|
|

EQ2|EQ2.Graffe interviewt Moorgard über Caster
Veröffentlicht von: Faeren am 25. 2004 um 21:38 Uhr
Auf EQ2.Graffe gibt es ein nettes Interview speziell über Caster.
Gemdiver von EQ2.Graffe interviewt Steve Danuser (Moorgard) über alles was das Zauberherz begehrt.
Aus dem Interview geht hervor, dass der Wizard und auch der Warlock neutrale Klassen sind, d.h. beide Klassen können in beiden Städten erlernt werden.
Der Wizard ist mehr auf Eis und Feuer - Zauber spezialisiert und wird später z.b. Zauber wie Eiskomet bekommen, wo hingegen der Warlock Devastation (Verwüstung) bekommt.Moorgard meint auch, dass Zauber, welche eine zentrale Rolle für den caster spielen automatisch ab dem geforderten Skill/level ihm zur Verfügung stehen werden. Upgrades für diese Grundzauber können über verschiedene Wege bekommen werden: Weniger gute Upgrades werden eher als common loot zu finden sein, wo hingegen bedeutungsvollere Upgrades als rare eingestuft werden. Aber auch abgesehn davon verlangen solche Upgrades eine Interaktion mit einem Artisanen (Scholars und Sages), welcher diese bearbeiten muss, damit sie wirksam werden. Forschung ist also für die Artisanen eine Schlüsselrolle, welche sie sehr Gefragt werden lassen dürfte.Es wird aber auch Zauber zu erquesten geben oder als Drop, man bekommt also nicht jeden Zauber von haus aus, sondern nur die, die eine Wichtige Rolle für den Caster spielen.Aus Ausgleichsgründen werden manche Zauber gewisse Zutaten benötigen, dies wollen sie dann durch die BETA hinweg testen.Buffs speziell für das Soloing werden hohe Konzentrationskosten haben und außerdem sind sie hauptsächlich nur fürs Soloing ausgelegt, dass wenn sie in Gruppen verwendet zwar ihre Wirkung zeigen, aber eben nicht auf Gruppenspiel ausgelegt sind, das heißt Zauber speziell für Gruppen sind in so einem Fall wirkungsvoller.Es wird dann noch erwähnt, dass das Widerstehen von Zaubern ähnlich flexibel ist wie das Zaubersystem, SOE kann somit sehr komplexe Begegnungen mit Mobs einführen. Auf die Frage ob Familien und Gilden eine Rolle spielen bei der Art der Zauberupgrades oder den magischen Fähigkeiten die der Charakter bekommt, sagte Moorgard, dass sie über sollche Sachen nachdenken, allerdings ist dies noch nicht mit eingeplant in EQ2 und wird vor allem erst getestet.Es wird an einem System gearbeitet, welches erlaubt den Namen des EQ2 Charakters mit dem aus Eqlive zu linken, um somit den Namen zu sichern oder Dekorative Gegenstände auszutauschen(Diese Items sind in EQ2 dann Deku, nicht aber in Eq1!).
Das Originalinterview ist auch in den Details dieser News zu finden.
Zur Diskusion geht es hier:
Zum Thread im Forum.
Originaltext des Interviews:
Veröffentlicht von: Faeren am 25. 2004 - 21:41 Uhr
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
|
by Gemdiver
The following interview is between Gemdiver of EQ2.Graffe and Steve Danuser (a.k.a Moorgard), the community manager of Everquest II. I`d like to thank Steve along with other staff at SoE for taking the time from their busy schedule to answer these questions.
Q: Could you elaborate on some of the differences between the wizard and warlock classes? For most of the final class selections it appears there is a good and evil subclass. Are the two likely to have the same types of spells or will there be fundamental differences in their abilities?
A: We categorize wizards and warlocks as being neutral; both professions are available to citizens of either city. They have similar types of spells, but wizards specialize in fire and ice damage whereas warlocks base their magic in poison and disease. For instance, the high-level wizard gets Ice Comet, which is a cold-based attack, and the warlock gets Devastation, a disease-based spell of comparable power.
Q: In your overview of magic (Part I) interview you state that players will receive spells related to their archetypal role automatically and that these spells can be upgraded by artisans or as adventure loot. Could you expand on this, particularly can we expect new spells to be in the form of loot (such as Emperor Ssraeshza dropping Garrison`s Superior Sundering in Luclin) or can we expect more of a research approach (such as researching ice comet in the pre-Kunark era)?
A: You can expect a variety of approaches. If a spell is crucial to a core role of a profession, it will be granted automatically to the caster when the appropriate skill level is attained. Upgrades to these basic spells can be made available in a variety of ways: minor upgrades might drop as common loot, more substantial upgrades may appear as uncommon loot, and significant upgrades might drop as rare loot. But rather than just dropping spell scrolls that can instantly be memorized as in EverQuest, these upgrades will require interaction with an artisan to become usable. Spell research is one of the artisan`s key roles, especially for scholars and sages.
Spells that do not define the core role of a caster or that vary significantly from a granted spell may be available as loot drops that require an artisan`s assistance to become usable. Some will also be available through questing or, in the case of particularly potent spells, as rare drops.
Artisans will be a crucial element of the spell upgrade process. The only time an artisan is not going to be involved is in the case of certain utility or "fun" spells that may be available for purchase or through basic quests.
Q: Are there plans to implement regent-based spells in EverQuest II? If so how large a role will they play?
A: Some spells will require reagents. They will primarily play either a flavor or a balance role; if we feel a spell needs to have a cost per use or should require a certain material to cast it, then it will consume a reagent. Such costs will be tested and examined throughout beta.
Q: In Part III of your Overview of Magic you state, "Professions that aren`t as physically durable as others will have access to powerful spells, arts, or abilities that require significant resources to maintain..." Could you comment on what sort of maintenance will be needed for spells and other abilities?
A: Spells that are intended for use when soloing will require a large amount of concentration to maintain. While a player could conceivably use such a spell while in a group, doing so would greatly limit the ability to use other concentration-based buffs for the benefit of the party. Such spells are designed to increase soloing efficiency but they would ultimately be costly to the success of the group.
Q: Are there plans to implement lure-based spells in EverQuest II? On the same note, are there plans for monsters to have more selective resists as they do in the GoD expansion (where some monsters will be particularly susceptible to specific spells)?
A: We have expanded upon the types of resists available as well as the overall depth of the resist system as compared to what it was in EverQuest. We certainly have the ability to introduce lures (spells that are difficult to resist), and designers can make use of them as they build and balance specific encounters.
Likewise, we can introduce specific vulnerabilities in certain opponents if doing so is desirable in a given situation. As is the case with the magic system in general, the resist system is extremely flexible and allows us to introduce increasingly complex encounters as the game progresses.
Q: From what I`ve heard, guilds and families will play a very large roll in EverQuest II in respect to housing and other privileges. Will your guild or family play any roll in the sort of spell upgrades or magic abilities your character will be able to obtain?
A: We have discussed some possibilities along these lines but haven`t set anything in stone yet. It`s an idea we`ll be testing and evaluating.
Q: You`ve made it very clear that characters will be unable to pass down actual characters from EQ Live to EverQuest II. Are there plans to allow current players to reserve their EQ Live character name for EverQuest II?
A: We are working on a heritage system that would allow players to link their EQ2 character with their EverQuest character, sharing a name and perhaps passing down decorative items that would provide a link to their time in EQ. More details on this will be announced closer to launch.
Q: Over the five years of EverQuest many players among the top guilds have become good friends with people from servers other than their own. Is there any concern that a large portion of EQ Live players will try to be on the same EverQuest II servers with those friends - leaving some servers to be overpopulated by `veteran` EQ Live players and other servers empty?
A: We aren`t trying to encourage EQ guilds to transfer over en masse to EverQuest II. While a certain number of veteran players might want to meet on the same server, it has been my experience that many high-end players are just as interested in finding new low-population servers on which they can more easily rise to prominence. It will be interesting to see how this dynamic plays out. |
|
|
 |
|
|