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	Comments on: Why EverQuest Next is the Evolution of MMORPGs	</title>
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		<title>
		By: Eileithia		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152441</link>

		<dc:creator><![CDATA[Eileithia]]></dc:creator>
		<pubDate>Tue, 13 Aug 2013 17:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152441</guid>

					<description><![CDATA[GW2 was a great game.. don&#039;t get me wrong, but the biggest flaw in that game to me was the combat system.  &quot;Epic&quot; battles felt like a zerg fest.  The biggest baddest mobs stood there and took it.  They used their abilities in a set rotation.  People die left, right, and center because NOBODY can stand toe-to-toe with anything.  Every class felt like a weak DPS class with some minor utility thrown in to provide flavour, but in the end DPS is all that mattered.  Difficulty was scaled by adding more red circles to dodge.  The game turned into a game of those that could and those that couldn&#039;t (dodge).  If you had good reaction times, basically nothing could kill you.. if you had poor reaction times you were dead in a second.  I have a few friends who are long time MMO players who gave up on that game in a week because in their late 50&#039;s early 60&#039;s they just don&#039;t have the reaction time for completely unforgiving action based combat.


IMO if SOE can hit all of their holy-grails, the game will be epic, but only if combat doesn&#039;t turn into either a zerg-fest, or a dodge-fest.  Some &quot;get out of the bad stuff&quot; is good in combat, but if it&#039;s used as the only scale for difficulty I know a lot of people who simply won&#039;t play the game.  The best part about raiding in traditional Trinity combat are the tactics, and trying to figure them out.  If combat is more tactic driven than twitch driven, this game will be one that I will be playing for a VERY long time.]]></description>
			<content:encoded><![CDATA[<p>GW2 was a great game.. don&#8217;t get me wrong, but the biggest flaw in that game to me was the combat system.  &#8220;Epic&#8221; battles felt like a zerg fest.  The biggest baddest mobs stood there and took it.  They used their abilities in a set rotation.  People die left, right, and center because NOBODY can stand toe-to-toe with anything.  Every class felt like a weak DPS class with some minor utility thrown in to provide flavour, but in the end DPS is all that mattered.  Difficulty was scaled by adding more red circles to dodge.  The game turned into a game of those that could and those that couldn&#8217;t (dodge).  If you had good reaction times, basically nothing could kill you.. if you had poor reaction times you were dead in a second.  I have a few friends who are long time MMO players who gave up on that game in a week because in their late 50&#8217;s early 60&#8217;s they just don&#8217;t have the reaction time for completely unforgiving action based combat.</p>
<p>IMO if SOE can hit all of their holy-grails, the game will be epic, but only if combat doesn&#8217;t turn into either a zerg-fest, or a dodge-fest.  Some &#8220;get out of the bad stuff&#8221; is good in combat, but if it&#8217;s used as the only scale for difficulty I know a lot of people who simply won&#8217;t play the game.  The best part about raiding in traditional Trinity combat are the tactics, and trying to figure them out.  If combat is more tactic driven than twitch driven, this game will be one that I will be playing for a VERY long time.</p>
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		<title>
		By: Winsom		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152430</link>

		<dc:creator><![CDATA[Winsom]]></dc:creator>
		<pubDate>Sun, 11 Aug 2013 09:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152430</guid>

					<description><![CDATA[MMOs can not evolve until the combat damage and health points system is totally revamped or scrapped entirely.  Until fantasy MMO combat is fundamentally changed: the game play will always be about using character abilities and loot to preserve character health points (specifically the last HP). This creates character archetypes that ALL in some way deal with protecting or removing health points.  We have been playing this game ever since D&#038;D arrived in the 1970s.  Will the genre ever evolve into something different?]]></description>
			<content:encoded><![CDATA[<p>MMOs can not evolve until the combat damage and health points system is totally revamped or scrapped entirely.  Until fantasy MMO combat is fundamentally changed: the game play will always be about using character abilities and loot to preserve character health points (specifically the last HP). This creates character archetypes that ALL in some way deal with protecting or removing health points.  We have been playing this game ever since D&amp;D arrived in the 1970s.  Will the genre ever evolve into something different?</p>
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		<title>
		By: RaidFan		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152410</link>

		<dc:creator><![CDATA[RaidFan]]></dc:creator>
		<pubDate>Thu, 08 Aug 2013 19:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152410</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152399&quot;&gt;Beourg&lt;/a&gt;.

This is another pitfall of horizontal progression; no raiding. QQ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152399">Beourg</a>.</p>
<p>This is another pitfall of horizontal progression; no raiding. QQ</p>
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		<title>
		By: Esos		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152405</link>

		<dc:creator><![CDATA[Esos]]></dc:creator>
		<pubDate>Thu, 08 Aug 2013 15:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152405</guid>

					<description><![CDATA[Do you think EverQuest Next is the evolution of MMORPGs?  Hell yeah it is :)]]></description>
			<content:encoded><![CDATA[<p>Do you think EverQuest Next is the evolution of MMORPGs?  Hell yeah it is 🙂</p>
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		<title>
		By: zx7trev		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152402</link>

		<dc:creator><![CDATA[zx7trev]]></dc:creator>
		<pubDate>Thu, 08 Aug 2013 13:14:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152402</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152397&quot;&gt;Byr&lt;/a&gt;.

The world is destructable, but will regen on timers for the most part, unless it&#039;s part of a server wide quest called a Rally Point.   If the world didn&#039;t regen it would be a wasteland in a matter of days, if not hours.  Towns etc will not be destroyable unless the game designers deem that that town needs some pressure to evolve from players, again, in a Rally Point Quest.   But you really can climb to the top of a mountain and tear it down to the ground, it&#039;s jut that, in a span of time...minutes...or days...who knows at this point, it will regenerate.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152397">Byr</a>.</p>
<p>The world is destructable, but will regen on timers for the most part, unless it&#8217;s part of a server wide quest called a Rally Point.   If the world didn&#8217;t regen it would be a wasteland in a matter of days, if not hours.  Towns etc will not be destroyable unless the game designers deem that that town needs some pressure to evolve from players, again, in a Rally Point Quest.   But you really can climb to the top of a mountain and tear it down to the ground, it&#8217;s jut that, in a span of time&#8230;minutes&#8230;or days&#8230;who knows at this point, it will regenerate.</p>
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		<title>
		By: Kichwas		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152400</link>

		<dc:creator><![CDATA[Kichwas]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 23:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152400</guid>

					<description><![CDATA[While I am on board with and agree with the claim that EQNext is the evolution we&#039;re looking for...


Remember that points 2, 3, and 4 on your list were promised by Guild Wars 2. The company there still claims they delivered on those points. But even the most ardent fans disagree on nearly the entire list.


2: Emergent AI. They claim(ed) their fights were more dynamic and not a &#039;deadly boss mods&#039; timer system. Players just beat on things until they&#039;re dead and don&#039;t notice the difference, if any.


3: Consequence. They claimed we would make real and meaningful choice throughout the game. What we got was the personal story questline that doesn&#039;t even impact itself outside of each sub-arc, and the Hear, Crown, Fist system that is only a bar we can look at on the character panel, not hooked into the engine anywhere players have been able to find.


4: Permanent Change: We got Living Story, and players screamed about temporary content. So we got to vote for a new leader, and yet it appears the results were most likely rigged... But even if they were not... is this meaningful? Perhaps... but even still, it shows just how minor such things can pan out to be... eventually it will result in getting dungeon B instead of dungeon A... does that matter, when both are still dev made dungeons?


- Which is all to show that SOE might be promising us the moon, and we&#039;re seeing stars.


Though I do hope... that we&#039;re seeing the moon, and they&#039;re promising stars.]]></description>
			<content:encoded><![CDATA[<p>While I am on board with and agree with the claim that EQNext is the evolution we&#8217;re looking for&#8230;</p>
<p>Remember that points 2, 3, and 4 on your list were promised by Guild Wars 2. The company there still claims they delivered on those points. But even the most ardent fans disagree on nearly the entire list.</p>
<p>2: Emergent AI. They claim(ed) their fights were more dynamic and not a &#8216;deadly boss mods&#8217; timer system. Players just beat on things until they&#8217;re dead and don&#8217;t notice the difference, if any.</p>
<p>3: Consequence. They claimed we would make real and meaningful choice throughout the game. What we got was the personal story questline that doesn&#8217;t even impact itself outside of each sub-arc, and the Hear, Crown, Fist system that is only a bar we can look at on the character panel, not hooked into the engine anywhere players have been able to find.</p>
<p>4: Permanent Change: We got Living Story, and players screamed about temporary content. So we got to vote for a new leader, and yet it appears the results were most likely rigged&#8230; But even if they were not&#8230; is this meaningful? Perhaps&#8230; but even still, it shows just how minor such things can pan out to be&#8230; eventually it will result in getting dungeon B instead of dungeon A&#8230; does that matter, when both are still dev made dungeons?</p>
<p>&#8211; Which is all to show that SOE might be promising us the moon, and we&#8217;re seeing stars.</p>
<p>Though I do hope&#8230; that we&#8217;re seeing the moon, and they&#8217;re promising stars.</p>
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		<title>
		By: Beourg		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152399</link>

		<dc:creator><![CDATA[Beourg]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 21:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152399</guid>

					<description><![CDATA[I have to agree with what &#039;Space&#039; says about GW1 &#038; GW2.  I have one simple question, which defines for me and my guild firends, whether a game has got the right fundamentals ideals that, for us, makes a good MMO.  If EverQuest Next is an Multiplayer game, and you can party up with people:
How many can you have in a party?
It frustrates the HELL out of me and my friends from GW1 that, in GW2, you can only have 5 in a party.  The fun stops at five.  GW2 is therefore NOT an MMO, it is a M5O, and the devs were lazy enuf to copy THAT from World of Warcraft.]]></description>
			<content:encoded><![CDATA[<p>I have to agree with what &#8216;Space&#8217; says about GW1 &amp; GW2.  I have one simple question, which defines for me and my guild firends, whether a game has got the right fundamentals ideals that, for us, makes a good MMO.  If EverQuest Next is an Multiplayer game, and you can party up with people:<br />
How many can you have in a party?<br />
It frustrates the HELL out of me and my friends from GW1 that, in GW2, you can only have 5 in a party.  The fun stops at five.  GW2 is therefore NOT an MMO, it is a M5O, and the devs were lazy enuf to copy THAT from World of Warcraft.</p>
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		<title>
		By: dlo618		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152398</link>

		<dc:creator><![CDATA[dlo618]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 21:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152398</guid>

					<description><![CDATA[I think that in order to really appreciate the changes going into the game, you have to almost change the way you think about mmorpgs. I see people complaining because it&#039;s not the same old thing they expected (even though they may be the same ones asking for a change to the tired old ways). If you don&#039;t like the art style or wonder why they used it, watch the panel, they explained why they went with that art style. If you don&#039;t understand why there are no levels, watch the class panel and they explain that too. You can&#039;t go in with preconceived notions and expect them to do everything you expected. I was originally upset about the leveling, lack of holy trinity which I still need to see how they are actually truly handling that. Overall, I just stay positive, I&#039;m pretty sure they will not make the same mistakes that were made with GW2.]]></description>
			<content:encoded><![CDATA[<p>I think that in order to really appreciate the changes going into the game, you have to almost change the way you think about mmorpgs. I see people complaining because it&#8217;s not the same old thing they expected (even though they may be the same ones asking for a change to the tired old ways). If you don&#8217;t like the art style or wonder why they used it, watch the panel, they explained why they went with that art style. If you don&#8217;t understand why there are no levels, watch the class panel and they explain that too. You can&#8217;t go in with preconceived notions and expect them to do everything you expected. I was originally upset about the leveling, lack of holy trinity which I still need to see how they are actually truly handling that. Overall, I just stay positive, I&#8217;m pretty sure they will not make the same mistakes that were made with GW2.</p>
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		<title>
		By: Byr		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152397</link>

		<dc:creator><![CDATA[Byr]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 18:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152397</guid>

					<description><![CDATA[hard to take that seriously when your first point is that everything is destructable. Meanwhile they said not everything would be destructable because youd end up with nothing in the world due to griefers.]]></description>
			<content:encoded><![CDATA[<p>hard to take that seriously when your first point is that everything is destructable. Meanwhile they said not everything would be destructable because youd end up with nothing in the world due to griefers.</p>
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		<title>
		By: Austin		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152396</link>

		<dc:creator><![CDATA[Austin]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 15:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152396</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152383&quot;&gt;Jerkjohnny&lt;/a&gt;.

They&#039;ve been developing this game since 2009 (the first 4ish years consisted of thinking up those pillars and creating them in smaller sizes).  All the hard parts, the pillars, are basically done.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152383">Jerkjohnny</a>.</p>
<p>They&#8217;ve been developing this game since 2009 (the first 4ish years consisted of thinking up those pillars and creating them in smaller sizes).  All the hard parts, the pillars, are basically done.</p>
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		<title>
		By: Space		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152395</link>

		<dc:creator><![CDATA[Space]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 14:10:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152395</guid>

					<description><![CDATA[I&#039;m really glad comparisons are being made between this and GW2 simply because it really means this game is a serious competitor in terms of innovation. And you&#039;re exactly right, GW2 tried to make huge innovations but ended up only taking baby steps in the right direction while still maintaining most of the conventions that define the MMO genre.


I&#039;m an avid fan of the Guild Wars franchise, but despite all the hype GW2 received the game just didn&#039;t deliver for me. Don&#039;t get me wrong, it was a great game, and it truly did bring some valuable ideas to the genre, but in the process it seemed to lose the very things that made GW1 an amazing, sorely under-appreciated game.


If you ask a GW1 player if they enjoy GW2 as much as they did GW1 back when it was a populated game, most will give you an honest &#039;No&#039; in answer. GW2 brought in a bunch of new features, but the way they integrated these features together was not up to the standard the GW1 community had come to expect. The game was smaller, simpler, and overall less interesting. What it did deliver on was it&#039;s fluid combat, innovative idea of questing and events, attitude towards &#039;level-grinding&#039; and it&#039;s sheer beauty.


So I guess what I&#039;m trying to say is that EQN really does look amazing, and it seems to be avoiding many of the pitfalls GW2 succumbed to (in my opinion, I know many people love gw2 to bits), but what will truly test the game is the way they integrate all these amazing features to produce a fun, coherent, interesting game (and hopefully somewhat complex - gamers are morons and we don&#039;t need to be spoon-fed every tiny little bit of the game, let us work for it, and in this instance work does not equate to grind).


Analyzing the small portion of the game we&#039;ve been shown in any detail won&#039;t really serve to further my point in any huge way so I won&#039;t do that, but I will make a comment on the class system in respect to GW1 and GW2, seeing as this comparison is probably more relevant than any other in light of this whole &quot;Holy Trinity&quot; debacle. GW1 had the holy trinity, and it had specific classes capable of fulfilling specific niche roles (sometimes more than one per class, but never more than one at the same time in a significant way), whereas GW2 did away with this system, which in my honest opinion was to its detriment. By having specific class roles in GW1, this actually created extra content. You had your core &quot;Holy Trinity&quot; for tackling the game in a broad sense, but the unique way GW1 forced you to take only 8 of the skills available to your dual-profession meant that niche builds arose to tackle niche problems. What this did was it made farming in GW1 interesting. There I said it. I actually enjoyed grinding in GW1. Farming as a 55 monk in UW was a completely different experience to trapping tombs as a ranger, or to keep the comparison in the same profession, playing a DPS RoJ monk in FoW or a VSF, and none of these niche builds were integrated into the &quot;Holy Trinity&quot; in any way ever. We had our core &quot;this is the way you play the game holy trinity style&quot; but then we had our &quot;but this is more effective in certain situations.&quot;


When GW2 got rid of the holy trinity, they also got rid of the strategy behind playing a certain class. Obviously you have different play styles between different classes, but they ultimately all contributed the exact same thing, a stale mix of DPS and utility, which they brought with them where ever they went, no matter the situation, with only slight variability. EQN, on the other hand, seems to allow for the holy trinity, but at the same time you can basically create your own class to fulfill a niche roll for a certain situation, or to tackle the entire game in a conventional or unconventional way. This is something far closer to my GW1 experience, this is what I&#039;m most excited about, and this is why I&#039;m waiting with great anticipation for EQN.


I also might just make a tiny addition to this post - the combat and the way you traverse the EQN world seem like this delightful mix of GW2 and Dragon Nest combat/movement, and I absolutely can&#039;t wait to see if EQN delivers on this, because that would be truly spectacular. 


But with all that said, I just think at the end of the day it&#039;s dangerous to put too much hype on EQN. It looks like an amazing game is coming together, but as I experienced with GW2 the features don&#039;t make the game, and too much hype can really damage it on release.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m really glad comparisons are being made between this and GW2 simply because it really means this game is a serious competitor in terms of innovation. And you&#8217;re exactly right, GW2 tried to make huge innovations but ended up only taking baby steps in the right direction while still maintaining most of the conventions that define the MMO genre.</p>
<p>I&#8217;m an avid fan of the Guild Wars franchise, but despite all the hype GW2 received the game just didn&#8217;t deliver for me. Don&#8217;t get me wrong, it was a great game, and it truly did bring some valuable ideas to the genre, but in the process it seemed to lose the very things that made GW1 an amazing, sorely under-appreciated game.</p>
<p>If you ask a GW1 player if they enjoy GW2 as much as they did GW1 back when it was a populated game, most will give you an honest &#8216;No&#8217; in answer. GW2 brought in a bunch of new features, but the way they integrated these features together was not up to the standard the GW1 community had come to expect. The game was smaller, simpler, and overall less interesting. What it did deliver on was it&#8217;s fluid combat, innovative idea of questing and events, attitude towards &#8216;level-grinding&#8217; and it&#8217;s sheer beauty.</p>
<p>So I guess what I&#8217;m trying to say is that EQN really does look amazing, and it seems to be avoiding many of the pitfalls GW2 succumbed to (in my opinion, I know many people love gw2 to bits), but what will truly test the game is the way they integrate all these amazing features to produce a fun, coherent, interesting game (and hopefully somewhat complex &#8211; gamers are morons and we don&#8217;t need to be spoon-fed every tiny little bit of the game, let us work for it, and in this instance work does not equate to grind).</p>
<p>Analyzing the small portion of the game we&#8217;ve been shown in any detail won&#8217;t really serve to further my point in any huge way so I won&#8217;t do that, but I will make a comment on the class system in respect to GW1 and GW2, seeing as this comparison is probably more relevant than any other in light of this whole &#8220;Holy Trinity&#8221; debacle. GW1 had the holy trinity, and it had specific classes capable of fulfilling specific niche roles (sometimes more than one per class, but never more than one at the same time in a significant way), whereas GW2 did away with this system, which in my honest opinion was to its detriment. By having specific class roles in GW1, this actually created extra content. You had your core &#8220;Holy Trinity&#8221; for tackling the game in a broad sense, but the unique way GW1 forced you to take only 8 of the skills available to your dual-profession meant that niche builds arose to tackle niche problems. What this did was it made farming in GW1 interesting. There I said it. I actually enjoyed grinding in GW1. Farming as a 55 monk in UW was a completely different experience to trapping tombs as a ranger, or to keep the comparison in the same profession, playing a DPS RoJ monk in FoW or a VSF, and none of these niche builds were integrated into the &#8220;Holy Trinity&#8221; in any way ever. We had our core &#8220;this is the way you play the game holy trinity style&#8221; but then we had our &#8220;but this is more effective in certain situations.&#8221;</p>
<p>When GW2 got rid of the holy trinity, they also got rid of the strategy behind playing a certain class. Obviously you have different play styles between different classes, but they ultimately all contributed the exact same thing, a stale mix of DPS and utility, which they brought with them where ever they went, no matter the situation, with only slight variability. EQN, on the other hand, seems to allow for the holy trinity, but at the same time you can basically create your own class to fulfill a niche roll for a certain situation, or to tackle the entire game in a conventional or unconventional way. This is something far closer to my GW1 experience, this is what I&#8217;m most excited about, and this is why I&#8217;m waiting with great anticipation for EQN.</p>
<p>I also might just make a tiny addition to this post &#8211; the combat and the way you traverse the EQN world seem like this delightful mix of GW2 and Dragon Nest combat/movement, and I absolutely can&#8217;t wait to see if EQN delivers on this, because that would be truly spectacular. </p>
<p>But with all that said, I just think at the end of the day it&#8217;s dangerous to put too much hype on EQN. It looks like an amazing game is coming together, but as I experienced with GW2 the features don&#8217;t make the game, and too much hype can really damage it on release.</p>
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		<title>
		By: Carlos F. Rosal		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152392</link>

		<dc:creator><![CDATA[Carlos F. Rosal]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 12:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152392</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152389&quot;&gt;Tennis&lt;/a&gt;.

i love the art style personally. looks great]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152389">Tennis</a>.</p>
<p>i love the art style personally. looks great</p>
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		<title>
		By: Carlos F. Rosal		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152391</link>

		<dc:creator><![CDATA[Carlos F. Rosal]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 10:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152391</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152388&quot;&gt;Silkain&lt;/a&gt;.

yeah it all depends how they approach it, ill take a look see. Seems its very similar to what firefall has done, experience becomes more of something you spend rather than used to progress through levels, this can have good and bad things. I imagine itll have to depend how much content will be available for us to explore and delv into.  Im hoping till pan out, but , sometimes when you try to reinvent the wheel it gets dicey.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152388">Silkain</a>.</p>
<p>yeah it all depends how they approach it, ill take a look see. Seems its very similar to what firefall has done, experience becomes more of something you spend rather than used to progress through levels, this can have good and bad things. I imagine itll have to depend how much content will be available for us to explore and delv into.  Im hoping till pan out, but , sometimes when you try to reinvent the wheel it gets dicey.</p>
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		<title>
		By: GaryASwaby		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152390</link>

		<dc:creator><![CDATA[GaryASwaby]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 10:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152390</guid>

					<description><![CDATA[Great article man, You&#039;ve got me pumped for this game already. And because of the experience SOE has I&#039;m sure they &#039;ll deliver a game changer.]]></description>
			<content:encoded><![CDATA[<p>Great article man, You&#8217;ve got me pumped for this game already. And because of the experience SOE has I&#8217;m sure they &#8216;ll deliver a game changer.</p>
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		<title>
		By: Tennis		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152389</link>

		<dc:creator><![CDATA[Tennis]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 09:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152389</guid>

					<description><![CDATA[Art style... really? That&#039;s what you guys are complain about? lol]]></description>
			<content:encoded><![CDATA[<p>Art style&#8230; really? That&#8217;s what you guys are complain about? lol</p>
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		<title>
		By: Silkain		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152388</link>

		<dc:creator><![CDATA[Silkain]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 07:47:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152388</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152382&quot;&gt;Carlos F. Rosal&lt;/a&gt;.

Hiya take a look at the class panel videos on youtube sometime :-)

You will advance your character still from the experience you have earnt. That experience goes into a big pool that can be used to advance any of your classes.

When I saw the panel I was thinking that the system eqnext is going to use sounded a lot like the original swg an empire divided class progression system..
]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152382">Carlos F. Rosal</a>.</p>
<p>Hiya take a look at the class panel videos on youtube sometime 🙂</p>
<p>You will advance your character still from the experience you have earnt. That experience goes into a big pool that can be used to advance any of your classes.</p>
<p>When I saw the panel I was thinking that the system eqnext is going to use sounded a lot like the original swg an empire divided class progression system..</p>
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		<title>
		By: Leah		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152387</link>

		<dc:creator><![CDATA[Leah]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 06:55:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152387</guid>

					<description><![CDATA[Most of it is pretty exciting, but how can anyone say it looks great. Disney Adventures in Norath design is repulsive and totally immersion breaking. It will have to hit all those pillars really well to make me play. I can&#039;t help but gag looking at the characters. ]]></description>
			<content:encoded><![CDATA[<p>Most of it is pretty exciting, but how can anyone say it looks great. Disney Adventures in Norath design is repulsive and totally immersion breaking. It will have to hit all those pillars really well to make me play. I can&#8217;t help but gag looking at the characters. </p>
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		<title>
		By: Yeuo		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152386</link>

		<dc:creator><![CDATA[Yeuo]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 05:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152386</guid>

					<description><![CDATA[hello, there will be an ui, they said it in one of the video someone made from the SOE live, i think what made the original EverQuest so great was the difficulty i often grouped and had people to help because of that , for me it was the best part :D ( i played when i was 10 wasn&#039;t speaking english at that time 
you will have 8 skill total (4 weapon/4 class) kinda like the spellcaster in EQ :D
i like the graphics too it allows a lot more of expression i think =), maybe we can see more with eq landmark in winter :D]]></description>
			<content:encoded><![CDATA[<p>hello, there will be an ui, they said it in one of the video someone made from the SOE live, i think what made the original EverQuest so great was the difficulty i often grouped and had people to help because of that , for me it was the best part 😀 ( i played when i was 10 wasn&#8217;t speaking english at that time<br />
you will have 8 skill total (4 weapon/4 class) kinda like the spellcaster in EQ 😀<br />
i like the graphics too it allows a lot more of expression i think =), maybe we can see more with eq landmark in winter 😀</p>
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		<title>
		By: Ian		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152384</link>

		<dc:creator><![CDATA[Ian]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 04:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152384</guid>

					<description><![CDATA[Yeah, all these great innovations sound cool. I think it&#039;s too soon to tell if they&#039;ll create a game experience as enveloping as the original EverQuest. I&#039;m concerned they are completely disregarding what made the original so great in the first place. I noticed there was absolutely no UI, which kind of turns me off. I&#039;m concerned about how this dynamic class system will effect how grouping works. One of the staples of the original was relying on others in your group. We all had those chaotic groups where everything would go wrong constantly and you&#039;d wipe 3 times just trying to recover your corpse, and we had those awesome groups where everything clicked and all was well. You&#039;d finish the night that much closer to the next level. It was all about the group grind. They talk about emergent AI and dynamic events, but because of the other players every group in the original was a unique experience (even if you had to grind at the same few camps for several levels). What else made EQ great? The complexity of the quests. Anyone who has achieved an epic in EQ has yet to experience a more gratifying quest experience in any other MMO.
     EverQuest was at it&#039;s best when it&#039;s oversight was still in the hands of Verant. SOE ruined it. It died at Luclin, and the final nail in the coffin was PoP. The core game was so good because there was complexity where there needed to be and simplicity where there needed to be. I bet if they did a graphical overhaul of the original, Kunark, and Velious, threw in SOEmote, left everything else the same, and named it EQ Classic - that game would do better than this one. 

     It&#039;s a little to soon to tell if this will redefine the genre, but I think they are making it too complicated. I say go back to the KISS method (Keep it simple stupid).]]></description>
			<content:encoded><![CDATA[<p>Yeah, all these great innovations sound cool. I think it&#8217;s too soon to tell if they&#8217;ll create a game experience as enveloping as the original EverQuest. I&#8217;m concerned they are completely disregarding what made the original so great in the first place. I noticed there was absolutely no UI, which kind of turns me off. I&#8217;m concerned about how this dynamic class system will effect how grouping works. One of the staples of the original was relying on others in your group. We all had those chaotic groups where everything would go wrong constantly and you&#8217;d wipe 3 times just trying to recover your corpse, and we had those awesome groups where everything clicked and all was well. You&#8217;d finish the night that much closer to the next level. It was all about the group grind. They talk about emergent AI and dynamic events, but because of the other players every group in the original was a unique experience (even if you had to grind at the same few camps for several levels). What else made EQ great? The complexity of the quests. Anyone who has achieved an epic in EQ has yet to experience a more gratifying quest experience in any other MMO.<br />
     EverQuest was at it&#8217;s best when it&#8217;s oversight was still in the hands of Verant. SOE ruined it. It died at Luclin, and the final nail in the coffin was PoP. The core game was so good because there was complexity where there needed to be and simplicity where there needed to be. I bet if they did a graphical overhaul of the original, Kunark, and Velious, threw in SOEmote, left everything else the same, and named it EQ Classic &#8211; that game would do better than this one. </p>
<p>     It&#8217;s a little to soon to tell if this will redefine the genre, but I think they are making it too complicated. I say go back to the KISS method (Keep it simple stupid).</p>
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		<title>
		By: Jerkjohnny		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152383</link>

		<dc:creator><![CDATA[Jerkjohnny]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 03:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152383</guid>

					<description><![CDATA[the tentative release date is over a year away, until we see and hear more, this is all a pipe-dream.]]></description>
			<content:encoded><![CDATA[<p>the tentative release date is over a year away, until we see and hear more, this is all a pipe-dream.</p>
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		<title>
		By: Carlos F. Rosal		</title>
		<link>https://thekoalition.com/2013/everquest-next-is-the-revolution-of-the-mmorpg-that-worlds-been-waiting-for#comment-152382</link>

		<dc:creator><![CDATA[Carlos F. Rosal]]></dc:creator>
		<pubDate>Wed, 07 Aug 2013 03:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://thekoalition.com/?p=86826#comment-152382</guid>

					<description><![CDATA[I really like everything i saw related to this game, the talk of &quot;going on your own adventure&quot; is really appealing. Stylization and characterization looks amazing, its a rather great looking game. Dynamic events seem great, firefall does this pretty nice. that being said, I might be a classic mmo gamer, but having 4 skills to mix and match from will be somewhat limited in my prespective, and the fact that you dont level in this game, bugs me, why? well leveing usually goes hand in hand with character progression if you take that away, how will your character evolve, its odd for sure.  Hopefully it all works out in the end. Sometimes you have to leave the core basics to what makes an mmo an mmo (trinity, leveling, quests or tasks), thats just my two cents.]]></description>
			<content:encoded><![CDATA[<p>I really like everything i saw related to this game, the talk of &#8220;going on your own adventure&#8221; is really appealing. Stylization and characterization looks amazing, its a rather great looking game. Dynamic events seem great, firefall does this pretty nice. that being said, I might be a classic mmo gamer, but having 4 skills to mix and match from will be somewhat limited in my prespective, and the fact that you dont level in this game, bugs me, why? well leveing usually goes hand in hand with character progression if you take that away, how will your character evolve, its odd for sure.  Hopefully it all works out in the end. Sometimes you have to leave the core basics to what makes an mmo an mmo (trinity, leveling, quests or tasks), thats just my two cents.</p>
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