3.1 What
is the goal of the game?
The primary goal of EverQuest II is
to create and advance a unique roleplaying
persona within the world of Norrath.
This may be accomplished a number
of ways, including solving mysterious
quests, slaying vicious monsters,
and crafting powerful relics.
3.2 How do
I communicate with other players?
Communication will take place within
the user interface (UI) chat windows.
3.3 What if
I don't have a lot of time to play?
Will the game still be fun for someone
like me?
One of the main goals for EverQuest
II is to design methods of gameplay
that will facilitate both casual and
hardcore players. It will be possible
to log on for 20-30 minutes and still
advance. EverQuest II is being designed
to accommodate both grouping and solo
play to the highest levels.
3.4 Will EverQuest
II feature custom animations and gestures?
Yes. Players will be able to "emote"
via chat, as well as through their
character's animations.
3.5 Will there
be player-versus-player (PvP) combat?
Just as the original EverQuest was
geared towards PvE (player vs. environment),
EverQuest II has a similar focus.
PvP combat will be possible, yet in
a way that does not negatively affect
non-PvP players.
3.6 What types
of environments can we expect to see
in EverQuest II?
The EverQuest II environments will
vary greatly, ranging from lush forests
teeming with flora and fauna to barren
desert wastelands. While players will
recognize certain names and locations
from EverQuest, many of them have
undergone startling changes in the
last 500 years.
3.7 What will
be some of the features in Everquest
II?
Among many new features, EverQuest
II will include:
+A new, massive online world for thousands
of players to explore, filled with
danger, adventure and mystery.
+Unparalleled character customization
capabilities. In addition to thousands
of armor, weapons and items users
can equip, players will be able to
customize their character's facial
appearance to an incredible level
of detail and personalization.
+16 races, 50 levels and 24 classes
with a branching system that allows
players to choose their class as they
advance.
+Trade skills available to all player
classes.
+Player-owned real estate (such as
apartments, homes, and guild houses.)
+No race/class limitations, allowing
players to truly choose who they want
to be in game
+New user friendly game mechanics
with reduced learning curve for both
new and seasoned players
+More than 160 unique creature types,
from Orcs and Goblins to huge dragons
and menacing Living Statues
+Incentives for current EverQuest
subscribers
+A state-of-the-art, cinematic quality
3D graphics engine capable of improving
as hardware technology advances
+State-of-the art combat, spell and
skill systems
3.8 Will I
regenerate hitpoints tediously like
in EQLive? What's new about healing
spells?
No, in EverQuest II regeneration for
hitpoints and power is percentage
based, not number based as in EQLive.
Healing works in the same fashion
(for instance as spell might heal
360 hitpoints) and are number based.
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