List of 30 Principles EverQuest Next Should Abide by - Final Edition - LOTPENSAB

Discussion in 'Off Topic Discussion' started by Seliri, Jun 22, 2013.

  1. acoloss Active Member

    omg.. do you ever stop seliri?? :)
    also.. 30 things to abide by? there is about 1000 things to abide by in your document lol... these are not make or break stuff.. (mostly)

    Immersion is what makes an MMO addictive, and emotional... without this, no game will ever compare to EQ1. The points you make are mostly minor.. massive amount of work for little gain..

    for Immersion - I believe you cannot beat 1st Person View.... the problem with having a choice, is that you will always choose 3rd person due to the advantages it gives you (easier to free look behind, see a wider angle etc).. in first person you are the character, not playing a character.
    When you are getting chased: if you look behind you will slow down.. or you will just keep running, and actually feel fear..
    When you walk up to someone in 1st Person, you can see them as you would if it was real.. eye level etc..

    3rd Person takes 90% of Immersion out of any game imo

    also Linear Lvl UP Questing is the worst part of any MMO..
  2. Seliri Well-Known Member

    Re: 1st Person immersion:
    I think you're >ABSOLUTELY< wrong here.

    3rd person is required because periphery is so limited in online games.

    Real world perspective is imbued far better with the industry standard for RPGs.

    People getting chased IRL can adjust their head slightly to understand the situation with decent clarity, even when running or moving expeditiously.

    And yes, there are maybe 2,000+ things to abide by, but those are subsets of the principles.


    >CONTROVERSIAL< CONCEPTS:
    1.) NO map
    2.) NO quest indicators
    3.) NO instances
    4.) REDUCED or NO instant porting options (12-48 hr reuse/timers)

    The ABOVE are what actually imbue immersion, but general consumer/casual readiness would heed against their adoption.

    If they were opted for, I honestly would prefer it, but we live in an age of WoW & MOBAs.

    A map with 3D spatial awareness, even for group- & raid-mates, I feel, is sort of required considering the understanding an entity in such an parallel universe would possess.

    brb, now 44 principles instead of 40... ;P Lol... ~_o''...hmm...or 43...can't say that'd be right though, to include #2-4 here... ;|

    #4 is the greatest candidate, I would say, for induction into the LOFPENSAB...yes....hmmmmmmm.


    RANDOM QUEST CONCEPTS:
    Nether realm/Purgatory/Underworld quest types

    Good public quest idea from Tibbz -
    >> Dragons hatch, grow from nuisance settlement pest, to town killer, to city mauler.


    LOFPENSAB EDITS:
    >> Added #38 to "We SHOULD See" (FULL STATS -- Resists: Magic/Mental/Divine Arcane, Disease/Poison Noxious, & Water/Fire/Earth/Air Elemental -- Base: STR/INT/AGI/WIS affecting universal, >NOT< class-specific, roles)
    >> Updated/Finished #9 Overland PvP Section XIIIa&m (brb b-l...@_@''...)

    Will also note that "#20 Communication Section IIa Emote dialogue windows (open/change dynamically)" should have OBVIOUS choices, be fun, & not be too tedious, as I hear from Iadien over at MMORPG.com that SWTOR's similar system was not too enjoyable. O_O''...


    Again, this is mostly for my amusement & meaningless procrastination.

    SOE can utilize what I believe is wisdom, or they can do whatever.

    I just think there are a lot of things that can go wrong (if they decide against what I advise [LOL]).

    See: the community response to going against #4VIa (Realism); EQ2 PvPer sentiment vying for most ALL aspects in the 45 PoAfEP-Lite (linked at the top of the LOFPENSAB) for >YEARS<

    TOO MANY VARIABLES BRAHS. TOO MANY VARIABLES.


    Also, may add my "Orcs should be geniuses" rage post in the other thread on EQN, as well as links to Donato Giancola's >LITERALLY FANTASTIC< art.

    Seriously impressed by that guy's creativity, envious as $*@# of that skill.

    http://www.donatoart.com/gallery.html
    http://www.donatoart.com/fantasy.html
    http://www.donatoart.com/mythological.html

    http://www.donatoart.com/ftsy/everquestb.jpg
    http://www.donatoart.com/ftsy/vanguardb.jpg
    http://www.donatoart.com/gallery/eowynandnazgul_donatob.jpg
    http://www.donatoart.com/ftsy/highkingstombb.jpg
    http://www.donatoart.com/ftsy/queendemonsb.html
    http://www.donatoart.com/gallery/adventurersb.jpg
    http://www.donatoart.com/ftsy/wyvernb.jpg
    http://www.donatoart.com/ftsy/roadhomeb.jpg
    http://www.donatoart.com/ftsy/lancelotb.jpg
    http://www.donatoart.com/ftsy/rolandb.jpg
    http://www.donatoart.com/ftsy/dwar.jpg
    http://www.donatoart.com/ftsy/imagersintrigueb.jpg
    http://www.donatoart.com/mythological/goldenroseb.jpg
    http://www.donatoart.com/mythological/progenyb.jpg
    http://www.donatoart.com/mythological/reluctantknight.jpg
    http://www.donatoart.com/gallery/boromirb.jpg
    http://www.donatoart.com/gallery/farseekersb.jpg
    http://www.donatoart.com/gallery/stgeorge.b.jpg
    http://www.donatoart.com/gallery/cirithungol_donato_giancola.jpg

    http://www.donatoart.com/gallery/artemisb.jpg
    http://www.donatoart.com/gallery/shamanb.jpg

    I will say, there are solid sand box titles like Wurm Online (breeding mounts, ships, dieties, digging) from the makers of Minecraft, & then Archeage, but creative direction, age (Wurm Online) or just, other poor choices in general, totally distance me from them.

    I'm pretty damn fringe, myself, though...I do feel I shouldn't game anymore...O_O''...so many things to learn & do...

    Personally, If I don't have +/- 1 rank PvP titles to pillage from my foes in EQ3, I don't know why I'd play it... ;|

    Muh famez...muh PvP rank... ;|

    **/rebuke entitled_lust_pride**
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  3. Seliri Well-Known Member

    Will also caution/restate that, if I could, & I was behind EQ3, I would challenge Lineage Eternal on their drag-action/mouse gesture/"drag and hold" combat system patents (Korean patent office only? no idea).

    That definitely seems like a banal, inane thing to patent, like Apple & screen swiping on smartphones (this is mentioned at the bottom of the LOFPENSAB, in the comments).

    Incorporating a glyph-book & chant-book, & using glyphs & chants interactively in the open world, is high on my list for immersion, as well (#21 User Interface Section VII & VIII -- mentioned >HEAVILY< in #14 Terrain Section V-VIII --- should maybe put a bit on that under #27 Quests, as well...heh).

    >> Added #27 Quests Section XVIII & XIV
    >> Added "NHHL" name consumer poll suggestion to "EverQuest 3 SHOULD NOT be named EverQuest Next"
    >> Added #39 REDUCED instant porting options (12-48 hr reuse/timers)

    The reason why #39 wasn't added earlier, is because I already had a point on it, but only for PvP servers...

    #9 Overland PvP Section VI REDUCED AMOUNT of porting items/world travel options (NO guild strategist for PvP servers), timers on CONTESTED world travel options

    Wasn't sure how pressured SOE would feel to offer easymode transportation.

    But, even for PvE community, I think it's wrong. Very wrong.
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  4. Seliri Well-Known Member

    Seliri Keybinds -
    http://pastebin.com/mJ9Liczf

    Program Files (x86)\Sony\EverQuest II\Keyboards\Keymaps_Go.cfg

    Seliri UI -
    http://pastebin.com/pBQRG6d0

    Program Files (x86)\Sony\EverQuest II\Nagafen_Seliri_eq2_uisettings.xml

    -> optimized for a 1680x1050 resolution

    Old screenshot shows their placement, though some in hotbar #8 on the left aren't visible, & neither in the center of hotbars 5 & 6 (#21 User Interface Section II Layouts w/ multi-faceted filters should be included, but optional (see: my UI layout)

    >> Editing #21 User Interface Section II to include keybinds pastebin & UI pastebin
    >> Added #11 Robust equipment appearance Section VI-V (Faction/Race uniforms, all gear styles available to PCs from NPCs)
    >> Edited #22 Vanity, lore/fantasy immersion Section IIIa-b (Faction/Race uniforms, all gear styles available to PCs from NPCs)

    Had mentioned faction uniforms in this thread & in #40a commercial examples, but, just in case it wasn't picked up on!...o_o''...

    Just sayin', maybe some of you noobz will become pro when you start memorizing the placement of 60+ hotkeys! >P
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  5. Seliri Well-Known Member

    oh yeah, I use Fetish Nightfall UI...classic theme...buhu...don't think it gets updated anymore...can't open some windows last I logged in a few days ago....
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  6. Seliri Well-Known Member

    Yeesh I'm a noob.

    I actually had 75 keybinds, but I updated it to 77, because I forgot Alt + MB5 and Alt + Ctrl + MB5

    I also said my "Keymaps_Go" file was a .cfg...when it was an .ini...disgraceful! >_<''...

    [IMG]

    >> Added #7 Deities Section III Diety pets!
    >> Added #22 Vanity, lore/fantasy immersion Section VII Vanity pets!
    >> Updated #21 User Interface Section II (added recent UI screenshot, edited pastebins with minor mods, mostly irrelevant I guess...+2 keymaps [77 total], moved threat meter)
    >> Added #8 Public Quests Section Ib Dragons hatch, grow from nuisance settlement pest, to town killer, to city mauler (added it a couple hours ago, but wotevs, ye?)
    >> Added #27 Quests Section XV Vision requirements/dynamic usage (Ultravision/Sonicvision/Infravision/Aura vision)
    >> Added #27 Quests Section XVI Nether realm/Purgatory/Underworld quests


    Seriously though, noobs should start with 77 keybinds, as I think it'd help them become accustomed to memorizing the use of their abilities on the fly.

    Would save time, & be a >LOT< more intuitive than having people go through & need to keybind their own.

    I've honestly been able to play with only one hand while eating & talking on the phone due to my expansive keymap binds!


    And ye brahs probably already remembered vanity/deity pets, but...just crossing Ts & dotting Is!! O_O''...

    Considered relevance of visions in combat, but that would likely be too irksome, laborious, & more of a chore...


    Should really finish #9 Overland PvP Section XIII so I can brainstorm other quest concepts, like vision & underworld related! @_@''...

    A strong point of immersion, IMO, will always be having very interesting, interactive quests & terrain.


    Also, here's a pastebin of my constant crashing in EQ2.

    Seliri EQ2 Constant Crashing... =[ -
    http://pastebin.com/2K1vfWN7

    I figure there are wizards around here or something & maybe I'll randomly be helped -- NP if not, not a big deal, not really into EQ2 anymore since PvP rulesets got botched, hehe (& I shouldn't be gaming, anyways!)

    It's probably because I bought a cruddy ASROCK P43Twins 1600 MOBO like...3 or 4 years ago, though...ouch on that haunting purchase...hah. I think it has RAM issues... ~_o''...

    Lots of general windows crashing due to page fault errors & other random error codes I'm completely oblivious to...should probably go to a Microsoft debugger's forum or whatever...

    I basically just crash a lot. n_n

    Seliri Generic PC Error Code List -
    http://pastebin.com/MCDEX0ma
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  7. Seliri Well-Known Member

    Also, are there any dragons with regular arms & primate legs & tail?

    That'd be kool if there was a pack of em like that or sumfin.

    Guh, can't stand the excessive dragon crown/beard flair...

    ...Zarrakon & Venekor Master Race!11!!!!!
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  8. Seliri Well-Known Member

    >> Added #19 Raiding Section III Raid mob beheaded trophies!
    >> Added #22 Vanity, lore/fantasy immersion Section VIII Raid mob beheaded trophies!
    >> Added "Controversial Concepts" section after "We SHOULD See" -- minor edits since adding (Witcher 3 sense of immersion)
    >> Added "The Quintumverate" to the end of #40a Example commercials
    >> Added "shipwrights" to types of artisan professions to burgle in #9 Overland PvP Section XIIIa
    >> Edited #9 Overland PvP Section XIIIm2 (make them poor at this so economy isn't flooded)
    >> Added #9 Overland PvP Section XIIIb Rob
    b1. DAY VERSIONS AS WELL, -BUT- Night espionage, too (suit w/ 30-60 sec active time (30-60 sec cooldown) makes user >UTTERLY< invisible if not spotted by torch beams, torch-roaming guards, or infrared tinkered security)
    b2. Sleds/Chariots/Caravans/Trains for 13 mentioned professions running trade routes throughout the cities
    b3. Some REQUIRE NO KILLING as failsafe -- crowd control or heals HIGHLY VALUED here
    b3. Catch sleds with nets machines attached to shoot from adjacent trees/rocks/terrain <|1|> tie bagged riders to tree/log <|2|> drive slide to alternate destination <|3|> night version has patrol sleds doing figure 8s or other diversions on sled routes <|4|>
    b4. Spray chariots with expanding immobilization foam (lasts 45-75-90 seconds, has to be applied periodically) -- DRIVERS MUST LIVE <|1|> kill guards & reinforcements at checkpoints <|2|> wait for allied chariot to arrive to load 5-10-20 crates into friendly chariot <|3|> escort allied chariot to alternate destination <|4|> night version has checkpoints with guards, watchtower searchlights, & regular highlamps <|5|>
    b5. Dig tunnels under known caravan routes <|1|> install tinkered piston hydraulics to explosively ram caravan (flips it upside down or penetrates caravan floor to immobilize) <|2|> pistons are player-triggered, timing must be >PERFECT< <|3|> tie riders to caravan mounts by ankles, brand animal to initiate berserk run <|4|> extract barrels/crates, PROPERLY, PHYSICALLY ADJUST harness straps for tinkered helicopter pick-up <|5|> guard shipment & kill reinforcements til tinkered helicopters extract <|6|>
    b6. +/- 30 min time limit <|1|> Cut supertrees & attach tinkered clamp claws with treaded track feet <|2|> drag 5-10 to train track rendezvous area, utilize tinkered levers on both ends & middle of log to stack 2-3 superlogs high <|3|> treat with expanding foam spray for reinforcement, or train busts through <|4|> train crashes & crumples into tree barricade, board & neutralize foes via AIMED dart gun on thighs or neck & shoulders >ONLY< <|5|> wait for allied locomotive to arrive & attach to train, don't miss track diversion or fail, fend off tinkered helicopter sentinels <|6|>
    b7. Night train requires insertion via tinkered helicopters <|1|> enemy tinkered helicopter sentinels fly routes above train with searchlights <|2|> longer train, has two extra locomotive/engine cars, requires periodic: charging of cells with battery organization & electric shock, properly timed insertion of coal piles, appropriate rate or order of lever pulls/switch flips, or specific order of glyph drawing <|3|> neutralize foes via AIMED dart gun on thighs or neck & shoulders >ONLY< <|4|> pilot main locomotive/engine, don't miss track diversion or fail, fend off ninja defenders with AIMED dart gun <|5|>
    b8. Reward could be particular component to enemy faction uniform/voice modulator/neural language region patch/gear treatment -OR- repeatable text entry or trace patterns for chant/glyph progress.


    Also, I hope keymap text on hotkeys is adjusted to fit within even 1 tiny hotkey...

    ...would help a bit for the noobzirraz! n_n
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  9. Seliri Well-Known Member

    Ability to drop items & coin on the ground...brb 42 principles... ~_o''...
    > trashmen or homeless pick it up after laying for 48 hours
  10. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section IXa-b Ability to drop items & coin on the ground (a. trashmen, homeless, or adjacent NPCs pick items up after laying for 8-12-24-48 hours) (b. quest relevance -- obvious opportunities here)
    >> Added #22 Vanity, lore/fantasy immersion Section IX Last names
    >> Added "DIFFICULT leveling" to "Controversial Concepts"
    >> Changed "The Quintumverate" to "The Sextumverate"
    >> Added "Rewards/exclusives for REAL WORLD DILIGENCE/DISCIPLINE (coding, martial arts, foreign language, fitness, academics)" to "The Sextumverate"
    >> Added "N:ER" name consumer poll suggestion to "EverQuest 3 SHOULD NOT be named EverQuest Next"
    >> Added #9 Overland PvP Section XIIIc Kidnap
    c1. DAY VERSIONS AS WELL, -BUT- Night espionage, too (suit w/ 30-60 sec active time [30-60 sec cooldown] makes user >UTTERLY< invisible if not spotted by torch beams, torch-roaming guards, or infrared tinkered security)
    c2. 34 target types: Werewolf infected (silver chainmail bag), diseased (HAZMAT bag), politicians, ministration/ranged/melee/arcane/noxious/elemental factions (special bags possibly required), ship/sled/chariot/caravan/train captains/treasurers/engineers/security/plebeians (special bags possibly required)
    c3. NPCs run daily routines/schedules -- must surveil to discover moments of susceptibility <|1|> requires faction/race uniform or shapeshifting illusion <|2|> susceptible moments (9): taking out trash, leaving work, walking with family, fishing, jogging, walking pets, going to market, doing yardwork, en route to train <|3|>
    c4. Must AIM tranquilizing dart at neck/shoulders or legs (or fail condition death occurs) <|1|> dart target PLUS NPCs within eyeshot of target -- runners MUST be chased & darted <|2|> bag & secure target (takes 20-40 seconds loading) <|3|> move bagged target into wheelbarrow, barrel/dolly, or regular push-cart <|4|> transport target to extraction vehicle (tagalong slad attached to player sled, or with player in a chariot or caravan) <|5|> head to safehouse <|6|>
    c5. Various safehouse destinations (9): laboratory, torture basement, prison/jail, player house, guild hall, town settlement, city settlement, wilderness cave, NPC kings/queens
    c6. Involve player in target...(24): testing ([6] hair/blood/saliva samples, anti-biotic/elixir/potion treatment, etc.), torture ([15] beating, waterboard, drown, suffocate, brand, burn [acid/conventional], fingernail removal, rope stretch, amputate, stab/slice, electrocute, drug [synthetic/organic], etc.), jail supervision/feeding (mutinous chances for siding with target over hirer), execution ([3] torture til death, hang, behead, etc.)
    c7. Kidnapped victims are replaced if never rescued
    c8. Reward could be particular component to enemy faction uniform/voice modulator/neural language region patch/gear treatment -OR- repeatable text entry or trace patterns for chant/glyph progress.
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  11. Seliri Well-Known Member

    Just gonna say my thread is an utter mess of crap without the ability to delete posts, NO infinite edit window, & a wrongful 10K character limit instead of 50K...this seriously bothers me... @_@

    I surmise that readers will not be able to recall the number of considerations I drop without being able to group all of the concepts in ONE SPOT within their neural network.


    Consolidated edits & considerations...

    Post #32 clarifies #9 Overland PvP Section XIII as potentially dual-purpose (PvE/PvP) quests.


    Intuitive Preset Keybinds:
    Seriously though, noobs should start with 77 keybinds, as I think it'd help them become accustomed to memorizing the use of their abilities on the fly.

    Would save time, & be a >LOT< more intuitive than having people go through & need to keybind their own.

    I've honestly been able to play with only one hand while eating & talking on the phone due to my expansive keymap binds!


    Also, I hope keymap text on hotkeys is adjusted to fit within even 1 tiny hotkey...

    ...would help a bit for the noobzirraz! n_n


    Quest-relative Emote Dialogues SHOULD BE FUN:
    Will also note that "#20 Communication Section IIa Emote dialogue windows (open/change dynamically)" should have OBVIOUS choices, be fun, & not be too tedious, as I hear from Iadien over at MMORPG.com that SWTOR's similar system was not too enjoyable. O_O''...


    Newbie Zone Populations & Many Racial Cities:
    Hmm...just randomly ruminating about multiple racial cities (19-38) & starter newbie zones & i think that...

    ...cities would serve more as a quest/faction/various, unique siege-housing-guild hall implement hub for ALL tiers

    ...& newbie zones near each city could instantly port other lowbies from other starter cities, but only into that zone, & only below LVL 10...

    This could help manage starter zone population issues if there were indeed many cities dividing good/evil/exiled or civilized/primitive/exiled factions too sparsely...I mean...obviously assuming there'd be such core factions... ;|


    Lineage Eternal Drag and Hold Combat Patent Challenge:
    Will also caution/restate that, if I could, & I was behind EQ3, I would challenge Lineage Eternal on their drag-action/mouse gesture/"drag and hold" combat system patents (Korean patent office only? no idea).

    That definitely seems like a banal, inane thing to patent, like Apple & screen swiping on smartphones (this is mentioned at the bottom of the LOFPENSAB, in the comments).


    Re: SOE Receptivity & Purpose of Intent
    Again, this is mostly for my amusement & meaningless procrastination.

    SOE can utilize what I believe is wisdom, or they can do whatever.

    I just think there are a lot of things that can go wrong (if they decide against what I advise [LOL]).

    See: the community response to going against #4VIa (Realism); EQ2 PvPer sentiment vying for most ALL aspects in the 45 PoAfEP-Lite (linked at the top of the LOFPENSAB) for >YEARS<

    TOO MANY VARIABLES BRAHS. TOO MANY VARIABLES.


    Sandbox Appeals Don't Ensure Glory:
    I will say, there are solid sand box titles like Wurm Online (breeding mounts, ships, dieties, digging) from the makers of Minecraft, & then Archeage, but creative direction, age (Wurm Online) or just, other poor choices in general, totally distance me from them.

    I'm pretty damn fringe, myself, though...I do feel I shouldn't game anymore...O_O''...so many things to learn...

    If I don't have +/- 1 rank PvP titles to pillage from my foes in EQ3, I don't know why I'd play it... ;|

    Muh famez...muh PvP rank... ;|

    **/rebuke entitled_lust_pride**


    Primate-styled Dragons:
    Also, are there any dragons with regular arms & primate legs & tail?

    That'd be kool if there was a pack of em like that or sumfin.


    Player alignment effecting aesthetics:
    Hope good/evil/deity alignment affecting appearance can be optional if they're going in...

    ...horns aren't very flattering! ;|


    LOFPENSAB EDITS:
    >> Added #27 Quests Section IIb More action adventure types

    >> Added #38 to "We SHOULD See" (FULL STATS -- Resists: Magic/Mental/Divine Arcane, Disease/Poison Noxious, & Water/Fire/Earth/Air Elemental -- Base: STR/INT/AGI/WIS affecting universal, >NOT< class-specific, roles)
    >> Updated/Finished #9 Overland PvP Section XIIIa&m

    >> Added #27 Quests Section XVIII & XIV
    >> Added "NHHL" name consumer poll suggestion to "EverQuest 3 SHOULD NOT be named EverQuest Next"
    >> Added #39 REDUCED instant porting options (12-48 hr reuse/timers)

    >> Added #7 Deities Section III Diety pets!
    >> Added #22 Vanity, lore/fantasy immersion Section VII Vanity pets!
    >> Updated #21 User Interface Section II (added recent UI screenshot, edited pastebins with minor mods, mostly irrelevant I guess...+2 keymaps [77 total], moved threat meter)
    >> Added #8 Public Quests Section Ib Dragons hatch, grow from nuisance settlement pest, to town killer, to city mauler (added it a couple hours ago, but wotevs, ye?)
    >> Added #27 Quests Section XV Vision requirements/dynamic usage (Ultravision/Sonicvision/Infravision/Aura vision)
    >> Added #27 Quests Section XVI Nether realm/Purgatory/Underworld quests

    >> Added #19 Raiding Section III Raid mob beheaded trophies!
    >> Added #22 Vanity, lore/fantasy immersion Section VIII Raid mob beheaded trophies!
    >> Added "Controversial Concepts" section after "We SHOULD See" -- minor edits since adding (Witcher 3 sense of immersion)
    >> Added "The Quintumverate" to the end of #40a Example commercials
    >> Added "shipwrights" to types of artisan professions to burgle in #9 Overland PvP Section XIIIa
    >> Edited #9 Overland PvP Section XIIIm2 (make them poor at this so economy isn't flooded)
    >> Added #9 Overland PvP Section XIIIb Rob

    >> Added #4 Hyper-interactive environments Section IXa-b Ability to drop items & coin on the ground (a. trashmen, homeless, or adjacent NPCs pick items up after laying for 8-12-24-48 hours) (b. quest relevance -- obvious opportunities here)
    >> Added #22 Vanity, lore/fantasy immersion Section IX Last names
    >> Added "DIFFICULT leveling" to "Controversial Concepts"
    >> Changed "The Quintumverate" to "The Sextumverate"
    >> Added "Rewards/exclusives for REAL WORLD DILIGENCE/DISCIPLINE (coding, martial arts, foreign language, fitness, academics)" to "The Sextumverate"
    >> Added "N:ER" name consumer poll suggestion to "EverQuest 3 SHOULD NOT be named EverQuest Next"
    >> Added #9 Overland PvP Section XIIIc Kidnap
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  12. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section V, b1
    >> Added #4 Hyper-interactive environments Section Vb3, b4, c2, c3, e
    >> Added #26 Tradeskills Section VII Theoretical artisan professions


    4.) Hyper-interactive Environments
    V. Constructible, world-embedded, contested homes, guild halls, towns, & cities (accessed by overland portals/spells/scrolls for convenience)a. Instanced versions would exist, as well
    b. Territory claim system -- quests, tools, & quest equipment for terrain testing/excavation/reinforcement
    b1. Home, town, guild, & city claim tiers offer different caliber utilities.
    b2. Different rare raws/recipes/general loot from raiding each various housing/settlement units.
    b3. Territory terrain testing/preparation (7): drill (deep sample), soil/moss/rock sample, dig/flatten foundation, excavate for rock/rubble/soil foundation support layers, excavate for bedrock pile insertion foundation support, foundation layer ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    b4. Tinkered tools (6): tractor (high tier digging mounts supersede tinkered tractor), jackhammer, deep-drill, deep-hammer, deep-vacuum, roller compactor
    c. Different tiers & types of defense implements for walls, NPC guards, & magical or tinkered siege defense tools.
    c1. Some require rare materials/recipes.c2. Offense (31 Primary, 310 primary WHEN FACTORING #38 for TEN RESIST TYPES): Caravan Battering Rams ([28] open [{4} ram torsion, blunt head, conical head], rectangle-roofed [{8} unarmored, armored {ram torsion, blunt head, conical head}], trapezoid-roofed [{8} unarmored, armored {ram torsion, blunt head, conical head}]), triangular-prism-roofed [{8} unarmored, armored {ram torsion, blunt head, conical head}]), Industrial Crossbow Ballistas ([2] Roman [various arrowhead types loadable], Chinese Mohist [various arrowhead types loadable]), Catapults ([3] Trebuchet, Onager, Mangonel), Cannons ([6] single, double, high arc, moderate caliber, moderate-high caliber, HIGH caliber), Mobile Towers ([3] wood, metal, supermetal)c3. Defense (25 primary, 250 primary WHEN FACTORING #38 for TEN RESIST TYPES, 19 secondary): Dump pot ([4] single, double, rectangle trough, double rectangle trough), Industrial Crossbow Ballistas ([2] Roman [various arrowhead types loadable], Chinese Mohist [various arrowhead types loadable]), Cannons ([6] single, double, high arc, moderate caliber, moderate-high caliber, HIGH caliber), Walls ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal), Moat ([3] shallow, deep, animal-infested), Guards ([# factor unknown] racial/class varieties act different) <|Primary|> Biometric doors/windows ([7] eye, hand, weight, race, item movement pattern, glyph usage, chant usage), Jails ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetall), Sonic Megaphone (disrupts visions/shapeshifts/stealth/invisibility), Motion Sensor (pings proximal foes & notifies owner), Auto-Pheromone Dart (shoots proximal foes with a dart makes them leave a scent trail) <|Secondary|>
    d. Stealing/breaking/murdering on a foe's territory requires "Thievery" skill?
    d1. Using "Thievery" could tag the perpetrator with a scent trail for a short period of time IF such a defensive implement/sensor is in use on the property.
    e. CONSIDER ONLY SIEGE IMPLEMENTS damaging other siege implements
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  13. Seliri Well-Known Member

    >> Added #21 User Interface Section IIa1 More intuitive to have thorough keymaps (or an array of keymap profiles) ready for user learning
    >> Updated #4 Hyper-interactive environments Section VIb4 (scaffolding, clay/concrete molds)
    >> Added #27 Quests Section XVIa-b Nether realm/Purgatory/Underworld quests
    >> Added #11 Robust equipment appearance Section VI SUBSET-CLASS gear sets, NOT base-class
    >> Added #22 Vanity, lore/fantasy immersion Section X SUBSET-CLASS gear sets, NOT base-class
    >> Consolidated random points from EQII forums into: "EverQuest 3 SHOULD NOT be named EverQuest Next" (1st ten thoughts that come to mind) & "Realistic Creative Direction" (37 hyper-realistic DBZ art links)

    XVI. Nether realm/Purgatory/Underworld quests
    a. 6+ PvP kills within 5 seconds...
    a1. Random targets (killers/dead) are split to be 1 vs 1 in nether realm in pursuit of chalice of souls (assign via most effort done in encounter, odd numbers are left out)
    a2. Can forfeit or not
    a3. Certain number of chalice victories could unlock appearance styles (or anything?)
    b. Tinkered ship/submarine formation & beam activation
    b1. Submarines/ships ported to underworld aspect for progression in undead, underwater cavern contested dungeon
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  14. Seliri Well-Known Member

    >> Added #9 Overland PvP VIIa-b
    >> Added #17 Ladder System Section IIa1 1 of 13 content types bracketed PER TIER

    9.) Overland PvP
    VII. No body drop tokens (encounter-rewarded quests for tokens are fine...) -- min/maxing favors individual classes or battlegrounds if contested options are constrained (but again, NO BGs on PvP servers!)
    a. PvP writ giver ONLY in contested regions
    b. ONE writ gives ONE token reward -- must pick up new writs -- NO WRIT POSTERS

    Although, honestly, it may be best to totally abolish generic kill count PvP writs, & have PvP gear only obtained from farming trinkets in contested dungeons, on top of requiring moderate-/high-counts of special/custom PvP writs for >EVERY< tier (just increasing amount of contested trinkets & specialty PvP writs required for later tiers).

    The current premise I've been operating on is basic, generic PvP gear from kill count writs upgraded through contested dungeon trinkets, but only in later tiers.

    Probably best to retain the current premise, to ease noobs into the hand of convolution & complexity... o_O''...
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  15. Fictional Reality Active Member

    So... you want EQN to be like a mix of WoW and GW2?
  16. Seliri Well-Known Member

    >> Added #5 Alternate Advancements Section III, IV, V
    >> Added #7 Deities Section IV Alignment visual changes >OPTIONAL<
    >> Added #11 Faction Section XI Alignment aesthetic changes >OPTIONAL<

    5.) Alternate Advancements

    III. Named mobs still give elevated AA XP!
    IV. Greater levels of mentoring still offer tiered AA XP bonuses!
    V. NO AA specification swap on-the-fly -- AT HOME ONLY!
    a. Vital for instilling & rewarding sound PvP strategy


    your troaling inkrease by +7!

    <( ;.;^ ) º°¨°º¤ø¸*/-\-|=!!¸ø¤º°¨°º ( ^;.; )> G r A T u L A t I O n Z <( ;.;^ ) º°¨°º¤ø¸!!=|-/-\*¸ø¤º°¨°º ( ^;.; )>
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  17. Seliri Well-Known Member

    >> Added #20 Communication Section IIa1 Emote dialogue windows (open/change dynamically) (a1. MUST be fun & somewhat obvious -- WRITING STYLE & the nature of inferred requests is important here)
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  18. Seliri Well-Known Member

    >> Added #19 Raiding Section IV Raids for >EVERY< tier, if even only scaled by difficulty algorithms
    >> Numbered asterisked points for #15 Politics Section VII Trade officials would:
    >> Added #26 Tradeskills Section VIe Repair tools available for BOTH obstructor/destructor (7): auto-hammer, glue gun, weld torch, wrench, pliers, sander, clamp
    e1. Repair ships, submarines, siege offense/defense tools
    e2. Requires dedicated/focused use of tool on item
    >> Edited #4 Hyper-interactive environments Section Vb4 "Tinkered tools" with "concrete mixer"
    >> Duplicated #4 Hyper-interactive environments Section Vb4 "Tinkered tools" under #26 Tradeskills Section VIf
    >> Added #6 Contested dungeons Section V See: #14 Terrain Section Ia-b (SOSPAR gates [simultaneous or singular action progression requirements])
    a. Obviously, not all of the contested dungeon would HAVE to be behind SOSPAR gates (though, it could be).
    b. Basic gear to upgrade from deeper in the dungeon would be found prior to SOSPAR gate sectors
    >> Fixed broken links to: "LOFPENSAB Update Summary & Commentary" (post #54 & beyond, ITT) & "19 & 18 >HYPER-REALISTIC< DBZ Art Renditions"
    >> Added #5 Alternate Advancements Section VI AA XP slider returns! 0%-100%
    >> Added #21 User Interface Section XIV
    Leader-only, FFA, Lotto, NBG, Round-robin loot methods return!
    >> Added #21 User Interface Section XV Encounter locking & breaking via yell returns!
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  19. Seliri Well-Known Member

    >> Added #22 Vanity, lore/fantasy immersion Section XI Racial traits return!
    >> Added #21 User Interface Section XVI Auto-following (with climb) returns!
    >> Added #4 Hyper-interactive environment Section Vb5-b5a b5. ONLY wooden/clay (requires drilling) Homes & frames are buildable on asymmetrical/jagged/harsh terrain WITHOUT terraforming it
    b5a. Weaker than other model types
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  20. Seliri Well-Known Member

    >> Added #18 Exiled Section II & IIa Sub-class reset possible when finalizing betrayal into opposite Good/Evil or Civilized/Primitive factions
    a. All spells/combat arts get reset to their lowest level
    >> Added "Piquing Non-essentials"
    1.) 10 year mechanics & itemization strategy
    2.) SOEbook, social network, or simple account feature, where all account game/server aliases are recorded & searchable
    >> Added "racial illusion" reward & modified "gear treatment (interactive/timed)" reward for specialty writs in #9 Overland PvP Section XIII
    >> Added #9 Overland PvP Section XIIIe
    e. Infiltrate/Intelligence
    e1. DAY VERSIONS AS WELL, -BUT- Night espionage, too (suit w/ 30-60 sec active time [30-60 sec cooldown] makes user >UTTERLY< invisible if not spotted by torch beams, torch-roaming guards, or infrared tinkered security)
    e2. Insertion into normally hostile territory requiring (4): racial illusion, enemy faction uniform, voice modulator, & neural language region patch (lets you use enemy chat channels under chosen name, >DIFFERENT< from visible incognito name, can choose LVL/class shown under enemy "/who" checks)
    e3. Insertion done via hiding in shipments on (7): sled/chariot/carriage/caravan/train/boat/submarine <|1|> Timing insertion may require: metal tooth/gear adjustment order (crate/shroud/cover lock) &/or invisibility suit <|2|>
    e4. Unpacking player from smuggled insertion can be (15): on a ship at a dock, in a street at a market, in an NPC/player warehouse or artisan shop, in a city/palace/kingdom kitchen/butchery/bakery (6), in a city/palace/kingdom prison supplies depot (3), in a mount stable barn, in a bank supplies depot, in a library book delivery cache, or in a town/city siege implement harvested raws storage depot (2)
    e4. Player dawns appearance/race & player decided (or assigned?) name to fit NPC factions (>DIFFERENT< from foe chat channel name) <|1|> Player must replicate NPC faction behaviors ([4] walk speed, paths, acts at various destinations, & responses with other NPCs & players to avoid discovery [emote response timer]) (may require studying prior quest rewards on NPC type mannerisms) <|2|> Requires that normal NPCs (3): eventually disregard repeated "hail"-ing, have a +/- 2 sec response delay, & are repeatedly replaced for unloading trade shipments, often taking wildly different, >RANDOM< paths in their deliveries <|3|>
    e5. 30-90-120 MINUTE CLOCK: After 5, 10, 15, 20, 25, or up to 30 unloads, in the course of shipment route, player is given chances to covertly TRANQUILIZE other NPC workers via DART aimed at neck, shoulders or legs to ASSUME THEIR NAME & FUNCTION/ROLE (must bag/hide NPC body in closet or open piles of anything)
    e6. Behavior/general paths of the secondary NPC personage provides the incognito player with access to NPC faction sectors that faction players >CAN NEVER< enter, even if of that faction (may require studying prior quest rewards on NPC type mannerisms) <|1|> 3 of 13 reward types in random rooms of cordoned off faction section <|2|> 2/3 rewards require (7): chant/glyph use, bodypart biometrics, weight/replica replacing, object arrangement (ordered or not), or object adjustment (ordered)
    e7. Reward could be (13): NPC prison rescue, formation plans (expeditionary force NPCs [see #29 Faction Section VIII] & naval formations trigger bonuses), faction war plans (enemy politician movement of expeditionary forces, see #29 Faction Section VIII), crucial lore history, blueprints, player political merchant/caravan/shipping routes, NPC politician itineraries/daily schedule, chant text, glyph traces, racial illusion/enemy faction uniform/voice modulator/neural language region patch (3), gear treatment (interactive/timed).
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