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Interview with the Devs - Crafting and PvP

Recently, we had an opportunity to ask some very specific questions of the Developers on things related to PvP and Crafting. We took this opportunity to get "down and dirty" on some topics that have been buzzed about in the community, and frankly, I'm rather pleased with the responses! There is more insight to some of the things we as players perceive as issues, while the Developers see them as game-play effects and logical conclusions to an action.

On hand to provide responses:

Ben "Beghn" Skelly, Tradeskills Designer
Chris "Archonix" Junior, PvP Designer
Chris "Aeralik" Kozak, Gameplay Programmer
Jason "Dymus" Roberts, Lead Designer
Ryan "Blackguard" Shwayder, Community Manager

The questions and responses regarding PvP and Crafting... interesting combination, I know.

Stratics: In PvP, in order to gain faction - credit for the kill - players must actually hit their targets. However, healers are a supporting class, and often do not get an opportunity to get a hit in. Therefore, they are typically left without faction as a result. Are there any plans in the works to change this to make it easier for players to build competent groups and all members of the group to receive equal credit for their role in the successful encounter?

Archonix: Shortly after the PvP servers launched, we changed the way credit is determined for a kill. While everyone in the group who is within reward range gains experience/status/and possible infamy/fame modifications just for being a part of the group, each player will have to have gained some form of hate with the target to gain faction from the kills.

For melee classes and casters they can gain this hate via attacking the target. For healers, if they wish to play a more defensive role, then actively healing or buffing their group during combat will also add hate to their victims, and in turn reward faction for the kills.

The main reason behind faction working a bit differently is that dishonorable kills factor in the amount of hit points of the target when they were engaged. It is quite possible to lose faction for a dishonorable kill. We did not want to penalize everyone in the group for the actions of a single member assuming they were responsible for a dishonorable kill.

Stratics: Combat mode. This is something that makes many of us crazy. It's been said there's a special calculation for how long this lasts. However, when someone evacs or runs out of range and zones... the attacker remains in combat mode. No amount of begging and pleading shuts this down. And, being in this mode does not allow health or power to regenerate, leaving you vulnerable for the next attacker. Are there any plans to change this?

Aeralik: The amount of time you remain in combat once your target flees depends on the amount of hate you generated. Hate decays in both PvE and PvP based fights although the PvP decay is faster. So the more hate you build up, the longer you will stay in combat when your opponent flees.

Using evac causes the player to wipe their hate list and remove themselves from any opponent's hate list. However, it doesn't remove harmful effects placed on the character. So once the character finishes zoning from the evac, any harmful spells placed on them will begin to add hate again causing you to go back in combat. Zoning is similar where it clears the hate list of anyone who zones while also removing them from all players who hated them.

Stratics: Calculating faction, fame and status. How do we know what it is, how to get it, etc. Gamers, especially EQ gamers, love numbers and stats and comparing things... Yep, many of us are geeks in reality, lol. We are perplexed because we don't get the mechanic for faction and fame, why we lose so much to a large group (it takes less for a group to kill me, why do I lose so much more?). At least explain it to us so we have a clue what to yell about, please.

Archonix: We currently do not have any plans to allow players to view the numerical data behind the title system. We want the system to be based on the titles you see, and not number crunching. That being said however, here is a bit more information about how title rank modifications are calculated:

Fame and Infamy are setup as a zero-sum system. When you kill someone, and title rankings are awarded, the loss and gain are exactly the same. The only exception to this rule would be players who are unranked, and have never gained fame/infamy, as you cannot go below a certain value.

Killing someone who has a higher total fame/infamy value will reward you more then you would have lost had you died. The reverse also holds true.

Rewards are calculated based on the total members in your group/anyone who had hate on the target when they died. Rewards are only added to those who are within title range. Essentially, if a target would have given you X fame/infamy if you had killed them solo, they would give you X/6 if you were in a full group. The target still loses the normal amount. The system appears set up to give the larger reward for a single kill to a soloer, but over time a group stands to gain more fame/infamy by making up for it in larger numbers of wins.

Stratics: Bugs/exlploits for avoiding the pain of death. As of now, the ones that really get people going are: A) Jumping to your death after attacked - this kills you but the attacker gets no credit for the kill at all, no faction, and yet you appear on their recent list, meaning you can then attack them with nothing to lose. This is very popular in Kingdom of Sky... and B) Plug-pulling and/or windowing to avoid appearing in the next zone - people near death will manage to hit the zoneline, get a dishonorably fled, and not appear on the other side. Are these exploits, and should be reported? Or a game flaw that is in the works of being fixed?

Archonix: A recent addition that came along with Game Update 25 fixed "Skydiving" as a means to avoid granting your aggressor rewards for your death. As long as you have done at least 50% damage to your target, they will not be able to avoid PvP death by falling to their death.

Aeralik: Plug pulling in general should be much better after Game Update 25 released. The person pulling the plug should stop as soon as they are flagged linkdead, allowing players to finish them off easier.

Stratics: Crafting recipe changes. Much has been said about the changes since GU24... some favorable, and some not so favorable. What was behind some of the changes to recipes with GU24? Many food and drink recipes now require roots and various other odd little items that make little sense. Also, was the ease in getting ingredients also the idea behind requiring different metals for healer and mage spells?

Beghn: We considered many things when we changed the recipes in Game Update 24. We wanted to allow more freedom in crafting to the general community. With the old system it took hours to make a full set of armor even if the recipe was far beneath your current level.

This was a hampering point to newer players of Everquest II. We wanted the known crafters in the community to be able to help everyone instead of focusing on their current level range. With this in mind we started on the no sub-combine system.

Now you can put out a full set of armor or other item equivalently in a few minutes instead of hours. With this said there were changes to recipes to make some of the harvestables more desirable so they'd have a greater use in the world. Food and Drink recipes requiring roots/loam/metal things like that were to introduce a greater balance to the Provisioner class.

Some reasons behind using certain things would be that roots can be used to make bread like substances by grinding them up. As well they can add flavor to various foods. Loam is more like a filter in recipes. If you notice that loam is only found in recipes that are "distilled" substances. Metals are more used as a conduit for the recipes -- there are no little metal pieces hiding in the kids' candy that you're passing out in Freeport. Think of it more as using a disposable cookie sheet.

Healer/Mage/Scout/Fighter spell components were something that we looked into for a while. We wanted to spread out who uses what rare materials more than it previously was. Loams can be used to make Scout and Fighter spells but that's it, while Gems and Precious Metal can be used in other recipes besides Spells.

Stratics: With the new crafting changes to single combines, the XP gain is much slower and more difficult as crafters gain levels. Without being able to make subcombines for additional experience, and the vitality cost has been increased, crafters have once again felt the negative side to a major game update. When implementing these changes, were these issues considered? And if so, what was the thought behind going forward?

Beghn: The amount of experience gained was taken into consideration when making the new crafting system.

Useable item recipes called Finished recipes have always given more experience than the sub-component recipes, so the potential for experience per hour has actually grown.

The limiting factor in the number of recipes that you can complete in an hour is raw resources now. We've increased the availability of resources in the world through multiple item harvests to allow more access to these items.

As for experience, what we will be looking into in the near future is the raw amount of experience available to certain classes that get more recipes per level than other classes which gives them greater potential for first time discovery experience than other classes. An example of this would be Woodworkers vs. say a Sage. We'll be looking into trying to even things out a little more than they are today.

Stratics: We know that the removal of crafting societies was with good intentions, but now the crafting zones, especially in some areas like Castleview Hamlet and Nettleville Hovel are overly crowded and most crafting tables have five or six people in them. Are there any plans to alleviate this?

Dymus: Yes, we're planning on making more of the crafting devices available within the world at large, not just in the crafting instances.

This will be especially true throughout the cities (which include Kelethin), but also in other locations throughout the world. Places like Windstalker Village, the Crossroads, Maj'Dul, and others may start getting some devices within the area which can be used by characters for crafting.

Not everywhere will be as convenient as the tradeskill society locations with all the materials right at your fingertips, but it will give some room to branch out. In addition, some of the tinkering ideas we have been considering might allow you to create a tradeskill device nearly anywhere in the world for a short period of time for those emergency crafting needs.

Stratics: Tradeskill Writs. Many of us miss these, and are patiently waiting for their return. Can you tell us what the scoop is on this subject?

Dymus: The first set of tradeskill writs are currently planned for a future Game Update. The new 'rush order' writs are timed quests, which will require pristine crafted materials and should be more tailored to the individual professions. Because there will be a chance of failure with these writs the rewards will be greater than those in the old system.

These new writs are the first step in what we want to do overall with crafting and the content for that portion of the game. They will not be the last style of writ or quests that crafters will see.

Stratics: With each new expansion, there is a new housepet. Desert of Flames gave us the pet monkey. Kingdom of Sky, the carnivorous plant. Can you tell us if there is a pet in the works for the Echoes of Faydwer, and what it is?

Dymus: There is a house pet in the works for Echoes of Faydwer. We cannot tell you much about it at this point (it's a bit early) other than to say it is unique to any of the pets previously given out. It also will be the first pet to interact with some of the others you might have within your house.

Stratics: Is Blackguard still suffering from Arachibutyrophobia?

Blackguard: The fear of peanut butter sticking to the roof of one's mouth is neither uncommon nor something to joke about!

Luckily, I've discovered that tempering peanut butter with jelly in a sandwich dramatically reduces the likelihood that the peanut butter will stick to the roof of your mouth. Also, I enjoy peanut butter so much that the chance of it sticking to the roof of my mouth is worth it. Mmm....

We would like to thank each and every one of you for taking the time to give us such thorough and detailed responses to these inquiries... it has given us more insight into these aspects of the game. And, I don't know about anyone else, but I can't wait to see what's in store for the future of crafting and writs!


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