Something that I found very fun about Everquest, in the beginning, was that it was really easy to go on an adventure because there was a lack of maps. Because of this, there was also a sense of danger. If you ventured out in areas you don't know, you may not know how to get back, or you may come across some very scary things (or totally cool!).
I would love to have this atmosphere back. I know the Devs want to change the mechanics to the point where we're not always saying "We want original EQ back!" I'm not voting so much for that, as in just the ability to actually feel a sense of danger and don't hold my hand too much with the map.
Too many games after EQ made maps easy with point A to point B dynamics.
If there was a limited map, that would be really awesome. Enough to avoid alt-tabbing, but also enough to give a sense of adventure.
Also this brings up an interesting idea around a "Cartography" skill. Maybe exportable, maybe tied to a user forever.
1. Waypoints that show you quest markers.
1. Static maps (in-game maps but not dynamic).
1. No map.
Inspiration taken from [this reddit post](http://www.reddit.com/r/EQNext/comments/1k83fw/should_it_be_more_dangerous_to_travel_at_night/)
**Options for Round-Table**
1. Yes, harder mobs.
1. Yes, same difficulty mods, but much harder to see.
1. No, just reduced visibility.
1. As long as torches are involved I don't care!
A fear of mine that I hear from the community is this talk of "switching classes." I love the idea of being able to switch classes, I just fear it being abused if it's something you can do immediately.
What are the constraints going to be?
1. Out of combat
1. A timer
1. Any time
1. You need to make a trip to your trainer.
Related to the epic quests round-table, when you saw an epic, it usually had particle effects. This helped separate it from "common loot." When you had a game like WoW and similar, anyone could get a glowing weapon with a simple enchantment.
I feel that particle effects a very powerful way to show that a weapon is unique and or powerful. If we let anyone augment any weapon with particle effects, it could ruin a level of awe that would inspire the epicness of EQNext.
I would hope that it would be rare to have a particle effect weapon.
**Possible Round-Table Questions:**
1. Should particle effect weapons be rare?
1. Should particle effect weapons be as easy as enchanting a weapon?
1. No particle effects ever.
1. I don't care.
Instancing removes immersion from the game.
I know there is potential population problems but sharing the same zones is vital for immersion. Nothing is worse than being unable to group with your friends through other instances of the same zone.
Also, if you instance dungeons... you'll never see epic battles that other people do other than your own. I think it's impressive to see other people fight.
1. Instance everything
1. No instancing what-so-ever
1. Instancing at a VERY minimum level
EQ1 had epic quests, and they were specifically centered around a weapon or set of weapons. At least in my day (I quit around PoP).
I have so many interesting memories running into people with their epics for the first time. Being a noob in Gfay and seeing this powerful character with the most interesting looking weapon made me stumble at my feet.
I've love to have that experience of awe. You knew it was epic, and then you realized it took a long time to get that specific weapon so you had a good appreciation for it.
I don't think many games brought that experience again. Sure, some epic mobs dropped sweet loot but "THE EPIC QUEST" was never recreated like EQ.
I hope it has a place in EQN. It was a powerful ingredient in atmosphere and reward.
**Possible Round-Table Questions:**
1. Yes, I'd love epic quests that take 2-3+ months.
1. I don't want epic quests.
1. I don't really care.
There are many ideas of how death should be handled. We have the classic EQ example, ez-mode WoW example, and then a degrade example like SWG.
An interesting thing that impacts death, is also lore. If we want to be immersed in the game, then an element of the game should relate to the meaning of death, right?
What are some good options on death that could be on the round-table?
1. Death should be very detrimental. Lose XP. Require corpse run.
1. Death should be detrimental. Lose XP. No corpse run.
1. Death should be hurtful. Damage armor and penalize stats (like SWG).
1. Death shouldn't matter. Just respawn and damage armor (WoW).
1. Don't care.
What else could it be?
If you have a pet, should it require food to stay alive?
1. Yes, need food to keep it alive.
1. No, don't need food to keep it alive.
1. Food, but just to heal the pet.
Should food for your character be required in the inventory?
1. Yes, your character needs food to stay alive (like EQ1).
1. No, you shouldn't require food.
1. Other, Food can be used to heal yourself.