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 Post subject: Re: EQ Next
PostPosted: Fri Aug 02, 2013 9:14 pm 
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Panel updates:

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Armor system. Family of Armor. Quivers, Backpacks, Cloaks for back

Functionality attached to Armor. Elven armor and Qeynos Armor will have different abilities.

Orcish weapon has a really good cleave ability.

Look at someone and see what they look like and what they do.

Only 5 Slots. But sub-component system. Customize on sub-components of a set. Without sacrificing statistics on Armor.

Applause. Players like this.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 12:10 am 
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More comments from speaking with devs:

Quote:
Confirmed Raids are small. Didn't get a number but presumably 24ish. You are conflating raids and rallying cries. Number is speculation.

Confirmed no camping in game. Mobs move around.

Confirmed mob Ai is a *****. Demo had no Ai playing.

Dev comment. Not at all like playing modern raid where ay 50% it uses x ability. Very difficult

Confirmed no oceans currently.

Confirmed crafting in tiers like adventuring

Confirmed no swg like resource differentation. Copper is copper.

Confirmed itemization is critical. Example if rogue who slots teleport ability. Stamina use leaves him no stamina for back stab. Needs item that adds Sta on use.

There is no faction as we understand it. Yes knights of truth will get pissed off if you kill a knight of truth but don't call it a faction hit. Dev confirmed knights may hate you but one knight you helped may like you.

Confirmed class class dependencies. Some class require other non starting classes to access.

Confirmed additional classes added after start.

Confirmed achievements.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 12:20 am 
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This video has some very interesting info in it, and Dave goes into detail about levels/classes that he didn't touch on during the intro.



My favorite takeaway: A solo character will never be able to blow through Crushbone, no matter how advanced their character is, because there are no actual levels. If there is a hard encounter, it will always take a certain amount of people to beat. I like the implications of that. Old content always stays challenging and relevant.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 1:27 am 
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I think they are underestimating MMORPG players. Without a clear line of progression, people aren't going to ever feel more powerful. He said it there, you never get more powerful, you just get more options as you unlock classes. If there is no progression, people won't stick around. Progression is king in MMORPGs, you can't deny that. Sure some people play for crafting and others for exploration, but the vast majority of MMORPG players are in it to make their characters more powerful and kill bigger and badder things. This isn't an RPG, it is an action adventure game. Which is fine, but they need to market it as such.

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 1:34 am 
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I think you're wrong. Each class has 5 tiers of progression and there are 40 classes. That gives 200 tiers of progression for every character. Obviously a tier 5 ranger is going to make a tier 1 ranger look like a chump.

On top of that, you have cultural armor that gives different bonuses, qeynos armor != elven armor

On top of that, every attribute matters, even +1 str. Attributes are not on gear, they're extremely rare and you need to work for them.

There is going to be a TON of personal advancement. You're just not going to be a god. EVE has horizontal progression and its players are absolutely fanatical about it.


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PostPosted: Sat Aug 03, 2013 1:44 am 
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So, I'm going to be the one to bring up the elephant in the thread full of rangers and a shadow knight...

5-7 starting classes and multiclassing. We're going to be starting as warriors and rogues (or priests/druids!), guys. Heck, what we think of as ranger might just be a druid/warrior in the first place, though with 40 classes there's probably room to find a narrow schtick to call ranger...

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 1:46 am 
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8* starting classes, and you can bet your *** Ranger will be one of them!!1!1

Or I'll kill someone.

No but for srs, Dave said in that video above that you can expect all of the normal classes you'd expect from EQ1/2. There's no way they don't have Ranger as a starter. At least a Scout.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 2:27 am 
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Whole video is good but the last guy's answer about exploration around 3:00 got me pretty jazzed.

This is really weird because ever since I quit WoW a couple of years ago I haven't even been interested in MMO's, even in concept. I was disgustingly bored every time I tried a new one hoping for something new. Now this is probably my most anticipated game of... 2014? Hopefully?

Good thing I have EQMac to tide me over.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 3:22 am 
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"Talked to lead game designer at pool party for a bit, here's what I learned"

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Hey everyone! I talked to Darrin the lead game designer for a bit at the pool party and wanted to share the info with everyone here. I do want to mention that I was slightly intoxicated (and still am) so forgive my brevity. Also I know a lot of this is already out there but some tidbits may still be unknown.

WORLD
• Seamless world - no zones
• The land mass shown was not Antonica, it was just a land mass. I asked if Kelethin existed and he shrugged as if he could not answer. BUT IF THEY HAVE CRUSHBONE (concept art) THEY MUST HAVE KELETHIN RIGHT?!
• I asked about the limitations I had read about with the Light Forge engine in regards to water (rivers) and square-ish maps, his response was that it was a heavily modified version so there will be fluids in the game.
• No oceans, 'yet'.
• There will not be 2 factions (ie alliance/horde), or 2 sides (evil/good).

CHARACTERS
•There will be 8 starting classes, the one you pick you basically get for free. The other classes you will be able collect. I am assuming these 8 will be a part of the 40 planned classes (more of which will be shown tomorrow in the classes panel). Their plan is to release new classes as the years progress. It was also mentioned that some classes will be extremely hard to obtain.
• No levels - referred to as `tiers', the 'zones' will be tiered with certain level mobs and usually will be higher tiered the deeper you go in that specific area. In order to tier up you will have to complete certain objectives; one example given is say completing a specific set of armor would tier you up.
• 8 max total abilities at any given time. 4 per weapon, and 4 per class. He mentioned something about all 8 being from weapons if you were say duel wielding, but I may have misunderstood him here.
• There is NO XP from mob killing, no grinding, etc etc. Essentially what we're looking at is a set of objectives and how we go about completing those objectives will be up to us. It was said that one may be able to tier up without even having to fight.
RANGERS ARE A CONFIRMED CLASS
• Cannot progress both a paladin and a shadow knight at the same time. Basically you have to do bad things to get friendly with the SK people so you can up the SK skills, but you have to do good things to get in nice with the paladin folks to get trained in paladin things. You can however, do bad things and get the SK class, then redeem yourself and get the paladin class, but in doing so you may no longer be able to talk to the SK people and continue your progression with that class.
• I asked about death; they cannot talk about death. All he said was "it's cool and we think you'll like it".

ITEMS
• All items will be bind on equip (or pickup, not sure). He said that he loved the idea of non-bind weapons but they ruin the economy.
the game will be heavily based on gear, he loves gear and loves the hunt for gear. One example he gave us is say you were a Rogue that wanted to get the wizard's teleport spell - well once you obtain the teleport spell and use it, you most likely would not have enough stamina/mana/whatever to do your backstab, so you would want to gear that class specifically for this task by obtaining a weapon that returned stamina/mana/whatever on teleport.
• Crafted items and dropped items (say from raids) will be of equal value many times. This is all dependent on the class, spec, etc though. He basically said there is a big emphasis on crafting and they want their goods to be competitive.

COMBAT
• NO AUTO ATTACK, I asked if was similar to NW's combat system and he said it was similar, but more advanced.
• The demo shown was more of a `tech demo' for the destructible environment. None of the NPCs were even pathing (the small ones were not even attacking back).
• BOWS are in the game (more on that tomorrow apparently).

MISC
• I asked if there was a large majority of the game that they were not showing us (maybe due to lack of polish etc etc) and he said yes.
• Crafting was compared to SWG, but better
• There are currently 70-90 devs (don't remember the exact number) on the dev team for EQN.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 8:41 am 
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3 cheers for the bolded part!

Also, nice to see auto attack going away. It's not present in TESO either, and I think it's a good thing. It makes players exercise real skill in play instead of just calculating what is needed to beat an encounter on a spreadsheet.

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 10:06 am 
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I watched the unveiling yesterday and all I can say is...WOW! The environment looks beautiful, the human and Kerran characters looked awesome, the iron golem was HUGE!

I signed up for the beta on the EQNext website. Can't wait!

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 2:23 pm 
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Landmark panel just finished up and the class panel is coming up shortly... My highlights from the EQNL panel:

• Players will be able to save and sell templates of their creations; someone that buys the template will still need to collect the materials to build it
• Building will also be in EQN but the mechanic will be different. You wont just claim land, but need to earn the right to build on it.
• SOE knows that people are interested in scripting events, areas with traps, etc., but they aren't talking about that stuff
• in EQNL, claims will be a 3D space, going up and down some. Won't go down to the bedrock, though.
• There will be size limitations, "20km on one side"
• Anything that makes it from Landmark to EQN must be pre-approved by Sony to fit Norrathian style
• Professionals might be able to import their 3DS Max files, might be a roundtable poll option. They are hesitant though because they want everyone using the same tools
• Water tech is being worked on, apparently fluid voxels are pretty tough
• You can tag your items so others can find them; "Roman," "Sci-fi," or even "blue door"
• Once you have a place to call your own in EQN, you can import your Landmark templates (custom housing!)


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 3:27 pm 
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There will be size limitations, "20km on one side"


20km on a side for player-claimable land? That's got some impressive implications for the size of the game world.

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 3:32 pm 
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Class panel going on now, follow this dude for cliff notes: http://twitter.com/rekMMO


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 4:30 pm 
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Lore sounds pretty cool.

Quote:
"20k years of history, 4 eras

Dal era covers 2k years. Began with age of ascension, age covers them up until elves learned of advanced exploration (spires)

Elves developed an alliance with dragons (Golden Age)

Golden age brought to an end by the Shissar War

Shissar betrayed elves and almost conquered the world

Takish age comes next, racial tension because Koada'dal felt superior"

One race of elves, multiple cultures


Quote:
"Takish age featured terrible oppression. Dragons became isolated.

The Sundering: Takish'hiz destroyed, spire implosion. High magic is broken.

Ashfang (in demo) replaced Takish'hiz

The dragon War: dragons not worried about elves anymore, have a score to settle.

Dragons conquer Faydwer, Combine forces flee.

Fall of Bastion: last stand of the Teir'Dal"


Quote:
"Combine era next. Age of exile. 500 years on Kunark. Enslaved by Shissar.

Iksar start an uprising, Combine joins in to drive Shissar back.

Iksar become free but have some of the bad habits of their former masters.

Age of Heroes. EQNext begins here. Combine returns to their ancestors home. Qeynos founded.

How Qeynos evolves is up to the players. (Lenas: Rallying Calls?)"


Quote:
Religion: gods are a tangible influence, not standing around as raid targets

No one has seen a God.

The seraphs: 8 gods

Luclin/Drinal have been combined.

No gods are purely good or bad.

You'll never be locked into a god.

Confirmed no Innoruuk.


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 5:01 pm 
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Raltar wrote:
I think they are underestimating MMORPG players. Without a clear line of progression, people aren't going to ever feel more powerful. He said it there, you never get more powerful, you just get more options as you unlock classes. If there is no progression, people won't stick around. Progression is king in MMORPGs, you can't deny that. Sure some people play for crafting and others for exploration, but the vast majority of MMORPG players are in it to make their characters more powerful and kill bigger and badder things. This isn't an RPG, it is an action adventure game. Which is fine, but they need to market it as such.


They need to market it as an MMO. MMO players demand that because they think that has to be in every MMO. MMO players are notorious for whining about WoW clones, then demanding that every game be a WoW clone. They're also notorious for claiming practically every MMO will fail and that they're going to leave.

It's high time some game companies started serving up innovative games, then telling players "take it or leave it". No matter what, some are going to leave anyhow.

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 6:30 pm 
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Class panel pics

http://www.mmorpg.com/gamelist.cfm/game ... -pics.html


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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 7:01 pm 
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Georgeson says the game needs to be kickass before they think about other platforms. Also said being controller-friendly was accidental. They want older PC's to be able to play.

http://www.vg247.com/2013/08/03/everque ... 4-release/


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PostPosted: Sat Aug 03, 2013 9:04 pm 
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Damn, I was really hoping for a Mac release.

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PostPosted: Sat Aug 03, 2013 10:30 pm 
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See, every time I start to calm my nerves about the multiclassing, I see a big, bold bullet-point saying "Collect them all!" and said nerves just fray all over again. Nothing gets my hackles up quite like that casual attitude towards classes being an arbitrary thing rather than intrinsic to a character.

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 Post subject: Re: EQ Next
PostPosted: Sat Aug 03, 2013 10:54 pm 
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Kaffis Mark V wrote:
Nah. They're classist against Enchanters.

Edit: They also ditched the Ogre for a Vah Shir.

But that's a pretty cool art style. The Dark Elf is kind of eye-roll worthy, but Firiona looks like an okay modernization. The dragon and Vah Shir look pretty badass.



I was just thinking the other day I missed playing Numbuk. This thread gave me hope.

Until I read that. Oh well. Numbuk will have to forever be my past I guess.

Sent from my Galaxy Nexus using Tapatalk 2

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PostPosted: Sat Aug 03, 2013 11:06 pm 
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Actually, Ogres are in, 'Buk. And are uncursed, from the looks of things.

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PostPosted: Sun Aug 04, 2013 9:56 am 
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Kaffis Mark V wrote:
Actually, Ogres are in, 'Buk. And are uncursed, from the looks of things.


Ok. I may have to give this one a try then.

Though I am guessing at this point 99% of players dislike ogres/trolls with purposefully poor grammar (but I contend it's still many steps above the average player's way of communicating).

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PostPosted: Sun Aug 04, 2013 1:00 pm 
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Kaffis Mark V wrote:
See, every time I start to calm my nerves about the multiclassing, I see a big, bold bullet-point saying "Collect them all!" and said nerves just fray all over again. Nothing gets my hackles up quite like that casual attitude towards classes being an arbitrary thing rather than intrinsic to a character.


I don't understand what you're talking about here.

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PostPosted: Sun Aug 04, 2013 1:06 pm 
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I think what Kaffis is getting at (and I have similar fears) is the suspicion that the multi classing being touted, will in effect turn out to be "everyone can do everything". Which limits the uniqueness of classes. If it's too far down the "collect them all" path, whats the point of alts? There's something to be said for defined class roles.

On the flip side, if everyone can fill any role you should never have to sit around unable to get a group going because you are missing, say, a healer.


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