*** Official EverQuest Next Thread ***

The did a progression server years ago which I never had time for :(. Started with base game and kunark (think that was the first one) then once certain events were achieved then the next expansion was opened up. Then a new server was up for vote and the masses picked head start / less xp per level server. I would have made time for it that time.
 
Hate to break it to you, but SoE couldn't have done **** to SWG unless LucasArts and ol George wanted it. I know it was the done thing to hate on everything SoE did with MMO''s for a while but the hatred is misplaced in this instance.

Hate to break it to you but Smedley came out and said it's one of his biggest regrets and mistakes.
 
This pretty much sums up my perspective of EQ1 (not my article/blog) http://blog.weflyspitfires.com/2009/09/30/i-miss-the-trains/ I pretty much never left qeynos hills, having played the **** out of black burrows with a group of people it was the most interesting thing I found in the game and once I'd done that enough to be bored of it never found anything else even close to the same level of engaging content anywhere else in the game and stopped playing... but I do miss those trains heh.

Interesting article, but he has got one crucial thing wrong about why trains in EQ were so wonderfully deadly. The article claims that if you were in the path of a train, the mobs would stop to attack you but that's just too simple for old school EQ.

The mobs would actually run past you chasing the original train creator. What they did was remember you, so that if the creator zoned or died, you moved up one spot on their hate list. If you were then top that meant they were coming after you, even if you were at the bottom of the dungeon and they were up at the zoneline. They would do this for every player they encountered until they were attacked by someone else, killed or reset.

What made it more interesting was that different mobs had different aggro ranges (and never gave any indication if you were on their list if they were chasing someone else), so you were never quite sure what was going to happen.

Ahh memories :D
 
Hate to break it to you but Smedley came out and said it's one of his biggest regrets and mistakes.

Do you honestly think anyone could do anything they wanted to any LucasArts IP's without their OK? SoE might have been the face of the NGE but make no mistake about it, LucasArts wanted the NGE and Combat Upgrade stuff in, SWG was getting curb stomped by WoW and they wanted a slice.


I like the way the dude calls it steamfront mountains. Speaking of trains http://www.notaddicted.com/fansythefamous.php
 
Interesting article, but he has got one crucial thing wrong about why trains in EQ were so wonderfully deadly. The article claims that if you were in the path of a train, the mobs would stop to attack you but that's just too simple for old school EQ.

The mobs would actually run past you chasing the original train creator. What they did was remember you, so that if the creator zoned or died, you moved up one spot on their hate list. If you were then top that meant they were coming after you, even if you were at the bottom of the dungeon and they were up at the zoneline. They would do this for every player they encountered until they were attacked by someone else, killed or reset.

What made it more interesting was that different mobs had different aggro ranges (and never gave any indication if you were on their list if they were chasing someone else), so you were never quite sure what was going to happen.

Ahh memories :D

Ahh the memories solo stuff on a monk FD and it runs across the map to your mate who you invited in the group :D
 
Do you honestly think anyone could do anything they wanted to any LucasArts IP's without their OK? SoE might have been the face of the NGE but make no mistake about it, LucasArts wanted the NGE and Combat Upgrade stuff in, SWG was getting curb stomped by WoW and they wanted a slice.

Arr denial what a wonderful thing it is. Whilst LucasArts may well have to ok things that is a long stretch to saying they instigated it which is something that Smedley has never said when questioned to the best of knowledge. He has however listed it as one of his mistakes.

Which is relevant to this as you have to take it with a big pinch of salt when he is then talking about loving sandboxes.
 
No idea how I missed this thread :p

EverQuest (original) player since 2001 (pre-Velious). I wish I'd been around for Kunark launch back then, as those were the best days. But even in 2001 the old-world was alive, Kunark zones were full, the community was awesome :) Anyhow...

They've said EQ:N is nothing like EQ, which is probably how it had to be. Whilst modern EQ is nothing like its former glorious self, EQ of 1999 in 2013 would be a pretty niche game. It would be a great game, but I don't see that kind of MMO ever coming along again.

I just hope that it has nothing in common with modern MMO design either. Because none of the WoW clones have any appeal to me whatsoever. All the features that make those games 'accessible' do more harm than good.

Only 7 days to the big reveal :) I'm actually excited!
 
Some bloke on a forum I read on occasion is claiming:

*Classes are tied to weapons, essentially you pick up a wizard staff, you become a wizard. You pick up a warrior centric sword, you become a warrior.
*Players will create their own dungeons that others can run through, the creator of the dungeon gets 'SoE coins' to spend in a cash shop.
*Crafters will be able to download player made items to use in their crafting.
 
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Some bloke on a forum I read on occasion is claiming:

*Classes are tied to weapons, essentially you pick up a wizard staff, you become a wizard. You pick up a warrior centric sword, you become a warrior.

one of the best things in ffxiv so I'm glad to see other developers doing the same
 
Some bloke on a forum I read on occasion is claiming:

*Classes are tied to weapons, essentially you pick up a wizard staff, you become a wizard. You pick up a warrior centric sword, you become a warrior.
*Players will create their own dungeons that others can run through, the creator of the dungeon gets 'SoE coins' to spend in a cash shop.
*Crafters will be able to download player made items to use in their crafting.

copy a bit of neverwinter mechanics and model then.
f2p is the model now however I miss the design of hardcore as EQ had it.
Nowadays its level 50 in 3 days and nothing more than a endless grind or b2w for pvp.
social interaction is pretty much nonexistent which made EQ outstanding.
 
Yeah I got that email as well, no thxs.
They just aren't going for old EQ players with this are they
 
You can bet your life EQ Next will be heavy on the Cash shop side.
Not good when they want an arm and a leg for founders packs for Landmark which they want you to build EQ Next with for them lol.
 
Please correct me if i'm wrong trying to understand how these two games work together.

So from what I understand EQ Landmark which is available to buy now - the top package being £75 gives instant access to EQ Landmark Alpha and some bonus items - this instant access meaning the instant when the alpha is available - expected before March next year 2014.

Landmarks will go live first this will be the pre-sequel of everquest next allowing players to shape the world and craft -gather resources - build houses in there own plot of land, think of this as a Minecraft type sandbox.

The difference being is once the world has been shaped everquest next will launch which will use that pre shaped world - therefore every server will have a distinctive look.

Everquest Next will bring in the mobs, game mechanics the quest the raids the items the npc's , EQ world areas and the player designed areas in everquest landmark together.

Landmarks will still continue be available during the EQ next Launch, allowing players to continues developments on their plots of land.

correct?? .. incorrect ??
 
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