Yeah duelling should be fun, and adding climbing is kinda neat. Should make for some nice clifftop views of content and stuff, good screenshot
Also this new city in the expansion is supposed to have multiple warring factions you have to align with, and will affect how you interact in the city.
Here is one more snippet from Scott :
"What some long time EQ players saw on the surface when EverQuest II materialized was: "All the things the devs must have disliked about EQ, only fixed."
Which is a shame, because there's a lot of great gameplay in EQ2, but the former EQ hardcore can't get past some core decisions that were made very early in its development and held as sacred cows all the way through launch.
Expectation: Factions and faction hopping made for some great emergent gameplay.
Perception: Underuse of dynamic factions lock people into specific roles.
Solution: Use of factions the right way, beginning in our AP's and in Desert of Flames.
Expectation: Non-restricted combat led to some of the best social interactions (groups, guilds) and fun emergent combat tactics.
Perception: Lock encounters to ensure appropriate risk vs reward, because kiting is bad, and so is powerlevelling.
solution: Open it up as much as we can using things like mentoring, and look into additional possibilities for opening it up that won't harm the existing fan base.
Expectation: Emergent activities in general are the best ones. East Freeport actually made a really fun dungeon for a while.
Perception: No. Too harsh on newbies.
Solution: New cities (starting with Maj`Dul in Exp1) where combat is expected, but retribution will be exacted if people are caught. People like it, so plan for it, and turn it into fun gameplay.
Expectation: I love how my class is distinct from the get go. When I say I want "balance" I actually mean "I don't want anyone else to be insanely more powerful than me. Other than that, I could actually give a damn about 'balance.'"
Perception: It's easier to balance a game when people have distinct archetypes/roles/jobs/etc. Put them in a mold.
Solution: Spell/Ability/Combat revamp. Make people more distinct and fun.
Expectation: The hand-crafted items in EQ were full of flavor, implied lore, and are memorable in and of themselves.
Perception: Making 15000 items is really hard. Use machine-assisted item generation to help.
Solution: Stopped generating items after launch. Period. All new items are handmade and look less like they've had stats shotgunned onto them.
Expectation: Quests are kind of fun when they give me stuff I like or are worth the time in XP.
Perception: What's with all these quests?
Solution: Quest XP reward increase (done), Quest audit to ensure appropriate rewards (50% complete), develop new directed quest paths from levels 10-50 that have better stories and more useful rewards (done). Ensure future quests are less like errands.
We're not dumb -- We get it. The smartest way for us to address core issues like these is pretty simple:
1) Bring on people who understood what made EQ fun from the player's point of view. Empower the EQ fans already on the EQ2 team to have a stronger voice in its direction.
2) Improve game using these guidelines.
That's what we've been doing for the past five months, and as people who are just checking it out are seeing, it's showing through.
Besides. Sacred cows make the best steak.
- Scott"
You were right Tikker. We suck.