This wheres the 5pst gona be streamed at?is the next panel streamed anywhere?
This wheres the 5pst gona be streamed at?is the next panel streamed anywhere?
My worry with the rallying calls is that they'll just be a standard PQ-style thing but with ridiculous completion goals. ie. stuff like 0/100000 wood collected, 0/50000 orcs slain. We've seen that kind of stuff before and it's just bland (I guess I'm thinking of GW2 events with lots of people, making a bar go up by handing in shit is not rewarding). It's gonna come down to how complex the phase completion checks are, whether they're based on the real state of the world or just some arbitrary counters.i kinda like the idea of rally calls. there's a communal feeling. also there will be something new to do every x months or so.
hopefully though, this pve stuff will be a side to the eve-centric/pvp .
Let me say that I think it's awesome SOE is actually attempting to redeem their reputation of stagnation--that's great for gamers and for the industry. That said, I agree with utnayan that this whole fluid world model is incredibly dangerous. What if EQ lacked the multitude of consistent, shared landmarks such as cognoggin and brownie village in lfay, hill giants in karanas, or orc hill in gfay? The shared experiences EQ players had in these spots are precisely what allowed communities and even mythologies to form around that game. We all suffered at the same spots, regardless of server, and that was part of the fun.Hopefully they have enough sense to mark important POI's as non destructable, but given these are the same idiots that didn't have the foresight to do that with Player Cities and Militia in SWG, I highly doubt it.
Im skeptical too. However, a difference is that the EQN invasion sounds like a protrated event, not something that runs once every couple hours. Also, the invasions in Rift were fun. It got old eventually but everything does. Lastly, dont forget that the invading goblin force can actually physically tear down the castle so there is more 'skin in the game' for the players defending it. That changes everything,This is the part I'm most sceptical about though. Rift's invasions were hyped in pretty much the same way, and turned out to be pretty tedious most of the time. Then GW2's dynamic stuff was hyped in the same way, and is really just the same. I guess the key is whether or not these AIs are truly autonomous and result in genuinely diverse scenarios, as opposed to being on-rails (like GW2) or inconsequential (like Rift). Also, if every single mob in the game works like the orc described (ie no static spawns), then that would certainly be good.
Depending on why they would want to defend the castle in the first place and whether or not they just respawn in tandem with the generator every 10 minutes.Im skeptical too. However, a difference is that the EQN invasion sounds like a protrated event, not something that runs once every couple hours. Also, the invasions in Rift were fun. It got old eventually but everything does. Lastly, dont forget that the invading goblin force can actually physically tear down the castle so there is more 'skin in the game' for the players defending it. That changes everything,
I will have a little something about that tomorrow on eqn junkiesnation. I will also (I think) be able to explain why it wasn't really covered.tad, one of the things I am most interested in finding out is how the storybricks tech is implemented into EQNext. Hopefully you can give us details on that!
It seems to me that the mythology that would come from destructible towns/keeps that have been saved from invasion and destruction would be much more meaningful. I get what youre saying though and we already know that the Devs will flag certain landmarks as non-destructible.Let me say that I think it's awesome SOE is actually attempting to redeem their reputation of stagnation--that's great for gamers and for the industry. That said, I agree with utnayan that this whole fluid world model is incredibly dangerous. What if EQ lacked the multitude of consistent, shared landmarks such as cognoggin and brownie village in lfay, hill giants in karanas, or orc hill in gfay? The shared experiences EQ players had in these spots are precisely what allowed communities and even mythologies to form around that game. We all suffered at the same spots, regardless of server, and that was part of the fun.
I don't think that constructable and destructable landscapes are a dooming factor, but I'm worried the tacit benefits of their predecessor will be overlooked.
Rift invasions were fun at first agreed, although if I recall they were nerfed around release so that they didn't shut down quest hubs, as the players complained they couldn't "progress" due to their quest givers being dead. If the orcs do actually tear down castles and this has a negative effect on the players, that would be fantastic - but I'd be waiting on the long forum posts from 3-hours-play-a-week-guy complaining they can't play because their quest giver isn't there. I guess it's a tough balancing act between destroying player-utilized areas in a way that actually has meaning, and not making casuals super mad.Im skeptical too. However, a difference is that the EQN invasion sounds like a protrated event, not something that runs once every couple hours. Also, the invasions in Rift were fun. It got old eventually but everything does. Lastly, dont forget that the invading goblin force can actually physically tear down the castle so there is more 'skin in the game' for the players defending it. That changes everything,
There are no quest givers or rather the quest giver can be different for every person. Well, depending on how SB gets implemented.Rift invasions were fun at first agreed, although if I recall they were nerfed around release so that they didn't shut down quest hubs, as the players complained they couldn't "progress" due to their quest givers being dead. If the orcs do actually tear down castles and this has a negative effect on the players, that would be fantastic - but I'd be waiting on the long forum posts from 3-hours-play-a-week-guy complaining they can't play because their quest giver isn't there. I guess it's a tough balancing act between destroying player-utilized areas in a way that actually has meaning, and not making casuals super mad.
I guess what I'm more speaking to is the value in shared experiences, and the fact that fragmented landscapes will lead to fragmented experiences, along server lines.It seems to me that the mythology that would come from destructible towns/keeps that have been saved from invasion and destruction would be much more meaningful. I get what youre saying though and we already know that the Devs will flag certain landmarks as non-destructible.