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Aryse Andenter
10-08-2005, 09:30 PM
Loral Ciriclight's Summit Report at Mobhunter (http://mobhunter.com/001424.html)

Summit Report, September 2005
by Loral on October 03, 2005

Still groggy from a late-night level 50 Lost Dungeon hunt and a later-night scramble to pack up my books, notebooks, and fancy fountain pens, I woke up Thursday morning and began my trek west to the steel towers of SOE and all the worlds held within.

I had the advantage at this summit of knowing or at least recognizing most of the other EQ community representatives from previous summits and fan faires and rode the bus to the hotel with Samanna of the Spirit Realm.

Thursday night we met with Rashere, Brenlo, Kytherea, and Ashlanne for dinner. Most of our discussions revolved around Gemdiver's pre-Summit State of the Game article where he accidentally dubbed the term "Age of Rashere". We had a lot of fun with that. We discussed monster missions, mission progression in Depths, Everquest's past, and the future.

We learned at the dinner that the Depths of Darkhollow expansion was the number two best selling PC game during the week of its release behind the latest Sims expansion. The dev team was very excited and proud of this news.

Friday was mainly a day of recreation. We visited San Diego's excellent yet hilly zoo. Friday evening we met with the SOE developers for dinner and challenges of Dance Dance Revolution and Street Fighter 2 (I still owe Prathun a rematch after our 1 to 1 ending scores but at least I pwn3d Zajeer). My ideas of tying Dance Dance Revolution to the Overlord Mata Muram encounter continues to fall on deaf ears (Overlord Mata Muram says "You! Cleric 01246, DANCE!").

Saturday morning after breakfast we headed to SOE for our day of official discussions. It was here I began to blanket the lands with my twenty two printed copies of "Loral's Evil Agenda". Knowing some would no doubt be destroyed in horrible ways, I made sure to bring many extra copies. Little did I know that lord Brenlo would go so far as to literally eat one on the bus ride to SOE.

Our first meeting brought up the topic of EQ's marketing. With the recent release of Escape to Norrath, SOE began a new way to market EQ. There were a lot of suggestions and feedback on the release and availability of Depths of Darkhollow. Whatever people thought about the clockwork boar, a lot of people in the room bought the box just for that rather than download it.

While Escape to Norrath offers an excellent window into EQ, the 300 meg download can be heavy. Some of us suggested that SOE offer this on CDs like AOL does, no doubt a costly proposal, or as a bundle with PC-Gamer.

Our second session was titled "Everquest, level 1 to Uber" and focused on player progression from the lowest levels of the game to the highest. I mentioned improving the 20 to 50 game on my Evil Agenda and suggested that SOE consider more progressive missions and quests for these levels to show mid-level players the benefits we see in expansions like Dragons and Depths. Armor and class weapon quests do a lot to drive players to fun content but currently most players buy weapons in the bazaar.

I also brought up reevaluating the costs of LDON items, especially below level 65. Zajeer explained his intention to look at these points and make sure that players are no longer leveling faster than they can buy items in LDON.

Rashere began a discussion about SOE's interest in reducing downtime, especially with combat endurance. Right now EQ doesn't have an in-combat and out-of-combat state system to ensure that players are no longer locked in combat. Such a system would let players regenerate hitpoints, mana, and endurance faster than when they are in combat. Use of a monster's agro list can help but it isn't the ideal solution.

We discussed one topic in which I have been interested for some time, the identification of player power at level 70. Frodlin, the warrior corrispondant and an excellent debate partner of mine, joked about an Everquest 2 style "Level 70 double up arrow", an idea I liked a lot. With alternate abilities and gear now far more powerful than ever before, an in-game identifier of player power would help SOE properly tune encounters.

Gemdiver had my third favorite quote of the weekend when he asked "Since there are two other wizards here, I will stay away from wizard problems, but what is the state of class re-envisioning things like druid stances and rogue vs. wizard dps." Even when he's trying he can't let go of wizard issues. The answer was that about 70% of the outlined re-envisioning took place so far with good results and other things, like the druid stances, take a bit more time to program in.

Our third meeting discussed Depths of Darkhollow. Craig Knapp mentioned Gemdiver's recent "State of the Game" paraphrasing "Depths of Darkhollow could be the greatest EQ expansion if the loot didn't suck." Gemdiver's actual quote wasn't quite this strong: "If Zajeer and SOE upgrade the DoDH mission drops to a Qvic level of gear, they will have pulled off the greatest expansion this great game has ever seen."

Depths loot quickly became a hot topic. Zajeer, the item designer, explained that loot was based on drops from previous zones of comparable difficulty including Noble's Causeway, Muramite Proving Grounds, and Riftseekers. Loot on Monster Missions was much harder to gauge since monster mission difficulty is independent from character power.

Zajeer and the other designers have seen the complaints about the loot quality in Depths. Zajeer himself plans to spend the next couple of weeks looking at the difficulty of missions and the loot dropping within to make sure the risk vs. the reward is appropriate.

I suggested a few things on this topic including a set of class or archetype armor built for level 70 single-group hunters or perhaps more evolving items so that while the first item drop may not be excellent, it could grow into something quite nice. On the topic of class armors, Zajeer was apprehensive saying that he received a lot of negative feedback on previous class armor sets (I believe he was talking about high-end raiding armor feedback, not group armor). On the topic of evolving items, he gave me my second favorite quote of the trip: "That's not too bad of an idea."

I look forward to Zajeer's rebalance of Depths loot over the next couple of weeks.

The topics of progression for shrouds and evolving items both came up. Rytan stated that shroud progression was slower than he had intended. Evolving item progression is about where Zajeer intended it but it is important to note that evolving items only progress when mobs are killed solo or in a group. Quests, task experience, mission rewarded experience, and raids do not give experience to evolving items.

The last official discussion of the day was an open discussion. Craig Knapp began the discussion by asking about Everquest's current death system. Currently EQ handles death much different than competing MMOs and while many of the designers feel that death continues to erode into a meaningless disadvantage in EQ, the topic is still hotly debated internally.

There are many ways death can be handled. Everyone agreed that death still requires some penalty but it is likewise clear that those facing the stiffest death penalties are those in the middle of the game, not at the end. High-end hunters have the easiest time finding resurrections, regaining experience, and recovering equipment. Those in the middle often do not have anyone who can help them and if they find a cleric able to res at their level, they recover significantly less experience than those with 96% resurrections available.

Cheating and Macroquest came up during this discussion as well. Grumbuk, the assistant lead programmer on Everquest, has worked hard to defeat many of the cheats and exploits found in EQ. He described his philosophy on cheating, saying that EQ has no desire to lose business based on false detection of a non-cheating player and that the strongest countermeasures for cheats and exploits are when the cheater knows what SOE does but still cannot defeat it. It is clear that the EQ programmers pay a lot of attention to cheats and exploits and are developing both systems and techniques for dealing with this problem.

A lot of the information gleaned from this summit came from the spaces in-between the official events. Here are some interesting bits:

This weekend was the first time I had heard discussion about the Demi-Plane of Blood, the final raid zone in Depths of Darkhollow. Prathun told me a little of the types of challenges faced in this new raid zone and they sound like an excellent departure from standard statistical-based raids and more like some of the things we saw in MPG trials and with Mata Muram himself.

I heard about a few monster missions I haven't yet experienced or heard of including a recreation of the release of the Green Mist in Overthere.

The EQ mouse pointer will soon be based on the windows mouse. This means you can simply mouse out of an EQ window instead of the strange "SHIFT ALT R" mouse release. This may also speed up mouse precision quite a bit in game since the mouse and the framerate of the display will be independent.

Now we come to the most interesting bit of information I heard at the Summit. SOE will release a new audio queue system added to test soon and to live soon after. This audio system lets players assign audio clips to chat window events. For example, if I receive a tell, I can get a little chime. However, this system is far more flexible than simple tell chimes. Players can base audio samples to any string of text displayed in any chat window. For example, if one receives a tell from his or her guild leader, he or she will hear a different chime. If a particular item comes up in the auction channel that one has been waiting for he or she can hear a cash register. If a cleric's turn comes up in the CH rotation, the cleric can hear a bell ring.

The sound system will be completely skinnable with new sounds and allows you to assign these sounds to any string of text that comes up in any of your chat boxes. Add a big boom to critical blasts or hear a warning bell when a Conviction fades.

The ten million dollar "Loral's Evil Agenda - Submit To It" campaign worked quite well. I saw copies of the evil agenda floating all over the place. At one surrealistic moment, someone folded one into a paper airplane, threw it across a resteraunt, and nearly put out the eye of an unsuspecting Moorgard, the first and most excellent Mobhunter writer, a couple of tables away. What a strange chain of events that would have been.

For each Evil Agenda burned in the hotel fire pits, I saw another read by developers during some infrequent downtime.

This was a difficult time for a Summit. The Everquest developers currently spend their time fixing issues that come up in Depths of Darkhollow. The expansion is too new to say for sure what SOE needs to fix, although we certainly had suggestions. It is too early to say whether monster missions will remain popular although I suspect they will as long as SOE releases new ones. It is far too early for SOE to say anything about any future expansion.

However, this summit stood as a perfect point for developers and summit attendees to step back and look at the whole game. Discussions on the death penalty, mid-level content, LDON point costs, and reducing downtime are all important to the health of this game. The benefit, however, comes not when we talk but when we begin to see SOE implement changes based on this feedback. Sometimes these changes take a while, but we have seen some of the best changes to Everquest within the last year and I see no sign of that slowing down.

I have met the SOE developers a few times in the past at fan faires and community summits. It never ceases to amaze me how hard they work and how enthusiastic they are about their game. These are not 9 to 5 employees. They work all the time. They put in ten to twelve hour days every day of the week. They know their product very well. Some of them are no doubt stubborn but they believe in what they do. They rarely cave under the pressure of biased criticism and if you want to convince them, you have to bring both data and show them how a change helps the entire game. These developers love their game.

It was especially a pleasure to meet the other community reps again and I will leave you with a variety of other summit reports and pictures:

EQ Vault: Report 1
EQ Vault: Report 2
EQ Vault: Report 3
EQ Vault: Final report
Boanerges's Report
Samanna's Report
Pic. (left to right) Gemdiver of Caster's Realm, me, and Rashere the lead designer watching Merloc and Glorianna play Dance Dance.
Nolrog's Tons o' Pics.
Nolrog's Pics in a Flickr Set

I will link more reports as I receive them. Please send a comment if you find one I haven't linked yet.

I thank SOE for the opportunity and the excellent event.

Loral Ciriclight
3 October 2005
loral@loralciriclight.com

Aryse Andenter
10-08-2005, 09:33 PM
Samanna's Summit Report at The Spirit Realm (http://crucible.samanna.net/viewtopic.php?t=908)

Samanndiego!

Thursday Afternoon:
Met Loral (mobhunter.com) & some EQ2ers at the terminal. Loral is as exuberant in RL as he is in his articles, and lots of fun. Bus to hotel, unpack, iron clothes and plan wardrobe & accessories (hats).

Thursday Evening:
People started gathering in the lobby between six and seven. I met Nolrog (tradeskills), Merloc (graffe.com), Niami (eqtraders.com), Kwill (eqvault.ign.com), GemDiver (eq.crgaming.com), Boanerges (eqclerics.org), Krazaak (SK), Shackelton (Rogue rep), Windrider (Mage rep?), Grunties (Ranger rep), and finally our own lovely Gloriana! Gloriana, Krazaak and I showed off our tattoos while we discussed where to eat and waited for the halflings to arrive. Kytherea, Ashlanne & Brenlo arrived and we decided on Joe's Crab Shackleton. We scored minor cool points as I handed out the Samanna.net business cards that I printed out the night before. Rashere and Maddoc (and maybe others I missed) joined us at dinner. Afterwards, many of us stayed up late at the firepots near the pool. I camped out at around 1:30 (4:30 my time).

Friday Morning:
About a half-dozen of us met for breakfast at 8:00 before boarding the bus to the San Diego Zoo. After a bus tour of the zoo, we had about six hours before the trip back. I paired up with Niami, a local resident who offered her services as a tour guide. We walked around to see the reptile house, the bears, and the large cats, several gift shops, and wrapped up with another bus tour.

Friday Evening:
I overslept a little, waking up at 6:45. I thought we were meeting at 7:00, so I quickly showered and dressed, arriving at the bus six minutes later (and six minutes late). We went to Dave & Buster's for dinner, where the EQ2 vermin were sequestered to the less classy half of the dining room closest to the entrance. I was fortunately seated with the lovely Kytherea on my left and the lovely Vahlar on my right, with Maddoc and Zajeer at the end of the table. Not that they weren't lovely, too, in their own ways (I'm sure). Wasting no time, I proceeded to gush to Vahlar about how much we all appreciated the work she had put into our Omens Epic Quests (for the 1.5 and 2.0). She admitted that the Shaman quest was the first one done, and had set the bar pretty high for the other classes, and that we had more involved scripting in our final event than any of the other classes BECAUSE SHAMANS ARE THE BEST! ...okay, she didn't say that last part, but it was definately inferred. She was pleased when I told her how cool it was that the Heyokah lore was carried out into the later quests, and said that, being the EQ Lorekeeper as well, continuity was very important to her. At Gloriana's urging, I pestered Maddoc about Swampvine, to which he merely rolled his eyes. He did say that skillups from 200 to 300 had been revised (but didn't say when they did/would go live), so that 200 to 270ish was a little easier, and 270ish to 300 was a little harder, with 200 to 300 being somewhat easier overall. He also said that some recipes had a greater chance for a skillup than others, which was news to me if no one else. I asked him about solo mission content in DoD, and was reminded that EQ is a social, group-centric game. He also said that the overhead for instancing was the same for one toon or 50, and that it was impractical to use those resources on a single character. On our ability to throw the very concoctions we create, Maddoc explained that they were coded to proc nearly 100% of the time, and we should have limited ability to throw them. I logged in and could not find Throwing under my skills list, although I was able (obviously) to map the ranged attack ability. Rashere had the following comments as he read my questions for himself: on Ancestral Guard adjustments, his only comment was 'no' to any memblur; silence on the rest; on Forage, he made a vague statement about 'component acquisition' being looked at; on improving Cannibalization, he had no comment at all; on VP upgrades, he said something was possible; and he had no comment on my question about the return per AA spent on melee avoidance and mitigation AAs. I made my way to Zajeer, and asked about javelin versus potion stackability; he explained that stackability was related to intended rate of consumption, and mentioned that item stacking in general was being reviewed. Next I met Prathun, who seemed somewhat embarassed about the quote I currently feature in my forum signatures. He explained that he has wound up in the niche of designing raid content mostly; that he had designed all of the MPG group and raid trial events; and that he was attempting to keep progression and rewards similarly non-linear in DoD as well. Zorillius was next; he explained that it was rewarding that the people who had been supporting EQ for so long were now in positions to make the decisions on where EQ will go in the future. Finally, I made my way to Rytan. He was hard to find, as I was looking for someone with horns and a tail, and neither were evident at this occasion. I told him that I had heard terrible things about him, and he said "Oh, Chutoi.". I decided not to pop any questions on him for the time being. After slaying hordes of undead with Nolrog, I gave my remaining game credits to Niami, who scored a huge stuffed cat from the trophy case. I sat and nursed my drink while chatting with Kwill and watching computer geeks try to shoot some pool. Back at the firepots I spoke with Merloc, who described a new EQ site search tool he had developed, and gave me permission to copy the code for our use here. Grunties and I solved world problems until about 2:30, when I decided it was time to camp out.

Saturday Morning:
8:00 buffet, then bussed to SOE Headquarters. After some welcome speeching, the EQ2 vermin were herded off and we were given tours of the GM area (complete with live GMs of many games), the cubes and offices of most of the EQ staff, and the Ops Center with server and network stats projected on the walls. Judging from the Saturday morning numbers, it looked like every server was within 200 (online at that time) of each other. At our first panel we gave Marketing guys some feedback about new players and stuff, and then were given some general info; here's what I wrote down: Zorillius said that hardware and network upgrades allowed EQ to be reduced from 30 servers per world to 14. Class revaluation, as defined at the first summit, was approximately 70% done. Everyone pestered Zajeer about DoD mob difficulty versus itemization; he first explained his zone difficulty plan for non-raid content:

Corathus Creep similar to Nobles' Causeway
East Korlach similar to Wall of Slaughter
West Korlach similar to The Ruined City of Dranik
The Hive similar to MPG (non-trial content)
Illsalin similar to Riftseeker's Sanctum or Phase Three of Plane of Time
Dreadspire Keep similar to Quarm
- with 'hard' missions being one level higher (and Tipt/Vxed similar to upper Elementals for reference). SOE defined EQ events, generally, as: Raid (54 players, 5 loots), Large Event (30-36 players, 3-4 loots), or Small Events (18-24 players, 2 loots). Evolving Items could have up to eight levels, with a goal of approximately 10 hours of XP for each level, whereas Intelligent Items could have up to three levels, with slower levelling; he explained that only solo/group kill XP (not quest, not raid) went towards Intelligent item levels, and that class/race bonuses/penalties did not apply at all. Having said all that, he agreed to review the risk versus reward for DoD in general. Many players suggested that the difficulty was spot on, but the rewards were too low for those able to complete the missions.

Saturday Afternoon:
We broke for burgers, hot dogs, beer and soda around noon. Near the end of this period, Rytan agreed to hear our questions. I asked him about the thoughts behind our new spells and their intended uses. He said that the proc was intended to be used as a pre-slow (not unlike Bards pulling with their slow) rather than replacement for our '75%' slows, to help with bounced slows as well as the Shaman getting agro; he also said that the cone spell was definitely intended to be situational, but didn't mention which situations they were planned for. When I asked him about the reduced efficiency of Disease DoTs, he seemed amused, stated that the changes put more damage in less time to help soloer and grouper alike, and suggested that we spend more time playing the game, and less time fretting about an extremely minor reduction in efficiency. Rytan said no to any upgrade to the Malos line, even a new Malos spell with shorter recast; he explained that the debuffs were all balanced against one another, and were appropriate for the current game. In hindsight, I think he meant across classes as well as just within the Shaman lineup. He also said no to Spirit of Might stacking with or otherwise complimenting Champion, or changing what it affected. On other issues, however, he did not prove to be as unyeilding. He said that he was willing to take a look at a group 60% haste for us. He said that he would consider an upgrade to our Bear Form line, but that if implemented, such a spell would not contain a Brells-like +HP buff. He further stated that the days of one buff with many effects were gone, as they made stacking issues overly complex. Lastly, on an upbeat note, he said that while he would not entertain giving us a 65% group movement buff, he would take a look at giving us a no-lev, 60% group movement buff that would block / be blocked by the Eagle line, and that while this would likely not have a +Attack component (see above), it could include vision buffs. After Rytan I moved to Rashere, and asked about an upgrade to bearform graphics, which he indicated were under development; he would not tell Gloriana if the new graphic would be a polar bear or not, despite her protests. Finally I ambled over to Zajeer, and asked him about Detrimental Duration Extension Focus itemization and the possibility of augments of this nature. He stated that the current itemization was intended to require equipment choices and tradeoffs by the players, but that he would review the availability of said effects. We were then called back inside to the conference room for discussion about DoD and general gameplay. Some player requests include: Guild Management: applicant status (no guild bank access) and inactive status; Raid management: sort by class, boot AFKers, save group assignments, and the ability to invite a group when one or more members is out of zone; Missions: a button to end the mission AND boot all players; an increase to the worn damage shield cap; a banker in the Guild Lobby (for soulstone cash); and an increase in the /target range. Grumbuk announced that new anti-hack measures were in their final testing, and would soon be in place to automatically lock accounts with tightly defined hacking activity; SOE does not want to lose players, but wants to stop cheating. We returned to the hotel firepits until it was time to depart for dinner.

Saturday Evening:
At Gordon Biersch, it was my pleasure to sit with Vahlar and Xenaida, both of whom had been very involved in the DoD tasks and Monster Missions, as well as with Loral and GemDiver. Thier faces lit up when they talked about the new tasks and encounters, especially the Monster Missions. We discussed peoples' reactions to them, and possibilities for future installments and even mission pack mini-expansions. Rytan joined us after a while, and when he and Loral were discussing focus effects, I asked him about the 70% Shaman healing cap. He seemed genuinely surprised that we had encountered one, said that no such cap was intended, and asked me to get some details back to him about it. Back at the hotel I asked Oshran about BiC drops from GoD bosses, but he politely passed me to Prathun, explaining that BiC was not under his influence. Prathun confirmed that GoD bosses could drop zero to three BiC pieces per kill, and that they would be changed to force one per kill and allow up to three, but explained that the DoD release had stopped this fix from making it through QA. He could not give a go-live date, but assured me that it was ready for testing and would be pushed to live soonest.

Sunday Morning:
Some people found their way past he bar and past the revival meetings to the continental breakfast about two doors before the loading docks, but the mood was subdued and some people already had to leave for earlier flights. Loral and I took the same flight to Phoenix and lunched together before going our separate ways.

I had a great time meeting not only the SOE folks, but the other players as well. The message is that they want EQ to be fun and successful for years to come, and we can help with constructive feedback.

Some other reports on the summit can be found at:


http://crucible.samanna.net/viewtopic.php?t=908 (you are here)

http://eq.crgaming.com/default.asp

http://eqvault.ign.com/fullstory.php?id=11491
http://eqvault.ign.com/fullstory.php?id=11494
http://eqvault.ign.com/fullstory.php?id=11495
http://eqvault.ign.com/fullstory.php?id=11511

http://www.eqclerics.org/forums/showthread.php?t=20678

http://mobhunter.com/001424.html

http://flickr.com/photos/mikeshea/sets/1068040/

http://stationforums.station.sony.com/comm...s&message.id=12 (http://stationforums.station.sony.com/communitysoe/board/message?board.id=crossroads&message.id=12)

http://eq.stratics.com/#newsitem1128549341,44371,