Everquest 2 NDA Lifted 54
According to the Everquest 2 Player Site, the NDA has been lifted on the upcoming Massively Multiplayer Game. If you've been looking forward to detailed information on the game, EQ2 Vault has a special feature on available in-game information. Tobold, of Grimwell Online, has commentary both on game mechanics and on his personal opinion.
Two questions (Score:3, Insightful)
And second, is there any new gameplay involved or is it the exactly same "make character, buy stuff, kill stuff, buy bigger stuff, kill bigger stuff, buy even bigger stuff, kill even bigger stuff" game like every other piece of crap MMORPG out there? (like Shadowbane, Anarchy Online, etc, etc, etc).
Re:Two questions (Score:1, Insightful)
Anyway, seems to me it's more of your bog standard exp grind&loot whoring. From the unofficial n00btutorial I got the impression that EQ2 pretty much picks ups where now bastardized EQ1 is abandoned. Meaning dumbed down gameplay for retards and kids with less than two minute attention span.
Err.. I mean, a game for the masses.
Thoughts (Score:5, Informative)
As I understand it, they've shrunk the world, reduced the number of starting cities, homogenized the race/class arrangement, and added a few extra hamster wheels for crafting and acquiring spell/skills. Nothing exciting IMO. They didn't even get rid of zones.
By their own admission, SOE says that hardware *does not yet exist* which is capable of running the game with max video settings.
The eye-candy aspect may be appealing, but that's something that wears thin after the first half-hour. It seems to me the visual appeal of the game is one of the more substantive characteristics, but really has nothing to do with game play.
The most notable addition seems to be player housing -- that's intriguing. The notion of player and guild cities would seem cool, but it's not enough to encourage me to play.
Re:Thoughts (Score:4, Funny)
Re:Thoughts (Score:5, Insightful)
It sounds, although there wasn't enough detail for me to confirm this 100%, that the "housing" will be like the "housing" in Final Fantasy XI: you get a room in some amorphous "residential area" all to your own, that no one else can ever enter.
So there are no "player-built" cities, just some zone that instead of taking you to another area instead takes you to your "house." It sounds like it's exactly like Final Fantasy XI's "Mog-House," in that you can do things like check your mail for items people have sent you, place and arrange furniture, and store items from your inventory into a safe.
I'd love to see an MMORPG that allowed players to tame wilderness areas and build towns - it sounds intriguing. I don't know if computers and network connections have yet come to the point where they can do that, though. Modem connections probably make that infeasible for the near future.
Re:Thoughts (Score:4, Interesting)
Star Wars Galaxies goes a step further. You can place automated vendors in homes and guild halls - effectively creating a "mall". The difference between this and EQ2 is that you don't have to be logged in and sitting in Bazaar in order to sell stuff. I never understood the value of this, unless it's a gimmick for SOE to sell more player accounts.
Re:Thoughts (Score:2)
Re:Thoughts (Score:3, Interesting)
If you like housing, try one of these:
Ultima Online, one of the first graphical (albeit 2d) MMORPG's, had player housing. Aside from the problems in that game, you could theoretically build a home in the untamed wilds just like you describe. Home ownership was a challenge when the game first came out, since you could lose your key/home in a myriad of ways.
Horizons also has housing, but I quit even before my 7 day trial was up so I could not experience it firsthand. A friend of mine says its system was
Re:Thoughts (Score:2)
Re:Thoughts (Score:2)
For player-built cities to work, the devs would need to create some sort of prefab city, with pre-defined districts and lots for players to purchase.
I mean, sure, in a more mature or roleplaying environment, like Jumpgate,
Re:Thoughts (Score:2)
Others can enter your houses and you assign other privlidges to people on what they can do in your house.
I don't recall if thier is additional storage however you can decorate your place with various things such as talking statues, in house roamining animals, and other items of decoration you get in quests or find on corpses.
The biggest problem with allowing people to plop down a hous
Re:Thoughts (Score:1)
Re:Thoughts (Score:3, Interesting)
IMO, EQ2 is attempting to do some different and interesting thin
Parallels with SWG (Score:5, Interesting)
The two that really stand out for me are ...
1) incomplete game and bugs
2) lots of really boring tedious tasks.
Personally I'm waiting for WOW. All the positive reviews I've heard about WOW really seem to be in sync with what I'm looking for in an online game.
In the meantime I'll keep playing Anarchy Online. It certainly has it's faults, but if you don't take it too seriously, there's lots of challenges, variety and interesting gameplay.
Re:Parallels with SWG (Score:1, Interesting)
Re:Parallels with SWG (Score:2)
Another opinion (Score:2, Interesting)
Neither is really revolutionary, unless you consider adding voice features (annoying and pervasive in EQ2, minimal and cute in WoW). Both follow the trend of decreasing the degrees of freedom available to the player, resulting in more of a disneyland ride experience tha
Re:Parallels with SWG (Score:2)
EQ2 Trolls (Score:1)
Can't wait to hear all of the shit-talking about EQ2
Differences between EQ2 and EQ (Score:5, Informative)
* Complete heal is gone
* Shaman slows are apparently gone or no longer as potent
* Mobs that have helpers/range aggro are now "grouped" and cannot be single-pulled by FD'ing classes
What's disappointing is that both these "features" of the game spawned extensive gameplay strategies and talent. It's sad to see them go... clerics using cooperative ch rots or anticipating cast timing, or pullers with amazing abilities to extract single mobs in very hostile zones.
* When you die, you don't lose your corpse, but you incurr some "debt" that you have to pay off before you can continue to get max experience from kills. Instead of a corpse, you have a spirit shard that needs to be recovered in order to avoid great debt and stat loss. Also these shards get automatically absorbed into your char after 72 hours. Furthermore if someone dies in a group, the entire group shares debt... an interesting approach towards balancing the risk/reward of classes that may end up dying more often.
This seems to be a big improvement over EQ.
* Automatic zone instancing... apparently if some zones get too crowded, the system may create another instance of the zone and people zoning in can select which instance of the zone they want to enter.
I can see the value of instanced zones for isolated adventures and expeditions, but splitting real in-game areas into multiple zones seems a bit freaky and unrealistic.
How do you maintain the immersive nature of the game when, upon entering a dungeon, you're prompted with a menu to choose which alternate reality you want to enter?
* Combat Locking - in order to avoid kill-stealing, once a player/group attacks a mob, nearby players cannot do damage to this mob. Apparently the player can yell for help and disable this "feature" at the cost of xp/loot.
Kill stealing has always been a troubling issue in EQ, but I'm not sure I like this mod. It flies in the face of realism. Furthermore, I see much potential for this feature to be abused.. casters with long-range spells can now easily take a mob away from another group heading to pull it.
And if KS'ing is such a deal that the developers had to hack the system to address it, what have they done about the even more annoying problem of training mobs on other people?
* Less class specialization - I'm under the impression that in EQ2 there is less distinction beteen classes. All the tank hybrids seem to be more comparable in terms of tanking; all the healing classes also have the ability to ressurrect players, etc.
I am not sure what purpose this homogenization of classes and races serves, other than seeming to turn race and class into more an issue of vanity than functionality.
Again, we have core components of the game, not necessarily designed to make a better game, but to address frustrations such as certain classes not being as desireable in groups. This could be a blessing to those who in the past felt in retrospect they chose the wrong class, but it also dulls the unique nature of classes and races.
Re:Differences between EQ2 and EQ (Score:3, Insightful)
* Combat Locking - in order to avoid kill-stealing, once a player/group attacks a mob, nearby players cannot do damage to this mob. Apparently the player can yell for help and disable this "feature" at the cost of xp/loot.
Kill stealing has always been a troubling issue in EQ, but I'm not sure I like this mod. It flies in the face of realism. Furthermore, I see much potential for this feature to be abused.. casters with long-range spells can now easily take a mob away from another group heading to pull
Re:Differences between EQ2 and EQ (Score:1)
I agree with the premise, that realism is secondary. However, a key distinguishing characteristic of MMORPG is player interaction. When the game is separating players in ways that inhibit interaction, it detracts from what the MMORPG could be.
If the players are adventuring in their own private 'instances' then they might as well be playing NWN for free.
Re:Differences between EQ2 and EQ (Score:3, Interesting)
Also an interesting way to keep groups from including people they don't already know. Good for guilds, I suppose. Not so good for the casual player, which Everquest was already very unfriendly to (... I'm remembering days of
"* Automatic zone instancing... apparently if
Re:Differences between EQ2 and EQ (Score:1)
Wouldn't a KSer just initiate attacks on everything an instant before a group hits it, so that the KSer gets the bonus? Any kludge like you propose will be exploited in some way, it just may take the players a few days to figure out how to exploit it.
The root of the problem is the whole "kill critters to get xp" mentality of game design. That
Re:Differences between EQ2 and EQ (Score:2)
As for an MMORPG which gives no exp for killing that would be D&D online. You get no exp for killing only for completing the quest, the idea is that you can now have thieves and such sneak and perform actions that allow the group to by pass
Re:Differences between EQ2 and EQ (Score:2)
Actually, I am a cleric in the highest-ranked guild on my server, completely decked out with PoT+ gear.
The reason more and more clerics are bots are because the high-end game is becoming tedious and it's harder to assemble 50+ people at the same time to do some encounters. As for botting, any class can be botted. Clerics may very well be one of the more difficult classes to bot though.
Re:Differences between EQ2 and EQ (Score:2)
I can see a few ways this could have some real benefits. (I've only played EQ)
Say I zone into zoneX and see one highly populated instance and one almost empty. I'll choose the almost empty one if I wanted to do some solo play, but if I'm looking for a group/ meeting friends/ or passing through then I might choose the more populated one for the security of numbers.
I should also point out, that when i jo
Re:Differences between EQ2 and EQ (Score:1)
Actually SOE didn't really come up with anything novel here. City of Heroes has done this since the day it came out. I don't know if CoH was the first one or not, but SOE definitely wasn't first.
Re:Differences between EQ2 and EQ (Score:1)
But, I feel I should respond to your remark about Automatic Zone Instancing-- It may seem freaky and weird, but really, it is much better than the old EQ way where there are hordes of people in the same zone fighting for the chance to beat on something. The automatic zones are much better. And the newbie zone-- which is instanced-- you will stay in the same instanced zone for at least four l
um.. (Score:1)
Re:um.. (Score:2)
WoW has sent no such information.
Both have offical dates of winter 2004 so basicly any time from november to feb.
As someone who tested this game... (Score:5, Interesting)
Re:As someone who tested this game... (Score:1)
Re:As someone who tested this game... (Score:1)
MMO difficulty now too easy (Score:2)
No handholding with maps, teleportation books, or even descriptions of what things did. It was up to the players to discover things, to create the maps, to locate quests, to discover what exactly the FBSS was good for.
Now to cater to casual players in MMOs everything is laid out in a neat little package. No real discoveries or insights from experience playing.
Re:MMO difficulty now too easy (Score:1)
MMOPRG sequel... (Score:4, Interesting)
Re:MMOPRG sequel... (Score:1)
Re:MMOPRG sequel... (Score:2)
Best EQ feature was discontinued a long time ago (Score:5, Interesting)
This was called the infamous "Project M".
What it allowed you to do was log into the game and take over a random NPC in a low level zone.
This would really freak out players as the NPC behavior sometimes would become quite erratic and unusual. You couldn't chat while playing a monster, but you could move around and attack.
Unfortunately, guilds figured out how to defeat the random nature of where you were deployed and eventually there rose up, armies of player-controlled giant rats in newbie zones that would terrorize lower-level players.
It was hilarious and very creative. It's a shame they didn't try to tweak this feature and keep it online. It was the perfect short-term distraction for players who otherwise couldn't get grouped or wanted to try something different.
Whoever came up with project M was very creative and innovative. I don't see that kind of creativity in later versions of Everquest or its expansions. Things have become much more formulaic.
Re:Best EQ feature was discontinued a long time ag (Score:1)
Re:Best EQ feature was discontinued a long time ag (Score:1)
Re:Best EQ feature was discontinued a long time ag (Score:1)