I need some Everquest II input

We'll be sending off some questions to the guys working on Everquest II soon and I wanted to see if you guys had any. We're only sending around six questions so make them good ones!

So how many souls did you have to sell to Satan to make EverQuest successful? Did the Devil give you a bulk discount? Is he giving out a discount on the sequel, because you tip well?

Seriously though, do you feel that the original design decision to ""make level 50 take alot of work, and have it actually mean something"" was a good one? Are you going to be repeating the same philosophy in EQ2, and what will be different with regard to this attitude?

do you feel that the original design decision to ""make level 50 take alot of work, and have it actually mean something"" was a good one?

What exactly do you mean Pyro? That it took too long to get to level 50?

I remember Brad McQuaid talking about EQ back before it was going to be released, and he said that was one of the design goals. Level 50 should be difficult to reach, so that it will mean something when someone is level 50, so that not everyone is level 50 after 2 weeks of playtime.

What Im asking is, do they plan to continue that with the sequel, or have they reevaluated that philosophy after learning from EQ?

Gotcha, good question!

What is the point in playing Everquest II? (Example: To gain levels so you can get better equipment so you can kill bigger things, to battle a common foe, etc)

Actually along those lines, how about this one.

It was stated that death was supposed to be a learning tool and major motivation in Everquest. Do you plan to continue to put a strong emphasis on death in Everquest 2?

That question wont win you any favor so I suggest not using it.

What I''d really like to know is class information and how scalable the engine is going to be. I.E. can the particle and social animations be turned off or all the way down?

What improvements have they made to the interface?

Is group xp going to be split or the way its implemented in EQOA where everyone in the group get full xp as if they were soloing?

Are the tradeskill classes going to be able to fight and have some if a small amount of combat skills? Are the non-trade classes going to be able to have tradeskills?

Are class specific quests going to be group focused or solo focused?

Is the emphasis on equiptment going to be placed on rare (weeklong or daylong) drops?

Are they continuing to have no drop items or is the emphasis going to be on level or stat restrictions?

How many pet/animal form/shapeshifting classes are there going to be?

Are stats going to be fixed and raised through equiptment like in Everquest?

Will there be food and water to help minimize downtime by replenshing
health and mana?

Any info on player owned ships and possible ship combat would be welcome.

What is the point in playing Everquest II? (Example: To gain levels so you can get better equipment so you can kill bigger things, to battle a common foe, etc)

What is the point of playing any video game? The same answer solves both questions. I would hope, as a future dev, you know what that answer is.

What is the point of playing any video game? The same answer solves both questions. I would hope, as a future dev, you know what that answer is.

I wasn''t speaking that general. I was asking a direct question: Do we fight for a goal, our selves, etc. Some of the newer games are having players fight for a single cause.