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|Chat zwischen Moorgard und Lucan D´Lere

Veröffentlicht von: gracjanski am 25. 2003 um 17:09 Uhr

Dank des Tipps von unserem Moderator Faeren können wir euch diesmal einen schönen Text bieten, der einiges aus der Geschichte nach Everquest 1 verrät. Dieser Text hat mittlerweile paar Tage auf dem Buckel, die Infos wollten wir aber trotzdem durchgeben. Das englische Original ist in den Details und sollte auf jeden Fall durchgelesen werden, ist witzig geschrieben... Für alle, die englische Texte nicht so mögen, hier die Zusammenfassung:

  • Der Machtkampf zwischen den Gilden der Freeport Militia und den Knights of Truth spitzte sich in den Jahren nach EQ1 immer mehr zu. Entscheidend war der Der eingriff der Knights in den Ruinen von Befallen, wo sie einen grosses, teuflisches Wesen zu besiegen versuchten. Jedoch wurde durch einen "Unfall" der Eingang in die Ruinen zugeschüttet und die Knights stekcten dort fest, die Gilde wurde ausgelöscht, Lucan D´Lere konnte somit der neue Machthaber (aus Sir wurde er ein Overlord) Freeports werden, was die Knights verhindern wollten.
  • Der Ashen Orden der Mönche floh aus Freeport in die Wüste und wurde in Freeport durch einen neuen, stärkeren Orden ersetzt.
  • Eine gewisse Rallosian Army griff einst Freeport an, wurde jedoch vernichtet. (mehr weiss ich nicht darüber :/)
  • Götter gibt es in EQ2 nicht mehr.
  • Die Insel, auf der Freeport steht, heisst D´Lere. Nach dem Machthaber Lucan D´Lere benannt.
  • Das Ziel von Lucan D´Lere ist die Expansion seines Machtbereiches, wobei er als oberster Machthaber akzeptiert werden muss.
  • Thread dazu ist hier








    Original
    Veröffentlicht von: Gryphus am 24. 2003 - 02:42 Uhr

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    Deathstryker: In EverQuest Live, one of the most memorable characteristics of Norrath was the variety of environments and climates found in its many regions, even on the single continent of Antonica. Thus far, we've only seen a few rolling plains, small forests, and an occasional dungeon. Could you describe for us the types of varied zones we will be seeing thanks to the cataclysms, and the likely damage they have done to the environment and climate?



    Steve "Moorgard" Danuser: We've been deliberately vague about what parts of the old Antonica players will be able to find in our game because we want to invoke a sense of adventure and exploration. So without giving you a specific answer, we will have a variety of terrain types ranging from the plains and forests you've already seen to frozen wastes and volcanic desolation, with some jungles and other terrain types thrown in for good measure. Certain areas definitely show the effects of the cataclysms more than others, though the biggest visible impact is that the continent has been torn apart into multiple subcontinents. The climate has remained mostly stable in this part of the world, though how other continents have fared remains to be seen.



    I still remember when I was around level 20 in EQ and a higher-level druid friend ported me to Lavastorm for the first time. I didn't even know the zone existed because my poor monk had never traveled all the way through Nektulos Forest, and all of a sudden I was in this molten region full of drakes and imps and the like. I was simultaneously filled with wonder and terror. I can't wait for players to have that same kind of reaction when they see some of our more exotic terrain types for the first time. That's something we don't want to spoil with screenshots, which only capture a fraction of the feeling you get by being there.



    Deathstryker: Will there be GM events in EverQuest 2, like we know them in EverQuest Live. And how are these GM events going to impact the players experience in EverQuest 2? Will they alter the game's lore, as well as the cosmetics of a zone? Will they be held to herald in new zones, or new advancements in the storyline etc?



    Steve "Moorgard" Danuser: We can certainly stage GM events for the occasions you mentioned, but we can also set up elaborate scripts for NPCs to do many of these kinds of things as well. Changes will happen over time as the world evolves and our storyline progresses. I suggest you enjoy the world as it is when the game is released before you start wondering how we're going to change it. ;-)



    Deathstryker: How long will it take (estimated) for the new world to advance into more than two towns? Meaning (from the sounds of it), the races have had to choose between the two remaining after the destruction, can we assume that more towns will be assembled at a later time and if so how long will that take? Will the players have a role?



    Steve "Moorgard" Danuser: Given the size of Norrath, it's natural to assume that other cities will be discovered over time. What condition those cities will be found in and whether or not you can do anything to change their situation is something you'll have to discover for yourself. But keep in mind that we don't intend for Freeport and Qeynos to be replaced anytime soon by other cities. Our goal is for the two starting cities to remain vital centers of activity for a long time to come, so don't expect to restore the ancestral homelands of all the races.



    Deathstryker: I hear that combat will be strategic and involved, but will it also LOOK awe-inspiring? For example, if I'm going to be a Monk, will my combat moves actually look like a martial artist throwing around flying kicks and other cool, fast-paced maneuvers?



    Steve "Moorgard" Danuser: You better believe it! We used motion-capture technology to record a multitude of fighting moves, both with weapons and a variety of unarmed attacks. Martial arts moves will look extraordinary, but so will the flash of swords whizzing through the air. We definitely want players to feel heroic, and a big part of that is how they look while they're fighting the big bad guys.



    Deathstryker: Outside of the dungeons of Befallen, little has been revealed about the fate of many Old World EQLive dungeons. Could you give us any update on the fate of places like Solusek A and B, Crushbone and Blackburrow?



    Steve "Moorgard" Danuser: Once again, we'd rather hold back the specifics of what's out there and let the players discover the dungeons for themselves. But keep in mind that our goal was not simply to recreate the world of EverQuest; we are mixing updated versions of some of old favorites with a variety of new locations you've never seen before. You can rest assured, however, that there are plenty of places for orcs and gnolls to hang out and cause trouble, not to mention a wide variety of other bad guys.



    Deathstryker: Orcs have apparently grown quite strong over the past 500 years. In the videos we've seen, they are now quite large, and appear to have mastered various fighting styles. Can you share a bit of their lore and some of their new skills/traits with us? Will they be posing a constant threat to citizens of Freeport and Qeynos?



    Steve "Moorgard" Danuser: Orcs were the creation of Rallos Zek, and like the ogres and giants, they were afflicted by the Curse of the Rathe that limited their intellect. With the disappearance of the gods that curse was lifted, and while the orcs never possessed the intelligence of the ogres they have nonetheless become very formidable opponents. When the second rise of the Rallosian Empire threatened to conquer the world, the orcs were a particularly fierce part of that army. Their tactical prowess is greater than ever before, and they attack in a much more coordinated fashion than many adventurers will be expecting.



    Today orcs are a threat to all citizens of Norrath. The Raiders of Ree is a highly organized group of criminal thugs operating in the Commonlands, threatening all who travel there. And rumors abound that the Deathfist Empire is gathering somewhere in the distance, building their forces for another strike.



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