gogojira_sl
shitlord
- 2,202
- 3
No oceans is sucky. I want boat travel, maybe I'll get to drift to some island in the oasis or something. It looks like there's no sign of flight travel so that's good.
As a raider this sounds great, especially if its open world. Still need great raid mechanics though.So it sounds like raids are set to be the equivalent of "stack as many friends as it takes to kill the big boss" rather than the raw "ok bros here's 10 new raids to churn through." Hopefully there are some really big bosses out there.
I'm betting it'll be in if not at launch, then by the next continental expansion. On the EQNext map there's Antonica but on the periphery you can see other continents, too. With as ambitious as the game already is, they've probably prioritized that as low. Fortunately with horizontal progression, xpacs don't add levels they add actually useful content.No oceans is sucky. I want boat travel, maybe I'll get to drift to some island in the oasis or something. It looks like there's no sign of flight travel so that's good.
What I got was that if you wanted to use it effectively you had to itemize for it.I feel like the stamina thing just means that the teleport ability would take a huge amount of stamina so you may not want to use it as initiation. I could be wrong but that's how I interpreted it.
There are no levels or exp in a traditional sense. You start with one class, and that class has set tiers for you to unlock to gain new abilities for that class. You unlock these tiers by completing certain requirements based on the class. The example given was unlocking tier 3 warrior by completing an armor set of the previous tier. Each class has its own progression tiers and you can switch to any class after you have discovered it somewhere in the world and unlocked it for your character.I'm not an avid gamer like most people posting here so can anyone expand on horizontal progression?
it means you have progression that is very flat and you never really out level content. It is kinda like if the entire game of EQ was the AAs, so you are 60 from day one and all the progression you get is either AA or from items. It is progression but it never really trivializes content to the extent that levels do, you aren't gonna go from a warrior with 32 hp to a warrior with 10k hp.I'm not an avid gamer like most people posting here so can anyone expand on horizontal progression? Does this mean we're going to get a 2013 version of Super Mario? I'm not trying to be a smart ass, but no levels or AA's is what I think I heard the dude say.
Tiers.I'm not an avid gamer like most people posting here so can anyone expand on horizontal progression? Does this mean we're going to get a 2013 version of Super Mario? I'm not trying to be a smart ass, but no levels or AA's is what I think I heard the dude say.
What do you expect? This is literally the very first look at the game. They're not showing us something 6 months into beta.Lots of details talk but very little about what makes the game fun to play.
Eh? There's the comment on authored content (e.g. go retrieve artifact at bottom of the mine). The fun part is figuring out how to do it. Given that the dynamics of the situation may change daily. Goblins may control. Village may control. Bandits may control. Etc.Lots of details talk but very little about what makes the game fun to play.
Don't forget it seems as if player attributes will modify our class abilities, and they will be unique per player. So each class / class combination may play a bit differently depending on all the modifiers- gear, attributes, tier, etc. The example given was +str to a warrior might make him jump higher / hit harder, whereas +int would give him wider swings.There are no levels or exp in a traditional sense. You start with one class, and that class has set tiers for you to unlock to gain new abilities for that class. You unlock these tiers by completing certain requirements based on the class. The example given was unlocking tier 3 warrior by completing an armor set of the previous tier. Each class has its own progression tiers and you can switch to any class after you have discovered it somewhere in the world and unlocked it for your character.
This also has the side effect of no single character ever becoming godlike. You will never be able to clear out an entire zone by yourself. The implication here is that content will always stay relevant and difficult.
Some type of instancing/phasing is in the game related to authored content (confirmed from dev this is not me speculating). Comment is - if you're on authored content and someone is on the same authored content they'll see you - suggesting that if you're not on some particular content there is phasing (this last is me speculating - Dev was suggesting it was something slightly different but whatever).Well , what about PVP , what about how much instancing will there to deal with , how many players per world concurrently and so on..