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October 21, 2004
Brekkee - Good evening and welcome
to another great Stratics House of Commons chat, tonight our guests are
the developers of EverQuest 2! Tonight’s topic is general discussion so
all questions are welcome.
Brekkee - Please send your questions
to [QT]Calelena or [QT]Firien - to do so type /query NICK and type in
the window that pops up. Questions sent to me or the developers will not
make it into the lineup, so don't bother. Full logs of the chat will be
up on http://eq2.stratics.com shortly after the chat.
Brekkee - We'll start with a brief
introduction from the developers, now would be a good time to send those
questions.
Moorgard - I'm Steve Danuser, community
manager.
Cao - Hello. I'm Chris Cao, Lead Content
Designer for EQII.
[SOE]Russo - I'm Joe Russo, Lead Mechanics
Desivner for EQII
Rystall - I'm Joe Shoopack Art Director
Sites - Hey folks, I'm Andy Sites,
Producer <ducks>
[SOE]Stratos - Hello, my name is
Daniel Lewis, Associate Art Director EQII
Brekkee - *Speranza* In EQ there
was a lot of down time for casters such as memorizing spells and meditation
mana, I am sure that those will be back but is there anything you have
done specificly in EQ2 to lessen Down time?
[SOE]Russo - In EQII we've drastically
reduced the downtime between fights as well as the time it takes to get
your spells up and running. With our encounter system we are able to tell
when a player isn't in combat so we give them a nice regeneration rate
increase. This tends to keep downtime between fights to around 30-45 seconds
or so. We have also removed the time required to memorize a spell from
your spell book as well as scribing a spell i
[SOE]Russo - This tends to keep downtime
between fights to around 30-45 seconds or so. We have also removed the
time required to memorize a spell from your spell book as well as scribing
a spell into your spellbook.
[SOE]Russo -
done
Brekkee - *Baramur* I would like
to know if you can make a statement of how you will handle the initial
flood of players when the game goes live?
Cao - The early stages of the game
are designed to handle a large number of players. When players first enter
the game, they'll each be on an instanced tutorial boat.
Cao - Then, players will move to various
instances of the Isle of Refuge. Thus, the initial flood of players will
be directed into the ‘tributaries’ of instances.
Cao - From there, the players are
divided into the two cities. In each city, players are divided up into
race-specific districts (which further spreads them out).
Cao - Off each district is an instanced
newbie yard. The number of these yards will grow as demand does.
Cao - The combination of these elements
should keep overcrowding on day one to a minimum. Done.
Brekkee - *LeStudd* Since artisan
has become a sideline to an addventure class, are there any plans to allow
a character to develope more than one artisan branch?
Cao - The various artisan sub-classes
in EQII have hundreds upon hundreds on unique recipes that they can create.
Our goal is to further enrich each of the sub-classes while maintaining
the artisan-to-artisan interdependence that is the core of our tradeskill
approach.
Cao - Done.
Brekkee - *Glanconer* Is it true
that there will only be one IV Master Spell for each server? If so, what
lead to this decision ?
[SOE]Russo - There will be more than
one of each Master IV spell on each server, although they will be very
rare.
[SOE]Russo - done
Brekkee - *Blackin* Are there going
to be any options in place for guilds that wish to house 2 seperate guilds(One
good and one evil) under one umbrella?
Cao - The player guilds in EQII function
as loyal organizations of either of the two cities. Because of this, guilds
are created to support and further the ambitions of these cities. That
is why earning status points is city-dependent.
Cao - At launch, we’ve decided to
support city-specific guilds. If players wish, they can form out-of-game
associations that span the two cities. But we want to reinforce the fiction
of the world, the story of two opposed cities locked in a cold war.
Cao - Done.
Brekkee - *Ekredem* Will there be
many different armor types at high levels? Will my troll be able to wear
black armor?
Rystall - YEs we have close to 100
different armors available..including black armor types
Rystall - done
Brekkee - *Druc* Can we expect to
see anything close to the number of quests given out at up to level 10
when we are in our 30's and 40's or will there be fewer longer quests?
Cao - There are currently thousands
of quests in EQII. They vary in size and complexity from simple city tasks
to lengthy, story-based adventures.
Cao - As a player increases in level,
the quests become more complex (and usually longer). But you can expect
that no matter what level you are, there will always be hundreds of interesting,
quest-based activities for you to pursue.
Cao - Done.
Brekkee - *Imperator* I would like
to know if there are any limit to the Mastery Quests, from which I'm told
offer bonuses and special attacks against certain types of creatures.
Is there a limit to how many you can do, and how many mobs are they available
for?
Moorgard - I just posted a new thread
on the enemy mastery feature a little while ago on the official forums.
it includes some examples on how the quests work and at what level you
get to make your choices.
Moorgard - done
Brekkee - *Ekredem* Will the armor
types differ greatly in style and aesthetics?
Rystall - Yes, Tons of variety. There
are unique looks for different classes and different armor "families"
like chain, plate, leather, etc.
Rystall - done
Brekkee - *Snakeoil* Will crafting
tables/objects be placable in housing?
[SOE]Russo - Yes, players can purchase
tradeskill devices and place them in their homes. This allows players
to create and sell the products they make from home.
[SOE]Russo - done.
Brekkee - *Athaneil* With the recent
lift on the NDA, many are complaining that combat is too fast causing
crowd control spells such as root and mez to be less optimal than Direct
Damage spells, how is this being addressed?
[SOE]Russo - Direct damage as well
as crowd control spells are both equally effective in different situations.
When you have a hord of enemies the crowd control spells are more helpful.
When there's just one big guy the direct damages spells are more helpful.
[SOE]Russo - With that being said,
we are always looking at the game to make sure it is balanced and fun.
[SOE]Russo - Done.
Brekkee - *AlphabetMan* Hi =) can
the developers reveal anything more about how the different factions within
cities will benefit guilds that support them?
Cao - There are two main types of
organizations that players will interact with directly in a city: guilds
and societies. Guilds are the familiar player-run organizations that seek
to gain status by serving the six main factions (e.g The Freeport Militia)
of each city.
Cao - Societies are NPC-lead organizations
that players can join regardless of their guild association. At launch,
look for four different types of tradeskill specific societies.
Cao - Done.
Brekkee - *Doggyfromplanetwoof* I
played Everquest when it first came out for about a year. I really enjoyed
the large raids I was able to attend, but I also disliked all the time
spent on trying to level up my character and the massive experiance loss.
How will Everquest2 fix these problems and improve on them?
Cao - EQII is designed from the ground
up to provide a more intimate gaming environment where the contributions
of each player make a difference. We’ve also created raid-like content
(called epic encounters) across all player levels.
Cao - In combination, these two factors
will mean that smaller groups of players working together in skilled coordination
will have opportunities to challenge their abilities at every level of
play.
Cao - Expect to find meaningful specialized
encounters for one, two, three and four groups throughout the life of
your character.
Cao - Done.
Brekkee - *Kolwithe* Howdy ^_^ Will
the solo content in eq2 become more available? I last heard there wasn't
very much solo material in eq2, and more is being added - but will there
be enough for solo players to level throughout the game without ever needing
a group?
[SOE]Russo - In the past few weeks
we have actually almost doubled the amount of solo content that is readily
available for players. It is a major goal of ours to make sure that solo
players have enough content to consume from levels 1 through 50.
[SOE]Russo - Done.
Brekkee - *Melikos* will there be
a level range when grping with people ie. must be within 5 levels if the
highest person in the grp, and will lower level players gain any bonus
for being a grp with higher level players
[SOE]Russo - We don't limit the level
range to group with anyone. However, to actually get experience while
grouping you must be within 6 levels or 75% of the highest level member
of the group (which ever is the greater range).
[SOE]Russo - The amount of experience
that the group gains is also based on the group level and everyone gains
the same amount.
[SOE]Russo - Quest credit is also
limited to the range stated above.
[SOE]Russo - Done.
Brekkee - *Frizzen* Can we get some
examples of "fluff" spells that will be added?
Moorgard - There will be cool spells
added that give a lot of flavor to each subclass. We'll be posting them
next week as part of our Advancement Path info. Done.
Brekkee - *khalysta* One of the main
abilities of the scouts is supposed to deal with poisons yet there has
been little information on this so far. So my question is what can we
expect to see from this system and how will it help out the scouts
[SOE]Russo - We are close to being
done with the potions and poisons portion of the tradeskill system. Potions
are designed to be used exclusively by the Scout professions.
[SOE]Russo - There will be a wide
range of effects that the poisons will provide the scout as well as the
party.
[SOE]Russo - Done.
Brekkee - *Para* Instancing seems
to be utilized more and more in MMO's today. Do you feel that there needs
to be a balance between instanced zones and regular zones and how much
of EQII is instanced?
Cao - In EQII, instancing is used
to create custom encounters or to reward players with high experience/loot
situations due to quests they have accomplished in game. While we do make
extensive use of instancing, our philosophy is to always establish a sense
of place with a larger, static parent zone.
Cao - Commonlands, for example, has
several different instances associated with it. But each instance is both
graphically and thematically linked to the larger context that Commonlands
provides.
Cao - We want to make sure that the
sense of shared space that is key to an MMO is preserved. But we also
want to create specialized content areas through instancing. To put it
simply, we’re looking to establish a balance that favors a sense of world.
Cao - Done.
Brekkee - *StormCrow* Some of the
early beta testers have noticed a downgrade in graphics in the last few
months as more people join have you toned them down??
[SOE]Stratos - There hasn't been any
downgrade in graphics quality. The graphic options got reset with one
of the beta updates a while back. Look through some of the options like
'Texture Resolution', 'Complex Rendering Distance', and some of the lighting
options and make sure they are set where you had them before.
[SOE]Stratos - done
Brekkee - *Acidian* I have a question
about the faction system, I as a player lay alot of weight in that my
actions in the game counts for something, Im just wondering if it is possible
to some kind of rank within the diffrent factions, and if there are any
rewards for this, rewards like getting a salute from faction friendly
npc's, or material things like clothes displaying rank?
Cao - It is important to define some
terms we use in EQII to describe organizations in the world. As I stated
in an earlier response, guilds and societies support more complex organizations
that players are involved with.
Cao - Factions, on the other hand,
are NPC-exclusive organizations that create a broad response to players
based on previous actions. They function very similarly to the way they
did in EQ1 (i.e. players gain and lose faction through their actions).
Cao - One of the challenges of a faction
system, however, is that players rarely enjoy being subjected to consequences
they cannot clearly predict. Big faction hits for unknown actions, for
example, are usually a detriment.
Cao - Expect the faction effects in
EQII to be clearly communicated in both action and effect. But look for
detailed interaction with an NPC organization to come through guilds and
societies.
Cao - Done.
Brekkee - *Icevultur* One thing I
enjoyed in EverQuest was the fact that maxing out your character wasn't
do-able in 3 weeks time as a casual gamer. You would be able to enjoy
your character for months or even years before you felt it was time you
did everything you could with your character and it was time to move on.
Is EverQuest 2 structured in this way, or is levelling less difficult?
Cao - The focus of player progression
in EQII includes both the journey and the end goal. Because of this, players
are encouraged to play through the content available at each level rather
than race to the end of the game.
Cao - This makes the actual rate at
which players advance less important than the adventures they have along
the way. We’ve designed the game to offer so much content at each level
that players will be challenged to complete it all.
Cao - From our perspective, that sets
up a more satisfying goal (i.e. enjoying play in a level) than leveling
for leveling’s sake tends to provide.
Cao - Done.
Brekkee - *Riddikk* Question: I have
read that raid groups will be set at 24 players max, is this gonne be
a hard number throughout the game?
[SOE]Russo - In order to present the
players with an intimate tactical experience where every member has a
significant role in determining the outcome of the battle, we have chosen
to go with a maximum raid size of 24.
[SOE]Russo - The decision on raising
that or not will be made once we see how the play experience is.
[SOE]Russo - Done.
Brekkee - *{SG}Rouzuki* Currently
when a player engages with a monster they become locked in combat and
no other player can assist, yet other monsters that are not part of the
monster's group can enter the engagement and attack the player. Are there
any plans to lock out both players and monsters or allow some player assistance?
Cao - Players are a lot smarter than
monsters ?
Cao - Whoops.
Cao - My happy face turned into a
question mark.
Moorgard - Somebody set us up the
bomb.
Cao - Ok...try that again.
Cao - Because of this (and to preserve
the challenge that the game offers), monsters are not excluded from adding
to a locked encounter. The locked encounter system was designed to address
player-to-monster balance issues.
Cao - It is about balancing many of
the factors introduced by the difference in intelligence and resources
that a player versus monster encounter creates.
Cao - Done.
Brekkee - That will wrap it up for
our question portion of the chat. We will get to the beta key giveaway
in just a moment. So don't go anywhere!
Brekkee - I'd like to thank the developers
for taking the time out of their schedule to join us.
Moorgard - Thanks for the questions
everybody! See you next time!
[SOE]Russo - Thanks everyone, take
care.
Cao - Thanks, all. We look forward
to seeing you in game.
[SOE]Stratos - Thank you!
Rystall - Thanks, enjoy EQ2!
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