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i dont understand how the guards are going to work in EQ2. i keep hearing that it doesnt matter if your evil, you can still go to qeynos, etc, do the guards not attack enemy factions anymore?
Watch'u'wan'me'keel?"~Warcraft Trolls.
-Prior story writer for MMORPG.com
Comments
Factoin plays a major role in EQ. Evil race(s) will not be allowed entry into the Qeynos Keep. Same goes with Good in Freeport. However, as in the original EQ, I believe that there will be sewers in which you can find entry without being confronted by guards and whatnots.
Lets say you're a Dorf, and you chose the path of Shadow Knight or Necromancer. You'll have to build faction with the Militia and/or Evil races in order to be allowed entry into Freeport. From what I understand, it's a hard task to do, but it is possible.
-Dakkanon
LineageII Knight of Dark Lotus
_____________________________
"I'm not suffering from insanity, I'm enjoying it every moment of it"
-Dakkanon
Paradigm, an Accretia Clan
_____________________________
"I'm not suffering from insanity, I'm enjoying it every moment of it"
Unfortunately it seems like faction will be very slim in EQ2 and one of the things I am most concerned about for the game. A simple good and evil faction system is pretty bland in comparison to the race/class/religion system of the original game.
At least from my point of view the faction system of the original EQ is one of the major elements that make it the best and most popular mmorpg to date. The simple system being used in EQ2 will limit its possibilities and well as making the cultures of the individual races thin.
The game still looks increadible though imo.
I would agree and disagree with you on that. There are two factions, two cities.
It would be some time before good race meets evil race, due to zone locks.
Zone Locks: Zones will be closed off to everyone in the begining of the game. A quest is required to open these zones. It will take a number of players to combine there strengths and will to unlock the zones, and once they are unlocked,they will open to anyone from that point forth. Reason for this is to keep the adventure rich and fruitfull in the begining stages of the game, and to force players to co-op with one another to get the game on a go.
When finally the zones have been opened so that a player from Qeynos is allowed to cross Antonica, he'll find that faction does play a role when arriving at Freeport.
Basically, from my understanding, There's Freeport Faction and Qeynos Faction. As for the rest of the game, there is non, or atleast for now. until the next expansion, Who knows what that brings.
We'll just have to wait and see I guess.
My comments are made from my knowledge and understand on what i've read over these many months on a number of sites.
-Dakkanon
LineageII Knight of Dark Lotus
_____________________________
"I'm not suffering from insanity, I'm enjoying it every moment of it"
-Dakkanon
Paradigm, an Accretia Clan
_____________________________
"I'm not suffering from insanity, I'm enjoying it every moment of it"
This is not EverQuest. Factions that you swear loyalty to cannot be abandoned at will so that you can in turn swear loyalty to your former enemies. In fact, "faction" is a very different concept in EQ2.
While you can cite roleplay reasons why you might want to be the friendly troll or the kind Iksar, that's just not the direction we're going in our game. Your citizenship dictates whether you are good or evil. In some cases, your race determines where you can have citizenship.
Don't think in terms of EQ where you can just do faction quests for a KOS city and earn safe passage inside. Our system has a lot more layers, and doing something like that simply won't be possible. If you're evil, Qeynos will always reject you. If you're good, Freeport will always try to destroy you.
Yes, your race does determine what class paths you can take. It works that way in most fantasy games.
If this delineation seems too absolute for you, consider the circumstances. The world as these people know it has all but fallen apart. Aside from the cities of Freeport and Qeynos, nobody knows for sure what's out there and how much of civilization remains. The races of Norrath are clinging to their only chance to survive.
In Lucan's case, this is his opportunity to gain more strength and extend his dominion. For the Bayle family, this is their chance to nurture the goodness in the world and bolster the republic. You don't accomplish either goal by opening the gates to your enemies.
Your city is your city. This design is at the very root of our game. While it does limit you in some ways, it also provides us an extremely rich context in which to tell a cool story.
Sounds pretty good to me...
Laying in bed, looking up at the stars, a single thought passed through my head. Where the fuck is my roof?
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Most of that is out of date and no longer correct. Since that time they have changed it so all races can play all classes and you can do some quest of the betrayer or some such to switch cities. This is to facilitate people who say play a High elf and start in Qeynos but later choose the Shadow Knight class and have to move to Freeport to advance.
I dont mind the changing factions being difficult or even impossible, the limit to just one good faction and one evil faction is the problem imo. Its very limited and makes the world and races more bland in general.
More variety and factions with different goals can really expand the core of a game and add an amazing level of intruige and excitement.
Yes all races can play all classes, but the rest is still up to date as of May 07, 2004. There are Neutral races also:
Neutral Races: Kerra, Barbarians, Erudites, Gnomes, Half Elves, and Humans.
But I liked the EQ system also, tons of different factions... Who knows, I wouldnt eliminate this being incorporated once things change whithin the game.
Laying in bed, looking up at the stars, a single thought passed through my head. Where the fuck is my roof?
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