EverQuest Next: Landmark - Catch All

I just started playing with the game last night, but it seems like you should be able to construct templates of fairly simple arrangements and them build with those, right? Is it possible to trade templates yet? I will say that it's convenient that they haven't implemented no-walk meshes yet at least.

Farscry wrote:

I was frustrated that the limitations on some of the shapes; for example, the simple angle shape can't be done as the smallest voxel size.

Circle is the same way. It is annoying.

complexmath wrote:

I just started playing with the game last night, but it seems like you should be able to construct templates of fairly simple arrangements and them build with those, right? Is it possible to trade templates yet? I will say that it's convenient that they haven't implemented no-walk meshes yet at least.

Yea I created a template of the columns I created and i'm about to create some new ones base on another idea I have. While trading is in game I don't think templates are an option yet.

Well EQN is going to be based on a lot of movement powers. So perhaps they can at least give us some options like double jump and super jump or perhaps actions like gliding on the road to flight.

And as convenient as teleporters will be, I would prefer launchers, flight paths or things like in atmo drop pods or parachuting so that we experience the world while using rapid travel. This can all play into the sandbox as well since these could all have to be built and would be awesome to build/upgrade collaboratively.

I know about the variation in claim height selection. I just would love to have all of it available. It is not like there isn't plenty of area beneath and above. As I recall, people have been digging and haven't discovered the bottom yet? So being able to have 100 units above and below wouldn't scratch the surface. I know we will be able to craft more claim flags to get more claim space. So. perhaps there can be an intermediate step where you can extend you existing claim.

Actually, it does make having your claim largely below ground make more sense since most of your building will be subtractive and increase you resource count rather than drain it.

fangblackbone wrote:

Well EQN is going to be based on a lot of movement powers. So perhaps they can at least give us some options like double jump and super jump or perhaps actions like gliding on the road to flight.

I haven't made them yet but there's items you can craft that helps along these lines. I've been working primarily on getting the mithril pick and the crafting stations to make it.

fangblackbone wrote:

I know about the variation in claim height selection. I just would love to have all of it available. It is not like there isn't plenty of area beneath and above. As I recall, people have been digging and haven't discovered the bottom yet? So being able to have 100 units above and below wouldn't scratch the surface. I know we will be able to craft more claim flags to get more claim space. So. perhaps there can be an intermediate step where you can extend you existing claim.

I'll have to look up where I saw/heard that but fairly certain that something that's coming down the road.

ranalin wrote:
fangblackbone wrote:

I know about the variation in claim height selection. I just would love to have all of it available. It is not like there isn't plenty of area beneath and above. As I recall, people have been digging and haven't discovered the bottom yet? So being able to have 100 units above and below wouldn't scratch the surface. I know we will be able to craft more claim flags to get more claim space. So. perhaps there can be an intermediate step where you can extend you existing claim.

I'll have to look up where I saw/heard that but fairly certain that something that's coming down the road.

Yes, you will be able to extend existing claims. They never said how, but it is a planned feature. I've seen and read so many things now I couldn't even tell you where I saw it.

Yes, you will be able to extend existing claims. They never said how, but it is a planned feature. I've seen and read so many things now I couldn't even tell you where I saw it.

I'm in that boat too. Hence why I am making suggestions because I can't tell if I've read/validated it somewhere or not.

fangblackbone wrote:
Yes, you will be able to extend existing claims. They never said how, but it is a planned feature. I've seen and read so many things now I couldn't even tell you where I saw it.

I'm in that boat too. Hence why I am making suggestions because I can't tell if I've read/validated it somewhere or not.

Oh well, I've really only been reading official postings. So it's not as if I got it from a comment on Massively.

I have the line tool, but don't really find it worth it. Yes, it draws straight lines, but once I made one line, it was easier just to use the selection tool and copy paste to make more of the same line. I guess it would be useful if you needed to make a lot of straight lines of different voxel length. You can use it for lines of thicker voxels, too. I'm glad I have it, and use it, but it isn't anything amazing, in my opinion.

peacensunshine wrote:

I have the line tool, but don't really find it worth it. Yes, it draws straight lines, but once I made one line, it was easier just to use the selection tool and copy paste to make more of the same line. I guess it would be useful if you needed to make a lot of straight lines of different voxel length. You can use it for lines of thicker voxels, too. I'm glad I have it, and use it, but it isn't anything amazing, in my opinion.

And this is why you'll never be part of our Freemason's cult...err I mean club!

garion333 wrote:
fangblackbone wrote:
Yes, you will be able to extend existing claims. They never said how, but it is a planned feature. I've seen and read so many things now I couldn't even tell you where I saw it.

I'm in that boat too. Hence why I am making suggestions because I can't tell if I've read/validated it somewhere or not.

Oh well, I've really only been reading official postings. So it's not as if I got it from a comment on Massively. ;)

Same, but cant remember if it was forum, twitter, youtube vid, ama, or live streaming

Okay, line tool is great for roofs.

Ok, for someone who hasn't followed along...how do the 2 games interrelate gameplay wise?

They don't, really.

Assets people create here will be used in EQN proper, but the game is entirely separate.

It seems like the strategy is that both will use the same voxel technology for world building, so they've released Landmark first effectively as a tech demo for EQN so they can work out the kinks. Then they'll just keep Landmark online so people who are really into social Minecraft can do that. I can see it being possible that eventually plots may be made available in Landmark for guilds or something too. I think it's a good strategy, because voxel engines aren't terribly performant and they're going to need to tweak the engine a ton to make it acceptable.

Here comes the million dollar question (or at least $60): is forking over cash, at this point, worth it?

Do you like building and want to get a jumpstart on learning the tools? Or accumulating templates so you can crank out fancy stuff later on? (templates you've created won't be wiped when alpha ends) If so, buying in now may be worth it for you. But that's really all there is right now. Explore. Dig. Build. No idea how much more will be added before we hit beta.

complexmath wrote:

Do you like building and want to get a jumpstart on learning the tools? Or accumulating templates so you can crank out fancy stuff later on? (templates you've created won't be wiped when alpha ends) If so, buying in now may be worth it for you. But that's really all there is right now. Explore. Dig. Build. No idea how much more will be added before we hit beta.

crafting more than buildings, some form of pve combat, more specialization in crafting are all on the short list.

Here is the roadmap of where they are planning on taking it. I've got my $60 worth, but it isn't a game yet. Just gathering resources to build on your land.

https://forums.station.sony.com/eqnl...

•Attached Claims: You’ll first be able to add a new claim onto any existing one (whether to the side, above, or below). This will be the first time we let you have more space to build.

Well, there's the absolute official word on that.

garion333 wrote:
•Attached Claims: You’ll first be able to add a new claim onto any existing one (whether to the side, above, or below). This will be the first time we let you have more space to build.

Well, there's the absolute official word on that.

hehe that's been official almost since their announcement Definitely since their first AmA.

ranalin wrote:
garion333 wrote:
•Attached Claims: You’ll first be able to add a new claim onto any existing one (whether to the side, above, or below). This will be the first time we let you have more space to build.

Well, there's the absolute official word on that.

hehe that's been official almost since their announcement Definitely since their first AmA.

Yes, but I meant in terms of us trying to come up where we saw the official word since none of us could remember the exact source. Sorry for not being more clear, it's still quite early.

Given how early in the game's development process we are, I'm impressed with what's already in place for the core of the game, and am glad I bought a founder pack.

https://forums.station.sony.com/eqnl...

Step one we've seen or discussed here for the most part...

Phase Two

Phase Two is scheduled to be done the in the four weeks AFTER Phase One is complete. And it includes some really big systems that will have huge impact on the game.

NOTE: These systems are being developed during Phase One. You just won’t *see* them until Phase Two because they’re too big to finish and test before March.

Socialization
•Guilds: Bigger than a friends list, but essentially fulfilling the same role on a bigger scale. But now with a cool title and a few other perks.
•SOEMote: You knew it was coming! We’re adding this in now because Landmark is a beautiful stage for the folks that like to roleplay or machinma. SOEmote will be hugely useful for them. (And don’t forget the voice shifting tech so you don’t have to sound like you on VoiP!)
•New Naming mechanism with account handle: Now you can be any name you want. No longer do we require unique names for your character. (No name reservations!)
•Player Studio: You can finally submit your templates to the Player Studio (part of the overall Marketplace). This means that your creativity and work on your claims can be turned into real cash…if other players will buy your creations. This system is extremely interesting and will merit its own document soon because it’s heavy on socialization elements. It’s going to be fun.
Ley Lines & Movement
•Think of these as mini-hubs on the Islands. They let you micro-jump between ley line positions, and then explore the area from that hub. (You still have to go to the main hub to transfer between islands and worlds.) There are several advantages to this, not all related to ease of travel. (For example: Real estate around these micro-hubs is more desirable, adding yet another type of claim to seek out.)
•-----Ley Line use will require in-game coin or resources.
•New movement methods: Methods of gliding, flying, etc. will be added to the game via items that you can craft and find.
Risk & Danger
•Health: Yup…you can die now. But you can actually increase your health by finding increase items while adventuring through the world.
•Death Penalty: Yes, death will have teeth. Try not to die.
•Revive: Standing up after you fall down is always useful.
•Graveyards: When you die, you’ll need a place to respawn unless you Revive.
•BASIC combat: This is the first of many steps that will lead us to the eventual combat style we want. This first step is extremely basic as we prototype systems. But things will try to kill you.
•Buffs: If you can die, there need to be ways to avoid that damage and death. You’ll be able to craft (or find) various mechanisms to make yourself tougher.
NOTE: For both combat and buffs, your combat abilities and defenses will all be tied to items and potions, so there will be much item and crafting progression involved in getting ready for those things. Future rollouts beyond this initial offering will make the whole system more robust and do so pretty rapidly.

New things to do
•Plant harvesting: Expect great things. ‘Nuff said for now.
•Tree harvesting revamp: Again…great…things. More details as we get closer.
•Water: The likely progression of water coming into the game will be:
•-----Oceans: These are static bodies of water surrounding the islands. When oceans show up, we can start doing interesting things with our coastlines and real estate choices will be a lot more interesting.
•-----Lakes: Lakes are different than oceans because they can appear at many altitudes. They are still static bodies of water, but again, they add more desirable real estate choices for claims.
•-----Running (dynamic) water: This is the piece that will come in last. This is the rivers and waterfalls that everyone wants. It adds more real estate choices, but it also creates a lot of gameplay as you folks can start diverting water to do all kinds of interesting things on your claims.
•-----NOTE: The dynamic nature of water is a big system that still has a lot of R&D to overcome before we can be absolutely certain of when it will arrive. We’ll keep you informed as we progress.
•Journal: There’s a lot to keep track of in this game. All the crafting choices, your resources, and we’re going to be adding a lot more achievements (see below). When we do that, you need a mechanism to keep it all straight and to help you organize what *you* want to do. The Journal is a cool interface designed to let you do just that.
•Achievements: Achievements are the “quest-like” equivalent within Landmark. There’s a ton of things to collect and do in the world, and the achievements system allows you to be recognized for that effort, as well as hinting at what you can do to become more powerful or capable.
•Salvage: Remember all those picks you discarded on your way to Rubicite and beyond? Well…you can reclaim part of those resources now. You can also “remake” a crafting result so that you don’t have to be quite as disappointed that your brand new axe you finally got to make is “Inferior”.
•Treasure Chests: This is a generic term to represent loot and surprises that you can find as you explore through the caves system below ground.
•Unlocking recipes: Right now, all recipes are available at crafting tables as soon as you make them. When this system goes into the game, you’ll need to find those recipes before you can make them at the crafting tables.
•Claim Chests: More storage! Your vault is stuffed to the gills and you’re carrying as much as you can on your back. Time to make chests! You’ll be able to craft chests and store them on various claims as supplemental storage.

Phase Three – Everything after Phase Two

There are a LOT more systems to come after March. All the huge stuff like PvP, advanced combat, better AI, interesting physics features, plus a whole host of “possibles” and “must haves” that we’ll narrow in on as we get more of Phase 1 & 2 complete.

However, we’ll update the roadmap as we finish each of the Phases we list above, so you’ll always know what’s coming and when.

In Summary

Hopefully, this TL; DR roadmap has helped set your expectations as to what you can expect to see in the game soon, as well as giving you an overview of what the game will become so that your suggestions can be more in tune with what we’re planning already.

Once again, THANK YOU for participating in Alpha, and thank you for your opinions. This process has been amazing to us (the dev team) already and we think it’s going to grow into something even better as time goes on! Please let us know what you think on the forums!

Yeah, I feel like that's the same thing I already read. I need to get back to this presumably now that servers and claims aren't completely borked.

As much as I want new content to come out as quickly as possible, I actually appreciate how they are fixing the bugs in the current content before releasing more.

So I did bite the bullet and bought the $60 package. Spent a bunch of time trying to figure out the crafting portion of the game. I'm only missing amethyst to build my tungsten pick.

I'm also getting ready to put down my claim. But apparently that is easier said than done, so I haven't tried the building tools yet. We'll see how that goes during my next play session.

As far as their plan:

SOE wrote:

the huge stuff like PvP, advanced combat

Huh? Since when is Landmark supposed to be a PvP battleground?

Yeah it's weird. I almost feel like some mechanics are being added to Landmark just so they can test them out earlier.

Landmark is the training ground for EQN so not really a surprise.