EQ Never

Furious

Ahn'Qiraj Raider
2,951
5,026


Look at those two grease balls, high as balls on coke! Talking all sorts of nothing, just sweating with a grin hahahaha

rrr_img_41285.jpg
 

Lleauaric

Sparkletot Monger
4,058
1,822
I think if you look at how many servers they released with, you get a good estimation at how big they thought it was going to be. I really don't think there are 10 million fps players on PC. Considering The low priority Call of Duty puts on the PC platform.
 

Zuuljin

Bronze Knight of the Realm
143
0
From 2 pages ago from Tad10:

-We will introduce things from EQN to EQN/L like combat and/or PvP - I am getting ahead of myself can't say more - can develope into something you don't expect.
That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...
 

Carl_sl

shitlord
634
0
I think if you look at how many servers they released with, you get a good estimation at how big they thought it was going to be. I really don't think there are 10 million fps players on PC. Considering The low priority Call of Duty puts on the PC platform.
It literally hurts me that I can't refute your statement pc used to be the only place to go for real fps players. And the mod content you get in good fps games makes it still the best choice but people like those ogre turds from halo popularized competitive fps on consoles.
 

Convo

Ahn'Qiraj Raider
8,792
664
They keep saying you can pretty much make a class that fits your unique gaming style...they are just setting themselves up on this one so I hope they pull it off.

I love how they reference reddit and the round table as using the community to build thier game:)
 

Mellent_sl

shitlord
180
0
Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world.
Ah, the AI isn't alive man. It's notthatadvanced.
 

Zuuljin

Bronze Knight of the Realm
143
0
The AI doesn't have to be super advanced. Its the interaction with its environment given some simple rules that creates emergent content, or simulates AI. Basically you lay the groundwork and see what comes of it. Googlemultiagentsystems if your interested.
 

Dr Neir

Trakanon Raider
832
1,505
That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...
Interesting idea. This would open up a way to springboard other MMO games, swap player models and go. Hoping you can put in pets and servants in your land plot. Maybe allow bazaar slots. This would really ramp up guild owned land as mini themeparks.
 

InterSlayer_sl

shitlord
441
0
Why would SoE make a game targeting the 10 million plus player base of FPS players but only intend to capture a few 100k players?

How does a game with a 48k max population cap hit 70k peak players?
My bad, you're right about the pop caps.

Going to respond to your other question with another question. Why would SOE, with the intent to capture a huge chunk of the FPS player base, think they could do so by making the sequel to a niche MMOFPS genre that failed so dismally a decade ago?
 

Siddar

Bronze Baronet of the Realm
6,479
6,029
My bad, you're right about the pop caps.

Going to respond to your other question with another question. Why would SOE, with the intent to capture a huge chunk of the FPS player base, think they could do so by making the sequel to a niche MMOFPS genre that failed so dismally a decade ago?
Because the PS2 engine is capable of competing in the FPS market, while PS1 engine wasn't competitive in its era meaning PS1 was limited to being a niche game.
 

Drakurii

Aten Ha Ra Slayer
15,434
50,771
I'm really hoping we'll be able to use illusions in EQN, and I'm really hoping that we'll be able to explore this avenue of game play. Like say I'm a Woodelf but at night I put on my Dark Elf illusion and go out terrorizing the local country side and any negative faction I receive is only tied to my Dark Elf Illusion and not my true Wood Elf form. Sorta like a Dr. Jekyll/Mr. Hyde shit.
 

rolx_sl

shitlord
561
0
It literally hurts me that I can't refute your statement pc used to be the only place to go for real fps players. And the mod content you get in good fps games makes it still the best choice but people like those ogre turds from halo popularized competitive fps on consoles.
Uh.. counter strike you can't play games like that competitively on console at all and laughable. Real fps competitive games are on PC.
 

belfast_sl

shitlord
65
0
From 2 pages ago from Tad10:



That got me thinking... What if EQN:L *IS* the end goal here? And EQN is simply the test server for their AI / combat engine? Think about it. They start with EQN:L and have everyone start building the world. Meanwhile they open up EQN which is a more controlled arena for the AI engine to play in. As they continue to develop the AI, they test importing player created structures into the game to see how the AI reacts. If tests are good, they add more and more structures of different types to see how the AI will live in a completely player driven world. 2-3 years down the line of added development on the AI and combat, and they announce that they are flipping the switch on EQN:L and spawning their AI engine to bring the entire player created world to life. You can transfer over your character from EQN and start exploring a seemingly endless world created for free by the players! So what they are really developing are just the tools: AI, combat, art assets and waiting for the players to fill in the land while they continue working. EQN will continue on as the AI testserver for a controlled world if you want to participate. Hmmmm...
Before we knew there were actually 2 products, I suspected something like this would be the case. I think Landmark will always be the development tool, but I do think the end goal is to have the tools to create both content and rule sets, such that a guild/group/single person could build his own dungeon/chunk/continent with his own content and rules ("Now entering Belfast's Nightmare," PvP on, corpse runs on, etc.). One whole continent could have UO rules, one Shadowbane, Eve, WoW...all of it. Then it doesn't matter if you hate any one type of game (love EQ, hate WoW), as you will just not go play in that area. And it won't matter if there's 5000 "worlds," because people will want to play on the best ones. And if you have dominion over a large segment of land and all the content in it, you are probably making mad bank anyways. There's probably going to be way more people building shit in Landmark than actually playing the rpg component of EQN.
 

rolx_sl

shitlord
561
0
My bad, you're right about the pop caps.

Going to respond to your other question with another question. Why would SOE, with the intent to capture a huge chunk of the FPS player base, think they could do so by making the sequel to a niche MMOFPS genre that failed so dismally a decade ago?
MMO's have no room for fps. People will bot it up go try to play darkfall good luck without a bot. Plus latency is a huge factor in fps thats why major tourneys are at LANs. There isn't going to be local servers for everyone for MMOfps. Just 2 different types of games.
 

tad10

Elisha Dushku
5,534
601
There's probably going to be way more people building shit in Landmark than actually playing the rpg component of EQN.
You saw the video - SOE wasn't planning on Landmark. It was only after they had "tons of fun" building things that they decided to create it as a second product. EQN/L is a complete accident and thus probably going to be the more succesful of the two products.
 

2002User

Bronze Knight of the Realm
310
43
70k is to high for just US Euro population that would cap basically every server on every map. Otherwise the numbers seem about right. Each map has a 2000 player cap, three maps per server, eight total US Euro servers, That means game can hold peak of 48k players. There has not been a server Que in PS2 except for first week are so after game was released. A single map on server may generate a Que but there is alway room on the other two maps to place anyone logging in. You can also spot if all three populations are hitting there 666 player cap for a map because all the maps factions populations would be equal in %. My guess is current population peaks at around 20k mark during primetime.
The player cap is definitely lower than 666 per side/2000 total. It was lowered some time ago due to low server pops. No, it wasn't publicly announced.
 

2002User

Bronze Knight of the Realm
310
43
What they said they will NOT sell are things that make your skills +betterer.
PlanetSide 2's system is basically this because the amount of 'skills' (vehicles, guns, explosives, etc etc) to have an all around character. It takes a huge time investment to max out each certification. Certifications give you power.

I'd definitely be on the watch for what SOE does for Station Cash. PlanetSide 2 is theoretically not pay to win, but it is more pay to win than LoL's system, despite trying to adopt it. MOBA != persistant game, where changing roles on the fly is needed. In a game of LoL, you only play one hero with one set of runes per game.

It has been one of my major complaints of PlanetSide 2. The F2P system basically caused bad design for and ruined the potential of the class/advancement systems in PlanetSide 2. PlanetSide 1, being a pay to play game, had a much superior certification system designed completely independent of the concept of micro transactions -- more certifications granted you additional choices, not power. PlanetSide 2 offers you all the choices at the start, but if you don't invest significant time (or money) into them, than you will be at a disadvantage to someone who has.

These are the type of design flaws we will have to worry about with EQN being a F2P game. Hopefully we can call the developers on their bluff and get stuff changed before they become too ingrained into the game.