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[EverQuest Next] Details revealed. Press embargo ended. Beta registration open.

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Posts

  • GlalGlal AiredaleRegistered User regular
    Eh, I can see it getting annoying. You've done all the dungeons, want to run some of your favourites and whoops, content not available. Or you've not done them all, but you're unlucky with your play times and keep getting the same ones.

  • BYToadyBYToady Registered User regular
    Or your days off are consistently split by their downtime/reset day. So you end up being forced to go searching again before your server's local site has a listing of the known dungeon locations.

    If they're even doing the classic instanced dungeons.

    If if if. I want more infoooooo.

    Battletag BYToady#1454
  • Kid PresentableKid Presentable Registered User regular
    Decomposey wrote: »
    Plus if the dungeons move could you imagine the amount of bitching from players who had to find them? Many players now don't even like it if they have to find a dungeon that is constantly in the same place one time, if they had to find one moving they'd scream and cry for instant dungeon teleports to be added asap.

    I am very much in favor of moving dungeons, and having to actually hunt them down at their new locations, but I seriously doubt most of the Dungeon-Queue, Raid-Finder, Insta-Grouping, Instance-Teleport generation of MMO players would enjoy it, and they seem to be what most MMOs are geared for these days.

    Well, that's exactly the kind of thing that EQN is hoping to change. Dungeon Queue Raid Finder Insta Group Insta Teleport gameplay is for theme park MMOs (and its great in theme park MMOs!) but they've been pretty specific about wanting to do something different with the genre. I would be shocked if they have any of those things in EQ Next.

  • kaidkaid Registered User regular
    BYToady wrote: »
    Or your days off are consistently split by their downtime/reset day. So you end up being forced to go searching again before your server's local site has a listing of the known dungeon locations.

    If they're even doing the classic instanced dungeons.

    If if if. I want more infoooooo.


    Apparently they are working on a tool to help this I forget what they called it but basically its a journel that learns what you tend to do in game and what you seem to enjoy doing in game. It then will provide hints and notes to let you know where you can go to engage in activities you appear to enjoy. So if you are not sure what you can be doing and want some direction they have a method to lead you to the content you seem to enjoy.

  • Catastrophe_XXVICatastrophe_XXVI Registered User regular
    edited August 2013
    Decomposey wrote: »
    Plus if the dungeons move could you imagine the amount of bitching from players who had to find them? Many players now don't even like it if they have to find a dungeon that is constantly in the same place one time, if they had to find one moving they'd scream and cry for instant dungeon teleports to be added asap.

    I am very much in favor of moving dungeons, and having to actually hunt them down at their new locations, but I seriously doubt most of the Dungeon-Queue, Raid-Finder, Insta-Grouping, Instance-Teleport generation of MMO players would enjoy it, and they seem to be what most MMOs are geared for these days.

    Well, that's exactly the kind of thing that EQN is hoping to change. Dungeon Queue Raid Finder Insta Group Insta Teleport gameplay is for theme park MMOs (and its great in theme park MMOs!) but they've been pretty specific about wanting to do something different with the genre. I would be shocked if they have any of those things in EQ Next.

    Would you? I would just point you to SW:TOR. It didn't have that stuff. It was still pretty theme parky. Now F2P and while I know there are still fans, I know others who think it's new model is atrocious.

    Catastrophe_XXVI on
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  • Kid PresentableKid Presentable Registered User regular
    Decomposey wrote: »
    Plus if the dungeons move could you imagine the amount of bitching from players who had to find them? Many players now don't even like it if they have to find a dungeon that is constantly in the same place one time, if they had to find one moving they'd scream and cry for instant dungeon teleports to be added asap.

    I am very much in favor of moving dungeons, and having to actually hunt them down at their new locations, but I seriously doubt most of the Dungeon-Queue, Raid-Finder, Insta-Grouping, Instance-Teleport generation of MMO players would enjoy it, and they seem to be what most MMOs are geared for these days.

    Well, that's exactly the kind of thing that EQN is hoping to change. Dungeon Queue Raid Finder Insta Group Insta Teleport gameplay is for theme park MMOs (and its great in theme park MMOs!) but they've been pretty specific about wanting to do something different with the genre. I would be shocked if they have any of those things in EQ Next.

    Would you? I would just point you to SW:TOR. It didn't have that stuff. It was still pretty theme parky. Now F2P and while I know there are still fans, I know others who think it's new model is atrocious.

    I don't think you're making the point that you think you're making, or I made my own point poorly. SW:TOR is a theme park MMO that emulated World of Warcraft's second expansion about three or four years after it was already outdated. In my mind, the features we're talking about should be required for theme park MMOs, and it was a failure on TOR's part to not have them. They do have some of them now, and are better for it. The existence of the features isn't what makes it a theme park, but those are the kinds of features that theme park MMOs need these days due to the way that they're designed. This isn't the worst thing in the world, and I can still enjoy a good theme park MMO to this day. Also, theme park vs sandbox has nothing to do with subscription vs F2P.

    The point is, EQN by every stated goal (that's all we have to go on until we play it) is trying to make a sandbox MMO, not a theme park MMO. They've specifically stated this. These features we're talking about don't fit in their stated vision of a sandbox, so no, I don't expect to see them.

    Of course, if your argument is that they're going to fail horribly at delivering on that stated vision, and accidentally make a theme park MMO, then I guess we'll just have to wait and see. I sure hope that doesn't happen!

    ElvenshaejdarksunAxenCorehealer
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Darmak wrote: »
    Axen wrote: »
    Joshmvii wrote: »
    A few things my wife and I were wondering about with EQN after watching the gamescom presentation were is everything in the world destructible, and does it stay that way? Like, they're talking about all these underground layers of ancient lore ruins and all that, but will they always be in the same place? I guess I'm not sure where the balance is between changing world and static content. Maybe only parts of the world are dynamic?

    How would dungeons work? Are they instanced? Do they change based on the world? I get that EQN seems to want to be more of a sandboxy MMO than most current ones, but we still hope it's going to have some of the things we expect from an MMO like dungeons and other fun group content.

    All the above ground destruction regens. We know that much for certain. IIRC they made have even made mention that the speed of regen changes depending on how many people are in the area. Either way it only stays broke for a few short minutes from what I understand.

    The below ground stuff I too am a bit fuzzy on.

    It seems like most of the natural underground caverns are constantly changing, but maybe the dungeons stay in the same spot? So while you may have been able to get to the dungeon by going X route through some caverns the next time you head there those caverns (and the route you took) won't be.

    That is just my current theory though.

    See, I thought from what I heard that the dungeons would stay the same, but move locations so you could run the dungeon once but to do so again you'd have to hunt around for it. I would imagine that if that's the case, one way they could do it is if the dungeons would only appear at pre-determined points but rotate around so you wouldn't know which dungeon you were doing until you got there.

    Plus all the natural caverns would change constantly like you mentioned.

    edit: I think moving the dungeons would be a good thing. Or perhaps have like, say, 50 dungeons but only have 30-40 of them available in Norrath at a time to do (plus shift their locations around constantly) so that it would keep people from just farming the same dungeon over and over and over. Then every week or two shuffle around what dungeons are available to run.

    All depends on how you get gear. If you can only get certain items (actual gear or a form of currency) from certain dungeons, swapping them around and loosing them creates a serious gating issues. People in GW2 tend to get really annoyed when some of the best gear is gated in a way that takes a minimum of 20 days to get and that's playing for at least a little amount of time every day. Not averaged out but you need to get on every day.

    In my case, I don't give two fucks about gear. I play the game to explore and discover it's lore so gear is literally the last thing I worry about.

    JtgVX0H.png
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited August 2013
    It seems like most gear you get would be player crafted. Though I can't imagine they won't have drops either. What I hope is that they take a page from Diablo and have randomly generated loot drops.

    Like you fight and kill the Giant Enemy Crab boss-thing and he has a chance to drop three items. A Weapon and two pieces of armor. For the sake of the argument let us say there were levels in EQN. The boss was level 20 so the items he drops will also be level 20 with appropriate stats, you just never know what you'll get.

    On a completely different and random topic this is something I'd ABSOLUTELY LOVE to see in an MMO;

    Basically an MMO where armor/weapons are entirely cosmetic. Damage, healing done, and so on is purely based off your character. You can use a two handed sword or a one handed sword and do the same DPS. You can use a sword and shield or just a long sword. Wield a giant hammer or simply use a stave. Wear chainmail or plate or freaking loin cloths. Have some other sort of item for stats.

    TSW was pretty close to this. Clothing was just clothing, purely for looks. Weapons had stats and such, but you could get an item to turn one weapon type's model in to another of the same type (pistol to pistol, rifle to rifle). What I would like to see is similar, expect no weapon restrictions based on class. Longsword wielding mage? Go for it! Warrior who uses two daggers? No prob! Rogue type who carries a rapier? Classic.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
    Elvenshae
  • Catastrophe_XXVICatastrophe_XXVI Registered User regular
    Decomposey wrote: »
    Plus if the dungeons move could you imagine the amount of bitching from players who had to find them? Many players now don't even like it if they have to find a dungeon that is constantly in the same place one time, if they had to find one moving they'd scream and cry for instant dungeon teleports to be added asap.

    I am very much in favor of moving dungeons, and having to actually hunt them down at their new locations, but I seriously doubt most of the Dungeon-Queue, Raid-Finder, Insta-Grouping, Instance-Teleport generation of MMO players would enjoy it, and they seem to be what most MMOs are geared for these days.

    Well, that's exactly the kind of thing that EQN is hoping to change. Dungeon Queue Raid Finder Insta Group Insta Teleport gameplay is for theme park MMOs (and its great in theme park MMOs!) but they've been pretty specific about wanting to do something different with the genre. I would be shocked if they have any of those things in EQ Next.

    Would you? I would just point you to SW:TOR. It didn't have that stuff. It was still pretty theme parky. Now F2P and while I know there are still fans, I know others who think it's new model is atrocious.

    I don't think you're making the point that you think you're making, or I made my own point poorly. SW:TOR is a theme park MMO that emulated World of Warcraft's second expansion about three or four years after it was already outdated. In my mind, the features we're talking about should be required for theme park MMOs, and it was a failure on TOR's part to not have them. They do have some of them now, and are better for it. The existence of the features isn't what makes it a theme park, but those are the kinds of features that theme park MMOs need these days due to the way that they're designed. This isn't the worst thing in the world, and I can still enjoy a good theme park MMO to this day. Also, theme park vs sandbox has nothing to do with subscription vs F2P.

    The point is, EQN by every stated goal (that's all we have to go on until we play it) is trying to make a sandbox MMO, not a theme park MMO. They've specifically stated this. These features we're talking about don't fit in their stated vision of a sandbox, so no, I don't expect to see them.

    Of course, if your argument is that they're going to fail horribly at delivering on that stated vision, and accidentally make a theme park MMO, then I guess we'll just have to wait and see. I sure hope that doesn't happen!

    My comment should have been more focused on whether a game, theme park or sandbox, without some of those, or similar, features would be fighting an uphill battle to get and retain players. Especially if a lot of current MMO players only know the theme parks.

    I used TOR as an example because while it had a huge fan base due to its IP and was decent enough, it still couldn't maintain a subscription model. Partly because of those lacking features.

    I'm just saying that I won't be suprised if not having features the playerbase is accustom to having will come back to bite them. But, for all we know, they might come up with alternative solutions that work even better.

    PSN ID: Catastrophe_xxvi
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  • GlalGlal AiredaleRegistered User regular
    Axen wrote: »
    Basically an MMO where armor/weapons are entirely cosmetic. Damage, healing done, and so on is purely based off your character. You can use a two handed sword or a one handed sword and do the same DPS. You can use a sword and shield or just a long sword. Wield a giant hammer or simply use a stave. Wear chainmail or plate or freaking loin cloths. Have some other sort of item for stats.
    City of Heroes / Champions Online? Your appearance is entirely separate from your powers/items and in the latter you unlock extra pieces through drops as you play.

    Axen
  • SeñorAmorSeñorAmor !!! Registered User regular
    So with no levels, how much like Ultima Online is this?

    Axen
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I shall say 'yes' to both. :D

    A Capellan's favorite sheath for any blade is your back.
  • jdarksunjdarksun Struggler VARegistered User regular
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    Elvenshae
  • SeñorAmorSeñorAmor !!! Registered User regular
    jdarksun wrote: »
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    That's what I got, too, but there's so little info out that I wasn't sure.

    If this game ends up being UO Next, I'll give them all my money, even if the game is free.

    Esiotrotoverride367
  • JediNightJediNight Registered User regular
    edited August 2013
    "Lore Points" underground will most likely be static. It will just be the tunnels to get to them that change over time IMHO.

    As far as terrain regeneration on the surface: They said that places like newbie zones it would regen in 5mins or something, but that in higher level and/or lower traffic areas it would take "much longer" ... whatever that means.

    And SWTOR failed due to terrible design choices (especially for a mainstream game they wanted to have really broad appeal) and many of the others being incompletely or poorly balanced. PvP was a mess at launch. Lack of a dungeon queue system as you said was damning (especially since their LFG system was also crap). The dungeons were also far too long. (I swear I spent at least 90mins in the one with HK47). It was even awkward to get to and do the daily quests (which also took like 2-3hrs...)

    JediNight on
  • Anon the FelonAnon the Felon In bat country.Registered User regular
    jdarksun wrote: »
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    I have sincere doubts.

    Every time I've felt that vibe, it's been like this... Early in development. Then as the game shapes up, they drift away from that core idea, and find themselves more and more in the realm of other, more modern, games.

    Ash-Housewares
  • SeidkonaSeidkona Had an upgrade Registered User regular
    jdarksun wrote: »
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    I have sincere doubts.

    Every time I've felt that vibe, it's been like this... Early in development. Then as the game shapes up, they drift away from that core idea, and find themselves more and more in the realm of other, more modern, games.

    While that is definitely a danger I am less concerned about it here because they actively dumped the games development when it was in the realm of other, more modern, games and chose to take it in this direction.

    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • JesDerJesDer Registered User regular
    SeñorAmor wrote: »
    jdarksun wrote: »
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    That's what I got, too, but there's so little info out that I wasn't sure.

    If this game ends up being UO Next, I'll give them all my money, even if the game is free.

    The best part of UO was knowing that at any where at any time you could be killed... Well old UO ... before it went all carebear.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited August 2013
    Entaru wrote: »
    jdarksun wrote: »
    SeñorAmor wrote: »
    So with no levels, how much like Ultima Online is this?
    I am getting a serious UO vibe outta what's been said.

    I have sincere doubts.

    Every time I've felt that vibe, it's been like this... Early in development. Then as the game shapes up, they drift away from that core idea, and find themselves more and more in the realm of other, more modern, games.

    While that is definitely a danger I am less concerned about it here because they actively dumped the games development when it was in the realm of other, more modern, games and chose to take it in this direction.

    True. They were (according to Smedley anyway) well in to production for the next EQ game when they realized it was just EQ3 and they didn't want that so they scrapped it and started over.

    Plus his response to this tweet gives me confidence:
    Also consider, most MMO players want linear and they want coddled. They don't want a true sandbox.
    If they want linear and coddled then they can play a lot of other games.

    :D

    edit- And that was from just this past June.

    edit 2- Though personally I'm not really getting a full on UO vibe from this.

    edit 3- To expand on edit 2, I have a feeling this game will be PvE centric. Though I'd imagine there'll be PvP servers, because why not?

    Axen on
    A Capellan's favorite sheath for any blade is your back.
    Seidkona
  • Anon the FelonAnon the Felon In bat country.Registered User regular
    I don't get UO. I get, "homage". They've decided they want to respect the actual origins of the genre they aided in creating.

    A bold move.
    A brilliant move.

    AxenSeidkonaElvenshaeCorehealer
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    There we go, that's the word I was looking for.

    A Capellan's favorite sheath for any blade is your back.
  • jdarksunjdarksun Struggler VARegistered User regular
    JediNight wrote: »
    And SWTOR failed due to terrible design choices (especially for a mainstream game they wanted to have really broad appeal) and many of the others being incompletely or poorly balanced. PvP was a mess at launch. Lack of a dungeon queue system as you said was damning (especially since their LFG system was also crap). The dungeons were also far too long. (I swear I spent at least 90mins in the one with HK47). It was even awkward to get to and do the daily quests (which also took like 2-3hrs...)
    Calling SWTOR "failed' is probably a bridge too far. It's still going and turning a profit. The class storylines are also rather good.

    But I'd still much rather have a "world sim" style MMO than a "theme park", so I've got big hopes for EQN.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    re: SWTOR

    I didn't really play past my first free month, but Imperial Agent story line was more than worth the price of admission.

    A Capellan's favorite sheath for any blade is your back.
    GONG-00
  • GONG-00GONG-00 Registered User regular
    Axen wrote: »
    re: SWTOR

    I didn't really play past my first free month, but Imperial Agent story line was more than worth the price of admission.
    Keyword: Onomatopoeia

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  • RetabaRetaba A Cultist Registered User regular
    jdarksun wrote: »
    JediNight wrote: »
    And SWTOR failed due to terrible design choices (especially for a mainstream game they wanted to have really broad appeal) and many of the others being incompletely or poorly balanced. PvP was a mess at launch. Lack of a dungeon queue system as you said was damning (especially since their LFG system was also crap). The dungeons were also far too long. (I swear I spent at least 90mins in the one with HK47). It was even awkward to get to and do the daily quests (which also took like 2-3hrs...)
    Calling SWTOR "failed' is probably a bridge too far. It's still going and turning a profit. The class storylines are also rather good.

    But I'd still much rather have a "world sim" style MMO than a "theme park", so I've got big hopes for EQN.

    They are working on a Civ MMO.

    Hehehe

  • JoshmviiJoshmvii Registered User regular
    SWTOR objectively failed at what they set out to do, which was be a huge budget subscription game that competed on the WoW level. Obviously the game is not completely dead, and even those of us that left due to the trash end game probably still enjoyed levelling a class or two and doing the planet stories the first time and all that. But it definitely failed based on what it was trying to be. They didn't want to be a F2P example of how to do triple A wrong and then have to try to save their game.

  • JediNightJediNight Registered User regular
    What Joshmvii said. It failed in the sense that they had something like 2M initial sales and fell off to 300k subs or less within 3 months. It doesn't get much more nose-dive than that.

    And that's what was so frustrating about it. The leveling storylines were great, the game overall was fairly well designed. But they completely faceplanted on the Max-Level content and such. So once people had gone through 2 storylines or whatnot, they quit.

    Their vaunted Hero System or whatever for leveling alts came out 5 months late -- at a point when everyone had already rolled the alts they wanted, and most people had already quit. It should have been in at release if they actually wanted it to matter.

    ElvenshaeGONG-00
  • SeñorAmorSeñorAmor !!! Registered User regular
    I don't get UO. I get, "homage". They've decided they want to respect the actual origins of the genre they aided in creating.

    A bold move.
    A brilliant move.

    There we go. That's a better way of putting it.

  • GlalGlal AiredaleRegistered User regular
    I'm not sure that's what Bioware wanted of TOR. It's what EA wanted it to be, sure, but what sticks in my mind with regards to Bioware talking about the game is providing a KoTOR quality experience in an MMO setting. Which is pretty much what they delivered.

    Elvenshaejdarksun
  • JediNightJediNight Registered User regular
    While they certainly seem to be making great on the sandbox side of things -- I don't think this precludes still having most of the major theme park elements as well. I guess the big question towards if that is true or not is: Will they still have raid dungeons on the surface content? And of course the Lore Points being fixed are somewhat of a theme park element as well.

  • Catastrophe_XXVICatastrophe_XXVI Registered User regular
    Glal wrote: »
    Axen wrote: »
    Basically an MMO where armor/weapons are entirely cosmetic. Damage, healing done, and so on is purely based off your character. You can use a two handed sword or a one handed sword and do the same DPS. You can use a sword and shield or just a long sword. Wield a giant hammer or simply use a stave. Wear chainmail or plate or freaking loin cloths. Have some other sort of item for stats.
    City of Heroes / Champions Online? Your appearance is entirely separate from your powers/items and in the latter you unlock extra pieces through drops as you play.

    I'd at least like it so weapons behave a little differently. Remember in wow, paladins needed to use 2h weapons to max damage because the damage dealt by pr
    Glal wrote: »
    I'm not sure that's what Bioware wanted of TOR. It's what EA wanted it to be, sure, but what sticks in my mind with regards to Bioware talking about the game is providing a KoTOR quality experience in an MMO setting. Which is pretty much what they delivered.

    Sure. It was a good KotOR game. Once you beat the game you move on. Maybe you pick it up and play through again. But even if I wanted to go play through again, it's still and MMO and leveling in an MMO is a grind now unless you pay $. I've already paid the $60, I've already paid x months of sub fees. Every time I think I'd like to replay it I stop just before re-downloading it.

    PSN ID: Catastrophe_xxvi
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  • JoshmviiJoshmvii Registered User regular
    If Bioware had wanted to make KotOR 3 then that's what they would've made. They wanted to make a grand MMO that would compete with WoW while ALSO adding the story pillar to the equation. Problem is, they delivered on it from 1-50 and then the raids were crappier versions of what WoW and other games had already done.

    The few 4 man dungeons they had in that game that had the Revan story and all that in them were actually really badass and cool because they had that story pillar. But then the rest of the 4 mans and all the raids were just like lol story, whatever just do this worse WoW content.

  • Kid PresentableKid Presentable Registered User regular
    New art assets to complain about!

    wstmf56h.jpg

    vW0Yp7sh.jpg

    thrhhFih.jpg

    Love the dwarf concept art, can't wait to see their models. I think the non-human races have the chance to really pop with this art style.

    Elvenshae
  • reVersereVerse Attack and Dethrone God Registered User regular
    I like it when elves don't look like just humans with ever-so-slightly pointy ears maybe if you look close enough. The horn things and generally na'vish look is fine with me.

    Kid PresentableGlalSeidkona
  • MazzyxMazzyx Comedy Gold Registered User regular
    Bearded dwarven women.

    I approve.

    u7stthr17eud.png
    DarmakBYToadySeidkonaAresProphetLucid_Seraphoverride367DemonStacey
  • RetabaRetaba A Cultist Registered User regular
    jdarksun wrote: »
    Sweet, the Navi are gonna be a playable race.

    I was scrolling down to post that and nooooooo!

  • JediNightJediNight Registered User regular
    Please don't make the Dark Elves into Na'vi ... They're my favorite race from EQ, and that concept art just looks hokey as shit.

  • SeidkonaSeidkona Had an upgrade Registered User regular
    I love the look of the Dwarves.

    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
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  • Kid PresentableKid Presentable Registered User regular
    New little movement video from PAX. Pretty sure this is over-the-top as a means of demonstrating what you can do, and not necessarily representative of what you're gonna be doing at level one or anything. Also looks like the run speed is amped way up from the last time they showed the game, probably also just for demonstration purposes. Looks fun though!

    https://www.youtube.com/watch?v=bJNPCGVR7Zs

    Also a better version of that Dark Elf model has popped up, which at the very least serves as a reminder for whoever took that original photograph to adjust his camera settings.

    DAYPIyp.jpg

    Simply changing the skin tone to something more subtle makes a world of difference, in my opinion.

    SeidkonaDelphinidaesGlalElvenshae
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