SOE Landmark, due 2015

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SOE Landmark, due 2015

Post by Nadia » Sun Aug 04, 2013 7:30 pm

https://www.landmarkthegame.com/home

fansites for news
http://www.eqnextfans.com/
http://eqnexus.com/
http://massively.joystiq.com/tag/landmark/
http://eqnwire.com/

http://massively.joystiq.com/2013/08/04 ... -landmark/
One thing that the devs stressed was that Landmark is a social game. From wandering through the world and experiencing the creativity of others to trading recipes and crafting in central hubs, the game is meant to have players interacting as part of a larger community. And many aspects of the game are actually geared exactly for that. This is accomplished by both how things are built and how players can see the fruits of others' labors.

Starting with personal plots, players are able to set permissions on their individual claims. You can build solo or allow friends to help. You can also make things open for destruction or keep them locked and safe. The plot itself is a 3-D volume, so owners will be able to build a certain distance into the ground and up into the sky, but not indefinitely. This allows other players the opportunity to still adventure underground and acquire minerals in the world under your plot.

Next, each plot can be tagged with descriptions that will allow others to use the filter on the map to search for certain genres or specific aspects (it can even be as detailed as searching for blue doors) in order to travel to that plot and check it out. Players can either hoof it to that plot, queue it for visiting later, or in some cases even teleport. Georgeson said that there will be ways for people to travel between the various worlds in order to visit friends or see the sights. To help facilitate this, there will also be offline support in the form of mobile applications that will let players search for and queue up the places they want to visit once they log into the game.

The community will also be empowered to help one another experience various aspects of Landmark. There will be in-game support for people who want to write reviews on properties. You can also subscribe to favorite builders and receive updates on what they are doing (in whatever medium you want, including in-game or via Twitter, etc.) as well as subscribe to favorite reviewers.

And finally, will Landmark have other aspects of MMOs like adventuring, guilds, and such? Yep! SOE did note that character customization may not be as detailed as other games. Players will also have to gather communally to craft at public stations, though that sounds to us like a perfect place to trade recipes and materials and an optimal spot for some bartering!

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Re: Everquest Next Landmark, due 2013

Post by Kulaf » Sun Aug 04, 2013 7:39 pm

The big question I have not seen asked regarding Landmark is......what happens to it when the real game launches? I imagine there is going to be some sort of transfer of assets to EQN.......but who knows.

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Re: Everquest Next Landmark, due 2013

Post by Arathena » Mon Aug 05, 2013 8:13 am

Kulaf wrote:The big question I have not seen asked regarding Landmark is......what happens to it when the real game launches? I imagine there is going to be some sort of transfer of assets to EQN.......but who knows.
Frankly, I expect them to leave it up and running, let you subscribe to raw material delivery services for real world cash, and bathe in the money coming in from Everminecraftquest.
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Re: Everquest Next Landmark, due 2013

Post by Nadia » Wed Aug 21, 2013 3:37 pm

http://massively.joystiq.com/2013/08/21 ... -next-lan/
You can choose between male and female heroes and will begin as an Adventurer class at one of the world's great landmarks. From there, you can adventure freely into the world, find a spot you like, and claim it as your own. Once your spot is claimed, you can build on it however you see fit or move on to claim other areas and link them all together.

Landmark will feature many common MMO functions. You'll be able to start guilds and make friends, along with creating temporary build projects with others. You can also gather resources, craft items (including better gathering tools), and man an in-game booth to sell stuff to other Landmark adventurers. You can even sell your real estate on the global marketplace or make a career out of crafting environmental items for other players to use.

One area of Landmark will be reserved for art in the Norrathian style. Players can use the game's tagging system to "like" content, and the most-liked content (that fits the art style) will show up in EverQuest Next proper on day one of its launch. If you play Landmark, you'll also have access to the Adventurer class when you boot up EQ Next, allowing you to start multi-classing from your first moments in-game (or you can just transfer your Adventurer directly into Next).

You can learn about these features and more by checking out the video-on-demand of SOE's presentation. The Landmark stuff begins at around 13 minutes.
video is at link


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Re: Everquest Next Landmark, due 2013

Post by Nadia » Sun Aug 25, 2013 4:32 pm

5 minute Gamescom interview
http://www.youtube.com/watch?v=OdnGLKlEq_0

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Re: Everquest Next Landmark, due 2013

Post by Nadia » Sun Sep 01, 2013 8:26 am


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Re: Everquest Next Landmark, due 2013

Post by Nadia » Wed Sep 04, 2013 4:56 am


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Re: Everquest Next Landmark, due winter 2013

Post by Nadia » Mon Sep 23, 2013 10:00 am

no news but highlights from SOE fanfaire

http://slashlfg.wordpress.com/tag/everq ... -landmark/
Developers are building EverQuest Next with the same tools players will use in Landmark
Players using Landmark will have an upkeep cost on the claimed area they are using.
All players will have a simple character avatar; a scaled down version of an EverQuest Next avatar.
Players may participate in multiple plots/land claims.
Everyone who participates in a build gets credit/reward for their effort.
After an item is built, it may be painted. Brushes are adjustable.
Players will be able to set up custom activity alerts about the builds they are participating in.
Players may ‘tag’ and theme their builds so others can find what they are interested in.
This tagging process will involve some browser and phone functionality and support.
The player map is the gateway and portal to other builds. Players will be able to queue up locations to visit.
Players will be able to rate and subscribe to builders they like.
Seasonal contests and challenges will be present.
When players sell their builds, they are selling a blue print, not the object itself.
Templates will help players build and are not meant just to be used in the Player Studio.
Players can assign percentages of royalties to be paid to players who participate in their builds.
No limit to what types of items players can build – Sci Fi, fantasy, modern, etc.
There will be size limits on items. No cities, can build villages and dungeons.
Builds that make it into the actual EverQuest Next release will have to fit a specific theme, be consistent with lore.
Retail price of EverQuest Next: Landmark – $0.00
The first Landmark release will include buildings only, no flora or fauna.
The Player Studio will be US only to begin. They are working to expand further.
No system requirements are available yet.
The team is debating internally about the use of 3D software to be used alongside game tools.
No Minecraft-style creative mode in Landmark.
There will be some microtransactions, but ultimately very little for sale in Landmark

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Re: Everquest Next Landmark, due winter 2013

Post by Nadia » Wed Oct 02, 2013 10:29 am

Sept 24
https://twitter.com/DaveGeorgeson/statu ... 1132508160
I've been asked to leak something. Landmark will have combat elements. Maybe not right at launch, but it's coming. Begin speculation. :)
Landmark will have pvp ?
http://www.forbes.com/sites/danieltack/ ... d-builder/
“This is just the beginning,” says Georgeson. “Imagine what will happen when we add PvP to EverQuest Next Landmark.”

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Re: Everquest Next Landmark, due winter 2013

Post by Nadia » Mon Oct 07, 2013 8:52 am

Harvesting / inventory
http://massively.joystiq.com/2013/10/06 ... inventory/
In the video diary, Senior Producer Terry Michaels and Creative Director Jeff Butler reveal that over 50 different resources have already been defined in the game, such as gems, wood, and metals. Each resource type has five tiers; the higher the tier, the deeper in the world it will be found. Players will harvest these metals, gems, and wood to make better tools that will in turn harvest better resources.

But resources are not the only thing players can find while exploring -- crafting recipes and objects that players can keep or break down into materials will also be discovered throughout Landmark. And of course, with players gathering so much, there needs to be a place to put it all. Butler and Michaels also talked about the three types of inventory space in game (personal, claim, and a vault) and noted that players can access anything put in a vault from any other vault, whereas items stored in chests at their claim are only accessible at the claim. All three inventories, however, can be expanded through play.

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Re: Everquest Next Landmark, due winter 2013

Post by Nadia » Tue Oct 15, 2013 2:12 pm

Everquest Next Landmark informal FAQ
http://eqn.junkiesnation.com/2013/10/01 ... dmark-faq/
General
Multiple worlds.
Easy travel between worlds.
Fast travel in worlds via mount or teleporting.
5 Tiers of content.
Will need advanced digging tools to access lower tiers. Example of needing Mithril Pickaxe to enter Tier 3.
Beta will be this “Winter”
Most of team is focused on Landmark.

It is an MMO:
It will have full MMO social systems
Guilds
Chat
Co-operative play.
It will contain combat (not at release most likely)

Auction/Bazaar

There will be a means for players to sell wares in-game via EQ Bazaar like selling near Landmarks.

Building
All resources must be found in the world.
Resources include Recipes to make items

Recipes mentioned:
Mithril pickaxe.

You will be able to take anything and bring it home.
Example of finding a Cactus. You like it, you can take it home and replant it.

Advanced building interface.
Example of 45 minutes to building an Ogre condo.
Example of advanced shaping/rounding tools.
SOE took the Voxel Farm engine and reduced voxel size by 75% (turned 1 Voxel Farm engine sized voxel into 4 smaller SOe Voxels).

Templates
Can sell templates of what you’ve built on PlayerStudio
Templates allow for bulding using “lower-tier” items.
Example: If template requires obsidian and you don’t have obsidian can use granite, and later replace with obsidian.

Norrath
Central continent of every world will have Norrathian building code.
Buildings must meet EQN art direction.
Best buildings may be used in EQN.
Templates can be sold via PlayerStudio in EQN.

Claims
Players can make a three-dimenaional claim.
Does not extend all the way to the bedrock.
Only claim owners or their designated trustees can build or destroy on the claims.
Claims can be combined to allow for large co-operative building/destruction.

It is uncertain if we are limited to just one claim per character/per account.

Claims can be sold in-game via a real estate system.

Class, Crafting & Misc:

One character class: Adventurer. Level up in EQN/L can be brought over to EQN.
One race example: Human. Other races may be available.

There will be crafting tables throughout the world that you can use to craft items based on discovered recipes.

Crafting types mentioned/not confirmed:
Blacksmith
Leatherworking

Resource types mentioned/not confirmed:
Copper (Tier 1 metal)
Iron
Mithril

Obsidian
Mahogony

Dong Patrol
SOE will have systems in place to detect and remove offensive buldings.

Landmark Future

Systems from EQN will migrate to Landmark Example of Combat and PvP being developed in EQN and migrating to EQNL

Movement System
Same Parkour system as EQN
Mounts will be avilable.
Mounts will use the Parkour/Heroic movement system as well.


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Re: Everquest Next Landmark, due 2014

Post by Nadia » Tue Nov 12, 2013 1:57 am

interviews
http://www.rockpapershotgun.com/2013/11 ... big-thing/

http://www.pcgamer.com/2013/11/11/everq ... -for-mmos/
AI and combat will be introduced to Landmark "as rapidly as possible" after launch, according to Creative Director Jeff Butler. And after that, it will become a much more complex player-generated world.

“We’re GURPS for MMOs!” Director of Development David Georgeson tells PC Gamer, referring to the Generic Universal Roleplaying System which defines rules for tabletop roleplaying in any genre and setting. “I mean really, that’s what Landmark is.

You can build any world you can ever dream of, once we finish getting all the tools that we’re using to build EverQuest Next...[the players] can build any world they’ve ever considered, and have other people be able to play through it. So if you want to have a weekly D&D group that gets together and plays adventures, do it! It’s all going to be there, all that power is going to be there, it’s just going to start out looking like building tools.”
We'll have dungeon master tools, we'll be scripting AI—basically, doing everything that might be done to build a fantasy MMO while simultaneously playing it. Regarding combat, however, Landmark currently employs a simpler ruleset than is being designed for EverQuest Next.


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Re: Everquest Next Landmark, due 2014

Post by Nadia » Thu Nov 14, 2013 7:44 am

hour long twitch stream of info from 11/13/2013
http://www.twitch.tv/everquestnext/b/479480042

https://www.youtube.com/watch?v=xeTv5nnq9IY#t=16

http://massively.joystiq.com/2013/11/14 ... ade-struc/

found this summary on reddit
http://www.reddit.com/r/EQNext/comments ... m_pacific/
interesting takeaways:

In-game footage of the Founder Pack outfits.
Game launching with Human races (more races may/may not be added later).
Wipes planned: Hard wipe between Alpha/Closed Beta (keep character, templates... but wipe all character progress, claims, resources). Softer wipe between Closed Beta/Open Beta (only character progression and claims wiped).
You'll never lose something you paid money for (Landmark Founder items/titles/outfits) in a wipe.
Landmark Founder items will not apply to EQN (different itemization/game)
Upgrading Founder packs already available.
"Gifting" Founder packs coming soon.
The Founder pickaxe is a combo item (pick for mining and axe for lumber, without swapping main hand). It is the "best" quality Tier 1 pick (highest rate of mining, but only mines Tier 1 nodes). It is also the "lowest" quality Tier 5 axe (can gather ALL lumber nodes in game, but at the slowest rate). It will not break or wear out.
Controls: Change voxel brush size with scroll wheel
Hotkey 1 = Select area (drag corners/planes of rectangle to change area selected), can copy and paste (ctrl c, ctrl v), save as template. Can use Tab to rotate in all three axes and resize when selected/pasting/moving. Can fill area, can delete area.
Hotkey 2 = Place voxels (change "yellow cube" tooltip size with scroll wheel). Popup menu for building material selection.
Hotkey 3 = Delete voxels (change "red cube" tooltip size with scroll wheel). Can delete existing terrain (excavation). Can also delete with red spherical tooltip.
Hotkey 4 = Heal tool. Restores to server default within "green sphere" tooltip (healing tootip area size increases/decreases with scroll wheel).
Hotkey 5 = Smoothing tool, rounds the surfaces within the "blue sphere" tooltip (smoothing tootip area size increases/decreases with scroll wheel).
Hotkey 6 = Painting tool swaps existing materials with the newly selected material within a "purple sphere" tooltip (painting tootip area size increases/decreases with scroll wheel).
Hotkey 7 = Line tool. Fills in space between two selected surfaces. Can independently change size of both ends of fill (e.g., make a pyramid shaped column between the floor and the ceiling by selecting large square on floor and small square on ceiling).
It wasn't immediately clear if ALL tools could operate in both "cube" and "sphere" tooltip, but I saw Delete used in both modes.
When your player-placed materials are swapped via Paint or deleted, you get the building materials back in your inventory.
Smallest size of voxel was maybe about 0.5 meter? So, super-fine details may be a bit more limited than I had hoped (see 25:15 in video).
Fine details (furniture, decorations, et cetera) are called Props. Find recipes, craft them, buy them trade them, design them.
Props will be sizable (select and scroll wheel) and movable in all three axes (select arrows and click drag).
Alpha will have an NDA (non-disclosure agreement). Beta's may or may not.
NDA in Alpha forums too.
Combat is coming after launch.
Everything you get from the Founder Packs will persist through all phases of Landmark (obviously Alpha access doesn't matter once Alpha is over).
There will be "water", but it's not finished.
Continent size: the one in video was 4000x8000x1500 meters. Claim size is still being tuned.
Georgeson doubled-down on his "build your own MMO" vision for Landmark. NPC tools, storybrick tools, et cetera... will get released in Landmark as they are developed for EQN.
Non-builders will still have things to do in Landmark. Explore the huge world, harvest, work the market, combat will be coming. Not tied to server, so you can wander the imaginations of millions of players as an explorer.
You can open up your plot's Permissions to guildmates, friends lists, or specific players.
Can add lightsource Props.
There will be interactable/animated Props (like doors), but they will be coming over time. Doors by launch.
Being able to fly/levitate while you build is a tool that you unlock as your character progresses. This is a "within your plot" building mode, not an "overland movement mode".
Only mentioned briefly in passing, but apparently the world Map will have some feature that shows what "style" of plots are in a neighborhood? (46:30)

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Re: Everquest Next Landmark, due 2014

Post by Nadia » Tue Nov 26, 2013 9:24 pm


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Re: Everquest Next Landmark, due 2014

Post by Nadia » Fri Dec 06, 2013 1:35 pm


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Re: Everquest Next Landmark, due 2014

Post by Nadia » Thu Dec 19, 2013 8:30 am

http://www.pcgamer.com/2013/12/10/pc-ga ... -landmark/

reported last week -- applies to the US version of PC Gamer
http://massively.joystiq.com/2013/12/11 ... -pc-gamer/
In the print version of the mag, you'll receive an exclusive, one-week access to the sandbox when it hits beta.

Along with the keys, the magazine offers impressions on the gameplay

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Re: Everquest Next Landmark, due 2014

Post by Nadia » Fri Jan 17, 2014 10:44 am

more info
http://www.eqhammer.com/guide/landmark- ... ream-recap
Claims

You will not be able to prevent people from entering your claim, but you will have the ability to toggle whether they are visible or hidden.

If you give people permission to create usable/interactable things in your claim, such as a crafting forge, you can also give people permission to use them (or not, as you prefer). There are going to be many levels of permission.

The current claim size is 70x70x100 (in meters).

During alpha, a hard limit on the number of claims you may have will be enforced. Later on, however, the hard limit will be relaxed in favor of a practical limit, determined by escalating upkeep/maintenance costs.

SOE does not want abandoned claims to exist, so they're introducing upkeep/maintenance, similar to Ultima Online's housing system.

If your upkeep lapses, everything you have will be saved. You will also be able to reclaim that area if nobody else has claimed it in the meantime.

Claims can be made adjacent (so that you can effectively expand your zone of control), and you can build across claim boundaries, as well.

Other people’s claims can be viewed as a grey square, additionally you can view them on the map (or toggle them off if you prefer).


you can also search for things based on tags (for example, castles only, or scifi-themed only) and the map will automatically filter what it shows you. Claims will be tagged by their owners.

You will be able to rate other people’s claims, and ratings will also be a search criteria on the map.

On entering a claim, you will see the claim's name and description at the top of your screen. The claim owner sets these. They will also be searchable criteria on the map.

This will all be handled from a claim-management UI. You will also have the opportunity to set a name and description when you first make a claim.

Claiming is instant, there is no set-up period.

Claims will have local storage - each claim will have a number of chests. These are in addition to your inventory and global vaults. Specific chests are not global, you have to go to the chest you put an item in, to retrieve it.

Claims are locked to the grid, and cannot be dynamically rotated. This is for ease-of-use and efficiency, not because of technical limitations.

claims will eventually be able to be transferred between players, and can also be sold on player studio.

Initially there will be buffer space between your claims and the claims of others, for performance reasons (this means no seamless guild/group builds). However, this is subject to change based on player feedback and wishes. The final decision will definitely be made based on what the players want.

Claims will be wiped at the end of CLOSED beta. Claims will not be wiped at the end of OPEN beta.

In the event of any non-character wipe, your work will be packaged and saved, just like in the event of a claim lapse. Your templates will thus be preserved, even if you lose all your resources and physical claims.

Vertical claim expansion is currently not implemented, but they would like to add it at some point particularly for building into the sky. SOE doesn't want you to do too much underground claiming, however, because a lot of exploration gameplay relies on the underground being free to explore and mine. However, if an overwhelming amount of players want to build, say, subterranean dwarven cities, that might be taken into account and adjusted for.

At some post-alpha point, you will not start the game with a claim flag, so you won’t be able to stake your claim right away. It will however only take you several minutes to get a claim flag. It’s not much of a roadblock, just a tiny one intended to stop a person from claim-spamming via multiple fresh accounts.

Active claims can be packed up and moved.

Further details will be revealed in an upcoming article SOE will publish.

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