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I am hoping that a life of consequence in EQN will have a broader meaning than "if you're a good guy you'll be rewarded and if you're a bad guy you'll be punished". EQ 1 & 2 always offered evil races and had their villains in the story line, but I never felt I could truely be evil myself. The quests were pretty much neutral that everyone would do regardless of your race or alignment, aside from epics. To me, a life of consequence should go both ways with a benefit and consequence for every action. For example if a player decides to help a farmer fend off an attack from orcs and save his farmstead, then hey, good job. +1 faction for you with whatever town / city but also -1 faction with orcs / specific clan of orcs. However, if the player decides to help the orcs instead of the farmer then the player should receive +1 faction with orcs and -1 faction with city / town. I am hoping that the evil beings of Norrath in EQN have their own cities / fortresses that are just as good to use as any "good" town / cities. If it's going to be sandboxy, it should have options for good and evil.
This also gets me thinking about factions. In order to help the orcs attack the farm, they must not want to kill me in the first place. I'd assume orcs would view everyone as an enemy, at least in the beginning. So I wonder how players will get started on helping.. maybe factions will have non-kos NPCs players will have to find that will offer missions to raise faction. Whatever it is, I hope it's not as boring as just slaughtering townsfolk.
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