Updated EQ1 with all the difficulty that comes with it.
Sand park with massive continents,similar to Vangaurd continent size.I want a world to get lost in,not a Diorama to run through.
No in game maps,only a compass.
No questing for exp,only for unique items.Make these quests challenging and long.
no teleporting instantly to any location you choose at the click of a mouse,relegate them to certain classes.Ground and flying mounts are fine.
Have classes be uneven,so that they can assume roles and jobs.Aka Druids can port,Enchanters are masters of CC and mana regen.Rangers can track. etc.
no auction house or group finder.These are detrimental to building a community.Let the community handle these tasks,ala choosing Ecommons as their bazar for example.
My dream game was the original SWG and SOE killed it... can't say I'm too excited about EQNext being an SOE game.
However, one thing that I've been missing since SWG is the ability to simply be an entertainer. I miss being able to spend my days in a cantina playing music and socializing without being required to perform any combat or reach a "level cap." EQ Next would do well to have a system like this. The only game that I've played that has incorporated an innovative entertainment system other than SWG is LOTRO. I really wish they would do away with "levels" in favor of a skill based system.
I also liked how SWG was a sandbox, but also had a few theme parks scattered around the game. This made the theme parks completely optional and gave special achievements to those who completed them.
Finally, I really hope this game is not F2P, B2P, or BTW. Having a P2P game with no cash shop evens the playing field for all players and I feel that it also builds a stronger community that is committed to the game. I'd rather pay $15 USD per month to play one good game than have 5 F2P games that I jump between because they can't hold my attention.
I’m probably in the minority who doesn’t believe that the sandbox is the holy grail of gaming. Although I do want to influence the world and shape it in some way or another, I am all too aware that there is a sizable minority that will turn the sandbox MMO into 4chan/r.
Even though EVE is fairly restrained in its art and the items are always practical and space related, CCP has had to deal with structures being turned into swastikas and all the rest of it. In more recent cases ArchAge had housing in the style of Starbucks and bits of soft porn plastered about seemingly at random.
However, the other problem will be the majority of people who are just crap at art. Take a random walk through anyones mincraft world, and you see the worse attempts of building houses and castles you’ve ever seen. Most players are simply not good at creating art, most even fail at giving their guild or corp a good emblem.
Originally posted by Giffen No quests for XP leveling...you only do quests to get gear, i.e. Epic Quests. This would at least end the quest hub themepark aspect.
As a sandbox newb, what do you do for leveling? Grind mobs?
Depends on the sandbox. Ideally you would have something you want to do and then a set of tasks that you would follow. In themepark these tasks/results are predefined and you just go with it. Everyone follows along the same or similar path.
Sandbox tasks are determined by what you want to accomplish. Really good sandbox has an enormous amount of options for you to choose. Check out Pathfinder Online blog has a great breakdown of using sandbox in this type of environment. Actually sounds like SOE and Goblinworks might be working on similar ideas, albeit SOE has A LOT more money backing them.
A quick example -
Let's say you want to build a house. You would need supplies to do that. So you go and chop wood and other materials to build the structure. There would probably be some systems in place where you will run into other things that you'll probably need to kill. Get pelts from animals, etc. Then once you and your buddies build your houses and such - you will probably need to defend it or hire NPCs to defend while you're not online.
Sandbox rewards ingenuity and discovery, while themepark rewards the ability to follow orders.
Am I right to presume there is some way to know that you can build a house., Or some way to know and how to go about doing it?
See, I really don't know. Which is pretty exciting, yet daunting at the same time.
Well, like other games, there will be different npcs you can seek out to train or guide you through the process.
If you want to build a house, a good sandbox MMO would require the work of various trades. Different jobs or trades will specialize in different aspects, and then someone skilled in actually constructing the materials would be needed to erect a structure. Thats the beauty of sandbox - the interdependence and realism. Its all about the details.
Instead of just going to an npc, dropping a couple gold into the slot, and having a house pop out into your bag, you actually gather and craft the materials, the wood, the mortar, the bricks and so forth. You may have to not only learn to cut trees, but to craft planks. Then it may be another set of skill that allow you to lay the foundation and build.
I bet no one's wildest dream included lots of players running about with uncontrollable bowels.
That's a joke, ah say, a joke son.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
mine is a nightmare, called f2p / cash shop. lets make a sandbox where no one works together because they can just buy stuff off the cash shop. why run stratholme for the 105th time when you can just buy a mount or a red hat in the CS? we can all hope it wont end up this way, but id have to say thats pretty delusional. that guy with the really cool castle? oh he's still level one, but his dad owns a hedge fund. now thats immersion for ya.
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Pipe Dream I know but this what I want out of a sandbox game, regardless of what IP it says on the name of the box.
Exploration centric, meaning no linear gameplay, plenty of places to visit and plenty of mobs to cull. Lots of open world Dungeons with bosses and other hard mobs to fight which drop loot.
Loot that is semi dynamic but nothing overwhelming, the stats isn't important but the look is with 1000's of different styles and appearances.
Open World Housing
Group Based Dungeons
Crafting is important but mainly for building structures with loot being enhanced through crafting professions.
Open World Bosses that take lots of people to coordinate to down. (no GW2 dragons in my game)
No auction houses and the economy is driven by a combination of the loot drops and the crafting enhancements for them.
Open Ended skill based class system with Hundreds of potential skill combinations. Combat that is engaging and fun with a limited action bar to promote skill diversity and a deck building experience.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
My dream game was the original SWG and SOE killed it... can't say I'm too excited about EQNext being an SOE game.
However, one thing that I've been missing since SWG is the ability to simply be an entertainer. I miss being able to spend my days in a cantina playing music and socializing without being required to perform any combat or reach a "level cap." EQ Next would do well to have a system like this. The only game that I've played that has incorporated an innovative entertainment system other than SWG is LOTRO. I really wish they would do away with "levels" in favor of a skill based system.
I also liked how SWG was a sandbox, but also had a few theme parks scattered around the game. This made the theme parks completely optional and gave special achievements to those who completed them.
Finally, I really hope this game is not F2P, B2P, or BTW. Having a P2P game with no cash shop evens the playing field for all players and I feel that it also builds a stronger community that is committed to the game. I'd rather pay $15 USD per month to play one good game than have 5 F2P games that I jump between because they can't hold my attention.
How is that not possible in any game on the market? Never played SWG but I fail to see how that should be part of any gaming system when all that's needed is to have social places to hang out, which most MMO's do.
No being P2P does not even the playing field for all players, it makes people that play 40+ hours a week have access to more stuff, with a reasonable cash shop and a F2P (or preferably a B2P model) the game becomes accessible to all. Exchanging money for time is a valid way for someone like me who works 70+ hours a week to be able to keep up with the joneses of the virtual world. Its nice knowing that even though I can only play 2-3 hours per day (which is far from casual but less hardcore then the 12+ hour a day gamer) that I can exchange my income for in game incentives and quality of life convenience items.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Originally posted by azzamasin Originally posted by LeirosMy dream game was the original SWG and SOE killed it... can't say I'm too excited about EQNext being an SOE game. However, one thing that I've been missing since SWG is the ability to simply be an entertainer. I miss being able to spend my days in a cantina playing music and socializing without being required to perform any combat or reach a "level cap." EQ Next would do well to have a system like this. The only game that I've played that has incorporated an innovative entertainment system other than SWG is LOTRO. I really wish they would do away with "levels" in favor of a skill based system.I also liked how SWG was a sandbox, but also had a few theme parks scattered around the game. This made the theme parks completely optional and gave special achievements to those who completed them.Finally, I really hope this game is not F2P, B2P, or BTW. Having a P2P game with no cash shop evens the playing field for all players and I feel that it also builds a stronger community that is committed to the game. I'd rather pay $15 USD per month to play one good game than have 5 F2P games that I jump between because they can't hold my attention.
How is that not possible in any game on the market? Never played SWG but I fail to see how that should be part of any gaming system when all that's needed is to have social places to hang out, which most MMO's do.
No being P2P does not even the playing field for all players, it makes people that play 40+ hours a week have access to more stuff, with a reasonable cash shop and a F2P (or preferably a B2P model) the game becomes accessible to all. Exchanging money for time is a valid way for someone like me who works 70+ hours a week to be able to keep up with the joneses of the virtual world. Its nice knowing that even though I can only play 2-3 hours per day (which is far from casual but less hardcore then the 12+ hour a day gamer) that I can exchange my income for in game incentives and quality of life convenience items.
the people that play 40 hours a week also spend money in the cash shop giving them a double bonus. "keeping up" is a myth. they are just double dipping. if sandbox is to be re-envisioned with f2p .. they need to not call it sandbox. sandbox at it's core is about a virtual world, a simulated environment. when you start infusing that world or environment with cash, it is not really a sandbox anymore. its a cashbox.
LFD tools are great for cramming people into content, but quality > quantity. I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Housing like Rift's Dimensions where you can choose from dozens of in-game environments sometimes with a structure and the rest is up to you. But with: Larger areas, Higher item counts, Objects that can be scaled from .10 to 2.5, Objects whose length/width/height can be changed without rescaling everything, Hundreds of building block objects at cheap prices, Thousands of landscaping and decorative objects, Craftable housing objects, Crafting stations, Interactive NPCs and objects, Leaderboards, Stables for mounts and pets.
Originally posted by Giffen No quests for XP leveling...you only do quests to get gear, i.e. Epic Quests. This would at least end the quest hub themepark aspect.
excuse me but quests for lvling where always around gnoll ears, and orc scalps... just dont make it the main way to lvl please
OK bit of fun because there is almost zero information out there but the buzz is huge and getting bigger.
So, we all know this game is gonna be a WOW killa, be better then anything else ever made, deserves all the hype and is going to be the biggest sandbox MMO evaa! With all that in mind I was just wondering what you can think of that would really blow your mind if it was part of the game. So here are some thoughts from me to get the ball roling, feel free to throw in your wildest idea's...
Quests - All quests are player driven or dynamic. There are no PvE type quests where you can crete 10 characters, all visit the same NPC and all get the same quest.
NPC quests are dynamic in nature and will link to events in the wider world as well as more local events. These can be influenced by players. Some examples might be a cave nearby has some Orcs and at some point an NPC will get attacked by Orcs and so a dynamic quest to hunt down Orcs appears. Or a rampaging Buffalo heard (running some some players hunting them)knocks down a bridge thus creating various quests in the local own to repair the bridge, round up the buffalo's and hunt down the players responsible.
Players quests are simply the ability for a player tocreate quests using a macro sort of thing...pick up a piece of paper (enter macro) write your requirements (choose from various lists such as gathering, hunting, killing, finding, desrtoying...etc) and build up a job/quest that you can post for others to read and accept. So you might post a quest that you need 10 pieces of leather and you will pay 10 silver upon delivery. Or you might post a job offer for some enterprising player to capture and tame 10 cows so you can start a farm. Or you might put a reward up for the head of another player as long as you kill them within 5 days and do it with a spoon.
Family - The longevity of the game is not based on playing an immortal character who lives as long as you are willing to play them but a series of characters you can play that are part of a family. You could start off with a character, marry, have children and when your original character gets too old give everything to your son/daughter to carry on playing. you could marry other players or even have a guld comprising players of the same or inter related families.
You could even go so far as to make things a bit brutal so you never know quite how long you are going to live (perhaps some random age you will die is generated upon creation) and each time you suffer a would you get slightly closer to dying of old age or having a final death.
Individual and regional faction advancement - So you are a good guy living in a town on an island in the west. You put all your efforts into farming and looking after the land. Individually you will get as good as you can at farming. But there are also a lot of other people nearby who also like to farm and sort of like a shared consciousness you are able to learn quick erand learn more about farming simply because of the concentration of farming skills in the area. However, there are a lot of people on the bad island to the east who like to fight. They get good at it individually and due to how many people are good at fighting in the area they learn it quicker and can learn more stuff quicker. The island in the west is worried and so looks at defences. Soon, because everyone is now focused on defences they are able to put up defences to protect themselves.
Skills and new skills are linked not only to individual practice and dedication but also on a regional basis so if enough people in one area are all learning the same thing it gets quicker and easier to get better at it.
So...anyone have any other wild idea's they would love to see in a game and perhaps might be in EQN to make us poop?
I wish people would stop claiming new MMORPG's are WoW killers they aren't WoW is killing itself....
My dream game was the original SWG and SOE killed it... can't say I'm too excited about EQNext being an SOE game.
However, one thing that I've been missing since SWG is the ability to simply be an entertainer. I miss being able to spend my days in a cantina playing music and socializing without being required to perform any combat or reach a "level cap."
How is that not possible in any game on the market? Never played SWG but I fail to see how that should be part of any gaming system when all that's needed is to have social places to hang out, which most MMO's do.
I was referring to the "Entertainer Profession" that SWG had. There were multiple instruments, buffs, dance moves etc. that you could access as your entertainer skills improved. You could do different flourishes and play different songs on the instruments. They even included an "Image Designer" skill line that allowed you to change other players' physical appearance with new hairstyles, facial hair etc. that were not available at character creation. This allowed entertainers the ability to make money by providing needed services to other players. They could also provide certain buffs that were not available from other professions. The only game I've played besides SWG with a system even remotely like this was LOTRO's bard system where you could actually play music and create your own songs. I'd love to see a dedicated Entertainer profession/class like this in EQ Next.
Contrary to what a lot of people want, I don't just want EQ1 modernized and remade.
I think we've seen the end of corpse runs/losing exp upon death.
I want ground mounts, but not flying mounts.
I want the grind to be hard, but not unrealistic to where my friends don't want to play with me. I think it'd be great if they have exp boosting potions so I can still play with people who don't have as much time.
I want some form of lasting end-game. That's where I differ from loving Sandbox. I dont think any MMORPG in this day and age can survive without an end-game and some form of progression.
I want some form of community within the game, preferably by making it extremely profitable to group with someone or multiple people. Most games it slows you down to group with others so its frowned upon.
Overall, effort = reward. No more instant gratification or treadmill. Make the adventure the reward and the reason to keep coming back. No "end game", level cap, "best" gear, etc. Everything evolving and progression as we play.
Norrath: Seamless as possible, limited to no instances. Keep with the lore, but put a new twist on the world.
Classes: Defined classes of old but with more freedom on how we develop them. Race/class restrictions. No going from healer to caster to melee with a few clicks.
Allow focus on one or multiple types of play...Warrior that uses Sword n Board or Hammer have two different playstyles and shouldn't have to learn the other, but if you want to, you can spend the time and do so. Cleric that only wants to heal can be a powerful healer and forgo combat all together (better have a Warrior buddy).
No Equality: Going along with the bring a friend theme, every class does not need to be able to accomplish what everyone else can. Especially true in PvP, if you are a hardcore mace wielding beast, why does a healer get a chance to beat you? Maybe they can outrun/live you to get to safety, but all things do not need to be "fair."
Grouping: Not "required" but everything is much easier with one. Solo vs Group play is night and day as far as killing, progression, access to content, etc.
Fear: Make it thrilling running through a new area, be afraid of a mob you've never seen before. No more, "oh well, I can just respawn and be back here in 10 sec."
Levels: None, get rid of the treadmill and artifical cap or end game.
Weapons/Skills/Spells/Abilities: Make these the “grind.” Update to EQ’s system where you get better with a weapon the more you use it. Do the same for magic and other abilities, cast 100 fireballs, gain a new fire spell or cast 100 heals, gain a new heal. No more, kill 100 mobs gain a level + 5 spells, repeat until hitting cap.
Require quests, reagents, actual effort learn to abilities, no training hub with 5 guys standing around to teach you everything with the click of a button or a few gold. If you want to be defense focus, go on adventure defending others.
Gear: Get rid of the grind. Instead of constantly needing a new pair of boots, allows us to alter and customize gear as we progress.
Can alter physical appearance, stats, bonuses, etc. Instead of needing to carry around 5 sets of gear, be able to alter as needed to some extent before heading out to raid or whatever. Limit how powerful any one item can be to prevent unkillable halflings!
Named “rare” Gear: Unless something is really rare (one of a kind), 100 people shouldn’t be running around with Boogies Sword of Butt-Kicking. How many times can that guy lose his sword?
Instead have them drop a regular sword + their magical essence or something that can be applied to your current gear or the sword that dropped. So you could have Your Sword of Butt-Kicking. Still have the "oh cool look what he has" feature, but tailored to your needs.
NPCs/Mobs: Storybricks is hopefully going to bring NPCs and ambient game to life.
Dynamic/Random events, not set on a timer or do X Y Z to set it off everytime.
Mobs that learn and change their tactics instead of just swinging away or doing the same sequence that is learned and put all over the internet to be steamrolled over and over.
Mobs that change tactics, if you are heavy offense, they switch to defense or if you cast fire, they put up a fireshield if they can.
Seasons: Weather effecting what mobs are out and about, spells become more/less powerful, quests, events, etc.
Quests: Dynamic/Random. NPC have multiple quest lines and paths to go down. Reason to keep coming back to check what's happening. No more, talk to 5 guys do their 10 quests, never come back to area again.
Player Quests: Crafter needs 100 metal scraps for a piece of gear, they can put out a quest for others to collect and turn in the pieces to their home if they are offline until limit is reached. Everyone wins.
Housing: Buy/Gain land with gold/force/cash shop/whatever. House itself takes materials to build, no push a button and it appears. Have to collect wood/metal/stone (Put out a Player Quest). Requires maintenance so that if you decide to dissapear, your home will slowly rot and dissapear. Homes near cities are guarded and basic, while those out in the wild offer more bonuses and can be attacked.
Factions/Alignment: Closer to a city that you kill someone, the lower your rep goes to a point guards come after you and NPCs won't deal with you. Allow others to see your good/evil status so they can avoid or work with you depending on their view of your playstyle.
Further away from cities, your on your own (best bring a group). Kill a player attacking a mob or disadvantaged and gain a debuff by the gods or buff depending on who is watching. Kill a player with this debuff and be rewarded as a hero. So you can play a "good" troll or "evil" halfling.
PVP: Servers with different rulesets. PVP part of majority of them in some way. Again, have a reward/punishment system to make it worth fighting foes, but not a great idea to gank everyone you run across.
Trains, trains, and more trains! (Which means I need to be able to FD) *Listening to the Train song by Richardo Xavier as I type this out*
Open world (including dungeons) a few instanced locations would be acceptable but not every dungeon or area.
Difficult to solo past a certain point (level) for most classes, nearly impossible for others. Make the community rely on each other to see the cool stuff.
I have left out corpse runs. Although I want them as I'm no longer a kid and have responsibilities I don't have time to spend 4 hours just trying to get my body back. That being said there should be some harsh penalties for dying. Its really the only way of bringing the excitement and fear back in exploring a new area. Otherwise there just isn't any point imho.
Personally the class system from SWG. It was hard to balance in the way it was implemented but could be made much smoother.
In my opinion it really sold the immersion. You started as a simple schmuck with a basic knowledge in what you wanted to do. From there you could do whatever you wanted within the loose constraints in place.
In EQ having base trees being similar, Warrior, Archery, Elemental Magic, Conjuration Magic. Exploration Etc. Give people some basic guides for titles sake and let them have at it. Advancement being based on what abilities you are using. The ability to cross class would be awesome.
Want a Shadowknight cross the sword and board or two handed tress of warrior with the Necromancy in conjuration.
Want a Ranger mix a warrior with archery, some nature magic and exploration.
The best part being I like an archery heavy ranger someone else may like a more melee focused and we could each build ours in the way that we want.
This level of freedom really sold that skill system and the immersion in SWG for me it was my story, my character, and it unfolded exactly how I wanted it to. I wasn't the savior of the whole galaxy along with everyone else who loaded up the game and being an ordinary fellow doing extraordinary stuff is much more heroic feeling than being one of the 5 million chosen ones.
Personally the class system from SWG. It was hard to balance in the way it was implemented but could be made much smoother.
This level of freedom really sold that skill system and the immersion in SWG for me it was my story, my character, and it unfolded exactly how I wanted it to. I wasn't the savior of the whole galaxy along with everyone else who loaded up the game and being an ordinary fellow doing extraordinary stuff is much more heroic feeling than being one of the 5 million chosen ones.
Comments
Updated EQ1 with all the difficulty that comes with it.
Sand park with massive continents,similar to Vangaurd continent size.I want a world to get lost in,not a Diorama to run through.
No in game maps,only a compass.
No questing for exp,only for unique items.Make these quests challenging and long.
no teleporting instantly to any location you choose at the click of a mouse,relegate them to certain classes.Ground and flying mounts are fine.
Have classes be uneven,so that they can assume roles and jobs.Aka Druids can port,Enchanters are masters of CC and mana regen.Rangers can track. etc.
no auction house or group finder.These are detrimental to building a community.Let the community handle these tasks,ala choosing Ecommons as their bazar for example.
My dream game was the original SWG and SOE killed it... can't say I'm too excited about EQNext being an SOE game.
However, one thing that I've been missing since SWG is the ability to simply be an entertainer. I miss being able to spend my days in a cantina playing music and socializing without being required to perform any combat or reach a "level cap." EQ Next would do well to have a system like this. The only game that I've played that has incorporated an innovative entertainment system other than SWG is LOTRO. I really wish they would do away with "levels" in favor of a skill based system.
I also liked how SWG was a sandbox, but also had a few theme parks scattered around the game. This made the theme parks completely optional and gave special achievements to those who completed them.
Finally, I really hope this game is not F2P, B2P, or BTW. Having a P2P game with no cash shop evens the playing field for all players and I feel that it also builds a stronger community that is committed to the game. I'd rather pay $15 USD per month to play one good game than have 5 F2P games that I jump between because they can't hold my attention.
I’m probably in the minority who doesn’t believe that the sandbox is the holy grail of gaming. Although I do want to influence the world and shape it in some way or another, I am all too aware that there is a sizable minority that will turn the sandbox MMO into 4chan/r.
Even though EVE is fairly restrained in its art and the items are always practical and space related, CCP has had to deal with structures being turned into swastikas and all the rest of it. In more recent cases ArchAge had housing in the style of Starbucks and bits of soft porn plastered about seemingly at random.
However, the other problem will be the majority of people who are just crap at art. Take a random walk through anyones mincraft world, and you see the worse attempts of building houses and castles you’ve ever seen. Most players are simply not good at creating art, most even fail at giving their guild or corp a good emblem.
Well, like other games, there will be different npcs you can seek out to train or guide you through the process.
If you want to build a house, a good sandbox MMO would require the work of various trades. Different jobs or trades will specialize in different aspects, and then someone skilled in actually constructing the materials would be needed to erect a structure. Thats the beauty of sandbox - the interdependence and realism. Its all about the details.
Instead of just going to an npc, dropping a couple gold into the slot, and having a house pop out into your bag, you actually gather and craft the materials, the wood, the mortar, the bricks and so forth. You may have to not only learn to cut trees, but to craft planks. Then it may be another set of skill that allow you to lay the foundation and build.
Yep. I would love to see procedural generated content and a dynamic ecology.
Heres a list, no particular order.
I bet no one's wildest dream included lots of players running about with uncontrollable bowels.
That's a joke, ah say, a joke son.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
mine is a nightmare, called f2p / cash shop. lets make a sandbox where no one works together because they can just buy stuff off the cash shop. why run stratholme for the 105th time when you can just buy a mount or a red hat in the CS? we can all hope it wont end up this way, but id have to say thats pretty delusional. that guy with the really cool castle? oh he's still level one, but his dad owns a hedge fund. now thats immersion for ya.
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Pipe Dream I know but this what I want out of a sandbox game, regardless of what IP it says on the name of the box.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
How is that not possible in any game on the market? Never played SWG but I fail to see how that should be part of any gaming system when all that's needed is to have social places to hang out, which most MMO's do.
No being P2P does not even the playing field for all players, it makes people that play 40+ hours a week have access to more stuff, with a reasonable cash shop and a F2P (or preferably a B2P model) the game becomes accessible to all. Exchanging money for time is a valid way for someone like me who works 70+ hours a week to be able to keep up with the joneses of the virtual world. Its nice knowing that even though I can only play 2-3 hours per day (which is far from casual but less hardcore then the 12+ hour a day gamer) that I can exchange my income for in game incentives and quality of life convenience items.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
No being P2P does not even the playing field for all players, it makes people that play 40+ hours a week have access to more stuff, with a reasonable cash shop and a F2P (or preferably a B2P model) the game becomes accessible to all. Exchanging money for time is a valid way for someone like me who works 70+ hours a week to be able to keep up with the joneses of the virtual world. Its nice knowing that even though I can only play 2-3 hours per day (which is far from casual but less hardcore then the 12+ hour a day gamer) that I can exchange my income for in game incentives and quality of life convenience items.
the people that play 40 hours a week also spend money in the cash shop giving them a double bonus. "keeping up" is a myth. they are just double dipping. if sandbox is to be re-envisioned with f2p .. they need to not call it sandbox. sandbox at it's core is about a virtual world, a simulated environment. when you start infusing that world or environment with cash, it is not really a sandbox anymore. its a cashbox.
LFD tools are great for cramming people into content, but quality > quantity.
I am, usually on the sandbox .. more "hardcore" side of things, but I also do just want to have fun. So lighten up already
Housing like Rift's Dimensions where you can choose from dozens of in-game environments sometimes with a structure and the rest is up to you. But with:
Larger areas,
Higher item counts,
Objects that can be scaled from .10 to 2.5,
Objects whose length/width/height can be changed without rescaling everything,
Hundreds of building block objects at cheap prices,
Thousands of landscaping and decorative objects,
Craftable housing objects,
Crafting stations,
Interactive NPCs and objects,
Leaderboards,
Stables for mounts and pets.
SWG style housing, open world persistant!
Procedural generation worlds, 10 times bigger than the biggest game ever made!
Oculus Rift support!
Flying lizzard mounts I can hunt and barbecue players with and eat them afterwards to get their skills bwa ha haa
excuse me but quests for lvling where always around gnoll ears, and orc scalps... just dont make it the main way to lvl please
Sounds like a pretty crappy game.
Ba duh bum.
I wish people would stop claiming new MMORPG's are WoW killers they aren't WoW is killing itself....
I was referring to the "Entertainer Profession" that SWG had. There were multiple instruments, buffs, dance moves etc. that you could access as your entertainer skills improved. You could do different flourishes and play different songs on the instruments. They even included an "Image Designer" skill line that allowed you to change other players' physical appearance with new hairstyles, facial hair etc. that were not available at character creation. This allowed entertainers the ability to make money by providing needed services to other players. They could also provide certain buffs that were not available from other professions. The only game I've played besides SWG with a system even remotely like this was LOTRO's bard system where you could actually play music and create your own songs. I'd love to see a dedicated Entertainer profession/class like this in EQ Next.
Contrary to what a lot of people want, I don't just want EQ1 modernized and remade.
I think we've seen the end of corpse runs/losing exp upon death.
I want ground mounts, but not flying mounts.
I want the grind to be hard, but not unrealistic to where my friends don't want to play with me. I think it'd be great if they have exp boosting potions so I can still play with people who don't have as much time.
I want some form of lasting end-game. That's where I differ from loving Sandbox. I dont think any MMORPG in this day and age can survive without an end-game and some form of progression.
I want some form of community within the game, preferably by making it extremely profitable to group with someone or multiple people. Most games it slows you down to group with others so its frowned upon.
1) Hidden quests that may take months or years to uncover. There are rumors of some quests that have never been uncovered in the original EQ.
2) Rare spawns with various random spawn points. Nothing more exciting that discovering a rare named, killing it and acquiring it's special loot.
3) The return of the challenge and fear factors. No more spoon feeding or quick gratification.
My dream (delusional) list:
Overall, effort = reward. No more instant gratification or treadmill. Make the adventure the reward and the reason to keep coming back. No "end game", level cap, "best" gear, etc. Everything evolving and progression as we play.
Norrath: Seamless as possible, limited to no instances. Keep with the lore, but put a new twist on the world.
Classes: Defined classes of old but with more freedom on how we develop them. Race/class restrictions. No going from healer to caster to melee with a few clicks.
Allow focus on one or multiple types of play...Warrior that uses Sword n Board or Hammer have two different playstyles and shouldn't have to learn the other, but if you want to, you can spend the time and do so. Cleric that only wants to heal can be a powerful healer and forgo combat all together (better have a Warrior buddy).
No Equality: Going along with the bring a friend theme, every class does not need to be able to accomplish what everyone else can. Especially true in PvP, if you are a hardcore mace wielding beast, why does a healer get a chance to beat you? Maybe they can outrun/live you to get to safety, but all things do not need to be "fair."
Grouping: Not "required" but everything is much easier with one. Solo vs Group play is night and day as far as killing, progression, access to content, etc.
Fear: Make it thrilling running through a new area, be afraid of a mob you've never seen before. No more, "oh well, I can just respawn and be back here in 10 sec."
Levels: None, get rid of the treadmill and artifical cap or end game.
Weapons/Skills/Spells/Abilities: Make these the “grind.” Update to EQ’s system where you get better with a weapon the more you use it. Do the same for magic and other abilities, cast 100 fireballs, gain a new fire spell or cast 100 heals, gain a new heal. No more, kill 100 mobs gain a level + 5 spells, repeat until hitting cap.
Require quests, reagents, actual effort learn to abilities, no training hub with 5 guys standing around to teach you everything with the click of a button or a few gold. If you want to be defense focus, go on adventure defending others.
Gear: Get rid of the grind. Instead of constantly needing a new pair of boots, allows us to alter and customize gear as we progress.
Can alter physical appearance, stats, bonuses, etc. Instead of needing to carry around 5 sets of gear, be able to alter as needed to some extent before heading out to raid or whatever. Limit how powerful any one item can be to prevent unkillable halflings!
Named “rare” Gear: Unless something is really rare (one of a kind), 100 people shouldn’t be running around with Boogies Sword of Butt-Kicking. How many times can that guy lose his sword?
Instead have them drop a regular sword + their magical essence or something that can be applied to your current gear or the sword that dropped. So you could have Your Sword of Butt-Kicking. Still have the "oh cool look what he has" feature, but tailored to your needs.
NPCs/Mobs: Storybricks is hopefully going to bring NPCs and ambient game to life.
Dynamic/Random events, not set on a timer or do X Y Z to set it off everytime.
Mobs that learn and change their tactics instead of just swinging away or doing the same sequence that is learned and put all over the internet to be steamrolled over and over.
Mobs that change tactics, if you are heavy offense, they switch to defense or if you cast fire, they put up a fireshield if they can.
Seasons: Weather effecting what mobs are out and about, spells become more/less powerful, quests, events, etc.
Quests: Dynamic/Random. NPC have multiple quest lines and paths to go down. Reason to keep coming back to check what's happening. No more, talk to 5 guys do their 10 quests, never come back to area again.
Player Quests: Crafter needs 100 metal scraps for a piece of gear, they can put out a quest for others to collect and turn in the pieces to their home if they are offline until limit is reached. Everyone wins.
Housing: Buy/Gain land with gold/force/cash shop/whatever. House itself takes materials to build, no push a button and it appears. Have to collect wood/metal/stone (Put out a Player Quest). Requires maintenance so that if you decide to dissapear, your home will slowly rot and dissapear. Homes near cities are guarded and basic, while those out in the wild offer more bonuses and can be attacked.
Factions/Alignment: Closer to a city that you kill someone, the lower your rep goes to a point guards come after you and NPCs won't deal with you. Allow others to see your good/evil status so they can avoid or work with you depending on their view of your playstyle.
Further away from cities, your on your own (best bring a group). Kill a player attacking a mob or disadvantaged and gain a debuff by the gods or buff depending on who is watching. Kill a player with this debuff and be rewarded as a hero. So you can play a "good" troll or "evil" halfling.
PVP: Servers with different rulesets. PVP part of majority of them in some way. Again, have a reward/punishment system to make it worth fighting foes, but not a great idea to gank everyone you run across.
Guild Stuff: Housing/Towns, pretty endless options here.
Mobile Connection: Be able to chat by phone/tablet. Maybe even access inside of home and decorate on the go through simple UI.
Overall, something different then what is out and coming out.
Oh, of course DING!
It must have the "DING" sound when leveling.
Oculus Rift support would be nice as well.
Limited fast travel options.
Trains, trains, and more trains! (Which means I need to be able to FD) *Listening to the Train song by Richardo Xavier as I type this out*
Open world (including dungeons) a few instanced locations would be acceptable but not every dungeon or area.
Difficult to solo past a certain point (level) for most classes, nearly impossible for others. Make the community rely on each other to see the cool stuff.
I have left out corpse runs. Although I want them as I'm no longer a kid and have responsibilities I don't have time to spend 4 hours just trying to get my body back. That being said there should be some harsh penalties for dying. Its really the only way of bringing the excitement and fear back in exploring a new area. Otherwise there just isn't any point imho.
Personally the class system from SWG. It was hard to balance in the way it was implemented but could be made much smoother.
In my opinion it really sold the immersion. You started as a simple schmuck with a basic knowledge in what you wanted to do. From there you could do whatever you wanted within the loose constraints in place.
In EQ having base trees being similar, Warrior, Archery, Elemental Magic, Conjuration Magic. Exploration Etc. Give people some basic guides for titles sake and let them have at it. Advancement being based on what abilities you are using. The ability to cross class would be awesome.
Want a Shadowknight cross the sword and board or two handed tress of warrior with the Necromancy in conjuration.
Want a Ranger mix a warrior with archery, some nature magic and exploration.
The best part being I like an archery heavy ranger someone else may like a more melee focused and we could each build ours in the way that we want.
This level of freedom really sold that skill system and the immersion in SWG for me it was my story, my character, and it unfolded exactly how I wanted it to. I wasn't the savior of the whole galaxy along with everyone else who loaded up the game and being an ordinary fellow doing extraordinary stuff is much more heroic feeling than being one of the 5 million chosen ones.
I agree 100% with this!