EQN Panel Review:
Rebooted from scratch, why?
"Enough is enough, enough of the same game already. It's time to get some new ideas into this genre."
General Idea surrounding development of EQN:
To take the ideas they brainstormed and make them actually work. To make a game that is Heroic and Social. Heroic is a scary buzzword, Bioware used it when in development for SWTOR. Which ended up being fighting 5-6 mobs at once and not dying. That =/= heroic. Hopefully not what Dave meant for EQN.
Taking ideas from mmo's and other games and fusing them together to create a new game. Which every company has been doing since EQ1. But is a good idea if it stays away from linear progression to breathe new life into the genre.
Norrath:
Has similarities and names/locations. But exists in a new dimension of what EQ was. To give room to add/change the game in whatever direction SOE wants without screwing up previous lore of EQ/EQ2.
Zones:
When showing Lavastorm during the presentation Dave mentioned Lavastorm would have actual lava storms, does that mean that during certain times Lavastorm will rain lava death down upon anyone in the zone? If so that means that weather would have a direct effect on the world and the players.
Which is something that Big Bad Brad had wanted to put into Vanguard but was unable to make work. Which also backs up the statements that were made by Dave about how there are a lot of features in EQN they had been wanting
to implement into EQ1 back when it was in development.
Like mob AI. Back in EQ2 development SOE had said they wanted to make mob AI intelligent enough to make mobs react to the world and players. For example, an orc would spot you on the horizon of a zone and go get back up to kill you. But it never made it in game. The way Dave described mob AI in EQN it sounds like they are still working to make this a reality.
The look of the zones is incredible, and anyone who says otherwise needs therapy. The Feerrot for example is just beautiful. The look, the lighting, and the sounds is fantastic. The sound effects sound like they were directly ported over from EQ1 which makes me happy. I spent a lot of time there.
Day/Night Cyles:
I'm happy it is included, like all other EQ games. But I am kinda bummed about how bright the night time shot was. I was hoping more for the EQ1 night, where if you were human you would be completely blind. Overall, the lighting looks great as the sun moves through the sky. I also hope that as the sun moves it reflects across the entire globe.
Not in certain zones on a timer. From what Dave said it will move across the entire world.
Buzzwords galore:
Heroic came up to much, as well as dynamic. Dynamic when describing movement and combat was a turn off. I can see where people would read GW2 from this.
Oddities and Little Things:
Showing wear on armor. Dave said it briefly. Does that mean armor/weapons will degrade with use or death? And does that mean that every armor/weapon will show it visually as it degrades?
SOEmote has me excited, I don't play EQ2 anymore so I've never had a hands on with it. I'm pretty excited to have my character reflect my expressions in real time. The more emotes and personal flavor each race has the more alive the game feels to me, which is always a good thing.
The multi level zones are really cool, in the example where the Elemental smashed the ground causing the players to fall into a hole inside the subterranian area was neat. At the bottom of the map it showed a lava area. I hope lava and fire in the world actually hurt your character. It always detracts from a game when a fireball hurts me but
standing in a bonfire does absolutely nothing to me. Or swimming through a lake of lava.
I liked the bit about hidden temples and ancient cities that are scattered throughout the world. Hopefully they are super hidden and will take extensive dungeon delving or jungle adventuring to discover.
Races/Models:
Human, well not much to be said here.
Dwarves, I like the concept art. It looks really similar to how I've always drawn my dwarves.
Elves, designed to be totally opposite from rugged/ugly nature of dwarves to be extremely beautiful. Only female concept art was shown. As a wise man once said "Well hello beautiful! And you are beautiful." but the only difference I can see in the art from humans is the ears and the skulls have sharper angles.
Dark elves, pretty much the usual affair for them. They have horns now..? Wonder if in character creation if we can change the look and size of the horns.
Ogres, look like Mongols. Wasn't to happy when he said they were going to make them much more intelligent. I loved running around as a big snot nosed moron bashing things with a giant hammer.
Kerran, way to bulky for my taste. If they slimmed them down I'd be totally fine with the model. Also love the animations and the sprinting.
Overall, the biggest gripe with people is the character models. Cartoon vs Realistic. Whatever, if it isn't your bag then move on. The one thing I hope SOE adds is more depth to faces. Specifically the humans, they look really smooth and flawless. I've always liked having scars, age lines, etc. on my characters.
Armor/Weapons:
From what Dave said it sounds like you can literally wear anything you want at anytime without it drastically affecting you. Don't know how, maybe with mods or an appearance tab. But I welcome it, I'm always for more customization and personal style.
I also love how the armor on the human wizard flows from the breeze and movement. I hate static armor that is always in the same place no matter if you're falling or riding a mount. And it's good to see that the armor, that we've seen so far, isn't just painted onto the bodies.
I'm not thrilled with the oversized shoulder armor that the Kerran was wearing. I've never been a huge fan of that. I think the boots of the zephyr are awesome, and can't wait to see what other ideas they had for armor/weapons. Like adding thorncoat to a chest piece or shield.
Progression/Movement:
Dave mentioned when talking about movement, that when going from point A to point B they wanted it to be fun. Now I'm pretty sure he was just talking about the Parkour styled movement, which I love, but I got a bit worried because it instantly made me think of linear themepark hub progression. But I'm probably just freaking out over nothing.
They really need to stop saying Heroic so much, the movement is cool but labeling everything Heroic just annoys me.
Double jumping is awesome, I loved it in Wildstar and have been constantly trying to double jump in GW2 after testing it. The class specific movement abilities are cool, I wonder if it is a abiltiy we will have to use a ability slot for or an add-on to the movement keys. Like pressing a key twice to activate it.
The Wizard teleport didn't have any ground targeting circle which makes me think it just works in whatever direction you are facing. It worked as she was double jumping over a gap. So does it scale obstacles? I hate using a teleport in other mmo's and not actually moving at all because of ground terrain.
"But, none of those things make this game different then any other game you have played before."
Leads to...
Holy Grails:
Grail 1:
Changing the Core game. Relates it to DnD class/leveling system. Which he lead into multiclassing. When the game starts you can choose from 8 classes, with each class having a couple of different weapons to choose from and a handful of character abilities that go with it. Assuming the abilities change with whatever weapon you
wield. Like GW2.
As you adventure/explore the game you will find or unlock different classes. That you didn't have access to before. As you find them you can mix and match them at will. Which creates hybrid classes to fit your play style. Which to me sounds GREAT! But also worries me when it comes to class balance when pvp happens. But I really like
the idea of unlocking and finding hidden classes throughout the world.
A crafting tease, Dave mentions weapons have everything to do with your class and abilities and that weapons can be changed to fit your needs, and also change visually then relates it directly to crafting itself. If crafting is anything like EQ2 and Vanguard then it should be pretty robust.
The dodge mechanic for the Wizard during the combat demo was her teleport but backwards. Is that the Wizards standard dodge? Instead of a roll like in GW2? Or was it just a class ability since after the dodge it aoe pulls everything into one spot then explodes... From watching both the Wizard and the Warrior so far, it seems like the combat is heavily based on CC mechanics. I saw a lot of knockdowns, pulls, knock ups. Which worries me because I can't stand CC. But I did like how you can move corpses around with shield bash. I enjoy beating up corpses.
But the ability to move corpses would be trollish if you can move player corpses around. If you drop your gear like in EQ1. If not then it doesn't matter. But if you do, then people can just move your corpse into a lava pit.
Grail 2:
Destructable World. Blow up anything, anytime, anywhere. Voxels give them the ability to destroy literally everything but also create anything instantly on the fly. The wizard created an ice shard wall for example of voxel destructibility. But if you use the ice wall in an area where it doesn't completely block mobs would they just go
around it? Or would the mob AI force them to attack the wall first?
Then the Wizard uses Upheavel to destroy the bridge and kill the mobs. Dave says it destroys bridges, block staircases, and more. A great tool when fighting mobs and dungeon crawling. Also a great tool to troll people in world. A guy is crossing a bridge over a large canyon, a Wizard hiding nearby uses Upheavel and destroys the bridge.
Sending the player crossing it falling to his death below.
The Warriors whirlwind attack obliterates all world objects it touches.
Do not invite a warrior into your house.
Overall I love the destructibility of the game. Leaving a visual mark of a battle is awesome, not sure how long the mark will stay in the world before it heals though.
While talking about Grail 3 Dave states that you can literally take a Pickaxe and dig tunnels and find ways into and or around places in the world. Will be interesting IF there is siege pvp. Can't get into an enemy keep? Dig a tunnel underneath the wall and surprise them!
Grail 3:
Emergent(buzzword) AI. A life of consequence. As we play the game we will be making decisions, which in turn have consequences. So Dave says the game remembers every single thing we do. Storybricks! Npc's will react to you
depending on what you do, quest opportunities. Does that mean quest chains? Story options? Like AoC, SWTOR, TSW, GW2?
The AI is supposed to make mobs react to the world as a whole not just a static spawn camp. So as in his example, Orcs will find the perfect place to set up camp to gank people. And migrate according to their own tastes. Which is what SOE had been hoping to do with EQ2 in early development. It will be cool if they can actually get this to work.
Dave mentions quests to go out and pacify the woods, which is killing goblins. Does this translate to "Kill 10 goblins"? And if yes, then does that mean quest hubs are still going to be in game? Which takes away from the sandbox claim. Or is it part of a open world evolution? That just naturally progresses as you play?
The world is constantly changing and morphing to deliver new content.
Grail 4:
Permanent Change, Rallying Calls (public quests). Says it takes a long time to work through them. How long is a long time? Hours, days, weeks? And changes the world around you permanently. Bold claim since every public quest implemented in most mmo's these days is on a timer that just resets the world after a certain period of time.
His example is the Raising of Halas, raising? razing? I don't know. Pretty much it is an event where you need to help build a settler encampment which then pisses off the nearby inhabitants of the area. Goblins. So you have to drive away the goblins. The goblins then start burning your shit down to drive you away. So you build better fortifications. Then the goblins might get help from gnolls or something. They then try to siege your fort. If you win then Halas is gonna be fine and the goblins leave.
Now does that mean forever? Like permanent would seem to mean? Do the goblins move to another part of the world? Or does the game after a few hours or days reset and everything starts all over? If it resets then that isn't permanent change. It is just another PQ. Dave also mentioned events as if they were part of a timeline. Like the dragon army and the civil war. That would be awesome if things like that were part of the course of the world.
It reminds me of an old game called Nexus: Kingdom of the Winds. The GM's would host game wide events like Civil Wars that all players could participate in through different ways. And whatever side won would forever change the world. They had god wars (GM's that fought each other), and city wars. Some cities were actually obliterated and would need to be rebuilt after the war. I really hope EQN has this.
So all four of those Holy Grails is the backbone of the game. I think they are really cool features and will make a truly awesome game. If SOE can actually get them to function properly.
Raids..?:
After the grail's segment Dave previewed the Kerran hiding in a fort from a massive giant iron golem. The golem completely bitch slaps the fort destroying it in one swipe. Could this be a open world Raid boss?
EQN Landmark:
A seperate game that will let players learn how to use the EQN building tools before the game launches. Players can claim land throughout Landmark and build whatever they want... "as long as customer service allows it." You can allow friends to help you, and also merge claims together into one.
You can find different objects and resources throughout the world to help build different things on your claim(s). You can also use crafting stations to build different recipes for your claim, like statues. The voxel brush is changeable in size and effect. Which offers a wide variety of customization in building.
Landmark will launch sometime within the year.
Player Studio:
It's in EQ2 and is going to be in EQN. It allows players to create new items like armor and weapons to be bought with real money. Then after SOE takes a cut the player gets the remaining money in the form of real life checks. If people really like what you make you can make money by just playing the game.
Dave also said that when a player buys a tower you made with the building tools you get royalties if that player then sells whatever he built with it on the Player Studio. Which is fantastic, and these tools combined will make the game varied and change. SOE is going to enforce lore standards on what we can sell depending on its location on Norrath. Which is good so we don't have eye sores throughout the game.
Overall:
After all of that the game is still largely unknown to us. We have the basic foundation but have yet to hear about things like crafting, actual questing, dungeons, raids, pvp, character progression (it won't have levels). Smed says we will be hearing development updates on a rapid fire basis, and if you go to the main website you can vote via polls to decide certain features of the game and how they will change.
They didn't show us any UI or class/weapon combo's. Dave just basically spoke about what they want and hope to do. If SOE can actually pull this off and make it run smoothly and not be completely broken at launch they EQN will be a incredibly rich and deep game. I have a hope for this game that I haven't had in many years. I really hope that people will be able to look beyond the character models and embrace the idea of what they want this game to be.
No it isn't the original hardcore group or die theme of EQ1 but we still don't know how deadly mobs will be. The AI of the mobs in the video promo was non existant. So we will see what happens next.
Comments
Did he? I watched it a couple times and all I heard was a long time.
Playing: Smite, Marvel Heroes
Played: Nexus:Kingdom of the Winds, Everquest, DAoC, Everquest 2, WoW, Matrix Online, Vangaurd, SWG, DDO, EVE, Fallen Earth, LoTRo, CoX, Champions Online, WAR, Darkfall, Mortal Online, Guild Wars, Rift, Tera, Aion, AoC, Gods and Heroes, DCUO, FF14, TSW, SWTOR, GW2, Wildstar, ESO, ArcheAge
Waiting On: Nothing. Mmorpg's are dead.
I would agreed with your comments.But I would add that if what we saw is a result if their thinking and decision making I have little interest in what ever and whenever this products gets kicked out to the public.I don't know how a company digs itself out of the hole it just created and the impressions made.