EQ Never

arallu

Golden Knight of the Realm
536
47
So the EQN roundtable forums have 30 discussions with 7 released, and the last 3 have been a week apart. If they keep to a weekly release for the remaining 23, that puts us around the end of January before the last question/poll is revealed.
 

Big Flex

Fitness Fascist
4,314
3,166
So the EQN roundtable forums have 30 discussions with 7 released, and the last 3 have been a week apart. If they keep to a weekly release for the remaining 23, that puts us around the end of January before the last question/poll is revealed.
Unless they keep adding more hidden polls, which they have, for the first few weeks following the website revamp there was 20 polls.
 

tad10

Elisha Dushku
5,534
601
http://www.twitch.tv/everquestnext_eu/b/450075175

Interview with Georgeson, too lazy to embed. Interview starts 10 minutes in. First 10 minutes are bad waiting to start music. Nothing earthshattering so far though interviewer is coming across as a giant douche.

Edit: I think there's another interview as well, I'll try and locate it, it's linked on eqnexus.
 

Mughal

Bronze Knight of the Realm
279
39
So the EQN roundtable forums have 30 discussions with 7 released, and the last 3 have been a week apart. If they keep to a weekly release for the remaining 23, that puts us around the end of January before the last question/poll is revealed.
rrr_img_41455.jpg
 

tad10

Elisha Dushku
5,534
601
Lol. Confirmed, in the above video around 30 minute mark. Kerrans have a "Lot more looks - embrace a lot of different kind of cats"

Thundercats Hoooooooooooo!

Also first confirmation "You cannot be everything" in reference to multiclassing. There will be limitations based on how you play. The usual example of Paladin/Shadowknight - it's one or the other.
 

Honey Badger_sl

shitlord
42
0
I'm most worried about how limited we will be with combat buttons. 4-8 buttons is very limiting, and the biggest thing that put me off on GW2, this is compounded by the fact that you will have multiple class abilities in there. Heck, I think that even EQ1 had the ability to cast that many spells at once (or more) in there. I do understand the idea to not having a warrior with a custom UI with 100 things to click but there has to be a balance in there somewhere. For a game based on dynamic choices and even designing your own world, it seems very limiting.
 

Mellent_sl

shitlord
180
0
For as much as they're looking to MOBAs for ideas, they'd better come up with something that works. I feel like the main problem GW2 has/had is that you can spam off all of those abilities, especially in PvE, rather rapidly and without any consideration towards the greater scheme of it all. That doesn't happen in MOBAs; ultimates have to be used only when necessary/important and mana is not cheap/plentiful. Mana conservation and smart use of one's four/six/etc. (summoner spells and active items included) spells or abilities is so important but lacking in GW2. If they can't make 4-8 abilities feel as important as 20 to 30, then they're gonna bomb that aspect of the game.
 

tad10

Elisha Dushku
5,534
601
You shouldn't be able to spam EQN abilities based on the Class discussion of having to find an item to allow you to cast two high cost abilities in a row. But who knows - combat doc still hasn't shown up.
 

Quaid

Trump's Staff
11,859
8,265
I'm most worried about how limited we will be with combat buttons. 4-8 buttons is very limiting, and the biggest thing that put me off on GW2, this is compounded by the fact that you will have multiple class abilities in there. Heck, I think that even EQ1 had the ability to cast that many spells at once (or more) in there. I do understand the idea to not having a warrior with a custom UI with 100 things to click but there has to be a balance in there somewhere. For a game based on dynamic choices and even designing your own world, it seems very limiting.
...do you even DOTA?
 
Im glad there are only gonna be a limited number of buttons. I dont want 20 or 30 buttons that shits horrible. I dont want to have to make a giant macro like Rift to have to spam for a combat rotation. I actually liked GW2 combat with the active dodge. couple more buttons would be nice but I dont wanna go back to having 4-5 bars of shit.
 

Randin

Trakanon Raider
1,933
892
For as much as they're looking to MOBAs for ideas, they'd better come up with something that works. I feel like the main problem GW2 has/had is that you can spam off all of those abilities, especially in PvE, rather rapidly and without any consideration towards the greater scheme of it all. That doesn't happen in MOBAs; ultimates have to be used only when necessary/important and mana is not cheap/plentiful. Mana conservation and smart use of one's four/six/etc. (summoner spells and active items included) spells or abilities is so important but lacking in GW2. If they can't make 4-8 abilities feel as important as 20 to 30, then they're gonna bomb that aspect of the game.
The problem with GW2, in this regard, is that there is no mana/stamina there, only individual cooldowns, so there is no serious downside to not using a particular ability, except a few situational abilities. They've already mentioned resource management for EQN, so it should be less of an issue.
 

Srathor

Vyemm Raider
1,894
3,079
I wish devs would have some innovative ideas. Everyone is familiar with autoattack what if you could take a chain of common use spells in every game and have a choice to autoattack with them. Rather than just standard white damage you could put the filler into choice. Like a castsequence chain that you always have to friggen do for a dps rotation. You could then have 8 slots for combat spells but say 4-5 "slots" for the autoattack chain. If you have 50 levels you even make the slots unlock as you level to give you more flavor. What if you could have different animations able to be learned. You rep up with a race you learn different attack moves. Tiger style, crane style, drunken dwarf style, flouncing elf style. You could chain those into the autoattack slots and have a good looking set of combat moves and personalise your shit.

Archeage is doing some neat stuff with their pvp idea of moving goods overland and sea and able to be robbed/pirated. Hell FF14 is pretty damn sharp with the single character all class idea. Especially since you can slot some off class skills. It makes for some neat gameplay. Even if the combat speed is a bit slow for my taste. (This is where I wish the game had a customisable autoattack)

EQN is a lightly fleshed out idea, right now it is pie in the sky but as time comes and we see and try landmark more will be known. I am looking forward to it.
 

Ganthorn

N00b
612
28
Im glad there are only gonna be a limited number of buttons. I dont want 20 or 30 buttons that shits horrible. I dont want to have to make a giant macro like Rift to have to spam for a combat rotation. I actually liked GW2 combat with the active dodge. couple more buttons would be nice but I dont wanna go back to having 4-5 bars of shit.
This...way too many GD buttons

rrr_img_41472.jpg
 

tad10

Elisha Dushku
5,534
601
Well don't worry, there will be 18 different types of Kerrans. It's a douchebag's paradise.
The class limitation comments in the long video actually has me somewhat hopeful the devs are going down the right path. My single biggest WTF moment at SOELive when they implied you _could_ be an SK-Paladin. They immediately started backpedaling and the comment from yesterday was flat out "You can't be everything."

So perhaps Butler and/or Talisker have come to their senses on this issue.
 

Jarnin_sl

shitlord
351
0
The problem with a character having loads of abilities is that all of those abilities end up watered down. You click a button and it might have 1-2 effects, and those effects are usually miniscule, but having a lot of abilities with 1-2 miniscule effects adds up when you're mashing shit every second or two.
Then you have systems with fewer available abilities. The abilities might have lots of miniscule effects, a handful of moderate effects, or a single kick ass effect. The single kick ass effects are often considered "class defining abilities", so things like Ice Comet or Feign Death or Resurrection.

I've played enough games with 20+ available abilities to come to the conclusion that I don't enjoy playing whack-a-mole. There are loads of abilities that are so narrow that they rarely get used at all, and then there are other abilities that are so useful that they're constantly in use or on cooldown. Personally I'd like to have less abilities that are more meaningful and class defining than having a shitload of utility abilities that I rarely use.

When I heard Georgeson say that the devs on EQNext want players looking at the action, not looking to see what abilities will come off cooldown next, he said exactly what I wanted to hear. Now whether that is how EQN works out is another story, but I like the idea that they're limiting the number of abilities.