Everquest 2 NDA Lifted
According to the Everquest 2 Player Site, the NDA has been lifted on the upcoming Massively Multiplayer Game. If you've been looking forward to detailed information on the game, EQ2 Vault has a special feature on available in-game information. Tobold, of Grimwell Online, has commentary both on game mechanics and on his personal opinion.
For someone who has played MMORPGs before, but not Everquest - will EQ2 be pretty much impossible for anyone who hasn't spent the last six years playing? Or will ir be pretty even keeled for all who want to get into it?
And second, is there any new gameplay involved or is it the exactly same "make character, buy stuff, kill stuff, buy bigger stuff, kill bigger stuff, buy even bigger stuff, kill even bigger stuff" game like every other piece of crap MMORPG out there? (like Shadowbane, Anarchy Online, etc, etc, etc).
As an existing EQ player since the beginning, but without any direct experience with EQ2 yet, I can't say I find much of the information about EQ2 compelling.
As I understand it, they've shrunk the world, reduced the number of starting cities, homogenized the race/class arrangement, and added a few extra hamster wheels for crafting and acquiring spell/skills. Nothing exciting IMO. They didn't even get rid of zones.
By their own admission, SOE says that hardware *does not yet exist* which is capable of running the game with max video settings.
The eye-candy aspect may be appealing, but that's something that wears thin after the first half-hour. It seems to me the visual appeal of the game is one of the more substantive characteristics, but really has nothing to do with game play.
The most notable addition seems to be player housing -- that's intriguing. The notion of player and guild cities would seem cool, but it's not enough to encourage me to play.
The two that really stand out for me are ...
1) incomplete game and bugs
2) lots of really boring tedious tasks.
Personally I'm waiting for WOW. All the positive reviews I've heard about WOW really seem to be in sync with what I'm looking for in an online game.
In the meantime I'll keep playing Anarchy Online. It certainly has it's faults, but if you don't take it too seriously, there's lots of challenges, variety and interesting gameplay.
MMMMM...and the trolls come out for their feast.
Can't wait to hear all of the shit-talking about EQ2
I've been doing a bit of reading on EQ2 and it seems that many of the characteristics of EQ2 are direct attempts to "nerf" features in EQ that have become core components of the gameplay.
* Complete heal is gone
* Shaman slows are apparently gone or no longer as potent
* Mobs that have helpers/range aggro are now "grouped" and cannot be single-pulled by FD'ing classes
What's disappointing is that both these "features" of the game spawned extensive gameplay strategies and talent. It's sad to see them go... clerics using cooperative ch rots or anticipating cast timing, or pullers with amazing abilities to extract single mobs in very hostile zones.
* When you die, you don't lose your corpse, but you incurr some "debt" that you have to pay off before you can continue to get max experience from kills. Instead of a corpse, you have a spirit shard that needs to be recovered in order to avoid great debt and stat loss. Also these shards get automatically absorbed into your char after 72 hours. Furthermore if someone dies in a group, the entire group shares debt... an interesting approach towards balancing the risk/reward of classes that may end up dying more often.
This seems to be a big improvement over EQ.
* Automatic zone instancing... apparently if some zones get too crowded, the system may create another instance of the zone and people zoning in can select which instance of the zone they want to enter.
I can see the value of instanced zones for isolated adventures and expeditions, but splitting real in-game areas into multiple zones seems a bit freaky and unrealistic.
How do you maintain the immersive nature of the game when, upon entering a dungeon, you're prompted with a menu to choose which alternate reality you want to enter?
* Combat Locking - in order to avoid kill-stealing, once a player/group attacks a mob, nearby players cannot do damage to this mob. Apparently the player can yell for help and disable this "feature" at the cost of xp/loot.
Kill stealing has always been a troubling issue in EQ, but I'm not sure I like this mod. It flies in the face of realism. Furthermore, I see much potential for this feature to be abused.. casters with long-range spells can now easily take a mob away from another group heading to pull it.
And if KS'ing is such a deal that the developers had to hack the system to address it, what have they done about the even more annoying problem of training mobs on other people?
* Less class specialization - I'm under the impression that in EQ2 there is less distinction beteen classes. All the tank hybrids seem to be more comparable in terms of tanking; all the healing classes also have the ability to ressurrect players, etc.
I am not sure what purpose this homogenization of classes and races serves, other than seeming to turn race and class into more an issue of vanity than functionality.
Again, we have core components of the game, not necessarily designed to make a better game, but to address frustrations such as certain classes not being as desireable in groups. This could be a blessing to those who in the past felt in retrospect they chose the wrong class, but it also dulls the unique nature of classes and races.
is it just a rumor eq2 and warcraft are coming out on the same day?
I worked for SOE until late summer of this year, and I did some testing on EverQuest II (as did most of QA). Anyway, to put it bluntly, there's nothing innovative or interesting about EQ2. Actually, EQ2 is far inferior to the original EverQuest. EQ2 has more linear quests, more boring combat, less world to explore, less differentiation between classes and races, and less freedom to customize the way your characters look. It is like EQ-lite, but with an engine upgrade that is utter crap. SOE is going by the wayside. Give it 4 or 5 years, and you will all witness NCSoft utterly conquer and brutally rape SOE's bloody remains. The fact of the matter is that while there are a lot of extremely talented people working at that company, their vision is squelched by deadlines and a general unwillingness to try to do something new. SOE doesn't deserve your dollar.
Neither is really revolutionary, unless you consider adding voice features (annoying and pervasive in EQ2, minimal and cute in WoW). Both follow the trend of decreasing the degrees of freedom available to the player, resulting in more of a disneyland ride experience than that of a virtual world.
I've got my hopes set on Vanguard to be the next MMORPG of worth. I might play WoW on live, but really more to hang with my guild than anything else.
I really miss the difficulty of EQ1. I enjoyed being placed in a world, and basically told "Good luck."
No handholding with maps, teleportation books, or even descriptions of what things did. It was up to the players to discover things, to create the maps, to locate quests, to discover what exactly the FBSS was good for.
Now to cater to casual players in MMOs everything is laid out in a neat little package. No real discoveries or insights from experience playing.
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I think it is hard for ANY MMORPG sequal to be successful. This is probably just ONE of the reasons UO 2 was cancelled, and why Ashron's Call 2 is not doing as good as its first incarnation. Why is it hard? Well, it is competing against itself, for one, which still has a huge player base and recently released expansions. WoW, on the other hand, is a whole new experience, sights and sounds. MMORPGs are all basically the same for the common PC gamer, and the common PC gamer wants new experiences, not over bloated repetition that will not run on their system.
IMO, one of the coolest, most innovative features of Everquest was introduced for no more than a few weeks, and then quickly removed.
This was called the infamous "Project M".
What it allowed you to do was log into the game and take over a random NPC in a low level zone.
This would really freak out players as the NPC behavior sometimes would become quite erratic and unusual. You couldn't chat while playing a monster, but you could move around and attack.
Unfortunately, guilds figured out how to defeat the random nature of where you were deployed and eventually there rose up, armies of player-controlled giant rats in newbie zones that would terrorize lower-level players.
It was hilarious and very creative. It's a shame they didn't try to tweak this feature and keep it online. It was the perfect short-term distraction for players who otherwise couldn't get grouped or wanted to try something different.
Whoever came up with project M was very creative and innovative. I don't see that kind of creativity in later versions of Everquest or its expansions. Things have become much more formulaic.
I think that was only on the test server. I remember playing as a bat and trying to kill newbies, that was one of the best times in EQ.
Such accolades for something so trivial just demonstrates how pathetic MMORPG gameplay is.
Here is the synopsis of the life of an NPC in a MMORPG: 1. Spawn. 2. Wait around (minutes, hours, days) for some PC to show up. 3. PC assesses whether the risk/reward of killing you is acceptable, if not worthwhile then goto 2. 4. PC attacks and kills you and takes your stuff.
NPCs in MMORPGs are not substantially different from the dots in PacMan mazes from 20 years ago. The game creates lots of them, and you eat them up to get to the next level. I guess now the dots are 3D, wowzers.
There are 2 attributes of today's MMORPGs that keep people playing them: player interaction (e.g. chat) and acquisition of xp/loot to unlock content. The implementation of "Project M" allowed you to play an NPC with: 1. NO CHAT and 2. NO ACQUISITION OF XP/LOOT. So the gameplay is even lamer than regular MMORPG play. Are you really suggesting that this was some sort of breakthrough?
Um.. maybe he just thought it was fun. Chill out, man. Go outside and see some daylight for once.
What is DAY...LITE? A new metal for forging swords?
Now that is something that sounds extremely fun! It's too bad they didn't work on trying to fix the exploitation instead of just discarding the idea.