It's been a fun week in EQ2 this week. I completed my first heritage quest last night with Udrath, Brynnethe, and Livvy (thanks guys was lots of fun!), and now have the Dwarven Ringmail Tunic chest proudly displayed in my house. My next target is my level 20 armour quests in Qeynos.
Talking about the housing, I have been spending quite a bit of time decorating my new house - a five room mansion in New Halas.
The changes made to the housing system since I have been away are really great, and I already have plans for several projects once I have the basic layout settled. I managed to pick up some nice new housing items at the Freeport City Festival, including the new useable doors, which go great in the Halas homes. I'll get some screenshots up (and maybe even a walkthrough video) at some point.
There has been some exciting Star Wars: The Old Republic news this week, with the reveal of the PvP Battlegrounds system and the reveal of the Crafting system. Both seem to offer something a little different from what I've seen before.
Let's discuss the battleground first. They seem to be focused on smaller scale battles (currently set at 8v8, though the devs have said this could well change based on testing feedback). Each battleground has a story basis (like much of the game) and a dynamic battlefield to fight over. For example, the first one revealed on Alderaan, sees the Galactic Republic and Sith Empire fighting for control of large planetary defence cannons, which can be turned on the opposite side's drop ships. The players must work together to control the defence system’s artillery units if they are to protect their own fleet and destroy the enemy's. The video describes the action a bit better.
The crafting system seems very different to other games. According to Darth Hater the player's ship will be used as their crafting base of operations and companion characters will be used to perform the crafting (which makes sense from a story point of view - Darth Vader wouldn't go around picking flowers after all!).
Darth Hater report that "This Crew Skill system will be divided into three majors groups: Gathering, Crafting, and Missions. We were given two examples for each major group: Gathering will be comprised of jobs like Bio Analysis and Slicing, Crafting includes Artificer and Bio Chem, and lastly Missions will involve activities such as Diplomacy and Treasure Hunting.
Companions utilizing Diplomacy can spread influence and change morality alignment points, while those seeking Treasure may find rare items based on a random number generator. The Bio Analysis example illustrated a logical dependence of gathered material to create a crafted item; using the skill on a dead creature produces components for use in creating stimpaks as a crafted item in Biochem. They also mentioned in passing that crafting would be a key part of their yet unannounced Auction House system.
In addition to the stimpak example, the presenters stated other crafted items include weapons, and when asked if this provided for creation of weapon modifications, Christine couldn't provide details but commented "it is a very robust system, and there are still some details that we haven't revealed yet which I know players are going to be excited about. I will just say there are some mechanics to it that will allow players who are more involved in crafting to really get deeply involved in crafting and be appropriately rewarded for it." "
I'm not sure what I think of this yet. It is certainly different, and fits in with the story based concept very well, but could be perilously close to bot harvesting. It really depends on how much input the player has, and I guess we will find that out soon.
Generations are Weird
3 hours ago