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Greetings all.
Sorry for the reckless questions for i could not be able to follow up EQN discussions and/or forums/news.
1-I was wondering if any information released about items if they are going to be droppable ( like ultima online / Skyrim ) ?
2-Does anyone know if the game is going to be more dependant on skill->stat->item relationship? ( wielding a two handed axe as a a mage while equipped a healing skill which can be buffed by your weapon stats )
3-Were there any debate or discussion about overall economy system if it's going to be like an auction house model or personal vendoring system?
4-Will housing be there? If SoE mentioned anything about housing did they also open up some details?
Thank you for your time.
beLIEve
Comments
1. No info yet.
2. Minor info so far. Not enough to make sense of yet.
3. Nothing yet.
4. Only that you will be able to earn a landgrant and move a template from Landmark then you can build your own house in Next.
4. I believe they said a player in EQN can build their own inside the game, or buy plans from someone else through Landmark or inside EQN. The resources required still need to be furnished through EQN harvesting or buying from another EQN player, resources can't come from Landmark.
Once upon a time....
While they haven't given too many specific details, there is some vague info out there. Of course it is all still up in the air and could change, especially with EQN's Alpha and player's impact on development.
1. Nothing yet, but EQ still has items that can be dropped. Not sure on EQ2. So it is a possibility, especially with the "sandbox" concept. Not being able to do such a simple thing is a bit restrictive.
2. Stats and Gear will function a bit different. Skill will probably take more front stage (as in player skill).
Gear will not have traditional stats like STR, STA, INT. Sounds like it will be more like +10% Dmg or -5% Cast Speed type enhancements. Things that can affect a wide range of abilities/classes. Traditional stats will still be in, but will be hard to raise and will have greater impact on skills and players overall.
Skills will be enhanced/benefit from gear though. They've used MOBAs as an example for combat and I think that applies to Gear/Stats as well. I believe they said there will only be 5 worn item slots plus weapons, so much less gear focused then some games.
Weapons will be class locked though. A Blademaster (example, not real) will have access to 2handed Swords and Duel Wielding Swords and that's it. Can't mix and match weapons within a class.
3. They've talked about both of these ideas. Sounds like they will have multiple ways to trade/sell things. Doubt anything is set in stone, but they've said there will be some sort of Auction House system (might require a bit more player interaction) and I believe they will have bazaars, player merchants/vendors, and other similar things. They've specifically said that players will be able to have/rent stalls in trade areas (In Landmark at least).
4. I think Housing is a given. It is pretty standard these days and with the amazing things that can be done in Landmark, I see no reason why they wouldn't at least bring a simplified version to EQN. They've said it will be more of something that is earned and not just given to every player though. No idea if it will be open world, instanced, housing zones, or anything like that though.
Thanks.I appreciate the answers.
Sadly, classes being weapon restricted grinds my gears though.
beLIEve
With the potential to have 40+ classes on one character, I think it will work out fine.
Instead of a Warrior having access to 10+ weapons with 50 skills for example, it will be like 5 unique classes (Blademaster, Warrior, Duelist, Berserker, Mercenary, etc) with different combos of those same weapons, all with their own unique skills and styles. With the limitation comes a lot of variety as well.
That on top of being able to swap out up to 4 skills from different classes will add plenty of variety.
I think it's more like, if you grab that weapon, do you have any skills to us it better? I think. I hope anyways.
Once upon a time....
That's the plan. They are focusing on EQNL because it is the game they are releasing first (sort of, I expect it to be in open-beta/semi-released state for a long time). Also, a lots of the dev working on Landmark are working on both games because the systems they are working on will be used by both games (like the procedural landscape generation and props).
EQNext should come in 2015, this mean that the other half of the year should start to see more information. Although, I do not expect lot of new information. We are mostly in need of seeing all those things mentioned over reading about them.
I get that, but last word for SoE is they hope for a 2014 release. My guess this wont be the case with trying to make 2 MMO even if EQNL is helping them make EQN. Who knows, not even sure SoE knows lol. But like I said, after EQNL releases I hope we start to get more into on EQN.
In his latest AMA (when SOE announced shutting down 4 games in Jan), Smedley said likely next year for EQNext release (so 2015), here is the quote. He tend to be over optimistic when it comes to release as well...
Cool beans, guess I will fart around in Wildstar for 2014 lol
1. No info yet.
2. The game is going to be trying horizontal progression. You progress your character through combat, crafting ,exploring, questing, etc. But the gains you get from "leveling up" and getting gear are going to be more about customization, not +stat power. For example, maybe you unlock a skill from leveling up / learning a new class that stuns mobs, but to equip the skill you will have to sacrifice one of your other skills, like a damage one or a healing one, so you gain CC in exchange for less healing or damage.
One sword from a fire dragon might have a ranged fire DD skill attached to it, but a sword from an orc general might have a stunning ability attached to it. The key is going to be customization, not +power.
The more you play, the more you unlock, the more you can customize your character, but the progression isn't going to lead to you becoming a god that can 1 shot other players or to steam roll raid / group zones by yourself and all the content in the game is going to be viable. There won't be level barriers between content, just group size / skill barriers.
http://massively.joystiq.com/2014/02/05/mmo-mechanics-comparing-vertical-and-horizontal-progression/
3. No info yet, but I'd imagine that it'll be auction house style. Personal vendor systems are proven to be annoying and non-user friendly.
4. No info that I've seen yet, but most SOE MMORPGs have a housing system of some sort, so I would expect it to be in the game in some form (either instanced or open world)
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