What features of EQ made it "EQ"? Those of us who played and enjoyed it may have a different answer but when I see comments about how different EQN will be than its predecessors I wonder what aspects are being referred to. Tab target vs reticle combat? Art style? Level of difficulty or need for friends?
You mentioned ESO so you may be referring to the combat style rather than art style. For me personally if EQN has a decent level of difficulty (not faceroll easy) and a solid amount of group content it may be more like EQ than EQ2 IMO and for all intents and purposes be EQ3.
Edit: This question is probably worth its own topic since it is off topic here.
Originally posted by Gallus85
Originally posted by Kyleran They are less concerned with appealing to the Vet EQ crowd as it is a very small subset of their target audience, the mega millions of game players who've joined the genre since then and who clearly prefer a different playable.
This will be in almost no way EQ3, and far closer to ESO and other more modern, action combat MMOs.
I'm an old school EQ vet. I followed news on the game for months and was there on day 1, March 16th, 1999 at the store to pick up my copy and I played it nearly every day for about 5 years.
I think they are appealing directly to me because to me EQ was about the adventure, growing a character and socializing with people.
EQN is offering horizontal progression and giving a true free-roaming adventure experience.
Emergent AI, voxels and proceedurly generated content is going to make the free-roaming world fresh and interesting to explore for years on end and won't relegate me to a few "high level zones".
High levels of character customization (their horizontal gear system, multiclassing, etc).
Getting back to the Tank/Healer/CC trilogy.
Massive world changing events with rallying calls.
etc etc.
I'm an EQ vet and I feel they are aiming right at me without resorting to archaic and dated mechanics and systems. So don't make such blanket statements please. It's ok if you don't think the game will appeal to you, but don't act as if they're alienating "EQ vets". You either like what they're offering or you don't. It has little or nothing to do with being an EQ vet or not.
My statement was based on the premise that a "true" EQ vet and fan would expect in fact that some of those mechanics you refer to as archaic and dated would expect them to actually be included in the new game, so it likely does not apply in your situation.
What kinds of features? This list will do for a start, but I'll bet people could come up with a 2nd ten.
My point was, if players are expecting to see many of the "old school" designs resurrected, I don't think it is going to happen. They will follow the overly simplified and more shallow game mechanics of most modern theme park MMOs (see, I can insult design mechanics too). This means they aren't really much interested in that group of gamers, they're after bigger fish to fry.
For the record, I never played EQ1, but DAOC and some other games had many of these same mechanics, and in fact when reading through this article recently, I found myself wanting to play EQ1 just to experience them again.
Naw, my DAOC freeshard will likely relaunch at some point, will wait until then to get my old school fix. (2003 ruleset...whoo hoo)
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Originally posted by keenber From what I understand there will be nothing but aoe and GW2 tactics of gang banging the mobs . Cc will be nothing like EQ it will just be a wall or root type thing. Pulling will be none unless mobs are sociable and not tethered to each other. When any class can heal and tank then there will be no healer/tank tactics. Without tab targeting this is just gonna be a gank fest and with the lack of options when fighting everybody is gonna be left running in circles shooting of aoes. The only way this resembles EQ is in name and the name of places.The art style is terrible and is a huge off put for anybody even console players that want to get immersed in a game for any length of time.This can off course all change by the time it is released but I don't believe with the voxel graphics and NPC ai they had any choice but choose the low graphic color pallet.
Best post in this thread. DMKano's post is excellent as well.
Originally posted by DamonVile Originally posted by DMKano Call these systems archaic - they are still revolutionary. EQ1s world was harsh and unforgiving, which made it rewarding and fun as well.
For a very small group of people.
Ya just a few million. Mere pittance.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon. In F2P I think it's more a case of the game's trying to play the player's. -laserit
I'm not sure they were wanting to bring vets into the new game as much as they say. Reason being that the new game is so different. Why would someone who has a taste for the original game choose to change their tastes completely for a totally different game in EQN. I don't think SOE expects to bring them and are counting on enough new business to make it profitable - more profitable than making a game that only catered to people they already had paying them money.
Originally posted by keenber From what I understand there will be nothing but aoe and GW2 tactics of gang banging the mobs . Cc will be nothing like EQ it will just be a wall or root type thing. Pulling will be none unless mobs are sociable and not tethered to each other. When any class can heal and tank then there will be no healer/tank tactics. Without tab targeting this is just gonna be a gank fest and with the lack of options when fighting everybody is gonna be left running in circles shooting of aoes. The only way this resembles EQ is in name and the name of places.
The art style is terrible and is a huge off put for anybody even console players that want to get immersed in a game for any length of time.
This can off course all change by the time it is released but I don't believe with the voxel graphics and NPC ai they had any choice but choose the low graphic color pallet.
Best post in this thread. DMKano's post is excellent as well.
Yeah he sure knows more than any of us....What a joke
Originally posted by DamonVile
Originally posted by DMKano Call these systems archaic - they are still revolutionary. EQ1s world was harsh and unforgiving, which made it rewarding and fun as well.
For a very small group of people.
Ya just a few million. Mere pittance.
Will this stand the test of time where people will go back to this and refer to it for reference?? How exactly is that a good post. It seems like he missed a WHOLE video on stuff explaining the mechanics and the possiblities and he is giving his totally biased opinion while posing as an "observer" to discredit this game. But its totally futile. Nothing will stop this game.
Or they just keep it as it is and see a massive bunch of those vets who said "will not play" come slinking with the tail between their legs and a "it was not as bad" excuse.
But as for your idea. It is ofc doable, it would perhaps tax the network part of things more then any GFX part as it would be a double set of "head geometry data" being sent back and forth. The reason i say it is doable is because this is exactly how WoW solves their new/old model issue.
Then again i feel your entire argument/idea is invalid due to your very narrow view on art and style.
Young adult my posterior... Mature my posterior... Had you gone the stylized/"realistic" route ... we might have had something to talk about but honestly i do not feel it is worth doing that with you... Seeing how most concepts i would present woudl fly far over your head.
But yes.. your idea is doable, they most likley choose not to do it in order to save money and bandwith.
I appreciate your reply and honesty, however, this suggestion was not based on my 'narrow view' of art and style but rather based on the posts I read on this forum.
As far as my view, I have two children, watch cartoons with them constantly and love them, especially good quality cartoons. I have a huge collection of comics, because my 'narrow view' of art and style allows me to appreciate good comic art. I play all games that are fun, art style is not a show stopper for me so therefore the way eqn is now will not stop me from trying it.
As far as fly far over my head, you are probably right, as I stated in my post, not an expert in game design, etc... You are obviously passionate and maybe knowledgeable about style and art, so I appreciate your reply. So having said that, my wording of the two types of games may not be accurate so I'm curious, what would you call two different versions of a game based on different art/style/realistic design?
Sorry i appologise for my overly hostile tone. I was tired and in a bad mood. No excuse really but i´l give it any way. It is just that the lable of anything that has that.. shall we call it disney/dreamworks style... As young adult just rubs me the very wrong way. Content is always more important they style, and while exaggerated design is often linked to childrens media to say that something is targeting a specific demographic based only on the visual style is... Well... bad. Take wildstar for an example... In te first hour of gameplay you could have engaged in torture or having to watch a med-evac full of people, one beinga pregnant woman.. being blown out of the sky.. That is not exactly kids stuff now is it...
By the same token when i was young i could rent a fairly uncut version of Silver Fang (Ginga Nagareboshi Gin).. A series with enough blood and visual death to give a live action movie slapped with a adult rating. But since it was animated it had to be kids stuff...
So to explain why i think that your idea of a YA/Mature mark is bad.. It calls in to effect having to re-write story and dialogue because those labels carry with them pre-baked ideas of what to expect.
As to what i would call them... How about simply stylized and realistic if you want two different designs. Now ofc making a double set of EVERY single texture and model in the game is... well... a insane amount of work... But it is in theory doable, as i said.
Thanks for the apology and we all have good and bad days. You make some very interesting and good points, as well as many others who have replied to my post.
To expand on features that EQ1 has that have been abandoned by most new MMOs:
1. No mob leashing - for those unfamiliar with the term, it means once you aggroed something it would NOT give up chase until you died, you zoned or killed whatever was after you. This mechanic alone led to lots of emergent gameplay - such as kiting, fear kiting, quadding, swarming, training(as in train of mobs on another player) pet kiting, etc....
EQN will be seamless world - meaning mobs will leash, so you can just keep running past them and they will leash back to their spawn - just mount up and run past stuff - easy mode, yes so many new games are like this, I am not a fan.
2. Split pulling/aggro control - in EQ1 almost all NPCs had a faction, and NPCs friendly to each other would jump to each others aid in combat. Example you are fighting an Orc, another Orc wandering by would normally just walk by but will jump to aid of his Orc friend and attack you.
Classes were given tools to wipe aggro so there was an entire emergent gameplay when it came to splitting mobs that would normally come in a large group - feign death, pet pulling, mez, stun, fear etc... lots of abilities were used in combinations to split seemingly impossible groups of mobs.
EQN - we don't know yet, I doubt that we will see such deep aggro management system
3. super slow combat - a combat round in EQ1 was 6 seconds, yeah unheard of in today's MMORPGs. You would miss more often than hit as mobs would block, dodge, parry, spells could fizzle, AE spells would also hit YOU, so you could kill yourself in combat with your own AE spells. The slow pacing of combat gave players more time for strategic play as well as being able to type and chat.
EQN combat again - seems very fast - as something you'd see in a console fighting game (which I am a fan of) but it kills more strategic combat as action happens too fast. Its closer to a single player action game, also voice chat will be mandatory as you can't type and do action combat at the same time
4. Death sting - you die, all of your gear is on your corpse - you are naked hungry and thirsty and need to retrieve your corpse which could be an hour away (as boats were SLOW). Maybe you could find a friendly wizard or druid to give you a teleport to a nearby zone, and maybe a friendly necro would summon your corpse once you got to the zone? Player interdependence - EQ1 had it in spades.
I seriously doubt that EQN will have anything remotely close
Call these systems archaic - they are still revolutionary. EQ1s world was harsh and unforgiving, which made it rewarding and fun as well.
I miss all of those. Splitting mobs was fun as an Iksar Monk using Feign Death and don't get me started with training groups trying to work into my groups camp. Training people could be so much fun when they deserved it. You feared death, especially just after you dinged a level and please bring back AEs. Stop the insanity of area abilities only affecting the bad guys and not yourself or your friends. You had to think when playing, and communicate with those in your group! Communication? How archaic! Actually talking to other players in an MMO and while fighting no less. /faint
Not anymore. Everything you mentioned is archaic. Being forced to learning a games mechanics and how and when to use skills is archaic, and no, the BS we do now of learning the best rotation of skills is not learning how and when to use them. A brain dead monkey can be trained to mash buttons in order. Don't want to fight, no worries just run. The mobs are all out of shape and will get tired and give up. It doesn't matter that games can be played completely solo and there is no need to ever say a word in chat even while in a group. No, that takes too much time and effort, it is archaic. Just get me to treasure chest as fast and effortlessly as possible. Instant gratification is the progressive way to play these days. Don't make the players think, learn, communicate, fear, or earn a thing, those are archaic concepts.
Yeah, why would anyone want any of the archaic features that were in EQ when we can play all these modern games that are extremely easy, and I can play with hundreds of thousands of my dearest friends but never say a word to any of them?
Today's gamers have no idea how fun these archaic features were. Was EQ perfect? No way. But it was unforgiving and you paid for making mistakes, but the feeling of accomplishment you got when you finally overcame and achieved something has never been duplicated in any other game for me like it was in EQ. I guess that sense of accomplishment is an archaic concept too.
i remember when EQ2 was about to release so many EQ vets complained that they wouldnt play EQ2 unless their EQ characters carried over.. such silliness. If the character models are going to be THAT big of a deal to you maybe you should just skip EQN but i doubt you will, so why stir up and prolong the silly issues.
My statement was based on the premise that a "true" EQ vet and fan would expect in fact that some of those mechanics you refer to as archaic and dated would expect them to actually be included in the new game, so it likely does not apply in your situation.
The "No true Scotsman" logical fallacy always makes me laugh when people use it.
To expand on features that EQ1 has that have been abandoned by most new MMOs:
1. No mob leashing - for those unfamiliar with the term, it means once you aggroed something it would NOT give up chase until you died, you zoned or killed whatever was after you. This mechanic alone led to lots of emergent gameplay - such as kiting, fear kiting, quadding, swarming, training(as in train of mobs on another player) pet kiting, etc....
EQN will be seamless world - meaning mobs will leash, so you can just keep running past them and they will leash back to their spawn - just mount up and run past stuff - easy mode, yes so many new games are like this, I am not a fan.
4. Death sting - you die, all of your gear is on your corpse - you are naked hungry and thirsty and need to retrieve your corpse which could be an hour away (as boats were SLOW). Maybe you could find a friendly wizard or druid to give you a teleport to a nearby zone, and maybe a friendly necro would summon your corpse once you got to the zone? Player interdependence - EQ1 had it in spades.
I seriously doubt that EQN will have anything remotely close
Call these systems archaic - they are still revolutionary. EQ1s world was harsh and unforgiving, which made it rewarding and fun as well.
Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
Ok, first off I know nothing about how graphic engines work, their cost and how much they have to do with the art in a game, so my idea here could be a complete pipe dream or fantasy, but if only....
In eq2 you have the option of selecting a character 'model' type. US type or European type, I believe. When selecting one or the other, your character's appearence completely changes. So, why not have the same type of option in EQN but on a larger scale.
Meaning, suppose you had to versions of EQN. One called EQN-YA (young adult) and EQN-MA (mature adult). When installing the software, you select which type you want. The YA version is the current cartooney style version many of the vets don't like and the MA version could be more in line with eq2 graphics but better since that is a 10 year old game.
Now you reach the new target younger audience and also keep the Vets dedicated to EQ1 and EQ2.
Again, not knowing anything about graphic engines, cost, etc.. this could be something that is just too costly a risk for them to take, but how awesome would it be to have the option to pick one or the other - the best of both worlds.
Play with my kids on EQN - YA and then later with my adult friends on EQN - MA. This of course assumes that many of the vets will not play the cartooney version. Me personally, if the game is fun it's fun, but I do prefer a non - cartooney graphic game so wish this was even possible.
I know, I like dreaming.
As far as EQ and EQ2 go, any players of those that do not like the aesthetics of EQN, will just stick with playing EQ/EQ2, so, the vets will stay where they are vets, and EQN will bring in new players, so SOE are pretty much doing what your title suggests they are not.
A creative person is motivated by the desire to achieve, not the desire to beat others.
Originally posted by DMKano ...Slower combat gives you that space to think for a few seconds - where action combat is all reaction, there's no time to kick back and relax while fighting - and voice chat is necessary (which I personally sometimes dislike - at the end of the day I don't want to hear myself or another human being talking period)...
I hate voice chat; it's immersion breaking to hear some little squeeky voice coming from the big bad ogre; or some man voice coming from the hot wood elf. Hasn't typing 101 been required in school for the past 20 years?
Originally posted by DMKano I would speculate that EQN will not deliver much for the EQ1 or EQ2 player - it will deliver a lot for those who like to play action games with a controller - again 100% my speculation
I fully agree; EQN has shown no interest in attracting the millions who played and loved the Everquest franchise. They want young people who play consoles and perhaps WoW.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon. In F2P I think it's more a case of the game's trying to play the player's. -laserit
I can tell you that the number of "vets" put off by the art style of EQN will be so minuscule in the grand scheme of things that it would be a waste of money for them to spend the time developing the alternate models.
I say this as a vet who still has many vet friends from both EQ and EQ2.
All these replies and all someone had to say is why would they make a game that attracted people from 2 profitable games EQ/EQ2 ? They want to attract the people NOT playing them games.
Originally posted by evilized I can tell you that the number of "vets" put off by the art style of EQN will be so minuscule in the grand scheme of things that it would be a waste of money for them to spend the time developing the alternate models.
I say this as a vet who still has many vet friends from both EQ and EQ2.
Still playing EQ and the fact that my all access will give me all access to EQN means I will likely play that to.
Originally posted by evilized I can tell you that the number of "vets" put off by the art style of EQN will be so minuscule in the grand scheme of things that it would be a waste of money for them to spend the time developing the alternate models. I say this as a vet who still has many vet friends from both EQ and EQ2.
Still playing EQ and the fact that my all access will give me all access to EQN means I will likely play that to.
A very good point you make. All access including EQN alone will bring a good portion of current SOE subscribers over to at least try the game with all its bells and whistles. I'm super excited by the fact that the phrase "Ever Crack" could become a household saying in the next couple years.
Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
I forget the name of the zone just outside of the Hobbit area that at night spawned undead. I remember one fight where the undead beat me down to a hair of HP left but I won the fight only to be killed by a low level Bixi Bee lol Funny how stuff like that turns into some of the best times you had MMOing.
Originally posted by Nadia Originally posted by AmbrosiaAmor Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
I forget the name of the zone just outside of the Hobbit area that at night spawned undead. I remember one fight where the undead beat me down to a hair of HP left but I won the fight only to be killed by a low level Bixi Bee lol Funny how stuff like that turns into some of the best times you had MMOing.
Ok, first off I know nothing about how graphic engines work, their cost and how much they have to do with the art in a game, so my idea here could be a complete pipe dream or fantasy, but if only....
In eq2 you have the option of selecting a character 'model' type. US type or European type, I believe. When selecting one or the other, your character's appearence completely changes. So, why not have the same type of option in EQN but on a larger scale.
Meaning, suppose you had to versions of EQN. One called EQN-YA (young adult) and EQN-MA (mature adult). When installing the software, you select which type you want. The YA version is the current cartooney style version many of the vets don't like and the MA version could be more in line with eq2 graphics but better since that is a 10 year old game.
Now you reach the new target younger audience and also keep the Vets dedicated to EQ1 and EQ2.
Again, not knowing anything about graphic engines, cost, etc.. this could be something that is just too costly a risk for them to take, but how awesome would it be to have the option to pick one or the other - the best of both worlds.
Play with my kids on EQN - YA and then later with my adult friends on EQN - MA. This of course assumes that many of the vets will not play the cartooney version. Me personally, if the game is fun it's fun, but I do prefer a non - cartooney graphic game so wish this was even possible.
I know, I like dreaming.
SOE Korean department did make Korean skins for all races in the Korean version, and as a bonus did SOE US/EU add them as an option (the work was already done after all).
Making something similar is indeed possible but I can tell you that they would charge you now to add something like it. They would not do it like you suggest though, it would be an option in the itemshop.
But you can always suggest it on the official forum, if there is enough interested people SOE might indeed add it, they usually don't say no to some extra bucks.
Everquest isn't so much a graphic style as a world though, and the graphicstyle is not even on my list for worries about the game.
Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
I forget the name of the zone just outside of the Hobbit area that at night spawned undead. I remember one fight where the undead beat me down to a hair of HP left but I won the fight only to be killed by a low level Bixi Bee lol Funny how stuff like that turns into some of the best times you had MMOing.
Comments
My statement was based on the premise that a "true" EQ vet and fan would expect in fact that some of those mechanics you refer to as archaic and dated would expect them to actually be included in the new game, so it likely does not apply in your situation.
What kinds of features? This list will do for a start, but I'll bet people could come up with a 2nd ten.
http://www.mmorpg.com/gamelist.cfm/game/9/feature/8123
My point was, if players are expecting to see many of the "old school" designs resurrected, I don't think it is going to happen. They will follow the overly simplified and more shallow game mechanics of most modern theme park MMOs (see, I can insult design mechanics too). This means they aren't really much interested in that group of gamers, they're after bigger fish to fry.
For the record, I never played EQ1, but DAOC and some other games had many of these same mechanics, and in fact when reading through this article recently, I found myself wanting to play EQ1 just to experience them again.
Naw, my DAOC freeshard will likely relaunch at some point, will wait until then to get my old school fix. (2003 ruleset...whoo hoo)
"True friends stab you in the front." | Oscar Wilde
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Best post in this thread. DMKano's post is excellent as well.
For a very small group of people.Ya just a few million. Mere pittance.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
Will this stand the test of time where people will go back to this and refer to it for reference?? How exactly is that a good post. It seems like he missed a WHOLE video on stuff explaining the mechanics and the possiblities and he is giving his totally biased opinion while posing as an "observer" to discredit this game. But its totally futile. Nothing will stop this game.
Thanks for the apology and we all have good and bad days. You make some very interesting and good points, as well as many others who have replied to my post.
I miss all of those. Splitting mobs was fun as an Iksar Monk using Feign Death and don't get me started with training groups trying to work into my groups camp. Training people could be so much fun when they deserved it. You feared death, especially just after you dinged a level and please bring back AEs. Stop the insanity of area abilities only affecting the bad guys and not yourself or your friends. You had to think when playing, and communicate with those in your group! Communication? How archaic! Actually talking to other players in an MMO and while fighting no less. /faint
Not anymore. Everything you mentioned is archaic. Being forced to learning a games mechanics and how and when to use skills is archaic, and no, the BS we do now of learning the best rotation of skills is not learning how and when to use them. A brain dead monkey can be trained to mash buttons in order. Don't want to fight, no worries just run. The mobs are all out of shape and will get tired and give up. It doesn't matter that games can be played completely solo and there is no need to ever say a word in chat even while in a group. No, that takes too much time and effort, it is archaic. Just get me to treasure chest as fast and effortlessly as possible. Instant gratification is the progressive way to play these days. Don't make the players think, learn, communicate, fear, or earn a thing, those are archaic concepts.
Yeah, why would anyone want any of the archaic features that were in EQ when we can play all these modern games that are extremely easy, and I can play with hundreds of thousands of my dearest friends but never say a word to any of them?
Today's gamers have no idea how fun these archaic features were. Was EQ perfect? No way. But it was unforgiving and you paid for making mistakes, but the feeling of accomplishment you got when you finally overcame and achieved something has never been duplicated in any other game for me like it was in EQ. I guess that sense of accomplishment is an archaic concept too.
The "No true Scotsman" logical fallacy always makes me laugh when people use it.
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Yeah I miss these. FFXI did it right. Danger at every turn! And at night you had to worry about low health aggro. Shame that we will probably not see these ever again (well maybe from an indie title) but certainly not from a AAA title.
As far as EQ and EQ2 go, any players of those that do not like the aesthetics of EQN, will just stick with playing EQ/EQ2, so, the vets will stay where they are vets, and EQN will bring in new players, so SOE are pretty much doing what your title suggests they are not.
A creative person is motivated by the desire to achieve, not the desire to beat others.
I hate voice chat; it's immersion breaking to hear some little squeeky voice coming from the big bad ogre; or some man voice coming from the hot wood elf. Hasn't typing 101 been required in school for the past 20 years?
I fully agree; EQN has shown no interest in attracting the millions who played and loved the Everquest franchise. They want young people who play consoles and perhaps WoW.
Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
In F2P I think it's more a case of the game's trying to play the player's. -laserit
I say this as a vet who still has many vet friends from both EQ and EQ2.
Still playing EQ and the fact that my all access will give me all access to EQN means I will likely play that to.
Still playing EQ and the fact that my all access will give me all access to EQN means I will likely play that to.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
EQ2 fan sites
I forget the name of the zone just outside of the Hobbit area that at night spawned undead. I remember one fight where the undead beat me down to a hair of HP left but I won the fight only to be killed by a low level Bixi Bee lol Funny how stuff like that turns into some of the best times you had MMOing.
you were referring to FFXI
but the comment reminded me how low health was the ultimate mob taunt in EQ1
I forget the name of the zone just outside of the Hobbit area that at night spawned undead. I remember one fight where the undead beat me down to a hair of HP left but I won the fight only to be killed by a low level Bixi Bee lol Funny how stuff like that turns into some of the best times you had MMOing.
Kithicor Forest.
SOE Korean department did make Korean skins for all races in the Korean version, and as a bonus did SOE US/EU add them as an option (the work was already done after all).
Making something similar is indeed possible but I can tell you that they would charge you now to add something like it. They would not do it like you suggest though, it would be an option in the itemshop.
But you can always suggest it on the official forum, if there is enough interested people SOE might indeed add it, they usually don't say no to some extra bucks.
Everquest isn't so much a graphic style as a world though, and the graphicstyle is not even on my list for worries about the game.
Thanks =-)