Everquest Next - Page 4
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LuckoftheIrish
United States4791 Posts
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M.R. McThundercrotch
United States265 Posts
I'm hopeful, though: EverQuest brought that system to the MMO genre and it would be nice if they were the ones who finally put it to rest. | ||
Serejai
6007 Posts
On August 03 2013 07:33 M.R. McThundercrotch wrote: I'm hopeful, though: EverQuest brought that system to the MMO genre and it would be nice if they were the ones who finally put it to rest. Pretty sure Guild Wars 2 already beat them to the punch on getting rid of the holy trinity system. | ||
Masq
Canada1792 Posts
1. The Minecraft/EQ hybrid is a pretty cool concept, and although I won't play it, it does look interesting. 2. Scrapping the standard "class" system and adding in a multiclass system is awful. Homogenizing the game/classes so that anyone can fill any role at any time is a stupid system. 3. The whole 'ability' changing depending upon which weapon you use is also stupid. See GW2. Overall I'm sad to see they're not really sticking to the standard classical RPG/Fantasy format. Also I would have liked to have some more details regarding the free-to-play system and what the actual item/cash stores will hold. I'll hold my full judgement until more details are about, but I'd say my overall impression of the game is fairly average (zzz) now. | ||
Godwrath
Spain10091 Posts
This actually hypes the fuck outta me. Gotta watch everything to see what they are actually doing tho. Edit - If i can troll newbs at the bank with a ventroliquism'ed pet i will be the happiest panda again. That's the kind of useless pure fun stuff games are missing :p | ||
plated.rawr
Norway1675 Posts
- Enviroment graphics. Good. It's artistic enough to not be uncanny-valley pseudorealism, and it's also subtle enough to not be cartoony. That said, if there's too much focus on "mindblowing views" or whatever he called 'em, then that can very easilly be too overwhelming. Subtlety is what it needs. Also, what's with the floating rocks in Oasis? Not sure I approve. - Character art. So-so. The human female looks somewhat like Elizabeth from Bioshock Inf. Not a bad thing, I suppose. I don't like the cat dude, though. Far too exhaggerated snout, as well as too exhaggerated armor. I'd definately prefer more subtle armor designs than what current MMORPGs go for. - Class / Ability system. Interesting. Sounds kinda like the guild wars system in how you pick abilities. The class collection system sounds cool, but i'll have to see get more info to make up a proper opinion. - "Parkour" enviroment system. Meh. Doesn't take any buttons? Silly. I don't like things happening automatically. If this system is just my character making a fancy animation passing difficult obstacles, that's annoying, as I feel it takes control away from me, and dumbs down what could have been a fun puzzle / platformer exercise into nothingness. - Enviroment breakage. Potential. Meh, I don't really care. The whirlwind ability shows uses I really don't give two tosses about - random breakage - but the wizard had some interesting enviroment uses. This one really depends on how creative they'll be with it, and how seamless it'll merge with the general gameplay. If it ends up just being a gimmick mechanic for gimmick abilities, then that's a lot of wasted development. With procedurally created underworld and such however, that might lead to some interesting situations for exploration, which could be cool mixed with the emergent AI. - Emergent AI. Awesome. This thing sounds amazing! Then again, it really depends on how it works, and how players learn to exploit it. Also, how much the work of one person has to say, and how easilly the work of one person can be undone. Overall though, it sounds very good, and should help make the world feel less static. That said, he did say "change world locally" - sounds mobs will be limited within regions, so no orcs wandering from crushbone to everfrost simply because it's empty. This does weaken my hopes somewhat. - Rallying calls. Interesting. Sounds like a more natural way of having players feel invested in their quests and area, although how dynamic and different it'll be, we'll have to see. Also - it seems the rallying call quests go through points of development. What when it's finished - will it be reset? Can it be undone? Depending on how much post-production attention the game gets, this might develop really well, or really terribly. - EQN Landmark. Sounds great. Mostly a way to outsource a lot of level design to the community to save money, but for people like me who love editors, this should be pretty fun. With the potential of having that stuff in the actual game, that should be a good incentive to build cool shit. - Player studio / Cash shop. Meh. I've never been a fan of the real-money connection in games, so I don't care at all about this. Overall, sounds like a mix between Guild Wars and Minecraft (kek). I'll definately be keeping an eye on it, as this is far more interesting than other MMORPGs that's been released the last half decade. | ||
LagLovah
Canada552 Posts
Since the style they are going for leads me to believe the stupid crap other mmo's put in to make the game more casual 'world wide Q's, cross server cross faction etc' won't exist here, I imagine that a forced grouping and social aspect will be present in the game. While they didn't say anything about the holy trinity, the idea of multi-classing and 48 different class's with tons of skill combos, I don't really see where you would end up with that setup, while you might end up having tank healer dps, it probably would not result in the same problems as single class gameplay presented( shortness of certain class types). Generally speaking from the MMO games I have played, when the trinity is gone, it does turn into kind of a random unorganized orgy of stupidity. I am not sure which I would dislike more, forced tank/dps/healer or the idea that everyone is a tank and a healer and a dps and we all focus our own targets and never die and or take damage. Character art. So-so. The human female looks somewhat like Elizabeth from Bioshock Inf. Not a bad thing, I suppose. I don't like the cat dude, though. Far too exhaggerated snout, as well as too exhaggerated armor. I'd definately prefer more subtle armor designs than what current MMORPGs go for. While I won't comment on character style, because I thought the cat was terrible as well, they did say the armor would be customizable entirely in the way it looks, so you won't be forced into wearing WoW style armor(what the cat reminded me of immediately) The models they showed past that were much better if you ask me, and if crafters can design what the armor would look like, it would be more amazing. | ||
M.R. McThundercrotch
United States265 Posts
On August 03 2013 07:36 Serejai wrote: Pretty sure Guild Wars 2 already beat them to the punch on getting rid of the holy trinity system. "Getting rid of" is a bit of a stretch. Really, they just slightly modified it. The same lame system of aggro and healing and damage is still there - it is just dressed up a little differently. I think fighting a tank in Left4Dead is a better example (not that I think an exact port of that system would work, I just think it is an improvement: tanks are terrifying in a way that no MMO monster has ever really has been), | ||
Xxio
Canada5565 Posts
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Godwrath
Spain10091 Posts
There will be cookie cutters, but the personalization level can be quite awesome (and daunting for others). The most important part for me is as they are trying to do a live world sandbox, how important grouping will be, which i find to be a key component on the social aspects of a realm/community. | ||
plated.rawr
Norway1675 Posts
On August 03 2013 08:21 LagLovah wrote: While I won't comment on character style, because I thought the cat was terrible as well, they did say the armor would be customizable entirely in the way it looks, so you won't be forced into wearing WoW style armor(what the cat reminded me of immediately) The models they showed past that were much better if you ask me, and if crafters can design what the armor would look like, it would be more amazing. I realise you can customize yourself, but I'm more concerned about what's happening around me. If the overall world / adventurer look is massively oversized aka. WoW, then meh. Also, if it's free-for-all on customizability, then there'll be a lot of visual clash, which will really suck for the immersion part of the game experience. | ||
LuckoftheIrish
United States4791 Posts
On August 03 2013 08:57 Godwrath wrote: I haven't seen a single game where the holy trinity truly dissappears. What i had seen is games with open choices/trees/classes allows for creativity when it comes to building up classes for some roles (which ussually are the holy trinity anyways, even tho, EQ holy trinity was healer/tank/crowd controller, not DPS ;P). So instead of just getting a warrior and using the protection tree, you get X class stack certain stats and get abilities/passives from other class trees. There will be cookie cutters, but the personalization level can be quite awesome (and daunting for others). The most important part for me is as they are trying to do a live world sandbox, how important grouping will be, which i find to be a key component on the social aspects of a realm/community. For what it's worth I actually loved the EQ trinity and how it was expected to work. It broke down a lot in raid environments, of course, and at the very high end of group content, but at its best group content was actually really, really fun. No other MMO that I've experienced has had a CC system as deep as EQ1's. | ||
Xxio
Canada5565 Posts
"Station Cash is Sony Online Entertainment's virtual currency. It's simple and easy to use. All of your Station Cash is stored in a digital wallet. Once your wallet has been funded, you can use Station Cash to make purchases through the in-game Marketplace. The in-game Marketplace is an integrated store where you can purchase an assortment of premium in-game items, services, content and features to enhance your gameplay experience." This could break it. If this game is successful, it will, in my opinion, be very much an MMORPG. | ||
NapkinBox
United States314 Posts
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M.R. McThundercrotch
United States265 Posts
On August 03 2013 09:44 NapkinBox wrote: Did they explain how Character Progression works in EQN? Some people told me there's not going to be any levels at all. That really bothers me and I hope it isn't true. Why would that bother you? That is one the best selling points, for me, and I still can't figure out how Ultima Online got it right and then every single AAA MMO since has done such a horrible job. | ||
SergioCQH
United States143 Posts
Otherwise, sounds promising. | ||
OuchyDathurts
United States4588 Posts
The sandbox game I couldn't possibly care less about, I won't touch it, not my bag but it sounds like a cute idea on paper for some people. As far as EQN is concerned I don't understand the no classes system. I mean in theory "yay anyone can do anything!" but in practice I see it being a clusterfuck. Systems like this always end up in cookie cutter builds at the end of the day anyway. Your ability to make your character completely worthless with some unwise decisions is going to annoy people. You either tough it out with your trash character until you get enough skill points to get them back on track or you reroll and hope you don't screw up again. Then at the end of the day with unlimited skill points or whatever you want to call them characters in the end are going to be homogeneous. Everyone has every skill, everyone is the same, these are the best builds run them or you're an idiot. Add that with the fact they said there's like 40 classes worth of disciplines and you've got a recipe for disaster. You think you're adding flexibility but you're really not. If EQ2 should have taught them anything it should have been that having 24 classes is COMPLETELY impossible to ever balance in your wildest dreams. You literally can never make 24 classes all relevant and viable in a game without watering things down or stepping on toes. Especially in a genre like MMO where people are going to be min/maxing, "yeah, these 6 classes are sick, the rest are shit, we don't want you, reroll" lol. I always loved EQ1 for its harshness, I was in HS then so I could get away with the time involvement more then than now obviously. But everything had a risk and reward factor to it, it didn't hold your hand and it would kick you while you were down. That sort of philosophy made people really push the envelope to become better and to figure out exactly how you tackle some problems that seem impossible. I liked that you could only have 8 or 9 spells memorized at any given time so you had to pick and choose what you would need for a given fight, you could try and switch out mid fight but you might also just get 1 shotted for doing that too. I'm hoping this 8 skill system is like that more than like GW2. GW2s system was fine for what it was but I expect there to be some need for foresight in EQ. I'll probably try out EQN unless it ends up looking like a total abortion but I'm a little uneasy. I hope it has some of the challenge that people expect from a EQ game. I hope they don't do like they did in EQ2, the game started out like shit, they reworked it got it better, then they decided over time to just start steering it closer and closer to being a awful WoW knockoff instead of doing their own thing. I also hope they don't do the same old SOE bullshit where they say its F2P and they have all the fluff items to buy, but they also make you pay $15 a month if you don't want the game to be a pile of ass. You can TECHNICALLY play EQ2 for free, but its missing everything you actually want unless you pay them a sub. SOE likes to have these sort of quasi-F2P double dipping deals and all it does is irritate people. | ||
Godwrath
Spain10091 Posts
I understand a lot of people being skeptic at the concept, but it's not some sort of magic bean or holy unicorn. It has been done in the past, and it works. And yes, it adds flexibility to customization your own character if you desire to, saying it does the oppossite is just flat out wrong. Mostly, because any choice is not streamlined for you, you make the decissions, you play whatever you want (and i doubt there is no way to respec one character, since this systems normally are pretty dynamic on that regard). I am speaking about this type of systems, not about this game ofc, because i know next to nothing about it to say it's fine, but so you can get a grasp about it. I also hope it keeps the harsh/group orientation that tightens up a community. | ||
LuckoftheIrish
United States4791 Posts
On August 03 2013 10:10 OuchyDathurts wrote: I skimmed over some stuff, nothing really jumped out at me and made me wish this game was out immediately because I can't wait. I played EQ1 at launch, first MMO, loved the shit out of it best PvE experience by miles, the people who played were a different breed than your MMO players now, it was a total blast. The sandbox game I couldn't possibly care less about, I won't touch it, not my bag but it sounds like a cute idea on paper for some people. As far as EQN is concerned I don't understand the no classes system. I mean in theory "yay anyone can do anything!" but in practice I see it being a clusterfuck. Systems like this always end up in cookie cutter builds at the end of the day anyway. Your ability to make your character completely worthless with some unwise decisions is going to annoy people. You either tough it out with your trash character until you get enough skill points to get them back on track or you reroll and hope you don't screw up again. Then at the end of the day with unlimited skill points or whatever you want to call them characters in the end are going to be homogeneous. Everyone has every skill, everyone is the same, these are the best builds run them or you're an idiot. Add that with the fact they said there's like 40 classes worth of disciplines and you've got a recipe for disaster. You think you're adding flexibility but you're really not. If EQ2 should have taught them anything it should have been that having 24 classes is COMPLETELY impossible to ever balance in your wildest dreams. You literally can never make 24 classes all relevant and viable in a game without watering things down or stepping on toes. Especially in a genre like MMO where people are going to be min/maxing, "yeah, these 6 classes are sick, the rest are shit, we don't want you, reroll" lol. I honestly think that, more than anything else, this is a function of the game getting completely beyond their concept in the last eight years. In any old-world group content, you can pretty much throw six characters together, and as long as you've got some sort of healer, some sort of CC and some sort of plate tank plus some DPS, you can get shit done. The most smoothly-functioning groups I ever had had Rangers and Necros handling CC, because they were good at it. The must-have-Warrior-Shaman-Cleric-Ench-Rog-Monk stuff didn't come until much later in the game, when content became BIG PILE OF NUMBERS!_1 and then later BIG PILE OF NUMBERS!_2. Up through, say, LDoN, nearly anything worked assuming people could play. As for classes more generally... Let's assume you streamlined the EQ1 classes to Priest, Mage, Tank and... I dunno, Stabby Guy. What'll happen is that by the time the endgame gets discovered, 44% of Priests will have become EQ1 Clerics, 44% will have become EQ1 Shamans, and 2% will be EQ1 Druids, because they're idiots. Tanks will be basically EQ1 Warriors with maybe some Shadow Knight stuff. Mages will almost certainly be split between Wizards and Enchanters because pets are more trouble than they're worth. There'll be some Necros for people who want to solo, I guess, and to act as mana batteries on raids. The Stabby Guys will be split between Rogues, Rangers and Monks because all three of those classes are relevant during high-end content. There'll be one Beastmaster per guild to cast some class-specific buffs. I guess there'll be some Berserkers and Bards too. But by its very design, a game like Everquest lends itself to minmaxing to an extreme degree. There are scads of content that isn't reachable otherwise. | ||
OuchyDathurts
United States4588 Posts
The best ways to keep the community tight are not instancing things and making the game harsh to play. Both of which are, we'll say, frowned upon now days. People tend to not be complete dicks if their character took a ton of time and effort to level up and gear out and making the dungeons not instance forces people to interact with each other for better or for worse. People make reputations for themselves, everyone on the server knows everyone else. XXXXX is a awesome guy, great healer! YYYYYY is a complete asshole, he ninja looted some item! Welcome to being blacklisted to the entire server forever, it polices itself lol. I don't really see that stuff happening in this day and age now but it made for some amazingly tight communities, good friends, and awesome times. Also making "leveling" or whatever you want to call it take time it would slow down the maxing out thing obviously but it's still going to happen. | ||
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