As the topic implies were SOE to ever pull their heads out of sh*tty EQ2 and revisit one of their better games for a sequel on the PS3 or whatever what would you like to see in it?
I'll start with my list:
World/History:
*A timeline before EQ PC and after EQOA, so they can't destroy the world and turn it into a bunch of closed off islands like they did to EQ2
*With historical accuracies to EQOA and
*A open world like EQOA
*PS3 worthy graphics
*Coaching Travel system, keep it as is but let us coach from any town to any other given that we have all coaches linking them, save time so we don't have to load each town on the way to our final destination.
*No In Game Maps on UI, part of the experience of EQOA was being out in an uncharted world where you had to learn your way from land marks
*Given that there should be a coordinate system similar to EQ2, but not as accurate. Could be used to point out general locations but not exact locations.
*There should be maps of the world in game but they should be hanging on walls or laying out on a table in buildings in outposts and towns and be only of that region, similar in style to the official "map" of eqoa, but of course more accurate.
Characters:
*A CM system with as much if not more depth then this one, in EQII it is so dumbed down it's sad, should be much more detailed descriptions for each CM.
*Expanded Starting stories, EQOA is pretty unique in how it starts different races and classes off but I would like to see even more depth, and this path should effect you throughout your travels and quests in the way NPCs address you, beyond the simply good or bad faction system there is. For example if you are a erudite or human necromancer/shadow knight even though they are friendly you should have to keep your training secret while traveling through good towns. On the other hand there should be tensions when interacting with NPCs of certain races unfriendly to you when in neutral areas.
*Full character customization, facial features, height, hair, etc.
Interface:
*spell descriptions that show the damage/stats and modifiers so we don't have to go look on the internet
*Optional full keyboard/mouse support, keep the simple interface for when using a sixaxis/dualshock but also have an option to use an interface like PC MMORPGs for "hardcore" playing.
*Enemy Identification, when targeting an enemy let us see the exact level and class like we can when targeting players.
*Quest Logs, have a detailed record of all the info you gathered for the quest, which parts you completed. Have the quest labeled by level, start NPC/location, and whether it is an path quest, ability quest, HnG, etc.
*Party Size: Should be increased to 5, but with a XP point bonus for any groups under full size.
*Raid grouping, like EQ2s system where several normal groups are put into the overall raid group.
Were Forms
*Limitation on lycan forms, if in game they should only be be temporary forms that boost your stats for a short time, should not be able to keep them up indefinitely.
PvP
*PVP: I'm not a fan of PvP in MMOs but let there be a dedicated server or two for those who like open "good vs bad" PvP, leave it to only dueling on the normal servers.
*Guild PvP, events where guilds fight each other in a specialized locked off zone.
"Henchmen" and Mercenaries
*NPC soldiers that you can hire to follow you around and fight/defend you.
*The level you can hire scales with your level, the class/strength depends on how much you pay.
*Can have a maximum of 3 following you at one time.
*Remain with you until killed or dismissed, they charge a reoccurring fee daily(time spent logged in, not offline)
*Can be set to automatically pay from your bank account.
*Can order them to wait in a town for you or to follow you everywhere.
*Do disappear if their owning character logs off but re appear once back online.
*Basic level consists of a melee DD class, rogues or rangers primarily depending on where you are hiring them from. Level 2 are tanks, level 3 healers, level 4 high damage casters.
*Can be hired in all major towns.
*The type of "mercenary" differs from each town, eastern humans or other "free" cities/nations are literal mercenaries, while those in western human cities are members of the guard/army, same for other civilizations.
*Can only hire those of the army if you have a high faction.
*In towns there are also independent mercenary groups which are more expensive but require no faction.
*In XP groups if they assisted in killing the mob or in healing the group then XP is reduced by 1/4 for each mercenary who did so.
*Can be set of defend mode so they do not engage any targets you do if you are a DD or healer, or can be told to only engage when ordered to.
Guilds
*Customizable guild insignias, banners, flags, etc.
*Significantly increased guild roster limit.
*Guilds can purchase an area to act as their base.
*This ranges from a simple building in a city, to a more advanced compound(like the shining shield in FP), to a keep outside of a city, to the highest level of an island fortress.
*These bases are actually on the map for all to visit, in each town there are only so many buildings and compounds for rent, for keeps there are pre set plots of land for purchase, same with islands.
*For keeps outside of towns coaches can be used to travel there from a nearby normal coach.
*For islands you travel by the dockmasters.
*Officers/Leaders can set up a access system to their base, either restricted to everyone but members, open to those of good/bad/whatever factions, or open to all to visit, only members can access guild services.
*Should be customization in style and decorations.
*Here you can hire NPC soldiers to act as guards for your base and as "henchmen" to do your bidding, guards are also customizable in appearance/style.
*The basic type of henchmen are free to all member, advanced types cost much less then normal mercenaries.
*Guild Storage account accessible to all members of the guild, leaders and officers can set up restrictions on items placed in the storage.
*Ability to hire merchants to set up a trade route through your base.
Armor and Weapons
*One nice thing about EQOA is that most of the weapons look realistic and serious and all of the armor is so. The only cheesy glowy weaponry are the epic stuff, can keep that for the "enchanted weapons" but to a lesser extent so they still look serious.
*Armor: Add more variety in the different plate and chain male styles, there is some but it's scaled by level, I personally hate the high level chain mail style and wish there were some of the lower level chain styles present.
*Should be different styles for different races, elven armor looks different then human armor, and eastern and western human armor looks different, this is armor sold by armorer merchants in town and the mold types sold by the trade skill merchants.
*Different races armors should have one area that they specialize in, wood elves might make leather/hide armor with better defense then other races, while the city elves have better plate armor, erudites would have the best cloth armor, barbarians chain male, etc.
Edited, Mar 26th 2010 4:17pm by SefanaPPO
Edited, Mar 26th 2010 4:23pm by SefanaPPO