SOE Developers Discuss EQ's Future

Sony invited a number of websites to San Diego to meet with the Everquest development team and deluge them with as many questions as we could think of about the game. You will likely see reports pop up on several other sites on this, so hopefully we won’t completely duplicate each other. Much of the conversation revolved around where the game was heading and how much Sony was willing to continue to devote to its continuing development. Because most of the development team was there in front of us for several hours, I felt we were really able to get a true sense of what they were thinking in terms of the game’s recent past and its future. Note that although I am writing questions and giving answers below, these are my summaries of what was said and are not actual quotes. How successful was The Legacy of Ykesha, and does this success mean the end of free zones and other additions? Apparently, Ykesha has been the most successful expansion Everquest has ever put out. They expect sales to be almost one to one players to sales, which basically means that almost everyone who plays Everquest has or will buy Ykesha. The day Ykesha was launched, Everquest set a record of 118,000 simultaneous users, and they have gotten almost all positive feedback on the new froglok race. A number of us were concerned that the success of Ykesha, which was not a true full sized expansion like Planes of Power, would mean that there would no longer be any free additions to the game. We were assured that free additions would continue both through revamps of existing, underutilized zones and additions of zones that are on the map but not yet available. The team then went on to name the Plane of Hate as a zone that was being revamped right now and Nurga and the Plane of Mischief as ones with planned future revamps. They further said that they are currently working on adding the underwater zone Veksar to the game, which would be a level 50 to 65 zone and would be available via a free download. Despite its success, the plan seems to be to alternate these download “extensions” with larger scale expansions that need to be purchased in a store. That is both practical and good marketing. Additions that require a lot of artwork are too large for download and must be on a disk, which means expansions like planes of Power that add a lot of new zones really can’t be sold via download. Plus, putting out a box and selling it through stores keeps Everquest’s name on the shelves and in front of the people browsing in the game store for something new to play, which is good marketing. With Star Wars Galaxies and EQ2 coming out, what will happen with Everquest? This may come as a surprise to many of you, but the development team does not think that either SWG or EQ2 will have a significant impact on Everquest. In fact they expressed a belief that if anything, those games will likely drive more sales of Everquest. They had a good argument. Despite doom and gloom predictions by many of the players, every new MMORPG that has come out since Everquest, including Asheron’s Call 1 and 2 and Dark Age of Camelot, has in fact increased the sales of Everquest rather than taken away from it. The publicity surrounding those games brings new attention to the whole genre and helps drive the sales of all of the games and expand the whole MMORPG player base. Certainly Star Wars will bring in a new set of players, many of whom may eventually switch over to Everquest. The team was adamant that Everquest will continue to thrive and expand for years to come and that Everquest 2 and SWG were not expected to pull away current Everquest players, but instead were expected to generate their own audience and also bring back many of the players who had played EQ in the past and gotten tired of it. The general consensus was that most Everquest players had too much time and effort invested in their characters to simply drop them and move on to a new game. As long as they are enjoying the game they are playing, why would they drop it and go play something else? Basically, the gist of their response was that as long as the players stick with Everquest, they will stick with the players. Surprisingly, Everquest is still growing. I was told that the sale of new Everquest accounts is actually higher today than it was a year ago, and it seems like every month or so they set a new record for simultaneous users. Despite the other projects they are working on or have released, it is clear that Everquest is their core product, and they know enough to make sure it keeps expanding and developing so that their players stay happy and keep playing. Certainly, there were quite a few people in the room whose only job was to work on expanding, tweaking and adding onto Everquest. This definitely did not have the look of a game that was being phased out or abandoned. What are some of the things we can expect to see in the future with Everquest? The whole team was really excited about the success of the invasion of Grobb and about the player’s reaction to that invasion. Apparently, this was done using a new quest technology that they quietly introduced with the Planes of Power expansion that lets them set up elaborate computerized events involving multiple zones. They actually characterized this first test of that technology as conservative, saying that the system was capable of quite a bit more than it showed in that event. This quest technology lets them run a single event across every server at the same time. It also lets the event cover multiple zones, and lets the mobs of the event go from zone to zone, even following the players across the zone lines if necessary. This can let more players participate in an event without straining the zone limits and causing undue lag. Moreover, where before an event of this magnitude needed massive GM involvement, they can now plan out the event beforehand and then let the computer handle most of the details. Therefore, you can expect to see more of this in the future. The plan is to try to make the world a little more dynamic, and to start to develop an ongoing storyline that the players can participate in. As they pointed out, if they are willing to stage an invasion of one of the game’s starting cities, then there is nothing you can say they won’t do. Other future plans really revolve around continuing to do what they have been doing over the past year or two. Older zones will get tweaked. New zones will get added. Class balancing will continue. Because of the new dye system, more armor looks are planned. Currently broken or imbalanced areas, such as archery, will be revamped. As you can guess, much of this was left vague, as they did not want to make promises that they would not be able to keep. I hope this has answered many of the questions you have had about the game and where it is heading. I know I truly got the sense that Sony was as dedicated to the continued success of Everquest now as it has ever been.

Comments

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I disagree
# Mar 05 2003 at 2:21 PM Rating: Decent
A few posts down someone says something about Killing the only money making option for Druids and Wizzies. I disagree fully. I have a 39 druid on Tarew Marr and with the release of LoY my ports have greatly increased, mostly to SB of course. Even with PoP the hit wasnt that bad. Yeah there are books in alot of places, but there are Rings/Spires in alot of places w/o books. Not to mention that not everyone HAS PoP.
Everquest is a great game. I have not seen one that can top it yet. I greatly look forward to EQ2 for several reasons. One, EVERYONE has to start from scratch. No twinking, no PL'ing (Come on, there were lvl 30 Frogs within hours of LoY releasing, wheres the fun in that), just straight out pure gameplay. Unfortunately, unless someone invents the 36 hour day this will probably cause me to cancel both of my current EQ accts in favor of EQ2 (Unless they charge Legends type prices, in which case I may forgo EQ2 completely). Ah well, my 2 cents
Complainers....
# Mar 05 2003 at 8:00 AM Rating: Good
I love the fact that people will rant and rave about how much they have to pay to get features they think are free....then get mad because all of the Uber guilds get to have all the fun.

Can't get a group? Perhaps make more friends. Thats a good way to get groups.../who all friends /tell friend #1 "Hey, got any room in group? No? Can you tell me when a spot opens? Thanks!"

It's pretty bad that you complain and complain about something that is obviously a good enough game to keep you playing for hours on end.
RE: Complainers....
# Mar 05 2003 at 2:54 PM Rating: Default
Well all I can say is you must be one of those people in a high level guild. More interested in getting the best gear and getting to level 65 in the fastest time. Im also guessing you've had your EQ life handed to you on a platter and had all your alts pled by your guild. Some of us, however, prefer to play EQ in a roleplaying theme. We're not worried how long it takes us to get 65, or even if we get 65. I just want to have fun, and I think that involves some more time to be spent by Sony on lower level zones, rather than leaving many zones to rot, whilst all you ''uber'' guilds have fun at the top of the tree.
As for continuing to play EQ even tho I find that im not happy with what Sony has provided, then I'll give you an answer to that. I play EQ because I have friends in the game. You may find this hard to believe, whilst you are pling your new character, Filthee, but I'm just as happy using EQ as a chat room as I am trying for experience. Of course I'd love to be getting grouping invitations in abundance, but that just ain't happening since PoP. So chatting and fighting with my guild in lower level zones (where xp may not be abundant, but enjoyment is) will do. Until Sony get their act together and make EQ as enjoyable as it was for those people who aren't in the top guilds, and who want to roleplay, this is going to be my way of enjoying EQ.
Try and experience EQ from the perspective that many, many other players experience it from, a roleplaying game that involves you trying everything rather than rushing through one or two zones to get the highest level in the fastest time. That way you may realise why people have the views that you are so against. Now get back to that new Froglok, Filthee. You've had a week and you haven't made 50 yet? Shame on you :)
#Anonymous, Posted: Mar 05 2003 at 3:48 AM, Rating: Sub-Default, (Expand Post) You people play to much, go outside.
PoP > Old World ..
# Mar 05 2003 at 2:47 AM Rating: Default
The reason why people have troubles finding groups in the old world is because the xp in these zones sucks. PoP has huge xp modifiers that allow people to level at a much faster rate than in the old world. Secondly, PoP is a safe, short journey for any traveller. All the zones are easily accessible (other than the fact you need keys for some) and are easy to get to via PoT.
What incentive does SoE have in revamping the old zones so they are more attractive for groups?
None. Guk hasn't been touched for years and SolB had mobs added that actually made the KPC camp worse than it was before. Why? People don't mind paying money for new expansions every 4 months. If people pay money for expansions, why revamp zones for free... They are revamping hate and mischief I know.. but that doesn't really effect the average Joe lvl 52 unguilded people that posted here.
As for SoL grouping, there is nothing really comparable to PoP xp wise for 46+. The only decent xp I've seen is in Paludal Caverns for a convential tank/mezzer/cleric group (lvls 13 to 25). Other than that, SoL is a few extra camps for charmers or kiters and a few extra mobs for mid end guilds to raid.
RE: PoP > Old World ..
# Mar 06 2003 at 11:45 AM Rating: Decent
I just with the marketing and gameplay sides didn't collide the way they do. Marketing-wise, it makes sense for PoP to have insane experience modifiers, to encourage folks to purchase it just to keep up with friends and competitors. But it sure kills the game balance, doesn't it? You're right that nobody goes to the old world anymore. Hopefully some of the corrections will be upgrading the old zones, including the experience tables and loot tables. If anything, it seems like a cheap, easy way to expand the game, going back and refreshing the content of zones like SolA and Upper/Lower Guk. The zones are there, just tweak the mobs.
RE: PoP > Old World ..
# Mar 05 2003 at 3:03 AM Rating: Default
It will get to the point where people are just fed up. I've been playing Everquest since it came out and it has gotten progressively worse and worse and worse. It would be nice if someone could organize a boycott of any future expansion that comes out that doesn't fix this game. It would probably upset a lot of people if the came up with some type of standardized scheme for classes & weapons & armor like a traditional RPG, but in the long run, it would be really nice. I would be more than happy to pay for expansions that actually fix the existing game instead of creating more problems for it. If they don't get it together quick before the horde of MMORPG's come out it's going to destroy EQ.
RE: PoP > Old World ..
# Mar 08 2003 at 1:27 AM Rating: Good
As you probably know, Brad McQuad left Sony/Verant to form Sigal Games... basically I think he wants to make his forthcoming MMORPG more like the original EQ was.

So I'm sure that in a few years his game will be out, and all those people who truely enjoyed the original EQ before all the expansions will be pleased with whatever he shows us.
RE: PoP > Old World ..
# Mar 10 2003 at 2:31 PM Rating: Decent
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50 posts
There is a game out right now that is similar in size to the original EQ, it is EQOA. But it goes way beyond that. EQOA was designed from the ground up to be played in a way that fits your life style. Whether it be for 20 mins or 12 hours, you can play, have fun, and progress through the game. Play many different classes and level them up in a reasonable amount of time instead of spending an eternity to level up in EQPC.

EQOA is a very fast paced game. Respawns are just crazy. Almost as soon as you kill a mob, it respwans. Typical respawns are about 20-30 seconds, but they can be as fast as a few seconds or longer. The exp bonus for grouping or fighting in dungeons is AWESOME! When in a full grp (4 chars), I get about 1/2 the exp I would have gotten if I had solo'd the mob and you will virually never run out of power (power replaces mana and is used by all classes for their abilities). Check out this review by Allakhazam and read the posts after it:

Review of Everquest Online Adventures

If you luv EQPC, luv to spend your entire life xping just to get nowhere, or don't like to see a light at the end of the tunnel, then stay with EQPC as you will hate EQOA. If however these differences sound appealing to you then check it out.
RE: PoP > Old World ..
# Mar 05 2003 at 5:37 PM Rating: Decent
Quote:

"It will get to the point where people are just fed up. I've been playing Everquest since it came out and it has gotten progressively worse and worse and worse."

3 years since release, and I just never cease to be amazed when I see this same illogic posted over and over again.

<shakes his head sadly>

Edited, Wed Mar 5 17:07:39 2003
RE: PoP > Old World ..
# Mar 05 2003 at 10:29 AM Rating: Default
Many people disagree with you. Your version of worse isn't everyones version of worse. I personally thing the game has gotten better since I started playing and many people agree. A boycott will never work because most people are happy with it.
High Level game only
# Mar 05 2003 at 2:12 AM Rating: Default
I have played EQ for 2 years now. i have a 56 druid, 54 cleric, and 51 Enchanter. I have all the expansions. When I started, you had to find your corpse after lvl 5, and stare for hours at that stupid spellbook. So Sony, in their infinite wisdom made some changes to encourage the low level players to stick with the game, and get them hooked.

Now, it's srictly a high level game. I worked alot on my tradeskills, because I enjoyed it, so hence my leveling suffered. So what does Sony do, (besides ***** druids and wizzies out of their only money making option, other than trades), is make Pop, and LoY. Now PoP, for your money, you can go only to 6 zones, if you're not lvl 46 and above, 4 of which you can fight in. Gotta be lvl 60 and above to get to any others. Try to get a group if you're not 60+ is a all day wait if you have the patience, if not impossible. All the high level guilds were there in force, killing and farming, and bring down new weapons, and armour and tradeskill components. So lets see, I can't get a group, I can't afford the outrageous prices for the tradeskill components, and I can no longer make any money by porting for my supplies. So again Sony, in their infinite wisdom, makes a new expansion, which fits in my lvl range, and is generous enough to give us a few tradeskill items, (read very few).

So Loy goes live, and here come all the uber guilds to rape the new zones. You can't get a group because they bring their group with them, and crowd lower levels out of the good spots where it might be possible for a person to pick off a few by himself. Once the uber guilds were convinced that there wasn't that much good stuff to farm, and PoP was good items and better exp, they moved back on up. So i can solo there, if I don't crash to desktop, and come back dead.

So they say, we might have more expansions. Who gives a rats @$$. 2 years and I still haven't seen zones from the original EQ. 16 bank slots? Great, but why should I have to pay for them? They put improvements in that we shouldn't have to pay for. Next expansion will see 10 spell slots, and it will be 19.99 and they will make millions off it. Look how many bought LoY just for the expanded bank space.

Fix and expand what we already have. When an expansion goes live, put in decent tradeskill items that you don't have to be lvl 65 to get the pieces to make it. Give lvl 30-40 some decent zones, so the few that are out there arent overun. Fix what we have,instead of putting out new expansions that are buggy, and aimed toward the lvl 60 and above, so they can make uber plat, and go sell it on playerauctions.

Edited, Wed Mar 5 02:19:31 2003
RE: High Level game only
# Mar 05 2003 at 2:16 PM Rating: Decent
I think Meeryenai hit some really good points. Before many hop on the whole 'check out your attitude' and 'try to be more social' bandwagon, consider that they might not have the timeframe that you do. The high end does require time, something that many of us do not have.

EQ2 will, however(supposedly), have things that a casual player can do that will give a sense of accomplishment...in 2 hour blocks (not 4 to 8 hours).

Verant was pretty clever with there conviction that other games won't destroy EQ. They are completely correct. It will still be around...look at UO, its still around *crickets chirping*
RE: High Level game only
# Apr 23 2003 at 2:22 PM Rating: Default
there will never be a MPRPG that will be for casual players. all those ex-EC hores and Bazaar junkies will always be there to rape a good game like EQ. you know the ones that are too concerned about making PP by the thousands, getting lvl 65 asap and making sure they can twink their other chars atleast 10 lvls a day.they will follow good RPGs anywhere. kids just dont know the essence of roleplaying anymore.
RE: High Level game only
# Mar 05 2003 at 9:44 AM Rating: Decent
Why don't you quit playing EQ?

This is an amazing post to me. You're playing 2 'must have' classes for experience groups and a good solo'ist. You ought to have near zero downtime unless you are really limited when it comes to the social part of the game, being in a decent guild with a sufficient number of players or just meeting ppl who play the same time you do.

The LoY exansion should be right up your ally since you have a level 54 cleric, can't see a grouping problem there. As a trade skill freak, there's just a mad amount of new content in the past 6 months, get thee to eqtraders. Sure some prices are dropping but so are all prices across the board thanks to the Bazaar. It's a deflationary economy, adjust your startegies.

I know I'm my guild I give a way a lot of expensive drop only components just like tons of other ppl do. Once again, I think there's a social solution to your woes.

You have 3 level 50+ characters and apparently some major tradeskills, you should take responsibilty for not leveling at least one up 60 instead of taking the axe handle to SOE. They have made some big problems in the game that they need to fix to be sure, but I think yours are largly your own doing.
Future of Everquest
# Mar 05 2003 at 12:49 AM Rating: Default
I think EverQuest needs some serious work. They are expanding on it way to quickly without working on the existing problems. It's pure chaos that makes no sense anymore. I think they need to work more on the existing content, balancing out the classes, expanding on worthless wastes of space zones, enhancing the storyline, things like that. The world of EverQuest is getting so big and so dull of any content. I really don't care about graphics, or features, I would love it if they turned it into a immersable game with extensive and rich history. I care about the gameplay. Story lines that make sense and drive curiosity and mystery and allow you to reasearch and learn it. This whole deal with stuff just popping up out of the blue really sucks. New zones popping out of nowhere with no prior history behind them. There is no point to this game. It's kill, med, kill, med, trade, buy stuff, kill, med. Nothing ever changes, it's only expanded upon, poorly. It is getting so hard to do anything on the game I can't stand to play it anymore. Why shouldn't you be able to solo? What if someone doesn't want to be around other people once in a while? Why do they think they're going to lose revenue if people power level and twink characters? Because they know there's no point after 65 and you have all the best equipment and you've explored everything possible. It's like having your head in a vice and they're slowly squeezing and squeezing to the point where people still pay the monthly access fee, but don't cancel their account. It's almost like a job where they dish out just eanough crap to someone and pay them just eanough not to quit. This game should be fun, and they have the ability to make it great. I love the fact that there is other game companies that pride themselves on the quality of their games, and take that into account, other than the greedy impulse to suck as much money out of people as they can. Sure their purpose is to make money, but they keep people happy. In the long run you'd make more money if you keep your customer's happy.
RE: Future of Everquest
# Mar 05 2003 at 2:28 AM Rating: Default
I completely agree with you. People keep buying the expansions with hopes and hype that the issues everyone has will be fixed. They need to fix what they have instead of adding more problems to it.
btw
# Mar 04 2003 at 11:49 PM Rating: Default
btw verant has said that monks are not pullers and never where meant to be pullers. they where meant for situational damge only. that is all they where meant for. fd was meant as a means to lose aggro since the monk has low hp and low def, not as a means to pull with. as to the person that says a monk makes a better puller than a sk. not really just use a dark spell to pull you dont take any damge that way and if need be gives you more time to fd, and get a pair of blood ember legs that extra fd is very nice when pulling no waiting for the spell to come back up. as far as tanking very easy for a sk to get aggro and keep it with the line of spells they have, and they have the ac and the hp to be a good tank in any exp group. most times when i am in a exp group with a sk i let them pull. the mob is a little slow getting back to the camp with dark on him but saves the clerics mana healing a monk who is getting wacked in the back of the head.
#Anonymous, Posted: Mar 04 2003 at 11:42 PM, Rating: Sub-Default, (Expand Post) I think that rangers and all classes that have archery should be able to solely use bows as a main weapon. it only seems obvious. oh, im sorry. i guess i dont have any authority when i dont have an account anymore
#Anonymous, Posted: Mar 04 2003 at 11:32 PM, Rating: Sub-Default, (Expand Post) you sir are a fool. i have a ranger i also have a 65 monk 61 shaman 60 war 60 cleric 61 sk the wife has a 65 cleric 60 war and a 57 druid and a 54 rog. i have played almost every class well i have played all but the necro. i did not call for them to nerf the ranger. what i do think is they should look at some changes to the monk class. but when it comes down to it the rangers have become to powerful conpared to other melee. they where not meant to have more dps than rogs monks and alot of times they do. and btw if it took you that long to level and get those aa points you need help. my monk has 135 aa points my cl has 20 and my shaman i got to level 60 in 7 days play time. any ways the point again was simple the wars do not need any upgradeing and you dont hear rogs conplaining at all the one melee class that does not have a certain roll is the monk they dont offer any thing but fd wich is more for them selfs and decent dps thats it.
#Anonymous, Posted: Mar 04 2003 at 10:09 PM, Rating: Sub-Default, (Expand Post) Uhm, I know we have a pet and all, but as a 34 Mage, THEIR ROOT SUCKS!! I gotta buy the Crystalline Silk Nets in order to root them. I say either give us like a 10% snare or mabye a root, or make our pets a little better..not HP wise, they have plenty of that, but their spells, well, ppl..dont start yelling at me and stuff, lol. Just a lil thing to think about.
Lies!
# Mar 04 2003 at 6:52 PM Rating: Default
For those who r saying that if rangers r nerfed in any category, they quit, thats a very Greedy comment, IMHO Rangers are quite rigged! I have a lvl 40 Monk and I see Rangers my lvl doing Twice as much dmg as me, and more Hp, AND THEY STILL GET FRCKING SPELLS! U GOT TO BE KIDDINME! Rangers Are Easy from Begining to End! Monks Seem to be so far Nerfed Rangers, Less Dmg than Rangers, Completely LOST Spells. And just some more, or less hp, ( I havnt checked ). Everything is teh RIGGED! But I play monks becuz of challenge
RE: Lies!
# Mar 10 2003 at 2:57 PM Rating: Decent
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50 posts
Dear Mr. Anonymous,

You obviously have no idea what the game is like for the 50+ world of players, let alone 60+. Once a ranger hits level 50, he will find it harder and harder to get into groups until he eventually finds out that he won't ever get a group. Why? Because classes like your silly monk were so over powered that no one wanted to invite a ranger into a group because of their lack of hps. Read the posts from the dev team, FD WAS NEVER INTENDED TO BE USED FOR PULLING. It was just a get out of jail free card.

Rangers make great pullers as long as you have a fairly balanced group. But wait, you melee don't see a need for anything other than a healer and maybe some one for crowd control, how narrow minded is that? Make sure you tell that to the other classes out there who are more than willing to help you out in PoA or Fear, to get your epic pieces. You just might have a tiny bit of trouble finishing your epic.

FD is nice, but I think the only reason the developers left it in the game is because of the fact that some zones are so poorly designed that it was the only way they could be used. Since it appears that some of these zones are being fixed (i.e. Hate), I don't see a reason for them to continue letting FD be as over powering as it currently is. Time will tell.
RE: Lies!
# Mar 04 2003 at 8:22 PM Rating: Good
You Sir are a fool, calling for anonther class to be nerfed is friggen a joke, Play a ranger and then tell me how easy it is to lvl them to 65, I have a lvl 61 ranger with 23 AA, this took me over 3 years and 110+ days played. Just because the monk class was brought back into line after having it easy since the launch of EQ your obviusly a little envious of other classes DPS, we duel weild which is currently out dps'd by PoP 2 handers we dont wear plate (monks AC and mitagtion was better than warriors before your nerf) and we get some spells that are 20 lvls too late. So you hear calls of nerf monk weapons, or nerf FD or nerf monks haste, NO, why becuase other classes try to improve there clases not point the fingers at others. Deal with it.

PS if u think rangers are easy, cach in your monk and go try one, u will get to lvl 50 and give up as 70% of ppl do.
#Anonymous, Posted: Mar 04 2003 at 4:37 PM, Rating: Sub-Default, (Expand Post) While it is a bit like comparing apples and oranges...EverQuest WILL LOSE customers (even if they have put a lot of time into their characters) to games like Shadowbane (where the leveling is a) much faster b) not the whole reason for the game c) not a grind) which have multiple class systems (there are literally hundreds of character class combinations) and a BETTER END GAME.
RE: Shadowbane is sooo much better
# Mar 05 2003 at 2:18 PM Rating: Decent
I think your mistaken as well. Shadowbane does look nice, but no way am I going to throw away almost 3 years of playing & improving my main in EQ.

What high level guild were you in that required 20 hours of camping to get 2 or 3 pieces of loot? My guilds not the best guild on the server, but we're doing VT, all Ssra named. Yes the VT raids take 9 to 12 hours to clear, but you get 25 to 50 pieces of loot per clearing. Even going back to a long raid like NToV we got way more than 2 or 3 pieces of equipment when we cleared. Shoot you get 2 to 3 pieces per mob & Ssra cycle alone in a 24 hour you can get; Emp, Blood, AL, HP, XTC, & Cursed which all drop nice loot. I even left out Rhag 1, Rhag 2, Exiled, & Glyphed because some or most of their loot goes to twinks or rot.
RE: Shadowbane is sooo much better
# Mar 05 2003 at 9:30 AM Rating: Decent
Heh, if you think Shadowbane will kill EQ, you're mistaken. The same has been said about AC, AC2, AO, DAoC. DAoC was the only game to really put a dent into the playerbase and it still recovered.

Shadowbane is a joke. If you've seen what its like when an uber guild controls a server in EQ, then imagine that x100 in Shadowbane.
RE: Shadowbane is sooo much better
# Mar 06 2003 at 7:55 PM Rating: Default
EQ recovered from DAoC, because DAoC SUCKED. They were HORRIBLE at getting the game balanced, and it was more Team Deathmatch meets SOrta-Kinda Roleplaying. SOE won't be on top forever if they keep ignoring issues that are currenly harshing our game buzzes :P
Class Balance
# Mar 04 2003 at 3:36 PM Rating: Decent
Warrior taunt works fine. Any of my guild's warriors can easily hold agro in raid situations. If taunt was upgraded for them anymore then strats like having all healing classes cast small heals at beginning of a tough fight, or having a ranger WS tank while the war builds agro, would be useless. Warrior's also don't need any more defensive stats, having anyone else but a warrior try to tank a mob quading 2k would be a joke. The #2 tanks, the knight classes, wouldn't stand a chance tanking stuff that wars tank on raids. For you clerics who are saying your getting agro too often in a xp group with a war tank, use supernal elixer more. 2k hp of almost agro-less hp heal in the beginning of the fight will really cut down on your summonings. I'm a 65 SK and in group situations, yes, I can hold agro quite a bit better than any warrior, which in general makes the group safer, unless I die... Being 2k hp and 100 ac less than your average war, not to mention no defensive disc, I die a lot in difficult xp zones. It might be good to introduce a few new weapons that have a weaker version of enraging blow for level 50ish warriors, but anything more would even further outbalance their vastly superior tanking abilities.

I think Rangers are pretty balanced now, without a bow they deal damage like a warrior, except they trade tripple attack for some gimp nukes. But with a bow and 27 extra AAs they can actually deal some nice damage. Because there are many things that reduce the effectiveness of the bow, this does not overpower the class at all. It is difficult to use bows in cramped places, things often get in the way of the arrows, rooted or moving mobs take half damage, not to mention the bug when mobs are pinned on a wall. Even in the ideal ranger situation, the best rogues can still out damage the best rangers, the best monk doing slightly less dps than them.

Someone posted that SKs made better pullers than monks now after the monk defense nerf. This is BS, SK FD has something called a cast time on it. If a SK tries to pull in the elemental planes, gets too many and tries to FD while he is getting hit... he maybe has a 10-15% chance of getting that 1 second spell off. Because the monk FD is instant, they still make much much better pullers.

Enchanters really need their charm nerfed. I am getting tired of having them invis past my xp group that is clearing to a wing boss in BoT to learn that they just soloed it. Also an enchanter and cleric shouldn't be able to kill mobs that take atleast a 24 person raid force to kill.

The hybrids in general need their channeling skill raised. They do have less training casting spells than the other caster classes, but they have much more practice with casting spells in combat than those other classes. This wouldn't out balance them any, they are still the masters of fizzling, but I might then be able to have a decent success rate casting those 1.5 second spells with an unslowed giant beating on me. Also their Ornate / Elemental armor needs to have their effects upgraded. Something is wrong when the warrior ornate BP has much more ac, hp(These 2 make sense), and stats(This 1 doesn't so much) and a very useful level 61 int caster "shield of the arcane", 300hp, 36ac, 30mr, buff while the SK BP has their level 55 "shroud of death" buff spell(This is the messed up part. The warrior, who can't cast any spells, gets a very nice effect on top of all the ac, hp and stats of the BP, while the SK, who is fairly competent with spells, gets the level 55 version of their level 63 hp proc buff spell, making the effect useless. Any SK who has this BP will already have the upgrade to it's effect). The effect should be something from their parent class that would be of benefit to the class, such as a long cast necro rune spell, or a higher level pet buff.

Anyways, I'm done now. Thanks for reading my rant if you did :P Didn't like seeing all the posts where most posters didn't know what they were talking about...
Any word on the ongoing pally nerfage?
# Mar 04 2003 at 3:23 PM Rating: Decent
Scholar
**
332 posts
When PoP came out, Eq magically restored (at least on my crappy computer) the ability display melee "misses". I then set aside a small window to track my melee hits and misses....

OMFG... I don't know when this happened, or if this has been the case all along, but DAMN... pally melee really suck!

I mean, how the hell can a 61 paladin, with all weapon skills maxed, miss so damn much? Our weapons are slow to begin with, making them miss so much really makes it worse.

In one particular encounter (so bad that I had to take a screen shot), I missed 33 times in a row! I literally just stood there for about 15 seconds without landing a single shot. Other guild pallies get this too. We call it "the 12 seconds". In guildchat we hear it all the time, "damn, another 12 seconds, wtf?"

I have noticed that I miss about 60% of the time versus non-green mobs. Grouped with two other pallies in a raid (we were all using Windblades), all of us were hitting at the same rate, so I know its not just a curse on my little dorf.

My current attack rating is around 1100. I use a 26% haste item, and always have our pally self-haste spell on. I've invested a bunch of AA points in Combat Fury, Speed of the Knight (adds the ability of tripple attack), and Knights Advantage (increases double-attacks). My main weapon is a Windblade.

With AA, I noticed an increase in the amount of melee chances per round, but unfortunately they were still mostly misses. I just think its completely outrageous that paladins miss so much during combat. I love my pally, and accept our role as a cleric/tank, but the melee thing really needs to addressed.
____________________________
Duke Ardnahoy
Noble Lord Protector of the 70th Crusade
Fennin Ro - EQ I

Ardnahoy II
Fearless Guardian of the 40th Tour
Mistmore - EQ II
RE: Any word on the ongoing pally nerfage?
# Mar 05 2003 at 8:58 PM Rating: Decent
My pally (level 42 high elf) with ghoul bane/argent defender(both hit the same), i got 137 str and 68 dex, out of about 20 hits/trys i hit for about 16 of them, my ATK is only 880
RE: Any word on the ongoing pally nerfage?
# Mar 04 2003 at 5:42 PM Rating: Excellent
30 posts
I'm a Ranger with over 1100 ATK and I notice the same thing. There is apparently a bug where two misses show instead of one (according to EQCompanion anyway) but even accounting for that everyone seems to miss a lot more then they'd like.

I've been killing green/lblue mobs to PL my L43 Wizard and sometimes can be chasing them when they run (too lazy to snare) and miss several times in a row so it's not just Paladins.


Edited, Wed Mar 5 01:32:09 2003
RE: Any word on the ongoing pally nerfage?
# Mar 04 2003 at 7:07 PM Rating: Good
**
361 posts
1100 AA huh Hast? lol

...but I have to agree... and that, more than anything else, is the reason I turn my misses off. It's too depressing seeing exactly how often I miss (warrior).
RE: Any word on the ongoing pally nerfage?
# Mar 05 2003 at 2:05 AM Rating: Good
30 posts
Woops, edited to fix that. AA=ATK of course.
RE: Any word on the ongoing pally nerfage?
# Mar 05 2003 at 12:58 PM Rating: Default
Does anyone have any word on future Padin improvments? Yes i also miss a buttload, I made my New Paladin on SZ after 2 years on Seventh Hammer with alot of dex to improve that. Im lvl 55 with a 28/25 1hs 203str and 188dex, i can put a mob down dark blue pretty well, but i also get that period were i swear to god its like 4-8 rounds of misses.... and while they are running!!!! I think that a AC decrease shoudl be put into a running mob limping away.. i mean please.. they are beat the ***** up and runnin holding their wounds lol... can we at least get an increaded chance to kill them or addd damage or somthing? I know AA does it but i dont think we shold have to AA for that. Paladin if hurtin for certain. I play on a no holds barred PVP server, where i have to fight evils alot, class balance needs to seriously be addressed in that respect, Specifically Neutral Paladins (WTF), SK Harm Touch killing a person, and their unresistable line of lifetap and DD, means they can deal approx 3k in dmage in 30 secs at lvl 50. Just crazy advantage.. yay i can LoH .. weee ... am i the only one that notices that you get your *** kicked after you LoH? lol. DONT FORGET ABOUT THE PVPers!!!!
RE: Any word on the ongoing pally nerfage?
# Mar 07 2003 at 9:33 AM Rating: Default
this message is responding to older messages about paladins missing, and i would just like to say, dont complain about it, get atk buffs, trust me im a 56 warrior with like 1053atk rating, it sucks, i miss a **** load, turn off my misses :P and paladins you cant really complain about it if you are trying to solo, you are not meant to solo in my oppinion, its kinda crap that a paladin actualy CAN solo, unlike warriors(unless the war has some bad **** gear). but hey im not flaming paladins here, i like them, good dmg output heals, all that good stuff, personaly i think they need to "nerf" paladins in the aspect that they need to change the stun spells so they get alot less aggro off em, do the same to SK's for lifetaps, being a warrior, i know its EXTREMELY frustrating trying to taunt off a paladin/sk of the same level or lower, when i have more ac/hp, and then people give warriors crap for it, its not our fault! we dont have spells that get 00bah aggro... but anyway dont get me wrong, paladins and sk's kick alot of ***, great for groups/raids, but i'd just like to see some changes on em, with regards to missing alot, i think that we all have the same problem, and trust me hybrids without dual wield, you have no idea... lol... try playing a class that (usualy has about 80% from buffs and items) and quads, ooh my god, you could spam you'reself LD... especialy with fast **** weapons and bard song /die but anyway my rant is over, just giving my input.
"doh did my corpse disapear?"
Japy 56th warrior of rodcet knife
#Anonymous, Posted: Mar 04 2003 at 2:49 PM, Rating: Sub-Default, (Expand Post) "QUOTE:
*shrug*
# Mar 04 2003 at 12:45 PM Rating: Default
Ok, I've been playing off and on over 2 years myself (shortly before the release of velious). Seen many many changes in the game. On the subject of rangers, I'm clueless, never played one, don't plan on it, for now. Usually stuck on evil races heh. As far as warrior's go, I have not seen much problems with them keeping the taunt with me in the group. The Voice line for shadowknights from Luclin is a nice lil taunt increaser, cast on the warrior, increases his taunting abilities by a percentage. First i believe was 2%, second 5%, and so on. Granted there are times where I will outtaunt him without even hitting the taunt key however most times the mob won't go near the casters or healers, and if they do they might get one hit on them and then right back on the warrior (or me if i nuke it with spear line and hit taunt heh). Maybe they do need a lil bit more taunting abilities. C'mon if I can outtaunt a warrior without even hitting the taunt button while they are mashing in their keyboard hitting it repeatedly, there is a small problem needing looked into. They are meat shields, hence why they have the nice hp/ac that a shadowknight can only dream of coming close to. I'm a damage dealer plain and simple as a shadowknight, a secondary meatshield if by some chance the warrior falls, nothing more. Ok, now that i forgot where I was going with this (i just woke up leave me alone lol, need more caffiene)... I will shut up, while the voice line for sk's makes them a lil more desirable on raids to help the tank hold agro, sk's still hard to get into groups I still get picked over a monk for pulling duties and over a warrior for melee duties... monks fd has higher percent chance of working comparitively, ranger snares will always overwrite mine, plus if I were to pull with a snare since it's also a dot, my chance of a successful FD are cut in half (maybe not quite that high but it's pretty good chunk). Yes warriors need a better taunt as far as monks I think they are still as good as ever and rangers again i'm clueless. maybe one day i will play one just to see what everyone is talking about. Hopefully that all made sense maybe next time i decide to post something I'll make sure I'm fully functional and awake.

Briladen V'ktir
51st Season Teir`dal Shadowknight
Covenant of Death
Drinal
class balancing
# Mar 04 2003 at 12:30 PM Rating: Default
The problem with class balancing is they make it a part of the new expansions, and generally only take max level as the place to be balanced.

Look at classic EQ, they set the class balance to be done at level 50. If classes were unreasonably weak until 50, they ignored the issues. Kunark came out and broke class balance for wizards, mages, magicians, and necromancers because they didn't scale up the damage output of all classes equally. Sure they put in some improvements from 51 to 60, but not on the scale they did for melees.

Velious didn't increase the damage output of the int casters at all while continuing to boost melee effectiveness across the board with useful weapons and armor.

Luclin was the attempt to fix class balance by introducing AA abilities. Note that focus items wern't added initially, and for the higher end equipment, focus effects were supposed to be added but wern't.

PoP came out with new spells that fixed the balance again in the 61+ range without any fix for the lower levels.

LoY finally made it possible to get the impossibly hard to get rare drop spells through research, so finally got around to fixing some class balance issues by making spells more available. Classes without spell research will be able to get spells researched for them in the near future.

What you should all be afraid of is that with this track record, they may do some class balancing for warrior taunt, or ranger bow damage, but will it require you to buy a new expansion to see this balance through new items that are finally balanced properly?
#Anonymous, Posted: Mar 04 2003 at 12:05 PM, Rating: Sub-Default, (Expand Post) hmm do you people play this game on a high level? how can you say war needs to be revamped. they have the highest hp, the best def the best disc for def, they also get some of the best gear in the game as far as weapons and armor. a 65 war raid buffed is over 9k hp a rog or monk is at what 7k hp. and they both have lower def skills. yes they do more damge but that is what they are suppose to do. as far as rangers go dam what can you say there def is better than rogs and monks not as good as war. they can cast spells dots heals nukes snare sow. and then there is the damge with a bow. i have seen well over 3k crits done with a bow. matter of fact the two toughest people in are guild are a 65 war and a 65 ranger and the ranger kicks ***. he has done 30k plus damge on mobs like agnar. easly 10k more damge than the closet rog or monk. yes i think something needs to be done about rangers. and to all the cry baby rangers out there are you forgeting that monks just got nerfed a while back. and had there def lowered. guess who pulls now in most raids? not monks hell know it is sk since they have more hp more ac and better def. when you look at it you know what a war brings to your group or raid and you ahve to have them, the same with a rog, and when you look at a ranger they have alot to offer, then look at a monk and you wonder what they bring to the table. poor def low hp, and thrid on the dps chart after rogs and rangers and just above a war, hell why have a monk then when you could have one of the other three, even worse in exp groups just take the sk he can fd pull snare dot nuke and tank, if any changes need to be made take a look at the monk class that is where it shoudl be done.
RE: changes
# Mar 06 2003 at 3:10 AM Rating: Decent
quote: "as far as rangers go dam what can you say there def is better than rogs and monks not as good as war"

While I can't speak for monks (who are SUPPOSED to be worse at tanking than chain and plate classes) I can say that rogues have HIGHER skill caps for defense, parry, dodge and riposte. Their ac/hps should be similiar, as they are both chain wearing classes.

Quote: "he has done 30k plus damge on mobs like agnar. easly 10k more damge than the closet rog or monk."

True, in a short time a ranger can do a lot of damage, but then so can a wiz if they burn mana. Your choice of targets is not very good for illustrating your point. If in an xp group where there is 72 minutes of non-stop killing, I'd doubt that a ranger would do more damage than a rogue (tho they might outdamage a monk). Assuming that a ranger could use archery 100% of the time, during that 72 minutes they'd be able to use their discipline once for 2 minutes. During that 2 minutes they can do 30k or so of damage, but once their disc is finished, they will be doing less DPS than a rogue. But a rogue will have a higher sustained dps for those 72 minutes.

e.g. ranger might do 150DPS for 70 minutes, with 1 'big bang' of 300dps for 2 minutes. But this will bring up their average DPS to about 155. Whereas a rogue will be doing more like 170DPS, if not more, for that entire time.

Therefore I'd expect a ranger to outdamage pretty much every class except for a wizard on any mob that takes anything up to about 10 minutes to kill. But once you go over this 10 minutes or so, the greater sustained DPS of a rogue would catch up. I said except for a wizard because, if going after some sort of named mob, i'd pretty much expect everyone to throw all their ping-pong balls at the mob. Using up dics, using up all mana so going oom as mob is dropping, etc.

If we talk melee damage, a monk DOES outdamage a ranger by a good amount, with a rogue being even further ahead of that.

It has also been stated on many ranger forums that, apart from the 2 minutes of discing, an 'uber' ranger with ssra/VT 3rd tier+ PoP plane weapons can do comparable melee damage as to what they can do using archery. And even then a comparable equipped monk will still outdamage them.

All that using archery really does is narrow the DPS damage between an 'uber' and a non uber ranger. As long as a ranger in a pre-ToV guild can use archery, then they can get pretty close with droppable/buyable/crafted bows to the DPS of an uber ranger with VT weapons.

Actually, it does do 2 other things as well.

1) Puts the fragile ranger out of melee range of a mob, so the cleric has an easier time of healing because there is no ranger stealing agro and getting beat up on. Even using good agro-control techniques, a ranger can gain agro and get beaten on in melee due to unfortunate circumstances (e.g. you get 4 weapon procs in a row or similiar).

2) Just like with a wiz or even a druid or mage going 'damn, cleric nearly oom and mob is at 2 health, better burn and try to put it down fast', a ranger has (if disc is available) the ability to activate their disc and throw out some quick damage to put a mob down fast. Of course, they then have to wait another 70 minutes for the disc to be available again.
war
# Mar 04 2003 at 11:06 AM Rating: Decent
I tend to agree that warriors lack taunt. On high level mobs a taunt has about a 15% chance of working, and all it does it make you have 1 more agro than the next guy. This is great but then when the person sits down they are right back on top. Hence we have enraging blow weps, but these don't proc as often as we would like to obtain the agree we need on raids, and these weps are certainly not available to anyone without 500k or a guild who can kill creator, aow, cursed, or rallos zek. I play a 65 warrior in the top guild on my server, and whether we get a new aa for increased hate, or a taunt that works twice as often and adds +500 agro with each sucess, as long as warriors are the #1 agro and tanking class. I would even be willing to sacrifice dps for taunt. At 65 on raid encounters or high level groups, its what you need.
#Anonymous, Posted: Mar 04 2003 at 11:02 AM, Rating: Sub-Default, (Expand Post) I tend to agree that warriors lack taunt. On high level mobs a taunt has about a 15% chance of working, and all it does it make you have 1 more agro than the next guy. This is great but then when the person sits down they are right back on top. Hence we have enraging blow weps, but these don't proc as often as we would like to obtain the agree we need on raids, and these weps are certainly not available to anyone without 500k or a guild who can kill creator, aow, cursed, or rallos zek. I play a 65 warrior in the top guild on my server, and whether we get a new aa for increased hate, or a taunt that works twice as often and adds +500 agro with each sucess, as long as warriors are the #1 agro and tanking class. I would even be willing to sacrifice dps for taunt. At 65 on raid encounters or high level groups, its what you need.
warriors
# Mar 04 2003 at 11:01 AM Rating: Decent
I tend to agree that warriors lack taunt. On high level mobs a taunt has about a 15% chance of working, and all it does it make you have 1 more agro than the next guy. This is great but then when the person sits down they are right back on top. Hence we have enraging blow weps, but these don't proc as often as we would like to obtain the agree we need on raids, and these weps are certainly not available to anyone without 500k or a guild who can kill creator, aow, cursed, or rallos zek. I play a 65 warrior in the top guild on my server, and whether we get a new aa for increased hate, or a taunt that works twice as often and adds +500 agro with each sucess, as long as warriors are the #1 agro and tanking class. I would even be willing to sacrifice dps for taunt. At 65 on raid encounters or high level groups, its what you need.
warriors
# Mar 04 2003 at 11:00 AM Rating: Excellent
I tend to agree that warriors lack taunt. On high level mobs a taunt has about a 15% chance of working, and all it does it make you have 1 more agro than the next guy. This is great but then when the person sits down they are right back on top. Hence we have enraging blow weps, but these don't proc as often as we would like to obtain the agree we need on raids, and these weps are certainly not available to anyone without 500k or a guild who can kill creator, aow, cursed, or rallos zek. I play a 65 warrior in the top guild on my server, and whether we get a new aa for increased hate, or a taunt that works twice as often and adds +500 agro with each sucess, as long as warriors are the #1 agro and tanking class. I would even be willing to sacrifice dps for taunt. At 65 on raid encounters or high level groups, its what you need.
RE: warriors
# Mar 04 2003 at 5:47 PM Rating: Decent
30 posts
Nice to see someone who actually knows how warrior taunt works, rather then all these people that think hitting it builds agro repeatedly.
What other websites?
# Mar 04 2003 at 9:00 AM Rating: Default
*
72 posts
QUOTE:

"Sony invited a number of websites to San Diego to meet with the Everquest development team and deluge them with as many questions as we could think of about the game. You will likely see reports pop up on several other sites on this,"

What other websites? I'd like to see more of this interview and not just the parts shown here. It may just be the particular questions and answers that were chosen for this site, but they seem kind of "light and fluffy" to me. There is no aggressive questioning. There is nothing about class balance, etc.

Regarding the thing that some people have said about DPS, the absolute best DPS from rogues, rangers, and monks in the game is just over 200 DPS and that is with some truly awesome AA, equipment, and buffs. A DPS of 1000 sounds to me like someone's estimate or a number derived through improper parsing (such as parsing a 5 second interval of wizard nuking that includes a crit and declaring that to be their average DPS). I've heard some obscene DPS numbers (400+ DPS) from enchanters with dire charmed pets, although some claim that these numbers are inflated due to faulty parsing programs.

Regarding the proposed changes to warriors, I agree with the thing about taunt. Warriors already take damage the best in the game. They don't need that improved. To pay for that, they are a little weaker in doing damage than the damage-oriented melee classes. If they were the best at both, why would anybody play a rogue or a monk or a ranger? If they had better taunt, they would do better in raids. They would get XP groups more easily. When I XP in Plane of Valor or Plane of Storms, I want a paladin or an SK to tank. I've spent hours without a death in the group with a paladin or SK tank, but with a warrior tanking (unless he has some great gear and AA), he is eventually going to lose aggro to someone and get some people killed.
RE: What other websites?
# Mar 05 2003 at 3:37 AM Rating: Good
Allakhazam, EQOA Realms, Stratics, Casters Realm, RPGFan, ALLRPG and Mobhunter.

Check out www.mobhunter.com for another good writeup
future of EQ
# Mar 04 2003 at 8:30 AM Rating: Decent
"This may come as a surprise to many of you, but the development team does not think that either SWG or EQ2 will have a significant impact on Everquest. In fact they expressed a belief that if anything, those games will likely drive more sales of Everquest

that may very well be true....BUT what WILL have an impact in EQ is if when these other games come out, and 1000s are constantly crashing to desktop like they are now from whatever bug/s that the LOY launch intoduced...id say a mass exidus is quite possible....
If people cant play because they are constantly crashing to desktop for weeks on end, and a new game comes out.....you do the math...
RE: future of EQ
# Mar 04 2003 at 7:10 PM Rating: Excellent
Just wondering, where are all the people going to go when SWG, EQ2, or any other game they play crashes?
No matter what you play, no matter what you do, if it involves computers there will always be bugs. *sigh
Bards!
# Mar 04 2003 at 8:12 AM Rating: Default
here ya go verant twink bards a lil and make it so you can setup a 3 or 4 song weave that runs in cycles by itself. mem diferent songs into the weave
RE: Bards!
# Mar 04 2003 at 3:00 PM Rating: Decent
Make them and their spam messages, and their constant laggy effects go away too. Matter of fact, why can't I just have a pocket bard to play me the resist and mana songs. And get rid of the class all together?

(lol, not entirely serious...or am I?)

-Tweedius Daseedius
60th Paladin
Druzzil Ro
RE: Bards!
# Mar 05 2003 at 7:59 AM Rating: Decent
Just give me the bloody ability to turn off those @#$%ing flashing lights! WTF? go to options turn lights off --- still there??? Oy!

*I know his/her skill is workin, christ I don't need to NOT be able to see any other "magic" just to make a Guild Level Raid Survivable*
RE: Bards!
# Mar 05 2003 at 12:50 PM Rating: Decent
***
1,876 posts
Merle.

Use /showspelleffects off

This will turn off the bard song lights.
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