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Erenshor: A Single-Player MMORPG?

For discussing role-playing video games, you know, the ones with combat.
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Gregz
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Erenshor: A Single-Player MMORPG?

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Last edited by Gregz on October 19th, 2024, 06:43, edited 1 time in total.

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Post by Yankee Zulu »

Here. Just for you.
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Post by Tweed »

This feels perverse.

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Post by Xenich »

Very interesting, will have to look into the system.

Honestly, I wish this had been a bigger focus over the years. I know some hate MMO style of play, but if done right it can create a nice long term aspect of play.

I am greatly interested in the systems and how they will implement them, but how this is done will make or break my interest in the game.

I am hoping it chooses more of an EQ approach to the content (ie place holders, respawns, etc...) rather than a WoW/DDO linear progression of "clear and reset".

I think also item drops will have to be layered with common, uncommon, rare, ultra rare and this should be layered with spawns following similar approaches.

Being that it is single player, the content will have to reuse itself quite a bit unless they have implemented a massive amount.

A dungeon would have to be large, multiple wings, numerous trash to slow exploration with the above spawn system I mentioned throughout causing the player to explore and work through areas over and over much like older MMOs.

I think dungeons should be more dynamic in style with changing flows as they are cleared out (ie various types of repopulations that change some basic themes to a dungeon). I am thinking for instance, you enter a crypt and maybe it is just undead mostly, but after you clear it, some changes happen with some areas having different mobs that spawn according to themed story scripts or encounters. If layered, this could allow the dungeon to reuse itself gaining more content without having to create entire new areas.

Loot would also be layered in this approach (ie spawns, place holders, cyclical theme changes, etc...) which would slow the progression of play. You could choose to "camp", or you could just keep slowly pushing through the dungeon exploring as new encounters keep re-spawning.

The key though would have to be greatly slowing this process as if the player is able to plow through it too fast, they will eat content quickly and the game will have the same problem with modern MMOs (hurry up and wait) style of play.

One thing I always liked about EQ was the fact that if the dungeon was at level for a player, spawn timers were a tactical issue (ie if you didn't move fast enough, you would get repops and be overun).

There are so many possibilities with this style of game, that it could really do well if it balanced its systems correctly.

Even if the game isn't perfect, if the designer allows for modding, due to the simplicity of the games systems, it wouldn't be too difficult to adjust it to taste.

Hmm... this does have possiblities.

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Post by Xenich »

Am I missing something? I was focusing more on just the game play aspects from the trailer.

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Post by Tweed »

Xenich wrote: October 19th, 2024, 12:53
Am I missing something? I was focusing more on just the game play aspects from the trailer.

I mean it seems creepy to simulate the entire experience of EQ, players and all in a single player game.

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Post by Xenich »

Tweed wrote: October 19th, 2024, 13:00
Xenich wrote: October 19th, 2024, 12:53
Tweed wrote: October 19th, 2024, 12:21


This feels perverse.
Am I missing something? I was focusing more on just the game play aspects from the trailer.
I mean it seems creepy to simulate the entire experience of EQ, players and all in a single player game.
Ah... I am not big on the whole "simulation" part, but if the systems are solid... well... this is exactly what I have always wanted to see since MMOs went south.

What would be ideal in this would be if:

1. The game releases a mod kit and hopefully a flexible engine.
2. Multiplayer up to at least standard party size.
3. Released in a server client format (similar to Ark/7 days to die) so you could host persistent games.

So far, it has an EQ style combat system and design. The part I am interested in is how they handle world content (is it like EQ, or instances, or?).

If they have a solid core to this, honestly... this is what many who were looking to Pantheon wanted. While I am not a fan of the kiddie looking graphic style, as long as the game play is solid, I can deal.

It it doesn't have strong consequence gameplay like EQ had, or at the least something that can be tailored to be such, I won't be interested.

EQ with modern risk vs reward is just pointless play.
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Post by rusty_shackleford »

feels like it would be really depressing + synty assets
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Post by Xenich »

rusty_shackleford wrote: October 19th, 2024, 13:10
feels like it would be really depressing + synty assets
Understandable, but... this combat style is what has been missing out there and if it can provide a somewhat similar format to EQ in its world design, it may be enjoyable.

I don't have a lot of hope though, this is something all game designers seem to get wrong these days. They can't seem to understand risk vs reward.
Last edited by Xenich on October 19th, 2024, 13:16, edited 1 time in total.
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Post by Zothique »

Does it have Nick Fuentes in it as a voice actor?
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Post by Finarfin »

Well, so far it is good. No Body Type ****.
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Rightclicking makes you see how you'd fare against enemies
Last edited by Finarfin on October 19th, 2024, 14:02, edited 2 times in total.
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Post by Pizza »

Looks promising. I really like the Everquest-ish graphics :eyebrows:
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Post by Vergil »

Looks quite ugly and the social aspect is the only thing that makes MMOs desirable to play so this is stripping that out entirely in favor of...?
I'm just stating the facts.
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Post by Kalarion »

Hello.

Has anyone tried this? Mortmal had good things to say but hadn't play much and that was over a year ago. I'm thinking of buying it.
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