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What mechanics from EQ1 would you like to see in EQN?

BaratukBaratuk Member UncommonPosts: 27

What is something from Everquest 1 that you'd like to see adapted into Everquest Next?

 

For me, it has to be the vision. When I first started EQ1 back in 2000, I made a human as my first character. And once nightfall hit I couldn't see two feet in front of me. Later on I made a darkelf and was amazed at how good they saw at night.

 

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Comments

  • ElsaboltsElsabolts Member RarePosts: 3,476

    OOC: CHOO CHOO , Train Get Out of the Way or Help Yourself.

    image

    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
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  • TelondarielTelondariel Member Posts: 1,001

    I'd like to see a lack of instant transportation. That is, unless you are a Wiz or a Druid.  Make the world feel large again.

     

    Oddly, if that were the case, I'd like to see an increase in the agro tether.  There was a certain amount of excitement and terror in trying to run to a guard or a zone line.  It seems all you have to do now is run 20 ft away and mobs saunter back.

    image
  • BrodanBrodan Member UncommonPosts: 31

    There are a lot of things from EQ1 I'd like to see make a return in EQN - and MMOs in general.

    - The sense of danger. Huge level ranges and variety for zones / areas. Wandering, dangerous mobs.

    - The sense of adventure, and a need to explore. I am opposed to most forms of fast travel if the game is built well enough to offer a sense of adventure while traveling. Where traveling is part of playing the game, and not something you have to do to play the game. The world has to be immersive.

    - Mob difficulty. If you are fighting an even level normal mob, that mob should actually be able to kill you if you aren't paying attention. I'm tired of games with no challenge outside of bleeding edge raid content, where you can pull half a dozen mobs your level and mindlessly mow them down solo.

    - Class dynamics / high skill ceiling. Make it rewarding to know your class and to be a good player. Bards were a good example of this. You were in a group and had respawn / patrol / wall aggro adds thinking your group was going to wipe. Then the bard charms one, puts it on another mob to tie two up, starts a mez cycle on the other four, calls out the kill order, and saves the group. All because they knew their class and were good at it.

    - Make strategy and tactics count again. Bring back the importance of crowd control mechanics, and pulling / splitting /peeling mechanics. It doesn't matter how many abilities classes have if the game is easy enough to mass pull in dungeons and mindlessly AoE everything in sight with very little danger.

    - Long leveling experience. I don't want to end up max level within 2 weeks, which is what happens most of the time with modern MMOs. If this game does end up having levels I would like to see it take several months for even hardcore players to reach max level. But the game has to support that with enough engaging content to where it doesn't feel like a mindless grind.

    - Alternate Advancement. One of the later additions to EQ1 that I do really like. A good, complex AA system can really add a lot to the game.

    - Meaningful item upgrades. It's hard to really care about gear these days when it's handed out like candy, and you've gone through 100 pieces by the time you're level 30. I remember working my ass off on my first character in EQ just to get a full suit of no-stat bronze armor by the time I was in my 20s. It was very satisfying because it wasn't just given to me.

    Having said all of that, while I did love EQ1 in the early days, and after playing dozens of MMOs it is still my favorite experience, I certainly don't think it was perfect. One thing in particular was the crafting system. I'm really hoping that EQN takes inspiration from SWG, Vanguard, and EQ2 and has a robust crafting system on steroids.

    I'm trying to wait as patiently as I can till Aug 2nd to see if they can pull off something great.

     

  • GiffenGiffen Member UncommonPosts: 276

    No/very few XP quests

    Train type agro system and thus zones for zone borders

    Few fast travel options beyond spell teleporting

    Group Centric XPing

    NPC factions for the good and evil races (possibly neutral races too) with starting cities very far away from each other

    Severe death penalty, including XP loss and potential de-leveling

    Few or no instances

    Multiple servers so the Pvp'ers will have a place to gank each other.

    Basically I'd like EQ1 redone with top notch graphics and modern UI.  Maybe a bit better crafting system than EQ1.

  • KuanshuKuanshu Member Posts: 272
    Beggars...EVERYWHERE O.O!
  • KankanKankan Member UncommonPosts: 55

    I agree with the OP and Brodan (?), you touched on things that really made EQ fun for me.

    If able I think they do need to have some solo content, but I would like the game centered around group play. I think thats what made EQ so much fun and built that community. The community is what kept me there for so long.

    I'd like to see a higher leveling curb but not like the original EQ, I had went back and tried playing a year ago and it was painful.

    I just remember being pulled into the game because you did more than just mash 3 or 4 buttons. I played a Shaman for many years and really had to pay attention, not in a bad way but in a way it kept me immersed.

     I think there should be some kind of negative impact to death, or where does that fear come from that adds to the excitement. I remember running through Kithicor (?) Woods and running my ass off and constantly adjusting my view for mobs. I haven't felt that in years, when i  played WoW i'd wade into 10 mobs with my warrior and yawn.

    Well, I really hope they can pull this off and take 2 steps forward and in other ways 2 steps back.

     

  • YukmarcYukmarc Member UncommonPosts: 165
    Languages.
  • greenblood82greenblood82 Member UncommonPosts: 29

    - trains

    - corpse runs

    - camping mobs for items

    - no auction house

    - classes should not be totally balanced for soloing

    - no pok teleporters

    - some rare low level items should still be valuable for highlevels

    - no instances

  • RictisRictis Member UncommonPosts: 1,300
    Originally posted by Telondariel

    I'd like to see a lack of instant transportation. That is, unless you are a Wiz or a Druid.  Make the world feel large again.

     

    Oddly, if that were the case, I'd like to see an increase in the agro tether.  There was a certain amount of excitement and terror in trying to run to a guard or a zone line.  It seems all you have to do now is run 20 ft away and mobs saunter back.

    This, I can't stress how important it is to take away instant transportation. Any beneficial buffs should always only be available through either crafting to a lessor extent or other players through class specific spells. This will build the requirement for the community to ... oh I don't know work together and communicate maybe.

    I would really like it if Mounts were removed from the game though, I like the idea of Spirit of Wolf and simmilar variations moreso. I would though, like to see shorter downtimes though. I can't tell you how annoying it is to be a caster, cast around 4 spells and because they are new drain like 40% of your mana for just 1 mob, and you need around 100 to level.

  • KyllienKyllien Member UncommonPosts: 315

    Ranger's Harmony skill - the old style AoE version.

    Long Leveling. It should take weeks to reach level 10.  But also the story and quests should be engaging.  Quest based XP but not enough to earn enough XP to level.  Minimal XP for grinding (why reward a mindless task)

    Secondary quests that you have to search for. 

    Main quests should have some sort of quest helper or the guards should point you the way.

    Mobs that will follow you until they kill you or you seem dead.  Then the aggresive mobs should attack people on their walk back.

     

     

     

     

     

     

  • exwinexwin Member Posts: 221

    EQ 1 group dynamics. Is it really an EQ1 group without a Evac and CC, 2 classes that more modern MMOs have completely ignored.

    6 person groups to accommodate the extra classes. A tank, a puller (monk or sk), a healer, chanter for CC and Kei, and 2 dps. Best groups ever.

  • Thunder073Thunder073 Member UncommonPosts: 108

    Desperately want group combat back. It's been so boring to solo to max level while only grouping to do a dungeon and doing that dungeon over and over because that was the only group content. I miss spawn camps and chatting with your party. That being said, it took me almost a year and a half to reach max level, then the first exp came out and the aa's were rolling in once max level was hit again! I NEED a game with LOOONG leveling that doesn't feel like a grind. I know that people may think that spawn camping mobs for exp all day is a grind, but my god was it fun and interactive, i have missed this so badly from newer mmo's.

    I want harsh death penalties to come back. Where is the excitement if it doesn't matter if you die or not, heck most games ENCOURAGE death so you can instant port back to a city or your bind spot... asinine!

    I want to see no fast traveling, bring back the boats to travel across the continents and no instant load once you get on it. It was fun traveling though those ocean zones, you could even jump off and find a nice camp to exp in, in the middle of the ocean on a mountain top. 

    The nostalgia i feel around EQ is so missed, i crave for the EQ i once knew and loved.

    Oh and NO FREE TO PLAY BS!! I don't want to be forced to pay 100's of micro transactions when i can pay a measly 10-15 bucks a month and not have to worry about it.

     

    Dear original EQ,

    I miss you =(

     

  • TygranirTygranir Member Posts: 741
    Give me back the fun social community!!!!! I am sick of every game being nothing but queue after queue. I want to adventure with other people. Bring MMOs back to the roots!

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  • LatronusLatronus Member Posts: 692
    Originally posted by Elsabolts

    OOC: CHOO CHOO , Train Get Out of the Way or Help Yourself.

    image

    Oh how I miss that!  I played an Iksar Monk and I loved it when morons would try and steal my groups camp.  I'd pull half the zone depending on where I was and FD right in the middle of the offending group.  Then let the cryin begin. 

    image
  • OzivoisOzivois Member UncommonPosts: 598

    Some great answers here. Like the one about vision, limiting sound and sight really makes a game more fun and challenging.

     

    The mechanic I would like to see is the length of combat/ "turn-based style". Combat in EQ1 was strategic in that the fights were long, you had to manage your mana, you had to kill quickly enough to avoid being overwhelmed by respawns, and if you had to chase after a mob or flee it seemed to work pretty well.

    Soloing always seemed real slow because of the mechanic but in group play it gave you time to put a little more thought in your actions.

  • LatronusLatronus Member Posts: 692
    Originally posted by Wakygreek
    Originally posted by Telondariel

    I'd like to see a lack of instant transportation. That is, unless you are a Wiz or a Druid.  Make the world feel large again.

     

    Oddly, if that were the case, I'd like to see an increase in the agro tether.  There was a certain amount of excitement and terror in trying to run to a guard or a zone line.  It seems all you have to do now is run 20 ft away and mobs saunter back.

    This, I can't stress how important it is to take away instant transportation. Any beneficial buffs should always only be available through either crafting to a lessor extent or other players through class specific spells. This will build the requirement for the community to ... oh I don't know work together and communicate maybe.

    I would really like it if Mounts were removed from the game though, I like the idea of Spirit of Wolf and simmilar variations moreso. I would though, like to see shorter downtimes though. I can't tell you how annoying it is to be a caster, cast around 4 spells and because they are new drain like 40% of your mana for just 1 mob, and you need around 100 to level.

    While I agree with you, the WoW generation will freak out and rage quit if we were to be forced to work together.   Wait, that is an excellent idea!  Then the children can go back to their easy mode games and let those of us that want to work together and earn our rewards.  The way MMOs are going, the next WoW expansion will have a new UI that consists of 1 button labled "I Win".  Press it and you are automatically advanced to max level and all the best in slot gear is in your inventory and you are given a GOD MODE buff that allows every raid to be soloed.

    image
  • wblastynwblastyn Member Posts: 13

    I want the world to feel huge and epic.  For instance, in EQ boat rides made it feel like you were on a big epic journey across this huge world. Unlike WoW boat rides, where you just see a loading screen and you've arrived. The oceans weren't empty either, they had islands with they had cyclopes, mermaids, raptors, etc.

     

    Acquiring gear/items should take time and effort.  I remember being amazed, as a lowbie, when I saw high levels with their epics. In WoW, everyone and their granny has tier gear, etc from LFR.

     

    Grouping should be encouraged, but soloing should be possible yet require some level of skill to pull off. Quad-kiting on my wizard was fun, but you'd get squashed pretty easily if any of the mobs resisted snare.

     

  • fyerwallfyerwall Member UncommonPosts: 3,240

    Old school meditation to slowly bring mana up and add spells back to you spell slots after every fight/death!

     

    wh-why is everyone looking at me like that?

    Is it something I said?

    Whats with the rope?

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • DavisFlightDavisFlight Member CommonPosts: 2,556
    Originally posted by Baratuk

    What is something from Everquest 1 that you'd like to see adapted into Everquest Next?

     

    For me, it has to be the vision. When I first started EQ1 back in 2000, I made a human as my first character. And once nightfall hit I couldn't see two feet in front of me. Later on I made a darkelf and was amazed at how good they saw at night.

     

    That goes in with the general idea I want EQN to follow. Immersion.

     

    They made a realistic, HARSH virtual world. Long travel times, harsh death penalties, dark nights, scary roaming mobs, NPCs that were characters, not just quest dispensers...

    That aspect. A world, not a game. However, I wouldn't mind the death penalty being a little LESS harsh, and the old class system/gear grind can fuck right off.

  • BaratukBaratuk Member UncommonPosts: 27
    I also hope they bring back the separate starting zones for each race, for example: Rivervale for halflings, Oggok for Ogres, etc etc.
  • VyntVynt Member UncommonPosts: 757
    A lot of great things mentioned that I also want, but definitely want AAs back. Loved the extra level of customization for leveling. pretty sure that will definitely be in EQN since it has gone well in the first 2.
  • BaratukBaratuk Member UncommonPosts: 27
    Originally posted by Vynt
    A lot of great things mentioned that I also want, but definitely want AAs back. Loved the extra level of customization for leveling. pretty sure that will definitely be in EQN since it has gone well in the first 2.

     

    I just hope they implement AA's from the start instead of later in a patch. Its much easier and more fun to gain AA as you level instead of having to backtrack because they didnt have them in game at launch.

  • KuanshuKuanshu Member Posts: 272

    Honestly I really think everyone needs to get past a 14 year old MMORPG game mechanics and start coming to terms with the reality that Everquest Next is going to be something entirely different in a parallel universe so to speak...

    Why would SOE bring EQ1 or EQ2 gameplay into Everquest Next if they envision these titles to continue on their f2p models peoeple currently subscribe to?

    Personally I wonder why they don't rehash EQ1 with upgraded graphics and a new engine as many people want to jump in the time machine and go back to the good ol days...

    Project 1999 anyone?

    I really hope they completely break with the unspoken sacred trust with their previous fanbase with Everquest Next and make it so revolutionary that the only thing remotely recognizeable from the past is lore, landscape layout, and MOB types...everything else should be scrapped except for a bit of nostalgia which would be so easy to impliment here and there for players to reminesce...

     

  • Originally posted by Brodan

    There are a lot of things from EQ1 I'd like to see make a return in EQN - and MMOs in general.

    - The sense of danger. Huge level ranges and variety for zones / areas. Wandering, dangerous mobs.

    - The sense of adventure, and a need to explore. I am opposed to most forms of fast travel if the game is built well enough to offer a sense of adventure while traveling. Where traveling is part of playing the game, and not something you have to do to play the game. The world has to be immersive.

    - Mob difficulty. If you are fighting an even level normal mob, that mob should actually be able to kill you if you aren't paying attention. I'm tired of games with no challenge outside of bleeding edge raid content, where you can pull half a dozen mobs your level and mindlessly mow them down solo.

    - Class dynamics / high skill ceiling. Make it rewarding to know your class and to be a good player. Bards were a good example of this. You were in a group and had respawn / patrol / wall aggro adds thinking your group was going to wipe. Then the bard charms one, puts it on another mob to tie two up, starts a mez cycle on the other four, calls out the kill order, and saves the group. All because they knew their class and were good at it.

    - Make strategy and tactics count again. Bring back the importance of crowd control mechanics, and pulling / splitting /peeling mechanics. It doesn't matter how many abilities classes have if the game is easy enough to mass pull in dungeons and mindlessly AoE everything in sight with very little danger.

    - Long leveling experience. I don't want to end up max level within 2 weeks, which is what happens most of the time with modern MMOs. If this game does end up having levels I would like to see it take several months for even hardcore players to reach max level. But the game has to support that with enough engaging content to where it doesn't feel like a mindless grind.

    - Alternate Advancement. One of the later additions to EQ1 that I do really like. A good, complex AA system can really add a lot to the game.

    - Meaningful item upgrades. It's hard to really care about gear these days when it's handed out like candy, and you've gone through 100 pieces by the time you're level 30. I remember working my ass off on my first character in EQ just to get a full suit of no-stat bronze armor by the time I was in my 20s. It was very satisfying because it wasn't just given to me.

    Having said all of that, while I did love EQ1 in the early days, and after playing dozens of MMOs it is still my favorite experience, I certainly don't think it was perfect. One thing in particular was the crafting system. I'm really hoping that EQN takes inspiration from SWG, Vanguard, and EQ2 and has a robust crafting system on steroids.

    I'm trying to wait as patiently as I can till Aug 2nd to see if they can pull off something great.

     

    All that is my fantasy mmo Lol. Every time EQ brings up a new TLP server, I'm on it, but the current TLP servers are too far from velious EQ. Yeah, I wanted to add, seperate starting zones for each race and for a few races, multiple starting areas.

  • DavisFlightDavisFlight Member CommonPosts: 2,556
    Originally posted by Kuanshu

    Honestly I really think everyone needs to get past a 14 year old MMORPG game mechanics and start coming to terms with the reality that Everquest Next is going to be something entirely different in a parallel universe so to speak...

    Why would SOE bring EQ1 or EQ2 gameplay into Everquest Next if they envision these titles to continue on their f2p models peoeple currently subscribe to?

     

    Because they have been saying that it'll be a sandbox where you don't get coddled. This makes people think more of EQ1, and ask for the return of hardcore features, many of which will fit in well with a sandbox.

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