If you’ve read this column before, you probably know I prefer to be optimistic, to look on the bright side when it comes to the future and deal with problems as they arise. I’d rather not waste energy worrying about things I can’t change. You may have even worked out this column is meant to be about EverQuest Next and Landmark, though I hide it well sometimes.
So it takes a lot for me to say that for my personal relationship with Landmark as a player, this is a low point, and I can’t see it swinging back in the near future.
As people who write about these things are so fond of saying—Big Changes are coming to Landmark. If you haven’t heard, you can catch up with the official forum post.
The changes have been presented as dialing back the overlap with EverQuest Next to make room for something that works better for Landmark. Personally, I don’t buy this at all; these changes show a marked change in direction when it comes to how Landmark operates as a multiplayer experience.
Here’s a quick list of what I’m specifically referring to:
- Making basic building resources free and removing some higher tier crafting materials entirely
- Allowing all resources to be harvested with any tier of equipment
- Streamlining or removing most material refining and processing
- Decoupling weapon and armor crafting from tool crafting
- Removal of the Ether Stone, and Ether Shards for most recipes
- Removal of Salvaging
- Removal of variation on crafted items, upgrading and relics
The way I see it, this is a change designed to bring in those people interested in the building aspects of the game when the game soft launches into open beta, they are currently the game’s core audience, so it makes sense to build on that foundation (puns everywhere). However, this is at the expense of any feature that ‘gets in the way’ of the building systems.