I cant thank SOE enough for making the Holy Trinity obsolete, for officially letting me know, my playstyle is obsolete. All these time i was tanking in small groups, massive 10,25, and even 40 man raids was all silly nonsense.
I shouldve been honing my damage dealing side, since.. well, thats all everquest next will be about combat wise. Because well, when you remove the need for a tank and a healer, people wont bring tanks or healers, guild wars 2 proved that. Instead people will just rally up and throw their body at the encounter until its over.
Yes, they eliminated XP, but no where does it say that they eliminated mob grinding. I'm sure there will be plenty of things that require grinding of mobs for drops/tokens/vouchers/crafting mats/ money/etc to unlock or purchase things with.
Also, the haven't really shown us any quests, so we might still have a kill 10 rats quest, you just won't get xp for it.
Like a quest for a new class, that requires you kill X rats. Boy oh boy wouldn't that be a bit of irony. "Sorry no XP for these rats, but you gotta kill em anyhow." Or maybe you can grind rats for hours on end to get a drop, but with no XP. That would be good too......
LOL OP, sorry there will be mob grinding, since SOE can't pump out enough mobs for you to only kill each once. Unless of course you don't ever do any killing of mobs. ( to my knowledge EQN is not of this level of sandbox)
It is possible there might be some objective that requires you to get rid of some rats, but there may be multiple ways of getting rid of them. Kill them, poison them, make a hole beneath them, set fire to them, do the pied piper dance.
Then later the Rat King might jump you in your sleep and chew your balls off.
I´m more than happy to "clear an area", if the area is actually "cleared" afterwards and stays that way.
And I don´t need a freakin´ counter X-of-Y or a cheesy progress bar.
How would this possibly work? Unless you prefer to quest in your own instance, this is basically impossible.
Well, It's possible because it isn't a themepark, Quests aren't scripted to NPCs, they are generated as emergent content based on the emergent AI and permanent change technology, mobs are actually freed into the world, and they find their place on it, which lead to quest opportunities, and player actions may change that, leading to different quests opportunities, you should check the videos, although they will give more info on the exact way it functions on the future.
Holy Trinity is still in and will remain in games until the end of time. There may be over 40 classes to choose from, but players will gravitate to certain roles, and some of those roles will still be built after the concept of a tank, damage dealer or a ranged class. All of the typical roles that you see in other MMO's will be useful in EQN. Thinking otherwise is just short sighted.
I will promise that there will still be kill X quests in EQN. You may not get the reward that you've come to expect in past MMO's, but you will still have to do plenty of menial quests that you really don't want to do. Hopefully EQN will mask the 'why' in a better way, in order to make the players feel like they are doing it for some great cause.
I personally love the no XP for killing things. Ultima Online was like this. It encourages people to explore, to make their own quest objectives and such. Instead, maybe you need some certain reagent from the rats, or whatever you're killing. Your quest might be that you need 200 rat eyes for some potion of some sort that you want to make, maybe to put on an auction house to sell or give to your guild for a raid of some type. But, that's your quest, and it's not developer driven content. I love systems that encourage creativity from the players.
I'm really getting sick of people making the comparisons to GW2.
Just because GW2's combat and skill system was poorly implemented, doesn't mean EQN's will be also. EQN hasn't really explained the combat yet, and during the Q/A they stated there's a lot they want to talk about but can't yet. Someone asked the question of tanking and compared it to GW2. One of the developers stated he's been there. He's played GW2, and it won't be like that.
And GW2's dynamic events were a poor implementation also. They had no permanent affect on the world. They'd reset every 10 minutes. And those heart quests... awful.
EQN is looking to change this. I believe the best way to view mobs is bots from a FPS. They kind of just do what they're programmed to like, and dislike. They're not always going to be in the same area, and if you clear an area out, they'll move elsewhere. Perhaps even permanently.
I think the people that are upset are those that are older gamers, who wanted an EQ1 with updated graphics and new items.
Originally posted by flizzer Death of the trinity and kill x quests can be seen with GW2. I personally love the decision. Old time players, especially many EQ vets, seem to believe the trinity and kill x quests are the way to go, however. The trend seems to be away from this type of gameplay and I can only say EQ is still around to play if this is what you want.
eq has thousands a of aas it takes like 5k to be AVERAGE i wanted something fresh that didnt req catching up i want the destructability and most of the models of eqnext but they give me tjis crap with no lvls and no supposed trinity the only socializeing thaty will happen is when yur trying to selll stuff wont have time during dungeuns or traveling
what keeps people around for years at a time ? its not on its own ugc for sure or anything they planned on its the friends people make and theyve severely diminished the ability to do so here when will we get to know anyone if we dont sit in one spot for a while?
MAYBE i will get lucky and theyll also do a reboot of eq with the systems(and i dont mean the no lvl, no camping,no trinity bs) of eqn, throw in some houseing preetys for quests u did in eq1 or maybe item skins too
Originally posted by flizzer Death of...kill x quests can be seen with GW2.
I've seen this many times and I can never tell if it's sarcastic or if GW2 fanboys are just obtuse. Because, you see, whether you kill 'x' of something, or kill 'x' of something until a progress bar fills, it's still killing 'x' and there's absolutely no difference between the two.
There really isn't any quest system at all. They just threw something out about a farm on fire. They said a lot of things and demoed nothing.
Is that farm going to catch on fire every time anyone walks by? Presumably not, so how are they going to fill 4 hours a night times 1 million players?
There's a HUGE gap that needs to be filled by information. The problem with conflicts is that they end. How are they going to procedurally generate 1 million different emergencies every hour? The natural state of AI is to not be in an emergency.
I'm sure mob grind will still be here, and its a good thing. Faction it appears will come from killing, and from the sound of it you will need a certain amount of faction to unlock a chance of getting a new skill set. Also mobs have a chance of dropping scrolls/skills from the interview.
We also now nothing of crafting. I'm sure part of crafting material will come from slain mobs.
You find a child in the road. Rats emerge from the forest! You must defend the child from the rats! After you "kill 10 rats", the child is saved and you have completed your dynamic event! Yay!!
Comments
Could not agree with you more.
Well, It's possible because it isn't a themepark, Quests aren't scripted to NPCs, they are generated as emergent content based on the emergent AI and permanent change technology, mobs are actually freed into the world, and they find their place on it, which lead to quest opportunities, and player actions may change that, leading to different quests opportunities, you should check the videos, although they will give more info on the exact way it functions on the future.
Also glad to see the back of the trinity. I'm sick of playing healer.
I think the combat will be quite tactical, since based on the situation I'll have to be smart about which abilities/classes to pick! Very nice idea.
Just skimmed over the first page of this thread..
Two things.
Holy Trinity is still in and will remain in games until the end of time. There may be over 40 classes to choose from, but players will gravitate to certain roles, and some of those roles will still be built after the concept of a tank, damage dealer or a ranged class. All of the typical roles that you see in other MMO's will be useful in EQN. Thinking otherwise is just short sighted.
I will promise that there will still be kill X quests in EQN. You may not get the reward that you've come to expect in past MMO's, but you will still have to do plenty of menial quests that you really don't want to do. Hopefully EQN will mask the 'why' in a better way, in order to make the players feel like they are doing it for some great cause.
I personally love the no XP for killing things. Ultima Online was like this. It encourages people to explore, to make their own quest objectives and such. Instead, maybe you need some certain reagent from the rats, or whatever you're killing. Your quest might be that you need 200 rat eyes for some potion of some sort that you want to make, maybe to put on an auction house to sell or give to your guild for a raid of some type. But, that's your quest, and it's not developer driven content. I love systems that encourage creativity from the players.
I'm really getting sick of people making the comparisons to GW2.
Just because GW2's combat and skill system was poorly implemented, doesn't mean EQN's will be also. EQN hasn't really explained the combat yet, and during the Q/A they stated there's a lot they want to talk about but can't yet. Someone asked the question of tanking and compared it to GW2. One of the developers stated he's been there. He's played GW2, and it won't be like that.
And GW2's dynamic events were a poor implementation also. They had no permanent affect on the world. They'd reset every 10 minutes. And those heart quests... awful.
EQN is looking to change this. I believe the best way to view mobs is bots from a FPS. They kind of just do what they're programmed to like, and dislike. They're not always going to be in the same area, and if you clear an area out, they'll move elsewhere. Perhaps even permanently.
I think the people that are upset are those that are older gamers, who wanted an EQ1 with updated graphics and new items.
eq has thousands a of aas it takes like 5k to be AVERAGE i wanted something fresh that didnt req catching up i want the destructability and most of the models of eqnext but they give me tjis crap with no lvls and no supposed trinity the only socializeing thaty will happen is when yur trying to selll stuff wont have time during dungeuns or traveling
what keeps people around for years at a time ? its not on its own ugc for sure or anything they planned on its the friends people make and theyve severely diminished the ability to do so here when will we get to know anyone if we dont sit in one spot for a while?
MAYBE i will get lucky and theyll also do a reboot of eq with the systems(and i dont mean the no lvl, no camping,no trinity bs) of eqn, throw in some houseing preetys for quests u did in eq1 or maybe item skins too
I've seen this many times and I can never tell if it's sarcastic or if GW2 fanboys are just obtuse. Because, you see, whether you kill 'x' of something, or kill 'x' of something until a progress bar fills, it's still killing 'x' and there's absolutely no difference between the two.
There really isn't any quest system at all. They just threw something out about a farm on fire. They said a lot of things and demoed nothing.
Is that farm going to catch on fire every time anyone walks by? Presumably not, so how are they going to fill 4 hours a night times 1 million players?
There's a HUGE gap that needs to be filled by information. The problem with conflicts is that they end. How are they going to procedurally generate 1 million different emergencies every hour? The natural state of AI is to not be in an emergency.
I'm sure mob grind will still be here, and its a good thing. Faction it appears will come from killing, and from the sound of it you will need a certain amount of faction to unlock a chance of getting a new skill set. Also mobs have a chance of dropping scrolls/skills from the interview.
We also now nothing of crafting. I'm sure part of crafting material will come from slain mobs.
It'll just be hidden.
You find a child in the road. Rats emerge from the forest! You must defend the child from the rats! After you "kill 10 rats", the child is saved and you have completed your dynamic event! Yay!!