EQ Never

asocirev_sl

shitlord
136
0
The key is that rewards across tiers should be basically the same just with higher volume of whatever(gold/resources/rng legendary drops) going to the people who can handle the higher tier.
A similar argument can/will be applied to raid sizes. Why cap raid sizes? Who cares if you raid with 5 people or 50? 5 may be impossible but success ends with you drowning in loot, while the 50 man zergfest you participated in almost guarantees you walking away with nothing.
 

Vitality

HUSTLE
5,808
30
It's hard to expect or hype up a community aspect where we don't know where the framework of the land, the quasi-static landmarks, and the randomness of the AI and storybricks will begin. Continents don't need to be on rails but there needs to be something more concrete than 1d20 faction spawns for each region so the mass of players can support hubs in the center focal points. Otherwise we'll have roving nomads of both players (and eventually bots) who simply wipe areas clean and move on and that's not much to build a community on.
+ nets

Agreed 100%
 

Mr Creed

Too old for this shit
2,394
287
I'm not convinced that this is true, any game with a tiered difficulty approach incites content avoidance, what makes you think EQN's theoretical world will be more rewarding than GW2's? Just looking at EQN's proposed items in game you can tell they're basically simplified versions of GW2's runes/sigils (w/e their called).

EQN (from what we've seen) is basically Multiple choice GW2, in my opinion.
I found GW2's world entertaining to play through, it's on my top 5 MMO list (would be top 3 if they had continued adding areas to explore after launch instead of the repetitive living story achievement grind). If EQN is "multiple choice GW2" that's a good start to me. What EQN plans to add on top of that are meaningful faction, choices and consequence for your actions (entirely lacking from GW2 and a BIG factor for me), a much larger world to explore (GW2 channeled you into fewer and fewer maps as you leveled) including a randomly generated underworld (guaranteed "always fresh" areas you havent seen before), very open-ended multi-classing (GW2 dropped the ball here, I expect EQN to be more like GW1 in this regard), more variety within the open world events because different player actions lead to very different situations (GW2 is black/white here, either the seraph hold everything or they are advancing, and no matter at what point the event chain is it's likely to repeat within the hour) and more varied, future-proof itemization (GW2 is locked into set stat patterns and like you say only runes/sigils can shake things up, and the rate at which they release new ones means the itemization barely changed since launch - GW2 actually added more vertical +gooder through ascended gear then horizontal variety despite their pre-release claim of not having vertical progression at the cap).

Now, of course SOE can fuck any of those items up, and if they fuck up too many the game will bomb for me. But judging from what they plan to do, EQN will overshadow GW2 even if only half of it comes to fruition.
 

Daidraco

Avatar of War Slayer
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Whoever it was that brought up the concern over server merges voiced a pretty legitimate concern. Using their examples, if Dark Elves are the revealed on this server but Dryads won on our server - How does that play over to a merged server?

-- And for fucks sake, can we just get some proper fucking videos already instead of some boot leg shit that has hollowed out sound?
 

Zefah

<Gold Donor>
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Just finished the keynote. I'm excited for what they are saying the game is, but everything they are showing makes it look like they still have nothing implemented and they just slapped together a couple of engine demos. Doesn't look like much progress has been made since last year at all.

Then again, maybe that's just what they chose to show, and maybe they really are focusing on building out systems in Landmark before truly diving into EQ Next development. Either way, my impression (like many others here) is that this game is still a very, very long ways out.
 

Quaid

Trump's Staff
11,859
8,265
LANDMARK IS EQNEXT

All systems being developed in Landmark are necessary to EQN. They have made enormous progress since alpha launched in January.
 

gogojira_sl

shitlord
2,202
3
Yeah, it was pretty underwhelming overall. I love what they're saying, but it's just words right now. Someone went on a tirade about people just being sour but I want the best from this game because I fucking love EQ. The problem is we saw absolutely no new environments aside from a player constructed DE area. We also saw a few new classes, which took up almost the entire EQN keynote when really it could've been condensed into a 10 minute section.

Basically, Landmark is the indicator of EQN's progression which isn't too offensive because they've pushed that message for a while now. However, mentioning Kithicor and Qeynos repeatedly but not actually showing them in anyway felt like a cruel trick. For me at least, even seeing some of the environments (even without all the fancy Storybricks shit) would have been great. We saw way, way more in-game assets last year with Feerrott, Ashfang, a few mobs, glimpses of an early Freeport, etc.
 

Zefah

<Gold Donor>
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LANDMARK IS EQNEXT

All systems being developed in Landmark are necessary to EQN. They have made enormous progress since alpha launched in January.
Landmark is Landmark. They have made huge progress, of course, but it's not EQ Next.

It's cool to see the engine, art assets, and some of the systems, but it's still not giving you any indication of what it's going to be like to play EQ Next or what kind of content we can expect to see.

A bunch of flashy one-hit kill combat videos in god mode don't do much, either.
 

Daidraco

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How can you say that EverQuest Landmark is not EverQuest Next? If you take away everything that is going to be in EverQuest Next from Landmark, you wouldnt even have a game.
 

Laerazi_sl

shitlord
293
2
Landmark is Landmark. They have made huge progress, of course, but it's not EQ Next.

It's cool to see the engine, art assets, and some of the systems, but it's still not giving you any indication of what it's going to be like to play EQ Next or what kind of content we can expect to see.

A bunch of flashy one-hit kill combat videos in god mode don't do much, either.
Final in-game content is the last thing to be developed in a game, after all the systems that support the game are created; it doesn't make sense to put in quests until their quest system is created. It doesn't make sense for them to add monsters until their combat and AI systems are complete.

Once the tools are finalized, I can guarantee you will see a flood of content that ends up in the final game. But until the systems are in place, it just doesn't make sense
 

Lleauaric

Sparkletot Monger
4,058
1,822
From.SOE Live 2014: More EverQuest Next tidbits - Massively

There will be guild homes and towns in EQN; these will be really special and hard to get.

The devs are committed to taking all the races through the foundation workshops.

SOEmote has improved significantly (and looks much more natural).

Players know that Qeynos will exist, but Freeport and it's current state are still a mystery.

Devs are experimenting with social hubs that players can check anytime from anywhere, even getting alerts for high-profile happenings.

Factions are spread out across the land, so there will be multiple opportunities to learn a class, not just "visit one guy on one mountaintop."

Being heroes of the world does not just mean slaughtering things; you can build temples to the gods, open trade routes, even help farmers with crops.

Even small changes to world are tangible: If you help merchants become wealthier, they walk around in better apparel and show off that wealth. The "quest completion log" is, in effect, an account of the changes you see.

NPC groups will ally with and help each other as well as fight against each other.

No decision yet if food and drink will be necessary.

The future may hold player-fiction contests for official lore, but there's nothing planned in the short term because of the excessive time involved to review them -- time needed on other aspects of game right now. SOE says, "We need to make sure that every detail of the story that we release fits into the continuity of the world; we're a stickler about that."
 

Flipmode

EQOA Refugee
2,097
321
I feel as if the food and drink part was a dig at original EQ players.
I find the people that obsess over realism like food and drink to be ridiculous at times. I mean their character just hurled a big ball of fire conjured from thin air and killed a mob and they wanna harp on realism...
 

gogojira_sl

shitlord
2,202
3
Raw realism and making sense within the world are two different things and when people make that argument, it never holds. "Because orcs are fantasy (realism lol?!) it's OK if their mount is a segway." Every world still has rules. With food and water though it's more of a decision on whether the mechanic is worthwhile or just an annoyance.
 

Daidraco

Avatar of War Slayer
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Raw realism and making sense within the world are two different things and when people make that argument, it never holds. "Because orcs are fantasy (realism lol?!) it's OK if their mount is a segway." Every world still has rules. With food and water though it's more of a decision on whether the mechanic is worthwhile or just an annoyance.
Ive always thought it was an annoyance. Remember how much you hated fucking water when you were leveling in Oasis or something and there wasnt a fucking merchant for two zones or more for an evil race? It was fucking dumb. Okay, so now Im carrying around 15 stacks of fucking water and 15 stacks of food so I dont have to worry about that shit forever. Great, 30 inventory slots gone just for realisms sake. As if the inventory of an MMO player was realistic to begin with. Raid time hits a week later and you're stuck in fucking PoG without food. Great, can someone summon me some fucking food? Stats didnt make WoW food better, it just made it go back to EverQuest standards to where it was required to get by. You didnt need it all the time, but you're considered a shitty player if you dont have food in a raid. Good riddance if they get rid of having food/water.
 

Kuro

Naxxramas 1.0 Raider
9,421
25,410
I just like the mental image of the valiant warrior bent double with his 8 backpacks bristling with weaponry and sandwiches.
 

a_skeleton_02

<Banned>
8,130
14,248
Ive always thought it was an annoyance. Remember how much you hated fucking water when you were leveling in Oasis or something and there wasnt a fucking merchant for two zones or more for an evil race? It was fucking dumb. Okay, so now Im carrying around 15 stacks of fucking water and 15 stacks of food so I dont have to worry about that shit forever. Great, 30 inventory slots gone just for realisms sake. As if the inventory of an MMO player was realistic to begin with. Raid time hits a week later and you're stuck in fucking PoG without food. Great, can someone summon me some fucking food? Stats didnt make WoW food better, it just made it go back to EverQuest standards to where it was required to get by. You didnt need it all the time, but you're considered a shitty player if you dont have food in a raid. Good riddance if they get rid of having food/water.
I always loved food in EQ but I understand the concerns you have about it. I'd like food to be a very good idea to have around but make it very inexpensive and very long lasting. A stack of food and water should last you a week game time.

I was always a fan of mechanics that make you want to revisit towns and outposts, I think food should last longer than it did in EQ and probably have more neutral vendors for it and it should be fine.
 

Jimbolini

Semi-pro Monopoly player
2,618
995
I never understood why they didn't just combine food/water? (Assuming a game uses it)

Just have one item needed to be restocked covering both.
 

Creslin

Trakanon Raider
2,508
1,153
If they want survivalist mechanics they should take some notes from like frostfall in skyrim or one of the good disease mods, rather than using the hunger system from EQ, which lets be honest was mostly a source of constant annoyance rather than ever presenting any real danger or challenge.

For those who didn't play those mods, frostfall basically added in temperature to the game, and you got cold faster based on whether you were wet, time of day, climate of the area you were in etc etc. For the most part you didn't think about it but if it got rainy or snowy at night anywhere or if you got caught in a blizzard on top of a mountain you had to think about where to find a fire and shelter. That kind of system is better imo cause its not just a constant annoyance, its a feature that kicks in for immersion in a few specific instances.

Same with disease, disease mods I played with always started weak and got progressively worse the longer you went out in the wild with no cure, imo thats a good compromise between current games where there is just nothing like disease and EQ1 where if you got diseased you were just immediately debilitated, the fact that it starts weak means that you could finish what you were doing and then think about how to get your cure.