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Content/Expac change in Direction from SoEFollow

#1 Jan 31 2014 at 5:03 PM Rating: Excellent
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Snipped from the official boards

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Hail, Fellow Norrathians!

We’d like to talk to you about how we’re delivering new adventures and new features into your worlds in both EQ and EQII.

We’ve listened to you on the forums, across social media, and face-to-face at our many events. There have been some common topics that come up about the things you like and don’t like with what we’ve been doing, and we’re using that information to customize our new direction.

Our approach so far:


· Up until now, we’ve been focusing on major content releases all year round in both games.
o Essentially we have planned four big updates a year, with one of those updates being super-sized as the expansion.
o Plus, bunches of little updates scattered throughout the year.


Your reaction to that approach:


· Mostly “meh”. The quarterly updates were high quality and cool, but not big enough to really feel expansion-ish. Plus, casual players often fell behind and felt disconnected from their friends.
· Generally negative on the consequence that had on expansion sizes. Because we were releasing large chunks of content quarterly, the expansion got compressed into a shorter time schedule, which meant that its features had to fit within a shorter cycle also. We were often able to create many, many hours of gameplay in those expansions, but that didn’t really substitute for the feeling of sheer zone quantity. (And zones take a loooong time to make, so they were a natural victim of the shorter expansion schedule.)
o NOTE: This was a “good intentions” change. Lots of content spread around the year seemed like a really good idea. It even seemed that it was at first as players got excited with the big pushes. The negatives didn’t start to show until we’d been doing it for a year or so.

So how are we fixing that? Basically, we’ve decided to release regular improvements every week, then every month we’ll push something cool to you. Beyond that, we’re focusing the rest of our efforts into making great expansions!

Here’s a bit more detail:


· What sorts of things will come out weekly?
o These will be things like straight-up feature refinements, holiday events, short adventures, or pretty much anything that doesn’t merit being in the expansion or being a big monthly highlight. But something of this sort comes every week.
· What sorts of things will you deliver monthly?
o Each month, we’re going to do something interesting and fun, like aging a cool existing dungeon up to end-game levels and itemization, or adding a series of quests for players to find and explore. Maybe even a new zone sweeper or random world event, or that sort of thing. Something new and fun to experience with friends and guildies.
· How will this impact the quality of the expansion?
o We’re putting a huge emphasis on how important the expansion pack is to you. The feedback on that has been almost universal. “Make Our Expansion Matter.” So that’s what we intend to do.
· Is SOE locked into this schedule? Do we mean EVERY week and EVERY month?
o Answer: Yes, we mean it. We’re going to work hard to make it happen regularly and dependably.

We like this new strategy as a whole. The EQ and EQII team Producers (Thom and Holly) have created detailed schedules of how the rhythm of this stuff will play out across the coming months. And my reaction, as a player of these games, is that it all sounds pretty fantastic.

Again, this doesn’t reduce the amount of content we’re delivering to you. The EQ and EQII dev teams are robust in size and are constantly overhauling tools so that higher quality content can be created in even less time, so we can deliver even more. They work tirelessly throughout the year making our Norraths better because we (the dev teams and SOE) all love these worlds.

But what do you think? Does this sound like fun to you too?


· Weekly and monthly improvements and adventures
· Major focus on the annual expansion content and story

Let us know! Thanks!

Dave Georgeson
Director of Development
EverQuest Franchise



I'm interested to see if the "aging old content up to current levels" is done permanently... too much low level content in this game is dead empty. I like playing the low stuff myself, but most of the active playerbase is above 80. Besides, if 80% of the current sub level 75 content was only available on a progression server ruleset I think that would support that player niche better too.
#2 Feb 01 2014 at 10:54 AM Rating: Excellent
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My FV crew is at level 90...about 4-5k aa depending which toon...still haven't seen half the game after 10-11 years.

My CT crew is just made to hang out with you guys...

For me, they could go a couple years without an expansion release. I understand they can't do that and keep the game in business though.

I think the communication is a good thing on their part,
It gives all the " I gotta be the highest level" types something to look forward to.
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#3 Feb 02 2014 at 6:33 AM Rating: Good
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For what it's worth, I like the idea of 'instancing' the zone upgrades, so the old stuff is still there for those that want it. I don't care for the idea of absolutely cutting off all those people that don't WANT to play on a progressions server, no option, take it or leave it. Options should be about easy choices, not do this or else that. Maybe I would like to do the old epics, but have a few bits of defiant on my toon, not to be uber, but just to make up for the fact that I can't find anybody to go along with me, just an easy example. I have played the progression servers and Zek, and found the same old rat-race to the top on both of them, soon everybody has left the starting toon in the dust. If the content were instanced, I could play my lowbie in the empty lower levels, then step out to do the 'modern' game for a bit, when appropriate do the parallel upgrade, maybe change my mind with the lowbie, PL him up to play with friends, etc. The instancing hookups are all there and debugged, easily modified for this purpose. The alternative would have to be working out the interfaces to the surrounding old zones, certainly a messier task, considering the ancient code. In summary, it would seem to me that the instanced approach would lead to more happy players than would eliminating old content or pushing them off to progression servers with smaller populations.
Just my two bits.

Dagowaldt

Edit, that's interesting, I have lost my post count. Ah well, it wasn't that great anyway. :)

Edited, Feb 2nd 2014 7:36am by Numantic
#4 Feb 03 2014 at 3:01 PM Rating: Excellent
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I guess my concern with this is that if the problem with the quarterly release schedule was that it meant that each one was underwhelming to the player base and made it harder to do "big" changes (like lots of new zones), I'm not sure how adding a ton of weekly and monthly updates is going to help. I get that they want to put the big changes back in a "once a year" format, and that makes sense. But coupling this with the resource expenditure of trying to come up with constant small updates is almost certainly going to stretch those resources thin.

Maybe there's no need for concern, and it'll turn out that the minor updates are super easy to do code-wise within the existing/current game content, and everything will work out great. I just have this sneaking suspicion that we'll either end out with slips in the weekly/monthly stuff (or it'll end out being incredibly weak sauce stuff), or we'll see the big yearly expansion type stuff slip because the don't have the resources to manage them. It's just that the message more or less says that the quarterly update schedule was consuming too many resources and making it harder to get the "big" changes done, so then saying "but we've got plenty of staff to handle this" seems a bit optimistic to me.

Honestly, I'm ok with it either way. I'm not really doing much with the end game stuff anyway, so release schedules don't affect me much. For me, the weekly/monthly stuff will probably provide more potential fun and interest than the newest/latest game expansion update anyway. But I wonder if that'll be true for the folks who are pushing the end game all the time and if this will end out increasing or decreasing their interest.
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#5 Feb 03 2014 at 3:47 PM Rating: Excellent
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I wish they would instance the revamped high level zones (as said by Numantic) so that those who want to go to the older zones as they were can still do so.
#6 Feb 03 2014 at 6:24 PM Rating: Excellent
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hexeez wrote:
I wish they would instance the revamped high level zones (as said by Numantic) so that those who want to go to the older zones as they were can still do so.


Maybe they should instance the older versions instead?

Why not have a storyteller's hall in PoK that is the hub for all the revamp replaced old zones? Would certainly make doing the old epics easier if you could zone into 80% of the kill areas needed from this one building and they were instanced so you didn't have to deal with farmers. This way the real world we travel could be far more dangerous. Very few people that aren't willing to pay gold sub and play on progression are so oldschool as to be a stickler for doing slow travel to go hunt in Najena or the Hole.

------

I play a lot (as in mostly) under 75 content. I mostly am playing in a very big empty world. I played on progression this past round just to do original temple of cazic thule. It was fun and worth my while. A lot of people made a least a trip to ToCT because of the rollback on the zone.

If they would let the current prog servers go non-gold (and launch a new set as the gold sub prog servers) it would make revamping more palatable to some.

Look at what WoW did with the Cataclysm expansion: total reworking of geography and levels in many old zones. They tightened up levelling chains and revised the quests in numerous underutilized zones. I wish they had kept doing this (with the open world zones). They do continue to revamp dungeons and obsolete gear. I just happen to like EQ as a game waay better.

Some day they will do a WoW progression server and it will be insanely popular just for people wanting to do original deadmines for Defias gear, and relive the original levelling chains. EQII could pull the same trick.
#7 Feb 04 2014 at 1:35 AM Rating: Excellent
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Good idea, Snailish! The travel would still be there in the new zones for those who want it, just a heck of a lot more dangerous. And it would reduce the time sink aspect of camping a named for three weeks, or having someone pop in on a timer and ***** up all your planning. In fact, as the idea ferments in my mind, I kind of wish they could have done that long ago! And another that used to irritate me, you do all these little things to get something to spawn, and then some slaughter nutcase runs over and kills it before you can get there. And your buffs would all be fresh on entering the zone, instead of having run down while you traveled. I like it! Thanks!

Dagowaldt
since I have lost my post count, birthdate: March 2000.





Edited, Feb 4th 2014 2:52am by Numantic
#8 Feb 04 2014 at 5:19 AM Rating: Excellent
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I love to go back to the old world for nostalgia's sake, and when I level up a new alt, it's so fast anyway that I use an old world low level zone, even if it isn't "hot."

But I know I'm in a tiny tiny minority since those zones are almost always empty. Sadder still is when I help out a noob with some PLing, many shy away because they're "hard to get to" or don't have that all-important zone XP bonus. Sad, sad, sad...

It's inevitable, though, that such zones would be upgraded since it's a cheap way to introduce "new" content. I just wish they would either instance the new version or preserve the old version as an accessible instance, to save me having to go to progression or emu servers to be able to wax nostalgic.Smiley: dubious

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#9 Feb 04 2014 at 1:04 PM Rating: Excellent
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Snailish wrote:
Maybe they should instance the older versions instead?


Yes, that could work out good also.

Though if the new high level zones are temporary zones, it might be easier for the devs to just leave the old zone as is and instance the new temporary hi level zones alone.

Either way a good option for all concerned imo...
#10 Feb 05 2014 at 8:06 AM Rating: Good
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They did that with Unrest a while back. The instanced zone was high-level at the time, and a lot of fun, and it dropped a HP augment which was pretty good for the era. That instanced version is still around, for those interested.
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