| 7.1
How will combat in EQII differ from
previous MMORPGs?
EQII's combat system is based on strategy
and making smart choices. Players
will learn what strategies work best
for a given situation or enemy type
based not only on their own abilities,
but on the abilities of the classes
they are grouped with. To play your
best will require you to think and
pay attention to the choices you make.
7.2 How do
I determine the difficulty of an opponent
I’m going to fight?
Simply moving the mouse pointer over
an NPC tells you its level relative
to you by changing the cursor color
to one of the traditional EQ con colors
(green, light blue, blue, white, yellow,
or red). Mousing over also shows the
NPC\'s name, which indicates whether
it\'s aggressive toward you (white
names are non-aggro, red names will
attack you).
7.3 Do NPCs
behave any differently than they did
in EQ?
EQII introduces significant changes
concerning encounters and NPC behavior.
Most encounters are designed so that
groups of players will fight multiple
opponents at once. The goal behind
this change is to provide a new set
of challenges, giving players the
opportunity to master new strategies.
Clicking on an NPC will show whether
it is part of a group by highlighting
the names of other nearby NPCs that
are part of the encounter.
7.4 What is
a "locked encounter" and
how do they work?
When a player or group performs an
aggressive action against an opponent,
the encounter is instantly locked.
This means that no other players or
groups may interfere with the encounter.
The locking mechanism is automatic,
so players will not have to actively
lock the encounter themselves.
Once locked combat begins, players
move at combat speed, which is significantly
slower than running. If the player
or group decides the encounter is
not winnable, the encounter may be
unlocked with a press of the “yell”
key. At this point players will begin
to move at normal speed and other
players will be able to attack the
opponent. Once unlocked, however,
the loot and experience provided by
the mob are negated.
7.4.1 What
happens to an encounter once it is
unlocked?
The NPC doesn't care that you have
unlocked the encounter. It will continue
to attack you until one of you defeats
the other, or until you escape to
safety. If someone is fighting an
NPC and that player yells for help,
the encounter is unlocked. As soon
as you unlock the encounter, whatever
detrimental spells you cast on the
opponent will be removed. Anyone who
kills that NPC will get no experience
or loot for doing so. If it isn't
killed, the NPC will remain in this
state until its hate list is cleared,
at which point it will regenerate
to full health in very little time.
7.4.2 Will
other NPCs still be able to “add”
into our locked combat encounter?
Locking only affects other players,
not NPCs; you must still be mindful
of preventing other opponents from
entering the fray. Managing adds remains
a crucial element of strategy.
7.4.3 Who
will be able to unlock an encounter?
The group leader will be able to set
unlocking rights.
7.4.4 Is there
is a way for someone to tell that
the NPC is locked besides trying to
attack it?
When you click on the NPC, you'll
see an icon next to its name that
tells you whether it is open or locked.
7.4.5 Will
the locked encounter system prevent
kill stealing and power leveling?
The locked encounter system was designed
to make combat more strategic, but
it has the side effect of minimizing
old methods of power-leveling and
kill-stealing.
7.4.6 Doesn’t
the locked encounter system prevent
kiting as well?
At the core of our combat system is
a significant principle: If you can
damage a mob, that mob can damage
you. Kiting as you knew it in EverQuest
will not be a viable tactic in EQII.
7.4.7 Will
I be able to heal players who are
in a locked encounter?
No. Players may unlock an encounter
and receive heals any time they wish,
but they will forfeit the loot and
experience given by that encounter.
Requiring those in danger to call
for help may not be ideal in the eyes
of all players, but it does increase
the overall integrity of the game
and makes combat more strategic.
7.5 What about
buffs? Can I buff a friend who isn’t
grouped with me?
Many buffs will have a short duration
and be group-based. EverQuest II is
about choices. If you want certain
buffs, you have to group with the
class that provides them. But you
can be just as effective going without
those buffs if you group another class
that provides a different kind of
benefit. Sony wants to get away from
the notion that you're useless without
a particular set of buffs, and instead
teach you that there are plenty of
other choices that will let you be
every bit as effective.
There will also be a wide variety
of beneficial buffs that are not group-based.
Spells that enhance your non-combat
movement rate (like Spirit of Wolf
in EQ), for example, may be cast on
people outside your group.
7.6 Will I
be able to solo whenever I want to?
Yes. Sony wants players to enjoy themselves
regardless of their preferred play
style or how many hours a day they
can log in. EverQuest II has significant
amounts of content designed for all
classes to be able to solo, including
quests, jobs assigned by NPCs, and
areas where opponents can be fought
solo rather than in a group.
7.7 What are
these “combat arts” that
melee characters will receive?
Melee classes have special abilities
called arts. These powerful attacks
provide each class with unique combat
techniques. To achieve maximum effectiveness,
players must choose which combat arts
to use, just as casters have to decide
which spells work best in a given
situation. Those choices will vary
depending on the encounter and what
classes the adventurer is grouped
with. It will definitely be to your
advantage to understand the abilities
of others, as some arts work best
in combination with those of another
class.
7.8 Will the
new combat system be accompanied by
exciting visuals?
Oh yes. Sony's goal is a system that
is both tactically challenging and
visually exciting. There are visible
weapon arcs as you swing, flashes
and sounds as your weapons impact
the target, a wide variety of motion-captured
animations that vary based on your
level and weapon skill, and more.
7.9 Will ranged
combat be viable in EQII?
Ranged attacks such as archery will
be a more specialized form of combat.
Certain classes (especially those
on the scout tree) will have access
to powerful ranged combat arts that
allow for large amounts of situational
damage. Such attacks won't be unlimited,
however; ranged combat costs significant
amounts of power to maintain, and
power is a precious resource for melee
classes.
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