EverQuest Sequel Shows Complexity, Ditches PvP
Thanks to GameSpy for its hands-on preview of Sony Online's forthcoming PC MMO EverQuest II, as the author discusses the graphics ("EverQuest II is one of the most beautiful games in development... Every square inch begs to be explored"), the play style ("EQ2 has a smaller, more intimate feel, more like tabletop roleplaying games centered on small parties"), and the complexity ("Everyone starts on the same island, then has to choose allegiance to one of two main cities (and belief systems!) From there, more and more options open up, sort of like an inverted gameplay pyramid.") Elsewhere, over at EQ2 Stratics there's further confirmation from devs that: "There are no plans for a PvP [Player vs. Player] server at release. There is no ETA on when or if we will ever have one."
It's still going to be a levelling treadmill. People will still farm loot.
But it will look prettier and so it will garner more subscriptions for Sony.
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Everquest was by far the most popular mmorpg the US has ever seen... so why are they changing some of the formulas? The major thing that first drew me into the game was the different starting locations for races... it made it feel more like a world than an AIM Client with pictures...
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One of the most beautiful ... games.
Bah. Got me all excited over a game?
I've finally had it: until slashdot gets article moderation, I am not coming back.
I would say, that with a downgrade in graphics, and a few slight tweaks, this is basically Final Fantasy XI. Not that this is a BAD thing....
Actually, that guild system seems like too much of a pain. I like the Linkshell I'm in FFXI, tons of people, always helping each other out, like a strong large community, always growing, and there's no real motive for us not to grow, meet new people and join together.
No PvP is a big improvement 'tho...PvP attracts the immature set..
Its sort of sad to see games moving in this direction. There is nothing more challenging than playing vs another human being, and nothing more boring than fighting the same NPC mobs over and over to get the ph4t l00tz. I belong to a PvP guild, and our average member age (of around 140 members) is about 25 years old. I can assure Sony that none of my guild will be playing this game. To be honest, none of us were really considering playing it in the first place, because the EQLive team has never given any serious consideration to the PvP crowd as their crappy PvP servers can attest to. There are much more interesting PvP games on the way (Darkfall, Dragon Empires, or Guild Wars to name a few) to want to lose a few pounds on this level treadmill.
To the people who feel that 'pvp attracts the immature crowd', mabye you're just a bit too old (or too mature) to be playing video games. We'll be all practiced up and waiting for you when you get bored of kiting a_hill_giant01 for the 100th time to get that last bubble of lvl 35.
"There are no plans for a PvP [Player vs. Player] server at release. There is no ETA on when or if we will ever have one."
Well, at least that's better then Sony telling everyone there is going to be PvP at release, then backing out on it, implementing it 3-4 months later, and debugging it a couple more months after that. Then again, with no ETA, who knows if it will ever be implemented or just another broken promise...
A complete rework of Ultima Online adding Complexity and using the Ultima interface which is so much more sensible than that gawdawful EQ interface might topple EQ.
With the expection of the unique cases (Planetside and Lineage 2 FOCUSING on PvP) PvP has largely be unsuccessful in MMO games. GM support is woefully outstretched with most players takings matters into their own hands (spam in a high populated area and guess how many people will mute you... and leave you muted as long they play the game.) One of the most unbelieved results was when players in Ultima Online formed anti-PK clans and went around PKing PKers.
Personally, I think having no PvP is a very wise move. Since December, I've been a pretty heavy FFXI player and my experiences of PvP there have been quite amusing.
When I took up FFXI, there was no PvP, but everybody wanted it. For the first few months, every linkshell I joined was full of people demanding PvP, whining about needing PvP, moaning that they were going to give up the game if they didn't get PvP and saying "just wait until they bring in PvP" to everybody they didn't get along with. Even at the time, I could spot the obvious flaws in this, although I seemed to be in a pretty small minority.
Square-Enix seemed to take quite a lot of time develop PvP. Whether this was because it was a complex task, or because they had other priorities, I can't say. I suspect it was a bit of both.
Eventualy, PvP was introduced. It was fairly limited in scope... you had to go to specific areas and participate in special events to take part in it. "Never mind", thought the PvP crowd, "we can still kill all those people who've been annoying us". Then they found out that they couldn't. The outcome of PvP combat in a MMORPG is heavily dependant on the class and level of the participants. If you wanted to kill somebody and were able to, there was no way they'd let you get close enough to try. Of course, you couldn't spend all your time chasing them, as you had to watch out for all the people who wanted to kill *you*.
The result is that, on the server I play on at least, PvP is essentially dead in the water a couple of months after its launch. I'm glad they introduced it; it stopped a lot of moaning from the kiddies. Howver, I can see that Square-Enix wasted a lot of time and effort implementing a major feature which just doesn't get used now. It's not rocket-science for Sony to want to avoid making the same mistake.
Right, maybe when you first start playing, but eventually you figure out where you need to run, and you don't even bother exploring every inch, because there's nothing worth looking for there. Your goal is to get from Town A to Zone B and camp so you can continue the level grind.
I'm sorry, but I'm extremely jaded from EQ. At least with Ultima Online you could wander around and forage for herbs, and find random wildlife, and harvest natural resources from *gasp* nature.
This is all without mentioning the fact that now people are able to host their own UO servers.
When EQ 2 comes out, they could make a LOT of money selling a dev kit for letting people make their own worlds/servers. They could even sell server space. But no...of course not, that would never happen.
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PvP attracts the immature set..
That's not entirely true.
Here's a paper written a long time ago about different player types in MUDs. It holds for other games as well. If you dig around, you can also probably find a test to tell you what type you are.
Granted, I think the author's own biases show. He describes the "killer" type, which would be the type drawn to PvP, as about griefing. I don't think that's true, though it might certainly seem so from an achiever standpoint. More, I think it's about competition, about an ideal that you're the best because you can and do go out and beat other people, not because you log more hours.
Players of the current crop of MMORPGs are almost universally achievers by Bartle's model. If you wonder why these games turn into super levelling treadmills, the answer is fairly simple: It's because that's what their core audience genuinely wants. They might bitch about the timesink that it is, but their choice to continue playing demonstrates more clearly than words that they anything but despise it.
Yeah, but PvP = no subscription for me.
And if you look at the top selling video games, PvP combat games are (a) the minority in terms of sales, and (b) a market that's glutted with competition.
It makes perfect sense for Sony to go for the non-PvP MMOG market. It's wide open.
The question for me is whether they'll do a Mac and/or Linux version, and offer a demo...
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