EQ3 Wishlist

Discussion in 'General Gameplay Discussion' started by Dgkelly38, Feb 19, 2024.

  1. Dgkelly38 Active Member

    I'm not sure about you, but if Everquest 3 manages to get to the storyboard stage, it should include ideas like Crafting Stations having NPC operators (you still do the work, they'd just be cosmetic); as well as when you summon a Mount, your Merc will also summon one of their own automatically.
    Sturmlocke and Vexil like this.
  2. Vexil Member

    Actual RP paths based on class. Maybe complete quests before gaining certain skills/spells. Signature type quests every 10 levels that are unique for each class.
    Sturmlocke likes this.
  3. Siren Well-Known Member

    It'd be nice if the guild halls were built right into the gaming scenery, with windows and balconies so you could wave/interact with people as they're in their guild halls. It would help the world feel more alive, and maybe there could even be public crafting stations/interactions with guild amenities for passers-by, for players to get to know guildies better before they join.

    And let's address the 800-pound gorilla in the room: Monetization. Please make EQ3 subscription only, with zero pay to win cash shop purchases. World of Warcraft is as old as EQ2 is, it still has millions of players paying subs, and their cash shop is full to the brim with cosmetics (pets, mounts, etc.). Final Fantasy 14 is also subscription only, has no pay to win (only cash shop cosmetics) and it too retains millions of subscribers. It can be done.
    Sturmlocke, DreadRoberts and Vexil like this.
  4. FuRiouSOne Well-Known Member

    WoW is actually pay to win too, they have a similar Krono system where you can buy and sell tokens just like we do with krono. People use that gold from their token system to buy raid gear runs or just about anything you want.
    FF14 is just a better game overall, very alt friendly, insane crazy hard raids and very casual friendly raids, and one hell of a story line!

    Dont think EQ3 will ever happen, not by Daybreak anyway unless its heavily pay to win.
  5. Escape Goat Member

    Merge the classes. Berserker and Guardian are Warriors again. Defiler and Mystic are Shaman and so on and so forth. Allow point specialization for people to play how they want and to meet the needs of their guild/friends. You can put in restrictions but don’t make it burdensome.

    Redefine classes so they fill roles that actually exist in the game. Crowd control, charming nature, soothing mobs, power regen are largely unneeded or irrelevant. Remove them or better yet make them necessary.

    Normalize stats. Why do I need a PhD in math to calculate damage and hit points. Future proof your stat inflation.
    DreadRoberts likes this.
  6. Evilary Well-Known Member

    On the mount idea, I would like this as well, only, and I mean only, if they fix their stupid aggro mechanic/bug/whatever. I have reached the point to where I try to do without my Merc as much as possible due to them seemingly drawing aggro from mobs that should not even be close to us.
  7. Evilary Well-Known Member

    On the crafting stations having NPC operators, maybe have them be a crafting master at each station. Bring back the EQ2 launch crafting to where we had to create components but give us the option to hire the crafting master to create(research) the components for us at an additional cost plus time. This would allow you to "solo" tradeskilling but also allow for group activities if the player wanted to.

    I also would like to say get rid of No Trade anything. Make all items that are no trade heirloom or tradeable. Heirloom items need the reins lightened up if a EQ3 was to be successful. Making everything heirloom or no trade takes away from the community being able to help gear each other up with either money or just friendship.
  8. Dgkelly38 Active Member

    I'd have to disagree, since by operator, i mean the NPC would be a part of the station's mechanisms instead of someone you can speak with.
  9. Evilary Well-Known Member

    So you want someone else to run the machine for you in the crafting. That would make you the subcontractor rather than the crafter then.
  10. Dgkelly38 Active Member

    You're getting closer; it's all about the animation. If i were part of 3's dev team, one NPC would be using the bellows (perhaps even triggered when you click a Crafter Abilities button) because his hands are physically attached to them, even when the station's idle and he's not visibly touching them.
  11. local.man New Member

    EQ3 would be nice. I like this real old fantasy setting the most.

    Important points would of course be to go old school again.
    One of the best MMORPGs in terms of the whole mechanics, gameplay, focus on the game world and the central mob fight, the presentation of the classes and the coop synergy feeling of the classes to each other was the good old DAoC in the PvE area back then. RvR/PvP was and is never really my thing.
    But so far I like the profession system from EQ2 the most, as well as the housing from EQ2 directly with the apartments.

    Otherwise it would be important to get away from endgame, competition, balancing for competition, singleplayer quest system, because it only separates people and disturbs MMORPG cornerstones. Also no too fast pace and above all please no action control system, that's terrible for this kind of game and is more for shooters...

    The path as a goal, items come from professions, not from instances as a drive. Wonderful character development, which you continue more slowly and differently in the "endgame".

    Combat and the central mob fight should be the basis. The NPC world can be broken up and made more exciting by placing them more logically in the world, where they seem to behave better.
    In addition, a small but clearly visible difficulty scale for the NPCs should be included for the player, reflecting the 1-10 levels.

    From 1 can't do anything to 10 can only do several groups and this difficulty should also be logically assigned to NPCs. Werewolves are not solo opponents, dragons need several groups, no player can take down a bear alone, rather 3-4, and a water snake dies faster, but its poison will still kill you if you are alone and have no healer.

    The world should also be such that the NPCs become more interesting with the levels and I don't meet gargoyles at level 7 - 20, or a vampire is my target.

    You can also convey horror with the NPCs. Undead should generally cause concern among players, because they are extra strong and can infect the player with lots of plagues and diseases and are simply hideous.

    It would also be good if certain classes/skills had advantages against certain enemies and disadvantages against others. A fire wizard can torch wooden creatures well, but will have a strong malus on his damage against stone creatures.
    Simply more authenticity.

    Then it would be good to have the classes again:
    1. split into different factions, because RPG-wise, that has a lot of potential and it's fun when the other faction is just different, a contrast. It also greatly increases the appeal and replayability value.
    2. there should be a smart development. I found it incredibly motivating back then when you could switch from a citizen to a specialized class in EQ2.
    And the whole thing with real choice in the game through class quests, other order houses etc.
    This is a great thing and should continue throughout the game and the endgame.

    It should be one of the main pillars, so to speak, alongside the mobfight and the co-op system between the classes.
    The development of a character's skills/talents and the structures that exist in the game are one of the most beautiful things you can find in RPGs and can be very motivating.

    However, it is also absolutely essential that the classes play their roles and that this is strictly adhered to.
    This only creates togetherness if the world is also more difficult and you don't create a single-player game world through quest systems that strive for this.
    Solo play, of course... but with clear boundaries and a play style that is tailored to your class.


    As a healer, it must be easy to find a group in the open world so that you can play this class right from the start without taking damage.

    Ok, give these classes, who don't get anything dead themselves, guards from their religious house, which you then heal and which also allow solo play for healers here and there. But they shouldn't be able to replace party members and jeopardize the game world/play.

    In principle, there has to be a clear distribution of roles and you have to embed yourself in this world.

    It should simply be cooler to roam the area with 1-2 people in small groups than solo.

    Never use flight mounts, they are harmful. Groundmount only on designated large paths controlled by players. Better to have horse routes for traveling than to deprive the game world of its charm and mystery through these things, not to mention a nasty simplification through flight mounts... That's a no-go anyway.

    Otherwise, the typical distribution of roles.

    Tank... can take a lot of damage. Lives long, needs 4x as long as a DD for a mob alone.

    DD knocks down a mob, but also regenerates his mana and life after 3 mobs for quite a long time and falls out of his socks very quickly, has hardly any CC and other support... does a lot of damage including AoE damage, but that's it.

    Servant classes, as subclasses to the DDers, have good single target damage, but only very weak AoE damage. On the other hand, they usually have good advantages in solo play thanks to useful minions that they can buff themselves and heal a little. However, in a group they always bring a very strong support in exactly one area to be taken along, but otherwise do not reach the support of a CCler or that of a Supporter class.

    Healers don't do any damage, they get a low guard from their church, grove, circle, etc., which doesn't let them get by without damage, they just heal them, which is what this class is intended for and thus constantly serves their role. But he is the god of healing and with him, everything runs much better and safer. Without healers, no great progress in the world is possible. Finds groups quickly because regeneration is much shorter etc.

    Supporters make every group a pleasant place. Their buffs are strong, their support makes everything smoother and makes the regeneration of stamina and mana much faster. They also provide running speed. Their damage is below average and is only for self-preservation.

    CC classes are the net between the other classes. As they can control creatures from the world or create illusions of known creatures, they have the widest range of help to offer, but it is only half as good as that of a particular role.
    In addition to the abilities of the NPC world in an adapted form, they can of course eliminate and immobilize groups of enemies, and in some cases even turn them against themselves. They give short temporary buffs, like a proc chance on a hit, but they prefer to weaken the enemies with debuffs and enchant their weapons so that they damage themselves with a spell, or the healing of an enemy NPC to 25%.
    Since the NPC world has different abilities, its servants also serve as emergency support everywhere. No tank at hand? A tanky NPC can also do 50% of the work. No healer at hand? There was the water nymph, who can help out as an emergency healer in a simple battle, or a damage dealer as an aid doesn't hurt either.
    They themselves do mediocre damage, but still have a little support to offer in the area of mana regeneration, which can certainly come close to that of a supporter.
    Without a CC class, certain content in the world cannot be created, simply because the hordes of enemies are far too large and MUST be quieted first!

    Self-healing for the classes only exists if a class lore also has it, but of course in a weak form. A necromancer can certainly heal himself and his servants a little, perhaps he can even resurrect a corpse that was once a healer himself and still has 1-2 healing spells ready for the group.

    It is important that the class balance is only important to the extent that it covers the roles, but the game should not become a competition of numbers, that must be kept out of these games, otherwise they will become a WoW Retail 2.0 and we absolutely do not need that in MMORPGs...

    Also, the majority of the game should take place in the open world and not be an instance war.

    Simply a real MMORPG feeling again. The professions against the items, the rest is a big adventure and not a sports game with just fast through and endgame... It's all garbage...

    The path as a goal, the central mob fight with a good NPC world as a benchmark and the coop class model, with great development and divided into several factions.

    In addition, professions don't just have to be clumsily placed in a crafting room.
    You can also combine the profession system with an adventure part and then have to repair gates, rebuild bridges, sharpen weapons etc. and can also give the profession system a skill tree. But everything has to take time.

    MMORPGs are just paths and the bond to your class.

    Oh well... please localize the game well into other languages.

    These are my ideas and wishes for a good MMORPG.
  12. Dgkelly38 Active Member

    For a different subject, 3 should make the Ogres and Iksar look the same as they did in 1; the former being dumb muscle and the latter having the same posture that this game's Sarnak have.

    Also, while 3 might want to have more "fanservice" armor, having it look skin tight, like with the HE Heritage, and the Sisterhood of Erollisi Armor Chest Slot pieces, should be the furthest it goes.

    Finally, 3 should make it so swords and daggers can have sheaths instead of just floating in place, and cloaks should have either cords or fasteners.
  13. local.man New Member

    ps. It's also important to bring the mob grind back into the game a bit more and for longer.


    It's simply not conducive if you're always slapped on the table like a file folder and then want/need to work through it.


    Because then you're no longer in the moment of the game, you just start working through it and run from one point to the next.


    This kind of gameplay is not a good basis and is more likely to make people not play together and if they do, then only for this very thing and then rush on to the next.


    So things like world quests and running from event to event are not good MMORPGs.


    A healthy mob grind for XP is simply a central thing and is part of the central mob fight to simply find peace in the game and people to join.


    The only question is how to disguise this mob grind so that it doesn't become too monotonous.

    For example, in an old graveyard in a ruin, you can find a crypt that goes down a few floors and contains a few Transmogg templates.

    At the same time, these do not drop immediately, but take a while.

    Incidentally, the ghouls there rarely give you an item such as a broken tooth, which you can then exchange for gold and a little XP somewhere in the city. So you can also collect something during the mob grind, which later brings a small reward.

    It should feel like an adventure.

    Of course, it's essential that the enemies are harder and that there are no cones to clear.


    The game world must always have a kind of survival factor, in terms of difficulty and exploration.

    The right mix is needed here to fulfill every type of player, from solo play to large groups.


    Where an old ogre fortress can be stormed, others will later find a werewolf cave in a deep ravine, which is still doable with 2-3 people at the beginning, but deep inside it becomes a den that can only be explored with a fully balanced group and is deeply branched.

    Some classes also have to enter here to master their class task in order to progress further.


    So the game also involves a kind of synergy in terms of world building.


    I would be happy if old virtues could be solidly combined with modern things again, without the basic concept of an MMORPG being lost or it becoming just another endgame sports game.
  14. Dgkelly38 Active Member

    A third matter is if the devs might want to check a medieval museum for when they make the Human-related content in 3 (What country that's not England, France, Germany, or Spain should they be based on?) or even just what instruments to use for 3's BGM.
  15. Dgkelly38 Active Member

    While they're at it, they can also discuss making every second holiday in 3 based off of a lesser known one from RL.

    One example would be Vesak, but designed with Erud in mind instead of The Buddha.