EverQuest II Combat Interview

RPGVault has conducted an interview with Tom Wells, Sony's senior game designer for the upcoming EverQuest sequel. In it, Tom answers questions about exactly how the combat mechanics will work in the MMORPG. Check it out:
Q: You mentioned monsters getting more help. What prompted you adopt a different approach in this area, and are there any other notable changes?

A: Our game introduces significant changes concerning encounters and NPC behavior. First, we design encounters so parties will fight multiple opponents at once. The goal behind this change is to provide a different feel from EverQuest, giving players the opportunity to master new strategies. Clicking on an NPC will show whether it is part of a group by highlighting the names of other nearby NPCs that are part of the encounter.

Another change is the introduction of locked encounters. When a party engages an opponent, that encounter becomes "locked" to that party. A locked encounter cannot be joined by other players unless the party chooses to unlock it. To do so, someone within the party simply yells for help. The group leader determines which party members have the ability to unlock the encounter. Of course, locking only affects other players; you must still be mindful of preventing other NPCs from entering the fray. Managing this adds remains a crucial strategy element.