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EverQuest Next

EverQuest Next 

General Discussion  » EVERQUEST NEXT New Gameplay video from PAX 2013

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126 posts found

Novice Member

Joined: 8/07/13
Posts: 38

OP  9/01/13 9:28:21 AM#1


New gameplay video. Absolutely incredible animations/movement system. Imagine PvP with this stuff and imagine what PVE scenarios they can make.



video about building stuff with lava and etc.


  • Players will spawn near landmarks, protected areas which can be teleported to. They’ll act as social hubs and player marketplaces—Georgeson hinted several times at a deep simulated economy during our meeting.
  • Players will then explore to gather resources, and stake a land claim (almost) anywhere on the procedurally-generated continents.
  • Most building resources will need to be purchased from other players or gathered, though there are “super commons,” such as dirt, of which we’ll always have an unlimited supply.
  • Can players stake claims in subterranean areas? “Probably,” says Georgeson.
  • Land claims can be shared with friends for co-op builds.
  • Mounts are in, and they’ll move like the player characters—sliding down steep hills, for instance. We won’t see horses doing parkour though. Boo.
  • Players will be able to move between servers at any time.
  • Friends lists, text chat, voice chat, and SOEmote are all in.
  • A timelapse tool will allow players to record high-speed versions of their builds and publish them directly to YouTube.
  • There will be a guild system, as well as a “co-op buildout” system for temporarily grouping up to work together on large projects without a full guild structure.
  • Landmark characters will be transferable to EverQuest Next when it releases, and playing Landmark will unlock the Adventurer class.

Hard Core Member

Joined: 7/24/03
Posts: 284

9/01/13 10:22:27 AM#2
I am hoping that with characters being transferable to EQNext, they will have a full range of races or at least allow us to do a full race change and customization as part of the transfer.

Hard Core Member

Joined: 2/10/13
Posts: 363

9/01/13 10:39:10 AM#3


It's noticeable in a few of those clips from the first video how they are keeping the angle of the camera focused on the ground. While doing that, hiding the surroundings.

Or, am I just imagining this. :)


EDIT!: Taking a stab at the location in the clip where the wizard spires are located, which also has a desert landscape just before a vegetation area. I think this is South Ro where the ancient cyclop spawns.



Novice Member

Joined: 2/26/13
Posts: 561

9/01/13 10:46:54 AM#4
Looks amazing!!!!!!!!!! Can't wait to be fighting another player with this type of movement...  reminds me a bit of "acrobatics" in DCUO, but the positional fighting will be better. =D

Novice Member

Joined: 3/30/13
Posts: 344

9/01/13 10:50:49 AM#5

So everyone will be doing Parkour in EQN?




Advanced Member

Joined: 6/21/09
Posts: 34

9/01/13 10:51:45 AM#6
Ugh that was dissappointing.  Looked very cartoony and arcadelike. 
  User Deleted
9/01/13 10:53:09 AM#7
Originally posted by Ayulin

So everyone will be doing Parkour in EQN?



And we thought bunny-hopping in WoW was bad...


Novice Member

Joined: 2/08/07
Posts: 161

9/01/13 10:59:07 AM#8

I love it!

Oh and the lava build out the charaction looks like an elf


Elite Member

Joined: 7/22/11
Posts: 876

9/01/13 11:05:36 AM#9

Am I wrong here, but wasn't that video of the parkour movement system released (as part of a longer video) at SOE Live?   Maybe it has been cleaned up a tiny bit, but it seems like I've seen this exact demo before.

And how is she able to turn left in mid-jump?  Physics doesn't allow changes in vectors in mid-flight without an expenditure of energy.   But she clearly jumps in one direction, moves a distance, rotates in the air and moves off in the new direction before landing.   Facing has no bearing on a vector.

Logic, my dear, merely enables one to be wrong with great authority.


Hard Core Member

Joined: 7/24/03
Posts: 284

9/01/13 11:09:23 AM#10
Originally posted by mustang2750
Ugh that was dissappointing.  Looked very cartoony and arcadelike. 

Good thing I like cartoons and arcades.


Novice Member

Joined: 1/09/09
Posts: 1737

Mr Flibble is VERY cross

9/01/13 11:18:01 AM#11
Hmm the movement looks amaxing. So does the landscape actually, and it all seems pretty smooth. Of course, the bunnyhopping yards from wow will find something to be annoying with, like constant backflips or something....

Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom


Apprentice Member

Joined: 3/14/08
Posts: 329

9/01/13 11:27:11 AM#12
I have to say I have a very strict graphics and gameplay taste.  Anything cartoony, I generally hate.  Everything must be moving to a more realistic style.  That's just how I am.  But, I have not been more excited about an MMORPG than when I was reading about my first MMORPG Star Wars Galaixes in a magazine when it was still in development.  I'm even more excited about Everquest Next.  It is unlike anything I've seen before.  And it's far more advanced than I could have imagined at this time in MMORPG history.

Apprentice Member

Joined: 6/10/11
Posts: 408

9/01/13 12:37:40 PM#13

Reason why parkour is so cool IRL is that only a few people can do it on a top level and it has this "wow" effect for most of people.

This video indeed looks cool, but once you'll see 20+ people jumping around the town like that, well .. :)

Looking forward to see some awesome parkour parks made in Landmark tho.


Novice Member

Joined: 3/02/08
Posts: 2051

9/01/13 12:42:02 PM#14

I think calling the first one a "game play" video is stretching a lot.

Though I have no doubt people here will use it to say it's bona fide  proof that their negative and positive opinions of what EQN is going to be.


Apprentice Member

Joined: 7/09/12
Posts: 2704

9/01/13 12:50:26 PM#15

Not much of gameplay really, just a movement demo.


All those fancy flips, spins, and tumbles are going to get old fast.  I think they should be toned down to "occasionally" go off.  For instance WoW PC's didn't always flip / spin (Night Elves wasn't it?) ... just 1 in 10 chance or whatever.


I guess the console crowd will go gaga over stuff like this though.

Want a nice understanding of life? Try Spirit Science: "The Human History"
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.


Apprentice Member

Joined: 11/20/05
Posts: 1172

"Don''t touch that squirrel''s nuts!" - Willy Wonka

9/01/13 12:56:22 PM#16
What's Laura Croft doing here?

Frank 'Spankybus' Mignone
-3d Artist & Compositor
-Professional Amature


Elite Member

Joined: 1/07/06
Posts: 6447

The adult I am takes care of most things real life. However my inner-child is a GAMER!!

9/01/13 12:57:26 PM#17
Understandable that's it's still alpha, but hoping they are going to polish up the impact the character has when landing on the ground or merly running. Just didn't see the character connecting with the ground.

Novice Member

Joined: 9/26/11
Posts: 1817

9/01/13 1:12:37 PM#18
HAHA so they changed her jump? Prolly a good thing since it was a direct steal from Wildstar. Also.. that isnt gameplay, that is a video showing really silly jumping and flying through the air with the greatest of ease. That daring young "woman" on the flying trapeze...


Made History

Joined: 7/11/11
Posts: 6496

Pink, it's like red but not quite.

9/01/13 1:24:56 PM#19

Looks like it will really appeal to the skateboarding game generation.


<--too old for this chit.

Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.


Novice Member

Joined: 11/21/08
Posts: 627

Brought to you by... The Spirit of Nikopol.

9/01/13 2:06:55 PM#20
Originally posted by Mendel


And how is she able to turn left in mid-jump?  Physics doesn't allow changes in vectors in mid-flight without an expenditure of energy.   But she clearly jumps in one direction, moves a distance, rotates in the air and moves off in the new direction before landing.   Facing has no bearing on a vector.


It's unrealistic alright, but I for one love this sort of unrealistic stuff in games.

Quake let you do U-turns in the air so that you could actually jump out of a window and into an adjacent one... and it was fun! :) Added a whole other dimension to gameplay. Of course, you have to find a balance with all this stuff so that players will go with it and not go "arrrgh, that's stupid!".

About the video, the parkour itself doesn't bug me that much (though too much of it probably will), but I'd rather it was something we, the player, did instead of the characters themselves.

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