Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Badges

Dullahan

About

Username
Dullahan
Joined
Visits
2,478
Last Active
Roles
Member
Points
3,497
Rank
Epic
Favorite Role
DPS
Posts
4,536
Badges
55

Comments

  • svann said: Dullahan said: Succeeding a game that wasn't successful is not the wisest business model. Well, any game that comes out now would literally have to "succeed" Vanguard since it comes out later.  succeed:  to follow …
  • Probably more a matter of preference than strictly a matter of intelligence. I feel like those who have actually had to navigate a world like classic EQ or Wurm and have experienced being lost and learned how to find their way based on landmarks com…
  • Succeeding a game that wasn't successful is not the wisest business model.
  • Mylan12 said: Wellspring said: DMKano said: "Q. Will there be a boob slider in the character creation process? Ben: No." Well I'm out. Hehe - seriously though: "Q. What is your vision for typical time played to reach …
  • Pantheon zones are several EQ zones. If they had 20 it would probably be bigger than EQ. Takes time. I've been estimating 2020 for years. MMOs take a long time to make. They take even longer with a small team. Its part of the price we pay for so…
  • We can't say whether druids will be inferior, but what he is saying is correct regarding the number of healers. There simply cannot be any one alpha class in any given role. They have to each have a unique yet equally and independently valuable tale…
  • Theocritus said: I feel like I have already played this and I haven't....That's the danger of basing your game around one that has been around almost 20 years. Gee, which game is that? I sure wish I knew so I could go play it. I found a…
  • All that maps talk makes me wonder if any of you have played a game without a map. Even with an exact map, unless you're using a coordinate system you still get off course. I had printed maps for almost every zone in EQ (back before multiple monitor…
  • Pantheon is just meant to be more of a "choose your own adventure", like Everquest. They are using sandbox loosely, but it's not a themepark either - nor was EQ. There is no set path, you just forge your own way. In EQ, you could level 20 characters…
  • Perception is just a system that makes questing feel a little more organic and adds a progression element. As you level up the system by discovering things or interacting with npcs, you can perceive more and gain access to more content. Not revolut…
  • I can tell you in some of the raids I have been with, they would kick you if you had unluck. If for some reason they couldn't see your personal unluck, they would probably have every member of the raid stream their stats and debuffs before being inv…
  • If one players unluck affected the rest of the group or guild, they'd end up getting kicked. I like the idea of debuffs, but it does come with that drawback.
  • Mylan12 said: virgommo said: Not a bug per say, but we've all done something similar at one time or another as this guy.....EQ Storytime from Wayback. I was invisible and running through the Karanas one day when I noticed a young gnom…
  • Maybe I didn't play creatively enough, but I don't personally remember many bugs other than the obvious ones like boats doing crazy stuff and dropping you in the ocean or sharks killing you while actually inside the boat cabin.
  • Doubt there will be many, if any, hard level requirements on gear, so still voting yes on this imaginary poll.
  • To complain about Vanguard death penalty is almost like opposing a death mechanic in general. You could summon your body from any rift and get back the lost exp in under 30 minutes. A fairly light cost of repair, no time lost, and with it's ez fast …
  • "The info will exist on a website" is horrible justification for putting features in game. It's almost as nonsensical as "throw all the things in and turn off what you don't want." People expect to play on a level playing field, even if that means u…
    in No Map! Comment by Dullahan April 2018
  • A big part of EQs allure was the mystery. That could be where exactly monster can spawn, how to get to a place, or even whether something was even able to be killed. The reason why those things remained mysterious for so long was largely due to risk…
  • An extra stat related to how recently/frequently you die that provides a penalty or bonus could be a pretty interesting alternative to just experience loss.
  • The sting of death is a big part of what keeps the world mysterious and items rare and valuable. At every time the player should have to weigh the chance of dying and loss against potential gains. When you no longer have levels to lose, you can go a…