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|Ask SOE #18 auf EQ2Vault

Veröffentlicht von: Ilion Sturmlied am 03. April 2004 um 23:40 Uhr

Gracjanski hat mich gerade hierher gepeitscht damit ich meine ersten News hier schreibe und das mache ich doch gerne =) EQ2Vault hat dem Community Manager von SOE Steve Danuser, bekannt unter dem Nick Moorgard, interviewt und hier ist die Zusammenfassung:

  • Es wird, wie in Everquest, Camps geben. Einige NPCs werden immer an der gleichen Stelle spawnen, Andere werden in der Umgebung wieder auftauchen. Sie können sogar auf einer zufälligen Position in der Zone spawnen.
  • Monster können auch mit sogenannten designer placed objects (vom Designer plazierte Objekte) in der Welt plaziert werden. Diese Objekte müssen erst zerstört werden, bevor das Monster vernichtet werden kann.
  • Ausrüstung wird auch in Everquest 2 eine große Rolle spielen. Aber Moorgard erinnert auch daran, daß Everquest 2 für 200 Levels geplant war und das SOE Team auch für die Zukunft plant. Deshalb wird ein Level 50 Charakter nicht eine Ausrüstung haben, die mit Plane of Time Equipment in Everquest (Derzeit die beste Ausrüstung in EQ1) an Stärke gleichzusetzen wäre.
  • Auf die Frage was das Everquest 2 Team machen will um ihr Spiel sowohl für die Powergamer wie auch für die, die nicht so intesiv spielen, spannend und anziehend zu machen, antwortet Moorgard, daß sie neben einer intuitiven Benutzeroberfläche auch einen leichten Einstieg in das Spiel bieten wollen. Für Powergamer soll es Raidgegner geben, die es in sich haben und auch erfahrene Raidveteranen an ihre Grenzen führen werden.
  • Die Laufgeschwindigkeit wird, anders als noch vor einiger Zeit berichtet, nicht verringert sobald man einen Gegner angreift ("speed combat"). Aber sobald eine aggresive Aktion gegen einen NPC ausgeführt wird, werden alle Geschwindigkeitbuffs ausgesetzt bis der Kampf beendet ist. Das heisst auch Kampf sind keine Geschwindigkeitbuffs möglich.
  • Moorgard erwähnt noch einmal, daß jeder NPC sprechen wird, von der kleinsten Wache bis zu den größten Bossgegnern.
  • Eine Kartenfunktion wird derzeit noch getestet. Die Karte soll eine einfache Navigation ermöglichen, aber nicht dazu führen, daß Spieler nur noch auf die Karte glotzen und nicht mehr die fantastiche Umgebungsgrafik anschauen. Diese Kartenfunktion wird auch nur für das Tutorial und den Städten verfügbar sein.
  • Den Original Text könnt ihr hier und in den Details unten rechts finden.
    Kommentare zu dieser News könnt ihr hier posten.








    Original
    Veröffentlicht von: gracjanski am 04. April 2004 - 18:42 Uhr

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    Deathstryker: A reader from the official boards sent me a message about spawning, specifically, "how will they handle respawning?" It seems devs have said in the past that there will be no insta-respawning as in the old EverQuest, and that a mob(s) will not respawn for quite some time. If this is true, I was curious about placeables, (tents, campfires, etc...) that are part of the scenery for a mob. If there is no respawning, do the beasts spawn in with placeables a la SWG? Will it be lair based like SWG? Or are there just no more camps?



    Steve "Moorgard" Danuser: There are still mob camps like in EverQuest. For instance, the Dervish Cutthroats have some outposts in the Commonlands just like they did 500 years before. After being killed, they respawn in the same general area.



    Some mobs will appear in specific locations while others can be random within a given area or even an entire zone. All of that is adjustable by our population team.



    We can bring NPCs into the world with what we refer to as designer placed objects (DPOs). So there could be a rare orc centurion camp that appears in a random location within a certain zone, and along with the orcs there would be an orb of power that must be destroyed before the orcs can be defeated.



    Basically we have a lot of freedom in how we bring encounters into the world. However, we don`t really use the lair idea that SWG did.





    Deathstryker: Equipment in EQ1 was extremely important. In fact, there is a huge difference in the stats for two level 65 characters that have on different equipment. Will equipment play as large a role in EQ2 as far as character stat shaping?



    Steve "Moorgard" Danuser: Equipment and gear will be very important in EQII, and stats will play a big part in that just as they did in EverQuest. But keep in mind that we`ve planned our game for 200 possible levels. The gear that people have when they reach level 50 is not going to be the ultimate Plane of Time type gear that uberguilds currently have in EQ. We`ve been able to map out character progression far into the future, so we`ll be able to keep a handle on how powerful players are in relation to each other.





    Deathstryker: What is the design philosophy for EQ2 in regards to keeping power gamers happy while still marketing the game toward casual players? It seems every MMORPG released since EQ has tried to make a MMORPG easier to get into, while many original EQ players decry this strategy, and enjoy the complexity of EverQuest. How will the development team handle these two very distinct player groups?



    Steve "Moorgard" Danuser: I don`t think that being easy to get into and having deep content are mutually exclusive. Making an intuitive user interface and a newbie experience that appeals to casual gamers doesn`t mean you can`t also have challenging encounters.



    Our answer is to make a game that fulfills both roles. We present the game to new players in a clear fashion that instantly pulls you into the world and makes you feel a part of it. And for hardcore players, we have challenging encounters and cool boss mobs that will kick your... well, let`s just say they`re going to push even the most veteran raiders to the limit. We have no intention of disappointing people who love raiding and fighting tough creatures.





    Deathstryker: One element of combat that you`ve mentioned is the idea of combat speed, where you drop to a slower rate of movement when taking a hostile action against an NPC. Aside from affecting EQ tactics like kiting, is there any other strategic reason why you`re going with this mechanic?



    Steve "Moorgard" Danuser: After much play testing and internal debate, we`ve decided to drop the idea of combat speed. It created an artificial feeling while NPCs were fleeing and in certain other situations that just didn`t come across well in game.



    However, we`re still keeping the same basic tactical idea in place. When you take an aggressive action against an opponent, any movement rate buffs you have are suspended for the duration of the encounter. Generally speaking, non-fleeing NPCs will run slightly faster than players to prevent potential exploits. In other words, all we`ve done is remove the slowdown aspect of fighting, which gives a more natural look and feel without changing the need for strategic combat.





    Deathstryker: A recent magazine article revealed that you will have actual voice dialogue for the NPCs in EverQuest II. How extensive will this feature be used in game? Will just important quest characters have a voice, or will it be more widespread?



    Steve "Moorgard" Danuser: .All NPCs that have dialogue will have a voice attached. This goes for every guard, every flavor NPC, and every boss mob that speaks. Everybody.



    Is this an ambitious design? Heck yeah! But we aren`t afraid of raising the bar. When you see it in action (check out our new in-game trailer for a preview), I think you`ll agree that it makes the world feel so much more real and alive.





    Deathstryker: Will there be any kind of in-game map like there is in EverQuest or other MMO games?



    Steve "Moorgard" Danuser:Because of the visual beauty and depth of our world, we really don`t want people "playing the map" instead of looking around and interacting with the people and things around them. At the same time, we know how useful maps can be in big cities or confusing areas.



    We have decided to include basic in-game maps for our tutorial island and the cities. We`ll be testing various mapping techniques to see what makes sense for the way we want to introduce other parts of the game world. Because of the strong theme of exploration inherent to EQII, we won`t be giving away maps to areas we want you to discover for yourself.




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