pick which can be used to mine iron (black patch). Essentially, look for the orange patches and make a mess there. There's a bazillion of them, unless you are in a tier 2 or 3 zone. If that is the case, go to the teleport and warp to a lower tier zone. Crest is where I live, plenty of metals around my shelter.


Title: Re: EQ 'Next'
Post by: Surlyboi on February 04, 2014, 11:09:21 AM
I'm tempted by Falc and Signe to buy into this, but I'm also kinda not feeling it.

Meh. I'll probably cave by next week.


Title: Re: EQ 'Next'
Post by: 01101010 on February 04, 2014, 11:20:45 AM
So you are telling me you can build an entire network of Hobbit holes?  :grin:


Title: Re: EQ 'Next'
Post by: Signe on February 04, 2014, 11:27:50 AM
I don't see colours most of the time.  It a weird bug, I think.  Other people are not seeing the colours, too.  Until then I'll just make a mess where ever I don't see one already.  :)

My laptop keeps reverting to integrated graphics but I'm not sure why.  Some people have said this happens to them, too.  Now I'm one of those people, aren't I?  :(


Title: Re: EQ 'Next'
Post by: Sky on February 04, 2014, 11:40:59 AM
I'll probably cave by next week.
(http://i.imgur.com/esBzqAp.gif)


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 11:58:18 AM
I think there's already lots to have fun with, but also many reasons for frustration being the very first days of alpha. For example, the little bits of stuff I built on my plot have already been deleted twice, and so did my crafting stations. No matter how much I am enjoying it, I wouldn't recommend anyone to spend 60$ on it at this point, especially considering it will be free. It is definitely worth waiting at least a couple of weeks, if not a month. If not two months.


Title: Re: EQ 'Next'
Post by: MediumHigh on February 04, 2014, 02:51:26 PM
So this sounds like a 60 dollar minecraft. With a sub. I feel the saying "this will end well" welling up inside me.


Title: Re: EQ 'Next'
Post by: Ingmar on February 04, 2014, 02:54:56 PM
No sub I think? F2P. I think the fact that we are using the same thread to discuss Landmark and EQ Next is awfully confusing to be honest.


Title: Re: EQ 'Next'
Post by: Falconeer on February 04, 2014, 03:19:24 PM
It's a free to play game (as opposed to Minecraft that has a price tag) and has many features that Minecraft doesn't and won't have. Useless post is useless.

Yeah, Landmark probably deserves its own thread.


EDIT: some words were missing.


Title: Re: EQ 'Next'
Post by: tmp on February 04, 2014, 04:55:38 PM
This is my piece of land. Hard not to feel proud about it. If anything, this game wins (and will win) because it makes you feel incredibly attached to your plot and whatever you'll be able to build on it.
Is that a fully, relatively functionally dressed female character I see on these screenshots? This is amazing.


Title: Re: EQ 'Next'
Post by: Kitsune on February 04, 2014, 05:21:00 PM
I dunno, you only saw her from the back.  She could still have a boob window like the mage in the early demos.

Also, Falcon, are your visuals turned down?  I ask because the terrain in the screenshots doesn't look nearly as nice as what they had in the demo videos.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on January 01, 2015, 04:01:22 PM
Yes, SOE are still making an actual MMO as well as Landmark, and they've been talking about how they create content for players in an MMO without traditional quests, which I thought ws interesting.

Basically, NPC factions are going to have their own AI, allowing them to be assigned goals, and areas of land will have resources. So for example, NPCs might have a goal of building themselves a fortress, or increasing their wealth (by raiding merchant caravans, perhaps) or controlling sources of magical power, or whatever. Their goals lead them to behave in a certain way, and players can either help them or try to stop them. The NPCs can also have queues of goals, so that when they achieve one, they start on the next.

To help players make sense of all this, they will have a journal giving them a basic overview of what's going on in each region.

There will be loads of scenarios going on across the world - sometimes bringing NPC factions into conflict with each other. All of them are designed to provide content for players.

SOE devs talked about this in a film: https://www.youtube.com/watch?v=3gJgZDZdnHc

While attention seems to be focusing on Landmark - understandably, as you can actually play Landmark and there is no way of knowing when EQ Next will be playable - development on EQ Next is proceeding and it looks to me like they are at least trying to do something different with the MMO genre.

See spoiler for background on EQ Next, otherwise known as "why is this not in the Landmark thread?"


Title: Re: EQ 'Next'
Post by: Threash on January 01, 2015, 07:15:47 PM
Damn i was hoping for a new video, that's from September.


Title: Re: EQ 'Next'
Post by: Falconeer on January 02, 2015, 01:55:33 AM
What is interesting is that they are trying to use this thing called "Storybricks", which on paper sounds really cool as it should be an AI devoted to quests. We'll see if it gets to anything remotely fun as a game.

http://www.storybricks.com/games.html


Title: Re: EQ 'Next'
Post by: Khaldun on January 02, 2015, 04:45:29 AM
At least somebody's still trying to do what some of have been imagining for years was a possible direction for an MMO to go. I do not believe it's technically insoluable, and I'm sure that if it's done right, it would solve a lot of the issues that diku-style MMOs will always have with content and endgame play.


Title: Re: EQ 'Next'
Post by: Typhon on January 02, 2015, 06:24:36 AM
[snip]
Basically, NPC factions are going to have their own AI, allowing them to be assigned goals, and areas of land will have resources. So for example, NPCs might have a goal of building themselves a fortress, or increasing their wealth (by raiding merchant caravans, perhaps) or controlling sources of magical power, or whatever. Their goals lead them to behave in a certain way, and players can either help them or try to stop them. The NPCs can also have queues of goals, so that when they achieve one, they start on the next.
[snip]

Do want!  Will believe it when I see it.


Title: Re: EQ 'Next'
Post by: Draegan on January 02, 2015, 07:28:14 AM
They said all of the a year ago when they announced the  game. None of that is new. 


Title: Re: EQ 'Next'
Post by: Lantyssa on January 02, 2015, 09:33:59 AM
It's a great idea.  I just wish it wasn't SOE responsible for bringing it to us as I don't have much faith they're capable of it.

Still, I do hope they surprise me.


Title: Re: EQ 'Next'
Post by: Rendakor on January 02, 2015, 11:21:15 AM
It's a great idea.  I just wish it wasn't SOE responsible for bringing it to us as I don't have much faith they're capable of it.

Still, I do hope they surprise me.
This right here.


Title: Re: EQ 'Next'
Post by: ezrast on January 02, 2015, 09:42:40 PM
In whom would you have much faith?


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 03, 2015, 12:29:41 AM
It's a great idea.  I just wish it wasn't SOE responsible for bringing it to us as I don't have much faith they're capable of it.

Still, I do hope they surprise me.

Yep. Hopefully I will still have some Station Cash when this finally launches  :grin:


Title: Re: EQ 'Next'
Post by: Lantyssa on January 03, 2015, 10:13:40 AM
In whom would you have much faith?
Right now I'd have trouble naming a team.  But I know anything SOE does is going to succeed only despite itself due to endemic problems.  We're more likely to get good results out of a group of unknowns.


Title: Re: EQ 'Next'
Post by: ezrast on January 03, 2015, 09:47:19 PM
I dunno, I don't feel like scrappy indie underdogs really have a better track record with "classic" MMORPGs than established companies do. Heavily instanced titles like Marvel Heroes or Guild Wars 1, sure, but more open-worldy stuff is pretty poor prospects anywhere you go. At this point, I think I'll take SOE.

Maybe Funcom.


Title: Re: EQ 'Next'
Post by: Draegan on January 04, 2015, 12:22:19 PM
I dunno, I don't feel like scrappy indie underdogs really have a better track record with "classic" MMORPGs than established companies do. Heavily instanced titles like Marvel Heroes or Guild Wars 1, sure, but more open-worldy stuff is pretty poor prospects anywhere you go. At this point, I think I'll take SOE.

Maybe Funcom.

I won't take any major studio that has a person that has been in upper middle management or higher in charge of an MMORPG to actually make a good "classic" or open world MMO. SOE still has the same top end guys. They don't have a track record to speak of. Blizzard? No. Funcom? lol. Trion? I highly doubt it, but I would be interested in them trying.

Who else is out there? The only interesting things coming out that I can see are from Korea, and they are riddled with RNG/Grinding shit not to mention full of hacks.

I'll believe SOE when I see the product. For now, I'll quietly follow Black Desert to see what they can do.


Title: Re: EQ 'Next'
Post by: shiznitz on January 06, 2015, 11:40:32 AM

Basically, NPC factions are going to have their own AI, allowing them to be assigned goals, and areas of land will have resources. So for example, NPCs might have a goal of building themselves a fortress, or increasing their wealth (by raiding merchant caravans, perhaps) or controlling sources of magical power, or whatever. Their goals lead them to behave in a certain way, and players can either help them or try to stop them. The NPCs can also have queues of goals, so that when they achieve one, they start on the next.


The original Ultima Online design concept sought to do this but it was abandoned due to (I think) the processing load required. I have little confidence SOE will achieve something that works like the above description. Additionally, such a design is likely to be exploited in interesting ways by players.


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 06, 2015, 11:45:26 AM

Basically, NPC factions are going to have their own AI, allowing them to be assigned goals, and areas of land will have resources. So for example, NPCs might have a goal of building themselves a fortress, or increasing their wealth (by raiding merchant caravans, perhaps) or controlling sources of magical power, or whatever. Their goals lead them to behave in a certain way, and players can either help them or try to stop them. The NPCs can also have queues of goals, so that when they achieve one, they start on the next.


The original Ultima Online design concept sought to do this but it was abandoned due to (I think) the processing load required. I have little confidence SOE will achieve something that works like the above description. Additionally, such a design is likely to be exploited in interesting ways by players.

I wish someone would pick up some of the good stuff from the original design (like the ecosystems with prey/predators) in a world large enough to have some actual wilderness to it.


Title: Re: EQ 'Next'
Post by: Sky on January 06, 2015, 12:00:29 PM
Large enough to support the chinese farmers and powergamers? And still small enough to make sense and be a fun game?


Title: Re: EQ 'Next'
Post by: Lantyssa on January 06, 2015, 06:13:34 PM
You can't do it realistically.  Remember all the species that seemed too abundant to ever run out but did?  Buffalo, passenger pigeons, every fish species ever...


Title: Re: EQ 'Next'
Post by: WayAbvPar on January 06, 2015, 06:35:25 PM
You can't do it realistically.  Remember all the species that seemed too abundant to ever run out but did?  Buffalo, passenger pigeons, every fish species ever...

But upping a spawn rate in a virtual world is a lot easier than getting buffaloes to fuck it out.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 06, 2015, 06:43:37 PM
Yes, but players will kill virtual animals even faster and for longer periods of time.

I'm not saying it couldn't be cool if you plan for genocide, just that you can't make it both realistic and fun.


Title: Re: EQ 'Next'
Post by: Trippy on January 06, 2015, 07:27:02 PM
Or players will just build housing on top of all the spawn points...


Title: Re: EQ 'Next'
Post by: Venkman on January 10, 2015, 09:16:44 PM
This is all why these concepts are better on paper than implementation. Players think the world runs like Star Trek or Star Wars: whole planets of singular ecosystems with maybe 2-3 dominate lives and everything else a copy/paste of their backyard. Why can't owlbears fight falcons fight drakes fight owlbears into equilibrium (or whichever those three species those Shadows of Luclin zones tried?).

The reality is to create an actual closed self-balancing ecosystem is basically to create life. Forget AI. You want a system that works, you're creating an entire ecology.

The luminary who sells this snakeoil to shareholders is never around long enough to see players not actually encounter what couldn't be built  :awesome_for_real:


Title: Re: EQ 'Next'
Post by: Typhon on January 10, 2015, 09:19:30 PM
Been drinking a bit heavier tonight, eh?


Title: Re: EQ 'Next'
Post by: Kageru on January 12, 2015, 01:42:43 PM

I think you could probably design a virtual eco-system pretty easily. But having one that actually provides fun gameplay and can't be broken, exterminated or manipulated by the player base would be more challenging. Most of the time it just seems like game design wankery.

And really having a GW2 system where the area has "states" that cycle or bifurcate and change the mob population would get most of the advantage with little effort.


Title: Re: EQ 'Next'
Post by: shiznitz on January 12, 2015, 02:16:26 PM
The most effective way to communicate "competitive survival" of NPC is just have "zones" where one or the other is dominant like EQ did. While SK had some gnolls running around, they were heavily represented in Splitpaw. The birds got the treehouse. Giants roamed that zone next to CT, etc.  This design is part of what made the original Norrath design so compelling from a lore and exploration point of view. Yes, the players kind of ruined it by camping but once was a high enough level to tour the old zones without danger, it was quite a cool experience.

UO had much fewer areas where particular monsters could reliably be found (orc in the Orc Fort, trolls in Worry), but it also had much fewer monster types in general.


Title: Re: EQ 'Next'
Post by: ezrast on January 13, 2015, 06:20:56 AM
I think you could probably design a virtual eco-system pretty easily. But having one that actually provides fun gameplay and can't be broken, exterminated or manipulated by the player base would be more challenging. Most of the time it just seems like game design wankery.
Pretty much this. Sure, helping the kobolds take over Butterball Mountain sounds cool, but it's not really a game system unless there is some output back to the player. All the obvious reasons for why I might actually care about Butterball Mountain's ownership pretty much boil down to faction grinding, PvP, or something else I'd rather be doing in an instance. Meanwhile I can't get personally invested in anything that happens in that zone because it might not be there when I log in two days from now. Unless changes happen really slowly they make the game feel less like a persistent world.

That said, what they're doing with the class/skill system is quite neat. Your class defines a few core skills that will always be on your bar, but as you gain experience you can slot additional skills purchased from any class you have unlocked. You unlock classes by doing stuff in the world, and progression is all based on gear and ability unlocks, with no concept of "character level".

Abilities are broadly keyworded, so gear does stuff like "Martial skills do x% more damage" or "When you use an Arcane skill, your next Nature skill is free" or "All Fire skills are now Physical skills too". Thus classes that share keywords will obviously have more synergy than classes that don't, but there's still room for abusing mechanical interactions with unlikely class combos.

Approximately 40 classes planned with ~12 abilities each. Yeah, false choice/cookie cutter/required forum reading/whatever; I'm still a sucker for that level of theorycrafting and snowflakability.

Sauce is here (https://www.youtube.com/watch?v=LQCAuZG4sg0) (not new; it's from back in August) but I advise sticking with my recap unless you're pretty bored at work like I was.


Title: Re: EQ 'Next'
Post by: Malakili on January 13, 2015, 06:29:08 AM
Meanwhile I can't get personally invested in anything that happens in that zone because it might not be there when I log in two days from now.

Playing such a game would pretty much require you to go all on in the idea that you wouldn't be controlling exactly what you are able to do every time you log in, which is one of the things people really seem to want in their MMOs these days.  I can get behind the idea of having to take a zone back for my faction.  But I have to jettison the idea that "I'm going to log in for a quick dungeon run" if part of the game is requiring that our faction owns that zone before we can do the dungeon, for example.  Instead I have to log in with the idea that I'll see what is going on, and then decide.  I actually don't mind this in practice, my years of World War 2 Online got me used to logging in and seeing what High Command needed.  But that's a pretty different type of game than your average Diku. Especially because with shorter play sessions being the norm, by the time you help take back Butterball Mountain you'll probably have to log out, so unless the act of reclaiming it is quite fun on its own people are going to balk at a game that prevents them from doing what they want when they want.


Title: Re: EQ 'Next'
Post by: Spiff on January 14, 2015, 01:03:53 AM
It's all about the loot, never underestimate the power of a shiny.
If the real good loot is hidden in that dungeon, yeah people are gonna be pissed, but if they're able to reward any action in game with something somewhat valuable I'm sure a lot of people would love such a system.
Of course the real trick is making a 'smart' loot system that isn't either an interminable grind or easily abused.


Title: Re: EQ 'Next'
Post by: ezrast on January 14, 2015, 02:07:17 AM
Nothing wrong with an interminable loot grind as long as the content is mildly interesting. You guys make good points though. If gremlins moving in and burning down my house while I'm logged out means I get to kill them and wear their pants later, I guess I'm all for it.

Those sentences looks sarcastic but they're really not.


Title: Re: EQ 'Next'
Post by: Draegan on January 14, 2015, 06:53:30 AM
According to people I talked to that's how Rift was before Hartsman came in. They did some focus group testing and determined people didn't like how the game was random. The y said people logging in because their friend said something cool happened and then not finding it hurt the game.

So we got Rift Events instead. Boring.


Title: Re: EQ 'Next'
Post by: Malakili on January 14, 2015, 07:51:15 AM
Well that's the problem we were discussing in the other thread.  People love that stuff if they get to experience it, but people want to experience content on their own time at their own pace and schedule, which seems fundamentally opposed to a lot of these ideas for dynamic content/zones, etc. 


Title: Re: EQ 'Next'
Post by: shiznitz on January 14, 2015, 10:46:15 AM
I think most gear players use should be crafted, fungible and wear out, e.g UO economy.

The cool gear should be completely randomly distributed.  Kill any mob, complete any quest and there is a z% chance of getting a magic item. Howewer, each player should be limited to a few magic items at any time. You can sell/trade the pieces you don't want to open up a slot. The meta game of which to keep and for how long would fill gigabytes of message board munchkinism.

Lastly, the random loot will only last X hours of play before it vanishes again for someone else to get.

Now, add in monsters that are incredibly hard to beat unless someone in the party has HIJ magic item and whoever has that item at any time instantly has 1,000 friends and  known server wide.  Randomize the loot and add random notoriety!


Title: Re: EQ 'Next'
Post by: Lantyssa on January 14, 2015, 11:22:17 AM
The cool gear should be completely randomly distributed.  Kill any mob, complete any quest and there is a z% chance of getting a magic item. Howewer, each player should be limited to a few magic items at any time. You can sell/trade the pieces you don't want to open up a slot. The meta game of which to keep and for how long would fill gigabytes of message board munchkinism.
Basically the [RARE] of DIKU.  You can even have classes with differing numbers of slots in return for different mechanics.


Title: Re: EQ 'Next'
Post by: shiznitz on January 14, 2015, 06:56:44 PM
I don't know what [RARE] is.


Title: Re: EQ 'Next'
Post by: Lantyssa on January 15, 2015, 08:46:56 AM
Some MUDs let you keep items when you logged off.  (Yes, some didn't let you store a thing.)  But they had a limit to how many of these RARE items you could log out with.  So it became a balancing act about which items to keep and whether you could find non-rares to fill your needs.  In our case, the monk classes had much reduced numbers they could store, but their innate abilities made up for some of that trade-off.


Title: Re: EQ 'Next'
Post by: Khaldun on January 20, 2015, 05:30:49 AM
I think you guys are too pessimistic about two basic ideas: 1) a dynamic world where things are happening that are persistent changes while you're not logged in, some of them because of ongoing simulation and AI-driven action and 2) ecosystems/exhaustible resources.

1) we're all skeptical about because we know what the halfway implementations look like, and they all suck as games AND worlds. But I think it's wrong to say that players will resent not being there for a cool thing if there are cool things happening all the time and if there are really vigorous systems that record and recount events every day.

2) we're skeptical about because gameworlds with dynamic ecosystems/finite resources are way, way too small and their populations are way way too big. Essentially if you want to try this, you need to have: city/population hubs connected by fast travel, MASSIVE hinterlands around each hub that can only be travelled directly, and relatively small player populations per instance. The fast travel is needed so that small player populations can still get together for adventures and shared activities, but otherwise players should feel overwhelmed by the scale of the world--never really ever able to see all or most of it. The land version of Elite: Dangerous in that sense, procedurally generated with small sprinklings of hand-designed sites and objects of interest. Landmark or anything else we've seen doesn't come close to the necessary scale.


Title: Re: EQ 'Next'
Post by: KallDrexx on January 20, 2015, 05:46:01 AM
I think the dynamic world criticisms are a valid point. 

If I log in and someone tells me about a cool event that happened an hour ago or so, my imagination is going to make it sound much cooler than it probably really was and compare it to what I'm doing now, which is probably nothing exciting since you just logged in.  I'm automatically going to feel like I missed out on cool stuff and had bad timing (even if it wasn't that cool in reality, you won't know since you weren't there).

Then there's the fact that I just logged on and have only a couple hours to game.  Where do I go to maximize my fun in that period of time?  Well the game is dynamic which means I have to put a lot of effort into finding the content.  Having to find the content is fine in a static game, where if I can explore and find the entrance to a new dungeon but if I have to go I can log back on in a few days and attempt the dungeon.  The way they have described the game that dungeon could very well not be there in a few days and I'll lose my chance, having to log back on and spend more time searching for content.

It also means content expires.  People went up in arms in GW2 because they couldn't experience the live story content due to their schedules.  This is like a whole game based around the same idea.

I don't think the criticism should be dismissed out of hand.


Title: Re: EQ 'Next'
Post by: Draegan on January 20, 2015, 06:07:06 AM
Assuming you could make working dynamic environments, then as a game creator you should always be giving the player hints/clue/tips on what to do "next". You should always have a goal with your character. That could be building a house, training a skill, trying to get +1 better swords. Depends on the game you make.

The BIG point, the really really big point, is that a dynamic environment can only be successful if there are long term dynamic arcs. An orc invasion of your kingdom can't be over in the space of a single event and things get reset to Victory/Defeat in an afternoon. It needs to take place over the period of days/weeks/months. I have no idea if you can actually do that, but that is necessary.

You log in and miss a cool event. That's fine, because the general context of a war is still on the background and you just dont' log in to nothing.


Title: Re: EQ 'Next'
Post by: Malakili on January 20, 2015, 06:51:04 AM
That's one thing I really liked about World War 2 Online.  I mean, granted, that was only PvP.  But if you logged in and heard about a battle that happened, well ok but now you've got to dive into wherever the action is now.  And the map resetting after each campaign meant that every battle was important.  Even if you were just in some some little town fighting off a small attempt to capture it, it often had important strategic significance, so you always got to feel like you were contributing to the larger campaign.

But I don't know if you can replicate that in a PvE environment very well.  I hope someone does.


Title: Re: EQ 'Next'
Post by: Threash on January 20, 2015, 07:30:18 AM
Content that expires is always going to seem like a bad idea in a genre that's so content starved as MMOs.


Title: Re: EQ 'Next'
Post by: Khaldun on January 20, 2015, 08:38:56 AM
A dynamic world needs to be linear rather than cyclical, yes. If it always returns to a steady-state "normal", that is precisely what leads players to disengage, to feel no sense that there are stakes involved.

As far as missing things goes, think about what it's like when you go for a trip to somewhere remote, leave all your electronics behind, don't read the newspaper--completely disconnect from the regular flow of events. Or when you spend time living somewhere far away from your usual haunts where most of the news and information you get and most of the things you do are not at all like your usual experiences. There's a kind of pleasurable disorientation to returning--"Oh! You mean that happened? And that!" And you also tend to concentrate when you come back in on the big stories, the meaningful changes--a lot of the little daily crap that we spend time talking about normally isn't important enough to relive or rehearse.

If your dynamism was sufficiently "big" in this sense, you could drop out for a little while or a long while, and as long as there were ways to find out what happened in your absence, it could be perfectly satisfying.

The key thing that has to go along with dynamism, however, is that players cannot endlessly accumulate power either via levels or items. If that happens, when you come back, after even a day or a week or a few weeks off, you won't belong any longer with any of the people you used to play with. The gameplay has to be focused on interacting with a linear-changing world rather than linear-changing your character. There can be things that are different about characters when you return (much as there are about people you knew well when you reconnect with them after having been away after a year) but if the only thing that is different is that they are more powerful in every way, then that won't work. That's what makes people feel compelled to play as if it were a job--to keep up with the Joneses.

It needs to feel more like life in that each passing year brings changes that aren't necessarily accumulative. You switch factions; your faction moves or retreats to somewhere else; there's a new faction in town; the last goblins or whatever have been wiped from the mountains near town; there's a dangerous group of nomadic bandits who've moved into the desert nearby. There's a new merchant in town selling strange artifacts; there's a rumor of a wizard in the mountains building a tower.

EVE sometimes has gotten close to this, in that you can tell a story of what's happened in the game that's meaningfully dynamic. If the underlying environment and NPC AI were also dynamic, some really interesting shit could happen that would keep people very interested for the story and the experience, not just because they're waiting for the Axe of Mighty Foozle-Slaying to drop next time you kill Foozle.


Title: Re: EQ 'Next'
Post by: Malakili on January 20, 2015, 09:10:17 AM
Well right.  What you seem to be saying is that a suitably dynamic game won't have a story, it will have a history.


Title: Re: EQ 'Next'
Post by: Khaldun on January 20, 2015, 04:28:34 PM
 :thumbs_up:


Title: Re: EQ 'Next'
Post by: Count Nerfedalot on March 03, 2015, 11:22:35 AM
Well right.  What you seem to be saying is that a suitably dynamic game won't have a story, it will have a history.

Or both.

The hard part that I can't wrap my head around how to provide is some way to preserve the immersion of a character who feels like a part of the world yet allow that world's hi/story to progress for other players. Logging in and feeling like Rip Van Winkle every time I play because so much of the world changed since last time would really be jarring and immersion - breaking in all but the most narrow or contrived settings. WWII Online's form of immersion is extremely narrow and episodic for example, nothing like, say, Skyrim. I really don't think it's possible per se with a single massively shared word, but might be with a multiverse of loosely linked worlds where each progresses or not at the pace of its participant (s).

But even ignoring the Rip Van Winkle effect, providing enough content fast enough to keep a story going indefinitely is going to absolutely require procedural generation of some sort, especially when multiplied by wanting to support multiple independent players in the same space.  That or PvP which many of us don't want in our immersive play worlds.



Title: Re: EQ 'Next'
Post by: Sky on March 03, 2015, 03:45:28 PM
The reality is to create an actual closed self-balancing ecosystem is basically to create life. Forget AI. You want a system that works, you're creating an entire ecology.

Except life isn't self-balancing. We're just in a slow mid-game. Ask the neanderthals about player justice. The end game is total extinction. If the universe hasn't figured it out (or insert your diety of choice if needed), why would a couple of man-children game devs? Oh, right. Never mind.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on May 23, 2015, 05:35:11 PM
Hi, this is still going despite SOE's sale to Columbus Nova (http://uk.ign.com/articles/2015/02/02/columbus-nova-acquires-sony-online-entertainment), and I think the way they are using Landmark players to help them build it is interesting (yeah it involves Landmark but this is about EQ Next).

The latest example is Qeynos, which is traditionally one of the major cities in Everquest games. In the past they have done similar stuff for races rather than specific places (eg "ogre city").

First they gave a presentation about Qeynos - what it is, who lives there (in this version of EQ it is a multi-racial civilisation called the Combine). This includes some talk about the types of materials available locally to build with; what type of construction methods are used (eg magical or standard medieval construction techniques); what colours they tend to use, what types of doors and windows they have etc. They also show the players concept art.  https://www.youtube.com/watch?v=v50YzxCkaQs

Then the players go off and build stuff. And the devs do presentations looking at what the players have come up with and pointing out what they have got right and what they have got wrong (eg if they've used the wrong style of door or window etc). https://www.youtube.com/watch?v=ydlVRudWvJo

Then they have a formal competition to see who can come up with the best designs. But to win, the design both has to be cool and to fit in with the style set down by the devs. So they announced the Qeynos winners here - I'm not sure what winners actually get except the possibility of seeing their design used in the game: https://www.youtube.com/watch?v=DuenwzHoUFA

Supposedly the devs are now going to use these designs to build a test Qeynos on the Landmark server. Eventually some of them will be used in the "real" Qeynos on the EQ Next server (if it ever gets made).

One thing they said that was interesting to me was that designs should have an internal structure too - eg wooden beams beneath the actual roof - so that it can look cool if it gets destroyed in combat.

Here are some of the winning Qeynos designs:

(http://i.imgur.com/eBIJcJm.png)
(http://i.imgur.com/qrmT9Lj.png)
(http://i.imgur.com/nC5GomH.png)
(http://i.imgur.com/IauIGnE.png)

Next, they are beginning work on designs for elves, which seems to mean "high elves" as opposed to wood elves or dark elves/Teir'Dal.


Title: Re: EQ 'Next'
Post by: Chimpy on May 23, 2015, 08:32:17 PM
FYI, the Combine are the "bad guys" in the most recent expansion of EQ.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on May 24, 2015, 02:49:47 AM
Yeah, the lore in EQ Next is only loosely based on existing EQ lore.


Title: Re: EQ 'Next'
Post by: Lantyssa on May 24, 2015, 06:50:01 AM
They're still the bad guys. ;D


Title: Re: EQ 'Next'
Post by: Surlyboi on May 24, 2015, 08:30:06 AM
Technically, in EQ, they sort of founded a lot of civilization and then went poof. They came back centuries later as the bad guys trying to reclaim their shit.

At least, that's the way I remember it.


Title: Re: EQ 'Next'
Post by: palmer_eldritch on May 24, 2015, 12:12:12 PM
Technically, in EQ, they sort of founded a lot of civilization and then went poof. They came back centuries later as the bad guys trying to reclaim their shit.

At least, that's the way I remember it.

Yeah they have a similar story this time but it's written in a way which makes them sound like good guys.

The Combine is dreamt up by people who are pissed off that elves rule the world and dominate everyone. It's designed to be a civilisation where all the races (including elves if they like) can be equal.

They're a big success, but then dragons come and blow up their cities, so they travel across dimensions or something to the world of Kunark.

Sadly in Kunark they are enslaved by lizard people. But they manage to rebel against their masters and get free.

Then something unspecified happens and they return to Antonica. But the people now living in Antonica are a bit upset about these strange people turning up. One thing that freaks them out is that the Combine have become a fully integrated society where ogres, dwarves, humans, elves etc are all "Combine" people rather than sticking to their own racial groups, which people in Antonica aren't used to at all. But I'm pretty sure this is meant to signify to modern gamers that the Combine are cool people. Also, the fact that they build themselves a city and it's called Qeynos suggests this (in the previous EQ lore as I understand it Qeynos was a city built by humans - and in EQ2 it admitted refugees from other races - but it's always been the "good" or lawful city).