First off, the people I met were fantastic all around. There was a wide variety of players with many points of view. From high content, to more casual players. Several classes were in attendence, though to be honest, most of the time was spent in round table discussing content, guild improvements, customer service improvments. I had hoped to be able to spend more time dicussing specific class issues, this was my only disappointment of the weekend. Well also one more, but I will mention that in a bit.
Showing up my, expectations were high, though in all honesty I was a bit sceptical of what would happen once we sat down with the devs, the CS guy, and Smedely himself. I wasn't sure if they would be spending a chunk of time defending some of the issues, or trying to work a lil PR. I'm thrilled to say this was NOT the case at all. During the entire weekend I encountered none of this in any form.
Instead the developers, the artists, customer service approached the weekend with open minds and pen in hand. They asked lots of questions in order to understand the perspective. My impression when the weekend was over? Two groups of people had come together with open minds and a true to desire to achieve one goal. MAKE EQ FUN AGAIN. I walked away with the feeling that we had accomplished something amazing, productive and positive. I think most felt that way.
I recorded all of the sessions (about 5 hours worth) and tomorrow will begin transcribing it. Off the top of my head, I'll briefly touch on some of the information before I fall asleep on my keyboard
Guilds:
There was a lot of discussion on how to improve guild functionality.
-Guild tribute points- members will soon be able to contribute points to their guild. The guild leader (and it was suggested HIGHLY that at least one other person should share the ability) to turn on favors that benefited the entire guild.
-Improved communication for raiding:
One of the things they would like to do is be able to add small sound bits that would allow each player to customize any text. For example a user would be able to tell the game, "Every time I get a tell make this sound" It would be completely customizable, and could easily be turned off should you not want to use it.
-Raid Notes:
Talk of adding Raid Notes to improve getting information across to raid members.
-Multiple corpse dragging as well as not having to spam your /corpse key.
We were told straight out that in hindsight increasing the raids to 72 was a mistake. Jumping from 72 back down to 54 in the next expansion was a mistake. We were also told. "That the required 72 person raid will not happen again" From now on all events will be developed around a 54 person raid.
Also in OOW, most of the content will be outdoors allowing a guild to bring as many or as few as they want. Content will be for everyone, including the more casual players and casual guilds. More solo, group and 2 group content will be included as well. There will be a couple of dungeons however, so they are really trying to make something for everyone.
Also it was interesting to hear Smedley say what really went wrong with GOD. Number one, beta was kept small in order to try to keep the information leeks to a minimum. Yes, they knew there were some issues with collision etc. However, they absoultely underestimated just how bad it was and how badly it would effect everyone. On top of that originally GOD was intended to include the level increase to 70. It wasn't until after it was released that they realized. OMG... this was built around 70's! Hence the extreme difficulty. It was refreshing to see responsiblity being taken. Developers are working full time doing nothing else except getting this fixed. I recognized them immediately as they appeared have pull their hair out
Customer Service:
- The rest of the customer service changes will be implemented in next couple of weeks. It will include the new interface. From the customer service aspect side it gives them access to tools not available to them before. The ability to sort through petitions by urgency, the ability to restore items when the character is not even online, are just a few. Players will also find they can ammend their petitions, as well as see ingame what has been done so far. It was also suggested and SOE liked the idea of being able to see your place in que.
-Guides will stop having to be the secretaries. Guide postions will now be much more fun. They will have many script events available to them, as well as the ability to write their own. If they are approved and given the okie dokie, they can also be shared with other servers thus giving them a large choice of fun scripts. Expect many more events!!
-Removal of intact augements ARE coming! They are just trying to decide which system would be better. Solvents? Tradeskill? Sounded like they were leaning towards tradekills using combines that mid level players could get.
-AA's will soon be able to increase buff slots.
Enchanter stuff. I was able to get a a couple of devs cornered over the weekend. Unfortunately during round tables a couple of the people in my group monopolized the time leaving very little time for the other 13 people to discuss our issues. Instead we were forced to blurt out our main concerns, they wrote them down. However there was just no time left to actually discuss them in that enviroment. HOWEVER, I was able to get a couple of devs cornered
They were a bit surprised that the spell cast recovery bug was still there. That was also on the top of my list for Rytan (the spell guy) Stackablity during raids, and the loss of our concern that there is a loss of our class defining abilities at upper levels were also discussed.
The enchanter is unique in our issues because our class abilities are directly tied to the level and abilities of the mobs. As they increase, so does the risk of the enchanter being much too powerful. However, at the same time the answer is simply not tagging everything immune because you don't know what else to do with it. In all fairness, part of the problem when Gates came out was that everything was built around the assumption most would be level 70 when they got there. When they realized the mistake that was made, some mobs again became charmable/mezzable as the content came back inline with the level of the players there.
Charm- a possible change they are looking at is scaling down the damage once it's charmed. They can leave mobs charmable then as they will be dealing "reasonable" damage. My response was .. but wait a second. In all fairness what happens when charm breaks? Does it return to the original damage? Risk vs Reward. There is no answer to this yet I'm afraid. They aren't quite sure what to do with it I don't think. I was told that more communications with enchanters WILL happen. So I hope all of you will put some thought into this topic so we can help come up with a compromise that both sides can live with. I will be posting a seperate thread devoted to this.
-Aggro from spells that a mob is immune to - I was told this should be pretty easy to fix. They were a bit surpised at this one. It's on the list now!
-The availabilty of tunics as well as robes. Again this was written down and they really didn't see a reason why it couldn't be added.
-Changing ones religion will not happen. Surprisingly because of the way the code is written when you create your character. In order to change your religion, your character would have to be completely recoded. So sorry gang... not in forseeable future. I believe this is also the case with gender, but one of the mouthier group members was talking over the developer. I will have to go back and listen again to the recording.
The entire list of posts, suggestions and concerns were sorted and given to the correct people. Developers and Customer Service all assured me that the weekend was NOT the only opportunity to discuss these issues. This weekend was the begining of a new era of SOE and players. Open communication and a desire to HEAR what we have to say is going to be the norm, not the exception. I truely believe that they are sincere in the desire to make the kind of game the players want.
They WANT to fix our concerns and they want us to be happy with the solution. I also found it interesting that several people when I was talking with them about our issues said something along of the lines of "Yah I saw that post on the boards" They DO read here, they knew what I was coming with on my list. They were also generous with buisness cards and the invitation to call or e-mail them. There was SO much ground to cover and as I said, I was a bit disappointed that classes were not given a bit more time. The balance to that is the fact that an open line is now open between us and the people who make this game.
At dinner that night we were all given this:
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June 5, 2004
Dear Guild and Community Representatives,
Thank you very much for a great Summit! By all accounts it was a huge success. I can speak for the EverQuest Development Team and tell you that we're grateful for the input you provided. In fact, in trying to generate this list to give to you this evening, we realized there was so much to go over that wouldn't be able to get a complete list together in time. We're committed to not only listening to your feedback, but working with you to make EverQuest more enjoyable for years to come.
So, we decided to list the Top Ten themes we would address starting Mondy, as well as the most common themes that we'll come back with more informationo n by mid-week next week.
A quick discussion resulted in a list of items that we will immediately address:
- Add scripting to shut off empty instances of Plane of Time
- Raid messages of the day
- Improving how we handle beta and the testing process
- Increase the number of debuffs allowed on the MOBs
- Increase buffs on players through AAs
- Note field on raid window
- Improved consent & drag for raid, group and guild
- Improve corpse drag radius
- Make charms not no-drop
- Guild and individual rewards for guild beta testing
- Work on large To Do list....I know this one is a little random
Future items we will immediately begin looking at and discussions are as follows:
- Plane of Time instancing and other issues
- Back flaggings solutions to help with High-end guild atrophy
- Improved raid and guild functionality
- Auto loot all for your corpse
- Improvements to Raid XP
- Review the Epic 2.0 quests
- No more alien NPCs ;-) (focusing more on familiar Norrathians themes)
- Solo LDoN-stype instances or similiar content
- Issues with item augmenetations
- Possible enhancements to Guild Wars
Of course these aren't all of the items. You brought us a CD, 2 books, 20 printed sheets and a manifesto. We'll need to go through all of those and our notes before we can really get a good tally of all of the wonderful ideas and questions that were presented.
Thank you again for your feedback and participation. We've had a great weekend and a wonderful display of things to come.
Sincerely,
Robert Pfister
Executive Producer
EverQuest
While you may notice that no class issues were included on this list my feeling is that the priority short term is getting the game back on track. Their list includes a few items they were already working on and our feebback confirmed they were on the right track. Other things on the list were a direct result of the Summit. Things that can be fixed fairly quickly showing they listened, and and that the Summit was not a farce. They are serious about making this game fun again.
As I said, I have several hours of recordings to transcribe. This was off my head some of the things discussed. I will begin posting the transciptions tomorrow. Since I can't keep my eyes open anymore, I close this post with the promise that more details will come in tomorrow.
















Juwel