For those who don't know, MMORPG is currently running a bi-weekly Q&A with the people behind EverQuest 2's Echoes of Faydwer expansion, and this time, they got SOE's Senior Producer for EQ2, Scott Hartsman. The interview was really short and sweet so stay with us as we run by the topics discussed as quick as we can:
On Deity spells and skills: Basically, the whole deity system works by you choosing a deity that closely matches your beliefs. Once you've chosen a deity, you'd have to take on specific quests and making offerings to them so that you'd be able to tap into their powers and also their Blessings and Miracles. If your deity recognizes that you're sincere in your worship by praying at your deity's altar and taking on the quests they ask you to do, you'll be able to tap into some aspects of their power. If you feel you've made the wrong choice of deity, you can change deities anytime during the game.
On Subclassing AAs (Achievements): As compared to before, where you have twelve trees with two classes sharing a tree, this time there will be different abilities for all 24 classes. And to make it easier for you guys, the ability lines are now named and themed together. Hartsman says that this new system is all about "giving people interesting decisions to make regarding the direction they wish to develop their characters, taken to the next level."
On Tinkering and Transmuting: According to Hartsman, Tinkering and Transmuting are considered as Secondary Tradeskills -- a new system addition that gives users even more options and flexibility for play. What basically happens is that you can now select one Secondary Tradeskill to add to your primary Artisan class. BUT, the secondary tradeskills don't have levels (so naturally there's no levelling up involved) but rather, you'll progress via the points in that specific skill you chose.
This adds flexibility for gameplay because you don't have to give up your artisan advancement, and at the same time, you're able to avail of the packages of Tinkering and Transmuting. Or as Hartsman put it, "Instead of calling it a new direction for tradeskills, I'd call it a significant enhancement that complements the existing direction very well."
Via MMORPG
For those who don't know, MMORPG is currently running a bi-weekly Q&A with the people behind EverQuest 2's Echoes of Faydwer expansion, and this time, they got SOE's Senior Producer for EQ2, Scott Hartsman. The interview was really short and sweet so stay with us as we run by the topics discussed as quick as we can:
On Deity spells and skills: Basically, the whole deity system works by you choosing a deity that closely matches your beliefs. Once you've chosen a deity, you'd have to take on specific quests and making offerings to them so that you'd be able to tap into their powers and also their Blessings and Miracles. If your deity recognizes that you're sincere in your worship by praying at your deity's altar and taking on the quests they ask you to do, you'll be able to tap into some aspects of their power. If you feel you've made the wrong choice of deity, you can change deities anytime during the game.
On Subclassing AAs (Achievements): As compared to before, where you have twelve trees with two classes sharing a tree, this time there will be different abilities for all 24 classes. And to make it easier for you guys, the ability lines are now named and themed together. Hartsman says that this new system is all about "giving people interesting decisions to make regarding the direction they wish to develop their characters, taken to the next level."
On Tinkering and Transmuting: According to Hartsman, Tinkering and Transmuting are considered as Secondary Tradeskills -- a new system addition that gives users even more options and flexibility for play. What basically happens is that you can now select one Secondary Tradeskill to add to your primary Artisan class. BUT, the secondary tradeskills don't have levels (so naturally there's no levelling up involved) but rather, you'll progress via the points in that specific skill you chose.
This adds flexibility for gameplay because you don't have to give up your artisan advancement, and at the same time, you're able to avail of the packages of Tinkering and Transmuting. Or as Hartsman put it, "Instead of calling it a new direction for tradeskills, I'd call it a significant enhancement that complements the existing direction very well."
Via MMORPG

