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EQ2|Q&A #20 von EQ2Vault

Veröffentlicht von: Gryphus am 09. 2004 um 10:04 Uhr

Und es war einmal wieder Zeit für ein neues Q&A #20 von EQ2Vault. Wir bieten euch natürlich eine Zusammenfassung und hier ist sie:
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Q&A #20

- Fellowships sind zur Zeit nicht mehr in das Spiel integriert und es ist ungewiss, ob diese Option überhaupt noch einmal zum Einsatz kommen wird. die Idee war zwar eine gute, Freunde zusammenzuhalten auch wenn sie nicht alle zur gleichen Zeit im Spiel sind, aber dieses System ist auch eine klare bevorzugung von Powergamern, aus disem Grund sind Fellowships deaktiviert.
- Zudem wird auch noch eine Kleinigkeit zu dem ABlauf eines Betaprozesses genannt, das es eben beim Dev-team startet, dann die Marketingleute kommen und noch weitere Teams, die zusammen funktionieren und so die Beta ermöglichen.
- Heroic opportunities ("Heldenhafte Aktionen") werden auch für Solospieler offen stehen, es ist gleich ob nun eine Gruppe eine aufeinander folgende Reihe an Kampfaktionen vollzieht oder eben ein einziger, sobald die Reihe vollständig abgeschlossen ist gibt es die Belohnung.
- In EQ2 wird es zwei verschiedene Arten von Gilden geben in die ein Spieler beim Start eintreten kann, einmal die PC Gilden, wie sie aus EQ1 bekannt ist und zum anderen eine NPC-Gilde, durch sie erhält man auch Ränge in der sozialen Struktur und erhält somit Zugriff auf spezielle Items oder auch Quests von vorher unerreichbaren NPCs.
- Es wird nur eine begrenzte Anzahl an Munition geben, beispielsweise Pfeile müssen immer wieder gekauft werden. Da die Ressource Munition nicht endlos ist gibt es den Designern weitere Flexibilität beim Erschaffen.
- Versehentliches Zonen wie es in EQ1 vorkam wird es in EQ2 nicht mehr geben, um in eine andere Zone zu gelangen muss mit bestimmten Objekten interaggiert werden. Diese Objekte leuchten, wenn die Maus auf sie zeigt, bei einem Rechtsklick wird angezeigt wo sie einen hinbringen. Hat man keinen Zugriff, so leuchten sie auch nicht. Zudem wurde veraten, dass es auf Isle of Refuge eine versteckte Zone gibt, zu der man erst Zugriff erhält, wenn man alle Archetype-Rüstungs-Quests erfüllt hat, in dieser Höhle wartet dann der erste Bossmob.
Zu finden ist das Original bei uns in den Details, zum Forenthread gehts hier entlang.








Original
Veröffentlicht von: Gryphus am 09. 2004 - 10:05 Uhr

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Ask SOE #20

EQII Q&A with Steve "Moorgard" Danuser



Welcome to the newest Ask SOE! In this edition Moorgard answers questions pertaining to scouts, fellowships, and how a beta program is put together.



As always, you can express your thoughts on these new details on the EverQuest II General Discussion Boards.



Deathstryker: A rumor is floating around that fellowships have been cut from EQ2. The general feeling amongst gamers was split; some gamers felt as if it was a great tool to keep casual players from falling behind power gamers, others saw it as a way for power gamers to experience chain their characters. Can you give us the current status on fellowships?



Steve "Moorgard" Danuser: Fellowships aren`t currently in the game, and it`s uncertain whether they`ll be making a comeback. While the concept of trying to keep friends together is a good one, it just didn`t seem like this mechanic was going to work the way we had wanted. The main issue is that it`s tough to balance giving a worthwhile amount of experience to someone who isn`t logged in without allowing it to be exploited. It was meant to be an option for players who didn`t log in as often, but it was shaping up to be a bigger advantage for powergamers. Thus we`ve put the idea on hold for now.





Deathstryker: A lot of gamers aren’t familiar with how a beta program comes together. Can you explain which sections of SOE are involved with the beta process, and what they must do in order to get a beta program off the ground?



Steve "Moorgard" Danuser: The process starts with the development team, since we`re the ones who have to give an idea of when we`ll be ready to let outside people into the game. When a tentative timeline is proposed, the marketing people review the plan to see how it would coincide with events they plan to promote the game. Meanwhile the database and platform departments start working on the infrastructure to support hundreds of thousands of people signing up and give us the tools needed to evaluate and process those applications. Of course our executive team keeps an eye on the process as well and gives us their suggestions. The quality assurance staff sets up a feedback pipeline to report issues and suggestions back to the dev team.



So the short answer to your question is that almost every department of the company is involved with beta programs, especially one with the size and scope of ours.





Deathstryker: The combat wheel has been a hot topic recently. Can you explain to the mechanics of the wheel? For example, will solo players be able to use it, will skills be required for the wheel at times that won’t be found amongst a group composition, is the completed wheel a huge boon during a battle?



Steve "Moorgard" Danuser: Heroic opportunities will be available to soloers, as well as all the combinations and sizes of groups. The idea is that one action initiates the opportunity and the game will guide you to the next action necessary to keep it going. After the required steps are fulfilled, the effect is triggered. Effects can vary from a group heal to a high-damage spell on the opponent to buffs and other beneficial factors.





Deathstryker: At the dinner we had at E3, Chris Cao mentioned that there were NPC guilds, and that those guilds affect player characters and player guilds in different ways. Can you explain what he meant?



Steve "Moorgard" Danuser: There are two main types of social structures that players can join at launch: player guilds and trade skill social structures. Player guilds are the familiar structures from EQ1. Their membership and identities are managed by a guild leader and a group of officers.



Trade skill social structures (the NPC guilds you refer to) are analogous to large factions in EQ. Players can join them and through effort attain progressive ranks within the structure. These ranks translate directly into benefits such as access to specialized merchants and quest NPCs.





Deathstryker: How will ranged attacks work with regards to ammunition? Will there be an infinite supply of ammo and the damage is only based on the weapon? Or will ammo be purchased/made, and will sub-classes that specialize in ranged attacks be balanced in regards to the monetary costs of the ammo?



Steve "Moorgard" Danuser: Rangers in EverQuest have an ability called Endless Quiver which eliminates the need to restock ammunition. While popular with many players, the downside is that it gives rangers an infinite resource that is hard to balance. It takes away the opportunity for designers to introduce rare arrows that could have spectacular effects because they must assume that rangers have the most powerful arrow every time.



We intend for ammunition to be a finite resource that needs to be replenished regularly. This allows us to introduce specialized ammo types for ranged weapons that give our designers a lot of flexibility to come up with some fun ideas.





Deathstryker: There has been a fair amount of debate about how zoning is going to work in EQ2. Will we see the same kind of zone lines as in EverQuest, and if so is there any way to prevent those accidental zonings that happened so often?



Steve "Moorgard" Danuser: We generally don`t have open zone lines like you saw in EverQuest. You zone in our game by interacting with certain objects: doors, gates, and other more unique devices. Objects you can interact with will glow when your mouse moves over them; you can right click on these objects to see where they will take you. This interactive approach should prevent most of the accidental zoning that was so common in EQ.



Zoning objects won`t glow if you haven`t gained access to the zone they lead to. For example, on the Isle of Refuge there is a hidden cave that contains the first boss mob players will encounter. The door to this pocket zone won`t glow unless you have completed all your archetype armor quests on the Isle.



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