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Goraz
RealPoor Guru

Joined: 11 Oct 2002 Posts: 3736
Location: Philadelphia
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Posted: 10/20/04 - 00:14 Post subject: This update just earned my money and time to EQ2
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Since character individualization in EverQuest II has been a hot topic following the lifting of the NDA, we thought it would be a good idea to share our plan for the all-new features that are going live in the next few weeks to give a greater sense of uniqueness to players. We’ll be releasing more details each day, beginning with the character traits list tomorrow afternoon.
First, let’s talk about what’s changing from its current state.
We’re releasing the final class spells and arts lists. These move away from the standard archetype spells and arts we’ve been using for balance testing and give players access to their class-specific spell selections. The spells and arts you’ll see in the next few updates include new effects, class-specific strengths and flavor, and final names.
These spell changes are taking place across the board and will greatly refine class differences from what they are today. We’ve completed the balancing necessary to give a solid role to each class and now we’re excited to release the new spell and art lists.
To illustrate how these changes work, we'll use the Mage -> Sorcerer -> Wizard progression as an example.
Unlike how it was in the previous spell lists, once you turn level 10 you stop being just a mage. As you choose your path and complete your quest, from that point forward you are a sorcerer. There are no new mage spells after level 10. Each class will be branch off into entirely class-specific spells.
Once you turn level 20 and choose the path of a wizard, you are no longer a sorcerer. As before, there are no new sorcerer spells after level 20. You will be gaining wizard subclass spells from there forward.
In other words, there is no longer any such thing as a "level 44 mage spell," because a high-level wizard should never think of himself or herself as a level 44 mage in EverQuest II.
You will still be able to do a number of the same things to keep being useful in your key roles, but with unique and interesting differences that are suitable to each of the classes and subclasses that branch out from the common base.
For example, all priests will continue to receive instant heals, but other heal types will be restricted based on class. Only shamans will get wards, only druids will get regens, and only clerics will get reactive heals.
Classes will also receive a greater assortment of unique spells and arts. These are additional abilities that will likely be purchased off vendors. For example, illusionists will be able to cast racial illusions.
Full spell and art lists for each class will be released in the next few days.
Next, we’d like to outline some brand new features going live in the coming days and weeks. These systems add a tremendous amount of customization to each character and should help you create the unique persona you'll want to play in EverQuest II.
New Feature - Training Specialized Abilities
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it.
For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke. This ability would be of much greater potency than the typical granted spell and may be upgraded even more through adventuring.
Each profession gets similar choices that play to their strengths – fighters may choose between offensive and defensive enhancements, or mages may focus on improving a damage spell, a pet, or a stun spell as appropriate to their profession.
New Feature - Character Traits
Character traits allow you to choose an aspect of your character and improve upon it. Traits are independent of your character’s race or profession, and all characters have access to the full list.
By the time they’ve reached level 50, every character will gain access to seven traits that help tailor their character to their preferred play style.
For example, a given character might choose to become Clever, thereby increasing their intelligence. Another character might choose to become Nimble, thereby increasing their base agility.
Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
Traits are generally permanent effects that continuously improve your character during play. Once you’ve selected a trait, you’ll enjoy its benefits permanently.
New Feature - Racial Traditions
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. This starts with race-specific titles and leads to a choice of racial abilities.
By the time they’ve reached level 50, every character will gain access to four racial traditions to help tailor their character to their preferred play style and distinguish themselves from other members of their race.
For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Racial traditions take many forms, but are generally activated abilities that can be used on demand to greatly improve your character for a short period of time.
Some traditions give bonuses similar to traits, but with much more powerful effects.
Full racial tradition lists will be released for every race in the next few days.
New Feature - Enemy Mastery
During your adventuring career, you’ll be able to learn about the creatures and monsters you’re fighting and use that knowledge to your advantage.
Every few levels, players may choose from a selection of enemies and undertake a quest to learn how to exploit their weaknesses. The successful completion of this quest results in an enhanced attack against that type of enemy.
By the time they’ve reached level 50, every character will gain access to six enemy masteries to help tailor their character to their preferred play style.
Summary
These new kinds of choices allow for greater individualization without creating major imbalances between subclasses. One dwarf templar can have different stats and abilities than another dwarf templar while retaining the core abilities that they need to be successful in their key roles. Approximately every two levels players will receive an additional choice that allows another degree of individualization.
We plan to have the first round of these features showing up in next week's scheduled update (week of 10/25/04) with additional features arriving the week after. We look forward to hearing what you think of these upcoming changes
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Obmar
RealPoor Sensei

Joined: 22 Oct 2002 Posts: 1934
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Posted: 10/20/04 - 00:22 Post subject:
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I also read that - very interesting stuff for sure
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kireol
RealPoor Master of Posts

Joined: 02 Aug 2003 Posts: 9517
Location: Royal Oak, MI
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Posted: 10/20/04 - 00:33 Post subject:
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can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters?
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Natalie
Luke Warm

Joined: 13 Oct 2002 Posts: 269
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Posted: 10/20/04 - 00:45 Post subject:
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| kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P
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kireol
RealPoor Master of Posts

Joined: 02 Aug 2003 Posts: 9517
Location: Royal Oak, MI
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Posted: 10/20/04 - 00:57 Post subject:
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| Natalie wrote: | | kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P |
pretty much EQ 1 stuff redone then and presented in a different manner. nothing new.
and ya, i'm lazy. sorry
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Mugaaz
RealPoor Guru

Joined: 16 Oct 2002 Posts: 3576
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Posted: 10/20/04 - 03:11 Post subject:
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| kireol wrote: | | Natalie wrote: | | kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P |
pretty much EQ 1 stuff redone then and presented in a different manner. nothing new.
and ya, i'm lazy. sorry  |
Uh no it looks completely different, for better or worse.
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Kely
Luke Warm

Joined: 23 Oct 2002 Posts: 249
Location: Orlando, FL
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Posted: 10/20/04 - 08:20 Post subject:
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Well if this does indeed happen I'll be a bit happier. Right now the classes are so vanilla it is painful to play. The game has lots of potential. With less than 30 days to release (likely, but not certain) they have a lot of work on their hands.
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kireol
RealPoor Master of Posts

Joined: 02 Aug 2003 Posts: 9517
Location: Royal Oak, MI
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Posted: 10/20/04 - 08:48 Post subject:
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| Mugaaz wrote: | | kireol wrote: | | Natalie wrote: | | kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P |
pretty much EQ 1 stuff redone then and presented in a different manner. nothing new.
and ya, i'm lazy. sorry  |
Uh no it looks completely different, for better or worse. |
unless I read that wrong, there is nothing new there. everything is just a rehash and presented in a new way. AA's allowed priests better heals or nukes or buffs. not every 10 levels, but you got to do it. Iksars got regen, and still do. no big deal. same thing, new package
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 10/20/04 - 09:05 Post subject:
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Neat stuff. Hopefully they'll add talent masters to reset your agil/int/whatever permanent character choices. 20 plat says it will cost you a quest, money, or XP to reset them, though.
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Kurel
RealPoor Sensei

Joined: 11 Oct 2002 Posts: 1877
Location: Cali
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Posted: 10/20/04 - 10:10 Post subject:
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| Natalie wrote: | | kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P |
*cough* WoW Talents *cough* WoW Racial Traits *cough*
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Goraz
RealPoor Guru

Joined: 11 Oct 2002 Posts: 3736
Location: Philadelphia
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Posted: 10/20/04 - 10:35 Post subject:
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Its hard for people to understand how much a huge difference this is if you haven't played beta.
The only thing i'm worried about is that they are pushing a huge gameplay shift prior to their expected launch date.
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Grizmaster
Banned Scammer

Joined: 27 Jul 2003 Posts: 377
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Posted: 10/20/04 - 10:48 Post subject:
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One thing I read about beta that I hope they either lighten up on or get rid of it completely and that's the debt exp penalty that you get if a person in your group dies. That's utterly stupid honestly. Sure it's good in that it'll keep you on your toes and all, but what the frick do you do if you get a noob in your group and dies on purpose over and over, and then deletes, leaving the crap debt for you to work off. I find that annoying. That's the only bad thing I see about EverQuest 2 right now from my standpoint.
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Paco
RealPoor Jedi

Joined: 13 Oct 2002 Posts: 12940
Location: Jacksonville, FL
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Posted: 10/20/04 - 11:15 Post subject:
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Simple. If they die in your group more than once, kick em.
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Occulis
RealPoor Jedi

Joined: 11 Oct 2002 Posts: 13293
Location: Moral Relativity Central
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Posted: 10/20/04 - 11:17 Post subject:
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Eldrych and Vanderhar are f****d if people do that, Paco.
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Paco
RealPoor Jedi

Joined: 13 Oct 2002 Posts: 12940
Location: Jacksonville, FL
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Posted: 10/20/04 - 11:20 Post subject:
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| Occulis wrote: | | Eldrych and Vanderhar are f****d if people do that, Paco. |
I'm sure I'll lose sleep saying this, but since you mention them by name, I will go ahead and state that they will never be in a group with me under those names.
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Frax
RealPoor Master of Posts

Joined: 11 Oct 2002 Posts: 8489
Location: Fuck yoiu fucking fuckers
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Posted: 10/20/04 - 11:37 Post subject:
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Its like EQ/ D&D / WoW and Myst all crashed into each other and this is what they came up with.
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Regan
Toomuchtimeonhands

Joined: 22 Oct 2002 Posts: 751
Location: Miami
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Posted: 10/20/04 - 18:48 Post subject:
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| Kurel wrote: | | Natalie wrote: | | kireol wrote: | | can someone please remove all of the "we're too big to care about you so we're gonna ramble a while" and shorten that to stuff that matters? |
As you develop your character, you’ll be able to specialize in major aspects of your profession. About every ten levels, you can choose to focus on one of your core abilities and receive advanced training to improve it. For example, a priest could train and receive either a stronger heal, a more potent buff, or a higher-damage nuke.
Character traits allow you to choose an aspect of your character and improve upon it. Traits can improve your character in a variety of areas, such as increasing your statistics, giving more health or power, improving your health or power regeneration speed, and making your more resistant to magic, disease, or different types of melee damage.
As players learn the background and lore of their chosen race, they begin to unlock certain bonuses. For instance, an iksar could choose from enhanced health regeneration, increased power regeneration, or increased armor class. A ratonga may learn to forage for food or improve his ability to dodge blows. Erudites may learn to summon a magical wisp, guard themselves with a magic-resistant shield, or improve their alchemist crafting abilities.
Best summary I could do, stop being lazy Kireol =P |
*cough* WoW Talents *cough* WoW Racial Traits *cough* |
Ehem, Shadowbane runestones
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Kin
Luke Warm

Joined: 11 Oct 2002 Posts: 388
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Posted: 10/20/04 - 19:08 Post subject:
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yes, it's a ripoff of runestones... but those were a good idea, rip away I say
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Mugaaz
RealPoor Guru

Joined: 16 Oct 2002 Posts: 3576
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Posted: 10/20/04 - 19:34 Post subject:
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How does ripping off ideas matter. Name an original idea in RPGS? There aren't any. We've been making games for 20-50 years now depending on where you want to start counting. The only thing worth talking about is how well it's implemented and if it works with everything else. I think this is a good idea. Right now in EQ2 there is NO INDIVIDUALITY. something that there was quite a bit of in EQlive, even with it's 5 total faces you could select.
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kireol
RealPoor Master of Posts

Joined: 02 Aug 2003 Posts: 9517
Location: Royal Oak, MI
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Posted: 10/21/04 - 13:25 Post subject:
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bleh
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