Safe from what? Food and drink that scary?lol pretty confident that we're safe. No worries.
I watched it live and it was disappointing to be honest, They could not show any actual footage so it was mostly slideshows. They had a Knight who wanted to "Gain fame" and they had a dragon who likes to eat Famous People. He clicked the "Gain Fame" button a few times then the dragon killed him. Again this was all in Text, Like a mud so it looked nothing like the AI Ponytail teased.Storybricks will be posting the video from the Game AI conference on You Tube sometime this week according to a Tweet last night. Hopefully it will be interesting.
Yeah man, didn't ya know. Food & Drink, Encumbrance, Item upkeep...scary stuffs!Safe from what? Food and drink that scary?
I'd be all for that, variation/randomness are good. I'd like to see all named bosses be unique, so when you kill that dragon, the lair is empty until another Boss moves in, (Dragon, Orc King and tribe, Horde of Kobolds), but I don't think we'll see that for another decade the way MMO's are going. Plus, the nerd tears would flow in raging torrents over unique mobs.Also, to touch back on the AI system, Do you think it would be cool if NPCs could spawn with Variants? Like one in a hundred orcs spawn with different traits than normal orcs. Instead of liking gold he likes to kill Rangers so he wanders around looking for some.
Originally, They said you will never kill the same mob twice and that the raid scene will be nothing like normal MMOs. When I sat down with Georgeson he said that they want to do away with the weekly repeated raid groups to farm content till you get bored.I'd be all for that, variation/randomness are good. I'd like to see all named bosses be unique, so when you kill that dragon, the lair is empty until another Boss moves in, (Dragon, Orc King and tribe, Horde of Kobolds), but I don't think we'll see that for another decade the way MMO's are going. Plus, the nerd tears would flow in raging torrents over unique mobs.
That dumb shit doesnt add anything to the actual difficulty of a game and is just an annoyance set there for a specific reason by the Devs. Weight limits keep you from hoarding every item you ever encounter, and also control the amount of incoming moniez a player can gain from an area within a certain time frame. While still letting an area have uncommon drops that add to the atmosphere of the area. Item Upkeep is a moniez sink that adds no real "Wow, that makes the game feel so real now!" Derp. Having to keep food and drink in your bags made sure that you visited your closest merchant within a certain time frame and it would often encourage you to visit your home city, pick up food, sell your wares to people etc. Im sure a developer can come up with a better reason for the players to visit trade hubs in a game outside of tedium and stupidity.Yeah man, didn't ya know. Food & Drink, Encumbrance, Item upkeep...scary stuffs!
I just took it in that they were going to try having raid mobs be random encounters. Sort of how WoW took away the whole camping a mob mentality, they were going to do that to Raid mobs. So, on average, your casual player would only ever see a Raid Encounter every once in a while. I am very skeptical about this, because this could be done very badly. Ie. an excuse not to have huge zones dedicated to just raiding.Originally, They said you will never kill the same mob twice and that the raid scene will be nothing like normal MMOs. When I sat down with Georgeson he said that they want to do away with the weekly repeated raid groups to farm content till you get bored.
I truthfully don't know how they can do that and keep the amount of content to keep high end raiders happy. I hope they are not relying on the whole landmark building style to keep players interested because people can go to Landmark for that.
I would like raids to be ties to some sort of auto generated events, like those world quests they talked about. When the event is finished the raid stops spawning.
It doesn't add anything to realism in the scope of current MMO's, no. You actually need to design a gamearoundthose elements for them to be functional and engaging. If traveling to a destination was dangerous; and required planning and resources, then limiting what you could collect there would be part of alargerstrategy. And part of that larger strategy, would be setting up your characters to make the journey, within the framework of the limitations put on you by encumbrance and the need for certain resources (Like food and drink.) The developers could then make that area, lets say, richer in resources--but the "risk" of travel there is much higher and requires more planning--in other words, the difficulty would come from the strategy behind movement, the journey would present it's own difficulty, NOT just the destination.That dumb shit doesnt add anything to the actual difficulty of a game and is just an annoyance set there for a specific reason by the Devs. Weight limits keep you from hoarding every item you ever encounter, and also control the amount of incoming moniez a player can gain from an area within a certain time frame. While still letting an area have uncommon drops that add to the atmosphere of the area. Item Upkeep is a moniez sink that adds no real "Wow, that makes the game feel so real now!" Derp. Having to keep food and drink in your bags made sure that you visited your closest merchant within a certain time frame and it would often encourage you to visit your home city, pick up food, sell your wares to people etc. Im sure a developer can come up with a better reason for the players to visit trade hubs in a game outside of tedium and stupidity.
The shit DOES NOT add to realism.
You're right, I bet the whole voxel system is probably just a plugin they load when the engine starts and they call it a day. They probably don't have any new problems to solve and the technical issues are exactly the same.Because they just took the engine for Planetside 2 and called it a day, and that's exactly the problem PS2 has.
Of course it doesn't add realism; it's a game with dragons, realism isn't a huge priority here. However, one players tedium and stupidity, is another players idea of fun. Odd as it sound, I actually like having to juggle inventory, worry about my food and drink, and other aspects of character management. Of your points, I can't see one as a negative.That dumb shit doesnt add anything to the actual difficulty of a game and is just an annoyance set there for a specific reason by the Devs. Weight limits keep you from hoarding every item you ever encounter, and also control the amount of incoming moniez a player can gain from an area within a certain time frame. While still letting an area have uncommon drops that add to the atmosphere of the area. Item Upkeep is a moniez sink that adds no real "Wow, that makes the game feel so real now!" Derp. Having to keep food and drink in your bags made sure that you visited your closest merchant within a certain time frame and it would often encourage you to visit your home city, pick up food, sell your wares to people etc. Im sure a developer can come up with a better reason for the players to visit trade hubs in a game outside of tedium and stupidity.
The shit DOES NOT add to realism.
It being a modded landmark makes sense, as it really is. EQN and EQL are the same thing- EQN is just "Their vision (tm) and game made with EQL" as EQL is the landmark to make content etc... eventually we should see that we will have "rpgmaker over 9000!" in EQLSOE Live - SOE Live : Lineup
Withfiveseparate events on the weekend talking just about Everquest Next, Including ones focusing on Content,Classes and the Technology about the game makes me think they will show us a much more polished project. I predict it will be a modded version of Landmark at this point and not a complete game.
I'd like to see some actual combat and game play hopefully something with Storybricks. The Storybricks people recently name dropped SOE Live in a recent conference about seeing it's technology in action so I hope we have some content.
Agreed on this point. Things like food/water need/inventory management and travel all appeal to me and I think its starting to appeal to more and more people now as well.Of course it doesn't add realism; it's a game with dragons, realism isn't a huge priority here. However, one players tedium and stupidity, is another players idea of fun. Odd as it sound, I actually like having to juggle inventory, worry about my food and drink, and other aspects of character management. Of your points, I can't see one as a negative.
Kind of like a more Role playery version of WoW's rested experience. I would love Taverns to be spread around the world or even being able to be player owned and built. Inside the Tavern you can eat food prepared by NPCs(normal) or maybe prepared by the player owner( higher quality) you can buy/sell to the vendors there and log out there for a bonus the next day.Food & drink mechanics, for the most part, are wasted IMO.
If I were designing an MMO, 'rest' would be tied to socialization. Being 'well fed' would be a buff (many different buffs for different meals) that you could only get from eating a 'hot meal'. You could only obtain these at Inns/restaurants. Players would use the facilities in these inns (stoves etc) to produce meals. You would have to speak to the players there to get them to make them for you. The meal despawns from your inventory if you try to take it from the inn. If no PC cook is present, there would be NPC chefs/innkeeps you could buy basic meals from, but the best buffs would come from player crafters. Consuming the meal would take time (2-3 minutes, you can move around if you wish) and the buff would last a significant amount of time (6 hours /played).
In PVP pull a legend of the red dragon- gatta bribe that barkeep to go in an take some people out for leet exp.Kind of like a more Role playery version of WoW's rested experience. I would love Taverns to be spread around the world or even being able to be player owned and built. Inside the Tavern you can eat food prepared by NPCs(normal) or maybe prepared by the player owner( higher quality) you can buy/sell to the vendors there and log out there for a bonus the next day.
The Roleplayers would go nuts over the ability to run a functioning Inn, They could give your building 100 Talent trees they can buy with XP or gold or SC.
*Add Rooms
*Add NPCs
*Add certain stock to NPCS
*Increase "rest bonus" when players rest there
*Flight Point
*NPC Vendor that sells Players wares/Auction House.
*Player made Quest boards.
Plus the million and a half Landmark style props you can use to decorate it.
Would be a cool playstyle for players who don't like to raid/pve and since there are 40 classes they could easily make an innkeep class and give him some noncombat buffs or RP stuff.
Sorry to get off topic but that stuff could easily be programmed already in Next, and it would suck up TONS of hours for certain types of players while not cheapening end game content. This is the kind of fluff Next needs to be dominate.
Inkeep pvp would be fresh, Innkeeps can hire bouncers/guards and if he is online he could probably ban people from entering. You could put up wanted posters for bounties in innkeeps for players who ganked someone and have a bounty would have to avoid popular meeting spots because they would get murdered.In PVP pull a legend of the red dragon- gatta bribe that barkeep to go in an take some people out for leet exp.