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All Posts by Goldmund

All Posts by Goldmund

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8 posts found
I would think the solution to this would be rather simple.  If you see someone with a name you don't like, just hunt them down and kill them repeatedly to limit their success.  If they still become emperor, work to remove them from power.  Failing at that, you can always switch to another campaign.

The manual for Arena quotes a total area for Tamriel as 12 million square kilometers; however, from area analysis of the height maps in the other previous games, we have:

Skyrim: 119 x 94 TES4 size cells = 6.9km x 5.4km = 37.6 sq km

Cyrodiil: 134 x 129 TES4 size cells = 7.7km x 7.4km = 57 sq km

Morrowind: 84 x 88 TES4 size cells = 4.8km x 5km = 24 sq km

I too have heard in interview that Cyrodiil will be roughly the same scale as seen in Oblivion.  Just eyeballing the size of Cyrodiil with the rest of the map, it seems to be about two ninths of the total landmass.  So I estimate a total area to be around 412 square kilometers.  Subtract from that those areas that are underwater or excluded initially for the sake of kitty cat flu plague or whatever, and we get… Well, I don’t know.

Another thought: On a horse at full gallop that covers maybe 40 to 48 kilometers per hour, we might be able to cross the major length of Cyrodiil in about 10 to 12 minutes.  With each campaign of Cyrodiil designed to stage up to around 2000 players simultaneously, we may see a population density at peak times in pvp to be around 35 people per square kilometer.  Cluster those folks together for the sake of keeps and quests, and things should get pretty eventful.

On the other hand, I don’t really know anything about anything, so I’ll just run around wherever my guild leader tells me to and pew pew arrows into anything that glows red.

Originally posted by Sengi
 

Just imagine when does tanking ever work in PVP? Only when the opponent doesn't know what he's doing. 

 

I see people throwing this argument around a lot.  In EQ2 pvp though, tanking is a viable role because taunts actually do force your enemy to target you.  You can't lock their target onto you permanently unless your enemy is really careless and not paying attention, but when timed well, it's quite effective and creates much more interesting fights, in my opinion.

Race selection is still yet to be determined.  The EQ Next round table forum currently has a poll for whether or not ratonga should be included.  You can vote on it here:

https://forums.station.sony.com/everquestnext/index.php?threads/should-the-ratonga-be-in-everquest-next.8/

That's reassuring :)  Any notion though how they will handle dominant factions appointing an emperor?  One emperor per campaign?
Agreed.  While I'm still on the fence between the two games,  I appreciate more the realistic art style of ESO.  The voxel based destructable environments in EQN sound interesting, but I'm not entirely sold yet.  The Landmark system may well be worth it, but I was disappointed to see that new constructions are essentially segregated in a separate application in a different world away from the regular game until they can be approved somehow to be moved into EQN.  I'll give it a shot, but my initial preference is definitely for more realism - even if that means less personal control over the environment.
It's definitely disappointing to start building up your character on one server and find that your friends are playing on another, so my first impression is that the megaserver is a positive feature.  Channels are understandable too when considering hardware limitations.  In the end though, it will really depend on how large the channeled areas are, how many folks they can fit into each one, and how transitions from one channeled area into another are handled.  If I'm in Cyrodil, sneaking around and stalking some enemy, and the guy I'm following suddenly disappears into some unknown channel, then we've got a problem.  No way to really know until I get my hands on the game at launch, but for now, I'm overall optimistic about the feature.
I actually polled my guilds about this very subject a while back.  On our pvp server, about 90% never used chat bubbles.  On our roleplay server, about 90% used them all the time.  Personally, I strongly prefer chat bubbles.  I will turn them off in a raid or in a crowded world event, but I consider them pretty much essential for general roleplay.  I've always liked chat bubbles, since the first moment I logged into SWG ages ago.  I really loved thought bubbles too.  I didn't realize how much I would miss them until I started playing SWTOR.  It wasn't the reason I left SWTOR (can blame that on server population issues at launch splitting up all my friends), but I sorely missed them every time I played the game and tried to get into any roleplay.  Without chat bubbles, if I'm in a long conversation, I just end up staring at the chat window forever and all immersion is lost.  It's nice to have some sense of directionality when many are speaking in a crowded room too.  It's not a deal breaker for me, but I count it as a serious strike against the game's potential for engaging roleplay.  For those of you suggesting that voice chat is a better alternative, yes, it's preferable for combat situations.  Have you ever listened to someone trying to roleplay out loud on a voice channel though? That can get pretty rough.
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