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Post by Morreion on Aug 6, 2013 15:00:02 GMT -5
EverQuest Next interview: no grinding, no leveling, and a maybe on Frogloks (PCGamer)Darrin McPherson, Lead Designer: So our progression system is not based on levels, it’s based on tiers. There’s a shallow tier pool, because one of our focuses is on horizontal gameplay. We definitely have vertical gameplay, where a player increases in power in a particular class, but remember, there’s 40 classes. There’s a lot of classes out there to gain, and each one of these is advanced individually.
It’s based on player accomplishments. It’s not skill based, so you don’t have to use your mace over and over again to level your mace skill up. But your tier three warrior, in order to advance to tier four, has to collect a full suit of tier three armor. You have to have spent enough points in that class. You have to have accomplished a certain amount of things in the game in order to have advanced.
It’s not grinding XP. It’s not completing a thousand quests or whatever it is. That’s just not how it is. And we reward you with advancement in lots and lots of different ways. Whether it be participating in a Rallying Call, or doing quests, or engaging in any emergent AI that happens to be near you.SOE Live 2013: Five of EverQuest Next's classes announced (Massively)While yesterday's big reveal showed us what races are confirmed as playable so far in EverQuest Next (Dwarf, Human, Ogre, Elf, Dark Elf, and Kerran), only two classes were highlighted during the demonstration. We also discovered that characters will be able to learn more classes -- and there are more than 40 of them -- as they adventure. But what are all the classes and which ones can players choose when they first embark on their next Norrathian exploits?
We cannot answer the latter, but we now have a partial answer to the former. Five of the classes that will be available in EQ Next are: Rogue, Warrior, Tempest, Blademaster, and Wizard. Any, all, or even none of these may be one of eight starting classes.
A few other tidbits about classes were also discussed during SOE panels, including how to distinguish what class a player or NPC is (answer: how s/he stands and holds his or her weapon) and character builds (items plus abilities will together constitute a build).The Daily Grind: What's your favorite thing about EverQuest Next? (Massively)Comment: 100s of HD texture packs to choose from only takes a couple of minutes to install them. LB Photo realism is amazing and Sonic Ethers shaders are gorgeous.SOE Live 2013: EverQuest Next's mechanics and more (Massively)Anyone present at any of the panels heard at least one variation (and usually many more) of "How can I grief others?" To this, Georgeson replied at one point, "We're not actually developing a game for griefing." Players can certainly make choices to be the villain -- remember that those choices will affect how the NPCs see the player, not just other players. In other words, a player can definitely become KoS (Kill on Sight) to specific groups, races, or cities.
Concerning the holy trinity of grouping: Many players have expressed concern about how the lack of dedicated class roles will lead to anarchy and destroy the social aspect with everyone only looking out for themselves. But the devs have assured us that players who want to play more defensively can do just that, as well as players who want to be supportive can support -- they just won't ever be locked into those roles and the roles will not be required. It was noted specifically that no single role or pair of roles is integral to unlocking the strategy of defeating each encounter. Groups will have to come together and develop strategies to counteract the more intelligent AI that they will face.SOE Live 2013: The lore of EverQuest Next (Massively)In EQ Next, the gods sport some familiar names, but the entire religion system is set up differently and the deities roles are altered. The religion is split up into four different belief systems, broken down along cultural styles. The Seraphs, a fresh take on many familiar gods, are worshiped by most of the Combine. The Four is a more archaic type of religion, originating before the Dal era, that's focused on the elements. Veeshan is worshiped by the Dragons (and a few fringe humans). And No'ri is the world spirit of Norrath, which is the favored deity of the Kerran.SOE Live Day 3: EverQuest Next Landmark Updates (EQNext)No zones, the world will be seamless
Combat will not be handled via auto-attack. Similar to NeverWinter combat, but more advanced.
There is no experience granted for killing mobs, no grinding. Combat and questing is handled as a series of objectives.
Crafting comparable to that of Star Wars Galaxies, but more advanced.
There are more than two factions in the game, not simply good v. evil, Freeport v. Qeynos, etc.SOE Live 2013: SOE and Wikia unveil The Lab and new EQ Next site (Massively)Wikia sites have been a valuable resource across many of SOE's titles, and this weekend saw the arrival of a brand new EverQuest Next Wikia site. Read on for a closer look at the Wikia Lab, and an update on what they've already put together this weekend at SOE Live to help fans get the answers they seek!EverQuest Next Wiki
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Post by Regolyth on Aug 7, 2013 8:47:42 GMT -5
There's lots of good information in those articles, but I'm going to pull out one little tidbit. It’s based on player accomplishments. It’s not skill based, so you don’t have to use your mace over and over again to level your mace skill up. But your tier three warrior, in order to advance to tier four, has to collect a full suit of tier three armor. You have to have spent enough points in that class. You have to have accomplished a certain amount of things in the game in order to have advanced. So skill-based leveling? I was kind of looking forward to that. However, this system that they have in place also sounds intriguing. I'm not 100% sold on it yet though. It kind of sounds like Honor Points from WoW or something similar.
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Post by Morreion on Aug 7, 2013 15:41:56 GMT -5
That does sound intriguing and it will be interesting to see it in action. Overall I'm excited about many things in EQN thought leery of a few things- the combat system sounds like GW2 (a small amount of abilities to use, everyone basically a zerg DPSer with no trinity/roles) and mobs giving zero experience I'm not crazy about. I like the coordination and assigned roles of more traditional group combat, and sometimes I just want to grind mobs- why penalize people who might want to do that? (Maybe this is a bot discouragement).
Anyway, I'm watching EQN with great interest!
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Post by Regolyth on Aug 8, 2013 8:13:48 GMT -5
You're just old school Gack! ;D
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Post by Morreion on Aug 8, 2013 15:49:48 GMT -5
;D
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Post by Morreion on Aug 9, 2013 13:41:18 GMT -5
Here's a critical look at EQN from a veteran EQ player that I think is worth reading. Though I am excited about EQN/Landmark, I share some of his concerns. EverQuest Next Reveal at SOE Live: The Good, the Bad and the Ugly (Wolfshead Online)After ample reflection and analysis, I think it’s safe to say that SOE will not be bringing back many of the elements that made the original EverQuest such a magical experience. EQ Next is a brand new type of highly accessible superhero low fantasy MMO aimed at an entirely new audience of gamers that are more at home with a software toy like Minecraft then they are with a serious virtual world like EverQuest.The Good:
Finally a Dynamic World with Permanent Change
Advanced A.I. For NPCs and Mobs
Player Emotes (SOEmote)
Destructible and Constructible Environments
...One of my concerns is that SOE has stated that the environment will “heal” after 5 minutes. I think this is far too short as I believe that virtual worlds should have as much persistence as possible.
EverQuest Next Landmark
Day and Night Will Be Different
Unlocking ClassesSo far so good. The Bad:
The Combat Demo
The ill-fated combat demo now conveniently known as the tech demo, was a real disappointment. It was so juvenile and over the top that it bordered on being offensive. I just didn’t feel like EverQuest combat to me. Instead, it was full of shock and awe explosions and particle effects that looked like a 4th of July celebration meets the Avengers . Some of the mobs didn’t even fight back and were instantly vanquished.
Multi-classing
...There is something cheap and inappropriate about the level of unearned power that SOE will be imparting to players. Players are treated like superheroes instead of being an organic part of a virtual world. This of course ties into the heroic entitlement philosophy that SOE has recently adopted that I vehemently oppose.
Gear Tiers instead of leveling by experience
In actuality, we’ve all seen this before as gear tiers in popular MMOs like WoW have been with us for many years. Once you reach the level cap in most MMOs, the only way to progress your character is to acquire new sets of tiered gear. Completion of one tier of gear acts as a gateway to more challenging content that enables you to get the next tier of gear for your character. Rinse and repeat.
Traditional RPG Classes Will Not Exist in EQ Next- No Tanks and Healers Allowed but Feel Free to Play the Way You Want
TLDR version – People are different. Not everyone is the same. It is short-sighted to think that everyone will want to play a damage dealing class. You’re making a virtual world here. Be inclusive and make sure there is a role for EVERYONE. That’s your job as game designers.
Passing the Community Test
The remove of the traditional class paradigm will also erode the natural sense of community gleaned from class interdependency. Every feature, mechanic and element of EQ Next should have to pass the community test. If it does not enhance community then it should be either improved until it does or gutted completely.
Combat and Classes: the Core of Fantasy MMORPGs
Unique roles for classes are what defines us as players within a virtual world. Forcing players to conform to a one-dimensional, fast action philosophy of combat is a risky gamble.
EQ Next: More God of War than Classic EverQuest
Another clue that the only role in EQ Next will be damage is the fact that the only targeting system is positional. You just press a button and whatever happens to be in front of you will get hit. That’s it folks. Since you can’t target, you won’t be able to heal or buff specific targets except yourself.
Very Little EverQuest in EverQuest Next
The Ugly:
Avatar Models: Ugly and Disneyfied
Despite the 10o°+ degree heat in Las Vegas, the part of the EverQuest Next reveal received the coolest reception was the reveal of the Keran warrior. It looked like a cartoon lion reminiscent of Disney’s Simba the Lion King or Kellogg’s Frosted Flakes Tony the Tiger...Even worse was the fact that the Keran warrior was decked out in WoW vanilla tank gear...
Lack of Cohesion between Character Models and Environment
What Happened to the Sandbox MMO?
For months SOE has been talking about EQ Next as the triumphant return of the sandbox MMO. At SOE Live, we heard nothing about that at all. Perhaps they pivoted and decided to make EQ Next Landmark the sandbox MMO. They need to clarify this and set the record straight.
Will EQ Next Foster Player Interdependence, Social Cohesion and a Sense of Community?
Probably the number one complaint that I and many others have had about the abysmal state of the fantasy MMORPG genre in the past decade has been the erosion of player interdependence and the terrible community that results. So one of the big letdowns for me and others who attended and watched the EQ Next reveal presentation and many of the panels was the lack of emphasis on community. Since SOE Live, I’ve seen many comments on various social media sites alluding to this and frankly SOE really dropped the ball here failing to promote proposed community aspects of their new MMO.
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Post by Regolyth on Aug 12, 2013 9:33:48 GMT -5
I agree and disagree with some of his comments (I disagree with about half of the bad).
I was wondering about this. I didn't think that they'd make it permanent, but I wasn't sure how they would "heal" the environment. I agree with the commenter here; five minutes is too short of a time. Make it twenty. We want the next guy who stumbles along to see that a battle raged here.
This is something I completely agree with. I hate the "everyone is the hero of the story" type of MMO. Some of us just want to be a smithy in town, fixing people's stuff (something I enjoyed a lot in UO).
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Post by Morreion on Aug 12, 2013 11:34:10 GMT -5
I agree with your agreements, Rego! ;D
The more I think about it, EQN sounds like Rift meets GW2 in a great-looking Minecraft game. While I love the Landmark toolset for building (and think this will become an MMO standard eventually) I don't like the 'everyone's a heroic DPSer' which makes for boring combat. I miss the days of playing a healer or support class (and I'm sure tanks miss tanking too). Back then everyone had a role and players all had strengths and weaknesses that different classes complimented. Working together to get through a group fight was a great time in DAoC. Now everyone does everything, there's basically 1 class- damage dealer with a self-heal and some bells and whistles. That's a dumbing-down of combat so that everybody can be a solo hero, and there's no real reason to build a community on top of those mechanics. Nobody needs anyone else.
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Post by Regolyth on Aug 13, 2013 9:06:40 GMT -5
And I agree with your agreement of my agreements! ;D How long can we keep this going? All in all, well said. Sometimes people like to stand back and just heal. Honestly, I find it to be a game in itself. And sometimes, if you're a good group, it's a hard thing to do. You have to throw a HoT over to this guy, cause he's hurt bad, but doesn't have agro. And you have to insta' that guy, because he does have agro and got whacked for 80% of his life. There's the guy in the corner that got poisoned that you have to heal. And all the group got hit with an AoE, so now you need to throw out a group heal. Oops, you just got agro now, so shield's up, kite and debuffdebuffdebuffdebuff... That could be the scenario for a boss mob you're fighting, a group of mobs, or some 8v8 battle against another group of players. There's a lot of finesse that goes into healing that a lot of people aren't aware of because they're either bad healers, or haven't had the blessing of being with a good healer. I like fitting into roles. Not everyone is the same; both IRL or in-game.
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Post by Morreion on Aug 13, 2013 11:26:36 GMT -5
Not everyone is the same; both IRL or in-game.
This should be written on the foreheads of game devs backwards so that when they look in the mirror they will be reminded of it.
Seriously. Stop making every character function the same. It's boring as heck! Somebody make a game with lots of different roles and things to do!
To go back to UO's example (once again), you could be a melee fighter, mage or archer if you liked to fight- but you could also be a crafter and sell your wares, or a cartographer and make maps to sell, a treasure hunter to find buried goodies, a fisherman to sell fish and to find the occasional neat item in the deeps, a thief who stole from NPCs and players, a real estate broker who bought and sold plots of land and houses, heck you could be a BEGGAR, I kid you not...there was something for everyone. Heck, gardening in your house's yard was a mini-game there!
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