March 2002

/ 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



/ 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
.


 




/ This Just In... - Thursday, March 21, 2002 - D 0ne



/ The Hell Level Fix just cost all players between levels 30 and 50 experience. - Thursday, March 21, 2002 - D 0ne



/ I miss all the really fun stuff!! - Thursday, March 21, 2002 - D 0ne



/ Some one at Uknown Player has a lot of Free Time - Wednesday, March 20, 2002 - D 0ne



/ Kelly Flock FIRED - Tuesday, March 19, 2002 - D 0ne



/ Druids demand to be Clerics and Shaman! - Tuesday, March 19, 2002 - D 0ne



/ 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



/ Unkownplayer.com is on to something... - Monday, March 18, 2002 - D 0ne



/ Ya know, this stuff always happens when I'm left with... - Monday, March 18, 2002 - D 0ne



/ GMs need better training. - Friday, March 15, 2002 - D 0ne



/ 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
changes, both fundamental and cosmetic to their game Everquest. The first
of these changes have reached the test server; new, lower level resurrection
and group escape spells; raid chat channels; and new race/character combos
such as gnome and halfling paladins and shadowknights; the elimination of
hell levels; and last, but most impressive, the "new death" for
newbies, which finds them reincarnated at their bind point with all their
gear
.


Years ago I predicted most of this would come to pass for likely the very
reason it has; competition. Other companies producing MMOGs realize that most
of your MMOG players really only have the time to invest in one such game,
and generally are only going to pay to be in one, where they can focus most
of their entertainment time. To attract these fairly loyal customers, new
producers of games seem to be focusing on one main goal; to make the game
as fun as possible for the most people possible, while avoiding the pitfalls,
downtimes, and frustrations players dislike in current games.


This competition has "softened the heart" of SOE like no outcry
from customers ever could. Since the inception of the game players have wished
for more, and lower level, resurrection spells to ease the blow of the experience
penalty incurred for a death. The designers refused, saying that the risk
and difficulty was a "good thing". Allowing newbies to begin their
characters without fear of losing all their gear is a good thing, a VERY good
thing, but it doesn't go far enough.


The corpse run in Everquest should be done away with entirely. I predict
that it will go away entirely before December, 2002. Why? Because, for your
average, casual player, forced corpse runs aren't fun; they just take up most
of our game time when we'd rather be doing something else. Also, the substantial
risk of losing everything earned up to that point keeps a lot of casual players
from attempting higher end, hard to reach areas of the game, even at invitation
from more organized, more professional players. And other games coming out
soon, especially Asheron's Call II, realize this - and are capitalizing on
it by making death essentially a no-penalty experience. What better fosters
a positive sense of adventure and fun, even when exploring new zones or engaging
in PvP, than making death a simple matter of temporary inconvenience?


I have an alternative plan for Everquest, which I doubt would actually just
allow you to reincarnate with all your equipment. So instead, my idea is to
install a new spell called "Manifest Corpse", and give it to magicians,
necros, and clerics - and to soul binder NPCs. What this spell would do is
allow you to summon a corpse from anywhere in the game at the cost of being
unable to cast resurrect on it. In other words, you can easily get all your
items back, but you lose the capacity to get your experience back. Or, you
could resurrect and corpse run the old fashioned way to get items AND experience
back. Your choice.


The way the death penalty is now, it actually puts at risk most the gear
of the casual player, who might take want to take an invite from some Uberguild
into the Plane of Hate, but knows that, if he goes linkdead, or if the raid
goes badly, if anything goes wrong then his/her body might realistically never
be recovered from Hate - or many other places he/she might explore or enter
for the first time. More professional players generally have more resources,
more high level friends, an Uberguild membership, and their gear is always
at little risk, or at least not at risk in the same way that the casual player's
gear is at risk. This new spell would really do nothing more than level the
risk playing field and eliminate the forced corpse run - arguably the least
enjoyable aspect of the game, and one area where SOE has a true vulnerability
that other games could capitalize on.


Perhaps the new "death no-penalty" for lowbies on test is SOE's
way of instigating an outcry for lessened death penalties throughout the game,
so that they can get rid of it before AC II comes out. Perhaps this is their
intent on many fronts, to make the game more fun and less frustrating all
around. I predict that the pre-35 spell book screen will be a thing of the
past soon. I predict that a "raid" experience sharing system will
be enacted shortly. I predict that, as more games come out, new changes and
directions and policies in Everquest will prove what many of us have been
saying all along; that competition will prove the difference between what
profession gamers-turned-developers want in a game, and what your masses of
gamers enjoy in a game.


They aren't the same thing, and this is why Everquest is making such dramatic
changes in game philosophy. Much of what they assumed was blatantly wrong,
and while before they could largely ignore this and only begrudgingly make
small concessions to those of us that played only for the fun of it, as more
- and better - competition looms on the horizon, they are forced to eat crow
and make the hard choice between their skewed ideas and the actual desires
of the gaming public.


That said, kudos to SOE for having the guts to take it on the chin, admit
they were wrong about many things, and for their attempt to actually make
the game better, and more fun, for EVERYONE. The current changes on test are
small steps in the right direction. I hope bigger steps are coming.


Reincarnate here
and manifest a response.


 




/ 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
nightmare of disconnects, bizarre lag, and error messages), I fired up Diablo
II and started up yet another Paladin. As I hit level 12 and was able to combine
combat skill "Sacrifice" (where health is sacrificed for increased
damage and attack rating) and my "Prayer" aura (which regenerates
health quickly), and watched as my character cleaved through a pack of Bone
Mages with his +4% health-per-hit very fast Mace of the Leech, I started thinking
about why EQ ... or any MMOG ... wasn't more like Diablo II.


This struck home when I picked up up a Death Protector Sash (or something
like that), which prevented my Paladin from being frozen and added a huge
AC bonus for such a low level. DII is a short-lived game that is about 10
times as much immediate fun to play as Everquest. In the amount of time it
takes me to kill one experience-giving creature and recuperate from the battle
in Everquest, I can literally kill every creature in the Den of Evil, find
several usable items, and gain at least a level in DII. Accomplishing something
similar in EQ takes is the equivalent of going to the dentist and having your
teeth pulled so you can manufacture the thrill of "finding" that
gold filling. You knew it was there all along, but getting it is a painful
effort which generates no real sense of accomplishment - and it certainly
wasn't "fun".


SOE claims that rewards in EQ are hard-fought, even painful, in order to
create a sense of pride and accomplishment when you are finally successful
in your task. This is why experience is slow, why the death penalty is harsh,
why money is scarce, and why there are virtually no randomization of drops
and the best items are places only hardcore, professional players can journey.
Or so they say. Over and over. They want you to EARN your reward, buddy. No
pain, no particle-effect weapons for you.


I challenge that maxim. I challenge the idea that reward in an MMOG should
be that tied to pain and effort, because as we know from EQ, while people
will stubbornly keep pushing that rock up that hill to accomplish the goal,
they're not happy about doing it.


Why can't they be happy about doing it? Why can't it be fun? Why are developers
so focused on the idea that they must provide most MMOG players with a "hard-fought"
sense of pride and accomplishment? Do they assume that most players are looking
to achieve a sense of "hard fought pride and accomplishment" by
playing an online game? Is that a reasonable design assumption?


I'd rather just be able to outrun just about everything, thank you very much.
I don't want to have to search for my corpse for two hours. I don't want to
lose half my experience or my cool items because I decided ... *gasp* ...
to have some fun and explore a little. I don't want penalties so severe that
I simply can't risk stepping into an unknown area for fear that my character
will never be able to recuperate. Does it trivialize the "risk"
if you can just RUN AWAY from Venril Sathir after you engage him and realize
that you don't have a dark-elves' chance in Odus of winning the fight? Gee,
we can't have that, because then EVERYONE would try fighting him. Imagine
the horror.


They don't want to trivialize the risks or the efforts of those that play
their game as if it was the only reason they're not putting their head in
the oven. If you worked hard for that Sash of Ultra Haste (and I mean worked
hard, by committing twelve hours a day at a sitting six days a week staring
at your computer), you deserve the satisfaction of walking around with an
exclusive graphic. Something important. Like a weapon with sparklies or an
extra word, like "Poobah" in your name. Something appropriately
obvious to let others know that you EARNED your badge of recognition with
pixelated blood, sweat and tears - and, of course, the Navy Seal rigor of
parking your ass in a chair for a week. God forbid anyone trivializes so important
an achievement by daring to strut around in some RANDOM DROP loot that looks
"as cool" or out-damages your "Epic" gear.


Do I want an easy game? You bet. But stifle that flame before it spills onto
your screen and listen: I want it easy in playability. In fun. In adventure.
I don't want to be afraid to try ANYTHING in the game. That doesn't mean I
can beat anything in the game with a rusty dagger, or that a horde of demons
will never claw my struggling body down and kill me. That doesn't mean that
I can waltz down the mithril mine and come back with a bucketful of ore without
a scratch; what it means is that the game is designed, from the very first
spec paper, to be fun - and NOT (particularly) to try to provide real-life
underachievers with a virtual-world sense of pride and accomplishment. I don't
want the content of my game designed around people than need the game to fill
gaping self-esteem holes in their psyche.


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.
Make it an inconvenience, sure. Make it so you can't exploit some creature
by dying and going back or being resurrected into the fight, sure. But I do
not want to fear death. We have enough of that fear in real life, thankyaverramuch.
I don't care how unrealistic it is. I don't care that it gives all those unprofessional
noobs license to run around and whack things. You see, it doesn't bother me
that other people can have fun in the game without living up to my expectations
of intelligent play. If they want to run around getting their butts whipped
and dying all day, so the hell what?


2) Let me outrun - or be able to hide from - most things in the game
at normal weights. Dying ten times while I try to figure out how the heck
to get through Highpass is ridiculous, it's not fun, and it ruins the sense
of adventure.


3) I want the named or cool creatures that are obviously special to
drop cool stuff I can use every time I kill one. EVERY TIME.
I don't play a game to experience disappointment 100 times in order to falsely
escalate a sense of euphoria when the thing that creature was SUPPOSED to
drop finally drops after two hours of killing it repeatedly. Make it lore,
no drop, can't carry two of them, can't GET two of them, whatever, but don't
disappoint me. I don't enter a MMOG to feel "disappointed". Get
it? When I run into Ratbah the Spiked Armadillo, I want to immediately feel
that pleasure of knowing that ugly sucker is going to drop something and chase
after him madly. I don't want to shrug in ambivalence because the odds are
he's not going to drop anything unless I stalk him for a few months while
pizza boxes and beer cans pile up on my computer desk.


4) If you're going to have rare items in the game, do not, under any
circumstances, make them so that ONLY professional players can get them. I
don't live in your game. I have a life. Quit programming games like
the rest of us don't have jobs and families.
We want rare and cool
items too, and yes, we have a friggin' RIGHT to expect an honest chance of
getting them. Ever hear of random drops, bud? What, random drops don't provide
a sense of pride and accomplishment? Who cares? 90% of us don't play to get
a sense of pride, we play to have FUN, and getting a rare or powerful item
every now and then is FUN. Get it?


Design games to be fun. We'll get our pride and sense of accomplishment from
real life. You know, where it actually matters. Believe it or not, most of
us play to have fun - not to feel good about ourselves as human beings.


 


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.