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For me it's super responsive character control and fluid combat. (see: WoW)
IMO WoW is king in this regard. EQ:Next needs to match it!
What is your absolute #1 must have?
Comments
WoW has had years of experience and tons of money in-flow to put a ton of work into their combat system. Expecting this from a day-1 MMO is not only foolish but childish.
WoW's combat was clunky as HELL when it first launched.
Please stop demanding impossible expectations
www.daneslaw.com
@GamerKurisu
Awaiting Darkfall Unholy Wars
Yes, WoW's combat was always responsive. That's very different from Vanilla WoW having some bugs, but in general combat was very fluid.
Maybe OP should have just said GW2 since that is one of the few games in recent times that has come out with a smooth combat engine.
WTF are you babbling about lol, we are not talking about some random dev team or publishers.
And not that i'm a WOW fan but i was there through beta and up to the first expansion, WOW combat was far from clunky.
Oh and i'm also an EQ vet, i've played everything EQ for the last 14 years on and off.
If someone is talking in general chat in a language you dont understand, chances are they're not talking to you. So chill out and stop bitching about it!
?
How does any of that qualify the SOE developers to have a completely fluid 10+ year combat engine in place at launch? Also, no...WoW did NOT have a "fluid" combat system at launch. It had lag issues, and a bit of clunkyness to it....none of which exists today.
I tried WoW at launch, and I've been playing EQ since launch off and on as well. I've also played every single MMO that has ever come out save for SWTOR which I avoided like the plague knowing how bad it'd be pre-launch.
Stay on topic with the OP !
I hope not.
I hope it is like EQ1's tab target, mouse target, /assist, /follow system. Just updated to 2013 specs, and made more intuitive.
I also hope that they did NOT go the GW2 route of having a hella-limited combat bar with hella-limited skills per class. Seriously, tired of having classes/characters with the depth of a toothpick in shallow water !
There is no better place to optimize your game, than field tests. WoW has benefitted greatly from this in its numerous years of being out. And the first six months it had a lot of server lag issues.
www.daneslaw.com
@GamerKurisu
Awaiting Darkfall Unholy Wars
Since they are not traditional tab-target combat, by the eternal rules of internet forum conduct, you are required to emphatically state the opposite, without any regards for actual reality, IN ALL CAPS IF NECCESSARY!!!
If you can't stand still and spam your macros it is obviously twitch...dodge, aim, be aware of my surroundings? Madness!
Avatars are people too
The #1 think EQN needs for me is fun and challenge at low, medium and high levels. Don't make the game for the endgame, make the whole game fun.
I agree with the OP about WoW, I think GW1 had as good controls and fluidity, but I don't consider GW1 as an MMO in any regard. I think there are other games out there just as good, but I can't think of any that are better.
I will say that I think it can be improved upon without destroying the system. My favorite innovation that I thought would sweep the industry was shown in Vanguards Blood mage and other classes where they had defensive and offensive targets instead of just one.
I'm not saying this will be in EQN, just saying that it was a tab-target based improvement.
Asdar
www.daneslaw.com
@GamerKurisu
Awaiting Darkfall Unholy Wars
#1 thing EQ:Next needs...
Incredibly deep and robust progression systems.
Like, skill based advancement (swing a sword, get better at swords) but once you ding up X number of skills, your "level" raises (in order to allow some baseline for content gating) kind of like how ES:Oblivion did it. Level raises give you primary stat increases, but you assign all the points yourself.
Also, incredibly deep and robust AA system akin to the Path of Exile talent matrix focusing on "secondary" stats and passive effects (keep the main stats to level up process like str, dex, int, wis etc.)
Very fine collection of secondary stats, similar to say WoW in WOTLK - things like hit, expertise, crit, mastery, haste, armor/spell penetration, as well as stats for regen, both in combat and out, and usual defensive like armor, magic resists, dodge, parry, block.
New skills gained on skill level raises.
Certain sets or combinations of skills allow you "certs" kind of like EvE - but give you access to titles and maybe membership in specific factions with their own gear kind of like TSW - Paladin's guild, Warlock guild, etc.
And the big one - I think all gear, all weapons/armor/trinkets/accessories everything should have XP and level up through use, as an item levels gains better base stats and also once high enough starts adding slots for gemming/enchants.
Gear drops from high end content will have higher base levels but still upgradable through use.
But you could take a lower base level item and just use the crap out of it and eventually it would match the stats of a high end raid drop.
That kind of thing.
This. "Twitch" seems to be a common buzzword around here used by old nostalgia-filled EQ vets who can't compete in modern games so they decide to just bash the style instead.
There is nothing "twitch" about action-style combat. If you played any modern FPS, fighter, action RPG, etc competitvely, there is no way you will be successful by just mashing buttons in a twitch fashion. These games require mobility, precision, aiming, reading your opponent, among other things.
I'd prefer to rely on my actual skill in EQN rather than random numbers and dice rolls.
It's a fine line for me. I want skill to be a major factor, but I also enjoy the RPG aspect of it, with dice rolls and all the random chaos that comes with it. An MMO without the RNG would be super boring to me.
Id like to see a return to the old EQ style of buffing toons. Being able to offer buffs to random people and not having to be grouped with them added a nice feel to the game.
One of my more fond memories of EQ is hearing MGB announced and running like mad to make it there in time, not the way its done now where people just camp out in the guild lobby and go afk for hours on end to just soak them up. But when people would announce it in the zone and you had 60 secs to get there or you missed out on it.
Bards
edit: with cowbells
What you described is exactly what twitch is, it's not an epileptic seizure it's the ability to react quickly and aim accurately fast. reflexes are twitch, aiming and mobility are twitch.
What you call skill is twitch, but what I think is just as much skill is the ability to strategically plan your attack, debuff, interrupt, snare, blind and others at the right moment those aren't twitch, but to me they do take skill.
Asdar
You've got it completely wrong.
Google's definition of twitch: "Give or cause to give a short, sudden jerking or convulsive movement."
These skills may require a fast reaction time, but "twitch" implies random nonsensical mashing in no orderly fashion. These games still require a huge amount of strategy, planning, and tactics - they just happen on a shorter time frame than typical turn-based RPG's. The reason RPG's and games and general are moving away from the turn-based style is because our tech is advancing to the point that allows it and because these sort of games are preferred by modern gamers.
Tab-targeting and auto-attacks worked well for old games like EverQuest because of server and network limitations of that time, but our tech today allows for a much more fluid and engaging combat experience. Watching a character model stand around and trade blows with an NPC isn't very exciting - players want to take full control of their character, not watch a movie.
There are still many ways to provide a strategic progression aspect of RPG's with a fun and intuitive combat style of most popular AAA games. There is no reason to stay stuck in the past with systems we've already seen and played over and over for years. SOE is not making EQ 2.5.
ABSOLUTELY NOT!!!
That is WoW's art-theme that has been their art-style since Warcraft 3. It is THEIR art-style, and is NOT Everquest's Art-Style.
If it ends up being childish & cartoony then EQN will be a failure as an Everquest product. Simple, and Short.
Sorry, but people need to realize that if they want primary aspects of their game in someone else's, they need to go back to their game. There's one thing Everquest is not, and that is cartoony.
The average Everquest Fan's age now is in the mid twenties at a minimum all the way up to mid fifties (you're not old, just more mature than the rest of us !). We're no fans of hello-kitty online graphics my friends, and it most noticably is NOT part of that franchise.
What you're asking is essentially like a realism shooter fan coming over to WoW asking for realistic graphics instead of that cartoony art-style. I'm sure you can relate to how that would feel from your end. Someone else, coming over, asking for an ENTIRELY different art-style than said franchise is used to, yes?