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Eqhammer has done a fairly good job summarizing facts relevant to the most common Landmark myths and doomsday scenarios that seem to keep repeatedly surfacing:
http://www.eqhammer.com/article/busted-five-myths-about-everquest-next-landmark
Comments
If you are trying to "debunk myths", at least try to be a little bit less vague.
>>While the creative aspect is indeed the focus, Landmark will have guild structure and lots of various social hooks.<<
So does Farmville. What's the ingame reason for guilds and socializing? Is there anything more than "invite 20 facebook friends and get a free pickaxe"? We don't know yet.
>>There will be fast travel between centralized player hubs as well as mounts.<<
What would be the reason for hubs' existence? Trading resources? What would you do with mounts?
>>Landmark will feature a fun parkour-like heroic movement system.<<
Since there is no gameplay reason to parkour, how long it'll be fun just pointlessly run here and there?
>>It will also have combat--perhaps not at launch, but soon after.<<
How soon? Compared to "we are going to play EQN soon" we've all heard in August, how soon is soon?
>>Although the combat system won’t be nearly as robust as the multi-classing system that forms the heart of EverQuest Next, players will be able to change combat roles by switching weapons.<<
You mean, by switching weapons you'll be able to change your animations. "Combat", as in "combat system" is a bit deeper than that usually, and we don't have any information about it.
>>So, while building may be the central theme of Landmark, it’s not the only thing you’ll be able to do.<<
Yes! You can walk! and run! and... and... and breath! And run while breathing!
Seriously? Sure, and combat is not the only thing you are able to do in TF2. You can run! And jump! And jump running! And you can, just think of it, _not run_, and may be even _not jump_! What a diversity!