Maybe I've had too much to drink tonight, but WHAT!?!The possibility of your house getting burned down or a nefarious group of villains stalking you will do the same thing, if it exists in the game.
Maybe I've had too much to drink tonight, but WHAT!?!The possibility of your house getting burned down or a nefarious group of villains stalking you will do the same thing, if it exists in the game.
This is what made EQ for me...and by made, I mean 7-8 years of grand times. I need more of this kind of stuff, and I needed it yesterday!
Please, for the love of God, deliver with this SOE!!
If this becomes a PS4 release, there is no chance of it being split screen co-op I assume?
I know next to nothing about Everquest, btw
voice chat was also a pipedream.There was a great community because we had to rely on each other for different things. res, ports, sow, corpse summon, corpse locating, invis, binding, etc.
voice chat was also a pipedream.
Safe zones most likely will be Towns. Guards going after you if you attack someone and such.
Safe zones most likely will be Towns. Guards going after you if you attack someone and such.
We might be able to kill NPCs. Just a heavy toll comes with it, notoriety and such.Speaking of which, I hope that everything in the game is killable. That means the vendors, the guards, the banker, everything. Not just the enemy, but in my home town or faction too.
I'm going to be open minded when playing this game. There's bound to be things I don't like because no game is perfect. I'll roll with it. But if all the npcs are untargettable, thats a deal breaker for me. I'm not a greifer, but I do want to play in a world. I have a fear that SoE will compromise their sandbox design with themepark features, and that won't make me very happy.
Speaking of which, I hope that everything in the game is killable. That means the vendors, the guards, the banker, everything. Not just the enemy, but in my home town or faction too.
I'm going to be open minded when playing this game. There's bound to be things I don't like because no game is perfect. I'll roll with it. But if all the npcs are untargettable, thats a deal breaker for me. I'm not a greifer, but I do want to play in a world. I have a fear that SoE will compromise their sandbox design with themepark features, and that won't make me very happy.
We might be able to kill NPCs. Just a heavy toll comes with it, notoriety and such.
As long as killing things we shouldn't be killing comes with consequences, I don't mind it.
As long as killing things we shouldn't be killing comes with consequences, I don't mind it.
Lol. Its a mmo bro
----
Since its called Sandbox, it has open PvP 100%
I hope its not restricted too much (safezone and such)
Or lets just hope it really has PvP...
There is no chance of 100% PvP in this day and age. Although I'm sure there will be PvP servers.
Exactly. I want the world to be rules and regulations, much like the real world. Of course, I hope the farther you go away from bigger towns, the more lax things get, kind of like the wild (fantasy) west.
It all revolves around what the sandbox elements that you're putting into the game are. Certainly griefers are a part of every game. Our intent is not to make a game where antisocial people rule the world. The intent is to make a world that's immersive and allows so many player interactions and so much involvement, not to empower griefers. Every single one of our new games is designed with that in mind. A good example is PlanetSide 2. There's a very harsh anti-griefing system in that game. It's funny because before we put it in, you had exactly what you'd expect, which was people just mowing teammates down. We went to China Joy, and it was one of the funniest things I've ever seen, just watching people. They only had 15 minutes on the game, so they shot anything that moved. They were just mowing teammates down. So we had to put the anti-griefing stuff in.
This is not going to be Grieferquest, and every system will be designed around not allowing that. It's one of those things where you have to make it so that griefers can't ruin the experience for everyone else.
Uh, anti-co-op griefing is fine.
Don't touch my PVP griefing. Some of the best fun I had in WoW before they implemented flying mounts was ganking and camping.
But, for Surly Bob and the other "old school evil players" nostalgic for the glory days of Ultima Online it wont happen again. Ever. That moment in time was unique and its gone. Because there will never again be a time where there is only one MMO. The market has matured to the point where there will always be choices. And in a dog-eat-dog PvP game, there will only be the PvPers, not the targets. Because now people actually have the choice of selecting which game to play, which game suits them best. If a person is targeted for the tender mercies of "evil players" they simply will cancel and move on. The days of UOs One World where many mutually exclusive play styles are forced to interact, on the terms of the more socially maladroit, are over. The market has fragmented, and cannot be put back together. People, when forced to play the role of "sheep" or "stupid newbie", will simply leave.
Uh, anti-co-op griefing is fine.
Don't touch my PVP griefing. Some of the best fun I had in WoW before they implemented flying mounts was ganking and camping.
as its a sandbox... does that mean I can just continue to run and travel every where without having to use portal to enter other continents/dungeons/realms/etc...
I imagine whole regions will be available, and loading between regions will be a very small part of the game. Even wow with its giant world, still had to load between continents. I assume this will be the case.
I see... I really hope the lands in which you explore will vast as well as diverse
This is a very interesting question. I think it's at the core of why what we're doing is sustainable. I'll go right to the heart of the matter. You get to the point where we make an expansion, and when I say we, I mean the entire MMO community. You make your expansion, the real hardcore players consume it in a month, and they're doing the raids over and over and over until the next round of live content that we put in. Typically, three or four times a year, we as MMO companies put new endgame in there to keep the raiders happy.
We absolutely need to build that style of content into every game we make because players want that. We're not talking about the end of raids, the end of this incredibly high-level content. We're talking about changing the nature of the world around it so that there's a lot more to do "in between" expansions. A good example, but a very narrow example, is battlegrounds in WoW or EQII, where players get bored doing it over and over again. But imagine the entire world as part of the interaction. Imagine seasons changing. Imagine if you're a Druid and you need to literally seek out reagents for your spells or worship your deity in a glade somewhere off in the wilderness, but you don't know where. Or image forests growing back after they're burned to the ground by invading forces. What we want is a dynamic world that gives all those other possibilities and doesn't just say OK, go to raid X with group composition of X, Y, Z, and kill the dragon for the 52nd time to get the tier 800 gear. It's this rinse-and-repeat gameplay that's got to change, and so we're changing it.
One can hope!
Here's another quote from Smedley that really has me going.
You also talked about how quickly traditional MMO content is consumed and how that plays into your decision to adopt a philosophy toward emergent gameplay. The question comes up about how that affects the future of raid content -- something that takes a lot of time to design and is usually played by only a portion of the community. What are your thoughts on that?
On the subject of griefing
When it comes to emergent gameplay and the notion of players as content, there's also the problem of antisocial behavior. What sorts of ways do you address that in sandbox titles?
That makes me a bit suspicious. How is this going to play out I wonder. It looks like they're exerting a level of control over player actions to stop players having an effect on the gameplay of others.
We all remember trains. I'm betting there will be no trains in EQN. If there's no trains, what other restrictions will there be?
Right now, I'm gonna call it - Smed has been touting sandbox over and over, but I get the feeling they will exert a level of control over to players to curb any type of action they don't want you taking. Which is exactly what a themepark is.
I guess we'll find out soon, but I smell a fish.
EVE Online seems to be doing fine even though you can grief people for fun.
One can hope!
Here's another quote from Smedley that really has me going.
You also talked about how quickly traditional MMO content is consumed and how that plays into your decision to adopt a philosophy toward emergent gameplay. The question comes up about how that affects the future of raid content -- something that takes a lot of time to design and is usually played by only a portion of the community. What are your thoughts on that?
Oh man... that's some cool sounding stuff. I really want a rich world like that. Man... must stop myself from getting too hypes.
What? This is pretty paranoid thinking. All I understand from what he said is that there will be ways to punish players from being antisocial. Not punish them for not doing what SOE "thinks" you should be doing.
What? This is pretty paranoid thinking. All I understand from what he said is that there will be ways to punish players from being antisocial. Not punish them for not doing what SOE "thinks" you should be doing.
Everquest 1 already punished people for being antisocial by making it totally impossible outside of a remote few classes to do anything at all meaningful while alone.
There are alot of things that need to be left in the past from Everquest 1 and punishing antisocial behavior to the extent they did back then is right among the top of the list.
You're seeing what you want to see Ashodin. You are hyping this game up to be the next messiah. I've been here before, and it doesn't end well. If you don't retain a healthy amount of doubt or cynicism, you will be disappointed. I can't count the number of times I've seen this play out.
I don't think people are referring to soloing as antisocial behavior. In EQ, if you were an antisocial fuck and caused problems in the community, your name became dirt. You didnt get to raid, or find good groups, etc. Players drove the antisocial behavior punishment, which is how it should be.
Causing problems in the community isn't being antisocial, its being a dick. Antisocial people would be the ones avoiding any kind of community any chance they can not bringing more attention to themselves within it by doing dumb shit.
I have huge nagging doubts they'll make any of this work, honestly. It sounds so crazy different than the way regular MMOs work today that I'm having a hard time believing it's possible.
But my mind still likes to drift into "well, if it IS possible..."
That being said, I think a healthy amount of hype (which I have) can drive a good thread and discussion on the game. Which is why the OT will be posted tonight so everyone can get in on the fun.
It's a longshot theory, but I think the reason why Blizzard scrapped Titan and are redoing it is because they got a whiff of what SOE is making. What else can it be?
There's nothing wrong with being positive. Just know that we've seen nothing, and MMO's have a poor track record. They have everything to prove, and there's more reason to doubt them than believe them. Words mean for nothing, but I read Smedley's post as saying "we're gonna lock shit down". That may be paranoia, but its not like I have no reason for it.
I'm uncertain that soloing would be considering antisocial behavior by SOE. It seems like a natural part of the game to let players who like to lone wolf it do their thing (within reason). You shouldn't be able to kill a huge dragon by yourself for instance.
Yeah I just mean I hope that they don't go overboard trying to shoehorn players into being forced to group up for everything. It is exactly what happened in Everquest 1, you couldn't even solo most light blue con mobs on most classes even with full raid buffs and it was already pretty much impossible to make any progress leveling off light blue mobs anyways.
Without heavy buffs you couldn't even kill most green con mobs that were around your level solo, it was pretty absurd if you weren't a bard / necro type class with kiting gimmicks. Don't even get me started on how long it took to recuperate after a solo fight even if you somehow managed to pull it off.