Originally posted by Fusion Landmark is and will be SEPARATE from EQN, you cannot 'voxel-create' in EQN, only in Landmark.
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN.
I can not remember winning or losing a single debate on the internet.
Originally posted by Fusion Landmark is and will be SEPARATE from EQN, you cannot 'voxel-create' in EQN, only in Landmark.
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN.
You sir, have done your homework.
With you, Nanfoodle and a few others in here we might be able to have a constructive conversation in this forum after all.
Originally posted by jdnyc Originally posted by lizardbonesOriginally posted by FusionLandmark is and will be SEPARATE from EQN, you cannot 'voxel-create' in EQN, only in Landmark.
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN. You sir, have done your homework.
With you, Noodle and a few others in here we might be able to have a constructive conversation in this forum after all.
Well, technically MMORPG.com did all the research for me. I just read the articles. :-)
I can not remember winning or losing a single debate on the internet.
Originally posted by Fusion Landmark is and will be SEPARATE from EQN, you cannot 'voxel-create' in EQN, only in Landmark.
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN.
Yeah you can build the guild hall in EQN, you get the blue print from EQL then you have to build the guild hall and find the right materials in EQN.
EQL gives players the blue print not the actual completed structure or item.
Play on Survival Mode to give a sense of discover and danger - risk/rewards.
Come back and tell us that this game still looks like it will be a clone of something else.
Quite a few of you have no idea what SOE is even talking about. There's tons of issues to be addressed that I've seen, but many in here are addressing things that make no sense based on what they've already said and shown about the game.
Sure combat interactions could be similar in some ways to other games, but in what context is that combat happening?
It's difficult to have a frank discussion about what to expect, when many posting in here don't even know what a Voxel game is or how it can impact PVE (or PVP for that matter.)
Nope forget minecraft go play WurmOnline which is minecraft on steroids, it has everything minecraft has plus more.
Why people keep spouting on about minecraft is beyond me, seriously check out WurmOnline.
What can I do in Wurm?
Explore huge, diverse landmasses extending over 512sq km in total!
Modify the terrain; dig, raise, flatten and sculpt the land around you!
Make your home on either the PvP or PvE server.
Craft and use thousands of unique items.
Wage war on other kingdoms, and lead yours to victory.
Discover and fight over religious artifacts on the PvP server.
Capture and breed animals from the environment.
Train 133 Skills, 10 Player Characteristics, and 3 Religion Characteristics.
Follow one of four unique deities and religions.
Hunt creatures such as the unique red dragon, forest giant, kyklops, troll king and others!
Become a priest or champion of your religion and learn powerful spells and enchantments.
Choose one of five meditation paths and take advantage of special meditation abilities.
Earn as many of our 200+ skill and achievement titles as you have time for!
Mount various creatures, from horses and carts to unicorns, bears and even dragons!
Construct, crew or even captain six different ship types with other players, from small rowing boats to impressive caravels.
Build a variety of structures, from guard towers to stone houses to fences and statues.
Found your own settlement wherever you desire; own land, build a farm, a castle, or perhaps an entire village!
Pave roads to connect settlements and plant signs to improve local infrastructure.
Live off the land by creating fields to farm a variety of crops including potatoes, garlic, cotton, wheat, strawberries, pumpkins and more!
Cook food using a huge range of ingredients.
…and much more!
Everything in the game is created by players. When a new server is launched it is an empty land. All characters of the same kingdom and gender are represented with the same 3D model All items are made from materials from the world: wood cut from trees, rocks and metal mined from tunnels, and so forth. Wurm allows players tototally terraform the land, raising, flattening, and lowering tiles using shovels.Players can also mine underground and make vast caverns, climb mountains, build keeps and cities, and form new kingdoms (on some servers).
Player versus player combat is open with a penalty for same-kingdom killing on most servers. Multiple gods vye for the attention of players and grant missions (on some servers), spells, and enchantments to players and items. Every item has a quality level that affects its damage, decay, or overall quality. Skills can be leveled up based on usage with no skill or stat cap. Archery is included and is an active component of combat. Vehicles include carts, animals (cattle and horses), and boats which can all be ridden. Crops can be grown and have their own growth rates, as do trees and bushes. Weather consists of wind (affects boat travel) and rain. Many players choose to live peaceful lives and are only called to combat during raid events where one kingdom attempts to invade another.
Every action in the game affects one or multiple skills. For instance using a small metal shield does not make one better at using a small wooden shield. Each weapon or tool or device has a skill all of its own. This allows players to specialize or generalize. Players can also build and form villages. These villages can band in to alliances to give aid to one another in times of need
Seriously, forget minecraft it pales in comparrison to WurmOnline which is a totally sandbox game with features that minecraft just doesn't have. Changes in the world are permanent unlike EQN.
Play on Survival Mode to give a sense of discover and danger - risk/rewards.
Come back and tell us that this game still looks like it will be a clone of something else.
Quite a few of you have no idea what SOE is even talking about. There's tons of issues to be addressed that I've seen, but many in here are addressing things that make no sense based on what they've already said and shown about the game.
Sure combat interactions could be similar in some ways to other games, but in what context is that combat happening?
It's difficult to have a frank discussion about what to expect, when many posting in here don't even know what a Voxel game is or how it can impact PVE (or PVP for that matter.)
Nope forget minecraft go play WurmOnline which is minecraft on steroids, it has everything minecraft has plus more.
Why people keep spouting on about minecraft is beyond me, seriously check out WurmOnline.
What can I do in Wurm?
Explore huge, diverse landmasses extending over 512sq km in total!
Modify the terrain; dig, raise, flatten and sculpt the land around you!
Make your home on either the PvP or PvE server.
Craft and use thousands of unique items.
Wage war on other kingdoms, and lead yours to victory.
Discover and fight over religious artifacts on the PvP server.
Capture and breed animals from the environment.
Train 133 Skills, 10 Player Characteristics, and 3 Religion Characteristics.
Follow one of four unique deities and religions.
Hunt creatures such as the unique red dragon, forest giant, kyklops, troll king and others!
Become a priest or champion of your religion and learn powerful spells and enchantments.
Choose one of five meditation paths and take advantage of special meditation abilities.
Earn as many of our 200+ skill and achievement titles as you have time for!
Mount various creatures, from horses and carts to unicorns, bears and even dragons!
Construct, crew or even captain six different ship types with other players, from small rowing boats to impressive caravels.
Build a variety of structures, from guard towers to stone houses to fences and statues.
Found your own settlement wherever you desire; own land, build a farm, a castle, or perhaps an entire village!
Pave roads to connect settlements and plant signs to improve local infrastructure.
Live off the land by creating fields to farm a variety of crops including potatoes, garlic, cotton, wheat, strawberries, pumpkins and more!
Cook food using a huge range of ingredients.
…and much more!
Everything in the game is created by players. When a new server is launched it is an empty land. All characters of the same kingdom and gender are represented with the same 3D model All items are made from materials from the world: wood cut from trees, rocks and metal mined from tunnels, and so forth. Wurm allows players tototally terraform the land, raising, flattening, and lowering tiles using shovels.Players can also mine underground and make vast caverns, climb mountains, build keeps and cities, and form new kingdoms (on some servers).
Player versus player combat is open with a penalty for same-kingdom killing on most servers. Multiple gods vye for the attention of players and grant missions (on some servers), spells, and enchantments to players and items. Every item has a quality level that affects its damage, decay, or overall quality. Skills can be leveled up based on usage with no skill or stat cap. Archery is included and is an active component of combat. Vehicles include carts, animals (cattle and horses), and boats which can all be ridden. Crops can be grown and have their own growth rates, as do trees and bushes. Weather consists of wind (affects boat travel) and rain. Many players choose to live peaceful lives and are only called to combat during raid events where one kingdom attempts to invade another.
Every action in the game affects one or multiple skills. For instance using a small metal shield does not make one better at using a small wooden shield. Each weapon or tool or device has a skill all of its own. This allows players to specialize or generalize. Players can also build and form villages. These villages can band in to alliances to give aid to one another in times of need
Seriously, forget minecraft it pales in comparrison to WurmOnline which is a totally sandbox game with features that minecraft just doesn't have. Changes in the world are permanent unlike EQN.
I've never played Wurm, but I did sleep at an Holiday Inn once. Also, I've watched videos of Wurm's game play. Unless EQN is about waiting for things to complete after you click a button telling your avatar what to do, Wurm is not going to give you any idea what playing EQN is going to be like. I would be amazed if EQN played as slow as Wurm. In this regard, I think Minecraft is going to be a lot more like EQN than Wurm.
That doesn't mean Wurm is not a good game, it's just not going to be anything like EQN.
I can not remember winning or losing a single debate on the internet.
Play on Survival Mode to give a sense of discover and danger - risk/rewards.
Come back and tell us that this game still looks like it will be a clone of something else.
Quite a few of you have no idea what SOE is even talking about. There's tons of issues to be addressed that I've seen, but many in here are addressing things that make no sense based on what they've already said and shown about the game.
Sure combat interactions could be similar in some ways to other games, but in what context is that combat happening?
It's difficult to have a frank discussion about what to expect, when many posting in here don't even know what a Voxel game is or how it can impact PVE (or PVP for that matter.)
I played mine craft on survival mode.. I dug a hole in the cave wall and then went inside and put the wall back up and survived.. Wow fun and challenging.. Survival mode in mine craft is stupid.. It's one thing if you like creating things, its a nother to fool your self into thinking survival mode in minecraft is meaningful..
It gets more interesting when you actually start building structures and things sneak into your house or creepers blow up half of it. Sometimes as you dig down you will find spawn points and dungeons.
Yes if you really feel like surviving is the only point, you can just dig a hole and close it up. But that's like saying I can survive Darkfall by never leaving the newbie area.
Ahh no one is a MMO where you have more than just one objective.. The other is a sp mode where you have 1 objective... To survive..
Wow really? You're taking the name survival mode a little too literal. It's merely the title of the mode indicating that you can die. It never tells you your objective is just to survive, it's a sandbox after all. There is no objective.
Originally posted by Fusion Landmark is and will be SEPARATE from EQN, you cannot 'voxel-create' in EQN, only in Landmark.
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN.
Personally I think it's really nice that the two are seperate. Not only do we get to play with EQ:L a lot sooner but I can fool around in it without it influencing my EQN. If I like what I made I can use it in EQN, if not I can just fool around till I make something worthy to use in EQN.
Comments
You can import blueprints from EQ:L into EQN. One of the examples used was a guild hall. They haven't said whether or not you can build things in EQN the same way you can build things in EQ:L, and that might be a bad idea anyway, but the games are not completely separate. EQ:L is a staging ground for things that could appear in EQN.
I can not remember winning or losing a single debate on the internet.
You sir, have done your homework.
With you, Nanfoodle and a few others in here we might be able to have a constructive conversation in this forum after all.
You sir, have done your homework.
With you, Noodle and a few others in here we might be able to have a constructive conversation in this forum after all.
Well, technically MMORPG.com did all the research for me. I just read the articles. :-)
I can not remember winning or losing a single debate on the internet.
Which is more than many that post in here.
Yeah you can build the guild hall in EQN, you get the blue print from EQL then you have to build the guild hall and find the right materials in EQN.
EQL gives players the blue print not the actual completed structure or item.
This is all true you just left out the part "Grind up skills for 6000 years".
edit - Actually I was exaggerating its only 3000 years to grind up skills.
Life IS Feudal
Really, you know someone who has lived for 3000 years, wow i would like to meet them?
I've never played Wurm, but I did sleep at an Holiday Inn once. Also, I've watched videos of Wurm's game play. Unless EQN is about waiting for things to complete after you click a button telling your avatar what to do, Wurm is not going to give you any idea what playing EQN is going to be like. I would be amazed if EQN played as slow as Wurm. In this regard, I think Minecraft is going to be a lot more like EQN than Wurm.
That doesn't mean Wurm is not a good game, it's just not going to be anything like EQN.
I can not remember winning or losing a single debate on the internet.
Wow really? You're taking the name survival mode a little too literal. It's merely the title of the mode indicating that you can die. It never tells you your objective is just to survive, it's a sandbox after all. There is no objective.
Smedley himself is known to be an EVE player and has talked about it in the past.
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Personally I think it's really nice that the two are seperate. Not only do we get to play with EQ:L a lot sooner but I can fool around in it without it influencing my EQN. If I like what I made I can use it in EQN, if not I can just fool around till I make something worthy to use in EQN.