Not only that, but the game looks far more visually crisp than I
remember. Of particular note was the movable UI. Eric noted that the
hotbars got another pass this expansion. Players have far more options
in customizing and resizing hotbars, plus with the
Veil
of Alaris expansion, players
can create custom cooldown timer-enabled macros with icons of their choosing.
.

The Resplendent Temple is
easily
Alaris’s biggest visual landmark.
Pointing into the distance, Eric let me feast my eyes on the
Resplendent Temple. “The first time I saw this, I
couldn’t believe it was the same game,” he
extolled, and I couldn’t disagree. A huge, fully explorable
temple dedicated to the Alaran god of beauty, the temple features a pit
in the center into which the Alarans throw anything which
isn’t perfect or beautiful. In the depths of the pit live a
race of pig people that worship the people above for the gifts they
bestow upon them. From that dual existance comes a lot of fun content, Eric
quipped.

The visually striking Temple
of the Sea
fills the inside of a gigantic conch shell
We skipped over the port city of Seris in order to check out the giant
conch shell turned temple in its harbor. The Temple of the Sea, called
Rubek Oseka, blended seashell glossy-walls with muscle fiber
“carpet”, a sandy, gem-laden floor, and a giant
pearl altar at its base, I’m hard pressed to recall a more
striking visual environment in any expansion from the last 5 years, let
alone 12. As Eric and I journeyed down the spiral, he explained that
the two factions of sea worshippers here have yet another language that
players must learn in order to progress through the Rubek Oseka story.
Our final stop in Alaris was the Sepulcher of Order, a
“megachurch” with temples to each of the Alaran
deities. “It was so big that we ended up having to split it
into three separate zones,” Eric explained. “Each
of the gods has a raid associated with it. Players will be spending a
lot of time here with many, many, many quests.”
In an era of shrinking raid sizes, I was glad to hear that EQ has
stayed true to its roots. I asked Eric what a typical raid comprises in
EverQuest
nowadays, my wood elf ranger main long retired, and
he stated that 50+ people fighting through “a dozen or so
mechanics” (whether that means one boss or many) for around
45 minutes was common.
The “all or nothing” (and usually nothing) nature of EQ raiding is on its
way out as well in this EQ expansion; Eric wouldn’t go into specifics but
explained that if players were really focused on getting a specific
item, they would have an alternate means of doing so through raiding. I
asked if this would be a token system similar to what we find in other
MMOs (no-drop, no-trade tokens are acquired by most if not all raid
goers, and stacks of tokens can be traded for gear), but Eric
wouldn’t comment.
For something completely different, Eric introduced me to guild
housing. Another new feature in
Veil
of Alaris. In the last
EverQuest
expansion,
House of Thule,
players gained the ability to enter a
neighborhood, buy a plot of land, build a house, decorate their yard
and the interior, and place any trophies they’ve acquired
inside. Guildhalls expand on that concept with more communal
space and tools to help guilds stay organized and share resources.

Decorate your EQ guildhall
with concept art. It’s so… cyclical
The guild lobby is a hub of player activity. “Any time, day
or night, you’ll probably see about a hundred players milling
around in here, but this is also the gateway to the player
neighborhoods,” Eric explained. Every location has its own
unique address – a fun, neighborhood-y touch – and
inside the medium guildhall Eric created was a veritable
doll’s house of furniture and fixtures, all of which could be
purchased either in-game, through the SOE marketplace, or are available
as rewards from the Legends of Norrath digital trading card game.

Dinner party of 54, please.
From a feasting hall that could “seat” dozens, to a
library, to an NPC courier to send out items, to a crafting area, to a
guild teleporter so that the guild could travel as one, Eric explained
that the goal was to create a big enough space so that everyone could
participate in decorating and enjoying the space. Even better, with the
advent of guild halls, SOE can dole out guild trophies for various
guild level achievements for working through content and defeating
different bosses.
As with houses, the guild must pay upkeep for guild halls. The guild
must maintain a certain number of players to keep a guildhall of a
certain size. Other guild niceties are in the works for
Veil
of Alaris;
every guild can name its ranks however they like and assign individual
permission levels for the guild bank.
EverQuest: Veil of Alaris
is due out on November 15th, 2011. Thanks to
Eric Cleaver and the SOE team for showing us around!