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February 17th, 2005
* Now talking in #StraticsHoC *
* Brekkee changes topic to 'Welcome to the EverQuest
2 House of Commons. Tonight’s topic is General Discussion. Please send
your questions to [QT]Ishu or [QT]Elm' *
Brekkee - We will be starting shortly.
Please feel free to start sending in your questions to [QT]Ishu or [QT]Elm
Brekkee - Good evening and welcome
to another great Stratics House of Commons chat, tonight our guests are
the developers of EverQuest 2! Tonight’s topic is the live game, so all
questions regarding the current game version are welcome.
Brekkee - Please send your questions
to [QT]Ishu OR [QT]Elm - to do so type /query NICK and type in the window
that pops up. Questions sent to me or the developers will not make it
into the lineup. Full logs of the chat will be up on http://eq2.stratics.com
shortly after the chat.
Brekkee - We'll start with a brief
introduction from the developers, now would be a good time to send those
questions.
Moorgard - Hello all, I'm Steve Danuser,
the community manager for EverQuest II.
Cao - Howdy, all. I'm Chris Cao, Lead
Designer for EQII.
Gallenite - Hi! I'm Scott Hartsman,
Senior Producer for EQ II. Thanks for being here.
[SOE]Dymus - Hello all, I'm Jason
Roberts, Design supervisor for EverQuest II.
higby - Hey there - I'm Matthew Higby,
Game Designer and Scott's shoeshine guy.
Brekkee - *Looker* With all the new
fuels now, do you plan to label them fully when a crafting recipe is selected?
Currently my provisioner struggles with only "kindling" as a descriptor.
What kind of kindling, or coal, or candle, etc. would simplify things
for crafters.
Cao - We’ll be addressing that issue
with the next update. You’ll know which type of fuel and what tier of
fuel you’ll need.
Cao - Done
Brekkee - *BreeOge* I have a question,
why did they nurf the SK UndeadMount. It should be a SK ability for speed
just like pathfinding or anything else.
Cao - We looked at all of the various
speed buffs in game and realized we needed to make some adjustments across
the board in order to maintain the challenge that mobs present to people
traveling through zones. We adjusted several different speed values including
the Crusader mounts. They now provide some speed benefit without creating
an imbalance relative to other speed buffs.
Cao - Done
Brekkee - *Shikar* Could you explain
by what you mean in todays patch with "all tradeskill classes can now
refine their own materials and components"? Is this doing away with tradeskill
dependancies?
Gallenite - Sure -- Essentially, what
we had before was a system in which all of the tradeskill classes needed
other artisans just to advance. There wasn't any analog of "soloing,"
for artisans, really, since the majority of professions were dependent
on others (more)
Gallenite - What we've moved to is
a system in which everyone has the ability to do all of the refines and
interim manufacturing for themselves if they choose to -- it costs you
more fuel to make items out of other people's traditional recipe tree,
but it's possible. And then the true differentiation is left in finished
products -- those remain unique per profession
Gallenite - it's analogous to what
we're doing with much of the game -- soloing should work, be fun, and
profitable.. grouping (with dependencies) should be the more profitable
alternative
Gallenite - Hope that made sense.
:) (done)
Brekkee - *Sass_Tonya_VN* With the
change to items (needing to be attuned), what are some ideas so that the
pure adventurer who does not craft can make money enough to upgrade spells/abilities
and items when needed?
[SOE]Dymus - The attuned items are
sellable to merchants in game and an item can be sold before it is attuned.
We are also increasing some of the drop rates across the world and making
certain types of items more common which should allow both use or a source
of money.
[SOE]Dymus - Done.
Brekkee - *LoW* With the added power
wizards and warlocks have, there are now problems with tanks holding agro.
Any chance of upping the hate on their taunts? A lvl 50 warlock can obtain
agro almost 100% of the time now in a group mob situation, with no hope
of the tank getting it back.
Moorgard - We gave wizards and warlocks
a substantial power increase. As someone once said, "With great power
comes great responsibility." Just because you can do a ton of damage doesn't
mean you don't need to be careful using those abilities.
Moorgard - Managing aggro is everyone's
responsibility, not just that of the tank. (done)
Brekkee - *Squeg* any chance that
since so much of our stuff must be attuned now, that we could get a way
to display it in our rooms, since we can no longer pass it to friends,
guildies, and alts?
[SOE]Dymus - For certain trophy items
(heritage items especially) we will be adding in the ability to convert
the item into a housing placeable objects. We would like to keep it to
these more important or harder to obtain rewards.
[SOE]Dymus - Done.
Brekkee - *FrostLord* What's the reasoning
behind the almost 4 fold increase for Artisan Fuel costs between the tiers?
Do you really think the players can afford that much coin to gain tradeskill
xp?
Cao - The reason for the increase
is that the value of items that drop in the world increases at a similar
rate. Previously, Artisans were using base level fuels and selling the
products back to merchants at prices that were set according to the increasing
scale. (more)
Cao - This created a huge profit imbalance
that we needed to address. Accordingly, we implemented increased fuel
costs. Artisans will still be able to sell those products back to NPC
merchants, however, and recoup their cost of production.
Cao - Done
Brekkee - *Squeg* do the harvesting
tools available from merchants actually do anything? And if not can we
get some idea when they'll be useful?
Moorgard - They don't currently do
anything useful, unless taking up an inventory slot is considered useful.
;) We plan to add harvesting skill boosts to them, but don't have an ETA
on when those will go in.
Moorgard - done
Brekkee - *Looker* Suggestion: add
a feedback option on the Test Server for suggestions from players. Any
chance that might happen?
Gallenite - The /bugs and /feedbacks
that come in from test server are handled slightly separately, as we know
we need to deal with them on the version currently in testing. So, that
part' salready there. Additionally, test server players that are recommended
by another test server player as actively playing on test, gain access
to a special board on the EQ2 forums for more immediate feedback on the
things that are about to go from test to live,
Gallenite - (done)
Brekkee - *Silence* How do elephants
get into those tiny little dens?
Gallenite - Crisco.
Gallenite - (done)
Brekkee - *Treh* First of all I want
to thank you for such a wonderfull patch, but I would like to ask why
you decided to do Attunable Items rather than item degration with rare
invulnables. Thanks. That is of course assuming that item degration was
an option.
Gallenite - There's an interview going
up on (another site that I won't name out of respect to our hosts) tonight
where it's explained in pretty painstaking detail. The short version is:
"Completely losing items once you have them is not a lot of fun in games
where items are more rare and valuable than destructable commodities."
Gallenite - EQ2 just isn't set up
to be a game where items are things that come and go. One happy medium
between "All items are always in circulation, forever" and "items are
disposable commodities that you're constantly churning through" seems
to be "One person can use a valuable item, forever."
Gallenite - (done
Gallenite - )
Brekkee - *Korvin* As it stands now
as a provisioner, I can craft enough food and drink for myself, and maybe
two other people. Let alone selling on the market. Time is a HUGE factor.
Will provisioners be able to take multiple raws and components and make
multiple finished recipes eventually? Even making 2 pork chops, or 2 fayberry
tea's at once would help immensely.
Cao - We’re currently looking at the
Provisioner production time issues. There are currently issues with having
multiple products in this line of recipes, but the community has offered
some good possible solutions. We’re looking at those and other internal
possibilities now.
Cao - Done.
Brekkee - *Punk_Brad* Will you be
looking at the damage dealt by the other mage classes, now that you've
raised Wiz/Warlock damage?
Moorgard - One big change we made
recently was to increase the number of DoTs that stack. We wanted to measure
the effect this had on other mage classes before tweaking their damage
output.
Moorgard - We're in the process of
fixing some bugged spells, and are measuring mage damage output so that
we get them where they should be in terms of DPS. (done)
Brekkee - *TreeHugger* Can you tell
us more about the new solo zones? Can a small group choose to enter solo
rather than heroic instances? What is the consequences? Less xp?
[SOE]Dymus - You can choose which
zone instance you wish to enter. The differences would be changes in XP,
difficulty of the creatures you face, and the rewards you can earn for
the instance.
[SOE]Dymus - Done.
Brekkee - *ColdSausage* Tell us more
about the City Sabotage missions. Are we actually entering opposing cites
or are there new instanced adventure zones?
higby - You actually enter the opposing
city, you have to be careful to avoid the guards and still find and destroy
all your objectives in a set amount of time. Exciting!
higby - Done
Brekkee - *LoW* Cazic-Thule seems
to be a very buggy zone with people being feared into walls, and mobs
disappearing into them. Any hope of seeing a fix?
Gallenite - You bet. The CT pathing
issue (particularly downstairs) came up around here this morning, actually.
It's one of the things that's being looked at right now. A fix'll be out
for it as soon as we can have the problem solved, tested and shipped.
Gallenite - (done)
Brekkee - *Korvin* Next Question:
I've had a lot of fun with the collection quests. Fun at times, frustrating
at others, but over all really nice. Will more be added later to the game?
Also...the coin collections provide a scroll but no xp? Will that be looked
at?
higby - Yep, we have plans to create
new collection quests as we release new zones and new live events, for
instance, the upcoming adventure pack has a couple new collections in
it. As to the coin collections, I can look into it, but like a lot of
the collections it's highly dependant on your current level relative to
the level of the collection.
higby - Done
Brekkee - *Kayless* Have you thought
of relaxing guild status points restrictions in changing guilds? Right
now the guild you leave loses xp and there's a lot of guild involved if
you are a patron and you leave.
Cao - We likely won’t be changing
the loss of guild experience when a patron leaves. We added this rule
to make sure that players wouldn’t hop from guild to guild. We want a
patron’s commitment to the other members of the guild to be meaningful.
Cao - Done
Brekkee - *Homer* How much do pets
and furniture affect housing costs? Is it true that the more stuff you
put in your house, the cheaper the rent?
[SOE]Dymus - Some items do reduce
the status cost for houses. This is useful for the higher end housing.
[SOE]Dymus - Done.
Brekkee - *BreeOge* Can we get a way
so that our Alt's can use one house instead of multible houses. Items
that I have on my alt I cannot place in my main characters house becuase
he is not the owner. Can we please have a way so that our alts and/or
other player characters can place lore items in a house.
Cao - A player’s house is a shared
space. This means that items intended to be used exclusively by one player
(such as lore and no trade items) aren’t available for use or placement
in it. We want to make sure housing provides a fun place for players to
interact with one another without blurring the lines between what one
person owns and what several people share ownership of.
Cao - Done
Brekkee - *Oooka* lvl23 bezerker skill
sunder is in the lvl33 alchemist book.. is this an oversight(bug) or planned?
[SOE]Dymus - That is a bug / oversight.
It will be fixed, thanks for the reminder :)
[SOE]Dymus - Done.
Brekkee - *Korvin* Heritage quests
have been quite an interesting experience in learning about the game,
and the history. Especially for someone like me who never played EQ1.
I suspect more will be added, but all I have seen have required at least
a group at some stage. Will any be added that can be soloed?
[SOE]Dymus - Because of the reward
heritage quests are all meant to be difficult and heroic, often requiring
a group or a significant time investment. If any solo heritage quests
are added later they will often be items that have memorable names but
may not be as powerful as the current items.
[SOE]Dymus - Done.
Brekkee - *wario* There were lots
of quests available to us at the lower levels from every village. There
seem to be less available as we level up and less available in the main
cities. Is it part of the plan to keep adding level appropriate quests?
Gallenite - (BTW, while the current
question gets answered -- Just saw an email fly by with a pathing fix
for cazicthule. Looks like some level of improvement wil be hotfixed tonight.)
[SOE]Dymus - We're continuously adding
quests to the game. Each update is adding a significant number. As you
get higher in level the depth and difficulty of the quests often increase.
We're trying to focus some of the higher level quests in more obtainable
areas in order to make them more accessible.
[SOE]Dymus - Done.
Brekkee - *Korvin* I've had the chance
to get all sorts of suffixes for my character's name. But I have yet to
see anyone with a prefix before their name? Are prefixes in the game yet?
And if so, about what level could we expect to get them? Are they harder
to get then suffixes?
Cao - The prefix titles are actually
mainly gained as rewards for completing writs. Like many of the other
prestige items (e.g. horses, special clothing), these titles are awarded
for special service to each of the five major factions for Qeynos and
Freeport.
Cao - Done.
Brekkee - *Sass_Tonya_VN* I was wondering
what prompted the change in the con system, and will there be a "con system
guide for dummies" like me? :)
Gallenite - We wanted to try out something
that might be a bit more relevant to the kinds of questions people need
to ask when eyeballing a target. Namely, "can it eat me?" In the new system,
it's pretty obvious which targets fall in to that category by the ornateness
of the borders.
Gallenite - As for the guide --->http://eq2players.station.sony.com/news_archive.vm?id=362§ion=Development&month=current
Gallenite - Right there. :)
Gallenite - (done)
Brekkee - That will wrap it up for
tonight. I’d like to thank the folks from EverQuest 2 for coming! The
log for tonight’s chat will be up shortly on http://eq2.stratics.com
Brekkee - Thank you all for joining
us! You can join #EverQuest2 to chat more about the game.
* Gallenite waves *
Moorgard - Thanks for coming everyone!
Cao - Thanks for coming all! See you
in game.
higby - smell ya later!
Gallenite - Take care, everyone -
Thanks for comin' by. And thanks, stratics folk, for havin' us :)
[SOE]Dymus - Thanks for joining and
the questions everyone.
* [QT]Elm is now known as Elm *
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