About EQII

I can't think of a second word to describe this masterpiece except perfection. It's perfect. Impeccable, EQ2 has changed the consistent single-player game mode, and upgrading the BOSS killing equipment is not the only choice. EQ2 focuses on the plot and task, giving us a transcendental sense of reality ~EQ2 pays special attention to micro-operation. Hundreds of maps give you the greatest pleasure. In the world of EQ2, skilled skills and first-class wizards, as long as you have a high enough level, you can still go to the ultimate BOSS to provoke them.

Let me find a special article.

Sense of participation, there are still many players who miss the era of guessing keywords. EQ2 adds many task log systems that are available in stand-alone fantasy RPG. How many tasks you have received, how many tasks you have completed and what steps you have taken can be automatically recorded and expressed in an intuitive interface and words.

There is also a big change, that is, the task items have become nothing. For example, you are asked to kill an orc. The goal of the mission is to get four orc skulls. If you are in EQ 1, you will eventually put the skulls back in your bag and give them to the task NPC as a reward. But this is not the case with EQ2. You won't get the skull. Kill the orcs. If you have a skull, the mission will be updated automatically and no loot is needed. Actually, the body is empty. According to the EQ2 system, there are indeed many reasons for this. For example, if all six players take this task and come to the same local camp, they don't need to rob monsters, they just need to form a team together, which is not only easy to kill, but also an orc may let everyone get a skull. There is another reason that sounds good: because the NPC merchants of EQ2 only sell four boxes of bags, and players have made more than four boxes of things except monsters, so this setting is not unreasonable for those tasks that need to collect 10 or above at any time. If you can't get something, you may feel empty, but in any case, the final task reward is always satisfactory.

The number of tasks of EQ2 far exceeds that of EQ 1. The source of tasks is not only through talking to NPC, but also the tasks are classified. For example, when you reach a certain level, landmark tasks will automatically appear. In addition, killing monsters may lead to trophies of various notes. When you open your notes, buy books from some businessmen, or start a new task after your research, you will get the task. Compared with EQ 1, EQ2 not only kills monsters, delivers letters and trades, but also adds tasks such as going to a place to see the scenery or finding treasures according to puzzles. After all, the scene is grand and you can make a big fuss.

Like monster rating colors, EQ2' s mission also has colors. If you take a blue task, maybe you can finish it yourself. You can find some friends to help you with the yellow task. Red tasks often mean that you should practice first. Of course, color can also be used to evaluate whether the task reward is valuable to your current level.

fight

Finally, when it comes to the most modified combat system, it can be seen that EQ2 has made great efforts in trying to solve the problems of EQ 1 robbery, malicious trains, camp rights and so on. Before I explain, you should know some basics. First of all, the player team is still the upper limit of 6 people, or the best number to take risks together; Secondly, monsters are no longer fighting by themselves, relying on the scope of agro. Monsters also began to form their own teams, and there is no upper limit to the number. I once died under the hoof of 18 deer. The concept of attracting monsters no longer exists within the scope of agro. If you want to provoke a monster team, then you must all come, but if you don't belong to this team, even if you stand together, you will turn a blind eye. The number of monster teams can be known in advance. If you choose a monster, there will be a big arrow on the head of the whole team.

EQ2 has added the concept of "encounter", which is a very important concept, although it is easy to understand: when a player or team starts to fight with one or some monsters, it is an encounter, and at this time, the status of both the player team and the monster team is "at war". On the basis of this concept, EQ2 has formulated the following rules: from the moment the player actively attacks the monster, the player and the monster in encounter will be locked (there is a lock icon next to the name). At this time, the monster cannot be attacked by other teams outside the current team, and the team in encounter will not benefit from any magic (such as treatment) from other teams. You can't leave the team, invite new players or be invited. In this way, the problem of "who hurts more than one second" is solved, and the possibility of small size and large double opening is stifled (in other words, whose machine can double open EQ2? )。 In addition, in the encounter, some special buffs, such as the accelerated movement of sows, the food and water buffs mentioned above will be temporarily invalid. Don't expect these special buffs to help you win, you must be really capable. If you kill a whole team of monsters, you can gain the experience of "killing a whole team" in addition to the experience that each monster deserves. However, if the whole team is unfortunately killed in the battle, the monster team participating in the encounter will immediately return to its original state: HP will be full immediately, and the dead will be resurrected, which hinders the feasibility of tactics such as Binderrush. Finally, in EQ2, in addition to letting others know which direction you are in danger, the /yell command has an additional function, which is to interrupt the encounter. After breaking the encounter, all the restrictions are gone. Others can attack your monster to save you, or they can team up to treat you. However, killing these monsters at this time will not gain any experience for you or the rescuers, and will not drop anything. If it is a task, it is not completed. Another way to alleviate the encounter is to escape. As long as you can keep enough distance from the monster, the screen will prompt the encounter to be lifted, and the monster will no longer hate you. Of course, their HP and their dead companions will recover immediately. If other players pull a train in front of you and then run away or die, the train ignores the existence of other players before returning to its original position, so malicious train behavior is avoided. The last two points: monsters take the initiative to attack players. As long as the player does not fight back, it is not an encounter, and other players can kill; Even in an encounter, if a monster who actively attacks passes by, it will still join the encounter and cause a "bonus". Although it's unfair, who treats people like monsters?

EQ2 monsters are divided into seven levels from low to high: gray, green, blue, white, yellow, orange, red and * * *. When choosing monsters, you can distinguish them by their names and colors, in which white still indicates the same level. Attitude, because EQ2 has no camp setting (EQ2 updated the camp setting on the day of this issue, but there is no detailed information), so all monsters have only two expressions: deadpan or glare. Glaring monsters will take the initiative to attack, and the names of such monsters will have a red border to show the difference. If you accidentally bump into a group of red ones with red borders when traveling, don't entangle, admit it; But if it is gray, I dare not take the initiative to attack you, even if you sit down. But like EQ 1 Green Monster, Grey Monster has no experience even if he is killed. In addition, even monsters of the same color are not necessarily of the same level. In the game, you will often find that there are one or two upward arrows on the name of a monster, or one or two downward arrows under the name. For example, a blue word has two upward arrows, which we call blue++. If you fight such a monster, you will find that its attack power and defense, HP and other attributes will be very different from ordinary blue characters, which will surprise you. You may be proud that you can fly a yellow monster alone, but the same yellow++can easily beat you out of the water, and three or five gray++monsters can easily beat you in a few seconds. Relatively speaking, the orange monster may not be as difficult as the white monster. As a reward, monsters with+can get twice the experience, while++will give you nearly three times the experience of ordinary monsters. On the contrary, monsters with-and-will have little experience. With this setting, monsters' ability judgment can't just look at color, but mostly depends on actual combat experience, which also reduces the controversy over camp rights. This point is refreshed this time, and next time it may be five yellow words++. As for monsters with names, more than 90% will not refresh in fixed positions, resulting in a team that can't keep its position and can only fight.

SOE said that in EQ2, any profession has the ability to fly solo and will provide many solo places. Monsters there are generally unsociable, which is considered for players who don't want to team up (SOE really learned a lot from CEQ), but one truth still exists: SOLO is not as fast as team up. In my actual combat experience, the single difficulty of EQ2 is much lower than that of EQ 1. Even the legal profession can resist the general attack of monsters, and the casting is difficult to be interrupted, and sometimes it is even more resistant than thieves and other professions. And from the difficulty of monsters, even killing monsters with green characters++can bring a lot of experience. Compared with those who have been challenging the yellow characters, the danger is reduced, but the efficiency is improved. But my level is too low to imagine the scene of high-level role solo. Maybe it wasn't this kind of experience at that time, so we have to wait until later.

EQ2' s combat system has also added "Hero Chance", which is a setting that makes fighting more interesting. After the battle begins, several flashing icons will appear on the screen, indicating the different skills of different players in the team. If the player uses one of the matching skills, it will trigger "Hero Chance", which is a disk with 1 to 6 icons. These icons may be any spells or skills of any player. If the whole team can cast the corresponding spells or skills in a clockwise order within the specified time and activate all the icons in turn, the "hero opportunity" will be completed. There are many kinds of rewards, from adding a DD to the current monster to supplementing the HP and strength of the team, which will bring great morale to endangered players.

Death, experience and escape

"Always walking by the river, how can you not wet your shoes?" What's more, EQ2 fighting belongs to walking into the river, and it's normal to die. It is much easier to recover after the death of EQ2 than EQ 1. First of all, EQ2 doesn't say "location regeneration", and each zone has one or several fixed regeneration points. After death, you can choose to be reborn in the current area. Death will not leave a corpse, which means that the equipment is still on me, but the durability of all equipment will decline. If it drops to 0, it will not be worn out, and you must go to NPC or player to repair it. Every death will leave a "soul fragment" in the place of death, so you must get it back in time, otherwise there will always be a negative BUFF, which will greatly reduce your attributes. Although it is not certain, it is said that the storage time of the fragment on the server is realistic 72 hours. Death will not lose experience, so it will not be downgraded, but death will increase experience punishment, that is to say, every time you die, you will accumulate an "experience debt", and 50% of the experience you get later will be used to pay off the debt, until you pay off the debt, you can get all the experience normally. SOE obviously wants players to regard team survival as important as their own survival, because in a battle, even if you run away, but your teammate dies, you have to "share" his experience debt, which is also quite controversial, but it obviously effectively curbs those players who like to form a team and do nothing but catch experience, but it will also bring great pressure to some players, especially priests, because of the later handling. Letting a teammate die will lead to the punishment of the whole team. Fortunately, the players in the internal test come from all corners of the country, so everyone is very polite and tolerant. I don't know what it will be like in a pure Chinese server. This setting also makes the team discipline more strict: for example, if you are a mage, you can't pull monsters, or you need to restrain your curiosity and don't wander around in the dungeon. Remember: your unnecessary personal death will bring great negative emotions to the team. Well, by the way, death can be resurrected. Priests will resurrect magic, including priests, druids and shamans, but resurrection only makes you run a little less, which is not helpful for experience punishment and loss of equipment durability.

Speaking of death, you can't help running away. As mentioned earlier, spells such as sows are ineffective in combat, and it is impossible to escape from monsters without speeding up. At this time, the "sprint" skill comes in handy. This is the only skill that can make you move faster in battle, and it is also the skill that every character has at the beginning. It can be activated by clicking. During the activation process, the running speed is very fast, but the power consumption is also very fast. Try to leave the battle or run to the guard before your strength runs out. In addition, it is also useful to run fast and travel in some places, but you must not remove the land from the shortcut bar.

magic

EQ2 cancels the mana setting, all melee legal systems are equal, and there is a blue bar called Power, which is used to consume magic/skills. Similarly, buying scrolls is no longer a mage's patent, and you should also set aside your own budget for purchasing skills in melee (EQ 1 is also inspired by EQ2). Very different from EQ 1, each class will automatically learn at least one spell/skill (at least at my current level) with each upgrade, and there is no need to buy a scroll copy. This spell/skill is generally apprentice 1. You can buy apprentice level 2 scroll replacement from the spell skill merchant. In addition, each spell/skill has apprentice level 3 and expert level 60.

Like EQ 1, magic also has color distinction, which is basically the same as EQ 1. Red is a single target, yellow is a personal BUFF, purple is a team BUFF, green is an AE injury and so on. The difference is that there are many beneficial magic and BUFF, such as the priest's treatment can only be used by himself or his teammates, and non-self teammates can't be treated even if they are not in the state of encounter. It is not clear what the purpose of this setting is.

EQ2 added the setting of "Magic Queue". You can press another shortcut key while casting a magic, and the second magic will automatically queue up and be cast automatically after the first one is released. Unlike EQ 1, you can choose another target during the casting process. For example, in a group of two monsters, the mage can cast ROOT on one of them first, and then put DD when the target is changed to another monster during the casting process. After the root is finished, one monster can't move, and the other one is washed by AGRO. At this time, DD in the queue began to cast spells, and the monster waited around after being hit by DD.

EQ2 also has a very private environment. For example, I am now a druid who can treat DD. I just need to fix my target on MT, and I can put two kinds of magic without switching. EQ2 will automatically judge that if it is a treatment, it will treat MT, and if it is DD, it will be DD on the target selected by MT; If you fly alone, you just need to lock the target on the monster, DD will be DD, and the treatment will treat its target, that is, myself, without switching back and forth with this. This setting is really commendable.

Equipment and funds

If you win a battle, you can get equipment and money. If a monster just loses his skin and bones, he just plunders his body. If equipment or other valuable things are lost, a small treasure chest will appear and you can get it when you open it. SOE mentioned in the update that some treasure boxes have trap devices, but in fact, if you open the box of 10, you should feel lucky even if there is no trap in the box of 1. In addition, the trap is often very powerful. After fierce fighting, HP is rarely available. Once someone opens the treasure chest quickly, boom! Everyone went to the rebirth point. Other traps, such as poison traps, traps that slow down the attack and movement speed 15 minutes, and hypnosis traps, will make you feel less happy. However, as we all know, all secret service professions have the skills to clear traps, which can be safely cleared.

Regarding the distribution of goods, EQ2 cancelled the command of /ran and replaced it with a "lottery" system. No matter who opens the treasure chest in the queue, a window will pop up listing the items in the treasure chest. Here you can check the properties and decide which properties or all of them you need. When the whole team submits the application, the server will randomly decide who gets what item according to everyone's application and throw it directly into the winner's bag. Although there is no official confirmation, it is obvious that the expectation of focusing on one project is often met, and the attempt to get all the projects is often nothing. The success rate is divided by the number of projects you apply for. The protection time of the treasure chest is 5 minutes, which is enough for any team to distribute. Without the /ran command, there would be no rumor of "Ran cheating", and without the action of LOOT, there would be no problem of "grabbing LOOT".

Equipment, like monsters and missions, also has the ability to evaluate colors. As for what this color evaluates and what it is used for, I haven't figured it out yet. But at least two things are certain. One thing is, if all your equipment is gray-green, it means that your current equipment is out of touch with your level. Stop practicing and get to work. Another point is that the yellow monster can't lose the scarlet letter equipment (because the skills don't match the scarlet letter that can't be equipped), and the blue monster won't lose the equipment above the white character.

In EQ2, money is really valuable. Like EQ 1, EQ2 is divided into four categories: pp, gp, sp and cp. Although it is said in the help that killing monsters will lose money, there is also an option of "automatically allocating money" in the options menu. At least so far, I haven't seen any battles that lose money. Maybe money just belongs to those high-level monsters. I'm all over 12 sp now, all from selling skin and bones. Although the help file says1PP =10gp =100pp =10000pp, it is actually1PP =10000pp =10000pp. Seeing that the most expensive ultimate magic sold by merchants is only 30 gp, is it a millionaire to own 1pp in EQ2?

Trading skills

I think the biggest change besides the combat system is trading skills. EQ2' s trading skill overthrew its position in EQ 1. Most EQ 1 players practice the trading skills of 8 shawls or main exhibits. How many sewing masters really sell their own leather nails everywhere? All this will change completely in EQ2.

Trading skills play a very important role in EQ2. In other words, without trading skills, the game will be out of balance. For example, there are hundreds of kinds of EQ2 magic, each of which is divided into several levels, while the merchant NPC only sells to the second level, and the rest can be beaten by monsters, but the chances of falling are pitiful and impossible. At this time, you must turn to players who are committed to spell replication research. Similarly, killing a dragon will get a flame cloak, but there will definitely be no breastplate, leggings, shoulder pads and the like. What should I do? Take the fallen Longlin to find the armor master Jie Yesang? Gray? Negative ignorance? What happened? What is the excuse for a string of refutations? br & gt

In EQ2, you have not only general combat experience and rank, but also trading skills. Moreover, trading skills also have professionalism and job-hopping behavior. A person can be a soldier of level 23 or a chemist of level 14. In order to make the practice of trading skills more challenging, EQ2 completely abolished the "click combination" and adopted a brand-new trading skill system. If you want to strike iron, you must not only have raw materials, but also prepare quenchants and fuels. The more advanced the finished product, the more difficult it is to get these raw materials. Suppose now that we have raw materials, we are ready to start building a nail. There are two attributes: completeness and completeness. Your goal is to improve the degree of completion to100% before it drops to 0%. This is beyond your control, it depends on your major and your trading skill level. Overall, completeness and completeness are subdivided into several parts. For nails, they are divided into thick nails, shaped nails, standard nails and finishing nails, and each part will have an independent integrity and degree of completion. Initially, the completeness is 100% and the completion is 0%. In the manufacturing process, the completeness will be automatically deducted from the "finishing nail" to the next level, but the completeness will be calculated from the "thick nail" to the upper level. When the integrity of the four parts is 100% and the integrity of the "finishing nail" does not drop to 0%, then the final product is the "finishing nail", otherwise it will go backwards in turn. If the level is too low, the completion degree of "thick nail" will be 100%, but the completion degree of the next three steps has been deducted to 0%, so the final product is "thick nail". If it's any worse, it's a failure if you can't even make thick nails.

In addition, in the production process, there will be various unexpected situations, such as "inaccurate measurement", "wrong formula" or "distracted". The game specially provides corresponding skills for confrontation. When an emergency happens, you must press the corresponding skills in time, otherwise it will be a failure. Failure to combat "inaccurate measurement" and "incorrect formula" will lead to a rapid decline in integrity, and players will be burned, lose HP and even die because of daydreaming while the iron is hot. It's funny to see players who are dispensing medicine at the chemistry table being killed one by one.

It takes about 1 minute to make one item at a time, and experience can only be gained after the finished product is made. Therefore, EQ2' s trading skills practice will become as difficult as the battle upgrade, and it is doomed that experts in a certain field will become hard-won, but I think there will be a lot of money coming in, so work hard. But many raw materials for trading skills can't be bought, so we have to harvest them in the fields and mine them in the dungeon. However, since we don't have good health, how dare we venture into the dungeon alone? So the combat level has to keep up. Therefore, in EQ2, people who master trading skills will be really strong.

abstract

This ten thousand-word article is finally coming to an end. If you have the patience to read it, plus the foundation of EQ 1, you have a good understanding of EQ2. In fact, there are still many details I haven't mentioned, even very important RAID, mainly because there is no RAID in the internal test, and I won't say the hearsay news without my own verification. At present, the only certainty is that the maximum limit of RAID is only 24 people, which means that crowd tactics will no longer be effective.

EQ2 is a change and a new attempt. For SOE, EQ2 tries to break through the framework of EQ 1 to adapt to the development of the new online game era. Anything new always has advantages and disadvantages, which also doomed that some people like EQ2 and some people don't. We should not compare EQ2 and EQ 1 which is better. Regardless of the story background, these are basically two unrelated games, and we don't need to complain that EQ 1 has not been inherited. SOE is not going to put the old wine in a new bottle. One thing is beyond reproach: EQ2 has achieved unparalleled success in creating another independent world concept. As a resident of the Noras world, you just need to continue living there and accept all the changes in your life comfortably.

Back to reality, EQ2 enhances the solo ability, weakens the uniqueness of the profession, and enhances the * * * of the profession through branch occupations, so RAID no longer needs to be sensational. EQ2 has changed the "responsibility" problem that CEQ players are afraid of. From this point of view, if the problems of culture and machine configuration can be solved optimally, coupled with good publicity, EQ2 may be expected to reverse the domestic silence of its predecessors. Although this is only a temporary idea, I really hope to see the loyal CEQ players again on CEEQ2.