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EverQuest Next Wiki

Be a challenge.

  • Games have been getting to easy.  Being able to max your character within a month.  I hope this will not be the case for EQN.  At least maybe make servers with difficulty levels so easy players can play on easy servers and hardcore players can play on a hardcore servers.

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    • Why not make it a single shard where all players are in the same world?  I don't think we get maxed in real life, so I don't think we should in such a great game as well.  We should be able to train and retain what we learn in game and not be grindable to say some arbitrary min/maxing system.

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    • Single shard doesn't usually happen because of technical reasons. The servers just can't take it if the population is too big. I remember very vividly in EQ2 beta when even overland zones where instanced (shards), and there could be lag times measured in minutes (not exaggerating) just becuase the server was bogging down on processing everyone's quest lists when they did things.

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    • I actually hope they bring back the old server names so people can find their original EQ friends and reconnect...  I know I lost track of folks I spent years playing with.

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    • How about stop the race to the top somewhat by designing the game so in order to progress or level up one MUST do some sort of quest to get that next level.  Forcing them to actually read and get into the lore somewhat.

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    • leveling should be difficult and challenging.  i like the idea of server difficulty settings in that matter, it would be an easy fix to separate the hardcore players from weekend warriors. what I would like to see would be sometype of setup in which you could only max out 1 type of character so as to have people who actually know their toons and be able to perform well with them in an end game context.  Were as people get to a point they have every class maxed out but cant really play any of them in a good matter.....just a thought.

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    • The hardcore server idea is nice but....Honestly they should not make the game a "easy mode" game as is. Make the servers normal and just make them generally difficult. Make it take a few extra moments to sit down and recover your mana/hp ect ect. Make things take longer to find gear and rare bosses. 


      If you just make different servers play out completely different it just kinda....separates the game?? Not a HUGE deal I guess but it seems like its just a way to please everyone and that will never happen anyway.

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    • This game needs to take a LONG time to "beat". I want to feel addicted and feel like there are SO many things I need to do, tradeskilling, exploring, maxing ALL my classes/skills, guild levels, achievements. Make this game a drawn out amazing journey that we can remember forever.

      I want an epic journey. Give me an epic long journey and I will literally throw money at you and play this game all day and night and probably just get fired, lose my job, lose my wife. But meh, was worth it.

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    • I think they shouldn't make this game to appeal to the masses. Make it a amazing game but make it still focused on teamwork and difficulty vs just getting all the WoW kings to migrate.

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    • Hardcore server I think is a great idea, however, it may be more of the 'old-school' type setup. Slow XP gain, greater penalty for death (makes going through some zones make you "/WTB new pants"), tougher mobs in specific areas so grouping and guild building is important. Obviously players cannot be transferred to this server from 'easier' servers. 

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    • 98.218.81.76 wrote:
      I actually hope they bring back the old server names so people can find their original EQ friends and reconnect...  I know I lost track of folks I spent years playing with.

      fingers crossed for this also

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    • There is no XP in EQ Next FYI. Progression is with exploration to find gear and experimenting with skills and weapon skills combinations.

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    • I remember when loss of gear with an unrecovered corpse was a killer. When you had to beg for a rez... no emails or joint banking.  No customazible interface or chat channels....and the dam MED BOOK before level 35. Good ridance to all of those.

      But PLEASE dont make another idiot cartoon game.

      I remember every step in becoming progressively Planer. FEAR! and HATE!. And shouting  with accomplishing every zone and step to Plane of TIME. And the 'dances' to get qualified for Anguish! Wow! And WINNING a roll for a cherished awesome item.

      If it takes a year for a bunch of friends or a Guild to actually accomplish something, that will bring  me back.

      I actually left all of my toons in the Guild Hall... waiting for me to decide that I could do more and more content. It was very tuff to stay up with everything... I just didnt have the hugh numbers of hours every day.

      But I miss it every day and all of my Guild friends.

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    • I remember the days of dungeon rotations on the server. Where the guilds on the servers had to communicate with one another and the only way to get on the progression list was to ask another guild for their spot to prove you could take down the mob. That being said I want the game to be a true grind like the original eq was. Make leveling classes hard to do, make getting new classes a pain in the butt. Also make it so if you screw up with faction that it is not easy to fix. They said that there will be consequences for the action player takes. That means not being able to get all the available classes because of your actions in game.

      No one should make the class level cap on spells for at least a year. Deaths should set you back significantly enough so you have think twice before doing something that you normally wouldn't .

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    • 98.218.81.76 wrote:
      I actually hope they bring back the old server names so people can find their original EQ friends and reconnect...  I know I lost track of folks I spent years playing with.

      Look on Facebook for groups set up with your server name. That's what I did and have reconnected with quite a few of the old gang.

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    • I agree! Games are getting waaay to easy. Progessing a character should take a lot of time and there should be a significant death penalty. I loved EQ passionatly! Being forced to actually have to play with others to advance and explore the world was great. Guilds meant something besides haveing someone to chat to. Dying was to be avoided at all costs because it cost too much to die. I hated corpse runs, however, having added spice and excitement to the game that modern games just don't seem to have. I say bring back the dath penalty, including corpse runs, and also the insane difficulty in progressing a toon. When I see players in modern MMO's using death as just another form of quick transportation it really disguasts me.

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    • Yeah I want to travel this game. I want it to take 100 years to finish it. The journey is the funnest part of an MMO, not spamming end game content. Dying needs to suck and be avoided at all costs like Edwinacale said.

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    • I agree dying needs to suck and the game needs to be challenging.  I dont know about 100 years to finish but it certainly should take atleast a few months to max out a class.  The game should be primarily built around group content and group content should be exceedingly more rewarding then solo play.  Give players a reason to be social and form communities thats what MMO's should be all about.  If you want to solo go find a console RPG or something.  Make people want to group and give more experienced players a reason or ability to effectively group with noobs.  Guild wars 2 managed to do this but had way too much solo content that while you could go around and group with anyone there was never really a reason to.

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    • I agree with what most have said here.  The game needs to be an actual challenge that brings back the need to work together!  I would actually like to see some of the old crafting aspects from Vanguard incorporated as well.  In that game, the crafting community had to work together as well in order to make things.  For instance, you BUILT your guild hall from the ground up, needing to do quests to get the items needed to obtain permission to build the hall from the ruler of the area, then harvesting and manufacture of the hall components, which took all areas of crafting sphere. 

      I think things like this would really help to foster more of a feeling of community reliance.

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    • Well crafting is suppose to be a massive part of this game, I expect it will be very immersive and well thought out.

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    • If they stick with the lack of holy trinity then you can kiss it all goodbye, it will be another GW2 cluster.

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    • One of the best *feelings* of playing Everquest was the fear of running into a mob that would kill you. Or literally chase you across the entire zone to try. It made the world HUGE because you *had* to explore it safely and slowly. But after watching some gameplay videos, it seems it will be just like eq2 and WoW in that there will be no real fear and everything will die quickly.

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    • A Fandom user
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