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I almost cared, then I realized it's made by SOE. Fuck SOE.
EQNext" will be the world's largest sandbox-style MMO ever made"
Bigger sandbox world than the single shard world of EVE Online? That'll be tough...![]()
" Something you've never seen before. The MMO world has never seen before. We didn't want more kill 10 rats quests. We didn't want more of the same. If you look at the MMOs out there, they're delivering the same content over and over again. So are we. We need to change that. When we released EverQuest, we changed the world. We want to do that again with a different type of game."
at the very least, they 'get it'...they realize why mmo's suck...the first step in solving a problem is admitting you have one
I just hope they don't go down the path GW2 did. Do something just because its different, not because its better and it ends up to be a horrible mechanic.
The scope of EQ was tremendous. You could spend 15 minutes running across West Karana and still not reach the end. The Ocean of Tears was a real ocean, complete with islands with dangerous MOBs if you were brave enough to fight them - you needed to actually sit on the boat and wait. Freeport and Qeynos were fantastic cities - the guards were actually on different factions and "evil" characters had their trainers and whatnot in secret areas under the city's sewers and whatnot. If you stumbled in there as a newbie - bad news! I remember a Velious dungeon which had a whole city of ice dwarves halfway down into it. You fought you way down and then depending on your faction with the Coldain, you could perhaps stock up and move on to even greater treasure below. Secret doors, keys, and fancy walls, tricks, traps, and pits where everywhere. And then...there was Mayong Mistmoore and his castle. Even relatively low level dungeons like Befallen had all sorts of fake-floors and "Hey, what's in this well, I wonder if I can.... AHHHHH THE SKELETONS ARE EATING ME".
There was a lot wrong with the game and much I would like to see retained but improved, but the world design was absolutely top notch. I hope EQNext has the same sort of people at work upon it.
Um yea, they're going to have to impress me a lot to get me off Arche Age
http://www.youtube.com/watch?v=Yv5Sh3M2iP8
at the very least, they 'get it'...they realize why mmo's suck...the first step in solving a problem is admitting you have one
I'd go back to an MMO that could be played effectively in first person.
How exactly do you guys describe a "sandbox mmo?"
An MMO with no quests.
Okay, that was a joke, at least halfway. I found a good definition of sandbox MMO features of sandbox MMO here, which I will quote:
- An open world, not a collection of small maps
- A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed)
- Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading
- Character progression or development outside of combat (see above examples)
- Open-ended gameplay, no "game starts at level 50" game design
- Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items
- Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes
- Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters
- In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items
- In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay)
- Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent
- Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world
- Some form of customizable player housing/building
Your post just got raped by auto correct. I had to read that post like 4 times before I figured it out
How exactly do you guys describe a "sandbox mmo?"
Sandbox is honestly a world where everything is targetable and killable. There are no area's that are artificially blocked off and with some ingenuity most places can be made attainable through spells or abilties. The original EQ was a sandbox in the fact that were no instances, so guilds weren't killing the same god/king/dragon/bug/whatever at the same time. If Tunare was dead, she was dead for everyone until respawning.
Quests weren't required in the game other then certain ultra high end zones.
You could attack anything. A GM Class trainer that has nothing to do with the lore/progression of the game can be killed. In EQ that changed with the introduction of Plane of Knowledge but that actually fit the lore behind the area.
An MMO with no quests.
Okay, that was a joke, at least halfway. I found a good definition of sandbox MMO features of sandbox MMO here, which I will quote:
- An open world, not a collection of small maps
- A non-instanced game world, no private instances for story mode or private dungeons (zones are okay if technically needed)
- Gameplay features other than combat activities, for example: fishing, harvesting, prospecting, crafting, diplomacy, music, trading
- Character progression or development outside of combat (see above examples)
- Open-ended gameplay, no "game starts at level 50" game design
- Player-driven in-game economy, not a loot-driven economy, no bind-on-equip or bind-on acquire items
- Character development that can be customised via skills and/or customisations of class roles, not a class system where every level 50 warrior has the exact same skills and attributes
- Non-linear character development where characters are not limited to developer-defined roles, for example: free skill trees or multi-classing of characters
- In-depth crafting system. A crafting system is considered in-depth if the majority of items in the game is player-made and when crafted items can be at least as good as dropped items
- In-depth resource system. A resource system is considered in-depth if items can be made from raw resources that influence the resulting item (either it's stats or it's appearance is okay)
- Persistent game world. A game where the world (or parts of the world) reset to a known state in regular intervals is not persistent
- Player's ability to change aspects of the game world, either by being able to modify the physical game world or by being able to take ownership of structures in the game world
- Some form of customizable player housing/building
Sigh, EQ was so far better than the easy mode drivel we have today. Hopefully SoE can surprise us with EQNext.
The only problem with giving soe hope or a chance of that they didn't bring us eq, verant gave us eq. I doubt anyone could bring us another game that felt like what we had.
I just hope they don't go down the path GW2 did. Do something just because its different, not because its better and it ends up to be a horrible mechanic.
Few quests, lots of grinding, no instancing, forced grouping for all but the earliest levels, "Hell levels" (ie experience was twice as hard to gain on certain level just because), corpse runs where you lose all your gear if your corpse decays, XP penalties or unavoidable item loss chance on death, massive imbalances between classes, crappy crafting, lack of any organization tools, horrid random item drops or rare spawns as such it may take literally 6 months to build a key to get into a zone , "meditate while looking into your spell book until level 40" etc...