Everquest Next reveal today

Was there any word on what business model the game will use?

Edit: Hmm it says on the site its free to play, interesting... :)
 
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Little bit more info taken from another site :)

WORLD
• Seamless world - no zones
• The land mass shown was not Antonica, it was just a land mass. I asked if Kelethin existed and he shrugged as if he could not answer. BUT IF THEY HAVE CRUSHBONE (concept art) THEY MUST HAVE KELETHIN RIGHT?!
•*I asked about the limitations I had read about with the Light Forge engine in regards to water (rivers) and square-ish maps, his response was that it was a heavily modified version so there will be fluids in the game.
•*No oceans, 'yet'.
• There will not be 2 factions (ie alliance/horde), or 2 sides (evil/good).
•*Raids are 24 man (or smaller)
•*No camping in game. Mobs move around

CHARACTERS
•There will be 8 starting classes, the one you pick you basically get for free. The other classes you will be able collect. I am assuming these 8 will be a part of the 40 planned classes (more of which will be shown tomorrow in the classes panel). Their plan is to release new classes as the years progress. It was also mentioned that some classes will be extremely hard to obtain.
•*No levels - referred to as `tiers', the 'zones' will be tiered with certain level mobs and usually will be higher tiered the deeper you go in that specific area. In order to tier up you will have to complete certain objectives; one example given is say completing a specific set of armor would tier you up.
•*8 max total abilities at any given time. 4 per weapon, and 4 per class. He mentioned something about all 8 being from weapons if you were say duel wielding, but I may have misunderstood him here.
•*There is NO XP from mob killing, no grinding, etc etc. Essentially what we're looking at is a set of objectives and how we go about completing those objectives will be up to us. It was said that one may be able to tier up without even having to fight.
• RANGERS ARE A CONFIRMED CLASS
•*Cannot progress both a paladin and a shadow knight at the same time. Basically you have to do bad things to get friendly with the SK people so you can up the SK skills, but you have to do good things to get in nice with the paladin folks to get trained in paladin things. You can however, do bad things and get the SK class, then redeem yourself and get the paladin class, but in doing so you may no longer be able to talk to the SK people and continue your progression with that class.
•*I asked about death; they cannot talk about death. All he said was "it's cool and we think you'll like it".

ITEMS
•*All items will be bind on equip (or pickup, not sure). He said that he loved the idea of non-bind weapons but they ruin the economy.
the game will be heavily based on gear, he loves gear and loves the hunt for gear. One example he gave us is say you were a Rogue that wanted to get the wizard's teleport spell - well once you obtain the teleport spell and use it, you most likely would not have enough stamina/mana/whatever to do your backstab, so you would want to gear that class specifically for this task by obtaining a weapon that returned stamina/mana/whatever on teleport/use.
•*Crafted items and dropped items (say from raids) will be of equal value many times. This is all dependent on the class, spec, etc though. He basically said there is a big emphasis on crafting and they want their goods to be competitive.

COMBAT
•*NO AUTO ATTACK, I asked if was similar to NW's combat system and he said it was similar, but more advanced.
•*The demo shown was more of a `tech demo' for the destructible environment. None of the NPCs were even pathing (the small ones were not even attacking back).
•*BOWS are in the game (more on that tomorrow apparently).


MISC
•*I asked if there was a large majority of the game that they were not showing us (maybe due to lack of polish etc etc) and he said yes.
•*Crafting was compared to SWG, but better
•*There are currently 70-90 devs (don't remember the exact number) on the dev team for EQN.
 
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I think they hinted that landmark would be the end of this year with eqnext following in 2014?

That's a very ambitious release schedule for the full game, given everything they told us last night.

We know that they've only been working on this for 2 years, and that 1.5 years of that time was prototyping. So basically they're saying they will finish this game in 1 year.... I can't see it! But good luck to them...
 
I can see them trying to get the game out in 2014 since if I remember it will be the 15th anniversary of Everquest and the 10th anniversary of Everquest 2.

My big problem will be Prosieben, I'm damned if I'm going to let that bunch near my credit card details. Most of my old SOE games can still be played without needing to transfer anything to Prosieben (lost my DCUO account though as EU players can't play it through SOE anymore).

I'm just hoping it will be like with Planetside 2 where beta players in europe could keep their accounts with SOE, otherwise I think I may end up giving this one a miss.
 
Ahhh 2014. So long. Not played an MMO since the start of the year, and nothing appeals to me at the moment. Hopefully Wildstar soonish will tide me over 'til EQN! :(
 
I want to get my SOE account signed up for beta but I cant and NO WAY IN HELL am I making a proseb one after the way PS2 players have been treated.
 
This snippet peaked my interest

Over time, individual servers in EverQuest Next are meant to become their own worlds. Jump to another server, and a city may be where a field is supposed to be, or it might not exist at all. It will be possible to dig deep into the ground and make all kinds of interesting archaeological discoveries. And to keep things fresh, SOE will occasionally use an earthquake to shake things up and open up new areas.

Also recommend http://www.eqnexus.com/
 
•There will be 8 starting classes, the one you pick you basically get for free. The other classes you will be able collect.

•*8 max total abilities at any given time. 4 per weapon, and 4 per class.

•*There is NO XP from mob killing, no grinding, etc etc. Essentially what we're looking at is a set of objectives and how we go about completing those objectives will be up to us. It was said that one may be able to tier up without even having to fight.

Whelp, looks like the "next gen" of mmos think the way to go is action oriented like gw2/wildstar which in my opinion is going to be a multi-year long slog through and experiment in the mmo genre, an expirement that people are already getting tired of. By action mmo, it's usually touted when talking about abilities, 8 at a time? Sigh, these are really crappy decisions because you remove swathes of utility skills which made up some classes, such as support classes.

As for "collecting classes" I don't know, hopefully it isn't something you're easily able to just switch and more knowing in advance what you want to do.
Lastly, no exp/leveling but objectives, I hope this doesn't become too linear if you go a combat/non combat route.

There's a reason why older MMOs did so well, besides it being a fairly new genre in the mainstream a decade ago; is that they didn't treat you like idiots and you have many, many things to play with.
Today it's about simplifying it down as much as possible and they wonder why their innovations aren't as popular.


This snippet peaked my interest

That concerns me, if things are like that they can't be finite right? It'll all be instanced, or get repaired over time when players aren't looking?
Imagine someone digs and find a cool dungeon with something really awesome. Now is it just empty for other players? I mean, I like the idea of unique stuff but it's so far from current gen ethos.
So I assume it's not as cool as it sounds.
 
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