Thread: EQ Next
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Old 08-03-2013, 02:45 PM
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Kz Kz is offline
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just gonna copy paste the rundown one of CND members posted


- They have gotten much more power out of the ps2 engine when I play it makes me laugh at gw2 unreach engine but yea I would have prefered a inhouse engine like wildstars.
- There are no levels in EverQuest Next. Progression is based on tiers and horizontal gameplay. There are 40 classes to “obtain,” and each is advanced individually once obtained.
-Player stats are called attributes. Equipment will not provide attributes. Additional attributes will be extremely rare and will require tremendous effort to modify. All attributes will have impactful meaning for all classes.
- Discovering new classes will occur at varying rates and occur through quest type events and may be restricted by player behavior and the impact of emergent AI.
- Armor (and the ability to craft intricate armor components) will be a major form of character customization, and many custom items will be recognizable on sight.
- The ability hotbar will have a maximum of 4 weapon skills and 4 class skills at any given time.
- Each class comes with 4 class specific skills.
- Crafting skill will not be advanced by repeatedly making the same item over and over.
- Crafting components remain useful based on their properties, not on a crafting level.
- Rallying Calls (public quests) will be ongoing until players on a specific server complete each stage.
- Player housing will be in game, but no details are available yet.
- There are at least 6 starting races: High Elf, Dark Elf, Human, Kerra, Dwarf and Ogre – there will be more, but as of yet unannounced.
- Old school style mage pets are in EverQuest Next
- Gear system provides 5 visual slots (chest, back, etc.), but each slot is made up of individual components that may also be swapped out.
- Homage will be paid to the EverQuest franchise through locations, armor – an example used was the Flowing Black Robe.
- Families of armor can alter your look – not just cloaks, but quivers, etc.
- Exploration will yield a variety of useful items: i.e. resources, recipes, collections, etc.
- Storylines will be important, the world will evolve, its occupants will be relatable. In short, “everything matters.”
- Parts of the environment that are destroyed will be regenerated over time, the speed of which will be determined by population and the extent of the damage done.
- Gravity will be deadly – every action has a consequence, the same with unsafe travel.
The world is vast; travel will require a time investment and a money investment.

- IMO EQN could be the next half life or wc or of course minecraft the next game that is great on its own but gets catapulted in terms of depth and massiveness buy the bright minds of its community.
- The demo shown in the EQN debut was more of a tech demo; no enemy pathing, some were not fighting back.
- The land mass shown in videos may not be known as Antonica
- No zones, the world will be seamless
- Oceans are not in game yet, though the engine is capable of rendering fluids.
- Mining tunnels is in game and functions currently.
- Class progress can be limited by choice – a player cannot pursue Paladin and Shadow - - Knights paths, for instance.
- Rangers have been confirmed as a class.
- Bows are a weapon type.
- Combat will not be handled via auto-attack. Similar to NeverWinter combat, but more advanced.
- Crafting comparable to that of Star Wars Galaxies, but more advanced.
- There is no experience granted for killing mobs, no grinding. Combat and questing is handled as a series of objectives.
- There are more than two factions in the game, not simply good v. evil, Freeport v. Qeynos, etc.
- The game will be heavily gear dependent and crafted and dropped items will be of comparable value.
- Players can choose the style of their look – giant shoulderpads or not, scantly clad to Joan of Arc.
- Items have a sub component system allowing further customization of a specific armor set.
- All items will be “Bind on Equip” (or pickup, the author is unclear).
- Multiple servers with varying rule sets are possible, but undetermined at this point.

Seeing a few contradictions in these lists from interviews etc. wtb more infos!
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