1- A "map" of some sort. Static and/or topology based will suffice, just *some* way to give me an rough sense of where I am in the world (I'd be happy with a fullscreen static map to avoid the "follow the dots" gameplay that a mini-map often creates).
2 - Hotbar drag and drop.
3 - Some modicum of solo ability.
I appreciate most of the above goes against the "ethos" of Pantheon, -and I respect that- but as others have said, making it play like v1.0 EQ is going to appeal to a VERY small userbase, who don't all have the time and patience we did 30 years ago. A few concessions to "modern" MMO usability could retain the core of the game, but widen the appeal.
That said, it is after all early access, so that must be borne in mind, a lot can change...
1) Drop Items and they stay persistent on the ground for a time that you or others could pick them up, I don't know, kind of like in a World.
2) Sell Items to a merchant and then that item is up for sale to buy back or by another player, I don't know, kind of like in a World.
3) I'm with Jobeson "Road signs. I am happy with no map. I am happy learning to navigate but come on how can you have no signs on any roads?" I would say be even more creative, an NPC that could give directions, a perception ping suggesting an Odor coming from some direction indicating a town known for Frutis or something,
Very valid points, no doubt. I vibe with your... uh vibe, a static map would be fine too. I'm not looking for hand holding but some idea of where I am and where I need to go would be awesome. I'm 40 years old, 3 kids, a wife, a career. I love the game so far, but I spend more time wondering where the heck I am and where the heck i need to go and what little play time I have gets wasted just being lost in the zone. If they aren't going to give us a map, at least give us some semblance of direction as to where we need to trek off to and how to get back to where we came from would be cool!
I like the game's direction. It looks like a mmo with fortnite style graphics pluss BoTW exploration. I tried hyping them for it by saying that you can't just run in one direction cause you get exploration fatigue so you've got to do quests (Or be a paladin who dosen't get tired) to get familiar with the area and be able to keep going. Not having a map is cool and my cousin wants to play the game but only if the druid class is druidenough! Game needs a pvp zone or it's droping the ball! Everything else is just noise!
1)Twohanded swords are good. Warriors are good. Stacking alot of armor and health makes sense.
2)Druids are cool
3)Killing in PvP gives me loot
PS: You wanna map? Commune with the spirits to guide you or go birdform and deal with it. Map making professions would be the most I'd be willing to go. But if I can't find the epic dungon or the troll lair/dragon tower without a map telln me where it is in the vally then it must not be that epic a dungon anyways
I would like to add to my wish list:
-A vendor buyback option that lasts a few mins, after which point the items become purchasable by other players for a bit; perhaps a full night/day cycle... then the items you sold to the vendor (and anyone else during the previous night/day cycle) are up for sale for the next cycle and no longer available for buyback at the price you sold them at.
Road signs. I am happy with no map. I am happy learning to navigate but come on how can you have no signs on any roads?
NPCs GIVING rough directions in their quests. You want me to punch out a few people... where where do they hang out? A simple North of town would be nice.
More light sources! A torch slot seems dumb. Make a number of lights. Super weak lights you can have in a dim light slot items for say the wrist so melee are not totally blind, torches you need to have one hand for but can melee with it. Larger more expensive one handed lanterns on a stick you can't melee with that provide a group light area. Weapons that produce light. Magic spells for light.
1) Graphics and Animations: graphics really just feel like it's a slightly revamped EQ2. my character just looks bad. skins (clothing, armor) need more detail and pazzaz. DEFINITELY need more sliders on the character screen. We basically have 2 models in game. come on! Also, More and better animations, in and out of combat animations. There are hundreds of titles out there for good references for interesting animations. They don't even need to be "fantastic" like flipping around and huge unrealistic swings, and we definitely don't need any "Naruto" or anime style running poses. I'm just looking for something that actually looks like a person runs, or like a person swings. and making it look a bit cooler is not a bad thing. If I wanted a combat simulator i'd just take the escrima sticks out in the backyard with my son and go to town.
2) Sounds: much like the above, sounds seem to be extremely limited and repetitive, and I'm not counting the bugs here. like how my attacks all have one sound, just one, even if it's a sword or a dagger or a mace or a huge hammer, they all sound like I hit a leather covered anvil in a concert hall (and no, reducing locomotion sounds doesn't fix this). The capacity for immersion for me is totally broken because my character runs, swings and acts like a stick figure in a jaunty old movie. Actually, reminds me allot of early MMO's, which is not a good thing. We've had 20+ years to improve stuff like this in games. When LotRO has better graphics, sounds, and animations then a 15 year newer game, it's not a good thing. for that new game.
3) Map. for the love of pete, either a MAP or some waypoints we can establish. Project Gorgon is another game that reminds me allot of this one, Since it's small (development team of 2 plus a graphics guy). Except they have a map, that you can slowly uncover and discover as you go, with the ability to add markets and such to it. Having no map is just silly.
And no, lack of a map is not realistic. Because my "new" elf in the elf starting village would have grown up there and would probably know intimately where everything is. THAT is realistic. And on top of that, it's not rocket science to grab a piece of paper and start marking landscape details as you go. Again, realistic. If you have a Map that's greyed out except for your immediate area, this works will with that concept. We just need a map peeplz. If you don't want a map, fine. don't press the Map button. then your experience isn't ruined, and people who want a map can press the map button and their experience isn't ruined.
There's plenty more, but the thread title is just 3, so I'll leave it at that. In general, I honestly don't feel like it's much different then logging into a 15 year old game at this point. Why would I invest my time in a game that is almost literally just like eq1 or eq2 with a few different flavors? I get it that EQ players get hyped about this, but you will never get other players to try this out. Why play this when I could just hop into eq2 and play that? as someone who is interested in this game but never played EQ much (about 10 hours in 1 and 2 individually), I honestly don't see much reason to pick this game right now, and that's not a healthy thing for the game's future. I was an early investor, and I know the team's been through some difficult stuff, but I hope this doesn't just end up being an EQ simulator. I was hoping for something a bit more...I don't know...2025? A game that looks and functions like a modern game but with old school rules and mechanics?
OH yeah, more details on the Map subject since it seems like a polarizing concept.
Having a map doesn't mean we have to have a digitized topographical overlay of the entire game world at our fingertips with exquisite detail. Let me give you an example of a functional map that doesn't break immersion or lead to cellphone drive-by's (people who run right past you screaming for help because they are driving by map and aren't watching the environment).
You have a basic map with everything greyed out. nothing shows. As you progress, it slowly exposes more area (limited initially, see below). The character is involved with the map when it's open, and they can't mover or attack or do anything else, much like crafting. Visually, They sit there with a scroll opened studying it. attacks can interrupt this. Heck, you can even add environmental conditions, like if you open it in the rain, it has a 10m CD before you can open it again (drying off...)
Then you add a "Cartographer" skill that levels up as you use the map and uncover more areas. This increases the radius of how much map you can expose as you walk, and it also increases the upper limit of tags that you can have on your map.
Tags are the only thing on the map other than topographical features, and it's the only thing the player can edit. Each one allows for a title and a description. Only the title shows when you hover over the map. You could also set up tags to be linked in chat so players could share tags (title only, and it still is impacted by the tag limit of the character receiving it).
This setup allows players to have a map, to know which direction is what, and even set up personal notes for what matters to them. It's non invasive, prevents drive by mapping, and allows for another in game skill to work with and excel in. It also does not break immersion, functions like a normal map would in the real world and still feels "old school" I say this because this is almost exactly how the map feature works in another EQ style game I play that was designed by EQ fans, so it has the fandom stamp of approval. At least in that game it does...
EIther way, I think a map is overall better for the game. You'll lose a few people if you add it. But NOT having a map will drive many players away.