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MMORPG | Genre:Fantasy | Status:Final  (rel 11/08/04)  | Pub:Sony Online Entertainment
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EverQuest II Interviews: Bi-Weekly Q&A #12

By Carolyn Koh on November 10, 2006

EverQuest II's Senior Producer Scott Hartsman takes the time to talk more about Echoes of Faydwer

Scott Hartsman is the Senior Producer on Sony Online Entertainment's EverQuest II. As we begin to wind down our bi-weekly EverQuest II Q&As, we talk to him about some key components of the Echoes of Faydwer expansion due out very soon. Check back soon for a full expansion preview.

MMORPG.com: An aspect of the expansion that has players excited are the Deity granted spells and skills. Can you tell us more about them? Is this just a one time quest or more of a developing journey?
Scott Hartsman:

Choosing a deity that matches your character's beliefs is a journey that you begin to embark upon through different series of quests for each deity.

Once you've chosen a deity to worship and earn their favor by taking on certain quests and making offerings you're able to tap into certain aspects of their power, their Blessings and Miracles. You can have one of each at any given time. You gain them by praying at your deity's altar and choosing to spend some of your earned Favor.

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MMORPG.com: Since selecting a Deity is a choice and a quest a player has to go through, can you decide to worship a different Deity if you decide anywhere along the line that you've made a mistake in your choice?
Scott Hartsman:

Yes. Your character always has the option of forsaking her deity for one that more closely suits her desires.

MMORPG.com: Subclassing AAs. Can you expand on that? How will it work to improve your current skills?
Scott Hartsman:

AA? What's an AA? Wait. You mean Achievements? :P

The initial release of Achievements had twelve trees, with two classes sharing each tree. This time, there are unique abilities for all 24 classes.

The ability lines are named and themed together. For instance, one line of abilities might make you a better tank, another might make you better at doing damage. It's all about giving people interesting decisions to make regarding the direction they wish to develop their characters, taken to the next level.

MMORPG.com: Tell us more about Tinkering and Transmuting. Rumor has it that you do not have to give up your current Artisan skills to Tinker. Can you confirm this? Is this a new direction for tradeskills?
Scott Hartsman:

Tinkering and Transmuting are what we're calling Secondary Tradeskills. Yes, Secondary Tradeskills are a brand new system addition that give everyone some flexibility and new options for play.

In addition to your primary Artisan class, you can now choose one Secondary Tradeskill. These tradeskills don't have levels like your primary artisan class does, but your progress is instead through the points in that skill.

It's a way we can offer new discrete packages of cool stuff like Tinkering and Transmuting, without expecting people to give up on their primary artisan advancement. Your primary artisan advancement shouldn't be something that you should ever have to give up because we happen to add a new secondary tradeskill.

Instead of calling it a new direction for tradeskills, I'd call it a significant enhancement that complements the existing direction very well.

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