Author Topic: Everquest Next & Everquest Next: Landmark  (Read 2928 times)

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Offline Vibe

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Everquest Next & Everquest Next: Landmark
« on: August 22, 2013, 08:25:10 am »
+1
« Last Edit: August 22, 2013, 08:28:59 am by Vibe »

Offline Banok

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Re: Everquest Next & Everquest Next: Landmark
« Reply #1 on: August 22, 2013, 12:05:28 pm »
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there is so much hype for this, just looks bland and immature to me. don't understand it.

Offline Kafein

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Re: Everquest Next & Everquest Next: Landmark
« Reply #2 on: August 22, 2013, 12:12:18 pm »
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More SOE love

Offline Vibe

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Re: Everquest Next & Everquest Next: Landmark
« Reply #3 on: August 22, 2013, 12:15:06 pm »
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there is so much hype for this, just looks bland and immature to me. don't understand it.

They really haven't shown much of it yet, so that might also make you feel like it's bland. What's getting people hyped up is the voxel based enviroment and destructability / sandbox, which is a pretty big step from previous Everquests.

Offline Clockworkkiller

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Re: Everquest Next & Everquest Next: Landmark
« Reply #4 on: August 23, 2013, 12:59:13 am »
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this is just gonna turn out like every other stinking MMO these days

people are gonna get all excited about it and hype it
when it gets released, people enjoy the hell out of it for about a week, then suddenely begin to shit on it
You are a horrible human being clockwork.

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Offline Banok

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Re: Everquest Next & Everquest Next: Landmark
« Reply #5 on: February 04, 2014, 05:38:48 am »
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kk still skeptical about EQN but I've since learned the landmark thing is a separate game and not just offline. its basically a minecraft mmo, and just watched some alpha gameplay which actually looks pretty good.

I guess I didn't read into it much when it was announced do to cartoony graphics and all the marketing hype developer spin in announcement trailerz

Offline Vibe

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Re: Everquest Next & Everquest Next: Landmark
« Reply #6 on: February 04, 2014, 08:01:23 am »
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EQN Landmark is now in alpha with no NDA so you can just look up videos of it. Basically looks like Minecraft online without the blocks.

Offline Banok

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Re: Everquest Next & Everquest Next: Landmark
« Reply #7 on: February 04, 2014, 09:11:54 pm »
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Good video summing up what the game is


Offline Rumblood

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Re: Everquest Next & Everquest Next: Landmark
« Reply #8 on: February 04, 2014, 11:49:40 pm »
+1
Good video summing up what the game is


Pretty good description. Also:

"I don't think much of a man who is not wiser today than he was yesterday" – Abraham Lincoln

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Offline Kafein

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Re: Everquest Next & Everquest Next: Landmark
« Reply #9 on: February 05, 2014, 12:02:54 am »
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Nope, this is the one


Offline Banok

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Re: Everquest Next & Everquest Next: Landmark
« Reply #10 on: February 05, 2014, 12:38:22 am »
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Offline Leshma

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Re: Everquest Next & Everquest Next: Landmark
« Reply #11 on: March 27, 2014, 07:57:10 pm »
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Offline Leshma

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Re: Everquest Next & Everquest Next: Landmark
« Reply #12 on: March 28, 2014, 03:24:09 pm »
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At the end of the alpha, players found a way to exploit the game. Game didn't allow placing claims next to each other, to avoid performance issues. Players found a way how do it and built a city.


Also, original voxel engine had smallest voxel unit size of approximately 15x15 cm cube. Players found a way how to circumvent this and created so called micro-voxel which can be much slower, allowing them to build furniture, weapons and stuff. Luckily, engine is robust enough to run without issues even with large number of micro-voxel. However due to alpha state of the game and lack of optimization, player had serious performance issues in the city they build that's mainly because there's memory leak/cache problem and because there were so many of them in city at the same time (over 200 players).

Also some cool buildings in this video:


Offline Polobow

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Re: Everquest Next & Everquest Next: Landmark
« Reply #13 on: March 28, 2014, 07:33:03 pm »
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(click to show/hide)

Damn, that's awesome. Love things happening like that. Did the devs respond on this?

Offline Leshma

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Re: Everquest Next & Everquest Next: Landmark
« Reply #14 on: March 28, 2014, 07:48:41 pm »
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Yes, two developers were touring the city and doing some tests. Main programmer who created voxel engine behind this wants to make stuff like this possible, instead of putting limits on claim size.

Biggest problem will be when dynamic water arrives and in the end when they launch EQN alpha with combat. Because terrain and stuff that is made of voxels (which is almost everything) is fully destructible and can be changed manually. Magic affect surroundings and can put stuff on fire and destroy walls etc. They'll need some serious optimizations to make this work like it should.

Also they will be working on AI and build templates, which means player won't have to manually build everything voxel by voxel. There will be option to delegate AI to build based on a player created blueprint.

Unlike previous SOE MMORPGs, this one is being developed with players in mind.