|
September 16, 2004
AlGhouti - Welcome to another great
Stratics House of Commons chat with the developers of Everquest 2! The
topic will be general discussion so any questions about the game are welcome.
AlGhouti - Please send said questions
to [QT]Phrog, [QT]Gowel, [QT]Looker or [QT]Calelena - to do so type /query
NICK and type in the window that pops up. Questions sent to myself or
the developers will NOT make it into the lineup, so don't bother. Full
logs of the chat will be up on http://www.stratics.com shortly after the
chat.
Moorgard - Hey there, I'm community
manager Steve Danuser.
Moorgard - Thanks for coming!
[SOE]Gallenite - Hi there! I'm Troy
McClu....err.. Scott Hartsman, Technical Director for EverQuest II
[SOE]Russo - Hey everyone, I'm Joe
Russo, Lead Mechanics Designer for EverQuest II.
[SOE]Dymus - Hello, I'm Jason Roberts,
Design Supervisor for EverQuest II.
[SOE]Froech - Evening, folks, I'm
Bruce Ferguson, one of the Producers on EverQuest II
[SOE]Waters - Hi, I'm Rich Waters
and I'm the Design Director for EQ2. Thanks for coming :)
AlGhouti - <Talasyn> when is
the next large invite into beta?
[SOE]Gallenite - We're just coming
off of a pretty big addition of UK, France, and Germany adds, and the
next batch will be coming out over the next week, including more additions
from those who signed up earlier this year on our website -- if you signed
up, make sure your email address is up to date! ;)
[SOE]Gallenite - (done)
AlGhouti - *KoE|Septus* question:
How will the quest system be improved upon compared to the original?
[SOE]Dymus - For the quest system:
We've added a quest journal to track quests, we've included new ways in
which to complete quests from just item turn-ins. We also have several
ways in which we can deliver a quest to you ranging from NPC's, objects
in the world, and items.
[SOE]Dymus - Done.
AlGhouti - <Bateman> Are you
looking into the side effects of the current locked encounter system?
Preventing killstealing I'm sure everyone supports, but preventing heals
and buffs?
[SOE]Gallenite - We defintiely do
pay attention to the side effects, absolutely. Especially how the impact
the game socially, since we're based so strongly around people meeting
up with other people.
[SOE]Gallenite - In the long run,
it lets us give out better rewards when we're able to say that yes, absolutely,
this group of people defeated this encounter using their own skills --
only things they brought to the table.
[SOE]Gallenite - Truth be told, I
didn't much like the concept when I first joined the team, but in playing
it in practice, there are still tons of opportunities to run past people
who are in dire need of help and have called for it. If anything, it's
kind of cool to have a REAL way of knowing when they need you. :)
[SOE]Gallenite - Best to play it and
then decide, is what I learned. :)
[SOE]Gallenite - (done)
AlGhouti - <Brutusford> How
are Assassin and Ranger different?
[SOE]Russo - Rangers primarily use
bows and ranged attacks, Assassins do more stealthed backstab maneuvers
within melee range.
[SOE]Russo - (done)
Moorgard - Plus, rangers die a lot
more.
Moorgard - It's tradition!
[SOE]Gallenite - (Moorgard's never
content to strictly offend a single community. He's trying to branch out
lately.)
AlGhouti - *Lief* Are the control's
going to be the same as the first version of Everquest?
[SOE]Waters - We're definitely going
to support controls that are familiar to EQ players, as well as other
games in the genre. We also have a very large amount of customization
options so you can set up your controls the way you like them best.
[SOE]Waters - (done)
AlGhouti - *LadyJade* Recently there
was a post on the forums regarding death penalties being re-done, can
we get any information as to what's being changed? :o
[SOE]Waters - The death penalty in
a game like this is such an integral part that we've put a lot of time
into testing and tuning it. We have made some changes on beta lately to
make it play a bit better.
[SOE]Waters - Some of the things we've
changed are moving from the spirit system we were experimenting with to
an experience debt system. Now when you die, you will have a certain amount
of debt that you'll need to pay off for awhile.
[SOE]Waters - This debt system will
make you want to avoid dying, but it won't keep you from advancing and
being able to level while in debt. It will slow you down but not stop
you or set you back.
[SOE]Waters - Also, we've made a big
change in how the death penalty is applied to groups. If you're in a group,
all group members will share any deaths that happen. This encourages group
play and makes groups share the risks and the rewards of being a team.
[SOE]Waters - If you're in a group
of six and your tank dies, each person gets about 1/6th of a normal death.
This is pretty fast to recover from, and makes it less painful if someone
occasionally has an accidental death.
[SOE]Waters - The last thing we changed
was just to speed up the experience rate a bit and make the death penalty
a bit smaller so that it plays a bit better.
[SOE]Waters - (done)
AlGhouti - *Vars* Will Bards/Dirges/Troubadours
be able to play music for entertainment and RP purposes ala SWG, or will
it be restricted to combat and spellcasting only?
[SOE]Russo - Bards as well as all
bard sub-classes play music as a form of spellcasting during combat. There
is currently no plan for them to play music for entertainment puposes
in game. (done)
AlGhouti - *[Immortality]Zamnir* Will
there be different kinds of pets for necromancers? If so, how many? We
know conjurors have at least 4 types of pets (fire,air,water,earth). Will
necromancers have that much diversity?
[SOE]Russo - Yes, there will be at
least 4 different pet types for Necromancers. Currently we have everything
from floating fleshy orbs, to a few different skeletons, to evil extraplanar
pets. (done)
AlGhouti - *Syenna* "What impact do
you see vision types playing in the game? Are there quests or other content
that require a player or member of the group to have a certain vision
type?"
[SOE]Waters - Right now vision types
give some fun utility and flavor to the different races. They are handy,
but currently they're not integral to any gameplay. I expect we will put
quests and activities that take advantage of certain vision types into
the game in the future.
[SOE]Waters - (done)
AlGhouti - *Torith4lp* With LOE and
Legend players now receiving invites to Beta, how has the beta community
helped improving the game? Was the outcome better then you had hoped?
[SOE]Gallenite - The beta community
for EQ2 has been unlike anythng I've ever seen before. We've probably
had the most useful forums I've yet seen for a beta. I don't know that
the fact some people from LoE or from Legends has much to do with it --
There's a lot of lively discussion from a lot of people who want the game
to be as great as we all know it can be, no matter how they got in. :)
[SOE]Gallenite - One thing's for sure
-- It's definitely not a large group of people all sitting around telling
us how great everything is. We're getting valid feedback on everything
from game systems, to quests, to UI, and we act on it weekly.
[SOE]Gallenite - I should probably
amend that.. It's not a lot of people sitting around telling us how great
everything is, just to make us happy. ;)
[SOE]Gallenite - (done)
AlGhouti - *[BtP]Zydar* How much of
a encumberment will food play ultimately in the preformace of your a character?
[SOE]Russo - Food and drink will play
a major part in reducing downtime between fights. In addition to this,
food and drink will also provide out of combat utility effects for the
party. All in all it will be pretty handy to have around. (done)
AlGhouti - *[Xan]Shiva* i would like
to know untill what extent ubi soft is involved into eq2 business in europe
(do they only distribute the game or more, like in eq1 hosting some servers?)
[SOE]Froech - Our agreement with Ubisoft
is a distribution deal. We're hosting the servers, however, in our own
Network Operations Centers throughout the world. We'll be handling the
GMs/Customer service as well.
[SOE]Froech - done
AlGhouti - *daishan* Is there enough
"Separation" of the specialty classes at upper levels? As in the remarks
about all warriors can fulfill role but will you be able to tell the diffence
in how they do it?
[SOE]Waters - We're setting up classes
in an archetype system so that fighters will specialize as they gain levels
and split off into more refined sub-classes. These sub-classes add interesting
and unique abilities to use, but you never lose your core abilities. Any
type of fighter sub-class will still be very effective as a fighter.
[SOE]Waters - You may want a certain
type of fighter because it suits your group or play style, but if you
need a tank you can get any fighter for the job.
[SOE]Waters - (done)
AlGhouti - *Ling* will NPC's be completely
interactive? for instance, can i just kill a quest-giver if i wish? or
will they be single-use only?
[SOE]Dymus - It depends on the role
of the NPC. To prevent things such as griefing most quest givers will
be unkillable unless it will be integral to the quest they are a part
of. Most quest givers will not be single use only and have a variety or
series of quests they can give you. (Done)
AlGhouti - *LadyJade* How will mob
AI choose which groupmember to attack? Will heals be seen as damage done
to the mob when making that choice?
[SOE]Russo - During a battle, the
NPCs are always keeping track of what we call "hate". Hate can be generated
by attacking the NPC, healing a party member, debuffing the NPC, or doing
generally offensive actions towards the NPC. When deciding who to attack,
the NPC typically goes after the group member who has the most "hate".
(done)
AlGhouti - <EL-[MOD]Evfil> How
long is it possible to solo while still receiving rewarding experience
for the time you spend playing?
[SOE]Waters - Soloing is viable at
every level of the game. There are some advantages to grouping, but you
can get to level 50 by yourself if you like. We do plan to encourage grouping
though, so group experience is a bit faster, you can survive in harder
areas, and potentially get better loot in a group than you could solo.
[SOE]Waters - We don't want to shut
out the solo player, so we'll continue to watch it and tune it during
beta.
[SOE]Waters - (done)
AlGhouti - <suzina> question:
We've heard some mobs will be marked "solo" to indicate they are soloable,
does this mean grouped players can't attack things marked "Solo"?
[SOE]Russo - In addition to "solo",
there are also a few "group" markings. These markings are there to let
the player know who the encounter is tuned for. Nothing prevents groups
of players from taking on "solo" encounters, but they will find that they
don't get an experience bonus.
[SOE]Russo - There is also nothing
that prevents a solo player from going after "group" encounters, but the
marking is there to let the player know that it will be a tough battle.
[SOE]Russo - (done)
AlGhouti - *EL-[MOD]Evfil* Will all
priests be a viable healing option into the high end levels, or will clerics
be necessary for the upper end encounters?
[SOE]Waters - All priests will be
viable healers. Like I said with fighters earlier, we want to make sure
that characters grow by gaining more specialized abilities without ever
losing their core abilities. Since healing is such a core function of
the priest archetype, any priest will always be an effective healer.
[SOE]Waters - Different priest types
will have different methods of healing, so you may prefer a shaman in
one type of encounter and a cleric in another, but we aim to balance it
so all types of priests are equally valued.
[SOE]Waters - (done)
AlGhouti - *suzina* Is there a word
on a release date for the strategy guide or game? Amazon is offereing
the guide this month.
[SOE]Froech - We don't have a release
date set yet. Many vendors put up their own release dates, without necessarily
checking with the provider. I've seen dates before on game that I've worked
on that never shipped. So no, those dates are not official, by any means.
[SOE]Froech - done
AlGhouti - *DocTorZeP* in eq1 , there
were some items slots that when equipt with an item, did not display a
graphic on your char.(neck,belt,back slot, etc). will eq2 have character
graphics for these slots ?
[SOE]Gallenite - EQ2 adds some refinements
to the way items are displayed, such as the ability to lower the hood
on your robe, but we do not have every single slot as a visible item.
At our level of detail, that'd bring even the biggest systems to their
knees. :)
[SOE]Gallenite - <done>
AlGhouti - *zeaL* What are the big
differences if any between the Magician from EQ1 and the Conjuror in EQ2?
[SOE]Russo - The Magician from EQ
was definitely the mold that we used for EQ2's Conjurer. There aren't
really any major differences. (done)
AlGhouti - *Platorian* Will Monks
still have their FD skill, and are they used as "pullers" like in EQLive?
Moorgard - Monks do have a feign death
skill, but it's used as an escape mechanism, not a pulling tool. Since
many encounters are with groups of NPCs, monks won't be splitting in the
old EQ sense.
Moorgard - And just to add to the
class distinction answers above, I'm happy to say that playing a monk
feels like playing a monk. :)
Moorgard - done
AlGhouti - *Optik* Is there anything
to prevent player griefing with the group debt penalty?
[SOE]Waters - It should be pretty
easy to avoid griefing, or at least easier than it is now with the death
penalty in EQ. First, if someone in your group dies to grief you, they're
taking some debt too. Each of you only gets a fraction of a whole death,
so it's a better deal for you than it would be if your cleric in EQ just
decided not to heal you, or your warrior decided not to taunt.
[SOE]Waters - Also, it won't take
you too long to notice that there's an idiot in your group dying on purpose
and you can boot him out of the group and tell your friends not to group
with him. We've been playing with it for a bit on beta now, and overall
the response is very positive.
[SOE]Waters - (done)
AlGhouti - <insomniac> Will
the user interface be *fully* customizeable this time around? in eqlive
certian things like button and money positions were not able to be altered.
[SOE]Gallenite - The UI in EQ2 is
customizable in all the ways that EQ modders should be able to have fun
with. Including button and money positions. If it's not, once you get
in, /bug it -- We read those daily. ;)
[SOE]Gallenite - <d>
AlGhouti - *Lister* And now for the
most important question: Is Fippy (or a descendant) still around?
[SOE]Dymus - The line of Fippy is
certainly alive and well. Though his descendents are less into charging
the gates of Qeynos and into more lucrative "business" ventures.
[SOE]Dymus - Done.
Moorgard - Who says you can't teach
an old dog new tricks?
AlGhouti - Alright folks that's it
for this one! Thanks for joining us and be sure to come again next time,
the logs will be posted shortly on http://www.stratics.com
[SOE]Gallenite - Thanks very much
for coming, everyone - Look forward to seeing y'all in EQ2!
[SOE]Waters - Thanks for coming everyone.
Bye!
[SOE]Dymus - Thanks everyone for coming.
[SOE]Froech - Thanks, folks, for stopping
by. We appreciate your support!
Moorgard - Thanks everybody, we appreciate
the support and enthusiasm for the game. See you next month!
[SOE]Russo - Thanks everyone!
|