#1 By: Cyanbane, August 3rd, 2013 21:52
Based on all the videos and things above I have read thus far (very very early on), I think the entire success of EQN is going to boil down to this specific question (at 12:13):
I can tell they are extremely passionate about the way they are mitigating class need, but thus far in the history of MMOs I have not found a game that has successfully been able to do this and retain a feeling of personal class value while allowing class hopping. I think the game that has been able to do it most successfully was FF XI but even then it wasn't perfect. I think it is such an important question because it has such a huge effect on End Game viability for most old school MMO players. I hope they have a good strat for getting it right at the beginning and the life of the game. Earlier in the panel (maybe in part 1) they seemed to say that they were banking on itemization as the method in which they were going to be able to mitigate power class mistakes. That is a tough sell with me because Itemization is only a give methodology. They can't take away without raising hell with the player base, so you just have to keep increasing and increasing with new items.
The question right where I skipped to in the video is the most interesting opinion/declaration that I heard from EQN team thus far. I am very eager to hear more about their direction on it because I honestly feel it will weigh very heavily on what type of audience plays the game.
#2 By: ogrebears, August 4th, 2013 23:53
I'm worried it might not work. If you look at every MMO that has come out that as tried to do the same thing they all have had problems. Guild Wars 2 tried to do that, and what you see is a lot of group just going for the few classes that have the most DSP or the mitigation/hp/dps to get through it.
Since Everquest Next will have mutliclassing, that does help. No having to reroll a charter because your isn't needed.
I'm going to be skeptical until i see i in play.
#3 By: Cyanbane, August 5th, 2013 11:31
I agree I feel like the end game will have to be similar to GW2.
Also nice to see you back Ogre! ;)
#4 By: ogrebears, August 5th, 2013 12:02
Good to be back... though i feel much older now.
#5 By: Ozryc, August 5th, 2013 13:58
don't like it. In fact it is one of my biggest gripes in GW2. It is a community killer as it removes true interdependency. It lends itself to nothing but zerg fests full of random people with random, indistinct roles. So it is also an identity killer.
#6 By: Cyanbane, August 5th, 2013 14:08
Everquest Next sounds like an Everquest for the kids of Everquest players to play.
#7 By: Cyanbane, August 5th, 2013 21:41
#8 By: Kotttonmouth, August 6th, 2013 08:46
In the same boat as you guys... Sure it could suck, but lets hope they learned from the mistakes that other games have made while trying to accomplish a similar goal.
The basic Idea is awesome, but I can't imagine the difficult job of balancing a "multi class" system. Since they already revealed "Rogue" as a starter class, I'm good. I don't need other classes :)
From what I saw (and correct me if there is info I missed), they seem to purposely downplay PVP and Raiding for now. With EQ's history, I'm assuming both will be in the finished game. While I don't have as much PVP experience as you guys, I do have a lot of raiding experience and I'm really curious if multi classing will be a curse or a blessing for raid leaders.
I would love to play beta...
#9 By: Cyanbane, August 6th, 2013 10:01
They didn't downplay it, they just didn't discuss it. Honestly, the more I watch I don't think they are to the point in the games dev where they have final decisions made. I still think this game is at least 2+ years away.
#10 By: Ozryc, August 6th, 2013 22:51
Combat is easily the number one concern after SOE live. Far more than the aesthetic from the bit I've read and researched. Smokejumper says not to bring too much of GW2 mechanics into the comparison and that more details would be forthcoming.
Maybe they will surprise me. But I cannot wrap my brain around a combat system without defined roles that promotes cohesive, strategic, interdependent combat.
The only way they can do it is by tuning the content for powerful and well balanced groups. May be wishful thinking but if they actually made the content brutally hard forcing the player base to figure out what combinations work - that is something I will be up for.
Just don't drop me in a world where I am all that and then some where gear, skill, and group composition are meaningless!
#11 By: ogrebears, August 11th, 2013 01:40
Ya i think SoE is going to have to demonstrate that this is going to work. All that is happening right now is people are fearing it will be similar to gw2 combat.