Everquest II: PvP and Crafting

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EQ2.stratics recently conducted an interview with the developers regarding Crafting and PvP. Here are some of the highlights.

According to the developers, PvP faction gaining (credit for the kill) was changed. Each player must have gained some sort of hate from the opponents in order to gain faction from kills. Melee classes and casters can do this by attacking the target. Another reason it was changed was due to the dishonorable kills. Characters can lose faction skills for such kills.

Regarding the combat mode, where the character cannot regenerate health nor power, making him vulnerable to different attackers. So what do they do about it? They ensure that any effects you had on the enemy remains on the him wherever he goes. The amount of time in Combat mode is equal to the hate you have.

How to calculate faction, fame, and status data won’t be disclosed as the developers want the game to be based on titles. However, they did let some things out of the closet. Fame and Infamy are a zero-sum system. Meaning when you kill someone, title ranks are rewarded and loss & gain are exactly the same. Exception? Not applicable to unranked players who have gained neither Fame nor Infamy. Killing someone with a higher total Fame or Infamy rate will reward you more then you would have lost (if you died). Rewards are calculated based on the total members in a group who had Hate on the target when they died.

Skydiving won’t be an option anymore. Skydiving is jumping to your death in order that the enemy not get any rewards nor bonuses for defeating you–Hara-kiri, the wrong way. As long as the enemy has done 50% damage to the character, he or she won’t be able to do a skydive. Sorry, guys.

Regarding Crafting, they added some new contents to the recipes of old potions and armors, etc. They started the no-combine system so that crafters can create armors in a few minutes rather than hours. The XP gain for crafters have gone very slow. They will be looking into the future regarding experience available to certain classes that get more recipes than the others. They’ll find ways to even things up soon. As for Crafting Zones: they’ll be creating more in the future. The new housepet? Still a secret.

The insights, changes, updates and possibilities have just jumped higher for EverQuest II. Let’s hope they iron out all the other chinks in this strong armor of a game.

Via stratics

Header

EQ2.stratics recently conducted an interview with the developers regarding Crafting and PvP. Here are some of the highlights.

According to the developers, PvP faction gaining (credit for the kill) was changed. Each player must have gained some sort of hate from the opponents in order to gain faction from kills. Melee classes and casters can do this by attacking the target. Another reason it was changed was due to the dishonorable kills. Characters can lose faction skills for such kills.

Regarding the combat mode, where the character cannot regenerate health nor power, making him vulnerable to different attackers. So what do they do about it? They ensure that any effects you had on the enemy remains on the him wherever he goes. The amount of time in Combat mode is equal to the hate you have.

How to calculate faction, fame, and status data won’t be disclosed as the developers want the game to be based on titles. However, they did let some things out of the closet. Fame and Infamy are a zero-sum system. Meaning when you kill someone, title ranks are rewarded and loss & gain are exactly the same. Exception? Not applicable to unranked players who have gained neither Fame nor Infamy. Killing someone with a higher total Fame or Infamy rate will reward you more then you would have lost (if you died). Rewards are calculated based on the total members in a group who had Hate on the target when they died.

Skydiving won’t be an option anymore. Skydiving is jumping to your death in order that the enemy not get any rewards nor bonuses for defeating you–Hara-kiri, the wrong way. As long as the enemy has done 50% damage to the character, he or she won’t be able to do a skydive. Sorry, guys.

Regarding Crafting, they added some new contents to the recipes of old potions and armors, etc. They started the no-combine system so that crafters can create armors in a few minutes rather than hours. The XP gain for crafters have gone very slow. They will be looking into the future regarding experience available to certain classes that get more recipes than the others. They’ll find ways to even things up soon. As for Crafting Zones: they’ll be creating more in the future. The new housepet? Still a secret.

The insights, changes, updates and possibilities have just jumped higher for EverQuest II. Let’s hope they iron out all the other chinks in this strong armor of a game.

Via stratics

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