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Interview

Domino and The Crafting Questions

4. One item that was recently released allowed adventurers to show off their prized items. Mannequins helped showcase many great treasures adventurers had procured. Will we see weapon plaques and cases implemented so players can display their weapons along side the mannequins?

Domino&Team: The idea of weapon display cases had been discussed even before mannequins, but the implementation of mannequins already allows them to display weapons, so it seemed redundant to have both. Perhaps in the future we might revisit the idea, but we have no specific plans at the moment.

5. Interaction between player and game can be very simplistic or it can extremely complex. One idea some players have put forth is specially designed/created items with custom textures or models that the players themselves design. How difficult would it be to implement player created items with custom textures and/or custom models?

Domino&Team: From a technical point of view it would theoretically be doable, with work from our code team. From a practical point of view however there would be some large logistical issues. For example, imagine we allow players to create custom models. Imagine that 1000 players decide to do this, and create 1000 items. If we allow 5Mb per item, that’s 5,000Mb of items that will have to be distributed to everyone playing the game, a very large download and increase in storage space required on the hard drive. On top of that, every item will need to be screened by someone here to ensure that it’s not buggy, imbalanced, or otherwise inappropriate, creating a huge workload for us.

If you, like me, have seen the new Spore creature creator program that was released last month, then you’ve probably already seen the enormous diversity and volume of creatures that people are enthusiastically creating, as well getting an idea of how much content screening might be required. And Spore took many years to develop to the point it’s at now, with all this planned in from the start, and I’m sure they are still facing many technical and logistical challenges to solve before the full game is actually released. All these factors would likely make it logistically prohibitive to allow player created textures or models to be added freely in EQII.

6. With Kingdom of Sky crafters were honored with the arrival of quested recipes. The recipes required regular items, but also required special items off of creatures in a specific zone. Will we see something like this in future releases to EverQuest II?

Domino&Team: We have seen a number of other examples of this since the Kingdom of Sky, including the Unrest and Emerald Halls recipes, and the Kunark faction recipes, and it’s likely there will be more to come in the future when it is appropriate.

7. Another idea players have brought up is the use of looted treasures in crafting recipes. At the moment these items are mostly sold to vendors for quick coin and seem to have no other purpose than that. Is it possible to turn looted treasure items into components for crafting allowing for new house items, armor and weapons to be created?

By “looted treasure items” I am assuming you refer to the random body drops that have descriptions such as “looted arcane treasure” and “looted souvenir treasure”, whose only use is to sell them to vendors? It is possible to make recipes that would use these, yes; as we’ve seen from things such as the Erollisi Day special recipes that used love notes or candy, and from the recipes mentioned in question #6, pretty much anything can be used as a recipe component. Whether it makes sense is a more important question to ask.

On the whole, I think recipes using items looted in instances (such as in question 6) generally make more gameplay sense, and if we have to pick one or the other, we would probably do this instead. That said, if there were ever some good reason to use a particular item in a recipe, I don’t see any reason why we would not. The most time-consuming part in the process is getting new art assets made, and then itemizing the new item appropriately, as discussed in question 3. Once those are done, making the recipe is fairly straight-forward.