EQNext" will be the world's largest sandbox-style MMO ever made"

So Landmark and EQnext AREN'T the same thing?

Is EQNext gonna be like the older EQ's?

i would expect EQNext to be different than older EQ's not really sure what to expect from it based on what they have shown.

but it will likely include all the voxel stuff from landmark combined with a full RPG system with enemies and explorations and such so who knows right now how it will actually play out.
 
Originally they said that Landmark was a building game and Next was the next actual EQ game for questing, killing and such. Although I think the lines are starting to blur slightly. I also don't think Next is going to have raiding or at least it hasn't been announced as part of the game, so when I say the next actual EQ game, I was just paraphrasing what they were saying, not what I think it will be.
 
It's just PVP at this time in Landmarks....I am still patching to see the animations and what not. But I really hope they do some PVE type stuff as PVP ends up with people cheating/exploiting damn near every time. Not to say they can't cheat at PVE but at least it doesn't effect me quite as directly.
 
Raids are one of the single most TIME consuming things to do in mmos that a large number of people simply don't have the time nor drive to do, and they don't.

They're just boring as hell too. When the end game is about raiding, and I know it's about raiding, I won't even have the motivation to start playing it. I want a sandbox MMORPG that gives players enough to create their own endgames - and many different ones at that. But at this point, I really don't care if a good MMORPG ever comes out. I've lost all interest in the genre.
 
They're just boring as hell too. When the end game is about raiding, and I know it's about raiding, I won't even have the motivation to start playing it. I want a sandbox MMORPG that gives players enough to create their own endgames - and many different ones at that. But at this point, I really don't care if a good MMORPG ever comes out. I've lost all interest in the genre.

Agreed.

For all its faults, raids like the Crystal Tower in FFXIV are about the right length to me. 24 man raid that lasts about 30-60 mins when you're a fresh noob in there and down to 15-20 mins for a speedrun once you're geared.

My days of 4-10 hour raids are over with. I've got better things to do with my life now, as do most people I think.

I'm killing time there for a while, toying with ArcheAge a bit and waiting to see how EQN turns out. I cant commit the time to MMO's like I used to when EverQuest first launched and I could easily log 60 hours a week in game, so a game I can hop in and out of and still find things to do at a casual pace holds a lot of interest to me.
 
So when you guys say "create your own end game", what exactly do you mean?

I don't see how you can create a real end game without developer tools for quests and exploration. I never understood this player created content idea
 
So when you guys say "create your own end game", what exactly do you mean?

I don't see how you can create a real end game without developer tools for quests and exploration. I never understood this player created content idea

Well, for me Ultima online was a perfect example of this, though by todays standard you probably need something more.

It was never geared toward gear grinding nor items and there were zero quests to it.

You simply skilled up your character and continued doing whatever the hell you wanted to do.

Craft/sell/buy a house/decorate it/pvp/guild battles, etc.

The closest thing is Eve in terms of "end-game."

Though I think it can be done better.

Allowing people to actually build up a city, similar to RTS games, where you can choose to place buildings/shops and things which have an impact on your city (And take time/resources to build).

All while it HAS to be able to be destroyed, this will lead to goameplay an dpeople fighting over their lands/base.

To me this is the MAIN problem with modern mmorpgs like Guild Wars 2 and ESO, they had these large pvp areas but the "keeps" and things were just nameless npc-run areas, you didn't live there, you didn't know anyone else usually, and the pvp was just so shallow you really didn't care about keep flipping.

Now Imagine those pvp'able areas had player towns that players actually build up and work toward, guilds protect them, the towns lead to gameplay (IE shops/equipment in the towns are supplied by players which in turn need said shops/crafting areas to make said items).

Then you have resources.

Resources should play an important part, but NOT like most "resources" in modern mmo's (Random nodes that randomly spawn), rather have them be similar to UO where you had actual mines, you'd go to get ore, etc. Trees all over could be chopped for wood and other things.

Thus with set areas (like mineS) you create something else for players to have a conflict over and thus more gameplay that is sustainable and doesn't "end" or go away.

It's things like this that can keep people playing again and again and again without feeling like they have hit a wall and want to wait fo ran expansion.

It doesn't have to all be about pvp either, you can have things for crafters/fun.

Like fishing/hunting (That's more like.....well real fishing or hunting, and having those things be useful or giving trophies and things for rare finds).

Organized tournaments/games, imagine having jousting and actual gladiator tournaments where players fight until only one is left and that player wins (no "ladder" or "who has the most fucking time on their hands" but actually a fair tournament where you have sign ups, and then players fight until they are elminated or the last man standing.

Then you could also have team based games and such.

That's not even getting into other things, such as taming/animal husbandry, being able to find rare animals and tame them for player sas pets or burden animals (like mules/oxen) which could be used to haul caravans or mounts for riding.

There are all sorts of things that a game can have that is build toward a more sandbox style and not a "level cap" focus or gear focus.
 
The Everquest Next Twitch Feed is every Thurs. 1:00 pm central time.

http://www.twitch.tv/everquestnext/profile

The game is very much alive from what I've been hearing but they are getting caught up on the details of the game more so then a traditional MMO I think they want to out WOW people by using some of the best textures and structures and building materials to make a unique immersive experience. Then again it's a game made in the USA will Korean MMOs like Black Desert Online take away from this game I would have to say no because this game is made to look good period.

One of the Art developers on the team quoted me from the chat today so that was cool =)
 
When you guys getting married? :p

I hope this game still has the "advanced organic quest" system on release, it was one of the only things I was looking forward too.
 
I hope this game still has the "advanced organic quest" system on release, it was one of the only things I was looking forward too.

If you mean this.....

http://www.shacknews.com/article/88260/everquest-next-no-longer-working-with-ai-company-storybricks

Since Sony Online Entertainment became Daybreak Game Company, it's felt like more and more bad news has emerged by the day, between the voluntary and involuntary personnel departures. Over the weekend, another major domino has apparently fallen. as the EverQuest Next team has apparently parted ways with emergent artificial intelligence company Storybricks.

It's already dead Jim. :(
 
Sigh. That was one of the few things that might have separated EQ Next from the rest of the MMO's out there.

"We made the decision that it was in the best interest of the game to take that work in-house. They did a lot of work for us and we'll be utilizing that. It's not like that work is lost."

It doesn't sound like they are just dropping ithe AI or quest system, rather they are bringing it in-house rather then working with a third party on it.
 
"We made the decision that it was in the best interest of the game to take that work in-house. They did a lot of work for us and we'll be utilizing that. It's not like that work is lost."

It doesn't sound like they are just dropping ithe AI or quest system, rather they are bringing it in-house rather then working with a third party on it.

Aye, not 100% lost, but dropping the team that developed it so you can mess with it on your own in house..... I sort of question that logic if I'm a programmer. If I'm a bean counter, then it makes lots of sense I bet.
 
"We made the decision that it was in the best interest of the game to take that work in-house. They did a lot of work for us and we'll be utilizing that. It's not like that work is lost."

It doesn't sound like they are just dropping ithe AI or quest system, rather they are bringing it in-house rather then working with a third party on it.

Oh, that's good to know. Fingers crossed, then.


Aye, not 100% lost, but dropping the team that developed it so you can mess with it on your own in house..... I sort of question that logic if I'm a programmer. If I'm a bean counter, then it makes lots of sense I bet.

The company actually shut down very shortly after the deal with EQN ended, one of the reasons among them was "lack of IP". I imagine the devs of EQN didn't have much choice in the matter.
 
I was actually looking forward to this, but replacing teams this far into development....

It's never gone well in the past. That's all I'm sayin'.
 
I was actually looking forward to this, but replacing teams this far into development....

It's never gone well in the past. That's all I'm sayin'.

What teams have they replaced? Afaik it's the same core dev team minus a few people here and there. The main one I know of that left was David Georgeson.

Storybricks wasn't part of SOE, they were an outside third party that they brought in to help work with the igame and decided to just use what they had and bring it fully in house now.
 
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