EverQuest Next Wiki
(Adding official Press Release Info)
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[[File:Warrior and wizard in a subterranean magma chamber.jpg|thumb|400px]]Several game mechanics have been announced for EverQuest Next! Some of these include:
 
[[File:Warrior and wizard in a subterranean magma chamber.jpg|thumb|400px]]Several game mechanics have been announced for EverQuest Next! Some of these include:
   
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* Multi-Classing
 
* Destructibility
 
* Destructibility
 
* Consequences
 
* Consequences
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==Loot==
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==Multi-Classing==
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&nbsp;&nbsp;&nbsp;EQN will offer players the ability to explore and interact with the world according to their individual style of play. There are no levels in EQN, but there will be more than 40 distinct classes (or professions) at launch, with multi-tiered abilities and specialized weapon skills to collect and master. Players will even mix and match abilities from each class, creating truly custom characters that feel distinct and powerful.<ref name="Everquest Next Reveal: Official SOE Press Release">[http://www.mmorpg.com/gamelist.cfm/loadNews/28244/EQN-Revealed-World-Building-Landmark-Released-This-Winter]</ref>
Item drops will make sense. You will not get a sword drop from a snake. "The snake will drop things like snake skin. You won't get snake skins coming from gnolls. That's not the way we're going to drop loot" says [http://www.usgamer.net/articles/everquest-nexts-terry-michaels-you-wont-get-snake-skins-coming-from-gnolls- Terry Michaels]
 
   
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==Destructibility==
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&nbsp;&nbsp;&nbsp;No modern MMO has successfully implemented destructible environments that stretch across an entire seamless game world – this changes forever with EQN. Every piece of the world is fully destructible and players will have the ability to manipulate almost all of it. They will interact with and explore the world in amazing ways; venturing down into the deep bedrock beneath the surface and using powerful combat abilities to blow gaping holes into the ground. The EQN world will extend far into the heavens and deep into the procedurally-generated earth through 10,000 years of known lore and history.<ref name="Everquest Next Reveal: Official SOE Press Release">[http://www.mmorpg.com/gamelist.cfm/loadNews/28244/EQN-Revealed-World-Building-Landmark-Released-This-Winter]</ref>
   
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==Permanent Change==
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&nbsp;&nbsp;&nbsp;Players will also have the ability to cause the world to change around them, permanently, in dramatic ways. Through the concerted effort of the world’s inhabitants, including players, creatures, and non-player characters (NPCs), city walls will be built and destroyed, large-scale wars will be fought and won, and epic stories will unfold over months and years.<ref name="Everquest Next Reveal: Official SOE Press Release">[http://www.mmorpg.com/gamelist.cfm/loadNews/28244/EQN-Revealed-World-Building-Landmark-Released-This-Winter]</ref>
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==Emergent AI==
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&nbsp;&nbsp;&nbsp;In EQN, NPCs will have specific motivations and preferences that direct behavior in nuanced and unpredictable ways. Players will find themselves in a world where NPC decisions are based on core values, not dictated by static spawn points. For example, Orcs may attack opportunistically because they want an adventurer’s gold, not simply because a careless hero wanders into an attack radius.<ref name="Everquest Next Reveal: Official SOE Press Release">[http://www.mmorpg.com/gamelist.cfm/loadNews/28244/EQN-Revealed-World-Building-Landmark-Released-This-Winter]</ref>
  +
==A Life of Consequence==
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&nbsp;&nbsp;&nbsp;Each character in EQN will have a unique story; they will not follow a predetermined path. Instead, they will seek out adventure, fame and fortune in a constantly changing sandbox world. The game will remember every choice and action that players make and will organically deliver increasing opportunities to do more of the things players like to do … from crafting armor and exploring the wilderness to purging goblins from the forests.<ref name="Everquest Next Reveal: Official SOE Press Release">[http://www.mmorpg.com/gamelist.cfm/loadNews/28244/EQN-Revealed-World-Building-Landmark-Released-This-Winter]</ref>
   
  +
==Misc.==
 
*'''Loot:  '''Item drops will make sense. You will not get a sword drop from a snake. "The snake will drop things like snake skin. You won't get snake skins coming from gnolls. That's not the way we're going to drop loot" says [http://www.usgamer.net/articles/everquest-nexts-terry-michaels-you-wont-get-snake-skins-coming-from-gnolls- Terry Michaels]
   
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{{Reflist}}
   
 
{{stub}}
 
{{stub}}

Revision as of 23:42, 4 August 2013

Warrior and wizard in a subterranean magma chamber

Several game mechanics have been announced for EverQuest Next! Some of these include:

  • Multi-Classing
  • Destructibility
  • Consequences
  • Emergent Gameplay


Multi-Classing

   EQN will offer players the ability to explore and interact with the world according to their individual style of play. There are no levels in EQN, but there will be more than 40 distinct classes (or professions) at launch, with multi-tiered abilities and specialized weapon skills to collect and master. Players will even mix and match abilities from each class, creating truly custom characters that feel distinct and powerful.[1]

Destructibility

   No modern MMO has successfully implemented destructible environments that stretch across an entire seamless game world – this changes forever with EQN. Every piece of the world is fully destructible and players will have the ability to manipulate almost all of it. They will interact with and explore the world in amazing ways; venturing down into the deep bedrock beneath the surface and using powerful combat abilities to blow gaping holes into the ground. The EQN world will extend far into the heavens and deep into the procedurally-generated earth through 10,000 years of known lore and history.[1]

Permanent Change

   Players will also have the ability to cause the world to change around them, permanently, in dramatic ways. Through the concerted effort of the world’s inhabitants, including players, creatures, and non-player characters (NPCs), city walls will be built and destroyed, large-scale wars will be fought and won, and epic stories will unfold over months and years.[1]

Emergent AI

   In EQN, NPCs will have specific motivations and preferences that direct behavior in nuanced and unpredictable ways. Players will find themselves in a world where NPC decisions are based on core values, not dictated by static spawn points. For example, Orcs may attack opportunistically because they want an adventurer’s gold, not simply because a careless hero wanders into an attack radius.[1]

A Life of Consequence

   Each character in EQN will have a unique story; they will not follow a predetermined path. Instead, they will seek out adventure, fame and fortune in a constantly changing sandbox world. The game will remember every choice and action that players make and will organically deliver increasing opportunities to do more of the things players like to do … from crafting armor and exploring the wilderness to purging goblins from the forests.[1]

Misc.

  • Loot:  Item drops will make sense. You will not get a sword drop from a snake. "The snake will drop things like snake skin. You won't get snake skins coming from gnolls. That's not the way we're going to drop loot" says Terry Michaels