EverQuest price increase - Monday, March 25, 2002 - D 0ne | |
| EverQuest price increase 03/25/2002 Due to the increased costs of running the EverQuest game service, we will be increasing our subscription rates in April. Effective April 25, the new monthly subscription rate will be $12.95/month. We will continue to offer discounts from the new rate plan on multi-month subscriptions. You don’t have to do a thing; you will automatically be migrated to the new billing structure under your current subscription plan when your current subscription plan expires. New EverQuest rates as of April 25, 2002: $12.95 per Month $35.85 for 3 Months $65.70 for 6 Months HOWEVER, for a limited time only (from April 10 through April 24, 2002), you may extend your current subscription for an additional 12 or 24 months by signing up for the new EQ 12 or 24 month plan – and reap great savings off of the new rates: Extend for 12 months for $109 US – and get a 30% discount off of the new monthly rates! Extend for 24 months for $190 US – and get a 39% discount off of the new monthly rates! Now is the time to lock in these rates, so don’t miss out. All pricing plans (except for the 12 and 24 month extension plans) are recurring, meaning you will continue to be billed at the appropriate interval, until you cancel your subscription. Note that purchasers of the full game will receive their free month of game play after supplying valid billing information. If you cancel your subscription during the free month, no charges will be made to your credit card. New York State and Texas residents will be charged sales tax. All subscription fees will appear on your credit card statement under the heading "SOE*EverQuest". Please note: The subscription charges are in addition to the cost of the game. You will need to purchase a copy of the game from a retail store or online at the Station Store. The price of the game will vary depending upon the store. ------------------------------------------- I know we all expected this but it stings all the same. Partly because they are asking for more money per month and some of us like our money a bit to much to not get angry. Partly because of the horrific customer service we are still receiving and the horrid QA/QC that went in to SoL. Well at least there’s no longer a financial reason to remain a Verant customer. Money, Money, Money. | |
Planes of Power Interview!!! - Friday, March 22, 2002 - D 0ne | |
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The Ebay Dilemma - Friday, March 22, 2002 - WintyreFraust | |
| Back in the day, I played in a MUD where programs that ran your character for you were illegal; you had to be at your keyboard at all times. They even had people that would come in and check by asking you questions. I had developed a very high level character there; when I left to play Everquest, I sold the character for $200 to another player. The community that hosted the game served as a go-between for the deal. Currently, there is a group that professionally farms MMOGs for content to sell on auction sites in order to earn a living for those employed by the group. Most of the other game sites are running stories about the lawsuits and accusations as this story unfolds; however, I think it is appropriate to discuss the basic idea of selling MMOG content for profit by the players that invest the time. Certain aspects of the current, public confrontation aren't really germane to the main point; hacking and cheating should never be tolerated. The real question is, is it fair (I'll leave the legalities up to the courts), or relevant to the gameplay, to deny players from selling, for real money, the content they acquire in a game? Is it good business? Is it in the best interests of company-player relations? Yes, I know what the EULAs state; that isn't the point either. The question is about the concept of allowing players to sell game content to other players for real money. On the one hand, you have the argument that it creates all sorts of problems in the game; where people horde camps in order to harvest salable goods. The ability to horde or aggressively farm certain areas of the game in order to produce profit presents some challenges to the programmer; however, in my opinion, the flaw lies in the desire of the programmer to produce content/reward that simply is not appropriate to the venue. It's simply poor programming to have "X" in the game be rare, and make it so that obtaining "X" relies solely upon your ability to invest professional levels of play IN the game. This sets up a real-life farming/money-making potential that someone is going to capitalize upon; and further, they are going to do everything in their power to monopolize "X" for their own capitalistic benefit. The appropriate answer is simple, and if developers really wanted to put an end to this type of aggressive farming, they would simply have two types of items; those that specifically dropped off of certain MOBs or quests would be nontransferable and "lore" (you can only have one in your possession at a time), and all other items would be curve-randomized by level throughout the game. This would effectively end the problem of aggressive item farming and eliminates most camping-competition problems; however, it still leaves open the question of people legitimately selling game content they acquired normally in the game, as a matter of course and without aggressive farming, or through non-intrusive and fair professional techniques. In other words, if I progressed down smithing skill tree XYZ and am one of the few that can make Magic Mithril Armbands, is it appropriate to allow me to sell those for real money if I so choose? This is really the question we face, because fraud, cheating, hacking, etc., is not the core issue, and aggressive farming is simply something that needs to be coded against in any event. People ARE going to try to sell their in-game "stuff" for real money; my question is, why not let them? What if the game company set itself up as an official "go between"? They could take items that players wished to auction and act as the middleman for 10% of the transaction. This would eliminate fraud on the part of the seller, but would, of course, be wide open to abuses by the company. However, fraud (illegal manufacture of game items for the express purpose of profiteering) by employees of the game company itself are also not really part of the discussion. The black market, fraud, profiteering, and other illegal, unethical activities will always occur in any venue as long as there are humans involved, and we do what we can to prevent it. However, would such a system of virtual-world trade, which would use real-world money, be intrinsically any different than, say, the way people already buy and trade "Magic, the Gathering" cards in order to obtain an edge in playing the game? If someone started manufacturing "fake" Magic, the Gathering Cards, would it not be an ethical, appreciated move for the producers of that game to set up their own in-house auction system, where they could verify cards as "real" to cut down on fraud and ensure the integrity of their game? Personally, if you clear away the associated seamy underbelly of the MMORPG auction market, the things you should code against anyway and the things that are illegal and unethical in any event; what you are left with are people that honestly, and without infringing upon the play of others, acquire items in the game, or through honest investment of time and effort create a salable account, and wish to sell their time and effort or good fortune for real world money. EULAs notwithstanding, what exactly is immoral, unethical, or reprehensible about that? If I buy an account, and level a character up to salable level without infringing on the play of others, and I sell that account to someone, the argument could be made that the purchaser is potentially a greater risk to others in-game because they "bought in" at a higher level and may not understand how to effectively use their character. Frankly, this is a skimpy argument. That's like saying that uninformed investors put other investors at risk because they don't know what they're doing; it's technically true. But that's part of the equation you take into account as you play the market. Similarly, in-game, it's just not smart to trust risky situations to people you don't know much about. Personally, I think that the virtual-game market IS going to have to, eventually, allow the real world trade of customer-created and acquired game content. Because, frankly, you can't stop it, and the actual practice (not the illegal and unethical associative hacking, exploiting and fraud) of selling accrued game content to others doesn't really harm anyone in any way, and would actually be good for the real economy by opening up a virtually endless resource - the virtual world of MMOGs. I think it should be taxed; I think that game producers should fall under a regulatory branch of the government like the FTC that would oversee activity and investigate corruption and "insider trading"; and I think fraud and illegal activities should be prosecuted to the maximum extent of the law. People should be able to sell accounts and items they get in the game through ethical, non-aggressive, non-monopolistic efforts for real world money, with the caveat that programmers need to understand this and design their games appropriately.
Fill out my preferred seller's rating here
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This Just In... - Thursday, March 21, 2002 - D 0ne | |
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The Hell Level Fix just cost all players between levels 30 and 50 experience. - Thursday, March 21, 2002 - D 0ne | |
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I miss all the really fun stuff!! - Thursday, March 21, 2002 - D 0ne | |
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Some one at Uknown Player has a lot of Free Time - Wednesday, March 20, 2002 - D 0ne | |
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Kelly Flock FIRED - Tuesday, March 19, 2002 - D 0ne | |
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Druids demand to be Clerics and Shaman! - Tuesday, March 19, 2002 - D 0ne | |
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Mega Patch! - Tuesday, March 19, 2002 - D 0ne | |
| We wanted to start by letting everyone know how grateful we are for all of the suggestions for improvements that we've received both in E-mail and on the various class and server boards. We appreciate all the help you've provided us. Changes for Low Level Characters Characters no longer lose experience for death below level 11 Characters now begin first level with a stack of 20 food and drink Items no longer appear on a corpse if you are below level 10, they reappear with the character When a character "dings" level 10 you will be informed that your items will now be on your corpse Characters will no longer appear with a Tome of Discord. They must get one from the Priest of Discord New resurrection, evacuate and corpse summoning spells have been added at lower levels We've moved the newbie bind points closer to where characters first start out, not outside in their newbie areas Halflings and Gnomes have new classes available to them: Halfling Rangers and Paladins as well as Gnome ShadowKnights and Paladins. All of the necessary NPCs and items should be available for these new classes Alternate Advancement Abilities Divine Stun is now an activated ability on a 30 second reuse timer with a chance to interrupt NPCs up to level 60 Most targeting issues with Alternate Advancement abilities should be fixed Rampage should now consider all viable targets, including PvP targets Metabolism should be working properly now Scribble Notes should reduce memorization times to an even greater extent than it did before Spells/Songs Fixed a bard lockup bug that would occur randomly with during cast time Fixed a song bug that was causing songs to be stuck on, triggered by contact proc buffs procs (such as Boon of the Garou) The new Cleric and Paladin Resurrection line of spells are now available on vendors The new corpse summoning spell is now available on vendors, as are the appropriate coffins The new Evacuate spells are now available on vendors Memory Blur, Mind Wipe, Blanket of Forgetfulness, Memory Flux, Glamour of Kintaz and Rapture have been given a greater chance of clearing the 'hate list' Glamour of Kintaz and Rapture also have longer durations Egress and Abscond have a reduced mana cost and a lesser chance to fizzle Judgement has been improved to make it a better upgrade from the previous spell in the spell line Shaman group buff spells (Tumultuous Strength and the Talisman spells - Cat, Brute, Rhino, and Raptor) have been improved to be more in line with the single target versions of those spells. Added a new line of spells for Magicians that summons focus items /pet get lost will now kill the buff as well as the familiar Marzin's Mark now stack with Protection of the Glades Improved the way that Abolish Disease/Poison and Counteract Disease/Poison work Fixed it so that whenever a player loses the chance to click on a resurrection dialogue box (such as entering the inventory screen), the game will react as if the user had clicked "no". This should prevent cases where the player can not be resurrected unless they logged out "Sense" spells should now work while on a horse Shield of Auras effect has had a stacking issue with Clarity fixed and the component removed Skin of Shadow has had its night only restriction removed Demi Lich is now a level 56 spell Arch Lich has been improved Translocate spells no longer require that the target be grouped with the caster. Also, the dialog box for this spell will remain longer Added Sicken and Tainted Breath to a merchant in Shar Vahl Levitation spells now check to see if you have a second Levitation type spell when it wears off before hurling you to the ground Eye of Tallon has a longer duration Spell memorization speed should now take +Meditate% skill items into account Bard song memorization time should now be faster and is affected by attributes Zones Changed safe spot in Kedge Keep to actually be a safe spot The Beastlord trainer in Firiona Vie is now more friendly to Beastlords of all types Vyzh`dra the Cursed has been adjusted to help balance the risk versus reward associated with the encounter Items Sleeper's Tomb Key is now Soulbound Wand of Casual Blessings is not longer usable by Half-Elves, and is usable by Dark Elves and Gnomes. It also now looks like a staff and not a bag Corrected some of the Velious quest helm graphics. All helms of this type are no longer displaying a graphic (as intended) and the 'customized' plate helms should all now have graphics (also as intended) Custom Malevolent Crown should now be the same color as the rest of the armor set The Beastlord Epic item has been changed to be more in line with other epic items Grimling Tribal Headdress is now a "head" item and should be equippable Thexian Loop has had its Haste increased Headband of Many Visions now grants Deadeye instead of See Invisible Shield of the Swamp should now have a graphic Shield of Auras should now have a graphic Combat Pets are now more likely to avoid NPC ripostes Wizards now have an inherent chance to score a critical blast with their damage spells after 11th level. This ability does not lessen the chance of scoring a critical hit with Alternate Experience abilities that grant criticals Client/Interface Added /dopropertinting command. This command allows you to turn on and off the "DoProperTinting" option in the eqclient.ini file. Activating this command should correct most tinting issues (such as armor tint also tinting the character's skin). But if it causes issues you can toggle it off by using /dopropertinting off Added /chat commands, that allow players to create their own chat channels. Please read the eqmanual_supplement.doc in your EverQuest directory for more information Added /hitsmode command. This command allows you to more finely control how you see hits, including seeing them in a window other than your chat window. Please see the eqmanual_supplement.doc for more details Added /clearhits to clear the current hits in the M2-M5 modes of the /hitsmode command. Again, please see the eqmanual_supplement for more information Added /showgrass command. This toggles the radial flora (Luclin only) on and off Added options in the Options screen (under Chat Filter) for filtering out Melee and Spell criticals. Options are All/Me/Off. These can also be activated using the /filter command, and will affect critical hit, critical blast, exceptional heal, and crippling blow messages Changed /filter to allow you to toggle the various chat filter settings (still also lets you toggle the badwords filter) Changed /channel to allow you to set your default chat channel. It also now saves this setting in the INI file Changed the /targetgroupbuff command to be 'persistent'. The state of the switch will be stored in the eqclient.ini file and will be remembered when you log out or zone Fixed the double messages received when "Soandso's song ends" Mend should be working properly. "Can not use Mend for x seconds" can still appear, but you now should be able to use mend at the appropriate time Fixed bug in the client that caused a "You are out of Ammo message" even when you still had ammo Messages should no longer be lost while you are zoning Corpses that are made to appear at the "safe spot" of a zone for any reason can now be moved using /corpse as long as the person using the command has /consent for that corpse Added "AllLuclinPcModelsOff" line to the eqclient.ini file which, if set to TRUE, will skip the loading of all of the Luclin PC models (except the Vah Shir, which always gets loaded no matter what this is set to). This should allow players to set the loading of each race and sex individually for their normal game play, but then quickly turn all models off for a raid or other such circumstances Added /rtarget function (can be used as /rt). This function targets the last character to send you a /tell. It follows all of the rules for /target Messages sent to you while you are zoning should be saved and sent to you when you reach the other side of the zone. Messages should no longer be lost while zoning (unless zoning takes more than about 10 minutes for any reason) You should be able to keep typing whatever you were in the middle of typing when you zoned... but it might not be processed till you're in the new zone If someone is on your ignore list and they do a /random, you shouldn't see it anymore Pathing Corrected some pathing in Ak'Anon that was preventing some NPCs from reaching certain areas Corrected some pathing issues in Acrylia Caverns Corrected a problem with the entrance from Hollowshade Moor into Paludal Caverns that was preventing Beastlord Warders from entering the zone Miscellaneous Many cases where characters would stab themselves with their weapons when sitting should have been eliminated Player characters no longer broadcast their location when they are stationary. This should reduce the resources used and improve gameplay Fixed a problem that was causing some users to see blocky, unblended terrain where terrain types meet Critical hit messages from spells now take into account PvP damage calculations. The actual damage was calculated correctly, it was just displaying wrong on the critical message Fixed canoes, they should move forward and backwards normally again We have been working to prevent characters from being stuck in the game after link death in such a way that prevents the player from logging back in. Players should be able to log back in no more than 5 minutes after going link dead in all situations Added Sharvahl as a "home zone" for Vahshir when taking PvP racial faction hits into account We have fixed the ATI flashing problem that some players with certain cards were having when inventory window was up | |
Read this my friends! - Tuesday, March 19, 2002 - D 0ne | |
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Unkownplayer.com is on to something... - Monday, March 18, 2002 - D 0ne | |
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Ya know, this stuff always happens when I'm left with... - Monday, March 18, 2002 - D 0ne | |
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GMs need better training. - Friday, March 15, 2002 - D 0ne | |
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The Death Penalty and New Changes on Test in Everquest - Thursday, March 14, 2002 - WintyreFraust | |
| Recently SOE has issued a statement describing their intent to make sweeping Years ago I predicted most of this would come to pass for likely the very This competition has "softened the heart" of SOE like no outcry The corpse run in Everquest should be done away with entirely. I predict I have an alternative plan for Everquest, which I doubt would actually just The way the death penalty is now, it actually puts at risk most the gear Perhaps the new "death no-penalty" for lowbies on test is SOE's They aren't the same thing, and this is why Everquest is making such dramatic That said, kudos to SOE for having the guts to take it on the chin, admit Reincarnate here
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Ten ways to Improve Ever Quest - Two Years ago - Monday, March 11, 2002 - D 0ne | |
| In an attempt to help me think of new ideas for writing articles I stumbled across an old list I had written named ten things to improve EverQuest. I made this list just over two years ago and posted it God knows where. Here’s that list and to my chest pounding glee I was right, sort of. Ten ways to Improve Ever Quest 1) Create NPCs in towns to bind players. Make the Bind a rent bind. I was right, almost. The bind isn’t rent (that’s a good thing) but there are now NPCs in towns that bind characters. At the time I was creating this list “binding NPCs” were a dead issue, Verant wouldn’t even discuss the topic. I was desperate, so desperate that a rent bind was better than nothing. Chalk one up for the good guys. 2) Reduce the cost of the utility shaman alchemy potions. Spirit of Wolf potion, greater heal potion etc. I was right. The cost for creating SoW and other potions was drastically reduced. While still not cheap (you can buy 500 SoW potions for what travelers boots cost.) most if not all shaman potions are affordable. 3) Allow enchanters to enchant weapons and armor. As far as I know this still hasn’t happened. I’d still like to see this change because enchanting things should be a major part of what an enchanter does. 4) Break all quests in to two-hour opportunity blocks. Any portion of a quest should have the opportunity to be completed within two hours of played time. I hope this happens. I believe that at one time there was some consideration for doing this very thing. 5) Either Ban the Ebay sellers or open an EQ item store. Item sales for real money should be taken away from the farmers. They did stop the Ebay sellers. They even opened an item store, they call it the Legends server. You may or may not agree with me on SOE selling EQ items over the counter but anything that stops farmers (in the true sense of the word) is a good thing for the community. 6) Creation of an auction zone. Can you say Shadows of Luclin? Thought you could. 7) Adjust the loot tables in under utilized zones, not on a permanent basis but a rotating basis. Make adventuring and exploration desirable. On a weekly basis adjust the loot tables in a different zone. The individuals, who find theses zones, get “overpowering loot”. Move the “adjusted” zone every seven days. One week it’s Runnyeye the next it’s Perma Frost, etc. They did at least adjust the experience underutilized zones give and they have revamped several zones and they did increase the value of the loot found in those zones. Was I half right? 8) Roaming Dragon. It’s time a GM controlled dragon roamed the lands twice a month for 24 hours at a time, maximum. Place incredible loot on the dragon but limit the dragon to six minutes a zone, pop and reappear in another random zone five minutes later. Hasn’t happened but waking the sleeper is kind of close to this event. 9) Speed up the boats. It has happened. I’m so good at recognizing obvious problems! 10) More Werewolves. Hasn’t happened. This saddens me to no end. Werewolves have an important role to play in EverQuest, I’ll let you figure out what and why. If you explore the history of EverQuest you too will realize there really should be a lot more Werewolves roaming the countryside’s of Norrath. I’m nearly a Nostradamus am I not? | |
Airport Reading - Monday, March 11, 2002 - D 0ne | |
| A good book? | |
Part IV Policies and Procedures - Tuesday, March 5, 2002 - D 0ne | |
| Quests and Events There are five levels of quests that can occur in EverQuest. Quests are defined by the rewards received from completing the objectives. The five levels of quests from most difficult to least difficult are: artifact, powerful, magical, mundane and coin only. As defined by the rules, only one artifact, one powerful, and one magical quest per month is given. To the utter joy of the customer three mundane quests per month and eight coin only quests per month are supposed to be given too. In any given month a server should experience fourteen CS driven quests. I’ve played a lot of EQ and fourteen CS driven quests a month is fantasy as far as I can tell. Does anyone believe for an instant that one artifact per month is hitting the servers? If you include Fan Fair quests this number of quests and artifacts might be true as an average. This is a good time to note that I’ve been informed by a more than reliable source that SOE makes money/a profit from the Fan Fairs they hold. I’m not saying making money is a bad thing but I’m sure the majority of attendees at Fan Fairs have no idea that SOE is making a profit off of their attendance. The concept of the Legends server may well have arisen from this. If people will pay 300 dollars for a chance at a gathering item they might pay four hundred and eighty for the same chance on a server. Just saying. The majority of quests approved are minor reward quests and those quests are created or thought out by Guides. These quests are posted to the CS quest boards and a senior support person may select a quest from this board and arrange the execution of the quest. Guides are not allowed to execute quests as part of their 10 service hours. Quest work performed by guides must be performed on over-time. That might help explain why there are so few quests. When enough Guides willing to put in over time are organized, they create template characters. The preferred template for characters to be transferred to NPC status are Ogre warriors due to their strength and stamina. The NPC will carry over the basic stats of the template character as only the graphics texture of the character is actually changed when transformed to an NPC. At this time you shouldn’t lose any experience if you are slain by CS personnel driven NPC but if you have been hit with a DOT do not zone and die, you will lose experience. If a CS created AI driven NPC or a true NPC attacks you and you die during an event you will lose experience, regardless of who or what gives the killing blow. Speaking of misery and remorse. All of the CS personnel I’ve had contact with would like to apologize for the slaughters that have occurred at past events or quests. It’s my understanding that a few Guides enjoyed griefing customers but most did not and would not. This is another reason there are so few events and quests in EverQuest. The guides simply refuse to take part in slaughter feasts. The majority of the slaughter feasts or quests you’ve all experienced were created by or modified in to slaughter feasts by Jeff Butler. These slaughter feasts are a major sore spot with all of the CS personnel I’ve had contact with. I have yet to find one CS person who had something nice to say about Jeff Butler or his methods of CS. Everyone that worked for him, as far as I can tell, hates the man. I’m willing to bet that since his departure the dynamic questing in EverQuest will improve drastically. As one CS person put it, Jeff Butler is a sadistic ass and his departure is the best thing that ever happened to EverQuest. Events and quests are going to improve drastically now that Jeff is gone. Take heart in that fact and the next time you hear that a quest is going to occur or is occurring, you’ll have a good chance of enjoying the experience. Rather than running the other way you might want to consider attending. Discuss. | |
Fun VS Achievement - Monday, March 4, 2002 - WintyreFraust | |
| Over the weekend, instead of playing Everquest (which has simply become a This struck home when I picked up up a Death Protector Sash (or something SOE claims that rewards in EQ are hard-fought, even painful, in order to I challenge that maxim. I challenge the idea that reward in an MMOG should Why can't they be happy about doing it? Why can't it be fun? Why are developers I'd rather just be able to outrun just about everything, thank you very much. They don't want to trivialize the risks or the efforts of those that play Do I want an easy game? You bet. But stifle that flame before it spills onto How do you do this? A few simple suggestions, based on Everquest. 1) No real death penalty. No, I don't want to be afraid to die. Period. 2) Let me outrun - or be able to hide from - most things in the game 3) I want the named or cool creatures that are obviously special to 4) If you're going to have rare items in the game, do not, under any Design games to be fun. We'll get our pride and sense of accomplishment from
Elevate your self-esteem ... or just have some fun .. here. | |
Part III Policies and Procedures - Monday, March 4, 2002 - D 0ne | |
| Policies: If Verant desires you to know something it will be available from three sources, the dot com, the patch message and the dot doc. When you are in contact with an online customer support person that person is supposed to be role-playing. CS personnel are not supposed to use leet speak or use foul language, hard to believe isn’t it. CS personnel aren’t supposed to discuss with the general public anything that is discussed in any CS communication. Now there’s a goal. Online CS personnel aren’t supposed to tell ANYONE they are CS personnel. I guess the entire GM and Guide staff should be fired, as none of them have ever followed that policy. CS personnel aren’t supposed to “fight” with customers on public boards. I’ll allow you to savor the irony of that policy. CS personnel are required to create reports detailing the events of the shift they just worked. As someone who has done online support in the past, this is a huge undertaking if the CS personnel do it correctly. The main focus of these reports is information detailing the “story as told by the CS person” and the account name and character names of anyone considered abusive or an exploiter. Having experience in this area, I can guarantee you that whatever the CS person says is taken as the word of God. Any report you make to Verant regarding inappropriate conduct of a CS person is considered thusly, “It is to be expected that some unhappy customers will file reports concerning customer service people simply for not giving them what they want.” I guess only “happy” people file honest reports. Unless there is a major stir it is nearly impossible for a customer to affect a CS persons “career”. Conversely, more senior CS personnel can remove a lower CS person on a whim. Guides and other CS personnel are encouraged to inform the CS personnel on their “play” servers that they are also CS personnel. Of course this is so they can investigate exploiters and abusive players more easily. CS personnel also are encouraged to form guilds so they can share comradely. Don’t worry, later the policy states that CS personnel shouldn’t tell other CS personnel they are CS personnel if they are petitioning a problem with their PC. CS personnel are not supposed to answer any /shout or /ooc question. CS personnel are not supposed to provide any service that can be obtained in game from another PC. I find this policy extremely strange. CS personnel have always resurrected players and have always summoned corpses due to game bugs. Both of these services are something a PC can do. The policy of not having a PC on server where a CS personnel performs CS work is blurred by the following policies. A CS person should never take petitions from guild mates, escalate issues of guild mates, speak of guild issues when on duty, allow the guild to know the CS person is in fact a CS person. Hey and while you’re not performing CS on your PC server try not to get mad or ignore the people you hate. While you’re not on your PC server try not to take petitions from your friends. If you have to take petitions from your friends only do the minimum necessary. While Verant is concerned with policies they are also more concerned with controlling their customers perception of CS. There are a whole bunch of guidelines about not twinking your friends when on duty and not, for lack of a better word, cheating. I find this section amazingly odd because we customers are supposed to know what is and isn’t cheating instinctively, while CS personnel have “what is cheating” spelled out for them. You know things like not using the /kill command to kill a mob but using your summoned weapon and then looting the mob and then giving that loot to your PC or your guild mates. Clearing zones with your /kill command so your guild can raid the Plane of Hate. Stuff like that. A few other things that bother Verant and they want their CS personnel to stop doing consist of: Stop asking GMs to /buff your PCs or summon your PC item number 647 or move your PC to other servers or copy a PC and place that PC in every member of your guilds accounts with all those Xs on the end of that PCs name! Just stop that right now. Verant knows these things have been done in the past but we’re done doing that stuff so just stop asking, okay! Some general policies: Time to answer a petition and provide a solution, one-minute is recommended. Boats are a problem but unless the customers body is in the middle of the ocean don’t help the customer. Seriously, that is the policy in a nutshell concerning boating deaths. Lost corpse recovery is supposed to consist of getting the corpse unlost and moving on. Legitimate bug deaths falling through the world, flying through the air and falling to your death, bugged water drowning (you can’t get out), being crushed by a ship, and falling off a boat and drowning. If loot is excessive to the extreme, kill the involved NPC(s) and inform the boss ASAP. If players find a pathing bug, camp it and report the exploiters don’t /kick them. Pathing bugs are camped CS personnel 24/7 whenever possible. Verant enjoys banning exploiters. Verant prefers to wait until all the exploiters have exploited before they ban them all. Discuss. | |