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

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  • GONG-00GONG-00 Registered User regular
    If players can deform terrain enough to flood areas with water and/or lava, sold!

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  • Kid PresentableKid Presentable Registered User regular
    Miniwolf wrote: »
    Not sure if anyone saw this in the articles but i noticed something was amiss and here is the answer
    there are also no levels in this game, although your character does still progress.

    I don't know if I like that. We'll see I guess.

    Anybody have a link to a replay of the announcement? Had to drive a friend to the train station and missed it.

  • gjaustingjaustin Registered User regular
    Miniwolf wrote: »
    Not sure if anyone saw this in the articles but i noticed something was amiss and here is the answer
    there are also no levels in this game, although your character does still progress.

    It sounds like you do become more powerful through advancing skills and acquiring equipment.

    It's just that a newbie and a veteran using the same equipment and newly learned skills will be equal in power to each other.

  • DacDac Registered User regular
    "Progressing" is probably what they were talking about in the conference - unlocking more classes so that you can mix and match more skills. As well as gear that lets you do nifty things, like those boots that they used to glide around (boss).

    I wonder how long it takes for the world to 'heal.' Hopefully more than a couple minutes. Heck I'd like it if it was a whole day, but that would probably be too much. A couple hours would be nice. Or they use something like WoW's monster spawn calculations and scale it based on the number of players in an area.

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  • ProbadProbad Registered User regular
    It would be cool if players had a way to actively heal the world as well. That would also fit into their quest system such as it is.

  • NathrakNathrak Registered User regular
    I
    Miniwolf wrote: »
    Not sure if anyone saw this in the articles but i noticed something was amiss and here is the answer
    there are also no levels in this game, although your character does still progress.

    I don't know if I like that. We'll see I guess.

    Anybody have a link to a replay of the announcement? Had to drive a friend to the train station and missed it.
    Here

  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited August 2013
    Miniwolf wrote: »
    Not sure if anyone saw this in the articles but i noticed something was amiss and here is the answer
    there are also no levels in this game, although your character does still progress.

    I don't know if I like that. We'll see I guess.

    Anybody have a link to a replay of the announcement? Had to drive a friend to the train station and missed it.

    It worked really well in GW1 as far as I am concerned. the game wasn't about getting to max level. That happened really quickly it was about finding the skills.

    You know, the ones that paid the bills.

    Seidkona on
    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • Kid PresentableKid Presentable Registered User regular
    To me, sense of progression is one of the most important and rewarding aspects of long-term MMO play. Levels are one of the clearest and most obvious ways to provide that sense of progression, but I certainly admit that it doesn't necessarily have to be the only (or primary) one. I assume there is still the leveling of individual skills in this game? Haven't finished watching the replay yet so I'm not sure.

    Best thing I've seen so far is the movement section of the reveal. That Kerran jumping around, and then when they have those special floaty boots? Yes please.

  • mojojoeomojojoeo A block off the park, living the dream.Registered User regular
    so its minecraft.

    hrm.....

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  • SeidkonaSeidkona Had an upgrade Registered User regular
    To me, sense of progression is one of the most important and rewarding aspects of long-term MMO play. Levels are one of the clearest and most obvious ways to provide that sense of progression, but I certainly admit that it doesn't necessarily have to be the only (or primary) one. I assume there is still the leveling of individual skills in this game? Haven't finished watching the replay yet so I'm not sure.

    Best thing I've seen so far is the movement section of the reveal. That Kerran jumping around, and then when they have those special floaty boots? Yes please.

    For me getting a new skill in GW1 was more rewarding as any ding with a generic stat distribution jump. They're really fundamentally the same thing just one happens through watching a bar go up while the other one requires completing a task to unlock it (in terms of finding new classes themselves).

    I haven't watched the reply so I am not sure if classes level up to gain access to new skills but that'd be fine by me. I just don't want to feel locked out of choices and I feel like levels unnecessarily prevents low and mid level players from playing together.

    Mostly just huntin' monsters.
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  • FawstFawst The road to awe.Registered User regular
    This is not the EQ I knew.

    I started playing back in '99, stopped after a few months then picked it up again when I moved a few months later. Got my epics (Ranger), got to max level (whatever it was at the time), etc. Loved that game. I haven't been interested in it since 2004, EQ2 never really grabbed my attention and I have never seen WoW in person because I had no desire to jump on that bandwagon.

    The game they described today makes me want to get a second job so I can buy a monstrous computer before Landmark launches. I can't believe that I am on the god damn hype train for another ORPG. SWTOR sounded like fun to me because I was in love with BioWare, but this is truly innovative (if you can call "borrowing" ideas from other games and making an epic catch-all "innovative").

  • SpectrumSpectrum Archer of Inferno Chaldea Rec RoomRegistered User regular
    I'm so so hype for this

    However, I'm a little concerned about implementation. The sorta boss fight they showed at the end seemed interesting at the start, but near the end seemed like it could also get incredibly tedious as it keeps deforming the terrain around it.

    On the one hand, it can turn raid bosses into action adventure games trying not to fall off the deforming platforms and still get damage in. On the other hand, that sounds like a great recipe for frustration.

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  • FawstFawst The road to awe.Registered User regular
    Entaru wrote: »
    To me, sense of progression is one of the most important and rewarding aspects of long-term MMO play. Levels are one of the clearest and most obvious ways to provide that sense of progression, but I certainly admit that it doesn't necessarily have to be the only (or primary) one. I assume there is still the leveling of individual skills in this game? Haven't finished watching the replay yet so I'm not sure.

    Best thing I've seen so far is the movement section of the reveal. That Kerran jumping around, and then when they have those special floaty boots? Yes please.

    For me getting a new skill in GW1 was more rewarding as any ding with a generic stat distribution jump. They're really fundamentally the same thing just one happens through watching a bar go up while the other one requires completing a task to unlock it (in terms of finding new classes themselves).

    I haven't watched the reply so I am not sure if classes level up to gain access to new skills but that'd be fine by me. I just don't want to feel locked out of choices and I feel like levels unnecessarily prevents low and mid level players from playing together.

    It sounded to me like you pick from one of eight classes, can find upwards of 40+ in the wild, then mix and match skills from all those classes. Not sure if there is progression in the sense that you unlock skills from a class. He didn't get that detailed.

  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited August 2013
    Fawst wrote: »
    Entaru wrote: »
    To me, sense of progression is one of the most important and rewarding aspects of long-term MMO play. Levels are one of the clearest and most obvious ways to provide that sense of progression, but I certainly admit that it doesn't necessarily have to be the only (or primary) one. I assume there is still the leveling of individual skills in this game? Haven't finished watching the replay yet so I'm not sure.

    Best thing I've seen so far is the movement section of the reveal. That Kerran jumping around, and then when they have those special floaty boots? Yes please.

    For me getting a new skill in GW1 was more rewarding as any ding with a generic stat distribution jump. They're really fundamentally the same thing just one happens through watching a bar go up while the other one requires completing a task to unlock it (in terms of finding new classes themselves).

    I haven't watched the reply so I am not sure if classes level up to gain access to new skills but that'd be fine by me. I just don't want to feel locked out of choices and I feel like levels unnecessarily prevents low and mid level players from playing together.

    It sounded to me like you pick from one of eight classes, can find upwards of 40+ in the wild, then mix and match skills from all those classes. Not sure if there is progression in the sense that you unlock skills from a class. He didn't get that detailed.

    If I am understanding it right, though, if you work at it you can learn all of the classes in game.

    Seidkona on
    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • ProbadProbad Registered User regular
    I'll be very happy if they've scrapped leveling entirely. My sense of progression comes from new character options (skills, mounts, specs, etc.): things that traditionally have been tied to levels but don't need to be. The fact that the number next to my name went from 37 to 38 means nothing to me apart from this stuff.

  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited August 2013
    My biggest concern is that, with so much of the world being destroy-able, that griefers will break the game.

    But If you can heal and fix the world around you then the people who want to counteract it should be enough to keep things running.

    Seidkona on
    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • NathrakNathrak Registered User regular
    edited August 2013
    Pretty sure he made a little comment about how some destruction will heal itself. I hope everything doesn't, if a guild wants to level a mountain and it just reappears well meh.

    Edit: Video at about 1:00:40 he says the world heals itself. Just before he gets into the permanent world changing of the 4th grail. Who knows how exactly that will work. Maybe combat side effect damage heals but directed intentional change doesn't? Time will tell!

    Nathrak on
  • ScosglenScosglen Registered User regular
    The problem that you run into with a voxel environment with permanent destruction is, eventually, the entire world will disintegrate.

    The world needs to heal itself, it's not really an option. The question is, if I want to get some friends together and start digging to the center of the earth making a Terraria style hellevator, is my tunnel going to disappear in minutes, hours, days, or what.

  • NosfNosf Registered User regular
    edited August 2013
    Not sure why this is two games, but whatever. I'll worry about it when it's actually out.

    Nosf on
  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited August 2013
    Nosf wrote: »
    They've already stated that the world 'heals' itself.

    It's cool I just didn't see that part. It solves the issue.

    Seidkona on
    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • RenzoRenzo Registered User regular
    Seems like the building part of the game is in Landmark only.

    Then there's the temporary destruction.

    Then permanent changes to the game that do not have to do with destruction, more story-based changes.

  • ScosglenScosglen Registered User regular
    Yeah I am a little unclear of exactly what the exact distinction between Landmark and the actual game is.

    Does Landmark not have any combat or adventuring, just the crafting? Does the "live" game not have the minecraft style building tools or plot claiming?

  • SeidkonaSeidkona Had an upgrade Registered User regular
    edited August 2013
    Scosglen wrote: »
    Yeah I am a little unclear of exactly what the exact distinction between Landmark and the actual game is.

    Does Landmark not have any combat or adventuring, just the crafting? Does the "live" game not have the minecraft style building tools or plot claiming?

    Or is Landmark to get us learned in the tools so we can do it in the game later? It has to have some way to import stuff made into it back into the game doesn't it? otherwise why even call it EQ Next Landmark?

    Seidkona on
    Mostly just huntin' monsters.
    XBL:Phenyhelm - 3DS:Phenyhelm
  • RetabaRetaba A Cultist Registered User regular
    It looked to me like Landmark was claim a plot and build. A contest where stuff built in Landmark could be included onto the continent when EQ Next launches. I don't think the building in EQ Next will be the same as in landmark (if there is any). Is how I understood it.

  • rtsrts Registered User regular
    edited August 2013
    My understanding of landmark:

    Landmark is essentially an early release of the world building tools that players will be able to use to create content that they will add to the actual game at launch. He said that each server in landmark will be responsible for creating art directed content for one part of the main game, and on release they will be combining the work of all the different landmark servers to supplement the content they themselves create.

    They are essentially outsourcing some of the world building to players. Which is a pretty intelligent approach because thousands of players will be able to create a much greater quantity of interesting stuff than their handful of developers.

    So landmark may not be for everyone but it sounds fun as hell to me since I love screwing around with map editors etc.

    rts on
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  • RenzoRenzo Registered User regular
    From what they've said about Landmark, it's something like the building aspects of Minecraft with a lot of additions/improvements, and across an online server/servers, so you have your square or territory that you can build/dig on, and you can also walk around and see what people are building on their properties.

    You can put your creations onto a listing or shop so that people can grab/buy what you've made and build off it. If someone builds something using your creation in any way and sells it, you get kickbacks from that based on the percentage that your original work makes up the new creation.

    Landmark will also be used to hold contests and whatnot, with the possibility of your work in Landmark being transplanted into EQNext.

    I have to assume at some point Landmark and Next will be more tightly integrated, but I doubt you'll be able to go and build shit in the MMO.

  • ProbadProbad Registered User regular
    Landmark sounds like Valve's TF2/Dota 2 community-made stuff.

  • ScosglenScosglen Registered User regular
    edited August 2013
    rts wrote: »
    My understanding of landmark:

    Landmark is essentially an early release of the world building tools that players will be able to use to create content that they will add to the actual game at launch. He said that each server in landmark will be responsible for creating art directed content for one part of the main game, and on release they will be combining the work of all the different landmark servers to supplement the content they themselves create.

    They are essentially outsourcing some of the world building to players. Which is a pretty intelligent approach because thousands of players will be able to create a much greater quantity of interesting stuff than their handful of developers.

    So landmark may not be for everyone but it sounds fun as hell to me since I love screwing around with map editors etc.

    This is what I'm getting out of it too, but It seems like a bit of a shame if the "building" and "adventuring" aspects of the game truly are hermetically sealed in separate products. I hope that the building tech is still present in the launch game in at least some capacity, even if it is reduced in scope a bit so that players do not turn the game into a Second Life hellscape, and so that Sony can exercise some curatorial control on their "canonical" game servers.



    Scosglen on
  • drunkenpandarendrunkenpandaren Slapping all the goblin ham In the top laneRegistered User regular
    What the fuck. Considered me hyped for something for once.

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  • PolaritiePolaritie Sleepy Registered User regular
    GONG-00 wrote: »
    If players can deform terrain enough to flood areas with water and/or lava, sold!

    Go to the beach and nuke a sand castle into the ground?

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  • PhantPhant Registered User regular
    Scosglen wrote: »
    This is what I'm getting out of it too, but It seems like a bit of a shame if the "building" and "adventuring" aspects of the game truly are hermetically sealed in separate products. I hope that the building tech is still present in the launch game in at least some capacity, even if it is reduced in scope a bit so that players do not turn the game into a Second Life hellscape, and so that Sony can exercise some curatorial control on their "canonical" game servers.

    I hope they realize the amount of scrutiny they are going to have to give anything that ends up going in and the man-hours that will entail. Anything less than exceptional diligence is going to run into the problem SL has which is there are plenty of people who will just make their favorite WoW/Star Wars/MLP thing.

  • KyanilisKyanilis Bellevue, WARegistered User regular
    So when I first heard about EQN I was sorta "eh"...and today didn't really change my mind. The ideas are cool, I'll be keeping an eye on it, I just can't bring myself to believe SOE can pull it off. If they do, awesome, but I'll believe it when we have something tangible.

  • ScosglenScosglen Registered User regular
    edited August 2013
    Phant wrote: »
    I hope they realize the amount of scrutiny they are going to have to give anything that ends up going in and the man-hours that will entail. Anything less than exceptional diligence is going to run into the problem SL has which is there are plenty of people who will just make their favorite WoW/Star Wars/MLP thing.

    I'm guessing that the Landmark server will be pretty lax in terms of what is acceptable, beyond things that are straight up pornographic or whatever, since most of that stuff is not part of their monetization. The stuff that they do accept into the player studio program will probably be fairly obvious if it's original or not, and just from a sheer asset quality perspective, they will only need to really scrutinize a relatively small number of submissions due to most of them simply not being good enough to put in the real game. Plus, the stuff created in their voxel editor won't run into some of the problems Valve and others have had with players straight up ripping meshes from other games and submitting them as original.

    Scosglen on
  • reVersereVerse Attack and Dethrone God Registered User regular
    edited August 2013
    The game and the building tool are separate because if they weren't a group of semi-organized cunt monkeys (Goons) could pollute the entire game world with giant penises.

    reVerse on
  • RoeRoe Always to the East Registered User regular
    edited August 2013
    The way the build tool works, at least in landmarks, is they choose a structure from a bunch.

    I believe you'll only be able to create houses and not free range structures that are not inappropriate in game.

    I think you can only rebuild structures that have been destroyed so players can't grief other players with giant holes in the ground.

    Roe on
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  • ScosglenScosglen Registered User regular
    reVerse wrote: »
    The game and the building tool are separate because if they weren't a group of semi-organized cunt monkeys (Goons) could pollute the entire game world with giant penises.

    A perverse part of me kind of wants to play that game though.


  • reVersereVerse Attack and Dethrone God Registered User regular
    Scosglen wrote: »
    reVerse wrote: »
    The game and the building tool are separate because if they weren't a group of semi-organized cunt monkeys (Goons) could pollute the entire game world with giant penises.

    A perverse part of me kind of wants to play that game though.


    It's called Second Life.

  • ScosglenScosglen Registered User regular
    edited August 2013
    Yes, what I'm saying is the idea of second life with coherent art direction and an actual game underpinning it is kind of intriguing.



    Scosglen on
  • reVersereVerse Attack and Dethrone God Registered User regular
    The lack of coherency of the giant penises isn't the problem.

    The problem is the giant penises.

  • RoeRoe Always to the East Registered User regular
    Roe wrote: »
    I think you can only rebuild structures that have been destroyed so players can't grief other players with giant holes in the ground.

    ^ I think this is your answer about giant statues. When people build stuff they are actually just rebuilding stuff.

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