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J'en ai marre de lire les amas de conneries de gens qui n'ont absolument rien lu au sujet de EQII et qui se permettent de donner leur avis alors qu'ils ne savent RIEN. Donc voici quelques articles trouvés de ci de la qui montrent que
1-EQ2<>EQ2
2-Vos critiques c'est du vent, du mauvais vent, du bon prout qui pue.
EQ2 Vault Special Report! - Vault News
Greetings!
As most of you already know, SOE invited the leaders from most of the US fansites to attend a special fansite event that was to be held this weekend. The weekend began Thursday evening with an introductory get together hosted by the SOE marketing team, as well as many of the EQ2 team leads and the EQ2 producers. While some discussion of the game happened that evening, the majority of the time was spent introducing the EQ2 team to the fansite operators who had never met the development team. There were a number of newcomers at this event, so the development team did a good job of making them feel comfortable and right at home. The big questions and answers would come the following morning.
Friday morning came early, and at 9:30am PDT, the fansite operators were herded onto a chartered bus, and taken to SOE headquarters in San Diego for eight hours of beta play and “breakout” sessions with the EQ2 development team. I took a digital recording of 4 of the 5 sessions, and I’ll be putting those recordings up on the EQ2 Vault in .wav format on Monday so that you can here the discussions in their entirety. The first session was a session on combat, and the key things revealed here included a major revamp of the combat wheel. Now, in order to activate the heroic opportunity wheel, characters will have to begin a skill chain on their own, based on their knowledge of the game. Essentially what will happen is a melee character (or other archetype) will begin a skill chain, and when his skill is used, an icon corresponding to that skill will flash on his groupmates screen. When that icon flashes, the next groupmate must use a corresponding skill that goes with the first skill that the first character in the party did. There will be different icons associated with different skill lines, for example a melee character may use a skill in a skill line that producers a mace, sword, or shield corresponding icon that will appear on the screens of the groupmates. Once this skill chain is completed, the combat wheel will appear. Successful completion of the wheel (which remains largely unchanged from the last report on heroic opportunities) the group will see some kind of beneficial reward, ranging from an AOE attack on all mobs to a full health/power heal. Other key notes garnered from the combat discussion included the fact that there are no longer “hybrid classes”, that classes like the Paladin and the Shadowknight are distinct classes in and of themselves, and no longer half tank, half cleric/mage like they once were, and that scouts can change the heroic opportunity on the combat wheel to make a better one, as well being able to inflict massive damage through attacks of opportunity (predators obtain attacks of opportunity through sneaking, while rogues obtain these attacks by positioning themselves correctly in battle). Finally, the developers spoke to ranged combat, commenting that it is nearing completion, and we should begin to see some screenshots of it over the coming weeks.
The next breakout session was the magic session. This session didn’t really release too much new information, but it did serve to clear up some confusing issues that magic users have. Summoner pets are permanent pets, and other classes may be able to get both non-permanent pets, as well as uncontrollable pets. Magic spells are granted every level to caster classes, and the spell appears instantly in the spellbook. The spell can be upgraded by having an artisan create a scroll for you, buying some ready made scrolls from the shops in one of the cities, or through loot drops which contain the most powerful scrolls which can than be used to increase a spell significantly. There were other items about spells that were clarified, but in order to make this report as brief as possible, I’ll spare the mundane details for those that wish to listen to the .wav recordings on Monday.
The third breakout session dealt with social structures. It is in this session that many revelations were delivered unto us. The first, there will be absolutely NO PvP at launch. You heard me correctly, there will not be duels, there will not be arenas, there will not be anything. Further, the developers refused to speculate on whether there ever will be. So if you are hoping for PvP, the wait may be a while. Senior Producer John Blakely said this, and when questioned about it, said that is the stance of the team at this time, and that there will be for 100% sure no PvP at launch. Second, the guild system was explained a bit by Chris Cao. Basically, guilds will have levels. As players within the guild earn iPvP for the guild (through doing special quests which don’t grant normal experience to the player, but grant experience to the guild instead called writ quests), the guild will increase in level, which will allow members of the guild to purchase prestige items from higher prestige vendors. These items include special titles, guild housing, special mounts, etc. The cool thing about guilds is that in addition to the four classifications the members of the guild can be classed into (guild leader, officer, member, and applicant), there are two types of guild members. The first type is called a patron, and only the iPvP points earned by patrons can be attributed to the guilds level. The other type of guild member is a normal member, and these members can still earn personal iPvP points to spend on individual guild perks, but they can not create iPvP points for the guild. Using this system, the ideal number of patrons in the guild is 12-36, any number less than 12 or more than 36 will place a severe penalty on the guild, making it more difficult for the guild to level, and thus making it more difficult for that guild to have access to the top level of perks. A guild can be 500 members, as long as there are only 12-36 patrons, that guild competes in iPvP just like the smaller guilds. Doing this allows for guilds to be large, and for small guilds to bring in their alts without incurring a penalty. Guild crests and heraldry will not be in at launch, but is one of the most important post release features to be brought into the game. Again, there was quite a bit more discussed, and if you want to hear the full conversation, check back with EQ2 Vault on Monday.
The final session I attended was the artisan session. The artisan tree has changed, there are now 3 classes, and 9 total subclasses to choose from. Harvesting skill is based on adventurer level, but your crafting level and your adventuring level are completely separate from one another, and do not play into each other whatsoever. There are a number of ways to level as a crafter, but the one that seems most popular is to “apprentice” yourself to an NPC workshop, where you will do quests for an NPC artisan in the workshop. As you complete the quests, you’ll earn recipes, you’ll earn the ability to purchase certain items that you would have needed to harvest before, and other cool perks. Crafting success is based on the quality of the harvested items used in crafting, a players skill, and how a player performs in the “heroic opportunities” that happen randomly to crafters. Additionally, to create certain items, crafters will either have to purchase NPC made items (but these are low quality and generally do not equate to your finished crafted item being top of the line), or obtain items from other artisans in order to complete their work. For example, an armorsmith may need rings crafted by a jeweler to finish a suit of chainmail. The higher quality that the rings are, the higher quality the chainmail has a chance to be overall. This of course leads to crafters being involved heavily in the economy as well.
I hope you enjoyed this basic editorial. I know you ladies and gentlemen deserve this information, and since our final day with the EQ2 team will be spent in Mexico tomorrow, you would have had to wait until tomorrow evening for this information at the earliest, and that is unacceptable. The other fansite attendees will undoubtedly also be producing reports soon, and they may cover different items than I have. Make sure you listen to all the reports you can, as well as the .wavs that are released, and you will be sure to be as up to date on the development of EQ2 as you possibly can. Finally, we did of course ask when the next phase of beta will begin, and the answer continues to be “soon”. I’ll see you all Monday!
-- Deathstryker @ 08-09-2004
(EQ2vault)
A few weeks ago we published a massive hands-on preview of EverQuest II, which for us was a lot like opening a bag of potato chips and eating just one. We hungered for more. Our dreams were haunted by sprawling, colorful cities and eerie, lifelike dungeons. "More!" we told Sony Online. "We want more!"
Last week our pleas were answered with another extended hands-on session, where we were able to grab some exclusive new movies and screens. We won't recap our earlier impressions. Instead we'll talk a little about what's new.
Since our last visit to Norrath, the world has really been fleshed out. The beta no longer looks like a beta: the icon art is all in place, the interface is mostly finalized, and most important the framerate is much smoother -- even with all the options turned up -- for a better experience. Continual optimizations by the dev team are starting to pay off.
Other subtle changes since our last tour included new art for the human and elf models. Previously, based on early screenshots, the community complained that the human characters looked too "plasticky." The new graphics feature more subtle, realistic skin tones. The change isn't obvious, but the character models definitely look better. We thought the Wood Elves were damn sexy. (Trolls? Not so sexy.)
Subtleties aside, the biggest new additions to the game are all content-related. TONS of content -- they're really laying it on thick. Areas that we had visited before were now packed with NPCs to talk to, using real voiceovers. A lot of them were there to add color or set the scene. Some were hysterical. ("Can't you just throw me back into the water?" squeaks a little Ratonga on the beginner's island, surrounded by monsters. "I didn't sign up for any of this!" he shrieks, voice breaking.) By the time the game is finished, cities will team with life, populated by colorful characters around every corner.
More importantly, quests are sprinkled liberally throughout. Talking to strangers on the street might yield any number of mysteries to solve or opportunities to be the hero. Also, quests might spring out of your actions. During our demo, I picked up a seashell on the beach and a little dialogue popped up asking me if I wanted to start the seashell collection quest. You even get experience for discovering cool points of interest now, ala World of Warcraft. If the rest of the game has quests packed in as dense as this, it's hard to imagine players getting bored. More importantly, it shows that the designers are working hard to make sure that players are never just "sitting around camping monsters for loot."
New interfaces are in place to help players navigate the world. A new "Waypoints" window is available, which allows you to select some kind of landmark -- like an important building, a local store, or an NPC you recently talked to -- and a glowing "rope" will appear at your feet. Follow the shimmering trail and it'll lead you to your destination. Handy!
When we last saw the game, crafting wasn't implemented yet. In the current beta, however, it's up and running at a basic level so the designers can tweak and balance the gameplay. As you adventure you'll be able to find raw material in the environment. Right now items of interest will shimmer and sparkle if they can be harvested. You can then bring raw materials to some sort of crafting device -- a forge or a loom, for instance -- and start banging out any recipes you know. The process is quick (if you have the raw materials, they're filled in automatically for you as you select what you want to make). It's also an active process, almost like combat. As your character hammers away at the forge, sparks flying, a progress bar shows how your item is coming along. Although it's not implemented yet, random events will eventually happen requiring your attention, as well as giving you the opportunity to drastically improve (or totally ruin!) your item.
By the time the game ships you'll be able to buy your own forge, placing it in your house for your friends to use. Speaking of player houses, every time we see them, more options are available. During our demo we got to rearrange a whole room full of furniture. Items can be placed on the walls, on the ceiling, or on top of each other to decorate your pad as you see fit. It's looking great.
The design team estimates that they're around 70% done with the game at this point. The other 30% is mostly content, content, content! Now that the basic game is working the team is having a blast implementing all the stories and quests that they had planned and finally seeing them all come together. Stay tuned for more EQII details. Meanwhile, feast your eyes on the new area tours we'll be posting throughout the week!
(gamespot)
Plus:
Un compte rendu interessant de la journée fansites organisée par SOE:
http://eq2.forums.thedruidsgrove.org...ead.php?t=7884
Et un article interessant sur les relations entre sorts et artisanat:
http://www.therunes.net/forums/viewt...62046#62046%22
Si vous parlez pas anglais dommage.
Etant donné que la plupart des infos sur tous les sites sont en anglais ca m'etonnerait pas que ce soit la raison pour laquelle vous debitez tant d'anneries...
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