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EQ:N -- What do we really know about how much work is pending?

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Comments

  • makasouleater69makasouleater69 Member UncommonPosts: 1,096
    I bet you, you could figure out how to program, and make your own mmo, before EQN comes out. 
  • ElsaboltsElsabolts Member RarePosts: 3,476
    Project is Doomed, Dev's are just throwing good money after bad. The cost will be there JOBS
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
  • azarhalazarhal Member RarePosts: 1,402
    Responding to the OP

    1. Player races

    Landmark was always supposed to be human only, but they added what we could call Barbarian to it (Large humans in the CC). We have seen Kerran as far back as 2013 and Dark Elves/Barbarian in 2014 in gameplay and concept arts for Dwarves, Ogres, Goblins, Orcs, Iskar, Halflings and other elves over the last 2 years. We have also seen other type of monsters in gameplay that never made it to Landmark, so the pool of done things is much larger than what we have seen (which is usually the case with games in development anyway).

    2. Cities

    They were contest for Qeynos (Combine), Halas, Elven (Takish Empire), Dark Elves, Ogres, Kerrans. Also, the way the game was described in 2013, most of the land is covered with ruins. "Player cities" are going to be built while we play the game. It was also never question that people make everything via Landmark contest as far as I know.

    If you want to know what some of these thing look likes, Landmark has museum islands for the done workshop contests where you can walk around the winning buildings.

    3. Crafting

    I can say that it won't be exactly like in Landmark right now (there is basically no crafting anymore). The early Landmark systems were apparently them testing stuff for EQNext though. So expect various crafting stations, various material types, etc. Enchanting will probably be totally different though.

    We also know that they wanted to make material always useful by giving it unique properties like specific defense or damage properties. I suspect that is still in.

    4. Combat

    First, Landmark combat was totally functional, people hated it for various reasons (some because it was too action oriented -that's not going to change-, others because it was too easy/boring). Second, there was some comments about what they intended to do in the video they did right after becoming Daybreak. From what I remember, they wanted to add active blocking to it and less circle strafing.

    And that wasn't just words too, they have been reworking the combat since last March for EQNext and had a company wide play-tests on EQNext servers for it a few weeks ago. That was apparently the first time they setup EQNext only servers as well which means they made great stride on other features for the game.

    5. AI

    Daybreak own everything Storybrick made for them, Terry Michaels was clear about that one. What is the status of that is unknown though (outside of that one simulation at SOE Live 2014 and Landmark/H1Z1 mobs's personalities), but we know they were in the process of porting new tech from base Forgelight to have a proper seamless world and have the AI deal with the zone lines (for the record EQ1 monsters don't).

    About the mob personalities, you can basically do a study in Landmark about that. Also, a lot of people calling the mobs stupid usually complains about Abomination running away form them (they are kitting their attackers and running toward help actually) and Slaugs not attacking the first dude smacking them (they prefer attacking players without their weapon outs or with low health) which isn't stupid at all in itself.

    6 Other stuff

    We know the devs have been upgrading the engine to support DX11 over the summer. That's under the hood work, they won't have anything to show for it.




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