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Grumpus

Molten Core Raider
1,927
223
When you choose your class all it chooses if your weapons and armor. The ability's you can mix and match between the classes you know. That would fit with the play what your want system and also the system with no trinity.
 

freely_sl

shitlord
3
0
I think the main thing they're trying to do is ditch the taunt/aggro mechanic because it makes encounters predictable and boring. The tank taunts to hold aggro, healer spams heals on tank, dps do damage. Once you remove aggro, encounters can become alot more interesting given that the AI is well done. I just hope they keep roles but remove the taunt/aggro mechanic.
 

tad10

Elisha Dushku
5,533
595
Tier 1 everyone starts out with one of each ability type in their class bar.
You know what, I honestly don't know if you start out with just one or all four abilities. No one asked that question. But I'm going to speculate that you start out with 4 and the additional 4-10 class abilities have to be found in the wild as part of tiering up. So rogue will have utility/2 offense/1 movement from the get-go.

Alternatively, starting classes come with 4 abilities, but when you acquire a class you get just one ability?

Interesting, I wish I'd thought to ask a dev about this issue.
 

tower

Golden Knight of the Realm
381
158
No. You have 4 weapon skills, 4 character ability skills.
The character abilities are specific slots depending on the class.

IIRC, Rogue has 2 offense, 1 utility, 1 movement. That means when multiclassing you can only slot 2 offense, 1 utility, 1 movement skill from your owned classes but no defense skill.

Blademaster is 3 offense and 1 movement (again IIRC) so he can only slot 3 offense and 1 movement skill from his owned classes. No utility, no defense.

Got it?
Makes more sense now. Whether I like it or not depends on whether the game requires a respec fest at every turn or if it's more of a "well this ONE guy sucks for rogues, play ranger or blademaster if you dont want to struggle"
 
The class will also choose the types of ability slots for the 4 remaining, so for instance, rogue does not get a defensive slot so you could pick an offensive, support and movement skill from any other class, but not a defensive one.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
A sample tanking class would look like this through the tiers. With 40 classes you can see the chance for unique guild builds to finish raids etc.
I didn't really get the impression that the Class Ability slots changed through tiers - it just unlocked more abilities for them to be able to put in the slots.
 

tad10

Elisha Dushku
5,533
595
When you choose your class all it chooses if your weapons and armor. The ability's you can mix and match between the classes you know. That would fit with the play what your want system and also the system with no trinity.
Remember that each class will have access to different armor and weapon types, which have different weapons skills (weapons) and different mechanics (armor). Paladin wielding a 2H- Hammer will have different weapons skills than Paladin wielding a Sword & Shield.
 

tad10

Elisha Dushku
5,533
595
I didn't really get the impression that the Class Ability slots changed through tiers - it just unlocked more abilities for them to be able to put in the slots.
Class ability slots never change. Rogue always has the 2O, 1U, 1M.
 

Skylancer81

Molten Core Raider
746
974
Remove the dependency on enrage timers. It is a lazy raid boss tool. If the boss can just go nuts and do 200% 300% 400% etc more damage just because you went past 5 6 7 8 etc minutes, that is lazy. Maybe one boss in a hundred could have it. But almost every, if not every single boss...

I mean you can still have x minutes to kill the boss or BLANK happens fights. The Boss resets, leaves the dungeon for x minutes/hours/days, the dragon gets away etc. Just not he goes crazy and kills everyone every time.

Just sometime in 2005 till now it felt every single boss fight had an enrage timer on it. I used to love raid members dying in droves and being in the last group who lived for 15 minutes whittling down the boss, while the rez/dragger team brought the raid back up to eventually win.

Speaking of in combat rezzing. Bring that back. Do not make it easy mind you, you have to drag around a tree/wall etc to get out of aoe. But again lazy devs saying you can only bring one person back per x minutes/fight or not at all.

The last lazy dev crutch that needs to die. Consumables. If I want to spend x millions of in game currency, or 100 bucks real money, to have every buff allowed by scrolls/potions/elixirs etc, so be it. Do not tune your fights around every body having every thing and it won't matter.
 

Randin

Trakanon Raider
1,932
891
Makes more sense now. Whether I like it or not depends on whether the game requires a respec fest at every turn or if it's more of a "well this ONE guy sucks for rogues, play ranger or blademaster if you dont want to struggle"
Apparently it's completely on-the-fly, as long as you're not actually in combat. Of course, if the class you're switching to is drastically different from the one you're currently using, you're going to need to carry around a lot of extra gear to be at all useful.

I'm still not fond of class switching being quite that easy, but I guess we'll see how it works out.
 

Grumpus

Molten Core Raider
1,927
223
I was just giving an example of a system built like this that I think would be engaging and fun to play.

Imagine the theory crafting you could do at the end game in say a raid with 25 people.

"Okay for this fight we need 32 Offence cooldowns, 17 Defense cooldowns, 10 Utility and use the rest as you see fit. Who wants to fill the roles?"
 

Grumpus

Molten Core Raider
1,927
223
Class ability slots never change. Rogue always has the 2O, 1U, 1M.
This would still work in the system I mentioned. Especially with 40 classes, that is a LOT of customization of raid forces. Also very easy to tune fights to I would assume.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
so yeah not reading the last 120 pages, anyone care to summarize? or can we just get a summary thread with shit that is actually known from people that were at SOE live/saw the panels/asked direct questions not covered in panels?
Debut Overview|EverQuest Next Debut Video 1/2(Skip to 26:30 if not interested in lore/sand art) |EverQuest Next Debut Video 2/2

2nd Day Recap

EverQuest Next LandMark Panel Overview

EverQuest Next Class Panel Overview|Class Panel Video 1/2|Class Panel Video 2/2

EverQuest Next Lore Overview|Lore Panel Video 1/2|Lore Panel Video 2/2

EverQuest Next World Overview

EverQuest Next Q&A Panel Video 1/2|EverQuest Next Q&A Panel Video 2/2

Tad did some great live blogging of most panels athttp://eqn.junkiesnation.com/as well, although they're bit raw and somewhat harder to follow if you haven't been reading all the information upon release.
 

tad10

Elisha Dushku
5,533
595
heal pots on the station store!
Probably. But if you're smart you'll group with a support guy.

Again, etchazz, I prefer old-school combat mechanics, but I think the combat in EQN, if the AI works the way they say it will, will be fun. Just not something I personally want to do for 8 hours fun like EQ/VG combat, maybe 2 hours fun.
 

Grim1

Ahn'Qiraj Raider
4,903
6,889
I think the main thing they're trying to do is ditch the taunt/aggro mechanic because it makes encounters predictable and boring. The tank taunts to hold aggro, healer spams heals on tank, dps do damage. Once you remove aggro, encounters can become alot more interesting given that the AI is well done. I just hope they keep roles but remove the taunt/aggro mechanic.
They could still have tanks and support without taunt mechanics. Especially with the voxel tech. Put the tank(s) up front, wedged between two solid objects of some sort. Rocks, trees, magic ice blocks, what have you. Put the support and ranged dps behind (not sure where the melee dps go in this situation).

As long as there is collision detection then the fight would proceed like that. With the mobs looking to cut through or around the front line. No taunting, just fighting and holding the line. It's a bit more realistic and it forces situational tactical awareness.

Of course those tactics only works in certain areas. Open field battles among small groups would probably entail a lot of kiting or traps (ranger stuff, holes in the ground, etc).
 

Creslin

Trakanon Raider
2,503
1,151
Consumables in the wow sense are kinda shit. Asking your whole guild to go pick flowers or spend huge amounts of money on consumables is stupid and not fun. But if they tie it to something that isnt just a boring grind it might be ok. Like your raid guild holds some keep and the grateful farmers pay you herbs in tribute.

I will wait to see how they handle gear before I make judgements on multiclassing. Darkfall lets you multiclass on the fly anywhere in the world but actually carrying two sets with you pretty much doubles your risk in any fight since you drop it on death. If EQN has that or even if it is just dura damage it will really mean you have to think before you carry around 5 sets of gear.
 

tad10

Elisha Dushku
5,533
595
This would still work in the system I mentioned. Especially with 40 classes, that is a LOT of customization of raid forces. Also very easy to tune fights to I would assume.
Yep.

Remember
-There will be a few mutually exclusive classes (SK/P) - but very few, devs didn't like the idea of exclusivity, so I can't imagine more than 4 exclusive classes or maybe just those two.

-Raids are "smaller" than EQ. I'd speculate 18 to 24 (15-20), but that's just speculation.

But yes you could totally customize for raid target, other guild target, blah blah blah.

Note how they have put in options for you to save loadouts by name (magebane).
They expect you to make a lot of different loadouts.