Everquest II Details Discussed 11
Thanks to an anonymous reader for pointing to EQII Stratics' in-depth interview with the Everquest II development team. This keenly-anticipated PC MMORPG follow-up is due later in 2003, and questions answered include the increased use of teleportation in the sequel, to help ease down on travel time ("travel has always been a tricky thing... too much and it feels tedious, too little and the world feels extremely small."), and interesting changes when the player dies - you can either "..sacrifice an appropriate item.. and return to an appropriate bind point with all other items intact and equipped or.. remain in your corpse until another player or event resurrects you."
Sacrificing "appropriate items," I'm sure (Score:1)
Re:Sacrificing "appropriate items," I'm sure (Score:1)
but (Score:4, Funny)
Re:but (Score:1)
In other words, (Score:2)
On a side note, anyone notice that the official EQ2 web site [sony.com] requires Flash 6 to view anything on it? Anyone else
Doesn't surprise me, DAOC is too shallow (Score:2)
Played DAOC to level 36 but the very repetitive game play for the non PVP was getting too tedious.
MOBs always fought in the same patterns and the Environment didn't seem suited to the Mobs. I mean why are 4 skeleetons that drop Uber armour just stood in a square on a hillside, with another 4, 50 feet away, it just wasn't immersive enough.
They are tough acts to follow as no doubt EQ could just seem like a grind fest now.
All the upcoming MMORPGs, like all games I guess,
Gamespot.com (Score:3, Interesting)
Non Adventuring Class Systems (Score:4, Interesting)
The immediate problem with this is that the vast majority of people don't want to play a 'tradesperson' full time. I would be suprized if there were more than twenty or thirty out of every ten thousand people who wanted to be a full-time tradesperson. Unfortunately for them, people wont go to a 'well known' tradesperson to buy whatever, they'll go to one of their friends alternate characters, which basically just means that in EQ Live having more than 1 character will be essentially required.
As far as PVP goes, I think games should have risk involved, and PVP poses the greatest risk. If you're wandering around at the bottom of some deep dank dungeon and some sketchy looking people show up, you should be worried. I'm not really at all interested in PvE at this time because I don't believe there is currently a development team in existence with the stamina and creativity to maintain a PvE experience for longer than a few months.
Re:Non Adventuring Class Systems (Score:1)
Dun Dun Duh.... (Score:1)