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:: Updated by Hannar @ 01/20/04 07:30 pm ::


29. Teleportation and Other Means of Travel


Wed Aug 20, 2003 08:49 pm
http://www.eqii.com/phpbb/viewtopic.php?p=68219&highlight=#68219
Moorgard wrote:
I'm not going to say a lot about spires and port spells at this point because we've tied them into the game lore, and it's one of the really cool parts of the storyline, in my opinion. Smile

But I can tell you that it's not as simple as running to a spire once and then being able to port to it foreverafter. There is a reason why you can't just port wherever you want to go. You'll have to figure out what that reason is on your own.


Wed Aug 27, 2003 01:50 am
http://www.eqii.com/phpbb/viewtopic.php?p=74073&highlight=#74073
Moorgard wrote:
Mounts were quite popular in EQ, and we will make every effort to get them into the game at launch.

/cracks the development whip

Keep in mind, though, that we have some very different ideas about how mounts should function. Forget about increasing mana regen or any other unbalancing advantage--mounts will primarily be a movement buff and a cool factor.


Mon Sep 22, 2003 12:46 pm
http://www.eqii.com/phpbb/viewtopic.php?p=94608&highlight=#94608
Moorgard wrote:
Valander wrote:
The teleportation system is going to be toned down alot. You'll be able to transport to areas you've already been by "atuning" yourself to druid ruins.

Some SOE guy said this but I'm too lazy to look it up.


That may have been said at one point, but that's not how we're doing it anymore.

Trust me, an overabundance of teleportation is not going to be an issue. But I don't want to go any farther into it than that because the spires and druid rings are tied into the lore of the game, and we'll be revealing more of that in due time.

Boats are another area where people are thinking in EQ terms. Our implementation of boats is much different. There won't be 30-minute long trips where nothing happens, or arbitrary waits to get on board. We've designed boat rides to be a fun transition between places. There will be a variety of content that is experienced on ships, ranging from atmospheric flavor to very challenging encounters, depending on your destination.


Mon Sep 22, 2003 05:52 pm
http://www.eqii.com/phpbb/viewtopic.php?p=94999&highlight=#94999
Moorgard wrote:
Khudere wrote:
Moorgard wrote:

Trust me, an overabundance of teleportation is not going to be an issue.


That leads me to think there are going to be two reasons why teleportation will not have a overabundace issue....

1) They will have some type of click on stones like PoP or some form of travel that isn't teleportation

2) Teleporation is going to be pointless or very hard and pointless to get (maybe cost something to cast it?)


3) The methods of teleportation you were used to do not function anymore.


10-10-2003 at 03:37 PM
http://www.eqlounge.com/forums/showthread.php?s=&postid=26496#post26496
Moorgard wrote:
When we implement mounts, they will primarily act as a movement buff for players or as a symbol of prestige. They won't give regen benefits of any sort--that was a bug in EQLive, if you weren't aware of it.

Some melee classes will have arts that make use of the fact that they are on a mount. But because we don't want to force someone to play on a mount (they do add to the amount of on-screen data, after all), there will be comparable combat arts that one can choose that don't require the mount.

We've also decided that it doesn't make sense that a Brawler would be running around on horseback and attacking that way. As such, Brawlers will be able to obtain a combat art that gives them the speed buff of being on a mount without actually having to use one. That art would have the same limitations that a mount does (i.e. outdoor only).

In short, aren't designing mounts to be used a lot in combat, although the option will be there for some. But you won't see every caster sitting on one like you do in EQLive.


12-09-2003 at 04:35 PM
http://www.eqlounge.com/forums/showthread.php?s=&postid=38553#post38553
Moorgard wrote:
Boats are still being worked on, so I have no firm answers to most of your questions.

Quote:
Can you get to Fayd'wer by sailing west from Erudin?


Seeing as how you cannot yet reach either, it's kind of a moot point.


02-15-2004 at 12:53 AM
http://www.eqlounge.com/forums/showthread.php?s=&threadid=2873
Moorgard wrote:
It's just you.

The PoK books are long gone.


:: Updated by Hannar @ 07/03/04 02:46 pm ::


03-18-2004 10:28 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=lore&message.id=200#M200
Moorgard wrote:
Keesan wrote:

Did they destroy new Tannen (sp?) thou? Because what of the Archanists? I know my wizard can port to PoK... i think there are some holes in the current lore line that need to be filled in.



As I've already stated, the wizard spires and druid rings stopped functioning around the time of the gods' disappearance. So at that point all teleportation spells stopped functioning, and your wizard wouldn't have been able to port anywhere, let alone the Plane of Knowledge.
You'll have to dig for holes elsewhere.


03-26-2004 11:22 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=mage&message.id=681#M681
Moorgard wrote:
You will not be binding as you knew it in EQ.


04-09-2004 09:48 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=39789#M39789
Moorgard wrote:
Saelus wrote:

All buffs affecting run speed (anyone know if its just run speed or all buffs in general?) are dispelled when you go into a locked encounter.



No. Movement buffs are suspended while in a locked encounter. They resume once the encounter is completed.


Cusashorn wrote:


This is actually what they're intentionally designing the buff system to do. No SoW unless your in a group.


Incorrect. Scouts get a movement buff they can give to anyone at level three. Most utility spells like this won't require that you be in a group to receive them.


Aalweina wrote:

Finding someone willing to give up some of their con to give noobs run speed enhancement will be nearly impossible and quite likely might support creating scouts and druidic classes (hopefully druids get it too since we had it in EQ).


Movement buffs like this don't consume concentration. The idea behind concentration is to limit the number of powerful buffs and control spells that any one player can cast, not to make it so every spell requires it. Most won't, including SoW-like buffs.

I have no doubt that movement buffs will continue to be extremely popular and quite desirable for players. There is going to be a lot of travel on foot for a very long time, and mounts simply aren't going to be economically viable for everyone.


04-11-2004 10:39 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=42977#M42977
Moorgard wrote:
The wizard spires and druid rings don't work. As such, you cannot attune yourself to them.

Seems like a worthy matter to investigate...


Fri May 07, 2004 11:40 pm
http://www.eqii.com/phpbb/viewtopic.php?p=274182&highlight=#274182
Moorgard wrote:
Rucca wrote:
Mounts won't be in game at release.


Actually, we do intend to include them at launch.


06-24-2004 08:27 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=139820#M139820
Moorgard wrote:
Yes, we have flying carpets. While they float a short distance off the ground, in practice they're just a different kind of animated mount. You can't actually fly across canyons or go anyplace a horse couldn't take you.

Flying carpets will be expensive prestige items only available to members of powerful social structures.

As for whether or not they fit into the EverQuest universe, the poster above was correct to point out that there are plenty of eastern fantasy elements in EQ already. EverQuest is not a pure mythology by any stretch of the imagination; we combine all kinds of fantasy together and make it our own.

And if you just dislike carpets, you have our apologies. We tried riding around on hardwood floors and it just didn't work as well.


:: Updated by Hannar @ 07/04/04 08:48 am ::


06-29-2004 10:27 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=142899#M142899
Moorgard wrote:
Certainly initially, traveling to some areas is simply going to take time. That is by design, as we want the world to be large and have significance. Even going from one city to the other is going to be a dangerous journey not taken lightly.

But of course by the time most people will have advanced further into the game, there may be means available to mitigate some of that travel time. While we don't want casual players to feel they spend all their time running from place to place, we're not willing to make our zones and content trivial by allowing instant access everywhere right off the bat.


06-29-2004 11:21 AM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=general&message.id=142929#M142929
Moorgard wrote:
Actually the opposite is true.

Once you earn citizenship, you become attuned to a return point within the city. Every class will have the ability to return to its home point, with certain restrictions. The "casting time" for this ability is long (like 30 seconds), you can't use it if you're on any creature's hate list, and it will have a long reuse time (like an hour). When you undertake the betrayal quest, part of completing it will attune you to the recall point in your new home city.

The intent is to provide a way home at the end of a night of adventuring, not to use it as a means to escape danger. Whatever tuning we do to this ability (which won't require power) will be geared toward fulfilling that goal.


:: Updated by Hannar @ 08/01/04 05:54 pm ::


07-24-2004 12:33 PM
http://eqiiforums.station.sony.com/eq2/board/message?board.id=Newbie&message.id=19035#M19035
Moorgard wrote:
We do have /loc in our game.

We also have a waypoints window, but it is zone-specific. For instance, if you are South Qeynos and open the waypoints window, you see a list of several major landmarks in the zone. If you select one, you will be guided to it.

This should help new players navigate the cities without giving away too many secret spots we want them to find on their own. And if you want that feeling of wandering aimlessly, just don't use the waypoints window.

EverQuest is a registered trademark of Sony Computer Entertainment America Inc.
in the U.S. and/or other countries. © 2004 Sony Computer Entertainment America Inc.