Everquest Next

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Nadia
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Re: Everquest Next: worlds largest sandbox mmo

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SOE Live 2013: Introducing EverQuest Next Landmark
http://massively.joystiq.com/2013/08/02 ... -landmark/
While you were sitting back and waiting (im)patiently for EverQuest Next, did you guess that there would actually be two EQ Next games coming out?

No? Well, surprise! There is actually an independent yet related game that is coming to you sooner than the one you knew about, and EverQuest Franchise Director Dave Georgeson revealed it at SOE Live 2013. If you are a builder, decorator, or Player Studio fanatic, EverQuest Next Landmark is seriously the game for you.

In a physical world built on the same principles as EQ Next, Landmark actually gives players the same tools to build as the devs are using to make its namesake. In fact, all the devs were having so much fun on their free time designing and building that they had to offer this same ability to the rest of us!

In a nutshell, Landmark allows players to claim a plot of land and construct whatever s/he wants (with the exception of inappropriate things). Recipes and materials to build are found throughout the world. Those creations can then be sold on Player Studio, and players even get royalties if their item is used as a component of another product for sale. Player designs can also possibly find their way into EQ Next.

Sound intriguing? Look for more in-depth coverage of Landmark this weekend!
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Re: Everquest Next: worlds largest sandbox mmo

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http://www.gamespot.com/features/everqu ... ot%3bSlot1
But what does all of this unpredictability mean if you just click a monster and press buttons until it's dead? What of the core mechanics that drive the moment-to-moment gameplay? In this regard, EverQuest Next is more evolutionary than revolutionary, allowing you to equip two weapons at once that determine some of the skills you can use (an idea Guild Wars 2 has successfully implemented), featuring a multi-class system in which you can mix and match powers from classes you unlock as you play (shades of Final Fantasy XIV Online here), and eschewing the idea of player levels (a la The Secret World). When starting, you choose from one of 8 classes, but as you move through the game, you discover new classes, mixing and matching abilities as you see fit.

As for the level-less system, EverQuest Next's progression is tied to tiers. When Georgeson told me this, I couldn't help but wonder: what's the difference between a level and a tier? He was quick to tell me, however, that the difference isn't just a matter of semantics. Leveling up in a typical role-playing game is a vertical affair: you gain levels and earn rewards, getting more powerful along the way. In EverQuest Next, tiers are horizontal, so you are rewarded with new classes, new weapons, and so forth for accomplishing heroic deeds. Tiers essentially provide you with a travelogue in which your specific exploits unlock new playthings. The world isn't divided into areas by player level, as in, "over here is where players level 20-25 should travel." There are regions you probably shouldn't get too close to when adventuring on your own, of course, but SOE wants you to go where you want to go when you want to go there--and to do it in a vast, seamless, unpredictable world.

It also wants you to play a huge role in EverQuest Next's future.

During my time at SOE Live, I spoke to a number of talented individuals. I spoke to Art Director Rosie Rappaport, who talked to me about the art style, and how EverQuest Next's visual design is meant to have lasting appeal. I spoke to famed video game composer Jeremy Soule, who is the game's musical director, and will be exclusively creating musical scores for SOE MMOGs. (He can, of course, contribute to non-MMOG games outside of SOE.) Soule told me that composing music for EverQuest Next is the equivalent of scoring a half-dozen other games, so I fully expect the game to wallow in the symphonic swooning that is the composer's trademark.

The most important collaboration SOE pushed during their presentation, however, was its collaboration with you, the player. And the center of that collaboration is taking the form of a massively multiplayer creation sandbox called EverQuest Next Landmark. Landmark was born when EverQuest Next's designers began to test one another, daring each other to come up with cooler, more epic creations than the last. So the question was asked: If we gave these tools to the players, what would they do with them?
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Re: Everquest Next: worlds largest sandbox mmo

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transcript of EQN world panel
http://eqn.junkiesnation.com/2013/08/02 ... ld-of-eqn/
Are considering different ruleset servers such as a hardcore server. Nothing decided.
PC Gamer interview
http://www.pcgamer.com/2013/08/03/everq ... interview/
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Re: Everquest Next: worlds largest sandbox mmo

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Compilation of the 10 hidden EQN videos from EQ World Ap
http://www.mmorpg.com/discussion2.cfm/t ... ld-Ap.html
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Re: Everquest Next: worlds largest sandbox mmo

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Re: Everquest Next: worlds largest sandbox mmo

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http://www.vg247.com/2013/08/05/everque ... ve-listed/
Five of the classes have been revealed so far: Rogue, Warrior, Tempest, Blademaster and Wizard.

The playable races are Dwarf, Human, Ogre, Elf, Dark Elf and Kerran.
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Re: Everquest Next: worlds largest sandbox mmo

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Re: Everquest Next: worlds largest sandbox mmo

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Image

That tunnel looks oddly familiar. :twisted:
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Re: Everquest Next: worlds largest sandbox mmo

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WTS all from backpacks, T2. Come look!
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Re: Everquest Next: worlds largest sandbox mmo

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EQN wiki
http://everquestnext.wikia.com/wiki/EverQuest_Next_Wiki

Reddit Asks Questions, USGamer Gets Everquest Next Developers To Answer
Sort of. We didn't get Steve Klug and Terry Michaels to answer all your questions, but we did get them to answer some.
http://www.usgamer.net/articles/reddit- ... -to-answer
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Re: Everquest Next: worlds largest sandbox mmo

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a gamer friend offered this commentary to me after reading the reddit
still raises the same questions that won't be answered until the game is really playable in a decent state:

--Oculus Rift: Cool technology that is finally starting to pan out in the real world (Did you see john Carmack just became their chief technological officer? that's great news as he's always been on the bleeding edge techwise, much more so than as a game dev). While I'm planning on snatching one eventually, it still won't have much mainstream effect on MMOs for a while due to technical and sociological limitations; Obviously can't see keyboard when using it, eyestrain remains a real issue, it has a hefty price tag still for a toy, and it's not usable for many due to family interactions, or any need to keep an eye on anything outside of game.

--Not talking about PvP: It's too early for them to talk about it, they need to keep a stack of reveals they can dole out later, that's understandable. If we assume they want to change the field for pvp too (fair assumption I believe, given how giddy a couple of the speakers looked when asked PvP questions), they will avoid an instanced pvp focus. We do know based on lore and a couple of hints that we won't have two opposite factions, that system has very often proved problematic for balance so that's good. It's likely some sort of open world pvp servers is part of the plan, it would be in line with the mostly sandboxy world and most of the examples they used throughout this last week.

--No trinity: The concern for me isn't so much a change of template but more the possible lack of a any specialization. GW2 is the prime example there, unless you are trying for speedruns and maximizing synergy, the huge majority of groups are 5 people soloing in close proximity, that's a disaster for me. The modern trinity unlike the original warrior-cleric-enchanter stranglehold can work well, when healers and tanks are fun and efficient outside of dungeons. Even the good AI excuse is somewhat flawed because PvP tanks and healers exist (warhammer online was great for tanks, healers much more commonly).
That said, I understand that not quite 1/5th or 1/6th of the players really want to play a tank or a healer, so making them an option is something I can appreciate.. Yet how are they going to address the soloing-within-a-group problem? There are only so many options here, the ennemy's hit points must reach zero before your team's, so you have two non-mutually exclusive paths, protect/regenerate your HPs, or take theirs down.

Damage is obvious, whether it's done through melee, nukes, DoTs, or more esoteric means like traps, pets, environmental damage.. That's the core of the GW2 problem, the DPS side offers many options, but few strategic choices. Now defense is where things get more convoluted. We have the tank/healer paradigm of course to make enemy damage irrelevant, or we can stop enemy from doing any actions (crowd control), reducing those actions' effectiveness (debuffs), protecting from them (shields/runes), or avoiding them altogether(kiting, dodging, LoS..).
So options do exist, and we've used them in the past extensively along with or instead of tanking, but I fail to see what problems we fixed that aren't just moved around. If you give the defensive side too small of a focus, you end up with the GW2 DPS strategic emptiness. If you spread your focus on all the possible defensive actions.. you end up with none of them having any actual strategic weight, and by comparison damage once against wins the fight. If you focus on any of them too heavily, you are back in the same position except your players are forced into incorporating one of a small group of skills into all builds.

So really getting rid of the trinity.. Okay, sure. While I tend to tank a lot I also play other archetypes and I don't mind change, I'm just not convinced the solution will be any better. GW2 free for all, or a reliance on another paradigm just don't look like improvements to me, at best a status quo. Of course that's all for group play.. for solo play, sure I can see the appeal, but too much solo play makes for some dull MMOs
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Re: Everquest Next: worlds largest sandbox mmo

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Indies Did This:
How Voxel Farm and StoryBricks are Helping to Shape Everquest Next
http://www.usgamer.net/articles/-indies ... uest-next-
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Re: Everquest Next: worlds largest sandbox mmo

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So people can pay real world money for houses that can get smashed?
Fallakin Kuvari wrote:Because laws that require voters to have an ID (Something they are required to have anyway) are bad.... :roll:
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Re: Everquest Next: worlds largest sandbox mmo

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Nope. You control what happens to your housing.
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Re: Everquest Next: worlds largest sandbox mmo

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I'm waiting for a surprising number of destructible environments to "accidentally" end up shaped like dicks.

Dd
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Re: Everquest Next: worlds largest sandbox mmo

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Ddrak wrote:I'm waiting for a surprising number of destructible environments to "accidentally" end up shaped like dicks.

Dd
LOL. Def gonna be my first project.
Fallakin Kuvari wrote:Because laws that require voters to have an ID (Something they are required to have anyway) are bad.... :roll:
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Re: Everquest Next: worlds largest sandbox mmo

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Kulaf wrote:Image

That tunnel looks oddly familiar. :twisted:
How long before someone caves it in?
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