Page 1 of 1
Interview with Landmark Lead Designer & EverQuest Brand Lead (Done - Updated with Highlight Link!)
Posted: Thu Mar 27, 2014 9:42 am
by Ashardis
Today (27th of March) at 4PM EDT (8PM GMT, 21:00 CET)
Cohh's stream will be the host for an exclusive interview with
Darrin McPherson (Lead Game Designer for Landmark)
&
Omeed Dariani (Lead Everquest Brand Manager)!
Cohh will ask questions from viewers at during the stream, but
you can get a headstart by posting them here!
There
WILL be a highlight of this entire event made available so still lots of good info for you, if you can't attend it live!
Post your questions below!
Posted: Thu Mar 27, 2014 10:32 am
by durlot
i'd like to know where the Dev team stands inthe mater of multiboxing in EQN and EQL, good show Cohh & Sony!
Posted: Thu Mar 27, 2014 12:39 pm
by J4ko
Ok I'll just post something I'd find interesting to hear about...
1) In the blueprint you say regarding things like AI editing, dungeon creating, making story arcs etc. that "all of these features will be delivered as fun to use features...not complicated scripting languages." Does that mean some aspects of this have to be simplified in order to make it easier for users to use? How will you ensure Landmark will also be interesting for people that are more advanced in using building tools, scripting etc. ? And how does everything go together with the motto "everything we can do, you can do"?
2) How advanced will PvP eventually become in Landmark? Are you still interested in making for example servers with different rulesets for people with different intentions for playing? (that could include more "creative" servers with next to no pvp and many resources or "hardcore/survival" servers with huge death penalties, pvp and less resources...)
3) Imagine a veteran player that played the game for a year regularly. What will he/she do when he logins? Will he still have to gather resources from time to time or does he have plenty hoarded? Does he just build? Will there be any kind of progression added later on in regular intervals?
Edit:
4) How do you plan to entice/force players playing together? More loot for when you're in a party is a good step, what do you think about players having to specialize their characters so they can do some things other players can not (for example crafting with a certain type of material), in order to make people play together? Anything you can say about Crafting 2.0?
Posted: Thu Mar 27, 2014 12:40 pm
by SirBiff10
When building your house or whatnot, will there be premade items such as foundations,support beams,etc...? To make it easier for those who like these kinds of games but block by block building just makes us rethink our structure or lack there of.
Posted: Thu Mar 27, 2014 1:26 pm
by Eschaap
Will EQNL come to the PS4? I would love to play it there

Posted: Thu Mar 27, 2014 1:28 pm
by Drk1lucian
How integrated will EQN and EQNL actually be? Completely seperate, or will things built in EQNL show up in EQN?
Posted: Thu Mar 27, 2014 1:34 pm
by TuFatSnaka
With all the control and power your giving the players for AI, Story Arc, Design etc.. Will you have "instances" for players to design their own adventure.. Either Free or Purchased through the store?
Posted: Thu Mar 27, 2014 1:47 pm
by Rynea
Interactable "Props" that don't fit into the gameworld
How is Landmark going to approach the issue of props vs existing word in regards to graphical consistency. Especially with the added new plants, many of the interactable and farmable items will be and also look like props, which is great for gameplay (the more versatility and choices and things to explore the better) but often really bad for the athmosphere (things look like they don't belong to the gameworld, as the style of the landscape is often drastically different from the interactables inside the world.
Neon Ores and Immersion
Will we be able to "tune down" the currently drastically colored metal and gemstone colors at release? Its good for finding ore, but if you just want to explore a gameworld and want to get athmosphere and enjoy the scenery then neon green/red/purple/whatever colour the ores around are at the moment, might feel very distracting for pretty much every other gameplay.
Social features, grouping, guilds and other abilities to have more than a single player game
What social features will we see in the future, that are not the typical ones we see in other games? Many games call themselves MMO's but are in fact at best multiplayer games and at worst single player games with a chat. You mentioned guild creation and the like. When I talk about a guild I'm expecting more than a button that lets me join a group with 3 fillable fields for guild text and achievement popups. (Like certain Action RPGs that have come out recently) I expect some meaning behind an organization that doesn't feel like people build guilds just because thats what is expected of them or because they know each other from outside of the game. There have been several examples of where grouping is already even in these early stages encouraged, like the bonus to gathering when teammates in a party are close by. I hope to see similar things to encourage guilds in a positive and meaningful way. All kinds of mentoring features come to mind. What will we see in Landmark in this regard? Are there already plans for how this might be realized and how people might feel encouraged to work together and build an organization that offers something beyond a chat?
Recipes
More and more games offer us recipes as pieces of ingame papers to doubleclick that adds some way to craft something to some book or the like. Will we see some real recipes as well that can be researched by trial and error, that can be shared?
Biomes
Will be able to temporarily or permanently change biomes in some way or another, effectively terraforming one biome into another?
Seasons
Will we see not only day and night cycles but also seasons, depending on biomes?
Interface
Who made the active icon borders around the hotkey bar icons and can we give them a price for "lots of attention to detail" please? Players notice many things but rarely pay attention to these small details, details that very often as a whole give a very positive or negative impression of a game. No reviewers mention it, usually no player really brings it up as long as things are working, but hey .. here you go, it looks great even if such a little detail like whirling golden borders don't get consciously noticed by many.
... I could go on .. but theres just to many, lets keep it at these few.
Posted: Thu Mar 27, 2014 1:48 pm
by pumaoblivion
With all the ways you have seen players use tools in Landmark what has been the one that has surprised you the most? (example: thin wires)
When can we see Tier 4 lands and the introduction of new minerals and gems to Landmark?
Will the UI be Customizeable?
When will Landmark be available to everyone who didn't buy into the alpha and beta?
Posted: Thu Mar 27, 2014 2:25 pm
by Ashardis
pumaoblivion wrote:
When can we see Tier 4 lands and the introduction of new minerals and gems to Landmark?
This is actually out with the closed beta now!

Posted: Thu Mar 27, 2014 2:42 pm
by Abxibro291
As EQN and EQNL are going to be f2p, how are you going to keep the interest of more "hardcore" gamers that are going to demand regular updates?
Are there going to be dedicated PVP servers for Landmark. If so what are some of the penalties that may arise for losing PVP battles. Can claims be lost in this matter?
Thanks for taking the time to answer our questions!
Posted: Thu Mar 27, 2014 3:02 pm
by Nonemm_
Hey,
Thanks for this opportunity
I would love to know how they approached the musical aspect of the game and what role/roles it will play in the game

!
Also I would like to know how the collaboration with Jeremy Soule went and if the music was/will be recorded with a live orchestra or not

.
Thanks : )
Posted: Thu Mar 27, 2014 3:39 pm
by noiamsparticus
On the system Requirements page they said that they were going to try and drop the system requirements. I would like to know if they are making any head way in this
Posted: Thu Mar 27, 2014 3:40 pm
by syfris
I was wondering how the developers' internal world/level editing tools helped influence the design of the EQNL player interface for world building.
Posted: Thu Mar 27, 2014 3:42 pm
by khunt09
What part of the Beta for Landmark is going to make its way into the actual EQN live game? i know its in the early stages of beta.
Posted: Thu Mar 27, 2014 3:51 pm
by Ashardis
khunt09 wrote:What part of the Beta for Landmark is going to make its way into the actual EQN live game? i know its in the early stages of beta.
None of it - Landmark is a SEPERATE game by intention

Some of the engine n whatnot will prolly be duplicated n whatnot