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EQ2|Viel Text

Veröffentlicht von: Gryphus am 30. 2004 um 22:40 Uhr

Seitens SOE gibt es neben dem Magazin "SOE World" das diesen Oktober noch in den USA in einer Limited Edition erscheinen soll auch ein Beta Update von Moorgard, was hier kurz zusammengefasst ist. Viele Legends Subscriber und Lords of EverQuest Spieler sind nun in der Beta, nun kommen die langen EverQuest 1 Spieler dran und die, die bei dem Gewinnspiel von PC Gamer Magazine gewonnen haben. Link zum Beitrag von Moorgard Aber neben dem Update gibt es ein Interview auf Filefront.com mit Steve Danuser und ein Preview auf RPGamer.com. Ausschnitte aus dem Interview
EverQuest II is not intended to replace the original. Our target audience is the people who tried EQ and left over the years, and we also plan to bring new players to the genre. Both games will exist side by side, and players are free to enjoy both titles.
Yes, I believe it will. Our music was composed by Laura Karpman and recorded by a full orchestra. A soundtrack CD will be included in the Collector's Edition of the game.
Neben dem ganzen Text hat das Team von EQ-2.com zwei recht kleine Videos auf die Beine gestellt, die einen sehr kurzen Rundgang durch Qeynos und Freeport darstellen. Die Videos können hier gefunden werden. Wenn ihr nun nicht durch die ganzen News erschlagen seit, dann könnt ihr Kommentare im Forum hinterlassen.








Preview
Veröffentlicht von: Gryphus am 30. 2004 - 22:49 Uhr

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Here`s to an EverQuest preview free of drug references.

Platform: Windows

Developer: Verant Interactive

Publisher: Sony Online Entertainment

Rated Teen



The original EverQuest has served as the flagship for the MMORPG genre, and its solid, addictive gameplay has earned it numerous fans. Nonetheless, there had always been some nagging grievances against the title; grievances that were not fully addressed in the game`s multiple expansion sets. With EverQuest II, Verant and Sony aim to give their loyal fans what they`re looking for, and maybe show up the rest of the PC industry while they`re at it.



MMORPG stories are always hard pressed to find that balance of equal opportunity among players and "epicness." This frustrating problem is solved in EQII, as in other MMORPGs, by destroying the world. Norrath (land of the EverQuesters) undergoes a catastrophe when pieces of the moon rain down, causing no end of destruction. It`s up to each player to do their bit to rebuild the world and to stake their own claim in it. In doing so, they will come across areas both new and familiar, yet changed from their incarnations in the original EverQuest and its prequel, EverQuest Online Adventures.



In addition to building the world, players will finally get the chance to build their characters to an acceptable degree. EverQuest had only a paltry selection of avatars to choose from, one that has become embarrassing in light of its competitors` more recent offerings. The developers have taken steps to ensure that EQII does not fall behind in the near future. Not only are players treated to a whole boatload of customization options, where even the eyebrows can be specified, but they also get a whole new development system. Once having chosen their avatar`s race, name, physicality, and "archetype," players are thrust directly into the gameplay. It is their actions and choices, in relation to their archetype, that determines their eventual class. There are five archetypes: Fighter, Mage, Priest, Scout, and Artisan, and the classes they develop into have been designed to be balanced and fun for all. For example, there are more locked doors then ever before, making the lock-picking Rogues a necessity, and Craftsmen have the opportunity to make items for other classes, and with experience, craft otherwise unobtainable items. This is clearly part of EverQuest`s ever-ongoing quest to add more community and teamwork to the experience.



This "jump right in" method of class determination should prove to be a welcome contrast to the exhaustive selections involving the character`s physical attributes. Avatars undergo more drastic changes as play continues, though. They can age and even get their own house, replete with customized decoration, storage, and perhaps a brewery.



The dungeons and combat have also been reformed, again to facilitate balance. Dungeons now function as little mini-servers, so that the whole world isn`t coming in and cramping a party`s scene. Also, teams can now make use of combination attacks - an idea that has been overlooked far too long in these games. Even more interesting to some fans are the rumors of items being sacrificed in the place of character death. The EQ series has long struggled with options regarding what happens when the avatar dies, and maybe this is finally the answer. Another interesting innovation is that certain spells have a higher effect depending on the time of day or year they are cast.



The day/night transition has never looked so good, either. If EQII`s graphics are not mind-blowing, then they are at least top-notch, thanks to a new engine developed in-house. EQII features fantastic natural areas and smooth, motion-captured character animation. The experience is further augmented with scripted events in certain areas, such as caverns that shake and crumble. Hmm... crumbling.



One of the more scathing criticisms against EverQuest and MMORPGs in general has to do with the banal bestiaries offered by these titles. GMR Magazine`s Game Geezer writes that he was spending too much time "hitting snakes with a stick" (GMR Issue 6, July 2003). As hinted at in the screenshots, EQII features a creative array of monsters and creatures that are all the more impressive in motion.



The music is the final touch to the game`s "back to nature" motif. From the available tracks, it consists of tribal-style drums mixed in with airy electronic elements. Together with the superior character and facial animation, the developers are hoping for an emotional immersion unlike any other MMORPG.



The original EverQuest is a tough act to follow, and there is pressure from all sides. Verant has made numerous improvements, but only time will tell if the series` title will stay safe.


Interview
Veröffentlicht von: Gryphus am 30. 2004 - 22:51 Uhr

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EverQuest II Interview

by Nick Johnson on 09/30/2004

We sat down and had a few words with Steve Danuser, Community Manager for EverQuest II.

EverQuest 2

Genre: MMORPG Publisher: Sony Entertainment

Developer: Sony Entertainment

EverQuest II vs. EverQuest: The Differences



Q: Before we begin, could you tell us your name and how you are involved in the EQ2 team?



A: I`m Steve Danuser, Community Manager for EverQuest II.



Q: The original EverQuest was easily the biggest MMORPG, perhaps even the biggest game ever. Do you think that EQ2 has upheld the reputation of its predecessor?



A: We`re confident that our game will live up to the high standards set by EverQuest. Many of our team members worked on the original, though we intend to establish our own unique identity. While similar in theme and setting, EverQuest II really is its own game.



Q: This game’s fan base is definitely targeted towards current and former EQ1 players. Do you think that once EQ2 will come out, the EQ1 players would be willing to give up the thousands of hours banked into their own characters, or do you think EQ1 will become the ghost-town of MMORPGs once everyone abandons old for new?



A: Our company is committed to supporting EQ for years to come. An expansion has just been released that brings a lot of innovation to the game, and future expansions are on the horizon. There`s absolutely no need for existing subscribers to stop playing EverQuest.



EverQuest II is not intended to replace the original. Our target audience is the people who tried EQ and left over the years, and we also plan to bring new players to the genre. Both games will exist side by side, and players are free to enjoy both titles.



Q: Have some of the more common complaints from EQ1 been resolved? I logged on to my favorite EQ char and asked around, and the biggies seemed to be as follows.



* Lag, caused in part by overcrowding.

* Under-populated zones.

* Difficulty in camping creatures.



A: We`re tried to address many issues that have impacted the previous generation of online games. While lag can be a function of the Internet itself, our goal is to minimize its effect as much as possible. By maintaining two central starting cities, we will avoid the empty feeling newbie areas can sometimes have in a mature game. And rather than forcing long camps for single creatures, we break quests down into more steps that can be completed in shorter periods of time.



Q: I know a big change has been the combat system. Could you elaborate on what heroic opportunities are exactly?



A: Certain combinations of spells and combat arts initiate a starter chain, which can lead to a heroic opportunity. By working together to successfully complete an opportunity, groups gain a benefit such as additional damage to an enemy or a buff that enhances the group`s abilities. Heroic opportunities are designed to reward smart playing, and are available to groups of all sizes as well as to solo players.



Q: Claims of quests now being harder, more complex, and even the ability to become a fugitive from your home because of moral conflicts make characters far more customizable in the eyes of a questing role-player. In more simplistic role-playing terms, could you let us know roughly if the number of class/race combinations will rival the original EQ?



A: In our game, there are no limitations. Any race can become any class, though some will have to betray their starting city to do so.





Q: Is there any other major overhaul from the old gameplay format?



A: Many of our gameplay systems have evolved based on what has gone before us. The spell system, the way encounters work, and even the effects of dying are all notably different from the way EQ did it. While EverQuest II will feel instantly familiar to EQ veterans, it will take some time to truly appreciate many of the game`s nuances.



Q: Is there any interaction with the environment?



A: Players will interact with various objects and entities throughout the world that will impact your character`s role in the game, but we don`t plan for players to alter landscapes or the physical makeup of the world at this time.



Q: The in-game graphics are phenomenal. Am I going to have to get a super computer to run the thing?



A: Our engine was designed to take advantage of hardware that will be released years from now, but you can achieve great performance on current hardware. The game examines your system when you install it and determines the best combination of detail and performance for the hardware you have today. As you upgrade, you can increase the game`s quality settings and see the world in a whole new light.



Q: During the Planes of Power expansion for EQ1, the music was of such a high quality that it was put on CD. Do you think that EQ2 will get as much praise for the audio soundtracks?



A: Yes, I believe it will. Our music was composed by Laura Karpman and recorded by a full orchestra. A soundtrack CD will be included in the Collector`s Edition of the game.



Q: Will there be realistic sound effect during combat/spell casting?



A: I`m not sure swinging magic swords and casting spells can sound "realistic," but our audio team has gone to great lengths to record amazing sound effects and ambience that really makes the world come alive.



Q: Normally I ask about replay value, but this game really never ends in that regard. Do you think there is enough content to keep the “hardcore” satisfied?



A: To appreciate a good film you don`t fast-forward through the first two hours just so you can watch the last five minutes. Similarly, our game is designed so that there is plenty of fun stuff to do throughout your character`s journey. It`s a different way of playing compared to many MMOs, but in the long run it makes for a richer and more immersive experience.



Q: What is your personal, absolute favorite part of the game?



A: I`m a simple man. I love watching the sunset over the ocean and seeing the moon as it rises in the night sky. But then again, I also love exploring all the nooks and crannies of our many dungeons, obtaining rare and precious loot!


SOE Worlds
Veröffentlicht von: Gryphus am 30. 2004 - 22:52 Uhr

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SONY ONLINE ENTERTAINMENT AND FUTURE NETWORK USA JOIN FORCES TO LAUNCH

SONY ONLINE ENTERTAINMENT WORLDS MAGAZINE



-The Only Official Magazine Designed Specifically For the Online

Communities of SOE Games -



SAN DIEGO, CA - September 29, 2004 - Sony Online Entertainment Inc.

(SOE), a worldwide leader in massively multiplayer online (MMO) gaming,

today announced that it is working with Future Network USA, a division

of UK-based Future Network, plc [FNET], and publishers of PC Gamer

magazine and PSM: 100% Independent PlayStation 2 Magazine, to create

Sony Online Entertainment Worlds, a limited collector`s edition

magazine. Sony Online Entertainment Worlds will offer comprehensive

coverage of all of Sony Online Entertainment`s games. Sony Online

Entertainment Worlds is scheduled to ship this October.



"With more than one million people playing our games, our official

magazine draws our different game communities together and provides

another level of communication with our players," said John Smedley,

president, Sony Online Entertainment. "Sony Online Entertainment Worlds

is tailored to the unique needs of our player base and offers tangible

in-depth coverage that will not be available anywhere else."



Sony Online Entertainment Worlds will be the premier magazine for the

players of SOE`s suite of top-notch games. Every game that SOE develops

-- from EverQuest(r) to PlanetSide(r) and everything in between -- will

be covered. The magazine will be comprised of previews and extended

features of new games, inside information on live titles, interviews

with key members of the game teams, community-related pieces on top

guilds, fansites and players, regular columns and the type of news and

information relevant to SOE players that would not see print in any

other type of publication. The magazine is being designed and created by

Future Network USA, publisher of PC Gamer, PSM and many other

market-leading interactive entertainment, technology and music

magazines.



Players will have the opportunity to order the magazine either through

some of SOE`s games or via a separate website, www.soeworlds.com. This

issue will be a special collector`s edition with a limited print run.

Pre-orders for Sony Online Entertainment Worlds are scheduled to begin

in September for .99.



For more information on Sony Online Entertainment Worlds, please visit

http://www.soeworlds.com.



About Sony Online Entertainment

Sony Online Entertainment Inc. (SOE), a subsidiary of Sony Pictures

Digital Inc., is a recognized worldwide leader in massively multiplayer

online games, with a subscriber base of over 750,000 active accounts

around the globe. SOE creates, develops and provides compelling

entertainment for the personal computer, online, game console and

wireless markets. Known for its blockbuster franchises, EverQuest(r) and

PlanetSide(r), as well as for developing Star Wars Galaxies(tm): An

Empire Divided(tm), SOE continues to redefine the business of online

gaming and the creation of active player communities while introducing

new genres on various entertainment platforms. Headquartered in San

Diego, CA, with an additional development studio in Austin, TX, SOE has

an array of cutting-edge online games in development.



EverQuest is a registered trademark of Sony Computer Entertainment

America Inc. SOE, the SOE logo and PlanetSide are registered trademarks

of Sony Online Entertainment Inc. All other trademarks and trade names

are properties of their respective owners.



About PSM: 100% Independent PlayStation 2 Magazine

Launched in September 1997, PSM`s phenomenal success is a result of the

editorial team`s unique ability to connect with active PlayStation 2

gamers. PSM is a true advocacy magazine for PlayStation 2 lovers: 100%

independence guarantees honesty and ensures credibility. Readers know

they can trust PSM`s unbiased game coverage to guide their buying

decisions, and PSM`s honest editorial environment lends credibility to

its advertisers.



About PC Gamer Magazine

Launched in May 1994, PC Gamer is the world`s best-selling PC games

magazine. The magazine has earned this coveted position by hiring

hardcore gamers who know what other gamers need to satisfy their

enthusiasm. The magazine delivers hard-hitting reviews, winning game

strategies, explanations for complex games technology and news about

what`s next in this rapidly changing arena. Smart, irreverent, and

well-connected, PC Gamer not only keeps readers "in the know", but also

invites new computer users into the rich and entertaining world of PC

games.



About The Future Network plc

The Future Network was founded in the UK in 1985. Today, it publishes

over 90 special-interest consumer magazines worldwide, is the world`s

leading publisher of games magazines and is the fifth largest magazine

publisher in the UK. Future employs over 1,000 people in offices in the

UK, US, Italy and France. Around 100 international editions of Future`s

magazines are also published in 31 other countries across the world. The

company is listed on the London Stock Exchange (symbol FNET).



About Future Network USA

Future Network USA (www.futurenetworkusa.com), formerly Imagine Media,

built its success on a strategy of "passion": serving markets where

there is a thirst for expert knowledge and advice. Based in the San

Francisco Bay Area, Future Network USA`s publications sell in excess of

2.2 million copies per month. Its market-leading titles include PC

Gamer, PSM: 100% Independent PlayStation 2 Magazine, Official Xbox

Magazine, Mobile PC, Maximum PC, MacAddict, EZ Tech Guides and guitar

titles: Guitar World, Guitar World Acoustic (bi-monthly), Guitar World

Bass Guitar (semi-annual, bimonthly in 2004), Guitar World Legends

(quarterly) and Guitar One.



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