EQ3/EQ Next ~ The Ideas Thread

Discussion in 'Expansions and Adventure Packs' started by ARCHIVED-Aurorum, Dec 14, 2007.

  1. ARCHIVED-tafkaga Guest

    I heard a quote from Smedley where he said they are going to do something completely different than ever before, and that they want to make EQ2 a "world", not just a "game". They could go so many ways with this, but I think when you look at the direction of EQ2 with the player rated housing, design your own dungeons, etc that we can kind of get a rough idea of what they're looking at. Not to mention the greater focus on F2P and 20 million people signed up for FreeRealms, I think this says a lot.
    Having said that, here's something that I feel is really important to make this "world" even more immersive... greater emphasis on interaction with the world around us.
    1. Taverns that players will actually gather in. We need a reason to go to taverns. Not something that makes us have to go, but something that makes us want to go.
    2. Furniture that we can interact with. Chairs we can sit on. Beds we can lay on.
    3. Housing that has a purpose other than storage and create pretty layouts. I want to live in my house. I want to be able to interact with the furniture, plant a garden, cook, sleep in the bed, sit in the chair and read books.
    4. Character interaction animations. My girlfriend and I have played EQ for years. We want to be able to hold hands, hug, etc. Nothing pornographic but just some of the basic things that the Sims can do.
    These are just a few of the things that come to mind. I figure most of the stuff concerning class balance, pvp, etc will be covered but maybe not this stuff so much.
  2. ARCHIVED-Blumfield Guest

    I haven't read this thread yet, but I have some ideas:
    Don't make it with cutesy graphics like WoW.
    Keep ogres, trolls and frogloks as playable races. I notice a lot of these MMO's coming out try to make everybody's toon look like a fashion model. I'm pretty enough irl. I wanna be an ugly non-human in games. Don't hate, that's my playstyle!
    Don't make it easy to play all toons to their potential. Lots of buttons are awesome, within reason. I don't wanna hit three or four buttons over and over for a three hour raid. I want to have to have a strategy and also have some dexterity/skill.
    Some people have suggested class consolidation is a good idea. I don't see it. Having lots of classes increases replay value and also helps you bond with your character, so to speak, because to some degree you feel more unique than you would in other mmos.
  3. ARCHIVED-ProteinPlus3 Guest

    Calveras@Everfrost wrote:
    Yes! Farming, and "farming", inside and out. Resource-mangement and bazaar-management and trade-route-management (a controlled economic simulator -- based on available local resources kept out of the way in instances -- from one city to the next, esp. with allied cities) accessible from mobile devices / apps. Works for casual gamers, too...
  4. ARCHIVED-ProteinPlus3 Guest

    Schlamm@The Bazaar wrote:
    Surrealism! I love the current style of the screenshots. I hope for faster, strategic combat, where players choose attacks in response to combatants' animations. I also hope that each archetype has a different UI, not only for combat, but methods of exploration:
    During combat: a fighter, whose skill-set UI is represented by a square-layout, with, say, 8 primary buttons, selects one of the 8 primary > one out of 8 secondary > one out of 16 tertiary buttons. There are accompanying animations to show the player which attacks they've selected. So, in the case of a mage -- with a kite-layout [scouts = triangle, healers = circle] -- who has selected fire AA, players see the animations as they are selected of "fireball 1" > "fireball 2", which is much larger > "fireball 3", which is a giant fireball.
    During exploration: fighters destroy walls or statues with heavy weapons, or a mage might use ice-spears, etc., and different randomly-generated solo/duo-dungeons can only be completed by certain archetypes.
    I think the class-consolidation thing could be solved with the light integration of skill-points into the level system, and a heavier emphasis on AA; and unique titles, like "Kineticist" or "Battle Mage", taking the role of excessive class titles, and maybe players can choose a malleable skill-point/AA path, like "Kineticist", during character creation.
  5. ARCHIVED-ProteinPlus3 Guest

  6. ARCHIVED-gardee Guest

    how ABOUT the introduction of set formations ???? at least 6 types of selection the GROUP / RAID leader can choose from so the group attacks and remains FIXED in a certain formation to attack a foe single files arrow heads staggered just to name a few examples we COULD have
  7. ARCHIVED-ProteinPlus3 Guest

    38 Studios' projects, Guild Wars 2, and ArcheAge are the games closest so far, in certain mechanisms and art-styles, to my ideal-game (from what I've seen and read).
  8. ARCHIVED-ProteinPlus3 Guest

  9. ARCHIVED-ProteinPlus3 Guest

  10. ARCHIVED-ProteinPlus3 Guest

    EQ Next Prototype Reel: http://www.youtube.com/watch?v=iSpMKQg2_tA
    ForgeLight engine:

    [IMG]

    [IMG]

    [IMG]
  11. ARCHIVED-Anestacia Guest

    ProteinPlus3 wrote:
    I could not agree less with this post and if EQNext did away with quests I would not play it. I started EQ1 in 2000 and have some excellent memories about my time there. That said, times are different now and for many people questing enhances gameplay. Sure, there are some that do not like it and I am all for having options for those people but the worse thing EQ Next could do is not have full quest lines all the way to the max level and beyond; If they want people to buy the game that is.
  12. ARCHIVED-ProteinPlus3 Guest

    • Challenging puzzles and PvPvE
    • Not an inconvenient mindless timesink-grind
    • Strategic positioning in combat. Flashy, 'epic', large-scale combat
    • Species-specific cities as factions, harboring factions within factions
    • Dynamic AI
  13. ARCHIVED-ProteinPlus3 Guest

    Anestacia wrote:
    What about randomly-generated never-ending quests in a quest-book? Super solo play.
  14. ARCHIVED-ProteinPlus3 Guest

    For a clearer idea of what I'd like to see in trade-routes behind-the-scenes, watch: http://fora.tv/2011/06/25/Data_In_S..._of_Wall_Street
    In play, the system would be similar to SWG's resource-harvesting process -- often set in secured resource-instances usually accessible from the major species-specific cities; in addition to individual player-characters harvesting the rarest of 'rares' and extremely common resources in the world itself; and in the world itself would be contested resource-instances accessible through dangerous areas (an example of PvPvPvE) -- in conjunction with EVE's economy-focused features; all set in an EQ Next setting: resources (minerals, crops and other commodities), harvested or maintained on a large-scale (by hired-hands or 'Gnomish machines'), are traded with other cities (factions) according to algorithms modeled on real-world algorithms -- this way, Freeport will always have the most diverse economy, while still supporting noticeable flexibility, ultimately returning to 'baseline' if not affected.
    Trade-routes would not be based on player-crafted items en masse -- there's a bazaar for that!
  15. ARCHIVED-ProteinPlus3 Guest

  16. ARCHIVED-ProteinPlus3 Guest

    To elucidate further: Imagine defending a section of an airborne trade-route: a large caravan of griffons, cloudships, and giant tamed dragon-like creatures are traveling to Qeynos, or whatever faction you call home, en route from allied cities*: if you lose/win the encounter, the (economic) value of the targeted resource is altered or the ultimate use (or accessibility/cost from local merchant) of the resource in your faction (city, e.g., Neriak) is changed. Wealthier cities have more resources available for use in the construction, maintenance, or improvement of outposts, defense-points, ships, festivals, external appearances, etc., yet receive a negative bonus in guerilla tactics. The cool things about this system:

    • No one has to actually play it for it to work!
    • Trade-management -- whether engaged in exporting or importing (or both) -- could be accessible from mobile applications
    • The world always feels alive
    • The world feels like a sandbox
    • Adds meaning to PvPvPvE
    • Global brokers still fit into it, flawlessly...for items (and rares), though, not resources**

    *Allied cities trade with each other; cities with which players' home-cities are neutral allow those neutrally-aligned players to enter and purchase resources (at +20%, perchance) from merchants; rival cities don't play well together, with the exception of a black market between all cities (+80% mark-up?) that regularly spawns in several different spots (and is consistently thwarted).
    **Resources native to the locale are gathered from player-owned resource-instances (farms, mines) or purchased from other players in the city, while external resources are gathered from merchants who are managed by the local faction importers or player importers.
  17. ARCHIVED-Mccar42 Guest

    Bring back USEFUL Crowd Control (CC)
    At this point in EQ2 CC is pretty much useless. even if you grab an extra add you just dps more and it is not an issue.
    I want CC to be useful but not Required for ENDGAME including raids.
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    And only include Gnomes and Ratonga!!!
    jk
  18. ARCHIVED-ZUES Guest

    The only thing I have to add to this thread is....
    MAKE IT HARD! No more easy mode. When a player feels like they EARNED something then their investment turns into retention.
    Oh and no more little girl stuff. This is a game revolved around murdering goblins, dragons and monsters. Quit with the pink unicorn teddy bear tree hugger stuff and start using your "manbook" again!
    Edit: Please finish the game before you launch it this time.
    Edit x2: Keep pvp spells and CAs different that way when they cry like little girls it doesn't effect the rest of us. kthanksbye
  19. ARCHIVED-CorpseGoddess Guest

    ZUES wrote:
    I'm a girl and I enjoy decorating.
    I also play a bruiser and I would enjoy punching your character in the face. Put that in your "manbook" and smoke it.
  20. ARCHIVED-ProteinPlus3 Guest

    Tea would be nice, in game. Would that be nice? I'd like to see tea. Wouldn't you?
    Here's a recent article from Massively: http://massively.joystiq.com/2011/08/08/storybricks-opening-the-pandoras-box-of-mmo-design/
    A commenter called "Meagan" wrote:
    "Once upon a time there were two groups of people: those wanted board games, and those who wanted boxes full of toys to play with. At first, the board games were cheaply made, the rules complicated and obscure, and the pieces generic, so the people who wanted boxes of toys were happy because they could always ignore the game and pretend the pieces were anything they liked.

    But then the board games started getting more and more specific and elaborate with big cardboard and plastic setpieces, and the rules were simplified to make it easier for people to actually play the game. The people who wanted boxes of toys felt the new board games were limited compared to the old ones. But the people who wanted board games were happy, and bought a whole lot of the new games, which caused each new board game to be more elaborate.

    The people who wanted boxes full of toys felt betrayed and abandoned, because each new board game was less and less like a box full of toys.

    And then someone decided to try and sell boxes of toys. And they all lived happily everafter. The end."