Dave Georgeson, Jeff Butler, 1 developer, and a bunch of CS/CR were let go.
The rest of the team has spent time reorganizing and prioritizing EQNext and Landmark's future, and the latest update seems like a pretty solid direction. They removed a ton of roadblocks for new players and a bunch of over-complicated systems that aren't appropriate for Landmark. Development is clearly focused on EQNext now, though Landmark is still getting significant updates.
Dave Georgeson, Jeff Butler, 1 developer, and a bunch of CS/CR were let go.
The rest of the team has spent time reorganizing and prioritizing EQNext and Landmark's future, and the latest update seems like a pretty solid direction. They removed a ton of roadblocks for new players and a bunch of over-complicated systems that aren't appropriate for Landmark. Development is clearly focused on EQNext now, though Landmark is still getting significant updates.
Agreed. The latest update to Landmark has actually given me a lot of hope for EQN based on many of the improvements. What I can glean from it:
1. The choice to link minor character trait improvement to achievements is genius. In the EQN context, achievements are going to have a similar functionality to AA points and support their horizontal progression. The bonuses aren't powerful enough to make any single achievement mandatory, but they also incentivize playing multiple spheres of the game and give a sense that there's always something to do.
2. The itemization design is, in my opinion, the best so far in any MMO. Itemization in EQN/Landmark functions more like itemization from old table top games, rather than the WoW-style stat-sticks that we've grown accustomed to. Rather than simply enchancing power passively, itemization fundamentally changes the build and playstyle. Selecting gear combinations in EQN/LM is more similar to selecting a card for your deck in Magic/Hearthstone than it is anything else.
3. There are plenty on this forum that will decry the Landmark competitions - "Daybreak is so worthless, they're having players build their game for them." Ironically, these are the same voices who will bitch and moan about a lack of content in other games. Frankly, the choice is inspired - and has a lot in common with the old text-based MUDs where long-term players were invited to design zones, etc. And the best builders in Landmark are producing some really high quality stuff that can then be used and adjusted by developers to quickly assemble points of interest. This is going to rapidly accelerate the sheer number of points of interest that can be placed in what they're targeting to be a massive world given the Voxelfarm world generation tech.
4. Combat is starting to come together, and with adjustments to the Landmark combat progression you can start to see their vision for combat on the horizon, even if it's still in need of polish. Even though we're looking currently at a limited number of weapon abilities, it's easy to note how the designers have made the abilities influence each other, much like the class design of World of Warcraft and something that was conspicuously absent from more recent games including WildStar, ESO, and to a lesser extent GW2. Furthermore, because of the itemization discussed above, abilities can shift is usefulness and how the influence each other based on the itemization that you've chosen.
5. The art style isn't going to be for everyone but it's consistent and works well with the clay-like behavior of voxels. The animations - particularly heroic movement as well as combat animations - are excellent. Even at this early stage, I'd call the combat in EQN/Landmark to be above that of ESO and with the potential to exceed TERA.
It's clear that they're working towards something for E3. I believe we'll see a playable demo, likely set in a Qeynos comprised of both player and developer work.
This isn't to say EQN is guaranteed to be a success. The monster AI currently is very, very underdeveloped and that's only a small fraction of the larger constellation of AI work that they've committed to - and I have real questions in my mind as to whether this is going to be another false promise along the lines of GW2's dynamic events - great as a soundbyte, lousy as execution. And there's continued questions about performance - it's improved drastically since the Landmark alpha, but real questions remain as to whether they're going to be able to get the Forgelight/Voxelfarm hybrid to create the huge, seamless world without performance hiccups.
Regardless, Daybreak is trying a whole bunch of new things and that's something that should be celebrated. Given the sheer amount of shit in Landmark and EQN that hasn't been done before, and it's pretty amazing what they've been able to achieve, even if Landmark isn't a "great game" yet. (And frankly, for Landmark to be a great game, they have to solve their voxelmancy problem - something completely archaic to new users.)