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12-20-2007, 02:52 AM
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Visitor
Character: Leah
Server: Kithicor
Posts: 43
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Talonis
Is it needed?
Can it be done properly?
Can the game itself handle it?
EQ2 is in it's third expansion. We've seen several things improved over that time. The 'old timers' that endured LU13 would have to agree the results were probably 50/50 on success/failure of that change. We all know how the SWG NGE turned out, but I contend that EQ2 needs an overhaul. Yes, it's late in the game, but new life could be breathed into it if done correctly.
So why this thread, now? After reading a dozen or so threads saying the same shit over and over, I conclude several of these persisting issues could be solved once and for all. Gripes about itemization, armor types, viability of certain classes, and several mechanics, to name a few.
Specific class and mechanics issues aside, would you categorically support or oppose a large-scale fundamental NGE-esque change to EQ2 for the purpose of extending the life of the game?
Discuss.
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The highlighted area in the quote of the OP is where he lost me. If you have been reading all these threads over several boards for several years now its all about the specific class or mechanics.
My view is of course not a popular one but if eq2 changed they should of done what alot of people expected when it was announced. EQ1 with updated gfx and more geared to casual players. Don't get me wrong the game does seem to do ok with casual players but the gameplay is lackluster at best. EQ1 had interesting mechanics that when someone learned thier class you could really tell, here in eq2 learning your class is not a big deal at all and i'de go into this but its just not worth it.
If they changed this game up to any kind of new style of play it would piss people off plain and simple ............. even if some view it as better, some will view it as the end of the world. Look at the crafting revamp ........... it was made easier/faster, some liked it, some hated it. Every update in the game can be viewed this way.
I agree with the people saying just make a new game. As it stands EQ2 has changed too much as it is and the more it does the more special intrest groups it will piss off. Just make a new game and learn from the mistakes they made.
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12-23-2007, 04:15 PM
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Visitor
Character: Boujea
Guild: Wanderers of Norrath
Server: Nektulos
Posts: 46
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Re: A Large-Scale Fundamental Change to EQ2
New kickass dx10 3d-engine and im happy :D
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12-25-2007, 07:19 PM
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http://www.eq2upskirt.com
Character: Ethendil
Guild: Blumpkin Brethren
Server: Najena
Posts: 380
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Noxxer
New kickass dx10 3d-engine and im happy :D
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Worst part seems to be that the devs read a massive thread like this; dedicated to highlighting and discussing the problems and possible solutions, and see one post like this, and decide to implement a new graphics engine.
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12-26-2007, 06:26 PM
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Visitor
Character: Fantomex
Guild: Severed Alliance
Server: Everfrost
Posts: 46
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Re: A Large-Scale Fundamental Change to EQ2
I'm sorry, I just don't have the mentality to read 26 pages of threads and was wondering if someone could bulletpoint the main or popular ideas in the idea of getting a collective opinion as well as spark genuinely new ideas? It seems to me after a few pages most of the ideas are all variations of the same single topic.
In any case, I'll add my two cents and forgive me if it has been covered.
My fundamental changes to the game would take it firmly back to the roleplaying roots. We have dieties, which are nothing more than a few spells, a cloak and a pet, there is no substance behind it. The abilities are black and white and geared to the class, when traditionally the class was geared to the diety. In EQ1, thats where the differences stopped, no matter what diety you chose if you wanted to be a paladin, you would have the same abilities. I would put in place different paladin abilities or even slight variations to a paladin of Mit Marr (Offensively inclined) as opposed to a Paladin of Brell (Defensely inclined) with abilities that support this. AAs would be changed to continue supporting this, not give options to counter balance the loss of the opposite effect like the current ones do. That way people would have stark choices, not choose one or the other and balance it to be the same.
All AAs have done is give people the ability to cookie cutter their toons, play an offensive based character and balance the defensive side with AAs, a true roleplaying game will have starkly different classes even if there were two different types of warrior, offensive abilities, offensive only AAs.
My other fundamental change would be to enhance "companionship", we all see stories of the "Fellowship", or the "Nine" and we regularly see groups that never change, always the same people. What if we had group only buffs that were only active if a certain combination of people were together but that buff kept changing for a different combination of classes? As an example, you would have a paladin, swashbuckler, mystic, assassin, ranger and berserker, and next time you would have to have a guardian, brigand, defiler, templar, shadowknight and dirge. What we have today are the same groups, with the same people and a monotony. And maybe zones that would only be beatable if you had 6 Brigands? As an example, a zone would be full of mobs that you had to stealth through picking and choosing your kills but only if the stealth was Brigand only. At least this way Solo content would remain the same, but guilds would have more consistency with grouping with one another.
My last fundamental change is with the group number of 6. Its a good size for normal content, but from there we go:
1 (Solo) > 6 (Group) > 12 (X2 Raids) > 24 (X4 Raids)
Those are huge jumps particularly for small guilds, lets open that up a little, with multiple levels and rewards that suit:
1 (Solo) > 3 (Trio) > 6 (Normal Heroic Group) > 9 (Heroic/Elite Fellowship) > 12 (X2 Heroic Raids) > 18(X2 Fellowship Raids) > 24 (X4 Heroic Raids) > 36 (X4 Fellowship Raids)
Not only would this open up so many raids, but it caters to levels that only the smallest and the biggest can achieve, it opens up more options! Throw on some specific raid size buffs and change the loot to reflect it.
On reflection, the last two changes I mentioned are actually doable in the current form, the first being the actual fundamental change. The problem we have is an NGE almost certainly gets things wrong, we were lucky with EQ2 and that things have gotten better each expansion imo.
Right now I would say do nothing, in planning for the next expansion I'd say if you plan a fundamental change, turn it into a questline people will HAVE to do, and the end result being that change, whether its converting your class from a Defiler to a Cleric, make a year long questline that sees a fundamental change in the character and its roots.
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12-26-2007, 07:51 PM
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EMPRESS
Character: Sidonie - Formerly known as Chii
Guild: Saints of Norrath
Server: Blackburrow
Posts: 334
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Fantom3X
1 (Solo) > 3 (Trio) > 6 (Normal Heroic Group) > 9 (Heroic/Elite Fellowship) > 12 (X2 Heroic Raids) > 18(X2 Fellowship Raids) > 24 (X4 Heroic Raids) > 36 (X4 Fellowship Raids)
Not only would this open up so many raids, but it caters to levels that only the smallest and the biggest can achieve, it opens up more options! Throw on some specific raid size buffs and change the loot to reflect it.
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Never happen. Too much work to introduce that much, and if they did, it would be so copied and pasted and probably only include one instance/raid per division.
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12-26-2007, 07:59 PM
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Because I'm right.
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Re: A Large-Scale Fundamental Change to EQ2
Quote:
Originally Posted by Fantom3X
My fundamental changes to the game would take it firmly back to the roleplaying roots.
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Which is where it always belonged.
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12-26-2007, 09:28 PM
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Don't be a Dumbass
Character: Valeros
Posts: 1,690
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Re: A Large-Scale Fundamental Change to EQ2
I'm all about the Chrono Trigger MMO.
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12-26-2007, 09:37 PM
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Regular
Character: Quit EQ2
Guild: Vindicate (retired)
Server: Everfrost
Posts: 291
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Re: A Large-Scale Fundamental Change to EQ2
I still don't really understand the strong need to restrict people so much. Group, x2, x4, etc.. If people want to kill a "x2" mob with 24 people, let them. They'll just have to split loot that is inferior to harder content loot among 2x the amount of people. Same with x4 mobs, let people kill them with 50 if they want.
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Ocabs
Travian - servers 3 & 4
Pretty fun browser game, look me up!
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12-27-2007, 05:29 PM
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~mmm May <3~
Character: Miyumi
Server: Antonious Bayle
Posts: 39
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Re: A Large-Scale Fundamental Change to EQ2
I agree a change should be in order..and LFG is right there are a lot more classes and not enough resources.But as long as they keep dirges..
I do love my dirge ^-^
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