Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Gamespot article on EQ next

FourplayFourplay Member UncommonPosts: 216

http://www.gamespot.com/features/everquest-next-a-life-of-consequence-6412426/?tag=Topslot%3bSlot1

 

I like how Kevin VanOrd described his view on the game. I have the same view.

Comments

  • dandurindandurin Member UncommonPosts: 498
    Originally posted by Fourplay

    http://www.gamespot.com/features/everquest-next-a-life-of-consequence-6412426/?tag=Topslot%3bSlot1

     

    I like how Kevin VanOrd described his view on the game. I have the same view.

    Thanks for the link. I think this article has a VERY significant easter egg in it.

     

    Nameley,

     

     

    As for the level-less system, EverQuest Next's progression is tied to tiers. When Georgeson told me this, I couldn't help but wonder: what's the difference between a level and a tier? He was quick to tell me, however, that the difference isn't just a matter of semantics. Leveling up in a typical role-playing game is a vertical affair: you gain levels and earn rewards, getting more powerful along the way. In EverQuest Next, tiers are horizontal, so you are rewarded with new classes, new weapons, and so forth for accomplishing heroic deeds. Tiers essentially provide you with a travelogue in which your specific exploits unlock new playthings. The world isn't divided into areas by player level, as in, "over here is where players level 20-25 should travel." There are regions you probably shouldn't get too close to when adventuring on your own, of course, but SOE wants you to go where you want to go when you want to go there--and to do it in a vast, seamless, unpredictable world.

     

     

    It's clear now that we will NOT be progressing in power level (eg hit points and dps) AT ALL, and Orcs and kobolds will always be a threat.  

     

    Personally... I like it!    So long Dungeons & Dragons, it's been fun, but we've got a new paradigm.

     

    For those who care, this also makes the possibility of factional PVP, siege warfare, and naval conflict balanced from day one.  No more rush to max level "to start the real game".

  • NadiaNadia Member UncommonPosts: 11,798
    good article - thank you
  • azarhalazarhal Member RarePosts: 1,402
    Originally posted by dandurin

    For those who care, this also makes the possibility of factional PVP, siege warfare, and naval conflict balanced from day one.  No more rush to max level "to start the real game".

    Wanna bet that they looked at GW2 level scaling concept and just said screw it, we are just going to remove levels.

Sign In or Register to comment.