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EQOA Refugee
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That was pretty cool. Seems they have a nice set of tools. I don't mind the art style of this game at all. Just SOE's business practices.I've been commanded to post this.
That was pretty cool. Seems they have a nice set of tools. I don't mind the art style of this game at all. Just SOE's business practices.I've been commanded to post this.
New Roundtable response is up...
I'm not even gonna link you to it because I don't want anyone to waste their time.
Night confirmed casual bullshit. They even acknowledge the fact that it's not 'encountering more dangerous monsters' at night that makes it frightening... It's the fact that you have less information with which to navigate the world. Going the bullshit denial of service route anyway.
What? I watched the video twice. What the hell are you talking about?New Roundtable response is up...
I'm not even gonna link you to it because I don't want anyone to waste their time.
Night confirmed casual bullshit. They even acknowledge the fact that it's not 'encountering more dangerous monsters' at night that makes it frightening... It's the fact that you have less information with which to navigate the world. Going the bullshit denial of service route anyway.
That sounds pretty good to me really. I do want really dark nights (old PS2 was pretty dark, they gimped it a while back but supposedly made it darker again in the recent patch). But a mob population that changes based on time of the day and probably has different behaviour patterns (if storybricks comes through) is way better then the current "orc spawns here and walks this circle path until killed then spawns again 11 minutes later" system that pretty much all games use.To sum up the video, they said nights won't be pitch black (which we already knew), but mob populations and behavior will differ based on the day-night cycle. There will be places where night will be more dangerous than day (or vice versa), but it'll largely be the case that content will simply be different based on day or night, without necessarily being more or less difficult.
Perhaps not as hardcore as some might hope, but it's more than we usually get in this regard.
Yea it makes for a more credible world if there are places you dont want to go to, but it's gonna be difficult to get any company to design like that. I hope McQuaid comes through in that regard, EQN probably isnt the game you can expect it from.One thing I think that was awesome about how kithikor was handled was that there was almost no reason to go there at night. You get so many cases of "oh man, a terrifying and dangerous place opened up!" and then everyone flocks there to exp grind and get loot and it loses its danger status. Kithikor on the other hand is how I imagine a cursed wood actually being. People stayed the hell away from it most of the time, and every time you heard about it was in reference to trying to travel through before it got dark rather than linger around. It worked especially well since it was in the middle of a common travel route where lots of people of all level ranges passed through. I think it's great to have a place like that where players actively want to avoid and dread it, but are kind of forced to deal with it as a bit of a hassle. It adds so much flavor to the 'feel' of the world, rather than just being another quest hub you arrive in to save the day, get your loot, and scoot along.
That's why I say it doesnt fit into a product like EQN (or WoW, GW2 and what have you). It's a great concept to make a world seem alive, it just has no place in a theme park ride where every tree needs its purpose in the leveling treadmill.Problem with kithicor is while it was kinda cool in the abstract, in practice they took a popular newb zone and ruined it. No one hunted there from either level range for the most part. In a game where you sat and camped for long periods of time having a zone shift up and down 25 levels every 36 minutes makes it effectively useless as a leveling spot. Soe realized that and never did that shit again. Basically kithicor was cool as an oddity, you had to check the time of day, but at the price of totally ruining a zone for any purpose but being an oddity. Not great design.
As far as night blindness, even the p99 devs didn't bring that shit back because it is really that fucking retarded. Which isn't to say some dark areas where you need a torch aren't cool.
I don't think I ever saw the south side of Kithicor. That's pretty cool.Problem with kithicor is while it was kinda cool in the abstract, in practice they took a popular newb zone and ruined it. No one hunted there from either level range for the most part. In a game where you sat and camped for long periods of time having a zone shift up and down 25 levels every 36 minutes makes it effectively useless as a leveling spot. Soe realized that and never did that shit again. Basically kithicor was cool as an oddity, you had to check the time of day, but at the price of totally ruining a zone for any purpose but being an oddity. Not great design.
As far as night blindness, even the p99 devs didn't bring that shit back because it is really that fucking retarded. Which isn't to say some dark areas where you need a torch aren't cool.