EverQuest II discusses solo content, crafting, and auto-attack updates in a podcast

    
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EverQuest II discusses solo content, crafting, and auto-attack updates in a podcast

Kyle “Kander” Vallee, creative director for EverQuest II, has recorded and shared the third episode of his Kander’s Candor podcast, which talks about, among other things, the viability of solo play and updates in the works for crafting and auto-attacking in the MMORPG.

On the subject of solo play (which he seems to liken to casual play), Vallee believes that players can currently move from the start of an expansion, to solo overland, to base heroic “without too much trouble.” However, he also does contend that EQII’s move away from casual gameplay was not a conscious decision and that PUGs should be a thing more often; one set of new dungeons each expansion isn’t too complex and so should be understood by PUGs.

The podcast then discussed crafting, noting that the system needs some invigoration, particularly after Domino left Daybreak. Specifics on just what will be done to achieve this weren’t elaborated upon, but the plan is to make crafting exciting again and not an afterthought. Vallee also discussed plans to buff up auto-attacking, noting that some stats are now meaningless to players, resulting in making auto-attack not worth players’ time.

You can listen to the complete podcast yourself for all the specifics, or check out this summary posted on the subreddit if you’d rather not.

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Phubarrh

I’ve returned to the game, though sadly my mostly random schedule leaves me with solo play. I keep wanting to luxuriate in the limited scope of the progression server (just spent a month with a new Fae in Kelethin), but the conveniences the game now provides with the likes of mercenaries and familiars are still many expansions off.

So I’ve returned to the regular server where my collected levels 60+ have been on ice, to start again. Having a great time juggling the myriad systems and all the years of accumulated reward goodies that get thrown at you almost immediately. Of course the tougher new zones and eight hotbars are still some distance off, but it’s all about the journey for me.

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Bruno Brito

They can discuss whatever they want, the game is a mess for soloplay. Too many skills, the UI is garbage, the optimization is subpar, the leveling outside the golden road is also pretty bad, the way stats are done in the equipment you get while leveling is bad too.

Of course, this is EQ2. There’s a incredible foundation here to be used, and the fact the game has almost 20years of content could be a huge pro for the game, if they had the level-headedness to fix the massive bloat of…everything, really.

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Sarah Cushaway

Yeah they squandered a diamond in the rough here. EQ2 had a lot of potential say, 10 years ago. Now it’s just too much of a mess and they get too little revenue from it for it to ever be fixed and polished.

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Bruno Brito

All that, and, i don’t trust DBG to fix jack.

Relmharver
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Relmharver

One thing I never see them address is ability creep. From talking to higher level players last time I tried this, it’s not unusual for them to have 8+ hot bars full of regular and situational abilities and clickies. This sounds like a total mess to me, and something that would turn off a lot of players. The long-term players I talked to, though, didn’t seem time mind. It was like a badge of honor for them to deal with all of that. The understanding that I may have to manage 80+ buttons is what stopped me from ever taking the game seriously.

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losludvig

It makes it very hard to return to a high level character after a year or more away from the game, that’s for sure.

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agemyth 😩

I like having a lot of things to cast, but they seriously seriously don’t justify it in this game when the skills aren’t meaningfully different enough to want to use unless its all you have off cooldown.

In the last seven years or so that I’ve played on and off there has not been a single significant change to my character’s main two-ish bars of abilities. The numbers get bigger with time, and they keep piling on minor modifiers via the yearly expansion features.

It seems a bit overwhelming trying to return to the game after a break, but its surprising how fast the muscle memory kicks in and I’m doing the same old stuff. That can be a comforting or tiresome experience.

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Bruno Brito

It’s one thing to have a 30+ spellbook with several utility spells. It’s another one to have almost 80, which 5-6 of them overlapping.

Relmharver
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Relmharver

So how do you know which spells to use? Why have 60 spells on your hot bars if 40 of them do the same thing in a slightly different way?

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Ben Stone

You put them in a macro in priority order and never think about them again. But it does make combat look like a mess and be kind of dull.

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Bruno Brito

It does, and doesn’t really fix the problem.

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Ben Stone

Honestly the way combat works in this game, you should just be using the in-built macro system. Very few classes require more than just putting in your skills in priority order on a single button macro. One for single target and one for aoe.

It does also highlight how little effort needs to go into your rotation. They should have done a big skill prune ages ago and spiced up rotations into bigger more meaningful skills. Combat just looks like a mess in this game ever since Kurnark and inflated cast speed became a thing.

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Relmharver

Does that even apply to raiding?